From cd1f8186d0922902959a11ef10a30802acbd4280 Mon Sep 17 00:00:00 2001 From: yuding <1023798085@qq.com> Date: Fri, 26 Dec 2025 17:08:02 +0800 Subject: [PATCH] =?UTF-8?q?=E5=88=9D=E5=A7=8B=E5=8C=96?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- AI_COLLABORATION.md | 314 +++++++++++++++++++- dist/bim-engine-sdk.es.js | 4 +- dist/bim-engine-sdk.umd.js | 44 +-- dist/bim-engine-sdk.umd.js.map | 2 +- src/components/section-axis-panel/index.css | 4 +- src/components/section-axis-panel/index.ts | 5 +- src/components/section-box-panel/index.css | 4 +- src/components/section-box-panel/index.ts | 20 +- src/components/section-plane-panel/index.ts | 7 +- src/components/walk-control-panel/index.ts | 4 +- src/utils/icon-manager.ts | 6 + 11 files changed, 361 insertions(+), 53 deletions(-) diff --git a/AI_COLLABORATION.md b/AI_COLLABORATION.md index 89e5457..5fcba67 100644 --- a/AI_COLLABORATION.md +++ b/AI_COLLABORATION.md @@ -562,12 +562,314 @@ const dialog = engine.dialog.create({ | -------------- | ---------------------------- | ------------------------------ | ----------------------------- | | `IconManager` | `src/utils/icon-manager.ts` | 统一管理所有 SVG 图标资源 | `docs/utils/icon-manager.md` | -**IconManager 说明**: -- 提供 `getIcon(name: string): string` 函数 -- 所有组件通过该函数获取 SVG 图标字符串 -- 支持默认图标回退机制 -- 图标使用 `currentColor` 以支持主题颜色 -- 详细说明见 `docs/utils/icon-manager.md` +--- + +## 4.4.1 IconManager 图标管理器使用指南 + +### 核心概念 + +**IconManager 是项目中所有 SVG 图标的统一管理工具,必须严格遵循以下规范:** + +#### 强制要求 +1. **禁止在代码中硬编码 SVG**: 所有图标必须通过 `getIcon()` 函数获取 +2. **使用中文名称**: 图标名称使用清晰的中文描述,如 `'测量'`, `'地图'`, `'全屏'` +3. **支持主题颜色**: 所有图标使用 `fill="currentColor"` 以自动适配主题 + +### API 使用 + +#### 基本用法 + +```typescript +import { getIcon } from '../../utils/icon-manager'; + +// 获取图标 SVG 字符串 +const icon = getIcon('测量'); + +// 在按钮配置中使用 +const buttonConfig: ButtonConfig = { + id: 'measure', + icon: getIcon('测量'), + label: 'toolbar.measure' +}; + +// 在 DOM 中使用 +button.innerHTML = getIcon('全屏'); +``` + +#### 在组件中使用 + +```typescript +export class MyComponent implements IBimComponent { + private createButton(): HTMLButtonElement { + const btn = document.createElement('button'); + // 直接使用 getIcon 获取图标 + btn.innerHTML = getIcon('设置'); + return btn; + } +} +``` + +### 图标分类 + +#### 1. 主要功能图标 (48x48) +用于 toolbar 和主要功能按钮: +- `测量`, `地图`, `框选放大`, `漫游`, `目录树` +- `剖切`, `剖切盒`, `全屏`, `设置`, `拾曲面剖切` +- `轴向剖切`, `主视角`, `文档` + +#### 2. 测量工具图标 (32x32) +用于测量面板: +- `标高`, `距离`, `最小距离`, `激光边距` +- `角度`, `坡度`, `体积`, `空间体积` + +#### 3. 通用 UI 图标 (24x24) +用于通用界面元素: +- `close`, `check`, `warning`, `error`, `success` +- `plus`, `minus`, `arrowUp`, `arrowDown`, `arrowLeft`, `arrowRight` +- `search`, `refresh`, `delete`, `edit`, `save` +- `expand`, `collapse` + +### 图标尺寸规范 + +#### CSS 控制实际显示尺寸 + +虽然 SVG 有默认尺寸,但实际显示尺寸由 CSS 控制: + +```css +/* Toolbar 按钮图标 - 底部工具栏 */ +.bim-btn-group-root.is-bottom-toolbar .opt-btn-icon { + width: 32px; + height: 32px; +} + +/* Walk 控制面板按钮图标 */ +.walk-icon-btn svg { + width: 32px; + height: 32px; +} + +/* 通用按钮图标 */ +.opt-btn-icon { + width: 24px; + height: 24px; +} +``` + +**重要**: 确保不同组件的图标尺寸保持一致,推荐使用: +- **主按钮**: 32x32 (toolbar, walk-control-panel) +- **次要按钮**: 24x24 (menu, tree, dialog) +- **小图标**: 18x18 (下拉菜单项) + +### 主题适配 + +#### currentColor 机制 + +所有图标使用 `fill="currentColor"`,会自动继承父元素的 `color` 属性: + +```typescript +// icon-manager.ts 中的图标定义 +测量: '', +``` + +```css +/* CSS 中控制图标颜色 */ +.opt-btn-icon { + color: var(--bim-icon-color, #ccc); +} + +.opt-btn-icon svg { + fill: currentColor; /* 自动继承父元素的 color */ +} +``` + +#### 主题变更自动适配 + +当主题切换时,只需更新 CSS 变量,所有图标自动更新颜色: + +```typescript +// setTheme 方法中 +element.style.setProperty('--bim-icon-color', theme.icon ?? '#ccc'); +// 所有使用 currentColor 的图标自动适配新颜色 +``` + +### 添加新图标 + +#### 流程步骤 + +1. **准备 SVG 文件**: + - 放到 `src/assets/` 目录 + - 或直接获取 SVG 代码 + +2. **简化 SVG** (移除冗余): + ```xml + + + ... + ... + + + + + + + + + + ``` + +3. **添加到 icon-manager.ts**: + ```typescript + const ICONS: Record = { + // ... 现有图标 + 新功能: '', + }; + ``` + +4. **使用新图标**: + ```typescript + const icon = getIcon('新功能'); + ``` + +#### 命名规范 + +**✅ 推荐命名**: +- 使用清晰的中文描述功能 +- 避免歧义和重复 +- 示例: `测量`, `全屏`, `剖切盒`, `空间体积` + +**❌ 不推荐命名**: +- 通用名称: `icon1`, `svg2`, `image` +- 英文缩写: `msr`, `cfg`, `btn_icon` +- 过长名称: `这是一个用于测量距离的图标` + +### 错误处理 + +#### 自动回退机制 + +当请求的图标不存在时,自动返回默认图标: + +```typescript +export function getIcon(name: string): string { + const icon = ICONS[name]; + + if (!icon) { + // 在控制台输出警告 + console.warn(`[IconManager] Icon "${name}" not found, using default icon`); + // 返回默认图标,避免空值错误 + return ICONS.default; + } + + return icon; +} +``` + +**开发时的警告**: +``` +[IconManager] Icon "不存在的图标" not found, using default icon +``` + +这帮助开发者快速发现图标名称错误。 + +### 最佳实践 + +#### ✅ 推荐做法 + +```typescript +// 1. 在组件顶部导入 +import { getIcon } from '../../utils/icon-manager'; + +// 2. 在需要时调用 +export const createButton = (): ButtonConfig => ({ + id: 'home', + icon: getIcon('主视角'), + label: 'toolbar.home' +}); + +// 3. 在 DOM 中使用 +const btn = document.createElement('button'); +btn.innerHTML = getIcon('设置'); +``` + +#### ❌ 避免做法 + +```typescript +// ❌ 不要硬编码 SVG +const icon = '...'; + +// ❌ 不要重复定义相同图标 +const homeIcon = '...'; +const anotherHomeIcon = '...'; + +// ❌ 不要使用未定义的图标名称 +const icon = getIcon('ThisIconDoesNotExist'); // 会触发警告 +``` + +### 性能说明 + +- **查找速度**: O(1) 字典查找,无性能问题 +- **无需缓存**: 图标字符串很小,直接返回即可 +- **按需使用**: 只在需要时调用 `getIcon()`,不需要预加载 + +### 维护建议 + +1. **定期清理**: 删除不再使用的图标 +2. **统一风格**: 新增图标应与现有图标风格一致 +3. **文档同步**: 添加新图标后更新 `docs/utils/icon-manager.md` +4. **测试验证**: 确保新图标在浅色/深色主题下都清晰可见 + +### 完整示例 + +#### 按钮配置中使用图标 + +```typescript +import { getIcon } from '../../../utils/icon-manager'; +import type { ButtonConfig } from '../index.type'; +import type { BimEngine } from '../../../bim-engine'; + +export const createMeasureButton = (engine: BimEngine): ButtonConfig => { + return { + id: 'measure', + groupId: 'group-1', + type: 'button', + label: 'toolbar.measure', + icon: getIcon('测量'), // 使用图标管理器 + onClick: () => { + engine.measure?.show(); + } + }; +}; +``` + +#### 组件中动态使用图标 + +```typescript +import { getIcon } from '../../utils/icon-manager'; + +export class WalkControlPanel implements IBimComponent { + private getIconSVG(type: string): string { + const icons: Record = { + 'plan-view': getIcon('地图'), + 'path': getIcon('地图'), + 'walk': getIcon('漫游') + }; + return icons[type] || getIcon('default'); + } + + private createIconButton(type: string, onClick: () => void): HTMLButtonElement { + const btn = document.createElement('button'); + btn.className = `walk-icon-btn walk-icon-btn-${type}`; + btn.innerHTML = this.getIconSVG(type); + btn.addEventListener('click', onClick); + return btn; + } +} +``` + +--- + +**相关文档**: +- 详细的图标清单和使用说明见 `docs/utils/icon-manager.md` +- SVG 简化规范和主题适配详见同一文档 ### 4.5 事件总线定义 diff --git a/dist/bim-engine-sdk.es.js b/dist/bim-engine-sdk.es.js index f391d1d..e8d8435 100644 --- a/dist/bim-engine-sdk.es.js +++ b/dist/bim-engine-sdk.es.js @@ -1,5 +1,5 @@ -(function(){"use strict";try{if(typeof document<"u"){var 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.7))}.bim-measure-toggle-icon svg{width:14px;height:14px;fill:currentColor;color:var(--bim-measure-icon-color, #ddd);transition:transform .15s ease}.bim-measure-toggle-btn.is-expanded .bim-measure-toggle-icon svg{transform:rotate(180deg)}.bim-measure-result{margin-top:12px;padding-top:12px;border-top:1px solid var(--bim-measure-divider, rgba(255, 255, 255, .1));display:flex;flex-direction:column;gap:10px}.bim-measure-row{display:flex;align-items:baseline;gap:8px;font-size:13px;line-height:1.4}.bim-measure-row .label{color:var(--bim-measure-label-color, rgba(255, 255, 255, .7));min-width:84px}.bim-measure-row .value{color:var(--bim-measure-value-color, rgba(255, 255, 255, .9));flex:1;word-break:break-word}.bim-measure-main-number{color:#ffd24a}.bim-measure-main-number.is-laser-text,.bim-measure-main-unit{color:var(--bim-measure-value-color, rgba(255, 255, 255, .9))}.bim-measure-xyz{display:flex;flex-direction:column;gap:6px}.bim-measure-xyz .value{font-variant-numeric:tabular-nums}.bim-measure-xyz-x{color:#ff4d4f!important}.bim-measure-xyz-y{color:#52c41a!important}.bim-measure-xyz-z{color:#1677ff!important}.bim-measure-footer{margin-top:12px;padding-top:10px;border-top:1px solid var(--bim-measure-divider, rgba(255, 255, 255, .1));display:flex;align-items:center;justify-content:flex-start;gap:10px}.bim-measure-clear-btn{background:transparent;border:none;color:var(--bim-measure-danger, white);cursor:pointer;padding:0;font-size:13px;flex:0 0 auto!important;width:auto;min-width:0}.bim-measure-clear-btn:hover,.bim-measure-clear-btn:active,.bim-measure-clear-btn:focus{background:transparent;border:none;outline:none;text-decoration:none}.bim-measure-settings-btn{width:24px;height:24px;border-radius:4px;border:none;background:transparent;cursor:pointer;display:inline-flex;align-items:center;justify-content:center;padding:0;margin-left:auto;flex:0 0 auto!important}.bim-measure-settings-btn:hover,.bim-measure-settings-btn:active,.bim-measure-settings-btn:focus{background:transparent;border:none;outline:none}.bim-measure-settings-btn svg{width:18px;height:18px;fill:currentColor;color:var(--bim-measure-icon-color, #ddd)}.section-plane-panel{display:flex;gap:8px;padding:12px 12px 16px;box-sizing:border-box}.section-plane-btn{flex:1;display:flex;flex-direction:column;align-items:center;justify-content:center;gap:4px;padding:8px;border:1px solid transparent;background:var(--bim-section-btn-bg, rgba(255, 255, 255, .06));border-radius:4px;cursor:pointer;transition:background-color .2s ease,border-color .2s ease,color .2s ease;min-width:60px;outline:none;color:var(--bim-text-color, rgba(255, 255, 255, .9))}.section-plane-btn:hover{background:var(--bim-section-btn-hover, rgba(255, 255, 255, .1))}.section-plane-btn:active{background:var(--bim-section-btn-active, rgba(255, 255, 255, .14));border-color:var(--bim-text-active-color, #fff);color:var(--bim-text-active-color, #fff)}.section-plane-btn-icon{width:24px;height:24px;display:flex;align-items:center;justify-content:center;color:var(--bim-icon-color, #ccc)}.section-plane-btn-icon svg{width:100%;height:100%;fill:currentColor}.section-plane-btn-label{font-size:12px;color:inherit;text-align:center;line-height:1.2}.section-axis-panel{display:flex;flex-direction:column;gap:8px;padding:12px 12px 16px;box-sizing:border-box}.section-axis-row-1{display:flex;gap:8px;padding-bottom:8px;border-bottom:1px solid rgba(255,255,255,.1)}.section-axis-row-2{display:flex;gap:8px;padding-top:8px}.section-axis-btn{flex:1;display:flex;flex-direction:column;align-items:center;justify-content:center;gap:4px;padding:8px;background:var(--bim-section-axis-btn-bg, rgba(255, 255, 255, .06));border:1px solid transparent;border-radius:4px;cursor:pointer;transition:all .2s;outline:none;color:var(--bim-text-color, rgba(255, 255, 255, .9));min-height:48px}.section-axis-btn:hover{background:var(--bim-section-axis-btn-hover, rgba(255, 255, 255, .1))}.section-axis-btn.active{background:var(--bim-section-axis-btn-active, rgba(255, 255, 255, .14));border-color:var(--bim-text-active-color, #fff);color:var(--bim-text-active-color, #fff)}.section-axis-btn-icon{width:24px;height:24px;display:inline-flex;align-items:center;justify-content:center;color:var(--bim-icon-color, #ccc)}.section-axis-btn-icon svg{width:100%;height:100%}.section-axis-btn-label{font-size:12px;color:inherit;text-align:center;white-space:nowrap;overflow:hidden;text-overflow:ellipsis;max-width:100%}.section-axis-btn-text{min-height:40px}.section-axis-btn-text .section-axis-btn-label{font-size:18px;font-weight:600}.section-box-panel{display:flex;flex-direction:column;padding:12px;box-sizing:border-box;-webkit-user-select:none;user-select:none}.section-box-row-buttons{display:flex;gap:6px;padding-bottom:12px;border-bottom:1px solid rgba(255,255,255,.1)}.section-box-btn{flex:1;display:flex;flex-direction:column;align-items:center;justify-content:center;gap:4px;padding:6px;background:var(--bim-section-box-btn-bg);border:1px solid transparent;border-radius:4px;cursor:pointer;color:var(--bim-text-color);min-height:44px;transition:all .2s}.section-box-btn:hover{background:var(--bim-section-box-btn-hover)}.section-box-btn.active{background:var(--bim-section-box-btn-active);border-color:var(--bim-text-active-color);color:var(--bim-text-active-color)}.section-box-btn-icon{width:24px;height:24px;color:var(--bim-icon-color)}.section-box-btn-icon svg{width:100%;height:100%}.section-box-btn-label{font-size:11px;white-space:nowrap}.section-box-sliders{display:flex;flex-direction:column;gap:16px;padding-top:16px}.section-box-slider{display:flex;align-items:center;gap:12px;position:relative;z-index:1}.section-box-slider:hover{z-index:10}.section-box-slider-label{font-size:13px;font-weight:700;color:var(--bim-text-color);min-width:14px}.section-box-slider-track{position:relative;flex:1;height:4px;background:#ffffff1a;border-radius:2px}.section-box-slider-range{position:absolute;top:0;height:100%;background:var(--bim-primary-color);border-radius:2px;pointer-events:none}.section-box-slider-handle{position:absolute;top:50%;width:14px;height:14px;background:#fff;border:2px solid var(--bim-primary-color);border-radius:50%;transform:translate(-50%,-50%);cursor:grab;z-index:5;touch-action:none;transition:transform .2s,box-shadow .2s}.section-box-slider-handle:hover{transform:translate(-50%,-50%) scale(1.2);box-shadow:0 0 0 4px #1890ff33}.section-box-slider-handle.dragging{cursor:grabbing;transform:translate(-50%,-50%) scale(1.2);background:var(--bim-primary-color)}.walk-control-panel{display:flex;align-items:center;gap:20px;padding:8px 16px;background:var(--bim-walk-control-bg, rgba(0, 0, 0, .8));border-radius:8px;-webkit-user-select:none;user-select:none}.walk-divider{width:1px;height:40px;background:var(--bim-divider-color, rgba(255, 255, 255, .2));flex-shrink:0}.walk-control-left{display:flex;gap:8px}.walk-icon-btn{width:48px;height:48px;display:flex;align-items:center;justify-content:center;background:transparent;border:2px solid transparent;border-radius:6px;cursor:pointer;transition:all .2s;color:var(--bim-icon-color, #ccc);padding:8px}.walk-icon-btn:hover{background:var(--bim-walk-btn-hover, rgba(255, 255, 255, .15))}.walk-icon-btn.active{background:var(--bim-walk-btn-active, rgba(255, 255, 255, .3))}.walk-icon-btn svg{width:32px;height:32px}.walk-control-settings{display:flex;align-items:center;gap:16px;flex:1}.walk-speed-control{display:flex;align-items:center;gap:12px}.walk-speed-label{color:var(--bim-text-color, #fff);font-size:14px;white-space:nowrap}.walk-speed-group{display:flex;align-items:center;gap:8px;background:var(--bim-speed-group-bg, rgba(255, 255, 255, .1));border-radius:4px;padding:4px}.walk-speed-btn{width:32px;height:32px;background:var(--bim-speed-btn-bg, rgba(255, 255, 255, .1));border:none;border-radius:4px;color:var(--bim-text-color, #fff);font-size:18px;cursor:pointer;transition:background .2s}.walk-speed-btn:hover{background:var(--bim-speed-btn-hover, rgba(255, 255, 255, .2))}.walk-speed-btn:disabled{opacity:.5;cursor:not-allowed}.walk-speed-display{min-width:40px;text-align:center;color:var(--bim-text-color, #fff);font-size:14px;font-weight:700}.walk-checkbox-wrapper{display:flex;align-items:center;gap:8px;cursor:pointer}.walk-checkbox{width:18px;height:18px;cursor:pointer}.walk-checkbox:disabled{opacity:.5;cursor:not-allowed}.walk-checkbox-label{color:var(--bim-text-color, #fff);font-size:14px;white-space:nowrap}.walk-checkbox-wrapper input:disabled+.walk-checkbox-label{opacity:.5}.walk-select-wrapper{display:flex;align-items:center;gap:8px}.walk-select-label{color:var(--bim-text-color, #fff);font-size:14px;white-space:nowrap}.walk-select{padding:6px 12px;background:var(--bim-select-bg, rgba(255, 255, 255, .1));border:1px solid var(--bim-select-border, rgba(255, 255, 255, .2));border-radius:4px;color:var(--bim-text-color, #fff);font-size:14px;cursor:pointer;min-width:120px}.walk-select option{background:var(--bim-select-option-bg, #333);color:var(--bim-text-color, #fff)}.walk-exit-btn{padding:10px 24px;background:var(--bim-primary-color, #1890ff);border:none;border-radius:6px;color:#fff;font-size:14px;font-weight:600;cursor:pointer;transition:all .2s;white-space:nowrap}.walk-exit-btn:hover{background:var(--bim-primary-hover, #40a9ff)}')),document.head.appendChild(e)}}catch(o){console.error("vite-plugin-css-injected-by-js",o)}})(); +import { B as m } from "./index-CRZDU9wG.mjs"; export { m as BimEngine }; diff --git a/dist/bim-engine-sdk.umd.js b/dist/bim-engine-sdk.umd.js index fb8227d..3fcef59 100644 --- a/dist/bim-engine-sdk.umd.js +++ b/dist/bim-engine-sdk.umd.js @@ -1,14 +1,14 @@ -(function(){"use strict";try{if(typeof document<"u"){var e=document.createElement("style");e.appendChild(document.createTextNode('.bim-engine-wrapper{position:relative;width:100%;height:100%;font-family:sans-serif;color:#bf1d1d;box-sizing:border-box;overflow:hidden}.bim-engine-opt-btn-container{position:absolute;bottom:20px;left:50%;transform:translate(-50%);z-index:100}.bim-construct-tree-btn{position:absolute;top:20px;left:20px!important;z-index:100}.bim-btn-group-root{display:flex;gap:8px;z-index:1000;position:absolute;pointer-events:auto}.bim-btn-group-root.static{position:relative;inset:auto;transform:none}.bim-btn-group-root.dir-row{flex-direction:row;align-items:center}.bim-btn-group-root.dir-column{flex-direction:column;align-items:stretch}.bim-btn-group-section{display:flex;gap:4px;background-color:var(--bim-btn-group-section-bg, rgba(17, 17, 17, .88));border-radius:6px;padding:4px;box-shadow:0 2px 8px #0000004d,0 1px 3px #0003}.bim-btn-group-root.dir-row .bim-btn-group-section{flex-direction:row;align-items:center}.bim-btn-group-root.dir-column .bim-btn-group-section{flex-direction:column}.opt-btn-wrapper{position:relative}.opt-btn{display:flex;cursor:pointer;border-radius:4px;transition:background-color .2s,color .2s,border-color .2s;color:var(--bim-btn-text-color, #ccc);background-color:var(--bim-btn-bg, transparent);padding:6px;align-items:center;position:relative;justify-content:center;border:1px solid transparent;outline:none}.opt-btn:hover{background-color:var(--bim-btn-hover-bg, #444)}.opt-btn.active{background-color:var(--bim-btn-active-bg, rgba(255, 255, 255, .15));color:var(--bim-btn-text-active-color, #fff)}.opt-btn.disabled{opacity:.5;cursor:not-allowed}.opt-btn-icon{width:var(--bim-icon-size, 24px);height:var(--bim-icon-size, 24px);display:flex;align-items:center;justify-content:center;color:var(--bim-icon-color, #ccc);flex-shrink:0}.opt-btn-icon svg{width:100%;height:100%;fill:currentColor}.opt-btn-arrow{font-size:10px;opacity:.6;transition:transform .2s;display:inline-block;margin-left:4px}.opt-btn-arrow.rotated{transform:rotate(180deg)}.opt-btn-text-wrapper{display:flex;align-items:center;justify-content:center;pointer-events:none}.opt-btn-label{display:inline}.opt-btn.no-label .opt-btn-label{display:none}.opt-btn.align-vertical:not(.no-label){flex-direction:column;text-align:center}.opt-btn.align-vertical:not(.no-label) .opt-btn-text-wrapper{margin-top:4px}.opt-btn.align-vertical:not(.no-label) .opt-btn-label{font-size:12px;line-height:1.2}.opt-btn.align-horizontal:not(.no-label){flex-direction:row}.opt-btn.align-horizontal:not(.no-label) .opt-btn-text-wrapper{margin-left:8px}.opt-btn.align-horizontal:not(.no-label) .opt-btn-label{font-size:14px}.opt-btn.no-label .opt-btn-text-wrapper{width:0;height:0;margin:0;padding:0;overflow:visible;position:absolute;top:0;right:0}.opt-btn.no-label .opt-btn-arrow{position:absolute;top:2px;right:2px;margin:0;font-size:8px}.opt-btn-dropdown{position:absolute;background-color:var(--bim-toolbar-bg, rgba(17, 17, 17, .95));border-radius:4px;padding:4px;box-shadow:0 4px 12px #0003;z-index:1001;display:flex;flex-direction:column;border:1px solid rgba(255,255,255,.1);opacity:0;visibility:hidden;transform:translateY(-10px);transition:opacity .2s ease,transform .2s cubic-bezier(.2,0,.2,1),visibility .2s}@keyframes dropdown-fade-in{0%{opacity:0;transform:translateY(-8px) scale(.98)}to{opacity:1;transform:translateY(0) scale(1)}}.opt-btn-dropdown{animation:dropdown-fade-in .2s cubic-bezier(.2,0,.2,1) forwards;opacity:1;visibility:visible;transform:none}.opt-btn-dropdown-item{display:flex;align-items:center;padding:8px 12px;cursor:pointer;border-radius:4px;color:var(--bim-btn-text-color, #ccc);transition:background .2s,border-color .2s,color .2s;box-sizing:border-box;border:1px solid transparent;outline:none}.opt-btn-dropdown-item .opt-btn-icon{color:var(--bim-icon-color, #ccc)}.opt-btn-dropdown-item:hover{background-color:var(--bim-btn-hover-bg, #444)}.opt-btn-dropdown-item.active{background-color:var(--bim-btn-active-bg, rgba(255, 255, 255, .15));color:var(--bim-btn-text-active-color, #fff)}.opt-btn-dropdown-item.align-horizontal{flex-direction:row}.opt-btn-dropdown-item.align-horizontal .opt-btn-icon{width:18px;height:18px;margin-right:8px}.opt-btn-dropdown-item.align-vertical{flex-direction:column;text-align:center}.opt-btn-dropdown-item.align-vertical .opt-btn-icon{width:24px;height:24px;margin-bottom:4px}.opt-btn-dropdown-item.align-vertical .opt-btn-dropdown-label{font-size:12px}.bim-btn-group-root.is-bottom-toolbar .opt-btn-icon{width:32px;height:32px}.bim-btn-group-root.is-bottom-toolbar .opt-btn{padding:8px}:root{--bim-dialog-bg: rgba(17, 17, 17, .95);--bim-dialog-header-bg: #2a2a2a;--bim-dialog-title-color: #fff;--bim-dialog-text-color: #ccc;--bim-dialog-border-color: #444}.bim-dialog{position:absolute;background-color:var(--bim-dialog-bg);border:1px solid var(--bim-dialog-border-color);border-radius:6px;box-shadow:0 4px 12px #0000004d;display:flex;flex-direction:column;z-index:10001;color:var(--bim-dialog-title-color);overflow:hidden;min-width:200px;min-height:100px;pointer-events:auto}.bim-dialog-header{height:32px;background-color:var(--bim-dialog-header-bg);display:flex;align-items:center;justify-content:space-between;padding:0 10px;cursor:default;-webkit-user-select:none;user-select:none;border-bottom:1px solid var(--bim-dialog-border-color);flex-shrink:0}.bim-dialog-header.draggable{cursor:move}.bim-dialog-title{font-size:14px;font-weight:500;white-space:nowrap;overflow:hidden;text-overflow:ellipsis;color:var(--bim-dialog-title-color)}.bim-dialog-close{cursor:pointer;font-size:18px;color:#999;line-height:1;margin-left:8px}.bim-dialog-close:hover{color:#fff}.bim-dialog-content{flex:1;overflow:auto;font-size:14px;color:var(--bim-dialog-text-color)}.bim-dialog-resize-handle{position:absolute;width:10px;height:10px;bottom:0;right:0;cursor:se-resize;z-index:10}.bim-dialog-resize-handle:after{content:"";position:absolute;bottom:3px;right:3px;width:6px;height:6px;border-right:2px solid #666;border-bottom:2px solid #666}.bim-dialog-resize-handle:hover:after{border-color:#fff}.bim-info-dialog-content{padding:16px;font-family:sans-serif;color:#333}.bim-info-dialog-content h3{margin-top:0;margin-bottom:12px;border-bottom:1px solid #eee;padding-bottom:8px;color:#0078d4}.bim-info-dialog-content ul{list-style:none;padding:0;margin:0}.bim-info-dialog-content li{margin-bottom:8px;font-size:14px;display:flex}.bim-info-dialog-content li strong{width:80px;color:#555}.bim-right-key{position:fixed;z-index:10000;display:none;background:transparent}.bim-right-key.visible{display:block}.bim-menu{display:flex;flex-direction:column;background:var(--bim-ui_bg_color, #2b2d30);border-radius:4px;padding:4px 0;margin:0;list-style:none;min-width:160px;box-shadow:0 4px 12px #0003;font-family:-apple-system,BlinkMacSystemFont,Segoe UI,Roboto,Helvetica Neue,Arial,sans-serif;-webkit-user-select:none;user-select:none;color:var(--bim-ui_text_primary, #ffffff)}.bim-menu-group{display:flex;flex-direction:column}.bim-menu-divider{height:1px;background-color:var(--bim-ui_border_color, #3e4145);margin:4px 0}.bim-menu-item{display:flex;align-items:center;padding:6px 12px;cursor:pointer;transition:background-color .2s;font-size:13px;position:relative;color:var(--bim-ui_text_primary, #ffffff)}.bim-menu-item:hover{background-color:var(--bim-ui_bg_hover, #3e4145)}.bim-menu-item.disabled{opacity:.5;cursor:not-allowed;pointer-events:none}.bim-menu-item-icon{width:16px;height:16px;margin-right:8px;display:flex;align-items:center;justify-content:center;flex-shrink:0}.bim-menu-item-icon svg{width:100%;height:100%;fill:currentColor}.bim-menu-item-label{flex:1;white-space:nowrap;overflow:hidden;text-overflow:ellipsis}.bim-menu-item-arrow{width:12px;height:12px;margin-left:8px;display:flex;align-items:center;justify-content:center;opacity:.7}.bim-menu-item-arrow svg{width:100%;height:100%;fill:currentColor}.bim-tree{width:100%;height:100%;display:flex;flex-direction:column;overflow:hidden;font-size:14px;color:var(--bim-ui_text_primary, #333);-webkit-user-select:none;user-select:none;position:relative;background:transparent}.bim-tree-search{padding:6px;background-color:transparent;flex-shrink:0;position:relative}.bim-tree-search-wrapper{position:relative;width:100%;display:flex;align-items:center}.bim-tree-search-icon{position:absolute;left:8px;width:16px;height:16px;color:var(--bim-ui_text_secondary, #999);pointer-events:none;display:flex;align-items:center;justify-content:center}.bim-tree-search-icon svg{width:100%;height:100%}.bim-tree-search-input{width:100%;height:30px;padding:4px 8px 4px 30px;border:1px solid var(--bim-ui_border_color, #d9d9d9);border-radius:4px;outline:none;font-size:13px;color:inherit;background-color:var(--bim-ui_bg_color, #fff);transition:all .2s;box-sizing:border-box}.bim-tree-search-input:focus{border-color:var(--bim-primary_color, #1890ff);box-shadow:0 0 0 2px #1890ff33}.bim-tree-search-results{position:absolute;top:100%;left:8px;right:8px;background-color:var(--bim-ui_bg_color, 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.05))}.bim-tree-switcher{width:24px;height:32px;display:flex;align-items:center;justify-content:center;cursor:pointer;color:var(--bim-ui_text_secondary, #999);transition:transform .2s;flex-shrink:0}.bim-tree-switcher svg{width:12px;height:12px;fill:currentColor;transition:transform .2s}.bim-tree-switcher.is-expanded svg{transform:rotate(90deg)}.bim-tree-switcher.is-hidden{visibility:hidden}.bim-tree-checkbox{width:16px;height:16px;border:1px solid var(--bim-ui_border_color, #d9d9d9);border-radius:2px;margin-right:8px;background-color:var(--bim-ui_bg_color, #fff);position:relative;cursor:pointer;flex-shrink:0;transition:all .2s}.bim-tree-checkbox:hover{border-color:var(--bim-primary_color, #1890ff)}.bim-tree-checkbox.is-checked{background-color:var(--bim-primary_color, #1890ff);border-color:var(--bim-primary_color, #1890ff)}.bim-tree-checkbox.is-checked:after{content:"";position:absolute;top:1px;left:4px;width:5px;height:9px;border:2px solid 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#1890ff);border:none;border-radius:6px;color:#fff;font-size:14px;font-weight:600;cursor:pointer;transition:all .2s;white-space:nowrap}.walk-exit-btn:hover{background:var(--bim-primary-hover, #40a9ff)}')),document.head.appendChild(e)}}catch(o){console.error("vite-plugin-css-injected-by-js",o)}})(); -(function(ys,hn){typeof exports=="object"&&typeof module<"u"?hn(exports):typeof define=="function"&&define.amd?define(["exports"],hn):(ys=typeof globalThis<"u"?globalThis:ys||self,hn(ys.LyzBimEngineSDK={}))})(this,(function(ys){"use strict";const hn={common:{title:"BimEngine",description:"这是一个使用 BIM-ENGINE。",openTestDialog:"打开测试弹窗",openInfoDialog:"打开信息弹窗 (封装版)"},toolbar:{home:"首页",measure:"测量",zoomBox:"选框放大",info:"信息",location:"定位",setting:"设置",walk:"漫游",map:"地图",property:"构件详情",fullscreen:"全屏",walkMenu:"漫游菜单",walkPerson:"第一人称",walkBird:"第三人称",tree:"模型树",section:"剖切",sectionPlane:"拾取面剖切",sectionAxis:"轴向剖切",sectionBox:"剖切盒"},dialog:{testTitle:"测试弹窗",testContent:'
这是一个 可拖拽可缩放 的弹窗。

你可以尝试拖动标题栏,或者拖动右下角改变大小。
'},menu:{info:"信息",home:"首页"},tree:{searchPlaceholder:"请输入要搜索的内容"},constructTree:{title:"目录树"},tab:{component:"构件",system:"系统",space:"空间"},panel:{property:{title:"构件详情",base:"基本属性",material:"材质信息",advanced:"高级设置",tab:{props:"属性",material:"材质"}}},measure:{btnName:"测量",dialogTitle:"测量",modes:{distance:"距离",minDistance:"最小距离",angle:"角度",elevation:"标高",volume:"体积",laserDistance:"激光测距",slope:"坡度",spaceVolume:"空间体积"},actions:{expand:"展开",collapse:"收起",clearAll:"删除全部",settings:"设置"},labels:{currentMode:"当前测量方式:",x:"X:",y:"Y:",z:"Z:",value:{distance:"距离:",minDistance:"最小距离:",angle:"角度:",elevation:"标高:",volume:"体积:",laserDistance:"激光测距:",slope:"坡度:",spaceVolume:"空间体积:"}},units:{mm:"mm",cm:"cm",m:"m",km:"km",deg:"°",m3:"m³",percent:"%"},settings:{title:"设置",unit:"单位:",precision:"精度:",hint:"距离、最小距离和标高默认使用该单位;角度和体积有各自默认单位。",save:"保存设置",cancel:"取消"}},sectionPlane:{dialogTitle:"拾取面剖切",actions:{hide:"隐藏",reverse:"反向",reset:"重置"}},sectionAxis:{dialogTitle:"轴向剖切",actions:{hide:"隐藏",reverse:"反向",axisX:"X",axisY:"Y",axisZ:"Z"}},sectionBox:{dialogTitle:"剖切盒",actions:{hide:"隐藏",reverse:"反向",fitToModel:"适应",reset:"重置"},axes:{x:"X",y:"Y",z:"Z"}},walkControl:{speed:"移动速度:",gravity:"重力",collision:"碰撞",characterModel:{label:"建筑工人",constructionWorker:"建筑工人",officeMale:"办公室男性"},walkMode:{label:"行走模式",walk:"行走模式",run:"奔跑模式"},exit:"退出",path:{dialogTitle:"路径漫游"}},map:{dialogTitle:"地图"}},qh={common:{title:"BimEngine",description:"This is a BIM-ENGINE demo.",openTestDialog:"Open Test Dialog",openInfoDialog:"Open Info Dialog (Wrapped)"},toolbar:{home:"Home",measure:"Measure",zoomBox:"Zoom Box",info:"Info",location:"Location",setting:"Settings",walk:"Walk",map:"Map",property:"Property",fullscreen:"Fullscreen",walkPerson:"Person",walkBird:"Bird Eye",walkMenu:"Menu",tree:"Tree",section:"Section",sectionPlane:"Plane Section",sectionAxis:"Axis Section",sectionBox:"Section Box"},dialog:{testTitle:"Test Dialog",testContent:'
This is a draggable and resizable dialog.

Try dragging the title bar or resizing from the bottom-right corner.
'},menu:{info:"Info",home:"Home"},tree:{searchPlaceholder:"Please enter content to search"},constructTree:{title:"Construct Tree"},tab:{component:"Component",system:"System",space:"Space"},panel:{property:{title:"Component Details",base:"Basic Info",material:"Material",advanced:"Advanced",tab:{props:"Properties",material:"Material"}}},measure:{btnName:"Measure",dialogTitle:"Measure",modes:{distance:"Distance",minDistance:"Min Distance",angle:"Angle",elevation:"Elevation",volume:"Volume",laserDistance:"Laser Distance",slope:"Slope",spaceVolume:"Space Volume"},actions:{expand:"Expand",collapse:"Collapse",clearAll:"Clear All",settings:"Settings"},labels:{currentMode:"Mode:",x:"X:",y:"Y:",z:"Z:",value:{distance:"Distance:",minDistance:"Min Distance:",angle:"Angle:",elevation:"Elevation:",volume:"Volume:",laserDistance:"Laser Distance:",slope:"Slope:",spaceVolume:"Space Volume:"}},units:{mm:"mm",cm:"cm",m:"m",km:"km",deg:"°",m3:"m³",percent:"%"},settings:{title:"Settings",unit:"Unit:",precision:"Precision:",hint:"Distance, min distance and elevation use this unit by default; angle and volume use their own units.",save:"Save",cancel:"Cancel"}},sectionPlane:{dialogTitle:"Plane Section",actions:{hide:"Hide",reverse:"Reverse",reset:"Reset"}},sectionAxis:{dialogTitle:"Axis Section",actions:{hide:"Hide",reverse:"Reverse",axisX:"X",axisY:"Y",axisZ:"Z"}},sectionBox:{dialogTitle:"Section Box",actions:{hide:"Hide",reverse:"Reverse",fitToModel:"Fit",reset:"Reset"},axes:{x:"X",y:"Y",z:"Z"}},walkControl:{speed:"Speed:",gravity:"Gravity",collision:"Collision",characterModel:{label:"Construction Worker",constructionWorker:"Construction Worker",officeMale:"Office Male"},walkMode:{label:"Walk Mode",walk:"Walk",run:"Run"},exit:"Exit",path:{dialogTitle:"Path Walk"}},map:{dialogTitle:"Map"}};class Zh{currentLocale="zh-CN";messages={"zh-CN":hn,"en-US":qh};listeners=[];constructor(){}getLocale(){return this.currentLocale}setLocale(e){this.currentLocale!==e&&(this.currentLocale=e,this.notifyListeners())}t(e){if(!e)return"";const t=e.split(".");let i=this.messages[this.currentLocale];for(const s of t)if(i&&typeof i=="object"&&s in i)i=i[s];else return e;return i}subscribe(e){return this.listeners.push(e),()=>{this.listeners=this.listeners.filter(t=>t!==e)}}notifyListeners(){this.listeners.forEach(e=>e(this.currentLocale))}}const Dt=new Zh,le=n=>Dt.t(n),al={name:"dark",primary:"#0078d4",primaryHover:"#0063b1",background:"#f5f5f5",panelBackground:"rgba(30, 30, 30, 0.9)",textPrimary:"#ffffff",textSecondary:"#cccccc",border:"#444444",icon:"#cccccc",iconActive:"#ffffff",componentBackground:"transparent",componentHover:"#4e4d4dff",componentActive:"rgba(255, 255, 255, 0.1)"},Yh={name:"light",primary:"#0078d4",primaryHover:"#106ebe",background:"#f5f5f5",panelBackground:"#ffffff",textPrimary:"#333333",textSecondary:"#666666",border:"#e0e0e0",icon:"#555555",iconActive:"#0078d4",componentBackground:"transparent",componentHover:"#f0f0f0",componentActive:"#e0e0e0"};class Kh{currentTheme=al;listeners=[];constructor(){}getTheme(){return this.currentTheme}setTheme(e){e==="light"?this.applyTheme(Yh):this.applyTheme(al)}setCustomTheme(e){this.applyTheme(e)}applyTheme(e){this.currentTheme=e,this.notifyListeners()}subscribe(e){return this.listeners.push(e),e(this.currentTheme),()=>{this.listeners=this.listeners.filter(t=>t!==e)}}notifyListeners(){this.listeners.forEach(e=>e(this.currentTheme))}}const Ze=new Kh;class zr{container;options;groups=[];activeBtnIds=new Set;btnRefs=new Map;dropdownElement=null;hoverTimeout=null;customColors=new Set;unsubscribeLocale=null;unsubscribeTheme=null;engine=null;DEFAULT_ICON='';constructor(e){const t=typeof e.container=="string"?document.getElementById(e.container):e.container;if(!t)throw new Error("Container not found");this.container=t,this.options={showLabel:!0,visibility:{},direction:"row",position:"static",align:"vertical",expand:"down",...e},["backgroundColor","btnBackgroundColor","btnHoverColor","btnActiveColor","iconColor","iconActiveColor","textColor","textActiveColor"].forEach(s=>{e[s]&&this.customColors.add(s)}),this.initContainer(),this.applyStyles()}setEngine(e){this.engine=e}emit(e,t){this.engine?this.engine.emit(e,t):console.warn("[BimButtonGroup] Engine not set, cannot emit event:",e)}initContainer(){this.container.innerHTML="",this.container.classList.add("bim-btn-group-root"),this.options.direction==="column"?this.container.classList.add("dir-column"):this.container.classList.add("dir-row"),this.options.className&&this.container.classList.add(this.options.className),this.updatePosition(),this.setupEventInterception(this.container)}setupEventInterception(e){const t=s=>{s.stopPropagation()};["click","dblclick","contextmenu","wheel","mousedown","mouseup","mousemove","touchstart","touchend","touchmove","pointerdown","pointerup","pointermove","pointerenter","pointerleave","pointerover","pointerout"].forEach(s=>{e.addEventListener(s,t,{passive:!1})})}updatePosition(){const e=this.options.position,t=this.container.style;if(t.top="",t.bottom="",t.left="",t.right="",t.transform="",e==="static"){this.container.classList.add("static");return}if(this.container.classList.remove("static"),this.container.style.position="absolute",typeof e=="object"&&"x"in e)t.left=`${e.x}px`,t.top=`${e.y}px`;else{const i="20px";switch(e){case"top-left":t.top=i,t.left=i;break;case"top-center":t.top=i,t.left="50%",t.transform="translateX(-50%)";break;case"top-right":t.top=i,t.right=i;break;case"bottom-left":t.bottom=i,t.left=i;break;case"bottom-center":t.bottom=i,t.left="50%",t.transform="translateX(-50%)";break;case"bottom-right":t.bottom=i,t.right=i;break;case"left-center":t.left=i,t.top="50%",t.transform="translateY(-50%)";break;case"right-center":t.right=i,t.top="50%",t.transform="translateY(-50%)";break;case"center":t.top="50%",t.left="50%",t.transform="translate(-50%, -50%)";break}}}applyStyles(){const e=this.container.style;this.options.backgroundColor&&e.setProperty("--bim-btn-group-section-bg",this.options.backgroundColor),this.options.btnBackgroundColor&&e.setProperty("--bim-btn-bg",this.options.btnBackgroundColor),this.options.btnHoverColor&&e.setProperty("--bim-btn-hover-bg",this.options.btnHoverColor),this.options.btnActiveColor&&e.setProperty("--bim-btn-active-bg",this.options.btnActiveColor),this.options.iconColor&&e.setProperty("--bim-icon-color",this.options.iconColor),this.options.iconActiveColor&&e.setProperty("--bim-icon-active-color",this.options.iconActiveColor),this.options.textColor&&e.setProperty("--bim-btn-text-color",this.options.textColor),this.options.textActiveColor&&e.setProperty("--bim-btn-text-active-color",this.options.textActiveColor),document.querySelectorAll(".opt-btn-dropdown").forEach(i=>{const s=i.style;this.options.iconColor&&s.setProperty("--bim-icon-color",this.options.iconColor),this.options.iconActiveColor&&s.setProperty("--bim-icon-active-color",this.options.iconActiveColor),this.options.textColor&&s.setProperty("--bim-btn-text-color",this.options.textColor),this.options.textActiveColor&&s.setProperty("--bim-btn-text-active-color",this.options.textActiveColor),this.options.btnBackgroundColor&&s.setProperty("--bim-btn-bg",this.options.btnBackgroundColor),this.options.btnHoverColor&&s.setProperty("--bim-btn-hover-bg",this.options.btnHoverColor),this.options.btnActiveColor&&s.setProperty("--bim-btn-active-bg",this.options.btnActiveColor)})}setPrimaryColor(e){this.container.style.setProperty("--bim-primary-color",e),document.querySelectorAll(".opt-btn-dropdown").forEach(i=>{i.style.setProperty("--bim-primary-color",e)})}setTheme(e){const t={backgroundColor:e.panelBackground,btnBackgroundColor:e.componentBackground,btnHoverColor:e.componentHover,btnActiveColor:e.componentActive,iconColor:e.icon,iconActiveColor:e.iconActive,textColor:e.textSecondary,textActiveColor:e.textPrimary};Object.entries(t).forEach(([i,s])=>{const r=i;this.customColors.has(r)||(this.options[r]=s)}),this.applyStyles(),this.setPrimaryColor(e.primary)}setColors(e){this.options={...this.options,...e},Object.keys(e).forEach(t=>{this.customColors.add(t)}),this.applyStyles()}async init(){this.render(),this.unsubscribeLocale=Dt.subscribe(()=>{this.setLocales()}),this.unsubscribeTheme=Ze.subscribe(e=>{this.setTheme(e)})}setLocales(){this.render()}addGroup(e,t){if(this.groups.some(s=>s.id===e))return;const i={id:e,buttons:[]};if(t){const s=this.groups.findIndex(r=>r.id===t);s!==-1?this.groups.splice(s,0,i):this.groups.push(i)}else this.groups.push(i)}addButton(e){const{groupId:t,parentId:i}=e,s=this.groups.find(a=>a.id===t);if(!s)return;const r={...e,children:e.children||[]};if(i){const a=this.findButton(s.buttons,i);a&&(a.children||(a.children=[]),a.children.push(r))}else s.buttons.push(r)}findButton(e,t){for(const i of e){if(i.id===t)return i;if(i.children){const s=this.findButton(i.children,t);if(s)return s}}}render(){this.container.innerHTML="",this.btnRefs.clear(),this.groups.forEach((e,t)=>{const i=this.renderGroup(e,t,this.groups.length);this.container.appendChild(i)})}renderGroup(e,t,i){const s=document.createElement("div");return s.className="bim-btn-group-section",t{if(this.isVisible(r.id)){const a=this.renderButton(r);s.appendChild(a)}}),s}renderButton(e){const t=document.createElement("div");t.className="opt-btn-wrapper";const i=document.createElement("div");i.className="opt-btn",e.isActive&&this.activeBtnIds.add(e.id),(e.align||this.options.align||"vertical")==="horizontal"?i.classList.add("align-horizontal"):i.classList.add("align-vertical"),this.activeBtnIds.has(e.id)&&i.classList.add("active"),e.disabled&&i.classList.add("disabled"),this.options.showLabel&&e.label||(i.classList.add("no-label"),e.label&&(i.title=le(e.label)));const a=e.iconSize||32,o=e.minWidth||50;i.style.minWidth=`${o}px`;const l=document.createElement("div");l.className="opt-btn-icon",l.style.width=`${a}px`,l.style.height=`${a}px`,l.innerHTML=this.getIcon(e.icon),i.appendChild(l);const c=document.createElement("div");if(c.className="opt-btn-text-wrapper",this.options.showLabel&&e.label){const h=document.createElement("span");h.className="opt-btn-label",h.textContent=le(e.label),c.appendChild(h)}if(e.children&&e.children.length>0){const h=document.createElement("span");h.className="opt-btn-arrow",h.textContent="▼",c.appendChild(h)}return c.hasChildNodes()&&i.appendChild(c),i.addEventListener("click",()=>this.handleClick(e)),i.addEventListener("mouseenter",()=>this.handleMouseEnter(e,i)),i.addEventListener("mouseleave",()=>this.handleMouseLeave()),this.btnRefs.set(e.id,i),t.appendChild(i),t}setBtnActive(e,t){const i=this.findButtonById(e);if(!i)return;const s=t!==void 0?t:!this.activeBtnIds.has(e);s?this.activeBtnIds.add(e):this.activeBtnIds.delete(e),i.isActive=s,this.updateButtonState(e)}handleClick(e){if(!e.disabled&&(!e.children||e.children.length===0)){if(e.keepActive){const i=!this.activeBtnIds.has(e.id);this.setBtnActive(e.id,i),i&&e.exclusive&&e.groupId&&this.deactivateExclusiveSiblings(e)}this.closeDropdown(),e.onClick&&e.onClick(e)}}deactivateExclusiveSiblings(e){const t=this.groups.find(i=>i.id===e.groupId);if(t){if(e.parentId){const s=this.findButton(t.buttons,e.parentId)?.children||[];for(const r of s)r&&r.id!==e.id&&r.parentId===e.parentId&&r.groupId===e.groupId&&this.activeBtnIds.has(r.id)&&(this.setBtnActive(r.id,!1),r.onClick&&r.onClick(r));return}for(const i of t.buttons)i.id!==e.id&&i.groupId===e.groupId&&(i.parentId||this.activeBtnIds.has(i.id)&&(this.setBtnActive(i.id,!1),i.onClick&&i.onClick(i)))}}handleMouseEnter(e,t){this.hoverTimeout&&clearTimeout(this.hoverTimeout),e.children&&e.children.length>0?this.showDropdown(e,t):this.closeDropdown()}handleMouseLeave(){this.hoverTimeout=window.setTimeout(()=>this.closeDropdown(),200)}showDropdown(e,t){if(this.closeDropdown(),!e.children)return;const i=document.createElement("div");i.className="opt-btn-dropdown",this.options.backgroundColor&&i.style.setProperty("--bim-toolbar-bg",this.options.backgroundColor);const s=i.style;this.options.iconColor&&s.setProperty("--bim-icon-color",this.options.iconColor),this.options.iconActiveColor&&s.setProperty("--bim-icon-active-color",this.options.iconActiveColor),this.options.textColor&&s.setProperty("--bim-btn-text-color",this.options.textColor),this.options.textActiveColor&&s.setProperty("--bim-btn-text-active-color",this.options.textActiveColor),this.options.btnBackgroundColor&&s.setProperty("--bim-btn-bg",this.options.btnBackgroundColor),this.options.btnHoverColor&&s.setProperty("--bim-btn-hover-bg",this.options.btnHoverColor),this.options.btnActiveColor&&s.setProperty("--bim-btn-active-bg",this.options.btnActiveColor);const r=t.getBoundingClientRect(),a=this.options.expand||"down";this.options.direction==="row"?i.style.flexDirection="column":i.style.flexDirection="row",document.body.appendChild(i),this.setupEventInterception(i),e.children.forEach(l=>{if(this.isVisible(l.id)){const c=this.renderDropdownItem(l);i.appendChild(c)}});const o=i.getBoundingClientRect();a==="up"?(i.style.bottom=window.innerHeight-r.top+8+"px",i.style.left=r.left+(r.width-o.width)/2+"px"):a==="down"?(i.style.top=r.bottom+8+"px",i.style.left=r.left+(r.width-o.width)/2+"px"):a==="right"?(i.style.top=r.top+(r.height-o.height)/2+"px",i.style.left=r.right+8+"px"):a==="left"&&(i.style.top=r.top+(r.height-o.height)/2+"px",i.style.right=window.innerWidth-r.left+8+"px"),i.addEventListener("mouseenter",()=>{this.hoverTimeout&&clearTimeout(this.hoverTimeout)}),i.addEventListener("mouseleave",()=>this.handleMouseLeave()),this.dropdownElement=i}renderDropdownItem(e){const t=document.createElement("div");t.className="opt-btn-dropdown-item",(e.align||"horizontal")==="horizontal"?t.classList.add("align-horizontal"):t.classList.add("align-vertical"),(this.activeBtnIds.has(e.id)||e.isActive)&&t.classList.add("active");const s=e.iconSize||32,r=e.minWidth;r&&(t.style.minWidth=`${r}px`);const a=document.createElement("div");if(a.className="opt-btn-icon",a.style.width=`${s}px`,a.style.height=`${s}px`,a.innerHTML=this.getIcon(e.icon),t.appendChild(a),this.options.showLabel&&e.label){const o=document.createElement("span");o.className="opt-btn-dropdown-label",o.textContent=le(e.label),t.appendChild(o)}else e.label&&(t.title=le(e.label));return t.addEventListener("click",o=>{o.stopPropagation(),this.handleClick(e)}),t}closeDropdown(){this.dropdownElement&&(this.dropdownElement.remove(),this.dropdownElement=null),this.btnRefs.forEach(e=>{const t=e.querySelector(".opt-btn-arrow");t&&t.classList.remove("rotated")})}updateButtonState(e){const t=this.btnRefs.get(e);t&&(this.activeBtnIds.has(e)?t.classList.add("active"):t.classList.remove("active"))}getIcon(e){return e||this.DEFAULT_ICON}updateButtonVisibility(e,t){this.options.visibility||(this.options.visibility={}),this.options.visibility[e]=t,this.render()}setShowLabel(e){this.options.showLabel=e,this.updateLabelsVisibility()}updateLabelsVisibility(){this.btnRefs.forEach((e,t)=>{const i=this.findButtonById(t);if(!i)return;this.options.showLabel&&i.label?(e.classList.remove("no-label"),e.removeAttribute("title")):(e.classList.add("no-label"),i.label&&(e.title=le(i.label)))})}findButtonById(e){for(const t of this.groups){const i=this.findButton(t.buttons,e);if(i)return i}}setBackgroundColor(e){this.setColors({backgroundColor:e})}isVisible(e){return this.options.visibility?.[e]!==!1}destroy(){this.unsubscribeLocale&&(this.unsubscribeLocale(),this.unsubscribeLocale=null),this.unsubscribeTheme&&(this.unsubscribeTheme(),this.unsubscribeTheme=null),this.closeDropdown(),this.container.innerHTML="",this.btnRefs.clear()}}class $h extends zr{async init(){await super.init();const{createHomeButton:e}=await Promise.resolve().then(()=>y_),{createZoomBoxButton:t}=await Promise.resolve().then(()=>M_),{createWalkMenuButton:i}=await Promise.resolve().then(()=>S_),{createMapButton:s}=await Promise.resolve().then(()=>T_),{createPropertyButton:r}=await Promise.resolve().then(()=>E_),{createSettingButton:a}=await Promise.resolve().then(()=>w_),{createInfoButton:o}=await Promise.resolve().then(()=>A_),{createFullscreenButton:l}=await Promise.resolve().then(()=>R_),{createMeasureButton:c}=await Promise.resolve().then(()=>P_),{createSectionMenuButton:h}=await Promise.resolve().then(()=>L_),{createSectionPlaneButton:u}=await Promise.resolve().then(()=>D_),{createSectionAxisButton:d}=await Promise.resolve().then(()=>I_),{createSectionBoxButton:m}=await Promise.resolve().then(()=>U_);this.addGroup("group-1"),this.engine?(this.addButton(e(this.engine)),this.addButton(t(this.engine)),this.addButton(c(this.engine)),this.addButton(h(this.engine)),this.addButton(u(this.engine)),this.addButton(d(this.engine)),this.addButton(m(this.engine)),this.addButton(i(this.engine)),this.addButton(s(this.engine)),this.addButton(r(this.engine)),this.addGroup("group-2"),this.addButton(a(this.engine)),this.addButton(o(this.engine)),this.addButton(l(this.engine))):console.warn("[Toolbar] Engine not available when creating buttons."),this.render()}}class jt{engine;constructor(e){this.engine=e}emit(e,t){this.engine.emit(e,t)}on(e,t){return this.engine.on(e,t)}}class Jh extends jt{toolbar=null;toolbarContainer=null;container;constructor(e,t){super(e),this.container=t,this.init()}init(){this.toolbarContainer=document.createElement("div"),this.toolbarContainer.id="opt-btn-groups",this.toolbarContainer.className="bim-engine-opt-btn-container is-bottom-toolbar",this.container.appendChild(this.toolbarContainer),this.toolbar=new $h({container:this.toolbarContainer,showLabel:!0,direction:"row",position:"bottom-center",align:"vertical",expand:"up"}),this.toolbar.setEngine(this.engine),this.toolbar.init()}updateTheme(e){this.toolbar?.setTheme(e)}refresh(){this.toolbar?.render()}destroy(){this.toolbar?.destroy(),this.toolbar=null}addGroup(e,t){this.toolbar?.addGroup(e,t),this.toolbar?.render()}addButton(e){this.toolbar?.addButton(e),this.toolbar?.render()}setButtonVisibility(e,t){this.toolbar?.updateButtonVisibility(e,t)}setShowLabel(e){this.toolbar?.setShowLabel(e)}setBtnActive(e,t){this.toolbar?.setBtnActive(e,t)}setVisible(e){this.toolbarContainer&&(this.toolbarContainer.style.visibility=e?"visible":"hidden")}setBackgroundColor(e){this.toolbar?.setBackgroundColor(e)}setColors(e){this.toolbar?.setColors(e)}hide(){this.toolbarContainer&&(this.toolbarContainer.style.display="none")}show(){this.toolbarContainer&&(this.toolbarContainer.style.display="")}getContainer(){return this.toolbarContainer}}class Qh extends jt{groups=new Map;container;constructor(e,t){super(e),this.container=t}create(e,t){const i=new zr({container:this.container,...t});return i.setEngine(this.engine),i.init(),this.groups.set(e,i),i}get(e){return this.groups.get(e)}updateTheme(e){this.groups.forEach(t=>t.setTheme(e))}destroy(){this.groups.forEach(e=>e.destroy()),this.groups.clear()}}class ol{element;options;container;header;contentArea;_isDestroyed=!1;_isInitialized=!1;unsubscribeTheme=null;unsubscribeLocale=null;rafId=null;constructor(e){this.options={title:"Dialog",width:300,height:"auto",position:"center",draggable:!0,resizable:!1,minWidth:200,minHeight:100,...e},this.container=e.container,this.element=this.createDom(),this.header=this.element.querySelector(".bim-dialog-header"),this.contentArea=this.element.querySelector(".bim-dialog-content"),this.init()}setTheme(e){const t=this.element.style;this.options.backgroundColor||t.setProperty("--bim-dialog-bg",e.panelBackground),this.options.headerBackgroundColor||t.setProperty("--bim-dialog-header-bg",e.componentHover),this.options.titleColor||t.setProperty("--bim-dialog-title-color",e.textPrimary),this.options.textColor||t.setProperty("--bim-dialog-text-color",e.textPrimary),this.options.borderColor||t.setProperty("--bim-dialog-border-color",e.border)}init(){this._isInitialized||(this.container.appendChild(this.element),this.initPosition(),this.options.draggable&&this.initDrag(),this.options.resizable&&this.initResize(),this._isInitialized=!0,this.options.onOpen&&this.options.onOpen(),this.unsubscribeTheme=Ze.subscribe(e=>{this.setTheme(e)}),this.unsubscribeLocale=Dt.subscribe(()=>{this.setLocales()}))}setLocales(){if(this.options.title){const e=this.header.querySelector(".bim-dialog-title");e&&(e.textContent=le(this.options.title))}}createDom(){const e=document.createElement("div");e.className="bim-dialog",this.options.id&&(e.id=this.options.id);const t=e.style;this.options.backgroundColor&&t.setProperty("--bim-dialog-bg",this.options.backgroundColor),this.options.headerBackgroundColor&&t.setProperty("--bim-dialog-header-bg",this.options.headerBackgroundColor),this.options.titleColor&&t.setProperty("--bim-dialog-title-color",this.options.titleColor),this.options.textColor&&t.setProperty("--bim-dialog-text-color",this.options.textColor),this.options.borderColor&&t.setProperty("--bim-dialog-border-color",this.options.borderColor),this.setSize(e,this.options.width,this.options.height),this.options.minWidth&&(e.style.minWidth=`${this.options.minWidth}px`);const i=document.createElement("div");i.className="bim-dialog-header",this.options.draggable&&i.classList.add("draggable");const s=document.createElement("span");s.className="bim-dialog-title",s.textContent=this.options.title?le(this.options.title):"";const r=document.createElement("span");r.className="bim-dialog-close",r.innerHTML="×",r.onclick=()=>{this.close()},i.appendChild(s),i.appendChild(r);const a=document.createElement("div");if(a.className="bim-dialog-content",typeof this.options.content=="string"?a.innerHTML=this.options.content:this.options.content instanceof HTMLElement&&a.appendChild(this.options.content),e.appendChild(i),e.appendChild(a),this.options.resizable){const c=document.createElement("div");c.className="bim-dialog-resize-handle",e.appendChild(c)}const o=c=>{c.stopPropagation()};return["click","dblclick","contextmenu","wheel","mousedown","mouseup","mousemove","touchstart","touchend","touchmove","pointerdown","pointerup","pointermove","pointerenter","pointerleave","pointerover","pointerout"].forEach(c=>{e.addEventListener(c,o,{passive:!1})}),e}setSize(e,t,i){t!==void 0&&(t==="auto"||t==="fit-content"?e.style.width=t:e.style.width=typeof t=="number"?`${t}px`:t),i!==void 0&&(i==="auto"||i==="fit-content"?e.style.height=i:e.style.height=typeof i=="number"?`${i}px`:i)}fitWidth(e=!1){this.element.style.width="fit-content",e&&this.initPosition()}fitHeight(e=!1){this.element.style.height="auto";const t=this.element.getBoundingClientRect().height,i=this.options.minHeight??100,s=this.container.clientHeight||0;let r=Math.max(i,t);s>0&&(r=Math.min(r,s)),this.element.style.height=`${r}px`,e?this.initPosition():this.clampToContainer()}clampToContainer(){const e=this.container.clientWidth,t=this.container.clientHeight,i=this.element.offsetWidth,s=this.element.offsetHeight,r=this.element.offsetLeft,a=this.element.offsetTop,o=Math.max(0,e-i),l=Math.max(0,t-s),c=Math.max(0,Math.min(r,o)),h=Math.max(0,Math.min(a,l));this.element.style.left=`${c}px`,this.element.style.top=`${h}px`}initPosition(){const e=this.options.position,t=this.element.getBoundingClientRect();let i=0,s=0;const r=this.container.clientWidth,a=this.container.clientHeight,o=t.width,l=t.height;if(typeof e=="object"&&"x"in e)i=e.x,s=e.y;else switch(e){case"center":i=(r-o)/2,s=(a-l)/2;break;case"top-left":i=0,s=0;break;case"top-center":i=(r-o)/2,s=0;break;case"top-right":i=r-o,s=0;break;case"left-center":i=0,s=(a-l)/2;break;case"right-center":i=r-o,s=(a-l)/2;break;case"bottom-left":i=0,s=a-l;break;case"bottom-center":i=(r-o)/2,s=a-l;break;case"bottom-right":i=r-o,s=a-l;break;default:i=(r-o)/2,s=(a-l)/2}i=Math.max(0,Math.min(i,r-o)),s=Math.max(0,Math.min(s,a-l)),this.element.style.left=`${i}px`,this.element.style.top=`${s}px`}initDrag(){let e=0,t=0,i=0,s=0,r=0,a=0,o=0,l=0;const c=d=>{d.preventDefault(),d.stopPropagation(),e=d.clientX,t=d.clientY,i=this.element.offsetLeft,s=this.element.offsetTop,r=this.container.clientWidth,a=this.container.clientHeight,o=this.element.offsetWidth,l=this.element.offsetHeight,document.addEventListener("mousemove",h,{capture:!0}),document.addEventListener("mouseup",u,{capture:!0})},h=d=>{d.preventDefault(),d.stopPropagation(),!this.rafId&&(this.rafId=requestAnimationFrame(()=>{const m=d.clientX-e,g=d.clientY-t;let v=i+m,f=s+g;const p=r-o,b=a-l;v=Math.max(0,Math.min(v,p)),f=Math.max(0,Math.min(f,b)),this.element.style.left=`${v}px`,this.element.style.top=`${f}px`,this.rafId=null}))},u=()=>{this.rafId&&(cancelAnimationFrame(this.rafId),this.rafId=null),document.removeEventListener("mousemove",h,{capture:!0}),document.removeEventListener("mouseup",u,{capture:!0})};this.header.addEventListener("mousedown",c)}initResize(){const e=this.element.querySelector(".bim-dialog-resize-handle");if(!e)return;let t=0,i=0,s=0,r=0;const a=c=>{c.preventDefault(),c.stopPropagation(),t=c.clientX,i=c.clientY,s=this.element.offsetWidth,r=this.element.offsetHeight,document.addEventListener("mousemove",o,{capture:!0}),document.addEventListener("mouseup",l,{capture:!0})},o=c=>{c.preventDefault(),c.stopPropagation(),!this.rafId&&(this.rafId=requestAnimationFrame(()=>{const h=c.clientX-t,u=c.clientY-i,d=Math.max(this.options.minWidth||100,s+h),m=Math.max(this.options.minHeight||50,r+u);this.element.style.width=`${d}px`,this.element.style.height=`${m}px`,this.rafId=null}))},l=()=>{this.rafId&&(cancelAnimationFrame(this.rafId),this.rafId=null),document.removeEventListener("mousemove",o,{capture:!0}),document.removeEventListener("mouseup",l,{capture:!0})};e.addEventListener("mousedown",a)}setContent(e){this.contentArea.innerHTML="",typeof e=="string"?this.contentArea.innerHTML=e:this.contentArea.appendChild(e)}close(){this._isDestroyed||(this.rafId&&(cancelAnimationFrame(this.rafId),this.rafId=null),this.unsubscribeTheme&&(this.unsubscribeTheme(),this.unsubscribeTheme=null),this.unsubscribeLocale&&(this.unsubscribeLocale(),this.unsubscribeLocale=null),this.element.remove(),this._isDestroyed=!0,this.options.onClose&&this.options.onClose())}destroy(){this.close()}}class eu extends ol{constructor(e){const t=document.createElement("div");t.className="bim-info-dialog-content";const i=document.createElement("h3");i.textContent="Model Information";const s=document.createElement("ul");s.innerHTML=` +(function(){"use strict";try{if(typeof document<"u"){var e=document.createElement("style");e.appendChild(document.createTextNode('.bim-engine-wrapper{position:relative;width:100%;height:100%;font-family:sans-serif;color:#bf1d1d;box-sizing:border-box;overflow:hidden}.bim-engine-opt-btn-container{position:absolute;bottom:20px;left:50%;transform:translate(-50%);z-index:100}.bim-construct-tree-btn{position:absolute;top:20px;left:20px!important;z-index:100}.bim-btn-group-root{display:flex;gap:8px;z-index:1000;position:absolute;pointer-events:auto}.bim-btn-group-root.static{position:relative;inset:auto;transform:none}.bim-btn-group-root.dir-row{flex-direction:row;align-items:center}.bim-btn-group-root.dir-column{flex-direction:column;align-items:stretch}.bim-btn-group-section{display:flex;gap:4px;background-color:var(--bim-btn-group-section-bg, rgba(17, 17, 17, .88));border-radius:6px;padding:4px;box-shadow:0 2px 8px #0000004d,0 1px 3px #0003}.bim-btn-group-root.dir-row .bim-btn-group-section{flex-direction:row;align-items:center}.bim-btn-group-root.dir-column .bim-btn-group-section{flex-direction:column}.opt-btn-wrapper{position:relative}.opt-btn{display:flex;cursor:pointer;border-radius:4px;transition:background-color .2s,color .2s,border-color .2s;color:var(--bim-btn-text-color, #ccc);background-color:var(--bim-btn-bg, transparent);padding:6px;align-items:center;position:relative;justify-content:center;border:1px solid transparent;outline:none}.opt-btn:hover{background-color:var(--bim-btn-hover-bg, #444)}.opt-btn.active{background-color:var(--bim-btn-active-bg, rgba(255, 255, 255, .15));color:var(--bim-btn-text-active-color, #fff)}.opt-btn.disabled{opacity:.5;cursor:not-allowed}.opt-btn-icon{width:var(--bim-icon-size, 24px);height:var(--bim-icon-size, 24px);display:flex;align-items:center;justify-content:center;color:var(--bim-icon-color, #ccc);flex-shrink:0}.opt-btn-icon svg{width:100%;height:100%;fill:currentColor}.opt-btn-arrow{font-size:10px;opacity:.6;transition:transform .2s;display:inline-block;margin-left:4px}.opt-btn-arrow.rotated{transform:rotate(180deg)}.opt-btn-text-wrapper{display:flex;align-items:center;justify-content:center;pointer-events:none}.opt-btn-label{display:inline}.opt-btn.no-label .opt-btn-label{display:none}.opt-btn.align-vertical:not(.no-label){flex-direction:column;text-align:center}.opt-btn.align-vertical:not(.no-label) .opt-btn-text-wrapper{margin-top:4px}.opt-btn.align-vertical:not(.no-label) .opt-btn-label{font-size:12px;line-height:1.2}.opt-btn.align-horizontal:not(.no-label){flex-direction:row}.opt-btn.align-horizontal:not(.no-label) .opt-btn-text-wrapper{margin-left:8px}.opt-btn.align-horizontal:not(.no-label) .opt-btn-label{font-size:14px}.opt-btn.no-label .opt-btn-text-wrapper{width:0;height:0;margin:0;padding:0;overflow:visible;position:absolute;top:0;right:0}.opt-btn.no-label .opt-btn-arrow{position:absolute;top:2px;right:2px;margin:0;font-size:8px}.opt-btn-dropdown{position:absolute;background-color:var(--bim-toolbar-bg, rgba(17, 17, 17, .95));border-radius:4px;padding:4px;box-shadow:0 4px 12px #0003;z-index:1001;display:flex;flex-direction:column;border:1px solid rgba(255,255,255,.1);opacity:0;visibility:hidden;transform:translateY(-10px);transition:opacity .2s ease,transform .2s cubic-bezier(.2,0,.2,1),visibility .2s}@keyframes dropdown-fade-in{0%{opacity:0;transform:translateY(-8px) scale(.98)}to{opacity:1;transform:translateY(0) scale(1)}}.opt-btn-dropdown{animation:dropdown-fade-in .2s cubic-bezier(.2,0,.2,1) forwards;opacity:1;visibility:visible;transform:none}.opt-btn-dropdown-item{display:flex;align-items:center;padding:8px 12px;cursor:pointer;border-radius:4px;color:var(--bim-btn-text-color, #ccc);transition:background .2s,border-color .2s,color .2s;box-sizing:border-box;border:1px solid transparent;outline:none}.opt-btn-dropdown-item .opt-btn-icon{color:var(--bim-icon-color, #ccc)}.opt-btn-dropdown-item:hover{background-color:var(--bim-btn-hover-bg, #444)}.opt-btn-dropdown-item.active{background-color:var(--bim-btn-active-bg, rgba(255, 255, 255, .15));color:var(--bim-btn-text-active-color, #fff)}.opt-btn-dropdown-item.align-horizontal{flex-direction:row}.opt-btn-dropdown-item.align-horizontal .opt-btn-icon{width:18px;height:18px;margin-right:8px}.opt-btn-dropdown-item.align-vertical{flex-direction:column;text-align:center}.opt-btn-dropdown-item.align-vertical .opt-btn-icon{width:24px;height:24px;margin-bottom:4px}.opt-btn-dropdown-item.align-vertical .opt-btn-dropdown-label{font-size:12px}.bim-btn-group-root.is-bottom-toolbar .opt-btn-icon{width:32px;height:32px}.bim-btn-group-root.is-bottom-toolbar .opt-btn{padding:8px}:root{--bim-dialog-bg: rgba(17, 17, 17, .95);--bim-dialog-header-bg: #2a2a2a;--bim-dialog-title-color: #fff;--bim-dialog-text-color: #ccc;--bim-dialog-border-color: #444}.bim-dialog{position:absolute;background-color:var(--bim-dialog-bg);border:1px solid var(--bim-dialog-border-color);border-radius:6px;box-shadow:0 4px 12px #0000004d;display:flex;flex-direction:column;z-index:10001;color:var(--bim-dialog-title-color);overflow:hidden;min-width:200px;min-height:100px;pointer-events:auto}.bim-dialog-header{height:32px;background-color:var(--bim-dialog-header-bg);display:flex;align-items:center;justify-content:space-between;padding:0 10px;cursor:default;-webkit-user-select:none;user-select:none;border-bottom:1px solid var(--bim-dialog-border-color);flex-shrink:0}.bim-dialog-header.draggable{cursor:move}.bim-dialog-title{font-size:14px;font-weight:500;white-space:nowrap;overflow:hidden;text-overflow:ellipsis;color:var(--bim-dialog-title-color)}.bim-dialog-close{cursor:pointer;font-size:18px;color:#999;line-height:1;margin-left:8px}.bim-dialog-close:hover{color:#fff}.bim-dialog-content{flex:1;overflow:auto;font-size:14px;color:var(--bim-dialog-text-color)}.bim-dialog-resize-handle{position:absolute;width:10px;height:10px;bottom:0;right:0;cursor:se-resize;z-index:10}.bim-dialog-resize-handle:after{content:"";position:absolute;bottom:3px;right:3px;width:6px;height:6px;border-right:2px solid #666;border-bottom:2px solid #666}.bim-dialog-resize-handle:hover:after{border-color:#fff}.bim-info-dialog-content{padding:16px;font-family:sans-serif;color:#333}.bim-info-dialog-content h3{margin-top:0;margin-bottom:12px;border-bottom:1px solid #eee;padding-bottom:8px;color:#0078d4}.bim-info-dialog-content ul{list-style:none;padding:0;margin:0}.bim-info-dialog-content li{margin-bottom:8px;font-size:14px;display:flex}.bim-info-dialog-content li strong{width:80px;color:#555}.bim-right-key{position:fixed;z-index:10000;display:none;background:transparent}.bim-right-key.visible{display:block}.bim-menu{display:flex;flex-direction:column;background:var(--bim-ui_bg_color, #2b2d30);border-radius:4px;padding:4px 0;margin:0;list-style:none;min-width:160px;box-shadow:0 4px 12px #0003;font-family:-apple-system,BlinkMacSystemFont,Segoe UI,Roboto,Helvetica Neue,Arial,sans-serif;-webkit-user-select:none;user-select:none;color:var(--bim-ui_text_primary, #ffffff)}.bim-menu-group{display:flex;flex-direction:column}.bim-menu-divider{height:1px;background-color:var(--bim-ui_border_color, #3e4145);margin:4px 0}.bim-menu-item{display:flex;align-items:center;padding:6px 12px;cursor:pointer;transition:background-color .2s;font-size:13px;position:relative;color:var(--bim-ui_text_primary, #ffffff)}.bim-menu-item:hover{background-color:var(--bim-ui_bg_hover, #3e4145)}.bim-menu-item.disabled{opacity:.5;cursor:not-allowed;pointer-events:none}.bim-menu-item-icon{width:16px;height:16px;margin-right:8px;display:flex;align-items:center;justify-content:center;flex-shrink:0}.bim-menu-item-icon svg{width:100%;height:100%;fill:currentColor}.bim-menu-item-label{flex:1;white-space:nowrap;overflow:hidden;text-overflow:ellipsis}.bim-menu-item-arrow{width:12px;height:12px;margin-left:8px;display:flex;align-items:center;justify-content:center;opacity:.7}.bim-menu-item-arrow svg{width:100%;height:100%;fill:currentColor}.bim-tree{width:100%;height:100%;display:flex;flex-direction:column;overflow:hidden;font-size:14px;color:var(--bim-ui_text_primary, #333);-webkit-user-select:none;user-select:none;position:relative;background:transparent}.bim-tree-search{padding:6px;background-color:transparent;flex-shrink:0;position:relative}.bim-tree-search-wrapper{position:relative;width:100%;display:flex;align-items:center}.bim-tree-search-icon{position:absolute;left:8px;width:16px;height:16px;color:var(--bim-ui_text_secondary, #999);pointer-events:none;display:flex;align-items:center;justify-content:center}.bim-tree-search-icon svg{width:100%;height:100%}.bim-tree-search-input{width:100%;height:30px;padding:4px 8px 4px 30px;border:1px solid var(--bim-ui_border_color, #d9d9d9);border-radius:4px;outline:none;font-size:13px;color:inherit;background-color:var(--bim-ui_bg_color, #fff);transition:all .2s;box-sizing:border-box}.bim-tree-search-input:focus{border-color:var(--bim-primary_color, #1890ff);box-shadow:0 0 0 2px #1890ff33}.bim-tree-search-results{position:absolute;top:100%;left:8px;right:8px;background-color:var(--bim-ui_bg_color, #fff);border:1px solid var(--bim-ui_border_color, #eee);box-shadow:0 4px 12px #00000026;border-radius:4px;max-height:200px;overflow-y:auto;z-index:10;display:none}.bim-tree-search-results.is-visible{display:block}.bim-tree-search-item{padding:8px 12px;cursor:pointer;border-bottom:1px solid rgba(0,0,0,.03)}.bim-tree-search-item:last-child{border-bottom:none}.bim-tree-search-item:hover{background-color:var(--bim-ui_bg_hover, #f5f5f5)}.bim-tree-search-item-title{font-weight:500;display:block}.bim-tree-search-item-path{font-size:12px;color:var(--bim-ui_text_secondary, #999);margin-top:2px;display:block}.bim-tree-content{flex:1;overflow-y:auto;padding:2px 0;min-height:0}.bim-tree-node{display:flex;flex-direction:column}.bim-tree-node-content{display:flex;align-items:center;height:32px;cursor:pointer;transition:background-color .2s;border-radius:4px;padding-right:8px}.bim-tree-node-content:hover{background-color:var(--bim-ui_bg_hover, rgba(0, 0, 0, .05))}.bim-tree-switcher{width:24px;height:32px;display:flex;align-items:center;justify-content:center;cursor:pointer;color:var(--bim-ui_text_secondary, #999);transition:transform .2s;flex-shrink:0}.bim-tree-switcher svg{width:12px;height:12px;fill:currentColor;transition:transform .2s}.bim-tree-switcher.is-expanded svg{transform:rotate(90deg)}.bim-tree-switcher.is-hidden{visibility:hidden}.bim-tree-checkbox{width:16px;height:16px;border:1px solid var(--bim-ui_border_color, #d9d9d9);border-radius:2px;margin-right:8px;background-color:var(--bim-ui_bg_color, #fff);position:relative;cursor:pointer;flex-shrink:0;transition:all .2s}.bim-tree-checkbox:hover{border-color:var(--bim-primary_color, #1890ff)}.bim-tree-checkbox.is-checked{background-color:var(--bim-primary_color, #1890ff);border-color:var(--bim-primary_color, #1890ff)}.bim-tree-checkbox.is-checked:after{content:"";position:absolute;top:1px;left:4px;width:5px;height:9px;border:2px solid #fff;border-top:0;border-left:0;transform:rotate(45deg)}.bim-tree-checkbox.is-indeterminate{background-color:var(--bim-ui_bg_color, #fff);border-color:var(--bim-primary_color, #1890ff)}.bim-tree-checkbox.is-indeterminate:after{content:"";position:absolute;top:6px;left:3px;width:8px;height:2px;background-color:var(--bim-primary_color, #1890ff)}.bim-tree-node.is-disabled .bim-tree-checkbox{background-color:#f5f5f5;border-color:#d9d9d9;cursor:not-allowed}.bim-tree-node.is-disabled .bim-tree-checkbox.is-checked{background-color:#d9d9d9}.bim-tree-node.is-disabled .bim-tree-node-content{color:var(--bim-ui_text_disabled, #ccc);cursor:not-allowed}.bim-tree-icon{width:16px;height:16px;margin-right:6px;display:flex;align-items:center;justify-content:center;flex-shrink:0}.bim-tree-icon img,.bim-tree-icon svg{width:100%;height:100%}.bim-tree-title{flex:1;white-space:nowrap}.bim-tree-children{display:none;overflow:visible}.bim-tree-children.is-visible{display:block}.bim-tree-node-content.is-selected{background-color:var(--bim-ui_bg_selected, rgba(24, 144, 255, .2));color:var(--bim-primary_color, #1890ff)}.bim-tree-node-actions{display:none;align-items:center;margin-left:8px;flex-shrink:0}.bim-tree-node-content.is-selected .bim-tree-node-actions{display:flex}.bim-tree-content{flex:1;overflow:auto;padding:2px 0;min-height:0}.bim-tree-node{display:flex;flex-direction:column;width:fit-content;min-width:100%}.bim-tree-node-content{display:flex;align-items:center;height:32px;cursor:pointer;transition:background-color .2s;border-radius:4px;padding-right:8px;width:fit-content;min-width:100%;box-sizing:border-box}.bim-tab{display:flex;flex-direction:column;width:100%;height:100%;background:transparent;color:var(--bim-tab-text, 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这是一个 可拖拽可缩放 的弹窗。

你可以尝试拖动标题栏,或者拖动右下角改变大小。
'},menu:{info:"信息",home:"首页"},tree:{searchPlaceholder:"请输入要搜索的内容"},constructTree:{title:"目录树"},tab:{component:"构件",system:"系统",space:"空间"},panel:{property:{title:"构件详情",base:"基本属性",material:"材质信息",advanced:"高级设置",tab:{props:"属性",material:"材质"}}},measure:{btnName:"测量",dialogTitle:"测量",modes:{distance:"距离",minDistance:"最小距离",angle:"角度",elevation:"标高",volume:"体积",laserDistance:"激光测距",slope:"坡度",spaceVolume:"空间体积"},actions:{expand:"展开",collapse:"收起",clearAll:"删除全部",settings:"设置"},labels:{currentMode:"当前测量方式:",x:"X:",y:"Y:",z:"Z:",value:{distance:"距离:",minDistance:"最小距离:",angle:"角度:",elevation:"标高:",volume:"体积:",laserDistance:"激光测距:",slope:"坡度:",spaceVolume:"空间体积:"}},units:{mm:"mm",cm:"cm",m:"m",km:"km",deg:"°",m3:"m³",percent:"%"},settings:{title:"设置",unit:"单位:",precision:"精度:",hint:"距离、最小距离和标高默认使用该单位;角度和体积有各自默认单位。",save:"保存设置",cancel:"取消"}},sectionPlane:{dialogTitle:"拾取面剖切",actions:{hide:"隐藏",reverse:"反向",reset:"重置"}},sectionAxis:{dialogTitle:"轴向剖切",actions:{hide:"隐藏",reverse:"反向",axisX:"X",axisY:"Y",axisZ:"Z"}},sectionBox:{dialogTitle:"剖切盒",actions:{hide:"隐藏",reverse:"反向",fitToModel:"适应",reset:"重置"},axes:{x:"X",y:"Y",z:"Z"}},walkControl:{speed:"移动速度:",gravity:"重力",collision:"碰撞",characterModel:{label:"建筑工人",constructionWorker:"建筑工人",officeMale:"办公室男性"},walkMode:{label:"行走模式",walk:"行走模式",run:"奔跑模式"},exit:"退出",path:{dialogTitle:"路径漫游"}},map:{dialogTitle:"地图"}},qh={common:{title:"BimEngine",description:"This is a BIM-ENGINE demo.",openTestDialog:"Open Test Dialog",openInfoDialog:"Open Info Dialog (Wrapped)"},toolbar:{home:"Home",measure:"Measure",zoomBox:"Zoom Box",info:"Info",location:"Location",setting:"Settings",walk:"Walk",map:"Map",property:"Property",fullscreen:"Fullscreen",walkPerson:"Person",walkBird:"Bird Eye",walkMenu:"Menu",tree:"Tree",section:"Section",sectionPlane:"Plane Section",sectionAxis:"Axis Section",sectionBox:"Section Box"},dialog:{testTitle:"Test Dialog",testContent:'
This is a draggable and resizable dialog.

Try dragging the title bar or resizing from the bottom-right corner.
'},menu:{info:"Info",home:"Home"},tree:{searchPlaceholder:"Please enter content to search"},constructTree:{title:"Construct Tree"},tab:{component:"Component",system:"System",space:"Space"},panel:{property:{title:"Component Details",base:"Basic Info",material:"Material",advanced:"Advanced",tab:{props:"Properties",material:"Material"}}},measure:{btnName:"Measure",dialogTitle:"Measure",modes:{distance:"Distance",minDistance:"Min Distance",angle:"Angle",elevation:"Elevation",volume:"Volume",laserDistance:"Laser Distance",slope:"Slope",spaceVolume:"Space Volume"},actions:{expand:"Expand",collapse:"Collapse",clearAll:"Clear All",settings:"Settings"},labels:{currentMode:"Mode:",x:"X:",y:"Y:",z:"Z:",value:{distance:"Distance:",minDistance:"Min Distance:",angle:"Angle:",elevation:"Elevation:",volume:"Volume:",laserDistance:"Laser Distance:",slope:"Slope:",spaceVolume:"Space Volume:"}},units:{mm:"mm",cm:"cm",m:"m",km:"km",deg:"°",m3:"m³",percent:"%"},settings:{title:"Settings",unit:"Unit:",precision:"Precision:",hint:"Distance, min distance and elevation use this unit by default; angle and volume use their own units.",save:"Save",cancel:"Cancel"}},sectionPlane:{dialogTitle:"Plane Section",actions:{hide:"Hide",reverse:"Reverse",reset:"Reset"}},sectionAxis:{dialogTitle:"Axis Section",actions:{hide:"Hide",reverse:"Reverse",axisX:"X",axisY:"Y",axisZ:"Z"}},sectionBox:{dialogTitle:"Section Box",actions:{hide:"Hide",reverse:"Reverse",fitToModel:"Fit",reset:"Reset"},axes:{x:"X",y:"Y",z:"Z"}},walkControl:{speed:"Speed:",gravity:"Gravity",collision:"Collision",characterModel:{label:"Construction Worker",constructionWorker:"Construction Worker",officeMale:"Office Male"},walkMode:{label:"Walk Mode",walk:"Walk",run:"Run"},exit:"Exit",path:{dialogTitle:"Path Walk"}},map:{dialogTitle:"Map"}};class Zh{currentLocale="zh-CN";messages={"zh-CN":hn,"en-US":qh};listeners=[];constructor(){}getLocale(){return this.currentLocale}setLocale(e){this.currentLocale!==e&&(this.currentLocale=e,this.notifyListeners())}t(e){if(!e)return"";const t=e.split(".");let i=this.messages[this.currentLocale];for(const s of t)if(i&&typeof i=="object"&&s in i)i=i[s];else return e;return i}subscribe(e){return this.listeners.push(e),()=>{this.listeners=this.listeners.filter(t=>t!==e)}}notifyListeners(){this.listeners.forEach(e=>e(this.currentLocale))}}const It=new Zh,le=n=>It.t(n),al={name:"dark",primary:"#0078d4",primaryHover:"#0063b1",background:"#f5f5f5",panelBackground:"rgba(30, 30, 30, 0.9)",textPrimary:"#ffffff",textSecondary:"#cccccc",border:"#444444",icon:"#cccccc",iconActive:"#ffffff",componentBackground:"transparent",componentHover:"#4e4d4dff",componentActive:"rgba(255, 255, 255, 0.1)"},Yh={name:"light",primary:"#0078d4",primaryHover:"#106ebe",background:"#f5f5f5",panelBackground:"#ffffff",textPrimary:"#333333",textSecondary:"#666666",border:"#e0e0e0",icon:"#555555",iconActive:"#0078d4",componentBackground:"transparent",componentHover:"#f0f0f0",componentActive:"#e0e0e0"};class Kh{currentTheme=al;listeners=[];constructor(){}getTheme(){return this.currentTheme}setTheme(e){e==="light"?this.applyTheme(Yh):this.applyTheme(al)}setCustomTheme(e){this.applyTheme(e)}applyTheme(e){this.currentTheme=e,this.notifyListeners()}subscribe(e){return this.listeners.push(e),e(this.currentTheme),()=>{this.listeners=this.listeners.filter(t=>t!==e)}}notifyListeners(){this.listeners.forEach(e=>e(this.currentTheme))}}const Ze=new Kh;class zr{container;options;groups=[];activeBtnIds=new Set;btnRefs=new Map;dropdownElement=null;hoverTimeout=null;customColors=new Set;unsubscribeLocale=null;unsubscribeTheme=null;engine=null;DEFAULT_ICON='';constructor(e){const t=typeof e.container=="string"?document.getElementById(e.container):e.container;if(!t)throw new Error("Container not found");this.container=t,this.options={showLabel:!0,visibility:{},direction:"row",position:"static",align:"vertical",expand:"down",...e},["backgroundColor","btnBackgroundColor","btnHoverColor","btnActiveColor","iconColor","iconActiveColor","textColor","textActiveColor"].forEach(s=>{e[s]&&this.customColors.add(s)}),this.initContainer(),this.applyStyles()}setEngine(e){this.engine=e}emit(e,t){this.engine?this.engine.emit(e,t):console.warn("[BimButtonGroup] Engine not set, cannot emit event:",e)}initContainer(){this.container.innerHTML="",this.container.classList.add("bim-btn-group-root"),this.options.direction==="column"?this.container.classList.add("dir-column"):this.container.classList.add("dir-row"),this.options.className&&this.container.classList.add(this.options.className),this.updatePosition(),this.setupEventInterception(this.container)}setupEventInterception(e){const t=s=>{s.stopPropagation()};["click","dblclick","contextmenu","wheel","mousedown","mouseup","mousemove","touchstart","touchend","touchmove","pointerdown","pointerup","pointermove","pointerenter","pointerleave","pointerover","pointerout"].forEach(s=>{e.addEventListener(s,t,{passive:!1})})}updatePosition(){const e=this.options.position,t=this.container.style;if(t.top="",t.bottom="",t.left="",t.right="",t.transform="",e==="static"){this.container.classList.add("static");return}if(this.container.classList.remove("static"),this.container.style.position="absolute",typeof e=="object"&&"x"in e)t.left=`${e.x}px`,t.top=`${e.y}px`;else{const i="20px";switch(e){case"top-left":t.top=i,t.left=i;break;case"top-center":t.top=i,t.left="50%",t.transform="translateX(-50%)";break;case"top-right":t.top=i,t.right=i;break;case"bottom-left":t.bottom=i,t.left=i;break;case"bottom-center":t.bottom=i,t.left="50%",t.transform="translateX(-50%)";break;case"bottom-right":t.bottom=i,t.right=i;break;case"left-center":t.left=i,t.top="50%",t.transform="translateY(-50%)";break;case"right-center":t.right=i,t.top="50%",t.transform="translateY(-50%)";break;case"center":t.top="50%",t.left="50%",t.transform="translate(-50%, -50%)";break}}}applyStyles(){const e=this.container.style;this.options.backgroundColor&&e.setProperty("--bim-btn-group-section-bg",this.options.backgroundColor),this.options.btnBackgroundColor&&e.setProperty("--bim-btn-bg",this.options.btnBackgroundColor),this.options.btnHoverColor&&e.setProperty("--bim-btn-hover-bg",this.options.btnHoverColor),this.options.btnActiveColor&&e.setProperty("--bim-btn-active-bg",this.options.btnActiveColor),this.options.iconColor&&e.setProperty("--bim-icon-color",this.options.iconColor),this.options.iconActiveColor&&e.setProperty("--bim-icon-active-color",this.options.iconActiveColor),this.options.textColor&&e.setProperty("--bim-btn-text-color",this.options.textColor),this.options.textActiveColor&&e.setProperty("--bim-btn-text-active-color",this.options.textActiveColor),document.querySelectorAll(".opt-btn-dropdown").forEach(i=>{const s=i.style;this.options.iconColor&&s.setProperty("--bim-icon-color",this.options.iconColor),this.options.iconActiveColor&&s.setProperty("--bim-icon-active-color",this.options.iconActiveColor),this.options.textColor&&s.setProperty("--bim-btn-text-color",this.options.textColor),this.options.textActiveColor&&s.setProperty("--bim-btn-text-active-color",this.options.textActiveColor),this.options.btnBackgroundColor&&s.setProperty("--bim-btn-bg",this.options.btnBackgroundColor),this.options.btnHoverColor&&s.setProperty("--bim-btn-hover-bg",this.options.btnHoverColor),this.options.btnActiveColor&&s.setProperty("--bim-btn-active-bg",this.options.btnActiveColor)})}setPrimaryColor(e){this.container.style.setProperty("--bim-primary-color",e),document.querySelectorAll(".opt-btn-dropdown").forEach(i=>{i.style.setProperty("--bim-primary-color",e)})}setTheme(e){const t={backgroundColor:e.panelBackground,btnBackgroundColor:e.componentBackground,btnHoverColor:e.componentHover,btnActiveColor:e.componentActive,iconColor:e.icon,iconActiveColor:e.iconActive,textColor:e.textSecondary,textActiveColor:e.textPrimary};Object.entries(t).forEach(([i,s])=>{const r=i;this.customColors.has(r)||(this.options[r]=s)}),this.applyStyles(),this.setPrimaryColor(e.primary)}setColors(e){this.options={...this.options,...e},Object.keys(e).forEach(t=>{this.customColors.add(t)}),this.applyStyles()}async init(){this.render(),this.unsubscribeLocale=It.subscribe(()=>{this.setLocales()}),this.unsubscribeTheme=Ze.subscribe(e=>{this.setTheme(e)})}setLocales(){this.render()}addGroup(e,t){if(this.groups.some(s=>s.id===e))return;const i={id:e,buttons:[]};if(t){const s=this.groups.findIndex(r=>r.id===t);s!==-1?this.groups.splice(s,0,i):this.groups.push(i)}else this.groups.push(i)}addButton(e){const{groupId:t,parentId:i}=e,s=this.groups.find(a=>a.id===t);if(!s)return;const r={...e,children:e.children||[]};if(i){const a=this.findButton(s.buttons,i);a&&(a.children||(a.children=[]),a.children.push(r))}else s.buttons.push(r)}findButton(e,t){for(const i of e){if(i.id===t)return i;if(i.children){const s=this.findButton(i.children,t);if(s)return s}}}render(){this.container.innerHTML="",this.btnRefs.clear(),this.groups.forEach((e,t)=>{const i=this.renderGroup(e,t,this.groups.length);this.container.appendChild(i)})}renderGroup(e,t,i){const s=document.createElement("div");return s.className="bim-btn-group-section",t{if(this.isVisible(r.id)){const a=this.renderButton(r);s.appendChild(a)}}),s}renderButton(e){const t=document.createElement("div");t.className="opt-btn-wrapper";const i=document.createElement("div");i.className="opt-btn",e.isActive&&this.activeBtnIds.add(e.id),(e.align||this.options.align||"vertical")==="horizontal"?i.classList.add("align-horizontal"):i.classList.add("align-vertical"),this.activeBtnIds.has(e.id)&&i.classList.add("active"),e.disabled&&i.classList.add("disabled"),this.options.showLabel&&e.label||(i.classList.add("no-label"),e.label&&(i.title=le(e.label)));const a=e.iconSize||32,o=e.minWidth||50;i.style.minWidth=`${o}px`;const l=document.createElement("div");l.className="opt-btn-icon",l.style.width=`${a}px`,l.style.height=`${a}px`,l.innerHTML=this.getIcon(e.icon),i.appendChild(l);const c=document.createElement("div");if(c.className="opt-btn-text-wrapper",this.options.showLabel&&e.label){const h=document.createElement("span");h.className="opt-btn-label",h.textContent=le(e.label),c.appendChild(h)}if(e.children&&e.children.length>0){const h=document.createElement("span");h.className="opt-btn-arrow",h.textContent="▼",c.appendChild(h)}return c.hasChildNodes()&&i.appendChild(c),i.addEventListener("click",()=>this.handleClick(e)),i.addEventListener("mouseenter",()=>this.handleMouseEnter(e,i)),i.addEventListener("mouseleave",()=>this.handleMouseLeave()),this.btnRefs.set(e.id,i),t.appendChild(i),t}setBtnActive(e,t){const i=this.findButtonById(e);if(!i)return;const s=t!==void 0?t:!this.activeBtnIds.has(e);s?this.activeBtnIds.add(e):this.activeBtnIds.delete(e),i.isActive=s,this.updateButtonState(e)}handleClick(e){if(!e.disabled&&(!e.children||e.children.length===0)){if(e.keepActive){const i=!this.activeBtnIds.has(e.id);this.setBtnActive(e.id,i),i&&e.exclusive&&e.groupId&&this.deactivateExclusiveSiblings(e)}this.closeDropdown(),e.onClick&&e.onClick(e)}}deactivateExclusiveSiblings(e){const t=this.groups.find(i=>i.id===e.groupId);if(t){if(e.parentId){const s=this.findButton(t.buttons,e.parentId)?.children||[];for(const r of s)r&&r.id!==e.id&&r.parentId===e.parentId&&r.groupId===e.groupId&&this.activeBtnIds.has(r.id)&&(this.setBtnActive(r.id,!1),r.onClick&&r.onClick(r));return}for(const i of t.buttons)i.id!==e.id&&i.groupId===e.groupId&&(i.parentId||this.activeBtnIds.has(i.id)&&(this.setBtnActive(i.id,!1),i.onClick&&i.onClick(i)))}}handleMouseEnter(e,t){this.hoverTimeout&&clearTimeout(this.hoverTimeout),e.children&&e.children.length>0?this.showDropdown(e,t):this.closeDropdown()}handleMouseLeave(){this.hoverTimeout=window.setTimeout(()=>this.closeDropdown(),200)}showDropdown(e,t){if(this.closeDropdown(),!e.children)return;const i=document.createElement("div");i.className="opt-btn-dropdown",this.options.backgroundColor&&i.style.setProperty("--bim-toolbar-bg",this.options.backgroundColor);const s=i.style;this.options.iconColor&&s.setProperty("--bim-icon-color",this.options.iconColor),this.options.iconActiveColor&&s.setProperty("--bim-icon-active-color",this.options.iconActiveColor),this.options.textColor&&s.setProperty("--bim-btn-text-color",this.options.textColor),this.options.textActiveColor&&s.setProperty("--bim-btn-text-active-color",this.options.textActiveColor),this.options.btnBackgroundColor&&s.setProperty("--bim-btn-bg",this.options.btnBackgroundColor),this.options.btnHoverColor&&s.setProperty("--bim-btn-hover-bg",this.options.btnHoverColor),this.options.btnActiveColor&&s.setProperty("--bim-btn-active-bg",this.options.btnActiveColor);const r=t.getBoundingClientRect(),a=this.options.expand||"down";this.options.direction==="row"?i.style.flexDirection="column":i.style.flexDirection="row",document.body.appendChild(i),this.setupEventInterception(i),e.children.forEach(l=>{if(this.isVisible(l.id)){const c=this.renderDropdownItem(l);i.appendChild(c)}});const o=i.getBoundingClientRect();a==="up"?(i.style.bottom=window.innerHeight-r.top+8+"px",i.style.left=r.left+(r.width-o.width)/2+"px"):a==="down"?(i.style.top=r.bottom+8+"px",i.style.left=r.left+(r.width-o.width)/2+"px"):a==="right"?(i.style.top=r.top+(r.height-o.height)/2+"px",i.style.left=r.right+8+"px"):a==="left"&&(i.style.top=r.top+(r.height-o.height)/2+"px",i.style.right=window.innerWidth-r.left+8+"px"),i.addEventListener("mouseenter",()=>{this.hoverTimeout&&clearTimeout(this.hoverTimeout)}),i.addEventListener("mouseleave",()=>this.handleMouseLeave()),this.dropdownElement=i}renderDropdownItem(e){const t=document.createElement("div");t.className="opt-btn-dropdown-item",(e.align||"horizontal")==="horizontal"?t.classList.add("align-horizontal"):t.classList.add("align-vertical"),(this.activeBtnIds.has(e.id)||e.isActive)&&t.classList.add("active");const s=e.iconSize||32,r=e.minWidth;r&&(t.style.minWidth=`${r}px`);const a=document.createElement("div");if(a.className="opt-btn-icon",a.style.width=`${s}px`,a.style.height=`${s}px`,a.innerHTML=this.getIcon(e.icon),t.appendChild(a),this.options.showLabel&&e.label){const o=document.createElement("span");o.className="opt-btn-dropdown-label",o.textContent=le(e.label),t.appendChild(o)}else e.label&&(t.title=le(e.label));return t.addEventListener("click",o=>{o.stopPropagation(),this.handleClick(e)}),t}closeDropdown(){this.dropdownElement&&(this.dropdownElement.remove(),this.dropdownElement=null),this.btnRefs.forEach(e=>{const t=e.querySelector(".opt-btn-arrow");t&&t.classList.remove("rotated")})}updateButtonState(e){const t=this.btnRefs.get(e);t&&(this.activeBtnIds.has(e)?t.classList.add("active"):t.classList.remove("active"))}getIcon(e){return e||this.DEFAULT_ICON}updateButtonVisibility(e,t){this.options.visibility||(this.options.visibility={}),this.options.visibility[e]=t,this.render()}setShowLabel(e){this.options.showLabel=e,this.updateLabelsVisibility()}updateLabelsVisibility(){this.btnRefs.forEach((e,t)=>{const i=this.findButtonById(t);if(!i)return;this.options.showLabel&&i.label?(e.classList.remove("no-label"),e.removeAttribute("title")):(e.classList.add("no-label"),i.label&&(e.title=le(i.label)))})}findButtonById(e){for(const t of this.groups){const i=this.findButton(t.buttons,e);if(i)return i}}setBackgroundColor(e){this.setColors({backgroundColor:e})}isVisible(e){return this.options.visibility?.[e]!==!1}destroy(){this.unsubscribeLocale&&(this.unsubscribeLocale(),this.unsubscribeLocale=null),this.unsubscribeTheme&&(this.unsubscribeTheme(),this.unsubscribeTheme=null),this.closeDropdown(),this.container.innerHTML="",this.btnRefs.clear()}}class $h extends zr{async init(){await super.init();const{createHomeButton:e}=await Promise.resolve().then(()=>y_),{createZoomBoxButton:t}=await Promise.resolve().then(()=>M_),{createWalkMenuButton:i}=await Promise.resolve().then(()=>S_),{createMapButton:s}=await Promise.resolve().then(()=>T_),{createPropertyButton:r}=await Promise.resolve().then(()=>E_),{createSettingButton:a}=await Promise.resolve().then(()=>w_),{createInfoButton:o}=await Promise.resolve().then(()=>A_),{createFullscreenButton:l}=await Promise.resolve().then(()=>R_),{createMeasureButton:c}=await Promise.resolve().then(()=>P_),{createSectionMenuButton:h}=await Promise.resolve().then(()=>L_),{createSectionPlaneButton:u}=await Promise.resolve().then(()=>D_),{createSectionAxisButton:d}=await Promise.resolve().then(()=>I_),{createSectionBoxButton:m}=await Promise.resolve().then(()=>U_);this.addGroup("group-1"),this.engine?(this.addButton(e(this.engine)),this.addButton(t(this.engine)),this.addButton(c(this.engine)),this.addButton(h(this.engine)),this.addButton(u(this.engine)),this.addButton(d(this.engine)),this.addButton(m(this.engine)),this.addButton(i(this.engine)),this.addButton(s(this.engine)),this.addButton(r(this.engine)),this.addGroup("group-2"),this.addButton(a(this.engine)),this.addButton(o(this.engine)),this.addButton(l(this.engine))):console.warn("[Toolbar] Engine not available when creating buttons."),this.render()}}class jt{engine;constructor(e){this.engine=e}emit(e,t){this.engine.emit(e,t)}on(e,t){return this.engine.on(e,t)}}class Jh extends jt{toolbar=null;toolbarContainer=null;container;constructor(e,t){super(e),this.container=t,this.init()}init(){this.toolbarContainer=document.createElement("div"),this.toolbarContainer.id="opt-btn-groups",this.toolbarContainer.className="bim-engine-opt-btn-container is-bottom-toolbar",this.container.appendChild(this.toolbarContainer),this.toolbar=new $h({container:this.toolbarContainer,showLabel:!0,direction:"row",position:"bottom-center",align:"vertical",expand:"up"}),this.toolbar.setEngine(this.engine),this.toolbar.init()}updateTheme(e){this.toolbar?.setTheme(e)}refresh(){this.toolbar?.render()}destroy(){this.toolbar?.destroy(),this.toolbar=null}addGroup(e,t){this.toolbar?.addGroup(e,t),this.toolbar?.render()}addButton(e){this.toolbar?.addButton(e),this.toolbar?.render()}setButtonVisibility(e,t){this.toolbar?.updateButtonVisibility(e,t)}setShowLabel(e){this.toolbar?.setShowLabel(e)}setBtnActive(e,t){this.toolbar?.setBtnActive(e,t)}setVisible(e){this.toolbarContainer&&(this.toolbarContainer.style.visibility=e?"visible":"hidden")}setBackgroundColor(e){this.toolbar?.setBackgroundColor(e)}setColors(e){this.toolbar?.setColors(e)}hide(){this.toolbarContainer&&(this.toolbarContainer.style.display="none")}show(){this.toolbarContainer&&(this.toolbarContainer.style.display="")}getContainer(){return this.toolbarContainer}}class Qh extends jt{groups=new Map;container;constructor(e,t){super(e),this.container=t}create(e,t){const i=new zr({container:this.container,...t});return i.setEngine(this.engine),i.init(),this.groups.set(e,i),i}get(e){return this.groups.get(e)}updateTheme(e){this.groups.forEach(t=>t.setTheme(e))}destroy(){this.groups.forEach(e=>e.destroy()),this.groups.clear()}}class ol{element;options;container;header;contentArea;_isDestroyed=!1;_isInitialized=!1;unsubscribeTheme=null;unsubscribeLocale=null;rafId=null;constructor(e){this.options={title:"Dialog",width:300,height:"auto",position:"center",draggable:!0,resizable:!1,minWidth:200,minHeight:100,...e},this.container=e.container,this.element=this.createDom(),this.header=this.element.querySelector(".bim-dialog-header"),this.contentArea=this.element.querySelector(".bim-dialog-content"),this.init()}setTheme(e){const t=this.element.style;this.options.backgroundColor||t.setProperty("--bim-dialog-bg",e.panelBackground),this.options.headerBackgroundColor||t.setProperty("--bim-dialog-header-bg",e.componentHover),this.options.titleColor||t.setProperty("--bim-dialog-title-color",e.textPrimary),this.options.textColor||t.setProperty("--bim-dialog-text-color",e.textPrimary),this.options.borderColor||t.setProperty("--bim-dialog-border-color",e.border)}init(){this._isInitialized||(this.container.appendChild(this.element),this.initPosition(),this.options.draggable&&this.initDrag(),this.options.resizable&&this.initResize(),this._isInitialized=!0,this.options.onOpen&&this.options.onOpen(),this.unsubscribeTheme=Ze.subscribe(e=>{this.setTheme(e)}),this.unsubscribeLocale=It.subscribe(()=>{this.setLocales()}))}setLocales(){if(this.options.title){const e=this.header.querySelector(".bim-dialog-title");e&&(e.textContent=le(this.options.title))}}createDom(){const e=document.createElement("div");e.className="bim-dialog",this.options.id&&(e.id=this.options.id);const t=e.style;this.options.backgroundColor&&t.setProperty("--bim-dialog-bg",this.options.backgroundColor),this.options.headerBackgroundColor&&t.setProperty("--bim-dialog-header-bg",this.options.headerBackgroundColor),this.options.titleColor&&t.setProperty("--bim-dialog-title-color",this.options.titleColor),this.options.textColor&&t.setProperty("--bim-dialog-text-color",this.options.textColor),this.options.borderColor&&t.setProperty("--bim-dialog-border-color",this.options.borderColor),this.setSize(e,this.options.width,this.options.height),this.options.minWidth&&(e.style.minWidth=`${this.options.minWidth}px`);const i=document.createElement("div");i.className="bim-dialog-header",this.options.draggable&&i.classList.add("draggable");const s=document.createElement("span");s.className="bim-dialog-title",s.textContent=this.options.title?le(this.options.title):"";const r=document.createElement("span");r.className="bim-dialog-close",r.innerHTML="×",r.onclick=()=>{this.close()},i.appendChild(s),i.appendChild(r);const a=document.createElement("div");if(a.className="bim-dialog-content",typeof this.options.content=="string"?a.innerHTML=this.options.content:this.options.content instanceof HTMLElement&&a.appendChild(this.options.content),e.appendChild(i),e.appendChild(a),this.options.resizable){const c=document.createElement("div");c.className="bim-dialog-resize-handle",e.appendChild(c)}const o=c=>{c.stopPropagation()};return["click","dblclick","contextmenu","wheel","mousedown","mouseup","mousemove","touchstart","touchend","touchmove","pointerdown","pointerup","pointermove","pointerenter","pointerleave","pointerover","pointerout"].forEach(c=>{e.addEventListener(c,o,{passive:!1})}),e}setSize(e,t,i){t!==void 0&&(t==="auto"||t==="fit-content"?e.style.width=t:e.style.width=typeof t=="number"?`${t}px`:t),i!==void 0&&(i==="auto"||i==="fit-content"?e.style.height=i:e.style.height=typeof i=="number"?`${i}px`:i)}fitWidth(e=!1){this.element.style.width="fit-content",e&&this.initPosition()}fitHeight(e=!1){this.element.style.height="auto";const t=this.element.getBoundingClientRect().height,i=this.options.minHeight??100,s=this.container.clientHeight||0;let r=Math.max(i,t);s>0&&(r=Math.min(r,s)),this.element.style.height=`${r}px`,e?this.initPosition():this.clampToContainer()}clampToContainer(){const e=this.container.clientWidth,t=this.container.clientHeight,i=this.element.offsetWidth,s=this.element.offsetHeight,r=this.element.offsetLeft,a=this.element.offsetTop,o=Math.max(0,e-i),l=Math.max(0,t-s),c=Math.max(0,Math.min(r,o)),h=Math.max(0,Math.min(a,l));this.element.style.left=`${c}px`,this.element.style.top=`${h}px`}initPosition(){const e=this.options.position,t=this.element.getBoundingClientRect();let i=0,s=0;const r=this.container.clientWidth,a=this.container.clientHeight,o=t.width,l=t.height;if(typeof e=="object"&&"x"in e)i=e.x,s=e.y;else switch(e){case"center":i=(r-o)/2,s=(a-l)/2;break;case"top-left":i=0,s=0;break;case"top-center":i=(r-o)/2,s=0;break;case"top-right":i=r-o,s=0;break;case"left-center":i=0,s=(a-l)/2;break;case"right-center":i=r-o,s=(a-l)/2;break;case"bottom-left":i=0,s=a-l;break;case"bottom-center":i=(r-o)/2,s=a-l;break;case"bottom-right":i=r-o,s=a-l;break;default:i=(r-o)/2,s=(a-l)/2}i=Math.max(0,Math.min(i,r-o)),s=Math.max(0,Math.min(s,a-l)),this.element.style.left=`${i}px`,this.element.style.top=`${s}px`}initDrag(){let e=0,t=0,i=0,s=0,r=0,a=0,o=0,l=0;const c=d=>{d.preventDefault(),d.stopPropagation(),e=d.clientX,t=d.clientY,i=this.element.offsetLeft,s=this.element.offsetTop,r=this.container.clientWidth,a=this.container.clientHeight,o=this.element.offsetWidth,l=this.element.offsetHeight,document.addEventListener("mousemove",h,{capture:!0}),document.addEventListener("mouseup",u,{capture:!0})},h=d=>{d.preventDefault(),d.stopPropagation(),!this.rafId&&(this.rafId=requestAnimationFrame(()=>{const m=d.clientX-e,g=d.clientY-t;let v=i+m,f=s+g;const p=r-o,b=a-l;v=Math.max(0,Math.min(v,p)),f=Math.max(0,Math.min(f,b)),this.element.style.left=`${v}px`,this.element.style.top=`${f}px`,this.rafId=null}))},u=()=>{this.rafId&&(cancelAnimationFrame(this.rafId),this.rafId=null),document.removeEventListener("mousemove",h,{capture:!0}),document.removeEventListener("mouseup",u,{capture:!0})};this.header.addEventListener("mousedown",c)}initResize(){const e=this.element.querySelector(".bim-dialog-resize-handle");if(!e)return;let t=0,i=0,s=0,r=0;const a=c=>{c.preventDefault(),c.stopPropagation(),t=c.clientX,i=c.clientY,s=this.element.offsetWidth,r=this.element.offsetHeight,document.addEventListener("mousemove",o,{capture:!0}),document.addEventListener("mouseup",l,{capture:!0})},o=c=>{c.preventDefault(),c.stopPropagation(),!this.rafId&&(this.rafId=requestAnimationFrame(()=>{const h=c.clientX-t,u=c.clientY-i,d=Math.max(this.options.minWidth||100,s+h),m=Math.max(this.options.minHeight||50,r+u);this.element.style.width=`${d}px`,this.element.style.height=`${m}px`,this.rafId=null}))},l=()=>{this.rafId&&(cancelAnimationFrame(this.rafId),this.rafId=null),document.removeEventListener("mousemove",o,{capture:!0}),document.removeEventListener("mouseup",l,{capture:!0})};e.addEventListener("mousedown",a)}setContent(e){this.contentArea.innerHTML="",typeof e=="string"?this.contentArea.innerHTML=e:this.contentArea.appendChild(e)}close(){this._isDestroyed||(this.rafId&&(cancelAnimationFrame(this.rafId),this.rafId=null),this.unsubscribeTheme&&(this.unsubscribeTheme(),this.unsubscribeTheme=null),this.unsubscribeLocale&&(this.unsubscribeLocale(),this.unsubscribeLocale=null),this.element.remove(),this._isDestroyed=!0,this.options.onClose&&this.options.onClose())}destroy(){this.close()}}class eu extends ol{constructor(e){const t=document.createElement("div");t.className="bim-info-dialog-content";const i=document.createElement("h3");i.textContent="Model Information";const s=document.createElement("ul");s.innerHTML=`
  • Name: Sample Project
  • Version: 1.0.0
  • Date: ${new Date().toLocaleDateString()}
  • Status: Active
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0&&i[e].indexOf(t)!==-1}removeEventListener(e,t){const i=this._listeners;if(i===void 0)return;const s=i[e];if(s!==void 0){const r=s.indexOf(t);r!==-1&&s.splice(r,1)}}dispatchEvent(e){const t=this._listeners;if(t===void 0)return;const i=t[e.type];if(i!==void 0){e.target=this;const s=i.slice(0);for(let r=0,a=s.length;r>8&255]+Ot[n>>16&255]+Ot[n>>24&255]+"-"+Ot[e&255]+Ot[e>>8&255]+"-"+Ot[e>>16&15|64]+Ot[e>>24&255]+"-"+Ot[t&63|128]+Ot[t>>8&255]+"-"+Ot[t>>16&255]+Ot[t>>24&255]+Ot[i&255]+Ot[i>>8&255]+Ot[i>>16&255]+Ot[i>>24&255]).toLowerCase()}function Fe(n,e,t){return Math.max(e,Math.min(t,n))}function Ga(n,e){return(n%e+e)%e}function Nu(n,e,t,i,s){return i+(n-e)*(s-i)/(t-e)}function Bu(n,e,t){return n!==e?(t-n)/(e-n):0}function bn(n,e,t){return(1-t)*n+t*e}function Ou(n,e,t,i){return bn(n,e,1-Math.exp(-t*i))}function ku(n,e=1){return e-Math.abs(Ga(n,e*2)-e)}function Fu(n,e,t){return n<=e?0:n>=t?1:(n=(n-e)/(t-e),n*n*(3-2*n))}function zu(n,e,t){return n<=e?0:n>=t?1:(n=(n-e)/(t-e),n*n*n*(n*(n*6-15)+10))}function Hu(n,e){return n+Math.floor(Math.random()*(e-n+1))}function Vu(n,e){return n+Math.random()*(e-n)}function Gu(n){return n*(.5-Math.random())}function Wu(n){n!==void 0&&(kl=n);let e=kl+=1831565813;return e=Math.imul(e^e>>>15,e|1),e^=e+Math.imul(e^e>>>7,e|61),((e^e>>>14)>>>0)/4294967296}function ju(n){return n*xn}function Xu(n){return n*Ls}function qu(n){return(n&n-1)===0&&n!==0}function Zu(n){return Math.pow(2,Math.ceil(Math.log(n)/Math.LN2))}function Yu(n){return Math.pow(2,Math.floor(Math.log(n)/Math.LN2))}function Ku(n,e,t,i,s){const r=Math.cos,a=Math.sin,o=r(t/2),l=a(t/2),c=r((e+i)/2),h=a((e+i)/2),u=r((e-i)/2),d=a((e-i)/2),m=r((i-e)/2),g=a((i-e)/2);switch(s){case"XYX":n.set(o*h,l*u,l*d,o*c);break;case"YZY":n.set(l*d,o*h,l*u,o*c);break;case"ZXZ":n.set(l*u,l*d,o*h,o*c);break;case"XZX":n.set(o*h,l*g,l*m,o*c);break;case"YXY":n.set(l*m,o*h,l*g,o*c);break;case"ZYZ":n.set(l*g,l*m,o*h,o*c);break;default:Me("MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: "+s)}}function ci(n,e){switch(e.constructor){case Float32Array:return n;case Uint32Array:return n/4294967295;case Uint16Array:return n/65535;case Uint8Array:return n/255;case Int32Array:return Math.max(n/2147483647,-1);case Int16Array:return Math.max(n/32767,-1);case Int8Array:return Math.max(n/127,-1);default:throw new Error("Invalid component type.")}}function st(n,e){switch(e.constructor){case Float32Array:return n;case Uint32Array:return Math.round(n*4294967295);case Uint16Array:return Math.round(n*65535);case Uint8Array:return Math.round(n*255);case Int32Array:return Math.round(n*2147483647);case Int16Array:return Math.round(n*32767);case Int8Array:return Math.round(n*127);default:throw new Error("Invalid component type.")}}const Wa={DEG2RAD:xn,RAD2DEG:Ls,generateUUID:li,clamp:Fe,euclideanModulo:Ga,mapLinear:Nu,inverseLerp:Bu,lerp:bn,damp:Ou,pingpong:ku,smoothstep:Fu,smootherstep:zu,randInt:Hu,randFloat:Vu,randFloatSpread:Gu,seededRandom:Wu,degToRad:ju,radToDeg:Xu,isPowerOfTwo:qu,ceilPowerOfTwo:Zu,floorPowerOfTwo:Yu,setQuaternionFromProperEuler:Ku,normalize:st,denormalize:ci};class oe{constructor(e=0,t=0){oe.prototype.isVector2=!0,this.x=e,this.y=t}get width(){return this.x}set width(e){this.x=e}get height(){return this.y}set height(e){this.y=e}set(e,t){return this.x=e,this.y=t,this}setScalar(e){return this.x=e,this.y=e,this}setX(e){return this.x=e,this}setY(e){return this.y=e,this}setComponent(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;default:throw new Error("index is out of range: "+e)}return this}getComponent(e){switch(e){case 0:return this.x;case 1:return this.y;default:throw new Error("index is out of range: "+e)}}clone(){return new this.constructor(this.x,this.y)}copy(e){return this.x=e.x,this.y=e.y,this}add(e){return this.x+=e.x,this.y+=e.y,this}addScalar(e){return this.x+=e,this.y+=e,this}addVectors(e,t){return this.x=e.x+t.x,this.y=e.y+t.y,this}addScaledVector(e,t){return this.x+=e.x*t,this.y+=e.y*t,this}sub(e){return this.x-=e.x,this.y-=e.y,this}subScalar(e){return this.x-=e,this.y-=e,this}subVectors(e,t){return this.x=e.x-t.x,this.y=e.y-t.y,this}multiply(e){return this.x*=e.x,this.y*=e.y,this}multiplyScalar(e){return this.x*=e,this.y*=e,this}divide(e){return this.x/=e.x,this.y/=e.y,this}divideScalar(e){return this.multiplyScalar(1/e)}applyMatrix3(e){const t=this.x,i=this.y,s=e.elements;return this.x=s[0]*t+s[3]*i+s[6],this.y=s[1]*t+s[4]*i+s[7],this}min(e){return this.x=Math.min(this.x,e.x),this.y=Math.min(this.y,e.y),this}max(e){return this.x=Math.max(this.x,e.x),this.y=Math.max(this.y,e.y),this}clamp(e,t){return this.x=Fe(this.x,e.x,t.x),this.y=Fe(this.y,e.y,t.y),this}clampScalar(e,t){return this.x=Fe(this.x,e,t),this.y=Fe(this.y,e,t),this}clampLength(e,t){const i=this.length();return this.divideScalar(i||1).multiplyScalar(Fe(i,e,t))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this}roundToZero(){return this.x=Math.trunc(this.x),this.y=Math.trunc(this.y),this}negate(){return this.x=-this.x,this.y=-this.y,this}dot(e){return this.x*e.x+this.y*e.y}cross(e){return this.x*e.y-this.y*e.x}lengthSq(){return this.x*this.x+this.y*this.y}length(){return Math.sqrt(this.x*this.x+this.y*this.y)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)}normalize(){return this.divideScalar(this.length()||1)}angle(){return Math.atan2(-this.y,-this.x)+Math.PI}angleTo(e){const t=Math.sqrt(this.lengthSq()*e.lengthSq());if(t===0)return Math.PI/2;const i=this.dot(e)/t;return Math.acos(Fe(i,-1,1))}distanceTo(e){return Math.sqrt(this.distanceToSquared(e))}distanceToSquared(e){const t=this.x-e.x,i=this.y-e.y;return t*t+i*i}manhattanDistanceTo(e){return Math.abs(this.x-e.x)+Math.abs(this.y-e.y)}setLength(e){return this.normalize().multiplyScalar(e)}lerp(e,t){return this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this}lerpVectors(e,t,i){return this.x=e.x+(t.x-e.x)*i,this.y=e.y+(t.y-e.y)*i,this}equals(e){return e.x===this.x&&e.y===this.y}fromArray(e,t=0){return this.x=e[t],this.y=e[t+1],this}toArray(e=[],t=0){return e[t]=this.x,e[t+1]=this.y,e}fromBufferAttribute(e,t){return this.x=e.getX(t),this.y=e.getY(t),this}rotateAround(e,t){const i=Math.cos(t),s=Math.sin(t),r=this.x-e.x,a=this.y-e.y;return this.x=r*i-a*s+e.x,this.y=r*s+a*i+e.y,this}random(){return this.x=Math.random(),this.y=Math.random(),this}*[Symbol.iterator](){yield this.x,yield this.y}}class hi{constructor(e=0,t=0,i=0,s=1){this.isQuaternion=!0,this._x=e,this._y=t,this._z=i,this._w=s}static slerpFlat(e,t,i,s,r,a,o){let l=i[s+0],c=i[s+1],h=i[s+2],u=i[s+3],d=r[a+0],m=r[a+1],g=r[a+2],v=r[a+3];if(o<=0){e[t+0]=l,e[t+1]=c,e[t+2]=h,e[t+3]=u;return}if(o>=1){e[t+0]=d,e[t+1]=m,e[t+2]=g,e[t+3]=v;return}if(u!==v||l!==d||c!==m||h!==g){let f=l*d+c*m+h*g+u*v;f<0&&(d=-d,m=-m,g=-g,v=-v,f=-f);let p=1-o;if(f<.9995){const b=Math.acos(f),_=Math.sin(b);p=Math.sin(p*b)/_,o=Math.sin(o*b)/_,l=l*p+d*o,c=c*p+m*o,h=h*p+g*o,u=u*p+v*o}else{l=l*p+d*o,c=c*p+m*o,h=h*p+g*o,u=u*p+v*o;const b=1/Math.sqrt(l*l+c*c+h*h+u*u);l*=b,c*=b,h*=b,u*=b}}e[t]=l,e[t+1]=c,e[t+2]=h,e[t+3]=u}static multiplyQuaternionsFlat(e,t,i,s,r,a){const o=i[s],l=i[s+1],c=i[s+2],h=i[s+3],u=r[a],d=r[a+1],m=r[a+2],g=r[a+3];return e[t]=o*g+h*u+l*m-c*d,e[t+1]=l*g+h*d+c*u-o*m,e[t+2]=c*g+h*m+o*d-l*u,e[t+3]=h*g-o*u-l*d-c*m,e}get x(){return this._x}set x(e){this._x=e,this._onChangeCallback()}get y(){return this._y}set y(e){this._y=e,this._onChangeCallback()}get z(){return this._z}set z(e){this._z=e,this._onChangeCallback()}get w(){return this._w}set w(e){this._w=e,this._onChangeCallback()}set(e,t,i,s){return this._x=e,this._y=t,this._z=i,this._w=s,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._w)}copy(e){return this._x=e.x,this._y=e.y,this._z=e.z,this._w=e.w,this._onChangeCallback(),this}setFromEuler(e,t=!0){const i=e._x,s=e._y,r=e._z,a=e._order,o=Math.cos,l=Math.sin,c=o(i/2),h=o(s/2),u=o(r/2),d=l(i/2),m=l(s/2),g=l(r/2);switch(a){case"XYZ":this._x=d*h*u+c*m*g,this._y=c*m*u-d*h*g,this._z=c*h*g+d*m*u,this._w=c*h*u-d*m*g;break;case"YXZ":this._x=d*h*u+c*m*g,this._y=c*m*u-d*h*g,this._z=c*h*g-d*m*u,this._w=c*h*u+d*m*g;break;case"ZXY":this._x=d*h*u-c*m*g,this._y=c*m*u+d*h*g,this._z=c*h*g+d*m*u,this._w=c*h*u-d*m*g;break;case"ZYX":this._x=d*h*u-c*m*g,this._y=c*m*u+d*h*g,this._z=c*h*g-d*m*u,this._w=c*h*u+d*m*g;break;case"YZX":this._x=d*h*u+c*m*g,this._y=c*m*u+d*h*g,this._z=c*h*g-d*m*u,this._w=c*h*u-d*m*g;break;case"XZY":this._x=d*h*u-c*m*g,this._y=c*m*u-d*h*g,this._z=c*h*g+d*m*u,this._w=c*h*u+d*m*g;break;default:Me("Quaternion: .setFromEuler() encountered an unknown order: "+a)}return t===!0&&this._onChangeCallback(),this}setFromAxisAngle(e,t){const i=t/2,s=Math.sin(i);return this._x=e.x*s,this._y=e.y*s,this._z=e.z*s,this._w=Math.cos(i),this._onChangeCallback(),this}setFromRotationMatrix(e){const t=e.elements,i=t[0],s=t[4],r=t[8],a=t[1],o=t[5],l=t[9],c=t[2],h=t[6],u=t[10],d=i+o+u;if(d>0){const m=.5/Math.sqrt(d+1);this._w=.25/m,this._x=(h-l)*m,this._y=(r-c)*m,this._z=(a-s)*m}else if(i>o&&i>u){const m=2*Math.sqrt(1+i-o-u);this._w=(h-l)/m,this._x=.25*m,this._y=(s+a)/m,this._z=(r+c)/m}else if(o>u){const m=2*Math.sqrt(1+o-i-u);this._w=(r-c)/m,this._x=(s+a)/m,this._y=.25*m,this._z=(l+h)/m}else{const m=2*Math.sqrt(1+u-i-o);this._w=(a-s)/m,this._x=(r+c)/m,this._y=(l+h)/m,this._z=.25*m}return this._onChangeCallback(),this}setFromUnitVectors(e,t){let i=e.dot(t)+1;return i<1e-8?(i=0,Math.abs(e.x)>Math.abs(e.z)?(this._x=-e.y,this._y=e.x,this._z=0,this._w=i):(this._x=0,this._y=-e.z,this._z=e.y,this._w=i)):(this._x=e.y*t.z-e.z*t.y,this._y=e.z*t.x-e.x*t.z,this._z=e.x*t.y-e.y*t.x,this._w=i),this.normalize()}angleTo(e){return 2*Math.acos(Math.abs(Fe(this.dot(e),-1,1)))}rotateTowards(e,t){const i=this.angleTo(e);if(i===0)return this;const s=Math.min(1,t/i);return this.slerp(e,s),this}identity(){return this.set(0,0,0,1)}invert(){return this.conjugate()}conjugate(){return this._x*=-1,this._y*=-1,this._z*=-1,this._onChangeCallback(),this}dot(e){return this._x*e._x+this._y*e._y+this._z*e._z+this._w*e._w}lengthSq(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w}length(){return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)}normalize(){let e=this.length();return e===0?(this._x=0,this._y=0,this._z=0,this._w=1):(e=1/e,this._x=this._x*e,this._y=this._y*e,this._z=this._z*e,this._w=this._w*e),this._onChangeCallback(),this}multiply(e){return this.multiplyQuaternions(this,e)}premultiply(e){return this.multiplyQuaternions(e,this)}multiplyQuaternions(e,t){const i=e._x,s=e._y,r=e._z,a=e._w,o=t._x,l=t._y,c=t._z,h=t._w;return this._x=i*h+a*o+s*c-r*l,this._y=s*h+a*l+r*o-i*c,this._z=r*h+a*c+i*l-s*o,this._w=a*h-i*o-s*l-r*c,this._onChangeCallback(),this}slerp(e,t){if(t<=0)return this;if(t>=1)return this.copy(e);let i=e._x,s=e._y,r=e._z,a=e._w,o=this.dot(e);o<0&&(i=-i,s=-s,r=-r,a=-a,o=-o);let l=1-t;if(o<.9995){const c=Math.acos(o),h=Math.sin(c);l=Math.sin(l*c)/h,t=Math.sin(t*c)/h,this._x=this._x*l+i*t,this._y=this._y*l+s*t,this._z=this._z*l+r*t,this._w=this._w*l+a*t,this._onChangeCallback()}else this._x=this._x*l+i*t,this._y=this._y*l+s*t,this._z=this._z*l+r*t,this._w=this._w*l+a*t,this.normalize();return this}slerpQuaternions(e,t,i){return this.copy(e).slerp(t,i)}random(){const e=2*Math.PI*Math.random(),t=2*Math.PI*Math.random(),i=Math.random(),s=Math.sqrt(1-i),r=Math.sqrt(i);return this.set(s*Math.sin(e),s*Math.cos(e),r*Math.sin(t),r*Math.cos(t))}equals(e){return e._x===this._x&&e._y===this._y&&e._z===this._z&&e._w===this._w}fromArray(e,t=0){return this._x=e[t],this._y=e[t+1],this._z=e[t+2],this._w=e[t+3],this._onChangeCallback(),this}toArray(e=[],t=0){return e[t]=this._x,e[t+1]=this._y,e[t+2]=this._z,e[t+3]=this._w,e}fromBufferAttribute(e,t){return this._x=e.getX(t),this._y=e.getY(t),this._z=e.getZ(t),this._w=e.getW(t),this._onChangeCallback(),this}toJSON(){return this.toArray()}_onChange(e){return this._onChangeCallback=e,this}_onChangeCallback(){}*[Symbol.iterator](){yield this._x,yield this._y,yield this._z,yield this._w}}class w{constructor(e=0,t=0,i=0){w.prototype.isVector3=!0,this.x=e,this.y=t,this.z=i}set(e,t,i){return i===void 0&&(i=this.z),this.x=e,this.y=t,this.z=i,this}setScalar(e){return this.x=e,this.y=e,this.z=e,this}setX(e){return this.x=e,this}setY(e){return this.y=e,this}setZ(e){return this.z=e,this}setComponent(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;case 2:this.z=t;break;default:throw new Error("index is out of range: "+e)}return this}getComponent(e){switch(e){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw new Error("index is out of range: "+e)}}clone(){return new this.constructor(this.x,this.y,this.z)}copy(e){return this.x=e.x,this.y=e.y,this.z=e.z,this}add(e){return this.x+=e.x,this.y+=e.y,this.z+=e.z,this}addScalar(e){return this.x+=e,this.y+=e,this.z+=e,this}addVectors(e,t){return this.x=e.x+t.x,this.y=e.y+t.y,this.z=e.z+t.z,this}addScaledVector(e,t){return this.x+=e.x*t,this.y+=e.y*t,this.z+=e.z*t,this}sub(e){return this.x-=e.x,this.y-=e.y,this.z-=e.z,this}subScalar(e){return this.x-=e,this.y-=e,this.z-=e,this}subVectors(e,t){return this.x=e.x-t.x,this.y=e.y-t.y,this.z=e.z-t.z,this}multiply(e){return this.x*=e.x,this.y*=e.y,this.z*=e.z,this}multiplyScalar(e){return this.x*=e,this.y*=e,this.z*=e,this}multiplyVectors(e,t){return this.x=e.x*t.x,this.y=e.y*t.y,this.z=e.z*t.z,this}applyEuler(e){return this.applyQuaternion(Fl.setFromEuler(e))}applyAxisAngle(e,t){return this.applyQuaternion(Fl.setFromAxisAngle(e,t))}applyMatrix3(e){const t=this.x,i=this.y,s=this.z,r=e.elements;return this.x=r[0]*t+r[3]*i+r[6]*s,this.y=r[1]*t+r[4]*i+r[7]*s,this.z=r[2]*t+r[5]*i+r[8]*s,this}applyNormalMatrix(e){return this.applyMatrix3(e).normalize()}applyMatrix4(e){const t=this.x,i=this.y,s=this.z,r=e.elements,a=1/(r[3]*t+r[7]*i+r[11]*s+r[15]);return this.x=(r[0]*t+r[4]*i+r[8]*s+r[12])*a,this.y=(r[1]*t+r[5]*i+r[9]*s+r[13])*a,this.z=(r[2]*t+r[6]*i+r[10]*s+r[14])*a,this}applyQuaternion(e){const t=this.x,i=this.y,s=this.z,r=e.x,a=e.y,o=e.z,l=e.w,c=2*(a*s-o*i),h=2*(o*t-r*s),u=2*(r*i-a*t);return this.x=t+l*c+a*u-o*h,this.y=i+l*h+o*c-r*u,this.z=s+l*u+r*h-a*c,this}project(e){return this.applyMatrix4(e.matrixWorldInverse).applyMatrix4(e.projectionMatrix)}unproject(e){return this.applyMatrix4(e.projectionMatrixInverse).applyMatrix4(e.matrixWorld)}transformDirection(e){const t=this.x,i=this.y,s=this.z,r=e.elements;return this.x=r[0]*t+r[4]*i+r[8]*s,this.y=r[1]*t+r[5]*i+r[9]*s,this.z=r[2]*t+r[6]*i+r[10]*s,this.normalize()}divide(e){return this.x/=e.x,this.y/=e.y,this.z/=e.z,this}divideScalar(e){return this.multiplyScalar(1/e)}min(e){return this.x=Math.min(this.x,e.x),this.y=Math.min(this.y,e.y),this.z=Math.min(this.z,e.z),this}max(e){return this.x=Math.max(this.x,e.x),this.y=Math.max(this.y,e.y),this.z=Math.max(this.z,e.z),this}clamp(e,t){return this.x=Fe(this.x,e.x,t.x),this.y=Fe(this.y,e.y,t.y),this.z=Fe(this.z,e.z,t.z),this}clampScalar(e,t){return this.x=Fe(this.x,e,t),this.y=Fe(this.y,e,t),this.z=Fe(this.z,e,t),this}clampLength(e,t){const i=this.length();return this.divideScalar(i||1).multiplyScalar(Fe(i,e,t))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this}roundToZero(){return this.x=Math.trunc(this.x),this.y=Math.trunc(this.y),this.z=Math.trunc(this.z),this}negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this}dot(e){return this.x*e.x+this.y*e.y+this.z*e.z}lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z}length(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)}normalize(){return this.divideScalar(this.length()||1)}setLength(e){return this.normalize().multiplyScalar(e)}lerp(e,t){return this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this.z+=(e.z-this.z)*t,this}lerpVectors(e,t,i){return this.x=e.x+(t.x-e.x)*i,this.y=e.y+(t.y-e.y)*i,this.z=e.z+(t.z-e.z)*i,this}cross(e){return this.crossVectors(this,e)}crossVectors(e,t){const i=e.x,s=e.y,r=e.z,a=t.x,o=t.y,l=t.z;return this.x=s*l-r*o,this.y=r*a-i*l,this.z=i*o-s*a,this}projectOnVector(e){const t=e.lengthSq();if(t===0)return this.set(0,0,0);const i=e.dot(this)/t;return this.copy(e).multiplyScalar(i)}projectOnPlane(e){return ja.copy(this).projectOnVector(e),this.sub(ja)}reflect(e){return this.sub(ja.copy(e).multiplyScalar(2*this.dot(e)))}angleTo(e){const t=Math.sqrt(this.lengthSq()*e.lengthSq());if(t===0)return Math.PI/2;const i=this.dot(e)/t;return Math.acos(Fe(i,-1,1))}distanceTo(e){return Math.sqrt(this.distanceToSquared(e))}distanceToSquared(e){const t=this.x-e.x,i=this.y-e.y,s=this.z-e.z;return t*t+i*i+s*s}manhattanDistanceTo(e){return Math.abs(this.x-e.x)+Math.abs(this.y-e.y)+Math.abs(this.z-e.z)}setFromSpherical(e){return this.setFromSphericalCoords(e.radius,e.phi,e.theta)}setFromSphericalCoords(e,t,i){const s=Math.sin(t)*e;return this.x=s*Math.sin(i),this.y=Math.cos(t)*e,this.z=s*Math.cos(i),this}setFromCylindrical(e){return this.setFromCylindricalCoords(e.radius,e.theta,e.y)}setFromCylindricalCoords(e,t,i){return this.x=e*Math.sin(t),this.y=i,this.z=e*Math.cos(t),this}setFromMatrixPosition(e){const t=e.elements;return this.x=t[12],this.y=t[13],this.z=t[14],this}setFromMatrixScale(e){const t=this.setFromMatrixColumn(e,0).length(),i=this.setFromMatrixColumn(e,1).length(),s=this.setFromMatrixColumn(e,2).length();return this.x=t,this.y=i,this.z=s,this}setFromMatrixColumn(e,t){return this.fromArray(e.elements,t*4)}setFromMatrix3Column(e,t){return this.fromArray(e.elements,t*3)}setFromEuler(e){return this.x=e._x,this.y=e._y,this.z=e._z,this}setFromColor(e){return this.x=e.r,this.y=e.g,this.z=e.b,this}equals(e){return e.x===this.x&&e.y===this.y&&e.z===this.z}fromArray(e,t=0){return this.x=e[t],this.y=e[t+1],this.z=e[t+2],this}toArray(e=[],t=0){return e[t]=this.x,e[t+1]=this.y,e[t+2]=this.z,e}fromBufferAttribute(e,t){return this.x=e.getX(t),this.y=e.getY(t),this.z=e.getZ(t),this}random(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this}randomDirection(){const e=Math.random()*Math.PI*2,t=Math.random()*2-1,i=Math.sqrt(1-t*t);return this.x=i*Math.cos(e),this.y=t,this.z=i*Math.sin(e),this}*[Symbol.iterator](){yield this.x,yield this.y,yield this.z}}const ja=new w,Fl=new hi;class ke{constructor(e,t,i,s,r,a,o,l,c){ke.prototype.isMatrix3=!0,this.elements=[1,0,0,0,1,0,0,0,1],e!==void 0&&this.set(e,t,i,s,r,a,o,l,c)}set(e,t,i,s,r,a,o,l,c){const h=this.elements;return h[0]=e,h[1]=s,h[2]=o,h[3]=t,h[4]=r,h[5]=l,h[6]=i,h[7]=a,h[8]=c,this}identity(){return this.set(1,0,0,0,1,0,0,0,1),this}copy(e){const t=this.elements,i=e.elements;return t[0]=i[0],t[1]=i[1],t[2]=i[2],t[3]=i[3],t[4]=i[4],t[5]=i[5],t[6]=i[6],t[7]=i[7],t[8]=i[8],this}extractBasis(e,t,i){return e.setFromMatrix3Column(this,0),t.setFromMatrix3Column(this,1),i.setFromMatrix3Column(this,2),this}setFromMatrix4(e){const t=e.elements;return this.set(t[0],t[4],t[8],t[1],t[5],t[9],t[2],t[6],t[10]),this}multiply(e){return this.multiplyMatrices(this,e)}premultiply(e){return this.multiplyMatrices(e,this)}multiplyMatrices(e,t){const i=e.elements,s=t.elements,r=this.elements,a=i[0],o=i[3],l=i[6],c=i[1],h=i[4],u=i[7],d=i[2],m=i[5],g=i[8],v=s[0],f=s[3],p=s[6],b=s[1],_=s[4],E=s[7],R=s[2],T=s[5],A=s[8];return r[0]=a*v+o*b+l*R,r[3]=a*f+o*_+l*T,r[6]=a*p+o*E+l*A,r[1]=c*v+h*b+u*R,r[4]=c*f+h*_+u*T,r[7]=c*p+h*E+u*A,r[2]=d*v+m*b+g*R,r[5]=d*f+m*_+g*T,r[8]=d*p+m*E+g*A,this}multiplyScalar(e){const t=this.elements;return t[0]*=e,t[3]*=e,t[6]*=e,t[1]*=e,t[4]*=e,t[7]*=e,t[2]*=e,t[5]*=e,t[8]*=e,this}determinant(){const e=this.elements,t=e[0],i=e[1],s=e[2],r=e[3],a=e[4],o=e[5],l=e[6],c=e[7],h=e[8];return t*a*h-t*o*c-i*r*h+i*o*l+s*r*c-s*a*l}invert(){const e=this.elements,t=e[0],i=e[1],s=e[2],r=e[3],a=e[4],o=e[5],l=e[6],c=e[7],h=e[8],u=h*a-o*c,d=o*l-h*r,m=c*r-a*l,g=t*u+i*d+s*m;if(g===0)return this.set(0,0,0,0,0,0,0,0,0);const v=1/g;return e[0]=u*v,e[1]=(s*c-h*i)*v,e[2]=(o*i-s*a)*v,e[3]=d*v,e[4]=(h*t-s*l)*v,e[5]=(s*r-o*t)*v,e[6]=m*v,e[7]=(i*l-c*t)*v,e[8]=(a*t-i*r)*v,this}transpose(){let e;const t=this.elements;return e=t[1],t[1]=t[3],t[3]=e,e=t[2],t[2]=t[6],t[6]=e,e=t[5],t[5]=t[7],t[7]=e,this}getNormalMatrix(e){return this.setFromMatrix4(e).invert().transpose()}transposeIntoArray(e){const t=this.elements;return e[0]=t[0],e[1]=t[3],e[2]=t[6],e[3]=t[1],e[4]=t[4],e[5]=t[7],e[6]=t[2],e[7]=t[5],e[8]=t[8],this}setUvTransform(e,t,i,s,r,a,o){const l=Math.cos(r),c=Math.sin(r);return this.set(i*l,i*c,-i*(l*a+c*o)+a+e,-s*c,s*l,-s*(-c*a+l*o)+o+t,0,0,1),this}scale(e,t){return this.premultiply(Xa.makeScale(e,t)),this}rotate(e){return this.premultiply(Xa.makeRotation(-e)),this}translate(e,t){return this.premultiply(Xa.makeTranslation(e,t)),this}makeTranslation(e,t){return e.isVector2?this.set(1,0,e.x,0,1,e.y,0,0,1):this.set(1,0,e,0,1,t,0,0,1),this}makeRotation(e){const t=Math.cos(e),i=Math.sin(e);return this.set(t,-i,0,i,t,0,0,0,1),this}makeScale(e,t){return this.set(e,0,0,0,t,0,0,0,1),this}equals(e){const t=this.elements,i=e.elements;for(let s=0;s<9;s++)if(t[s]!==i[s])return!1;return!0}fromArray(e,t=0){for(let i=0;i<9;i++)this.elements[i]=e[i+t];return this}toArray(e=[],t=0){const i=this.elements;return e[t]=i[0],e[t+1]=i[1],e[t+2]=i[2],e[t+3]=i[3],e[t+4]=i[4],e[t+5]=i[5],e[t+6]=i[6],e[t+7]=i[7],e[t+8]=i[8],e}clone(){return new this.constructor().fromArray(this.elements)}}const Xa=new ke,zl=new ke().set(.4123908,.3575843,.1804808,.212639,.7151687,.0721923,.0193308,.1191948,.9505322),Hl=new ke().set(3.2409699,-1.5373832,-.4986108,-.9692436,1.8759675,.0415551,.0556301,-.203977,1.0569715);function $u(){const n={enabled:!0,workingColorSpace:Bt,spaces:{},convert:function(s,r,a){return this.enabled===!1||r===a||!r||!a||(this.spaces[r].transfer===it&&(s.r=Ni(s.r),s.g=Ni(s.g),s.b=Ni(s.b)),this.spaces[r].primaries!==this.spaces[a].primaries&&(s.applyMatrix3(this.spaces[r].toXYZ),s.applyMatrix3(this.spaces[a].fromXYZ)),this.spaces[a].transfer===it&&(s.r=Ds(s.r),s.g=Ds(s.g),s.b=Ds(s.b))),s},workingToColorSpace:function(s,r){return this.convert(s,this.workingColorSpace,r)},colorSpaceToWorking:function(s,r){return this.convert(s,r,this.workingColorSpace)},getPrimaries:function(s){return this.spaces[s].primaries},getTransfer:function(s){return s===Zi?Kn:this.spaces[s].transfer},getToneMappingMode:function(s){return this.spaces[s].outputColorSpaceConfig.toneMappingMode||"standard"},getLuminanceCoefficients:function(s,r=this.workingColorSpace){return s.fromArray(this.spaces[r].luminanceCoefficients)},define:function(s){Object.assign(this.spaces,s)},_getMatrix:function(s,r,a){return s.copy(this.spaces[r].toXYZ).multiply(this.spaces[a].fromXYZ)},_getDrawingBufferColorSpace:function(s){return this.spaces[s].outputColorSpaceConfig.drawingBufferColorSpace},_getUnpackColorSpace:function(s=this.workingColorSpace){return this.spaces[s].workingColorSpaceConfig.unpackColorSpace},fromWorkingColorSpace:function(s,r){return _n("ColorManagement: .fromWorkingColorSpace() has been renamed to .workingToColorSpace()."),n.workingToColorSpace(s,r)},toWorkingColorSpace:function(s,r){return _n("ColorManagement: .toWorkingColorSpace() has been renamed to .colorSpaceToWorking()."),n.colorSpaceToWorking(s,r)}},e=[.64,.33,.3,.6,.15,.06],t=[.2126,.7152,.0722],i=[.3127,.329];return n.define({[Bt]:{primaries:e,whitePoint:i,transfer:Kn,toXYZ:zl,fromXYZ:Hl,luminanceCoefficients:t,workingColorSpaceConfig:{unpackColorSpace:Ct},outputColorSpaceConfig:{drawingBufferColorSpace:Ct}},[Ct]:{primaries:e,whitePoint:i,transfer:it,toXYZ:zl,fromXYZ:Hl,luminanceCoefficients:t,outputColorSpaceConfig:{drawingBufferColorSpace:Ct}}}),n}const Xe=$u();function Ni(n){return n<.04045?n*.0773993808:Math.pow(n*.9478672986+.0521327014,2.4)}function Ds(n){return n<.0031308?n*12.92:1.055*Math.pow(n,.41666)-.055}let Is;class Ju{static getDataURL(e,t="image/png"){if(/^data:/i.test(e.src)||typeof HTMLCanvasElement>"u")return e.src;let i;if(e instanceof HTMLCanvasElement)i=e;else{Is===void 0&&(Is=vn("canvas")),Is.width=e.width,Is.height=e.height;const s=Is.getContext("2d");e instanceof ImageData?s.putImageData(e,0,0):s.drawImage(e,0,0,e.width,e.height),i=Is}return i.toDataURL(t)}static sRGBToLinear(e){if(typeof HTMLImageElement<"u"&&e instanceof HTMLImageElement||typeof HTMLCanvasElement<"u"&&e instanceof HTMLCanvasElement||typeof ImageBitmap<"u"&&e instanceof ImageBitmap){const t=vn("canvas");t.width=e.width,t.height=e.height;const i=t.getContext("2d");i.drawImage(e,0,0,e.width,e.height);const s=i.getImageData(0,0,e.width,e.height),r=s.data;for(let a=0;a1),this.pmremVersion=0}get width(){return this.source.getSize(Ya).x}get height(){return this.source.getSize(Ya).y}get depth(){return this.source.getSize(Ya).z}get image(){return this.source.data}set image(e=null){this.source.data=e}updateMatrix(){this.matrix.setUvTransform(this.offset.x,this.offset.y,this.repeat.x,this.repeat.y,this.rotation,this.center.x,this.center.y)}addUpdateRange(e,t){this.updateRanges.push({start:e,count:t})}clearUpdateRanges(){this.updateRanges.length=0}clone(){return new this.constructor().copy(this)}copy(e){return this.name=e.name,this.source=e.source,this.mipmaps=e.mipmaps.slice(0),this.mapping=e.mapping,this.channel=e.channel,this.wrapS=e.wrapS,this.wrapT=e.wrapT,this.magFilter=e.magFilter,this.minFilter=e.minFilter,this.anisotropy=e.anisotropy,this.format=e.format,this.internalFormat=e.internalFormat,this.type=e.type,this.offset.copy(e.offset),this.repeat.copy(e.repeat),this.center.copy(e.center),this.rotation=e.rotation,this.matrixAutoUpdate=e.matrixAutoUpdate,this.matrix.copy(e.matrix),this.generateMipmaps=e.generateMipmaps,this.premultiplyAlpha=e.premultiplyAlpha,this.flipY=e.flipY,this.unpackAlignment=e.unpackAlignment,this.colorSpace=e.colorSpace,this.renderTarget=e.renderTarget,this.isRenderTargetTexture=e.isRenderTargetTexture,this.isArrayTexture=e.isArrayTexture,this.userData=JSON.parse(JSON.stringify(e.userData)),this.needsUpdate=!0,this}setValues(e){for(const t in e){const i=e[t];if(i===void 0){Me(`Texture.setValues(): parameter '${t}' has value of undefined.`);continue}const s=this[t];if(s===void 0){Me(`Texture.setValues(): property '${t}' does not exist.`);continue}s&&i&&s.isVector2&&i.isVector2||s&&i&&s.isVector3&&i.isVector3||s&&i&&s.isMatrix3&&i.isMatrix3?s.copy(i):this[t]=i}}toJSON(e){const t=e===void 0||typeof e=="string";if(!t&&e.textures[this.uuid]!==void 0)return e.textures[this.uuid];const i={metadata:{version:4.7,type:"Texture",generator:"Texture.toJSON"},uuid:this.uuid,name:this.name,image:this.source.toJSON(e).uuid,mapping:this.mapping,channel:this.channel,repeat:[this.repeat.x,this.repeat.y],offset:[this.offset.x,this.offset.y],center:[this.center.x,this.center.y],rotation:this.rotation,wrap:[this.wrapS,this.wrapT],format:this.format,internalFormat:this.internalFormat,type:this.type,colorSpace:this.colorSpace,minFilter:this.minFilter,magFilter:this.magFilter,anisotropy:this.anisotropy,flipY:this.flipY,generateMipmaps:this.generateMipmaps,premultiplyAlpha:this.premultiplyAlpha,unpackAlignment:this.unpackAlignment};return Object.keys(this.userData).length>0&&(i.userData=this.userData),t||(e.textures[this.uuid]=i),i}dispose(){this.dispatchEvent({type:"dispose"})}transformUv(e){if(this.mapping!==yl)return e;if(e.applyMatrix3(this.matrix),e.x<0||e.x>1)switch(this.wrapS){case Ti:e.x=e.x-Math.floor(e.x);break;case ei:e.x=e.x<0?0:1;break;case Gn:Math.abs(Math.floor(e.x)%2)===1?e.x=Math.ceil(e.x)-e.x:e.x=e.x-Math.floor(e.x);break}if(e.y<0||e.y>1)switch(this.wrapT){case Ti:e.y=e.y-Math.floor(e.y);break;case ei:e.y=e.y<0?0:1;break;case Gn:Math.abs(Math.floor(e.y)%2)===1?e.y=Math.ceil(e.y)-e.y:e.y=e.y-Math.floor(e.y);break}return this.flipY&&(e.y=1-e.y),e}set needsUpdate(e){e===!0&&(this.version++,this.source.needsUpdate=!0)}set needsPMREMUpdate(e){e===!0&&this.pmremVersion++}}At.DEFAULT_IMAGE=null,At.DEFAULT_MAPPING=yl,At.DEFAULT_ANISOTROPY=1;class $e{constructor(e=0,t=0,i=0,s=1){$e.prototype.isVector4=!0,this.x=e,this.y=t,this.z=i,this.w=s}get width(){return this.z}set width(e){this.z=e}get height(){return this.w}set height(e){this.w=e}set(e,t,i,s){return this.x=e,this.y=t,this.z=i,this.w=s,this}setScalar(e){return this.x=e,this.y=e,this.z=e,this.w=e,this}setX(e){return this.x=e,this}setY(e){return this.y=e,this}setZ(e){return this.z=e,this}setW(e){return this.w=e,this}setComponent(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;case 2:this.z=t;break;case 3:this.w=t;break;default:throw new Error("index is out of range: "+e)}return this}getComponent(e){switch(e){case 0:return this.x;case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw new Error("index is out of range: "+e)}}clone(){return new this.constructor(this.x,this.y,this.z,this.w)}copy(e){return this.x=e.x,this.y=e.y,this.z=e.z,this.w=e.w!==void 0?e.w:1,this}add(e){return this.x+=e.x,this.y+=e.y,this.z+=e.z,this.w+=e.w,this}addScalar(e){return this.x+=e,this.y+=e,this.z+=e,this.w+=e,this}addVectors(e,t){return this.x=e.x+t.x,this.y=e.y+t.y,this.z=e.z+t.z,this.w=e.w+t.w,this}addScaledVector(e,t){return this.x+=e.x*t,this.y+=e.y*t,this.z+=e.z*t,this.w+=e.w*t,this}sub(e){return this.x-=e.x,this.y-=e.y,this.z-=e.z,this.w-=e.w,this}subScalar(e){return this.x-=e,this.y-=e,this.z-=e,this.w-=e,this}subVectors(e,t){return this.x=e.x-t.x,this.y=e.y-t.y,this.z=e.z-t.z,this.w=e.w-t.w,this}multiply(e){return this.x*=e.x,this.y*=e.y,this.z*=e.z,this.w*=e.w,this}multiplyScalar(e){return this.x*=e,this.y*=e,this.z*=e,this.w*=e,this}applyMatrix4(e){const t=this.x,i=this.y,s=this.z,r=this.w,a=e.elements;return this.x=a[0]*t+a[4]*i+a[8]*s+a[12]*r,this.y=a[1]*t+a[5]*i+a[9]*s+a[13]*r,this.z=a[2]*t+a[6]*i+a[10]*s+a[14]*r,this.w=a[3]*t+a[7]*i+a[11]*s+a[15]*r,this}divide(e){return this.x/=e.x,this.y/=e.y,this.z/=e.z,this.w/=e.w,this}divideScalar(e){return this.multiplyScalar(1/e)}setAxisAngleFromQuaternion(e){this.w=2*Math.acos(e.w);const t=Math.sqrt(1-e.w*e.w);return t<1e-4?(this.x=1,this.y=0,this.z=0):(this.x=e.x/t,this.y=e.y/t,this.z=e.z/t),this}setAxisAngleFromRotationMatrix(e){let t,i,s,r;const a=e.elements,o=a[0],l=a[4],c=a[8],h=a[1],u=a[5],d=a[9],m=a[2],g=a[6],v=a[10];if(Math.abs(l-h)<.01&&Math.abs(c-m)<.01&&Math.abs(d-g)<.01){if(Math.abs(l+h)<.1&&Math.abs(c+m)<.1&&Math.abs(d+g)<.1&&Math.abs(o+u+v-3)<.1)return this.set(1,0,0,0),this;t=Math.PI;const p=(o+1)/2,b=(u+1)/2,_=(v+1)/2,E=(l+h)/4,R=(c+m)/4,T=(d+g)/4;return p>b&&p>_?p<.01?(i=0,s=.707106781,r=.707106781):(i=Math.sqrt(p),s=E/i,r=R/i):b>_?b<.01?(i=.707106781,s=0,r=.707106781):(s=Math.sqrt(b),i=E/s,r=T/s):_<.01?(i=.707106781,s=.707106781,r=0):(r=Math.sqrt(_),i=R/r,s=T/r),this.set(i,s,r,t),this}let f=Math.sqrt((g-d)*(g-d)+(c-m)*(c-m)+(h-l)*(h-l));return Math.abs(f)<.001&&(f=1),this.x=(g-d)/f,this.y=(c-m)/f,this.z=(h-l)/f,this.w=Math.acos((o+u+v-1)/2),this}setFromMatrixPosition(e){const t=e.elements;return this.x=t[12],this.y=t[13],this.z=t[14],this.w=t[15],this}min(e){return this.x=Math.min(this.x,e.x),this.y=Math.min(this.y,e.y),this.z=Math.min(this.z,e.z),this.w=Math.min(this.w,e.w),this}max(e){return this.x=Math.max(this.x,e.x),this.y=Math.max(this.y,e.y),this.z=Math.max(this.z,e.z),this.w=Math.max(this.w,e.w),this}clamp(e,t){return this.x=Fe(this.x,e.x,t.x),this.y=Fe(this.y,e.y,t.y),this.z=Fe(this.z,e.z,t.z),this.w=Fe(this.w,e.w,t.w),this}clampScalar(e,t){return this.x=Fe(this.x,e,t),this.y=Fe(this.y,e,t),this.z=Fe(this.z,e,t),this.w=Fe(this.w,e,t),this}clampLength(e,t){const i=this.length();return this.divideScalar(i||1).multiplyScalar(Fe(i,e,t))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this.w=Math.floor(this.w),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this.w=Math.ceil(this.w),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this.w=Math.round(this.w),this}roundToZero(){return this.x=Math.trunc(this.x),this.y=Math.trunc(this.y),this.z=Math.trunc(this.z),this.w=Math.trunc(this.w),this}negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this.w=-this.w,this}dot(e){return this.x*e.x+this.y*e.y+this.z*e.z+this.w*e.w}lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w}length(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)+Math.abs(this.w)}normalize(){return this.divideScalar(this.length()||1)}setLength(e){return this.normalize().multiplyScalar(e)}lerp(e,t){return this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this.z+=(e.z-this.z)*t,this.w+=(e.w-this.w)*t,this}lerpVectors(e,t,i){return this.x=e.x+(t.x-e.x)*i,this.y=e.y+(t.y-e.y)*i,this.z=e.z+(t.z-e.z)*i,this.w=e.w+(t.w-e.w)*i,this}equals(e){return e.x===this.x&&e.y===this.y&&e.z===this.z&&e.w===this.w}fromArray(e,t=0){return this.x=e[t],this.y=e[t+1],this.z=e[t+2],this.w=e[t+3],this}toArray(e=[],t=0){return e[t]=this.x,e[t+1]=this.y,e[t+2]=this.z,e[t+3]=this.w,e}fromBufferAttribute(e,t){return this.x=e.getX(t),this.y=e.getY(t),this.z=e.getZ(t),this.w=e.getW(t),this}random(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this.w=Math.random(),this}*[Symbol.iterator](){yield this.x,yield this.y,yield this.z,yield this.w}}class td extends ls{constructor(e=1,t=1,i={}){super(),i=Object.assign({generateMipmaps:!1,internalFormat:null,minFilter:bt,depthBuffer:!0,stencilBuffer:!1,resolveDepthBuffer:!0,resolveStencilBuffer:!0,depthTexture:null,samples:0,count:1,depth:1,multiview:!1},i),this.isRenderTarget=!0,this.width=e,this.height=t,this.depth=i.depth,this.scissor=new $e(0,0,e,t),this.scissorTest=!1,this.viewport=new $e(0,0,e,t);const s={width:e,height:t,depth:i.depth},r=new At(s);this.textures=[];const a=i.count;for(let o=0;o1);this.dispose()}this.viewport.set(0,0,e,t),this.scissor.set(0,0,e,t)}clone(){return new this.constructor().copy(this)}copy(e){this.width=e.width,this.height=e.height,this.depth=e.depth,this.scissor.copy(e.scissor),this.scissorTest=e.scissorTest,this.viewport.copy(e.viewport),this.textures.length=0;for(let t=0,i=e.textures.length;t=this.min.x&&e.x<=this.max.x&&e.y>=this.min.y&&e.y<=this.max.y&&e.z>=this.min.z&&e.z<=this.max.z}containsBox(e){return this.min.x<=e.min.x&&e.max.x<=this.max.x&&this.min.y<=e.min.y&&e.max.y<=this.max.y&&this.min.z<=e.min.z&&e.max.z<=this.max.z}getParameter(e,t){return t.set((e.x-this.min.x)/(this.max.x-this.min.x),(e.y-this.min.y)/(this.max.y-this.min.y),(e.z-this.min.z)/(this.max.z-this.min.z))}intersectsBox(e){return e.max.x>=this.min.x&&e.min.x<=this.max.x&&e.max.y>=this.min.y&&e.min.y<=this.max.y&&e.max.z>=this.min.z&&e.min.z<=this.max.z}intersectsSphere(e){return this.clampPoint(e.center,ui),ui.distanceToSquared(e.center)<=e.radius*e.radius}intersectsPlane(e){let t,i;return e.normal.x>0?(t=e.normal.x*this.min.x,i=e.normal.x*this.max.x):(t=e.normal.x*this.max.x,i=e.normal.x*this.min.x),e.normal.y>0?(t+=e.normal.y*this.min.y,i+=e.normal.y*this.max.y):(t+=e.normal.y*this.max.y,i+=e.normal.y*this.min.y),e.normal.z>0?(t+=e.normal.z*this.min.z,i+=e.normal.z*this.max.z):(t+=e.normal.z*this.max.z,i+=e.normal.z*this.min.z),t<=-e.constant&&i>=-e.constant}intersectsTriangle(e){if(this.isEmpty())return!1;this.getCenter(yn),er.subVectors(this.max,yn),Us.subVectors(e.a,yn),Ns.subVectors(e.b,yn),Bs.subVectors(e.c,yn),Yi.subVectors(Ns,Us),Ki.subVectors(Bs,Ns),cs.subVectors(Us,Bs);let t=[0,-Yi.z,Yi.y,0,-Ki.z,Ki.y,0,-cs.z,cs.y,Yi.z,0,-Yi.x,Ki.z,0,-Ki.x,cs.z,0,-cs.x,-Yi.y,Yi.x,0,-Ki.y,Ki.x,0,-cs.y,cs.x,0];return!Ka(t,Us,Ns,Bs,er)||(t=[1,0,0,0,1,0,0,0,1],!Ka(t,Us,Ns,Bs,er))?!1:(tr.crossVectors(Yi,Ki),t=[tr.x,tr.y,tr.z],Ka(t,Us,Ns,Bs,er))}clampPoint(e,t){return t.copy(e).clamp(this.min,this.max)}distanceToPoint(e){return this.clampPoint(e,ui).distanceTo(e)}getBoundingSphere(e){return this.isEmpty()?e.makeEmpty():(this.getCenter(e.center),e.radius=this.getSize(ui).length()*.5),e}intersect(e){return this.min.max(e.min),this.max.min(e.max),this.isEmpty()&&this.makeEmpty(),this}union(e){return this.min.min(e.min),this.max.max(e.max),this}applyMatrix4(e){return this.isEmpty()?this:(Bi[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(e),Bi[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(e),Bi[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(e),Bi[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(e),Bi[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(e),Bi[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(e),Bi[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(e),Bi[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(e),this.setFromPoints(Bi),this)}translate(e){return this.min.add(e),this.max.add(e),this}equals(e){return e.min.equals(this.min)&&e.max.equals(this.max)}toJSON(){return{min:this.min.toArray(),max:this.max.toArray()}}fromJSON(e){return this.min.fromArray(e.min),this.max.fromArray(e.max),this}}const Bi=[new w,new w,new w,new w,new w,new w,new w,new w],ui=new w,Qn=new Rt,Us=new w,Ns=new w,Bs=new w,Yi=new w,Ki=new w,cs=new w,yn=new w,er=new w,tr=new w,hs=new w;function Ka(n,e,t,i,s){for(let r=0,a=n.length-3;r<=a;r+=3){hs.fromArray(n,r);const o=s.x*Math.abs(hs.x)+s.y*Math.abs(hs.y)+s.z*Math.abs(hs.z),l=e.dot(hs),c=t.dot(hs),h=i.dot(hs);if(Math.max(-Math.max(l,c,h),Math.min(l,c,h))>o)return!1}return!0}const sd=new Rt,Mn=new w,$a=new w;class Ci{constructor(e=new w,t=-1){this.isSphere=!0,this.center=e,this.radius=t}set(e,t){return this.center.copy(e),this.radius=t,this}setFromPoints(e,t){const i=this.center;t!==void 0?i.copy(t):sd.setFromPoints(e).getCenter(i);let s=0;for(let r=0,a=e.length;rthis.radius*this.radius&&(t.sub(this.center).normalize(),t.multiplyScalar(this.radius).add(this.center)),t}getBoundingBox(e){return this.isEmpty()?(e.makeEmpty(),e):(e.set(this.center,this.center),e.expandByScalar(this.radius),e)}applyMatrix4(e){return this.center.applyMatrix4(e),this.radius=this.radius*e.getMaxScaleOnAxis(),this}translate(e){return this.center.add(e),this}expandByPoint(e){if(this.isEmpty())return this.center.copy(e),this.radius=0,this;Mn.subVectors(e,this.center);const t=Mn.lengthSq();if(t>this.radius*this.radius){const i=Math.sqrt(t),s=(i-this.radius)*.5;this.center.addScaledVector(Mn,s/i),this.radius+=s}return this}union(e){return e.isEmpty()?this:this.isEmpty()?(this.copy(e),this):(this.center.equals(e.center)===!0?this.radius=Math.max(this.radius,e.radius):($a.subVectors(e.center,this.center).setLength(e.radius),this.expandByPoint(Mn.copy(e.center).add($a)),this.expandByPoint(Mn.copy(e.center).sub($a))),this)}equals(e){return e.center.equals(this.center)&&e.radius===this.radius}clone(){return new this.constructor().copy(this)}toJSON(){return{radius:this.radius,center:this.center.toArray()}}fromJSON(e){return this.radius=e.radius,this.center.fromArray(e.center),this}}const Oi=new w,Ja=new w,ir=new w,$i=new w,Qa=new w,sr=new w,eo=new w;class Os{constructor(e=new w,t=new w(0,0,-1)){this.origin=e,this.direction=t}set(e,t){return this.origin.copy(e),this.direction.copy(t),this}copy(e){return this.origin.copy(e.origin),this.direction.copy(e.direction),this}at(e,t){return t.copy(this.origin).addScaledVector(this.direction,e)}lookAt(e){return this.direction.copy(e).sub(this.origin).normalize(),this}recast(e){return this.origin.copy(this.at(e,Oi)),this}closestPointToPoint(e,t){t.subVectors(e,this.origin);const i=t.dot(this.direction);return i<0?t.copy(this.origin):t.copy(this.origin).addScaledVector(this.direction,i)}distanceToPoint(e){return Math.sqrt(this.distanceSqToPoint(e))}distanceSqToPoint(e){const t=Oi.subVectors(e,this.origin).dot(this.direction);return t<0?this.origin.distanceToSquared(e):(Oi.copy(this.origin).addScaledVector(this.direction,t),Oi.distanceToSquared(e))}distanceSqToSegment(e,t,i,s){Ja.copy(e).add(t).multiplyScalar(.5),ir.copy(t).sub(e).normalize(),$i.copy(this.origin).sub(Ja);const r=e.distanceTo(t)*.5,a=-this.direction.dot(ir),o=$i.dot(this.direction),l=-$i.dot(ir),c=$i.lengthSq(),h=Math.abs(1-a*a);let u,d,m,g;if(h>0)if(u=a*l-o,d=a*o-l,g=r*h,u>=0)if(d>=-g)if(d<=g){const v=1/h;u*=v,d*=v,m=u*(u+a*d+2*o)+d*(a*u+d+2*l)+c}else d=r,u=Math.max(0,-(a*d+o)),m=-u*u+d*(d+2*l)+c;else d=-r,u=Math.max(0,-(a*d+o)),m=-u*u+d*(d+2*l)+c;else d<=-g?(u=Math.max(0,-(-a*r+o)),d=u>0?-r:Math.min(Math.max(-r,-l),r),m=-u*u+d*(d+2*l)+c):d<=g?(u=0,d=Math.min(Math.max(-r,-l),r),m=d*(d+2*l)+c):(u=Math.max(0,-(a*r+o)),d=u>0?r:Math.min(Math.max(-r,-l),r),m=-u*u+d*(d+2*l)+c);else d=a>0?-r:r,u=Math.max(0,-(a*d+o)),m=-u*u+d*(d+2*l)+c;return i&&i.copy(this.origin).addScaledVector(this.direction,u),s&&s.copy(Ja).addScaledVector(ir,d),m}intersectSphere(e,t){Oi.subVectors(e.center,this.origin);const i=Oi.dot(this.direction),s=Oi.dot(Oi)-i*i,r=e.radius*e.radius;if(s>r)return null;const a=Math.sqrt(r-s),o=i-a,l=i+a;return l<0?null:o<0?this.at(l,t):this.at(o,t)}intersectsSphere(e){return e.radius<0?!1:this.distanceSqToPoint(e.center)<=e.radius*e.radius}distanceToPlane(e){const t=e.normal.dot(this.direction);if(t===0)return e.distanceToPoint(this.origin)===0?0:null;const i=-(this.origin.dot(e.normal)+e.constant)/t;return i>=0?i:null}intersectPlane(e,t){const i=this.distanceToPlane(e);return i===null?null:this.at(i,t)}intersectsPlane(e){const t=e.distanceToPoint(this.origin);return t===0||e.normal.dot(this.direction)*t<0}intersectBox(e,t){let i,s,r,a,o,l;const c=1/this.direction.x,h=1/this.direction.y,u=1/this.direction.z,d=this.origin;return c>=0?(i=(e.min.x-d.x)*c,s=(e.max.x-d.x)*c):(i=(e.max.x-d.x)*c,s=(e.min.x-d.x)*c),h>=0?(r=(e.min.y-d.y)*h,a=(e.max.y-d.y)*h):(r=(e.max.y-d.y)*h,a=(e.min.y-d.y)*h),i>a||r>s||((r>i||isNaN(i))&&(i=r),(a=0?(o=(e.min.z-d.z)*u,l=(e.max.z-d.z)*u):(o=(e.max.z-d.z)*u,l=(e.min.z-d.z)*u),i>l||o>s)||((o>i||i!==i)&&(i=o),(l=0?i:s,t)}intersectsBox(e){return this.intersectBox(e,Oi)!==null}intersectTriangle(e,t,i,s,r){Qa.subVectors(t,e),sr.subVectors(i,e),eo.crossVectors(Qa,sr);let a=this.direction.dot(eo),o;if(a>0){if(s)return null;o=1}else if(a<0)o=-1,a=-a;else return null;$i.subVectors(this.origin,e);const l=o*this.direction.dot(sr.crossVectors($i,sr));if(l<0)return null;const c=o*this.direction.dot(Qa.cross($i));if(c<0||l+c>a)return null;const h=-o*$i.dot(eo);return h<0?null:this.at(h/a,r)}applyMatrix4(e){return this.origin.applyMatrix4(e),this.direction.transformDirection(e),this}equals(e){return e.origin.equals(this.origin)&&e.direction.equals(this.direction)}clone(){return new this.constructor().copy(this)}}class De{constructor(e,t,i,s,r,a,o,l,c,h,u,d,m,g,v,f){De.prototype.isMatrix4=!0,this.elements=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1],e!==void 0&&this.set(e,t,i,s,r,a,o,l,c,h,u,d,m,g,v,f)}set(e,t,i,s,r,a,o,l,c,h,u,d,m,g,v,f){const p=this.elements;return p[0]=e,p[4]=t,p[8]=i,p[12]=s,p[1]=r,p[5]=a,p[9]=o,p[13]=l,p[2]=c,p[6]=h,p[10]=u,p[14]=d,p[3]=m,p[7]=g,p[11]=v,p[15]=f,this}identity(){return this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),this}clone(){return new De().fromArray(this.elements)}copy(e){const t=this.elements,i=e.elements;return t[0]=i[0],t[1]=i[1],t[2]=i[2],t[3]=i[3],t[4]=i[4],t[5]=i[5],t[6]=i[6],t[7]=i[7],t[8]=i[8],t[9]=i[9],t[10]=i[10],t[11]=i[11],t[12]=i[12],t[13]=i[13],t[14]=i[14],t[15]=i[15],this}copyPosition(e){const t=this.elements,i=e.elements;return t[12]=i[12],t[13]=i[13],t[14]=i[14],this}setFromMatrix3(e){const t=e.elements;return this.set(t[0],t[3],t[6],0,t[1],t[4],t[7],0,t[2],t[5],t[8],0,0,0,0,1),this}extractBasis(e,t,i){return e.setFromMatrixColumn(this,0),t.setFromMatrixColumn(this,1),i.setFromMatrixColumn(this,2),this}makeBasis(e,t,i){return this.set(e.x,t.x,i.x,0,e.y,t.y,i.y,0,e.z,t.z,i.z,0,0,0,0,1),this}extractRotation(e){const t=this.elements,i=e.elements,s=1/ks.setFromMatrixColumn(e,0).length(),r=1/ks.setFromMatrixColumn(e,1).length(),a=1/ks.setFromMatrixColumn(e,2).length();return t[0]=i[0]*s,t[1]=i[1]*s,t[2]=i[2]*s,t[3]=0,t[4]=i[4]*r,t[5]=i[5]*r,t[6]=i[6]*r,t[7]=0,t[8]=i[8]*a,t[9]=i[9]*a,t[10]=i[10]*a,t[11]=0,t[12]=0,t[13]=0,t[14]=0,t[15]=1,this}makeRotationFromEuler(e){const t=this.elements,i=e.x,s=e.y,r=e.z,a=Math.cos(i),o=Math.sin(i),l=Math.cos(s),c=Math.sin(s),h=Math.cos(r),u=Math.sin(r);if(e.order==="XYZ"){const d=a*h,m=a*u,g=o*h,v=o*u;t[0]=l*h,t[4]=-l*u,t[8]=c,t[1]=m+g*c,t[5]=d-v*c,t[9]=-o*l,t[2]=v-d*c,t[6]=g+m*c,t[10]=a*l}else if(e.order==="YXZ"){const d=l*h,m=l*u,g=c*h,v=c*u;t[0]=d+v*o,t[4]=g*o-m,t[8]=a*c,t[1]=a*u,t[5]=a*h,t[9]=-o,t[2]=m*o-g,t[6]=v+d*o,t[10]=a*l}else if(e.order==="ZXY"){const d=l*h,m=l*u,g=c*h,v=c*u;t[0]=d-v*o,t[4]=-a*u,t[8]=g+m*o,t[1]=m+g*o,t[5]=a*h,t[9]=v-d*o,t[2]=-a*c,t[6]=o,t[10]=a*l}else if(e.order==="ZYX"){const d=a*h,m=a*u,g=o*h,v=o*u;t[0]=l*h,t[4]=g*c-m,t[8]=d*c+v,t[1]=l*u,t[5]=v*c+d,t[9]=m*c-g,t[2]=-c,t[6]=o*l,t[10]=a*l}else if(e.order==="YZX"){const d=a*l,m=a*c,g=o*l,v=o*c;t[0]=l*h,t[4]=v-d*u,t[8]=g*u+m,t[1]=u,t[5]=a*h,t[9]=-o*h,t[2]=-c*h,t[6]=m*u+g,t[10]=d-v*u}else if(e.order==="XZY"){const d=a*l,m=a*c,g=o*l,v=o*c;t[0]=l*h,t[4]=-u,t[8]=c*h,t[1]=d*u+v,t[5]=a*h,t[9]=m*u-g,t[2]=g*u-m,t[6]=o*h,t[10]=v*u+d}return t[3]=0,t[7]=0,t[11]=0,t[12]=0,t[13]=0,t[14]=0,t[15]=1,this}makeRotationFromQuaternion(e){return this.compose(nd,e,rd)}lookAt(e,t,i){const s=this.elements;return $t.subVectors(e,t),$t.lengthSq()===0&&($t.z=1),$t.normalize(),Ji.crossVectors(i,$t),Ji.lengthSq()===0&&(Math.abs(i.z)===1?$t.x+=1e-4:$t.z+=1e-4,$t.normalize(),Ji.crossVectors(i,$t)),Ji.normalize(),nr.crossVectors($t,Ji),s[0]=Ji.x,s[4]=nr.x,s[8]=$t.x,s[1]=Ji.y,s[5]=nr.y,s[9]=$t.y,s[2]=Ji.z,s[6]=nr.z,s[10]=$t.z,this}multiply(e){return this.multiplyMatrices(this,e)}premultiply(e){return this.multiplyMatrices(e,this)}multiplyMatrices(e,t){const i=e.elements,s=t.elements,r=this.elements,a=i[0],o=i[4],l=i[8],c=i[12],h=i[1],u=i[5],d=i[9],m=i[13],g=i[2],v=i[6],f=i[10],p=i[14],b=i[3],_=i[7],E=i[11],R=i[15],T=s[0],A=s[4],I=s[8],S=s[12],M=s[1],L=s[5],N=s[9],z=s[13],H=s[2],j=s[6],q=s[10],te=s[14],G=s[3],K=s[7],ne=s[11],Le=s[15];return r[0]=a*T+o*M+l*H+c*G,r[4]=a*A+o*L+l*j+c*K,r[8]=a*I+o*N+l*q+c*ne,r[12]=a*S+o*z+l*te+c*Le,r[1]=h*T+u*M+d*H+m*G,r[5]=h*A+u*L+d*j+m*K,r[9]=h*I+u*N+d*q+m*ne,r[13]=h*S+u*z+d*te+m*Le,r[2]=g*T+v*M+f*H+p*G,r[6]=g*A+v*L+f*j+p*K,r[10]=g*I+v*N+f*q+p*ne,r[14]=g*S+v*z+f*te+p*Le,r[3]=b*T+_*M+E*H+R*G,r[7]=b*A+_*L+E*j+R*K,r[11]=b*I+_*N+E*q+R*ne,r[15]=b*S+_*z+E*te+R*Le,this}multiplyScalar(e){const t=this.elements;return t[0]*=e,t[4]*=e,t[8]*=e,t[12]*=e,t[1]*=e,t[5]*=e,t[9]*=e,t[13]*=e,t[2]*=e,t[6]*=e,t[10]*=e,t[14]*=e,t[3]*=e,t[7]*=e,t[11]*=e,t[15]*=e,this}determinant(){const e=this.elements,t=e[0],i=e[4],s=e[8],r=e[12],a=e[1],o=e[5],l=e[9],c=e[13],h=e[2],u=e[6],d=e[10],m=e[14],g=e[3],v=e[7],f=e[11],p=e[15];return g*(+r*l*u-s*c*u-r*o*d+i*c*d+s*o*m-i*l*m)+v*(+t*l*m-t*c*d+r*a*d-s*a*m+s*c*h-r*l*h)+f*(+t*c*u-t*o*m-r*a*u+i*a*m+r*o*h-i*c*h)+p*(-s*o*h-t*l*u+t*o*d+s*a*u-i*a*d+i*l*h)}transpose(){const e=this.elements;let t;return t=e[1],e[1]=e[4],e[4]=t,t=e[2],e[2]=e[8],e[8]=t,t=e[6],e[6]=e[9],e[9]=t,t=e[3],e[3]=e[12],e[12]=t,t=e[7],e[7]=e[13],e[13]=t,t=e[11],e[11]=e[14],e[14]=t,this}setPosition(e,t,i){const s=this.elements;return e.isVector3?(s[12]=e.x,s[13]=e.y,s[14]=e.z):(s[12]=e,s[13]=t,s[14]=i),this}invert(){const e=this.elements,t=e[0],i=e[1],s=e[2],r=e[3],a=e[4],o=e[5],l=e[6],c=e[7],h=e[8],u=e[9],d=e[10],m=e[11],g=e[12],v=e[13],f=e[14],p=e[15],b=u*f*c-v*d*c+v*l*m-o*f*m-u*l*p+o*d*p,_=g*d*c-h*f*c-g*l*m+a*f*m+h*l*p-a*d*p,E=h*v*c-g*u*c+g*o*m-a*v*m-h*o*p+a*u*p,R=g*u*l-h*v*l-g*o*d+a*v*d+h*o*f-a*u*f,T=t*b+i*_+s*E+r*R;if(T===0)return this.set(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);const A=1/T;return e[0]=b*A,e[1]=(v*d*r-u*f*r-v*s*m+i*f*m+u*s*p-i*d*p)*A,e[2]=(o*f*r-v*l*r+v*s*c-i*f*c-o*s*p+i*l*p)*A,e[3]=(u*l*r-o*d*r-u*s*c+i*d*c+o*s*m-i*l*m)*A,e[4]=_*A,e[5]=(h*f*r-g*d*r+g*s*m-t*f*m-h*s*p+t*d*p)*A,e[6]=(g*l*r-a*f*r-g*s*c+t*f*c+a*s*p-t*l*p)*A,e[7]=(a*d*r-h*l*r+h*s*c-t*d*c-a*s*m+t*l*m)*A,e[8]=E*A,e[9]=(g*u*r-h*v*r-g*i*m+t*v*m+h*i*p-t*u*p)*A,e[10]=(a*v*r-g*o*r+g*i*c-t*v*c-a*i*p+t*o*p)*A,e[11]=(h*o*r-a*u*r-h*i*c+t*u*c+a*i*m-t*o*m)*A,e[12]=R*A,e[13]=(h*v*s-g*u*s+g*i*d-t*v*d-h*i*f+t*u*f)*A,e[14]=(g*o*s-a*v*s-g*i*l+t*v*l+a*i*f-t*o*f)*A,e[15]=(a*u*s-h*o*s+h*i*l-t*u*l-a*i*d+t*o*d)*A,this}scale(e){const t=this.elements,i=e.x,s=e.y,r=e.z;return t[0]*=i,t[4]*=s,t[8]*=r,t[1]*=i,t[5]*=s,t[9]*=r,t[2]*=i,t[6]*=s,t[10]*=r,t[3]*=i,t[7]*=s,t[11]*=r,this}getMaxScaleOnAxis(){const e=this.elements,t=e[0]*e[0]+e[1]*e[1]+e[2]*e[2],i=e[4]*e[4]+e[5]*e[5]+e[6]*e[6],s=e[8]*e[8]+e[9]*e[9]+e[10]*e[10];return Math.sqrt(Math.max(t,i,s))}makeTranslation(e,t,i){return e.isVector3?this.set(1,0,0,e.x,0,1,0,e.y,0,0,1,e.z,0,0,0,1):this.set(1,0,0,e,0,1,0,t,0,0,1,i,0,0,0,1),this}makeRotationX(e){const t=Math.cos(e),i=Math.sin(e);return this.set(1,0,0,0,0,t,-i,0,0,i,t,0,0,0,0,1),this}makeRotationY(e){const t=Math.cos(e),i=Math.sin(e);return this.set(t,0,i,0,0,1,0,0,-i,0,t,0,0,0,0,1),this}makeRotationZ(e){const t=Math.cos(e),i=Math.sin(e);return this.set(t,-i,0,0,i,t,0,0,0,0,1,0,0,0,0,1),this}makeRotationAxis(e,t){const i=Math.cos(t),s=Math.sin(t),r=1-i,a=e.x,o=e.y,l=e.z,c=r*a,h=r*o;return this.set(c*a+i,c*o-s*l,c*l+s*o,0,c*o+s*l,h*o+i,h*l-s*a,0,c*l-s*o,h*l+s*a,r*l*l+i,0,0,0,0,1),this}makeScale(e,t,i){return this.set(e,0,0,0,0,t,0,0,0,0,i,0,0,0,0,1),this}makeShear(e,t,i,s,r,a){return this.set(1,i,r,0,e,1,a,0,t,s,1,0,0,0,0,1),this}compose(e,t,i){const s=this.elements,r=t._x,a=t._y,o=t._z,l=t._w,c=r+r,h=a+a,u=o+o,d=r*c,m=r*h,g=r*u,v=a*h,f=a*u,p=o*u,b=l*c,_=l*h,E=l*u,R=i.x,T=i.y,A=i.z;return s[0]=(1-(v+p))*R,s[1]=(m+E)*R,s[2]=(g-_)*R,s[3]=0,s[4]=(m-E)*T,s[5]=(1-(d+p))*T,s[6]=(f+b)*T,s[7]=0,s[8]=(g+_)*A,s[9]=(f-b)*A,s[10]=(1-(d+v))*A,s[11]=0,s[12]=e.x,s[13]=e.y,s[14]=e.z,s[15]=1,this}decompose(e,t,i){const s=this.elements;let r=ks.set(s[0],s[1],s[2]).length();const a=ks.set(s[4],s[5],s[6]).length(),o=ks.set(s[8],s[9],s[10]).length();this.determinant()<0&&(r=-r),e.x=s[12],e.y=s[13],e.z=s[14],di.copy(this);const l=1/r,c=1/a,h=1/o;return di.elements[0]*=l,di.elements[1]*=l,di.elements[2]*=l,di.elements[4]*=c,di.elements[5]*=c,di.elements[6]*=c,di.elements[8]*=h,di.elements[9]*=h,di.elements[10]*=h,t.setFromRotationMatrix(di),i.x=r,i.y=a,i.z=o,this}makePerspective(e,t,i,s,r,a,o=wi,l=!1){const c=this.elements,h=2*r/(t-e),u=2*r/(i-s),d=(t+e)/(t-e),m=(i+s)/(i-s);let g,v;if(l)g=r/(a-r),v=a*r/(a-r);else if(o===wi)g=-(a+r)/(a-r),v=-2*a*r/(a-r);else if(o===$n)g=-a/(a-r),v=-a*r/(a-r);else throw new Error("THREE.Matrix4.makePerspective(): Invalid coordinate system: "+o);return c[0]=h,c[4]=0,c[8]=d,c[12]=0,c[1]=0,c[5]=u,c[9]=m,c[13]=0,c[2]=0,c[6]=0,c[10]=g,c[14]=v,c[3]=0,c[7]=0,c[11]=-1,c[15]=0,this}makeOrthographic(e,t,i,s,r,a,o=wi,l=!1){const c=this.elements,h=2/(t-e),u=2/(i-s),d=-(t+e)/(t-e),m=-(i+s)/(i-s);let g,v;if(l)g=1/(a-r),v=a/(a-r);else if(o===wi)g=-2/(a-r),v=-(a+r)/(a-r);else if(o===$n)g=-1/(a-r),v=-r/(a-r);else throw new Error("THREE.Matrix4.makeOrthographic(): Invalid coordinate system: "+o);return c[0]=h,c[4]=0,c[8]=0,c[12]=d,c[1]=0,c[5]=u,c[9]=0,c[13]=m,c[2]=0,c[6]=0,c[10]=g,c[14]=v,c[3]=0,c[7]=0,c[11]=0,c[15]=1,this}equals(e){const t=this.elements,i=e.elements;for(let s=0;s<16;s++)if(t[s]!==i[s])return!1;return!0}fromArray(e,t=0){for(let i=0;i<16;i++)this.elements[i]=e[i+t];return this}toArray(e=[],t=0){const i=this.elements;return e[t]=i[0],e[t+1]=i[1],e[t+2]=i[2],e[t+3]=i[3],e[t+4]=i[4],e[t+5]=i[5],e[t+6]=i[6],e[t+7]=i[7],e[t+8]=i[8],e[t+9]=i[9],e[t+10]=i[10],e[t+11]=i[11],e[t+12]=i[12],e[t+13]=i[13],e[t+14]=i[14],e[t+15]=i[15],e}}const ks=new w,di=new De,nd=new w(0,0,0),rd=new w(1,1,1),Ji=new w,nr=new w,$t=new w,Gl=new De,Wl=new hi;class pi{constructor(e=0,t=0,i=0,s=pi.DEFAULT_ORDER){this.isEuler=!0,this._x=e,this._y=t,this._z=i,this._order=s}get x(){return this._x}set x(e){this._x=e,this._onChangeCallback()}get y(){return this._y}set y(e){this._y=e,this._onChangeCallback()}get z(){return this._z}set z(e){this._z=e,this._onChangeCallback()}get order(){return this._order}set order(e){this._order=e,this._onChangeCallback()}set(e,t,i,s=this._order){return this._x=e,this._y=t,this._z=i,this._order=s,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._order)}copy(e){return this._x=e._x,this._y=e._y,this._z=e._z,this._order=e._order,this._onChangeCallback(),this}setFromRotationMatrix(e,t=this._order,i=!0){const s=e.elements,r=s[0],a=s[4],o=s[8],l=s[1],c=s[5],h=s[9],u=s[2],d=s[6],m=s[10];switch(t){case"XYZ":this._y=Math.asin(Fe(o,-1,1)),Math.abs(o)<.9999999?(this._x=Math.atan2(-h,m),this._z=Math.atan2(-a,r)):(this._x=Math.atan2(d,c),this._z=0);break;case"YXZ":this._x=Math.asin(-Fe(h,-1,1)),Math.abs(h)<.9999999?(this._y=Math.atan2(o,m),this._z=Math.atan2(l,c)):(this._y=Math.atan2(-u,r),this._z=0);break;case"ZXY":this._x=Math.asin(Fe(d,-1,1)),Math.abs(d)<.9999999?(this._y=Math.atan2(-u,m),this._z=Math.atan2(-a,c)):(this._y=0,this._z=Math.atan2(l,r));break;case"ZYX":this._y=Math.asin(-Fe(u,-1,1)),Math.abs(u)<.9999999?(this._x=Math.atan2(d,m),this._z=Math.atan2(l,r)):(this._x=0,this._z=Math.atan2(-a,c));break;case"YZX":this._z=Math.asin(Fe(l,-1,1)),Math.abs(l)<.9999999?(this._x=Math.atan2(-h,c),this._y=Math.atan2(-u,r)):(this._x=0,this._y=Math.atan2(o,m));break;case"XZY":this._z=Math.asin(-Fe(a,-1,1)),Math.abs(a)<.9999999?(this._x=Math.atan2(d,c),this._y=Math.atan2(o,r)):(this._x=Math.atan2(-h,m),this._y=0);break;default:Me("Euler: .setFromRotationMatrix() encountered an unknown order: "+t)}return this._order=t,i===!0&&this._onChangeCallback(),this}setFromQuaternion(e,t,i){return Gl.makeRotationFromQuaternion(e),this.setFromRotationMatrix(Gl,t,i)}setFromVector3(e,t=this._order){return this.set(e.x,e.y,e.z,t)}reorder(e){return Wl.setFromEuler(this),this.setFromQuaternion(Wl,e)}equals(e){return e._x===this._x&&e._y===this._y&&e._z===this._z&&e._order===this._order}fromArray(e){return this._x=e[0],this._y=e[1],this._z=e[2],e[3]!==void 0&&(this._order=e[3]),this._onChangeCallback(),this}toArray(e=[],t=0){return e[t]=this._x,e[t+1]=this._y,e[t+2]=this._z,e[t+3]=this._order,e}_onChange(e){return this._onChangeCallback=e,this}_onChangeCallback(){}*[Symbol.iterator](){yield this._x,yield this._y,yield this._z,yield this._order}}pi.DEFAULT_ORDER="XYZ";class to{constructor(){this.mask=1}set(e){this.mask=(1<>>0}enable(e){this.mask|=1<1){for(let t=0;t1){for(let i=0;i0&&(s.userData=this.userData),s.layers=this.layers.mask,s.matrix=this.matrix.toArray(),s.up=this.up.toArray(),this.matrixAutoUpdate===!1&&(s.matrixAutoUpdate=!1),this.isInstancedMesh&&(s.type="InstancedMesh",s.count=this.count,s.instanceMatrix=this.instanceMatrix.toJSON(),this.instanceColor!==null&&(s.instanceColor=this.instanceColor.toJSON())),this.isBatchedMesh&&(s.type="BatchedMesh",s.perObjectFrustumCulled=this.perObjectFrustumCulled,s.sortObjects=this.sortObjects,s.drawRanges=this._drawRanges,s.reservedRanges=this._reservedRanges,s.geometryInfo=this._geometryInfo.map(o=>({...o,boundingBox:o.boundingBox?o.boundingBox.toJSON():void 0,boundingSphere:o.boundingSphere?o.boundingSphere.toJSON():void 0})),s.instanceInfo=this._instanceInfo.map(o=>({...o})),s.availableInstanceIds=this._availableInstanceIds.slice(),s.availableGeometryIds=this._availableGeometryIds.slice(),s.nextIndexStart=this._nextIndexStart,s.nextVertexStart=this._nextVertexStart,s.geometryCount=this._geometryCount,s.maxInstanceCount=this._maxInstanceCount,s.maxVertexCount=this._maxVertexCount,s.maxIndexCount=this._maxIndexCount,s.geometryInitialized=this._geometryInitialized,s.matricesTexture=this._matricesTexture.toJSON(e),s.indirectTexture=this._indirectTexture.toJSON(e),this._colorsTexture!==null&&(s.colorsTexture=this._colorsTexture.toJSON(e)),this.boundingSphere!==null&&(s.boundingSphere=this.boundingSphere.toJSON()),this.boundingBox!==null&&(s.boundingBox=this.boundingBox.toJSON()));function r(o,l){return o[l.uuid]===void 0&&(o[l.uuid]=l.toJSON(e)),l.uuid}if(this.isScene)this.background&&(this.background.isColor?s.background=this.background.toJSON():this.background.isTexture&&(s.background=this.background.toJSON(e).uuid)),this.environment&&this.environment.isTexture&&this.environment.isRenderTargetTexture!==!0&&(s.environment=this.environment.toJSON(e).uuid);else if(this.isMesh||this.isLine||this.isPoints){s.geometry=r(e.geometries,this.geometry);const o=this.geometry.parameters;if(o!==void 0&&o.shapes!==void 0){const l=o.shapes;if(Array.isArray(l))for(let c=0,h=l.length;c0){s.children=[];for(let o=0;o0){s.animations=[];for(let o=0;o0&&(i.geometries=o),l.length>0&&(i.materials=l),c.length>0&&(i.textures=c),h.length>0&&(i.images=h),u.length>0&&(i.shapes=u),d.length>0&&(i.skeletons=d),m.length>0&&(i.animations=m),g.length>0&&(i.nodes=g)}return i.object=s,i;function a(o){const l=[];for(const c in o){const h=o[c];delete h.metadata,l.push(h)}return l}}clone(e){return new this.constructor().copy(this,e)}copy(e,t=!0){if(this.name=e.name,this.up.copy(e.up),this.position.copy(e.position),this.rotation.order=e.rotation.order,this.quaternion.copy(e.quaternion),this.scale.copy(e.scale),this.matrix.copy(e.matrix),this.matrixWorld.copy(e.matrixWorld),this.matrixAutoUpdate=e.matrixAutoUpdate,this.matrixWorldAutoUpdate=e.matrixWorldAutoUpdate,this.matrixWorldNeedsUpdate=e.matrixWorldNeedsUpdate,this.layers.mask=e.layers.mask,this.visible=e.visible,this.castShadow=e.castShadow,this.receiveShadow=e.receiveShadow,this.frustumCulled=e.frustumCulled,this.renderOrder=e.renderOrder,this.animations=e.animations.slice(),this.userData=JSON.parse(JSON.stringify(e.userData)),t===!0)for(let i=0;i0?s.multiplyScalar(1/Math.sqrt(r)):s.set(0,0,0)}static getBarycoord(e,t,i,s,r){mi.subVectors(s,t),Fi.subVectors(i,t),so.subVectors(e,t);const a=mi.dot(mi),o=mi.dot(Fi),l=mi.dot(so),c=Fi.dot(Fi),h=Fi.dot(so),u=a*c-o*o;if(u===0)return r.set(0,0,0),null;const d=1/u,m=(c*l-o*h)*d,g=(a*h-o*l)*d;return r.set(1-m-g,g,m)}static containsPoint(e,t,i,s){return this.getBarycoord(e,t,i,s,zi)===null?!1:zi.x>=0&&zi.y>=0&&zi.x+zi.y<=1}static getInterpolation(e,t,i,s,r,a,o,l){return this.getBarycoord(e,t,i,s,zi)===null?(l.x=0,l.y=0,"z"in l&&(l.z=0),"w"in l&&(l.w=0),null):(l.setScalar(0),l.addScaledVector(r,zi.x),l.addScaledVector(a,zi.y),l.addScaledVector(o,zi.z),l)}static getInterpolatedAttribute(e,t,i,s,r,a){return oo.setScalar(0),lo.setScalar(0),co.setScalar(0),oo.fromBufferAttribute(e,t),lo.fromBufferAttribute(e,i),co.fromBufferAttribute(e,s),a.setScalar(0),a.addScaledVector(oo,r.x),a.addScaledVector(lo,r.y),a.addScaledVector(co,r.z),a}static isFrontFacing(e,t,i,s){return mi.subVectors(i,t),Fi.subVectors(e,t),mi.cross(Fi).dot(s)<0}set(e,t,i){return this.a.copy(e),this.b.copy(t),this.c.copy(i),this}setFromPointsAndIndices(e,t,i,s){return this.a.copy(e[t]),this.b.copy(e[i]),this.c.copy(e[s]),this}setFromAttributeAndIndices(e,t,i,s){return this.a.fromBufferAttribute(e,t),this.b.fromBufferAttribute(e,i),this.c.fromBufferAttribute(e,s),this}clone(){return new this.constructor().copy(this)}copy(e){return this.a.copy(e.a),this.b.copy(e.b),this.c.copy(e.c),this}getArea(){return mi.subVectors(this.c,this.b),Fi.subVectors(this.a,this.b),mi.cross(Fi).length()*.5}getMidpoint(e){return e.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)}getNormal(e){return fi.getNormal(this.a,this.b,this.c,e)}getPlane(e){return e.setFromCoplanarPoints(this.a,this.b,this.c)}getBarycoord(e,t){return fi.getBarycoord(e,this.a,this.b,this.c,t)}getInterpolation(e,t,i,s,r){return fi.getInterpolation(e,this.a,this.b,this.c,t,i,s,r)}containsPoint(e){return fi.containsPoint(e,this.a,this.b,this.c)}isFrontFacing(e){return fi.isFrontFacing(this.a,this.b,this.c,e)}intersectsBox(e){return e.intersectsTriangle(this)}closestPointToPoint(e,t){const i=this.a,s=this.b,r=this.c;let a,o;Hs.subVectors(s,i),Vs.subVectors(r,i),no.subVectors(e,i);const l=Hs.dot(no),c=Vs.dot(no);if(l<=0&&c<=0)return t.copy(i);ro.subVectors(e,s);const h=Hs.dot(ro),u=Vs.dot(ro);if(h>=0&&u<=h)return t.copy(s);const d=l*u-h*c;if(d<=0&&l>=0&&h<=0)return a=l/(l-h),t.copy(i).addScaledVector(Hs,a);ao.subVectors(e,r);const m=Hs.dot(ao),g=Vs.dot(ao);if(g>=0&&m<=g)return t.copy(r);const v=m*c-l*g;if(v<=0&&c>=0&&g<=0)return o=c/(c-g),t.copy(i).addScaledVector(Vs,o);const f=h*g-m*u;if(f<=0&&u-h>=0&&m-g>=0)return Kl.subVectors(r,s),o=(u-h)/(u-h+(m-g)),t.copy(s).addScaledVector(Kl,o);const p=1/(f+v+d);return a=v*p,o=d*p,t.copy(i).addScaledVector(Hs,a).addScaledVector(Vs,o)}equals(e){return e.a.equals(this.a)&&e.b.equals(this.b)&&e.c.equals(this.c)}}const $l={aliceblue:15792383,antiquewhite:16444375,aqua:65535,aquamarine:8388564,azure:15794175,beige:16119260,bisque:16770244,black:0,blanchedalmond:16772045,blue:255,blueviolet:9055202,brown:10824234,burlywood:14596231,cadetblue:6266528,chartreuse:8388352,chocolate:13789470,coral:16744272,cornflowerblue:6591981,cornsilk:16775388,crimson:14423100,cyan:65535,darkblue:139,darkcyan:35723,darkgoldenrod:12092939,darkgray:11119017,darkgreen:25600,darkgrey:11119017,darkkhaki:12433259,darkmagenta:9109643,darkolivegreen:5597999,darkorange:16747520,darkorchid:10040012,darkred:9109504,darksalmon:15308410,darkseagreen:9419919,darkslateblue:4734347,darkslategray:3100495,darkslategrey:3100495,darkturquoise:52945,darkviolet:9699539,deeppink:16716947,deepskyblue:49151,dimgray:6908265,dimgrey:6908265,dodgerblue:2003199,firebrick:11674146,floralwhite:16775920,forestgreen:2263842,fuchsia:16711935,gainsboro:14474460,ghostwhite:16316671,gold:16766720,goldenrod:14329120,gray:8421504,green:32768,greenyellow:11403055,grey:8421504,honeydew:15794160,hotpink:16738740,indianred:13458524,indigo:4915330,ivory:16777200,khaki:15787660,lavender:15132410,lavenderblush:16773365,lawngreen:8190976,lemonchiffon:16775885,lightblue:11393254,lightcoral:15761536,lightcyan:14745599,lightgoldenrodyellow:16448210,lightgray:13882323,lightgreen:9498256,lightgrey:13882323,lightpink:16758465,lightsalmon:16752762,lightseagreen:2142890,lightskyblue:8900346,lightslategray:7833753,lightslategrey:7833753,lightsteelblue:11584734,lightyellow:16777184,lime:65280,limegreen:3329330,linen:16445670,magenta:16711935,maroon:8388608,mediumaquamarine:6737322,mediumblue:205,mediumorchid:12211667,mediumpurple:9662683,mediumseagreen:3978097,mediumslateblue:8087790,mediumspringgreen:64154,mediumturquoise:4772300,mediumvioletred:13047173,midnightblue:1644912,mintcream:16121850,mistyrose:16770273,moccasin:16770229,navajowhite:16768685,navy:128,oldlace:16643558,olive:8421376,olivedrab:7048739,orange:16753920,orangered:16729344,orchid:14315734,palegoldenrod:15657130,palegreen:10025880,paleturquoise:11529966,palevioletred:14381203,papayawhip:16773077,peachpuff:16767673,peru:13468991,pink:16761035,plum:14524637,powderblue:11591910,purple:8388736,rebeccapurple:6697881,red:16711680,rosybrown:12357519,royalblue:4286945,saddlebrown:9127187,salmon:16416882,sandybrown:16032864,seagreen:3050327,seashell:16774638,sienna:10506797,silver:12632256,skyblue:8900331,slateblue:6970061,slategray:7372944,slategrey:7372944,snow:16775930,springgreen:65407,steelblue:4620980,tan:13808780,teal:32896,thistle:14204888,tomato:16737095,turquoise:4251856,violet:15631086,wheat:16113331,white:16777215,whitesmoke:16119285,yellow:16776960,yellowgreen:10145074},Qi={h:0,s:0,l:0},ar={h:0,s:0,l:0};function ho(n,e,t){return t<0&&(t+=1),t>1&&(t-=1),t<1/6?n+(e-n)*6*t:t<1/2?e:t<2/3?n+(e-n)*6*(2/3-t):n}class xe{constructor(e,t,i){return this.isColor=!0,this.r=1,this.g=1,this.b=1,this.set(e,t,i)}set(e,t,i){if(t===void 0&&i===void 0){const s=e;s&&s.isColor?this.copy(s):typeof s=="number"?this.setHex(s):typeof s=="string"&&this.setStyle(s)}else this.setRGB(e,t,i);return this}setScalar(e){return this.r=e,this.g=e,this.b=e,this}setHex(e,t=Ct){return e=Math.floor(e),this.r=(e>>16&255)/255,this.g=(e>>8&255)/255,this.b=(e&255)/255,Xe.colorSpaceToWorking(this,t),this}setRGB(e,t,i,s=Xe.workingColorSpace){return this.r=e,this.g=t,this.b=i,Xe.colorSpaceToWorking(this,s),this}setHSL(e,t,i,s=Xe.workingColorSpace){if(e=Ga(e,1),t=Fe(t,0,1),i=Fe(i,0,1),t===0)this.r=this.g=this.b=i;else{const r=i<=.5?i*(1+t):i+t-i*t,a=2*i-r;this.r=ho(a,r,e+1/3),this.g=ho(a,r,e),this.b=ho(a,r,e-1/3)}return Xe.colorSpaceToWorking(this,s),this}setStyle(e,t=Ct){function i(r){r!==void 0&&parseFloat(r)<1&&Me("Color: Alpha component of "+e+" will be ignored.")}let s;if(s=/^(\w+)\(([^\)]*)\)/.exec(e)){let r;const a=s[1],o=s[2];switch(a){case"rgb":case"rgba":if(r=/^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(o))return i(r[4]),this.setRGB(Math.min(255,parseInt(r[1],10))/255,Math.min(255,parseInt(r[2],10))/255,Math.min(255,parseInt(r[3],10))/255,t);if(r=/^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(o))return i(r[4]),this.setRGB(Math.min(100,parseInt(r[1],10))/100,Math.min(100,parseInt(r[2],10))/100,Math.min(100,parseInt(r[3],10))/100,t);break;case"hsl":case"hsla":if(r=/^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(o))return i(r[4]),this.setHSL(parseFloat(r[1])/360,parseFloat(r[2])/100,parseFloat(r[3])/100,t);break;default:Me("Color: Unknown color model "+e)}}else if(s=/^\#([A-Fa-f\d]+)$/.exec(e)){const r=s[1],a=r.length;if(a===3)return this.setRGB(parseInt(r.charAt(0),16)/15,parseInt(r.charAt(1),16)/15,parseInt(r.charAt(2),16)/15,t);if(a===6)return this.setHex(parseInt(r,16),t);Me("Color: Invalid hex color "+e)}else if(e&&e.length>0)return this.setColorName(e,t);return this}setColorName(e,t=Ct){const i=$l[e.toLowerCase()];return i!==void 0?this.setHex(i,t):Me("Color: Unknown color "+e),this}clone(){return new this.constructor(this.r,this.g,this.b)}copy(e){return this.r=e.r,this.g=e.g,this.b=e.b,this}copySRGBToLinear(e){return this.r=Ni(e.r),this.g=Ni(e.g),this.b=Ni(e.b),this}copyLinearToSRGB(e){return this.r=Ds(e.r),this.g=Ds(e.g),this.b=Ds(e.b),this}convertSRGBToLinear(){return this.copySRGBToLinear(this),this}convertLinearToSRGB(){return this.copyLinearToSRGB(this),this}getHex(e=Ct){return Xe.workingToColorSpace(kt.copy(this),e),Math.round(Fe(kt.r*255,0,255))*65536+Math.round(Fe(kt.g*255,0,255))*256+Math.round(Fe(kt.b*255,0,255))}getHexString(e=Ct){return("000000"+this.getHex(e).toString(16)).slice(-6)}getHSL(e,t=Xe.workingColorSpace){Xe.workingToColorSpace(kt.copy(this),t);const i=kt.r,s=kt.g,r=kt.b,a=Math.max(i,s,r),o=Math.min(i,s,r);let l,c;const h=(o+a)/2;if(o===a)l=0,c=0;else{const u=a-o;switch(c=h<=.5?u/(a+o):u/(2-a-o),a){case i:l=(s-r)/u+(s0!=e>0&&this.version++,this._alphaTest=e}onBeforeRender(){}onBeforeCompile(){}customProgramCacheKey(){return this.onBeforeCompile.toString()}setValues(e){if(e!==void 0)for(const t in e){const i=e[t];if(i===void 0){Me(`Material: parameter '${t}' has value of undefined.`);continue}const s=this[t];if(s===void 0){Me(`Material: '${t}' is not a property of THREE.${this.type}.`);continue}s&&s.isColor?s.set(i):s&&s.isVector3&&i&&i.isVector3?s.copy(i):this[t]=i}}toJSON(e){const t=e===void 0||typeof e=="string";t&&(e={textures:{},images:{}});const i={metadata:{version:4.7,type:"Material",generator:"Material.toJSON"}};i.uuid=this.uuid,i.type=this.type,this.name!==""&&(i.name=this.name),this.color&&this.color.isColor&&(i.color=this.color.getHex()),this.roughness!==void 0&&(i.roughness=this.roughness),this.metalness!==void 0&&(i.metalness=this.metalness),this.sheen!==void 0&&(i.sheen=this.sheen),this.sheenColor&&this.sheenColor.isColor&&(i.sheenColor=this.sheenColor.getHex()),this.sheenRoughness!==void 0&&(i.sheenRoughness=this.sheenRoughness),this.emissive&&this.emissive.isColor&&(i.emissive=this.emissive.getHex()),this.emissiveIntensity!==void 0&&this.emissiveIntensity!==1&&(i.emissiveIntensity=this.emissiveIntensity),this.specular&&this.specular.isColor&&(i.specular=this.specular.getHex()),this.specularIntensity!==void 0&&(i.specularIntensity=this.specularIntensity),this.specularColor&&this.specularColor.isColor&&(i.specularColor=this.specularColor.getHex()),this.shininess!==void 0&&(i.shininess=this.shininess),this.clearcoat!==void 0&&(i.clearcoat=this.clearcoat),this.clearcoatRoughness!==void 0&&(i.clearcoatRoughness=this.clearcoatRoughness),this.clearcoatMap&&this.clearcoatMap.isTexture&&(i.clearcoatMap=this.clearcoatMap.toJSON(e).uuid),this.clearcoatRoughnessMap&&this.clearcoatRoughnessMap.isTexture&&(i.clearcoatRoughnessMap=this.clearcoatRoughnessMap.toJSON(e).uuid),this.clearcoatNormalMap&&this.clearcoatNormalMap.isTexture&&(i.clearcoatNormalMap=this.clearcoatNormalMap.toJSON(e).uuid,i.clearcoatNormalScale=this.clearcoatNormalScale.toArray()),this.sheenColorMap&&this.sheenColorMap.isTexture&&(i.sheenColorMap=this.sheenColorMap.toJSON(e).uuid),this.sheenRoughnessMap&&this.sheenRoughnessMap.isTexture&&(i.sheenRoughnessMap=this.sheenRoughnessMap.toJSON(e).uuid),this.dispersion!==void 0&&(i.dispersion=this.dispersion),this.iridescence!==void 0&&(i.iridescence=this.iridescence),this.iridescenceIOR!==void 0&&(i.iridescenceIOR=this.iridescenceIOR),this.iridescenceThicknessRange!==void 0&&(i.iridescenceThicknessRange=this.iridescenceThicknessRange),this.iridescenceMap&&this.iridescenceMap.isTexture&&(i.iridescenceMap=this.iridescenceMap.toJSON(e).uuid),this.iridescenceThicknessMap&&this.iridescenceThicknessMap.isTexture&&(i.iridescenceThicknessMap=this.iridescenceThicknessMap.toJSON(e).uuid),this.anisotropy!==void 0&&(i.anisotropy=this.anisotropy),this.anisotropyRotation!==void 0&&(i.anisotropyRotation=this.anisotropyRotation),this.anisotropyMap&&this.anisotropyMap.isTexture&&(i.anisotropyMap=this.anisotropyMap.toJSON(e).uuid),this.map&&this.map.isTexture&&(i.map=this.map.toJSON(e).uuid),this.matcap&&this.matcap.isTexture&&(i.matcap=this.matcap.toJSON(e).uuid),this.alphaMap&&this.alphaMap.isTexture&&(i.alphaMap=this.alphaMap.toJSON(e).uuid),this.lightMap&&this.lightMap.isTexture&&(i.lightMap=this.lightMap.toJSON(e).uuid,i.lightMapIntensity=this.lightMapIntensity),this.aoMap&&this.aoMap.isTexture&&(i.aoMap=this.aoMap.toJSON(e).uuid,i.aoMapIntensity=this.aoMapIntensity),this.bumpMap&&this.bumpMap.isTexture&&(i.bumpMap=this.bumpMap.toJSON(e).uuid,i.bumpScale=this.bumpScale),this.normalMap&&this.normalMap.isTexture&&(i.normalMap=this.normalMap.toJSON(e).uuid,i.normalMapType=this.normalMapType,i.normalScale=this.normalScale.toArray()),this.displacementMap&&this.displacementMap.isTexture&&(i.displacementMap=this.displacementMap.toJSON(e).uuid,i.displacementScale=this.displacementScale,i.displacementBias=this.displacementBias),this.roughnessMap&&this.roughnessMap.isTexture&&(i.roughnessMap=this.roughnessMap.toJSON(e).uuid),this.metalnessMap&&this.metalnessMap.isTexture&&(i.metalnessMap=this.metalnessMap.toJSON(e).uuid),this.emissiveMap&&this.emissiveMap.isTexture&&(i.emissiveMap=this.emissiveMap.toJSON(e).uuid),this.specularMap&&this.specularMap.isTexture&&(i.specularMap=this.specularMap.toJSON(e).uuid),this.specularIntensityMap&&this.specularIntensityMap.isTexture&&(i.specularIntensityMap=this.specularIntensityMap.toJSON(e).uuid),this.specularColorMap&&this.specularColorMap.isTexture&&(i.specularColorMap=this.specularColorMap.toJSON(e).uuid),this.envMap&&this.envMap.isTexture&&(i.envMap=this.envMap.toJSON(e).uuid,this.combine!==void 0&&(i.combine=this.combine)),this.envMapRotation!==void 0&&(i.envMapRotation=this.envMapRotation.toArray()),this.envMapIntensity!==void 0&&(i.envMapIntensity=this.envMapIntensity),this.reflectivity!==void 0&&(i.reflectivity=this.reflectivity),this.refractionRatio!==void 0&&(i.refractionRatio=this.refractionRatio),this.gradientMap&&this.gradientMap.isTexture&&(i.gradientMap=this.gradientMap.toJSON(e).uuid),this.transmission!==void 0&&(i.transmission=this.transmission),this.transmissionMap&&this.transmissionMap.isTexture&&(i.transmissionMap=this.transmissionMap.toJSON(e).uuid),this.thickness!==void 0&&(i.thickness=this.thickness),this.thicknessMap&&this.thicknessMap.isTexture&&(i.thicknessMap=this.thicknessMap.toJSON(e).uuid),this.attenuationDistance!==void 0&&this.attenuationDistance!==1/0&&(i.attenuationDistance=this.attenuationDistance),this.attenuationColor!==void 0&&(i.attenuationColor=this.attenuationColor.getHex()),this.size!==void 0&&(i.size=this.size),this.shadowSide!==null&&(i.shadowSide=this.shadowSide),this.sizeAttenuation!==void 0&&(i.sizeAttenuation=this.sizeAttenuation),this.blending!==Ts&&(i.blending=this.blending),this.side!==Si&&(i.side=this.side),this.vertexColors===!0&&(i.vertexColors=!0),this.opacity<1&&(i.opacity=this.opacity),this.transparent===!0&&(i.transparent=!0),this.blendSrc!==Hr&&(i.blendSrc=this.blendSrc),this.blendDst!==Vr&&(i.blendDst=this.blendDst),this.blendEquation!==ai&&(i.blendEquation=this.blendEquation),this.blendSrcAlpha!==null&&(i.blendSrcAlpha=this.blendSrcAlpha),this.blendDstAlpha!==null&&(i.blendDstAlpha=this.blendDstAlpha),this.blendEquationAlpha!==null&&(i.blendEquationAlpha=this.blendEquationAlpha),this.blendColor&&this.blendColor.isColor&&(i.blendColor=this.blendColor.getHex()),this.blendAlpha!==0&&(i.blendAlpha=this.blendAlpha),this.depthFunc!==Es&&(i.depthFunc=this.depthFunc),this.depthTest===!1&&(i.depthTest=this.depthTest),this.depthWrite===!1&&(i.depthWrite=this.depthWrite),this.colorWrite===!1&&(i.colorWrite=this.colorWrite),this.stencilWriteMask!==255&&(i.stencilWriteMask=this.stencilWriteMask),this.stencilFunc!==Ha&&(i.stencilFunc=this.stencilFunc),this.stencilRef!==0&&(i.stencilRef=this.stencilRef),this.stencilFuncMask!==255&&(i.stencilFuncMask=this.stencilFuncMask),this.stencilFail!==Ps&&(i.stencilFail=this.stencilFail),this.stencilZFail!==Ps&&(i.stencilZFail=this.stencilZFail),this.stencilZPass!==Ps&&(i.stencilZPass=this.stencilZPass),this.stencilWrite===!0&&(i.stencilWrite=this.stencilWrite),this.rotation!==void 0&&this.rotation!==0&&(i.rotation=this.rotation),this.polygonOffset===!0&&(i.polygonOffset=!0),this.polygonOffsetFactor!==0&&(i.polygonOffsetFactor=this.polygonOffsetFactor),this.polygonOffsetUnits!==0&&(i.polygonOffsetUnits=this.polygonOffsetUnits),this.linewidth!==void 0&&this.linewidth!==1&&(i.linewidth=this.linewidth),this.dashSize!==void 0&&(i.dashSize=this.dashSize),this.gapSize!==void 0&&(i.gapSize=this.gapSize),this.scale!==void 0&&(i.scale=this.scale),this.dithering===!0&&(i.dithering=!0),this.alphaTest>0&&(i.alphaTest=this.alphaTest),this.alphaHash===!0&&(i.alphaHash=!0),this.alphaToCoverage===!0&&(i.alphaToCoverage=!0),this.premultipliedAlpha===!0&&(i.premultipliedAlpha=!0),this.forceSinglePass===!0&&(i.forceSinglePass=!0),this.wireframe===!0&&(i.wireframe=!0),this.wireframeLinewidth>1&&(i.wireframeLinewidth=this.wireframeLinewidth),this.wireframeLinecap!=="round"&&(i.wireframeLinecap=this.wireframeLinecap),this.wireframeLinejoin!=="round"&&(i.wireframeLinejoin=this.wireframeLinejoin),this.flatShading===!0&&(i.flatShading=!0),this.visible===!1&&(i.visible=!1),this.toneMapped===!1&&(i.toneMapped=!1),this.fog===!1&&(i.fog=!1),Object.keys(this.userData).length>0&&(i.userData=this.userData);function s(r){const a=[];for(const o in r){const l=r[o];delete l.metadata,a.push(l)}return a}if(t){const r=s(e.textures),a=s(e.images);r.length>0&&(i.textures=r),a.length>0&&(i.images=a)}return i}clone(){return new this.constructor().copy(this)}copy(e){this.name=e.name,this.blending=e.blending,this.side=e.side,this.vertexColors=e.vertexColors,this.opacity=e.opacity,this.transparent=e.transparent,this.blendSrc=e.blendSrc,this.blendDst=e.blendDst,this.blendEquation=e.blendEquation,this.blendSrcAlpha=e.blendSrcAlpha,this.blendDstAlpha=e.blendDstAlpha,this.blendEquationAlpha=e.blendEquationAlpha,this.blendColor.copy(e.blendColor),this.blendAlpha=e.blendAlpha,this.depthFunc=e.depthFunc,this.depthTest=e.depthTest,this.depthWrite=e.depthWrite,this.stencilWriteMask=e.stencilWriteMask,this.stencilFunc=e.stencilFunc,this.stencilRef=e.stencilRef,this.stencilFuncMask=e.stencilFuncMask,this.stencilFail=e.stencilFail,this.stencilZFail=e.stencilZFail,this.stencilZPass=e.stencilZPass,this.stencilWrite=e.stencilWrite;const t=e.clippingPlanes;let i=null;if(t!==null){const s=t.length;i=new Array(s);for(let r=0;r!==s;++r)i[r]=t[r].clone()}return this.clippingPlanes=i,this.clipIntersection=e.clipIntersection,this.clipShadows=e.clipShadows,this.shadowSide=e.shadowSide,this.colorWrite=e.colorWrite,this.precision=e.precision,this.polygonOffset=e.polygonOffset,this.polygonOffsetFactor=e.polygonOffsetFactor,this.polygonOffsetUnits=e.polygonOffsetUnits,this.dithering=e.dithering,this.alphaTest=e.alphaTest,this.alphaHash=e.alphaHash,this.alphaToCoverage=e.alphaToCoverage,this.premultipliedAlpha=e.premultipliedAlpha,this.forceSinglePass=e.forceSinglePass,this.visible=e.visible,this.toneMapped=e.toneMapped,this.userData=JSON.parse(JSON.stringify(e.userData)),this}dispose(){this.dispatchEvent({type:"dispose"})}set needsUpdate(e){e===!0&&this.version++}}class Ht extends ti{constructor(e){super(),this.isMeshBasicMaterial=!0,this.type="MeshBasicMaterial",this.color=new xe(16777215),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.envMapRotation=new pi,this.combine=Jr,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.fog=!0,this.setValues(e)}copy(e){return super.copy(e),this.color.copy(e.color),this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.envMapRotation.copy(e.envMapRotation),this.combine=e.combine,this.reflectivity=e.reflectivity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.fog=e.fog,this}}const Hi=ud();function ud(){const n=new ArrayBuffer(4),e=new Float32Array(n),t=new Uint32Array(n),i=new Uint32Array(512),s=new Uint32Array(512);for(let l=0;l<256;++l){const c=l-127;c<-27?(i[l]=0,i[l|256]=32768,s[l]=24,s[l|256]=24):c<-14?(i[l]=1024>>-c-14,i[l|256]=1024>>-c-14|32768,s[l]=-c-1,s[l|256]=-c-1):c<=15?(i[l]=c+15<<10,i[l|256]=c+15<<10|32768,s[l]=13,s[l|256]=13):c<128?(i[l]=31744,i[l|256]=64512,s[l]=24,s[l|256]=24):(i[l]=31744,i[l|256]=64512,s[l]=13,s[l|256]=13)}const r=new Uint32Array(2048),a=new Uint32Array(64),o=new Uint32Array(64);for(let l=1;l<1024;++l){let c=l<<13,h=0;for(;(c&8388608)===0;)c<<=1,h-=8388608;c&=-8388609,h+=947912704,r[l]=c|h}for(let l=1024;l<2048;++l)r[l]=939524096+(l-1024<<13);for(let l=1;l<31;++l)a[l]=l<<23;a[31]=1199570944,a[32]=2147483648;for(let l=33;l<63;++l)a[l]=2147483648+(l-32<<23);a[63]=3347054592;for(let l=1;l<64;++l)l!==32&&(o[l]=1024);return{floatView:e,uint32View:t,baseTable:i,shiftTable:s,mantissaTable:r,exponentTable:a,offsetTable:o}}function dd(n){Math.abs(n)>65504&&Me("DataUtils.toHalfFloat(): Value out of range."),n=Fe(n,-65504,65504),Hi.floatView[0]=n;const e=Hi.uint32View[0],t=e>>23&511;return Hi.baseTable[t]+((e&8388607)>>Hi.shiftTable[t])}function pd(n){const e=n>>10;return Hi.uint32View[0]=Hi.mantissaTable[Hi.offsetTable[e]+(n&1023)]+Hi.exponentTable[e],Hi.floatView[0]}class or{static toHalfFloat(e){return dd(e)}static fromHalfFloat(e){return pd(e)}}const Mt=new w,lr=new oe;let md=0;class Vt{constructor(e,t,i=!1){if(Array.isArray(e))throw new TypeError("THREE.BufferAttribute: array should be a Typed Array.");this.isBufferAttribute=!0,Object.defineProperty(this,"id",{value:md++}),this.name="",this.array=e,this.itemSize=t,this.count=e!==void 0?e.length/t:0,this.normalized=i,this.usage=Va,this.updateRanges=[],this.gpuType=qt,this.version=0}onUploadCallback(){}set needsUpdate(e){e===!0&&this.version++}setUsage(e){return 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u=0,d=c.length;u0&&(s[l]=h,r=!0)}r&&(e.data.morphAttributes=s,e.data.morphTargetsRelative=this.morphTargetsRelative);const a=this.groups;a.length>0&&(e.data.groups=JSON.parse(JSON.stringify(a)));const o=this.boundingSphere;return o!==null&&(e.data.boundingSphere=o.toJSON()),e}clone(){return new this.constructor().copy(this)}copy(e){this.index=null,this.attributes={},this.morphAttributes={},this.groups=[],this.boundingBox=null,this.boundingSphere=null;const t={};this.name=e.name;const i=e.index;i!==null&&this.setIndex(i.clone());const s=e.attributes;for(const c in s){const h=s[c];this.setAttribute(c,h.clone(t))}const r=e.morphAttributes;for(const c in r){const h=[],u=r[c];for(let d=0,m=u.length;d0){const i=e[t[0]];if(i!==void 0){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let s=0,r=i.length;s(e.far-e.near)**2))&&(ec.copy(r).invert(),us.copy(e.ray).applyMatrix4(ec),!(i.boundingBox!==null&&us.intersectsBox(i.boundingBox)===!1)&&this._computeIntersections(e,t,us)))}_computeIntersections(e,t,i){let s;const r=this.geometry,a=this.material,o=r.index,l=r.attributes.position,c=r.attributes.uv,h=r.attributes.uv1,u=r.attributes.normal,d=r.groups,m=r.drawRange;if(o!==null)if(Array.isArray(a))for(let g=0,v=d.length;gt.far?null:{distance:c,point:mr.clone(),object:n}}function fr(n,e,t,i,s,r,a,o,l,c){n.getVertexPosition(o,hr),n.getVertexPosition(l,ur),n.getVertexPosition(c,dr);const h=gd(n,e,t,i,hr,ur,dr,ic);if(h){const u=new w;fi.getBarycoord(ic,hr,ur,dr,u),s&&(h.uv=fi.getInterpolatedAttribute(s,o,l,c,u,new oe)),r&&(h.uv1=fi.getInterpolatedAttribute(r,o,l,c,u,new oe)),a&&(h.normal=fi.getInterpolatedAttribute(a,o,l,c,u,new w),h.normal.dot(i.direction)>0&&h.normal.multiplyScalar(-1));const d={a:o,b:l,c,normal:new w,materialIndex:0};fi.getNormal(hr,ur,dr,d.normal),h.face=d,h.barycoord=u}return h}class ds extends si{constructor(e=1,t=1,i=1,s=1,r=1,a=1){super(),this.type="BoxGeometry",this.parameters={width:e,height:t,depth:i,widthSegments:s,heightSegments:r,depthSegments:a};const o=this;s=Math.floor(s),r=Math.floor(r),a=Math.floor(a);const l=[],c=[],h=[],u=[];let d=0,m=0;g("z","y","x",-1,-1,i,t,e,a,r,0),g("z","y","x",1,-1,i,t,-e,a,r,1),g("x","z","y",1,1,e,i,t,s,a,2),g("x","z","y",1,-1,e,i,-t,s,a,3),g("x","y","z",1,-1,e,t,i,s,r,4),g("x","y","z",-1,-1,e,t,-i,s,r,5),this.setIndex(l),this.setAttribute("position",new gi(c,3)),this.setAttribute("normal",new gi(h,3)),this.setAttribute("uv",new gi(u,2));function g(v,f,p,b,_,E,R,T,A,I,S){const M=E/A,L=R/I,N=E/2,z=R/2,H=T/2,j=A+1,q=I+1;let te=0,G=0;const K=new w;for(let ne=0;ne0?1:-1,h.push(K.x,K.y,K.z),u.push(He/A),u.push(1-ne/I),te+=1}}for(let ne=0;ne{alert("Status updated!")},t.appendChild(i),t.appendChild(s),t.appendChild(r),super({container:e,title:"dialog.testTitle",content:t,width:320,height:"auto",position:"center",resizable:!0,draggable:!0,onClose:()=>{console.log("Info dialog closed")},onOpen:()=>{console.log("Info dialog opened")}})}}class tu extends jt{container;activeDialogs=[];constructor(e,t){super(e),this.container=t,this.on("ui:open-dialog",i=>{console.log("[DialogManager] Received open-dialog event:",i),i.id==="info"&&this.showInfoDialog()})}create(e){const t=new ol({container:this.container,...e,onClose:()=>{this.activeDialogs=this.activeDialogs.filter(i=>i!==t),e.onClose&&e.onClose()}});return t.setTheme(Ze.getTheme()),this.activeDialogs.push(t),t}showInfoDialog(){new eu(this.container)}updateTheme(e){this.activeDialogs.forEach(t=>{t.setTheme&&t.setTheme(e)})}destroy(){this.activeDialogs.forEach(e=>e.destroy()),this.activeDialogs=[]}}const 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Wa={DEG2RAD:xn,RAD2DEG:Ls,generateUUID:li,clamp:Fe,euclideanModulo:Ga,mapLinear:Nu,inverseLerp:Bu,lerp:bn,damp:Ou,pingpong:ku,smoothstep:Fu,smootherstep:zu,randInt:Hu,randFloat:Vu,randFloatSpread:Gu,seededRandom:Wu,degToRad:ju,radToDeg:Xu,isPowerOfTwo:qu,ceilPowerOfTwo:Zu,floorPowerOfTwo:Yu,setQuaternionFromProperEuler:Ku,normalize:st,denormalize:ci};class oe{constructor(e=0,t=0){oe.prototype.isVector2=!0,this.x=e,this.y=t}get width(){return this.x}set width(e){this.x=e}get height(){return this.y}set height(e){this.y=e}set(e,t){return this.x=e,this.y=t,this}setScalar(e){return this.x=e,this.y=e,this}setX(e){return this.x=e,this}setY(e){return this.y=e,this}setComponent(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;default:throw new Error("index is out of range: "+e)}return this}getComponent(e){switch(e){case 0:return this.x;case 1:return this.y;default:throw new Error("index is out of range: "+e)}}clone(){return new this.constructor(this.x,this.y)}copy(e){return this.x=e.x,this.y=e.y,this}add(e){return this.x+=e.x,this.y+=e.y,this}addScalar(e){return this.x+=e,this.y+=e,this}addVectors(e,t){return this.x=e.x+t.x,this.y=e.y+t.y,this}addScaledVector(e,t){return this.x+=e.x*t,this.y+=e.y*t,this}sub(e){return this.x-=e.x,this.y-=e.y,this}subScalar(e){return this.x-=e,this.y-=e,this}subVectors(e,t){return this.x=e.x-t.x,this.y=e.y-t.y,this}multiply(e){return this.x*=e.x,this.y*=e.y,this}multiplyScalar(e){return this.x*=e,this.y*=e,this}divide(e){return this.x/=e.x,this.y/=e.y,this}divideScalar(e){return this.multiplyScalar(1/e)}applyMatrix3(e){const t=this.x,i=this.y,s=e.elements;return this.x=s[0]*t+s[3]*i+s[6],this.y=s[1]*t+s[4]*i+s[7],this}min(e){return this.x=Math.min(this.x,e.x),this.y=Math.min(this.y,e.y),this}max(e){return this.x=Math.max(this.x,e.x),this.y=Math.max(this.y,e.y),this}clamp(e,t){return this.x=Fe(this.x,e.x,t.x),this.y=Fe(this.y,e.y,t.y),this}clampScalar(e,t){return this.x=Fe(this.x,e,t),this.y=Fe(this.y,e,t),this}clampLength(e,t){const i=this.length();return this.divideScalar(i||1).multiplyScalar(Fe(i,e,t))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this}roundToZero(){return this.x=Math.trunc(this.x),this.y=Math.trunc(this.y),this}negate(){return this.x=-this.x,this.y=-this.y,this}dot(e){return this.x*e.x+this.y*e.y}cross(e){return this.x*e.y-this.y*e.x}lengthSq(){return this.x*this.x+this.y*this.y}length(){return Math.sqrt(this.x*this.x+this.y*this.y)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)}normalize(){return this.divideScalar(this.length()||1)}angle(){return Math.atan2(-this.y,-this.x)+Math.PI}angleTo(e){const t=Math.sqrt(this.lengthSq()*e.lengthSq());if(t===0)return Math.PI/2;const i=this.dot(e)/t;return Math.acos(Fe(i,-1,1))}distanceTo(e){return Math.sqrt(this.distanceToSquared(e))}distanceToSquared(e){const t=this.x-e.x,i=this.y-e.y;return t*t+i*i}manhattanDistanceTo(e){return Math.abs(this.x-e.x)+Math.abs(this.y-e.y)}setLength(e){return this.normalize().multiplyScalar(e)}lerp(e,t){return this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this}lerpVectors(e,t,i){return this.x=e.x+(t.x-e.x)*i,this.y=e.y+(t.y-e.y)*i,this}equals(e){return e.x===this.x&&e.y===this.y}fromArray(e,t=0){return this.x=e[t],this.y=e[t+1],this}toArray(e=[],t=0){return e[t]=this.x,e[t+1]=this.y,e}fromBufferAttribute(e,t){return this.x=e.getX(t),this.y=e.getY(t),this}rotateAround(e,t){const i=Math.cos(t),s=Math.sin(t),r=this.x-e.x,a=this.y-e.y;return this.x=r*i-a*s+e.x,this.y=r*s+a*i+e.y,this}random(){return this.x=Math.random(),this.y=Math.random(),this}*[Symbol.iterator](){yield this.x,yield this.y}}class hi{constructor(e=0,t=0,i=0,s=1){this.isQuaternion=!0,this._x=e,this._y=t,this._z=i,this._w=s}static slerpFlat(e,t,i,s,r,a,o){let l=i[s+0],c=i[s+1],h=i[s+2],u=i[s+3],d=r[a+0],m=r[a+1],g=r[a+2],v=r[a+3];if(o<=0){e[t+0]=l,e[t+1]=c,e[t+2]=h,e[t+3]=u;return}if(o>=1){e[t+0]=d,e[t+1]=m,e[t+2]=g,e[t+3]=v;return}if(u!==v||l!==d||c!==m||h!==g){let f=l*d+c*m+h*g+u*v;f<0&&(d=-d,m=-m,g=-g,v=-v,f=-f);let p=1-o;if(f<.9995){const b=Math.acos(f),_=Math.sin(b);p=Math.sin(p*b)/_,o=Math.sin(o*b)/_,l=l*p+d*o,c=c*p+m*o,h=h*p+g*o,u=u*p+v*o}else{l=l*p+d*o,c=c*p+m*o,h=h*p+g*o,u=u*p+v*o;const b=1/Math.sqrt(l*l+c*c+h*h+u*u);l*=b,c*=b,h*=b,u*=b}}e[t]=l,e[t+1]=c,e[t+2]=h,e[t+3]=u}static multiplyQuaternionsFlat(e,t,i,s,r,a){const o=i[s],l=i[s+1],c=i[s+2],h=i[s+3],u=r[a],d=r[a+1],m=r[a+2],g=r[a+3];return e[t]=o*g+h*u+l*m-c*d,e[t+1]=l*g+h*d+c*u-o*m,e[t+2]=c*g+h*m+o*d-l*u,e[t+3]=h*g-o*u-l*d-c*m,e}get x(){return this._x}set x(e){this._x=e,this._onChangeCallback()}get y(){return this._y}set y(e){this._y=e,this._onChangeCallback()}get z(){return this._z}set z(e){this._z=e,this._onChangeCallback()}get w(){return this._w}set w(e){this._w=e,this._onChangeCallback()}set(e,t,i,s){return this._x=e,this._y=t,this._z=i,this._w=s,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._w)}copy(e){return this._x=e.x,this._y=e.y,this._z=e.z,this._w=e.w,this._onChangeCallback(),this}setFromEuler(e,t=!0){const i=e._x,s=e._y,r=e._z,a=e._order,o=Math.cos,l=Math.sin,c=o(i/2),h=o(s/2),u=o(r/2),d=l(i/2),m=l(s/2),g=l(r/2);switch(a){case"XYZ":this._x=d*h*u+c*m*g,this._y=c*m*u-d*h*g,this._z=c*h*g+d*m*u,this._w=c*h*u-d*m*g;break;case"YXZ":this._x=d*h*u+c*m*g,this._y=c*m*u-d*h*g,this._z=c*h*g-d*m*u,this._w=c*h*u+d*m*g;break;case"ZXY":this._x=d*h*u-c*m*g,this._y=c*m*u+d*h*g,this._z=c*h*g+d*m*u,this._w=c*h*u-d*m*g;break;case"ZYX":this._x=d*h*u-c*m*g,this._y=c*m*u+d*h*g,this._z=c*h*g-d*m*u,this._w=c*h*u+d*m*g;break;case"YZX":this._x=d*h*u+c*m*g,this._y=c*m*u+d*h*g,this._z=c*h*g-d*m*u,this._w=c*h*u-d*m*g;break;case"XZY":this._x=d*h*u-c*m*g,this._y=c*m*u-d*h*g,this._z=c*h*g+d*m*u,this._w=c*h*u+d*m*g;break;default:Me("Quaternion: .setFromEuler() encountered an unknown order: "+a)}return t===!0&&this._onChangeCallback(),this}setFromAxisAngle(e,t){const i=t/2,s=Math.sin(i);return this._x=e.x*s,this._y=e.y*s,this._z=e.z*s,this._w=Math.cos(i),this._onChangeCallback(),this}setFromRotationMatrix(e){const t=e.elements,i=t[0],s=t[4],r=t[8],a=t[1],o=t[5],l=t[9],c=t[2],h=t[6],u=t[10],d=i+o+u;if(d>0){const m=.5/Math.sqrt(d+1);this._w=.25/m,this._x=(h-l)*m,this._y=(r-c)*m,this._z=(a-s)*m}else if(i>o&&i>u){const m=2*Math.sqrt(1+i-o-u);this._w=(h-l)/m,this._x=.25*m,this._y=(s+a)/m,this._z=(r+c)/m}else if(o>u){const m=2*Math.sqrt(1+o-i-u);this._w=(r-c)/m,this._x=(s+a)/m,this._y=.25*m,this._z=(l+h)/m}else{const m=2*Math.sqrt(1+u-i-o);this._w=(a-s)/m,this._x=(r+c)/m,this._y=(l+h)/m,this._z=.25*m}return this._onChangeCallback(),this}setFromUnitVectors(e,t){let i=e.dot(t)+1;return i<1e-8?(i=0,Math.abs(e.x)>Math.abs(e.z)?(this._x=-e.y,this._y=e.x,this._z=0,this._w=i):(this._x=0,this._y=-e.z,this._z=e.y,this._w=i)):(this._x=e.y*t.z-e.z*t.y,this._y=e.z*t.x-e.x*t.z,this._z=e.x*t.y-e.y*t.x,this._w=i),this.normalize()}angleTo(e){return 2*Math.acos(Math.abs(Fe(this.dot(e),-1,1)))}rotateTowards(e,t){const i=this.angleTo(e);if(i===0)return this;const s=Math.min(1,t/i);return this.slerp(e,s),this}identity(){return this.set(0,0,0,1)}invert(){return this.conjugate()}conjugate(){return this._x*=-1,this._y*=-1,this._z*=-1,this._onChangeCallback(),this}dot(e){return this._x*e._x+this._y*e._y+this._z*e._z+this._w*e._w}lengthSq(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w}length(){return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)}normalize(){let e=this.length();return e===0?(this._x=0,this._y=0,this._z=0,this._w=1):(e=1/e,this._x=this._x*e,this._y=this._y*e,this._z=this._z*e,this._w=this._w*e),this._onChangeCallback(),this}multiply(e){return this.multiplyQuaternions(this,e)}premultiply(e){return this.multiplyQuaternions(e,this)}multiplyQuaternions(e,t){const i=e._x,s=e._y,r=e._z,a=e._w,o=t._x,l=t._y,c=t._z,h=t._w;return this._x=i*h+a*o+s*c-r*l,this._y=s*h+a*l+r*o-i*c,this._z=r*h+a*c+i*l-s*o,this._w=a*h-i*o-s*l-r*c,this._onChangeCallback(),this}slerp(e,t){if(t<=0)return this;if(t>=1)return this.copy(e);let i=e._x,s=e._y,r=e._z,a=e._w,o=this.dot(e);o<0&&(i=-i,s=-s,r=-r,a=-a,o=-o);let l=1-t;if(o<.9995){const c=Math.acos(o),h=Math.sin(c);l=Math.sin(l*c)/h,t=Math.sin(t*c)/h,this._x=this._x*l+i*t,this._y=this._y*l+s*t,this._z=this._z*l+r*t,this._w=this._w*l+a*t,this._onChangeCallback()}else this._x=this._x*l+i*t,this._y=this._y*l+s*t,this._z=this._z*l+r*t,this._w=this._w*l+a*t,this.normalize();return this}slerpQuaternions(e,t,i){return this.copy(e).slerp(t,i)}random(){const e=2*Math.PI*Math.random(),t=2*Math.PI*Math.random(),i=Math.random(),s=Math.sqrt(1-i),r=Math.sqrt(i);return this.set(s*Math.sin(e),s*Math.cos(e),r*Math.sin(t),r*Math.cos(t))}equals(e){return e._x===this._x&&e._y===this._y&&e._z===this._z&&e._w===this._w}fromArray(e,t=0){return this._x=e[t],this._y=e[t+1],this._z=e[t+2],this._w=e[t+3],this._onChangeCallback(),this}toArray(e=[],t=0){return e[t]=this._x,e[t+1]=this._y,e[t+2]=this._z,e[t+3]=this._w,e}fromBufferAttribute(e,t){return this._x=e.getX(t),this._y=e.getY(t),this._z=e.getZ(t),this._w=e.getW(t),this._onChangeCallback(),this}toJSON(){return this.toArray()}_onChange(e){return this._onChangeCallback=e,this}_onChangeCallback(){}*[Symbol.iterator](){yield this._x,yield this._y,yield this._z,yield this._w}}class w{constructor(e=0,t=0,i=0){w.prototype.isVector3=!0,this.x=e,this.y=t,this.z=i}set(e,t,i){return i===void 0&&(i=this.z),this.x=e,this.y=t,this.z=i,this}setScalar(e){return this.x=e,this.y=e,this.z=e,this}setX(e){return this.x=e,this}setY(e){return this.y=e,this}setZ(e){return this.z=e,this}setComponent(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;case 2:this.z=t;break;default:throw new Error("index is out of range: "+e)}return this}getComponent(e){switch(e){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw new Error("index is out of range: "+e)}}clone(){return new this.constructor(this.x,this.y,this.z)}copy(e){return this.x=e.x,this.y=e.y,this.z=e.z,this}add(e){return this.x+=e.x,this.y+=e.y,this.z+=e.z,this}addScalar(e){return this.x+=e,this.y+=e,this.z+=e,this}addVectors(e,t){return this.x=e.x+t.x,this.y=e.y+t.y,this.z=e.z+t.z,this}addScaledVector(e,t){return this.x+=e.x*t,this.y+=e.y*t,this.z+=e.z*t,this}sub(e){return this.x-=e.x,this.y-=e.y,this.z-=e.z,this}subScalar(e){return this.x-=e,this.y-=e,this.z-=e,this}subVectors(e,t){return this.x=e.x-t.x,this.y=e.y-t.y,this.z=e.z-t.z,this}multiply(e){return this.x*=e.x,this.y*=e.y,this.z*=e.z,this}multiplyScalar(e){return this.x*=e,this.y*=e,this.z*=e,this}multiplyVectors(e,t){return this.x=e.x*t.x,this.y=e.y*t.y,this.z=e.z*t.z,this}applyEuler(e){return this.applyQuaternion(Fl.setFromEuler(e))}applyAxisAngle(e,t){return this.applyQuaternion(Fl.setFromAxisAngle(e,t))}applyMatrix3(e){const t=this.x,i=this.y,s=this.z,r=e.elements;return this.x=r[0]*t+r[3]*i+r[6]*s,this.y=r[1]*t+r[4]*i+r[7]*s,this.z=r[2]*t+r[5]*i+r[8]*s,this}applyNormalMatrix(e){return this.applyMatrix3(e).normalize()}applyMatrix4(e){const t=this.x,i=this.y,s=this.z,r=e.elements,a=1/(r[3]*t+r[7]*i+r[11]*s+r[15]);return this.x=(r[0]*t+r[4]*i+r[8]*s+r[12])*a,this.y=(r[1]*t+r[5]*i+r[9]*s+r[13])*a,this.z=(r[2]*t+r[6]*i+r[10]*s+r[14])*a,this}applyQuaternion(e){const t=this.x,i=this.y,s=this.z,r=e.x,a=e.y,o=e.z,l=e.w,c=2*(a*s-o*i),h=2*(o*t-r*s),u=2*(r*i-a*t);return this.x=t+l*c+a*u-o*h,this.y=i+l*h+o*c-r*u,this.z=s+l*u+r*h-a*c,this}project(e){return this.applyMatrix4(e.matrixWorldInverse).applyMatrix4(e.projectionMatrix)}unproject(e){return this.applyMatrix4(e.projectionMatrixInverse).applyMatrix4(e.matrixWorld)}transformDirection(e){const t=this.x,i=this.y,s=this.z,r=e.elements;return this.x=r[0]*t+r[4]*i+r[8]*s,this.y=r[1]*t+r[5]*i+r[9]*s,this.z=r[2]*t+r[6]*i+r[10]*s,this.normalize()}divide(e){return this.x/=e.x,this.y/=e.y,this.z/=e.z,this}divideScalar(e){return this.multiplyScalar(1/e)}min(e){return this.x=Math.min(this.x,e.x),this.y=Math.min(this.y,e.y),this.z=Math.min(this.z,e.z),this}max(e){return this.x=Math.max(this.x,e.x),this.y=Math.max(this.y,e.y),this.z=Math.max(this.z,e.z),this}clamp(e,t){return this.x=Fe(this.x,e.x,t.x),this.y=Fe(this.y,e.y,t.y),this.z=Fe(this.z,e.z,t.z),this}clampScalar(e,t){return this.x=Fe(this.x,e,t),this.y=Fe(this.y,e,t),this.z=Fe(this.z,e,t),this}clampLength(e,t){const i=this.length();return this.divideScalar(i||1).multiplyScalar(Fe(i,e,t))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this}roundToZero(){return this.x=Math.trunc(this.x),this.y=Math.trunc(this.y),this.z=Math.trunc(this.z),this}negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this}dot(e){return this.x*e.x+this.y*e.y+this.z*e.z}lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z}length(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)}normalize(){return this.divideScalar(this.length()||1)}setLength(e){return this.normalize().multiplyScalar(e)}lerp(e,t){return this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this.z+=(e.z-this.z)*t,this}lerpVectors(e,t,i){return this.x=e.x+(t.x-e.x)*i,this.y=e.y+(t.y-e.y)*i,this.z=e.z+(t.z-e.z)*i,this}cross(e){return this.crossVectors(this,e)}crossVectors(e,t){const i=e.x,s=e.y,r=e.z,a=t.x,o=t.y,l=t.z;return this.x=s*l-r*o,this.y=r*a-i*l,this.z=i*o-s*a,this}projectOnVector(e){const t=e.lengthSq();if(t===0)return this.set(0,0,0);const i=e.dot(this)/t;return this.copy(e).multiplyScalar(i)}projectOnPlane(e){return ja.copy(this).projectOnVector(e),this.sub(ja)}reflect(e){return this.sub(ja.copy(e).multiplyScalar(2*this.dot(e)))}angleTo(e){const t=Math.sqrt(this.lengthSq()*e.lengthSq());if(t===0)return Math.PI/2;const i=this.dot(e)/t;return Math.acos(Fe(i,-1,1))}distanceTo(e){return Math.sqrt(this.distanceToSquared(e))}distanceToSquared(e){const t=this.x-e.x,i=this.y-e.y,s=this.z-e.z;return t*t+i*i+s*s}manhattanDistanceTo(e){return Math.abs(this.x-e.x)+Math.abs(this.y-e.y)+Math.abs(this.z-e.z)}setFromSpherical(e){return this.setFromSphericalCoords(e.radius,e.phi,e.theta)}setFromSphericalCoords(e,t,i){const s=Math.sin(t)*e;return this.x=s*Math.sin(i),this.y=Math.cos(t)*e,this.z=s*Math.cos(i),this}setFromCylindrical(e){return this.setFromCylindricalCoords(e.radius,e.theta,e.y)}setFromCylindricalCoords(e,t,i){return this.x=e*Math.sin(t),this.y=i,this.z=e*Math.cos(t),this}setFromMatrixPosition(e){const t=e.elements;return this.x=t[12],this.y=t[13],this.z=t[14],this}setFromMatrixScale(e){const t=this.setFromMatrixColumn(e,0).length(),i=this.setFromMatrixColumn(e,1).length(),s=this.setFromMatrixColumn(e,2).length();return this.x=t,this.y=i,this.z=s,this}setFromMatrixColumn(e,t){return this.fromArray(e.elements,t*4)}setFromMatrix3Column(e,t){return this.fromArray(e.elements,t*3)}setFromEuler(e){return this.x=e._x,this.y=e._y,this.z=e._z,this}setFromColor(e){return this.x=e.r,this.y=e.g,this.z=e.b,this}equals(e){return e.x===this.x&&e.y===this.y&&e.z===this.z}fromArray(e,t=0){return this.x=e[t],this.y=e[t+1],this.z=e[t+2],this}toArray(e=[],t=0){return e[t]=this.x,e[t+1]=this.y,e[t+2]=this.z,e}fromBufferAttribute(e,t){return this.x=e.getX(t),this.y=e.getY(t),this.z=e.getZ(t),this}random(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this}randomDirection(){const e=Math.random()*Math.PI*2,t=Math.random()*2-1,i=Math.sqrt(1-t*t);return this.x=i*Math.cos(e),this.y=t,this.z=i*Math.sin(e),this}*[Symbol.iterator](){yield this.x,yield this.y,yield this.z}}const ja=new w,Fl=new hi;class ke{constructor(e,t,i,s,r,a,o,l,c){ke.prototype.isMatrix3=!0,this.elements=[1,0,0,0,1,0,0,0,1],e!==void 0&&this.set(e,t,i,s,r,a,o,l,c)}set(e,t,i,s,r,a,o,l,c){const h=this.elements;return h[0]=e,h[1]=s,h[2]=o,h[3]=t,h[4]=r,h[5]=l,h[6]=i,h[7]=a,h[8]=c,this}identity(){return this.set(1,0,0,0,1,0,0,0,1),this}copy(e){const t=this.elements,i=e.elements;return t[0]=i[0],t[1]=i[1],t[2]=i[2],t[3]=i[3],t[4]=i[4],t[5]=i[5],t[6]=i[6],t[7]=i[7],t[8]=i[8],this}extractBasis(e,t,i){return e.setFromMatrix3Column(this,0),t.setFromMatrix3Column(this,1),i.setFromMatrix3Column(this,2),this}setFromMatrix4(e){const t=e.elements;return this.set(t[0],t[4],t[8],t[1],t[5],t[9],t[2],t[6],t[10]),this}multiply(e){return this.multiplyMatrices(this,e)}premultiply(e){return this.multiplyMatrices(e,this)}multiplyMatrices(e,t){const i=e.elements,s=t.elements,r=this.elements,a=i[0],o=i[3],l=i[6],c=i[1],h=i[4],u=i[7],d=i[2],m=i[5],g=i[8],v=s[0],f=s[3],p=s[6],b=s[1],_=s[4],E=s[7],R=s[2],T=s[5],A=s[8];return r[0]=a*v+o*b+l*R,r[3]=a*f+o*_+l*T,r[6]=a*p+o*E+l*A,r[1]=c*v+h*b+u*R,r[4]=c*f+h*_+u*T,r[7]=c*p+h*E+u*A,r[2]=d*v+m*b+g*R,r[5]=d*f+m*_+g*T,r[8]=d*p+m*E+g*A,this}multiplyScalar(e){const t=this.elements;return t[0]*=e,t[3]*=e,t[6]*=e,t[1]*=e,t[4]*=e,t[7]*=e,t[2]*=e,t[5]*=e,t[8]*=e,this}determinant(){const e=this.elements,t=e[0],i=e[1],s=e[2],r=e[3],a=e[4],o=e[5],l=e[6],c=e[7],h=e[8];return t*a*h-t*o*c-i*r*h+i*o*l+s*r*c-s*a*l}invert(){const e=this.elements,t=e[0],i=e[1],s=e[2],r=e[3],a=e[4],o=e[5],l=e[6],c=e[7],h=e[8],u=h*a-o*c,d=o*l-h*r,m=c*r-a*l,g=t*u+i*d+s*m;if(g===0)return this.set(0,0,0,0,0,0,0,0,0);const v=1/g;return e[0]=u*v,e[1]=(s*c-h*i)*v,e[2]=(o*i-s*a)*v,e[3]=d*v,e[4]=(h*t-s*l)*v,e[5]=(s*r-o*t)*v,e[6]=m*v,e[7]=(i*l-c*t)*v,e[8]=(a*t-i*r)*v,this}transpose(){let e;const t=this.elements;return e=t[1],t[1]=t[3],t[3]=e,e=t[2],t[2]=t[6],t[6]=e,e=t[5],t[5]=t[7],t[7]=e,this}getNormalMatrix(e){return this.setFromMatrix4(e).invert().transpose()}transposeIntoArray(e){const t=this.elements;return e[0]=t[0],e[1]=t[3],e[2]=t[6],e[3]=t[1],e[4]=t[4],e[5]=t[7],e[6]=t[2],e[7]=t[5],e[8]=t[8],this}setUvTransform(e,t,i,s,r,a,o){const l=Math.cos(r),c=Math.sin(r);return this.set(i*l,i*c,-i*(l*a+c*o)+a+e,-s*c,s*l,-s*(-c*a+l*o)+o+t,0,0,1),this}scale(e,t){return this.premultiply(Xa.makeScale(e,t)),this}rotate(e){return this.premultiply(Xa.makeRotation(-e)),this}translate(e,t){return this.premultiply(Xa.makeTranslation(e,t)),this}makeTranslation(e,t){return e.isVector2?this.set(1,0,e.x,0,1,e.y,0,0,1):this.set(1,0,e,0,1,t,0,0,1),this}makeRotation(e){const t=Math.cos(e),i=Math.sin(e);return this.set(t,-i,0,i,t,0,0,0,1),this}makeScale(e,t){return this.set(e,0,0,0,t,0,0,0,1),this}equals(e){const t=this.elements,i=e.elements;for(let s=0;s<9;s++)if(t[s]!==i[s])return!1;return!0}fromArray(e,t=0){for(let i=0;i<9;i++)this.elements[i]=e[i+t];return this}toArray(e=[],t=0){const i=this.elements;return e[t]=i[0],e[t+1]=i[1],e[t+2]=i[2],e[t+3]=i[3],e[t+4]=i[4],e[t+5]=i[5],e[t+6]=i[6],e[t+7]=i[7],e[t+8]=i[8],e}clone(){return new this.constructor().fromArray(this.elements)}}const Xa=new ke,zl=new ke().set(.4123908,.3575843,.1804808,.212639,.7151687,.0721923,.0193308,.1191948,.9505322),Hl=new ke().set(3.2409699,-1.5373832,-.4986108,-.9692436,1.8759675,.0415551,.0556301,-.203977,1.0569715);function $u(){const n={enabled:!0,workingColorSpace:Ot,spaces:{},convert:function(s,r,a){return this.enabled===!1||r===a||!r||!a||(this.spaces[r].transfer===it&&(s.r=Ni(s.r),s.g=Ni(s.g),s.b=Ni(s.b)),this.spaces[r].primaries!==this.spaces[a].primaries&&(s.applyMatrix3(this.spaces[r].toXYZ),s.applyMatrix3(this.spaces[a].fromXYZ)),this.spaces[a].transfer===it&&(s.r=Ds(s.r),s.g=Ds(s.g),s.b=Ds(s.b))),s},workingToColorSpace:function(s,r){return this.convert(s,this.workingColorSpace,r)},colorSpaceToWorking:function(s,r){return this.convert(s,r,this.workingColorSpace)},getPrimaries:function(s){return this.spaces[s].primaries},getTransfer:function(s){return s===Zi?Kn:this.spaces[s].transfer},getToneMappingMode:function(s){return this.spaces[s].outputColorSpaceConfig.toneMappingMode||"standard"},getLuminanceCoefficients:function(s,r=this.workingColorSpace){return s.fromArray(this.spaces[r].luminanceCoefficients)},define:function(s){Object.assign(this.spaces,s)},_getMatrix:function(s,r,a){return s.copy(this.spaces[r].toXYZ).multiply(this.spaces[a].fromXYZ)},_getDrawingBufferColorSpace:function(s){return this.spaces[s].outputColorSpaceConfig.drawingBufferColorSpace},_getUnpackColorSpace:function(s=this.workingColorSpace){return this.spaces[s].workingColorSpaceConfig.unpackColorSpace},fromWorkingColorSpace:function(s,r){return _n("ColorManagement: .fromWorkingColorSpace() has been renamed to .workingToColorSpace()."),n.workingToColorSpace(s,r)},toWorkingColorSpace:function(s,r){return _n("ColorManagement: .toWorkingColorSpace() has been renamed to .colorSpaceToWorking()."),n.colorSpaceToWorking(s,r)}},e=[.64,.33,.3,.6,.15,.06],t=[.2126,.7152,.0722],i=[.3127,.329];return n.define({[Ot]:{primaries:e,whitePoint:i,transfer:Kn,toXYZ:zl,fromXYZ:Hl,luminanceCoefficients:t,workingColorSpaceConfig:{unpackColorSpace:At},outputColorSpaceConfig:{drawingBufferColorSpace:At}},[At]:{primaries:e,whitePoint:i,transfer:it,toXYZ:zl,fromXYZ:Hl,luminanceCoefficients:t,outputColorSpaceConfig:{drawingBufferColorSpace:At}}}),n}const Xe=$u();function Ni(n){return n<.04045?n*.0773993808:Math.pow(n*.9478672986+.0521327014,2.4)}function Ds(n){return n<.0031308?n*12.92:1.055*Math.pow(n,.41666)-.055}let Is;class Ju{static getDataURL(e,t="image/png"){if(/^data:/i.test(e.src)||typeof HTMLCanvasElement>"u")return e.src;let i;if(e instanceof HTMLCanvasElement)i=e;else{Is===void 0&&(Is=vn("canvas")),Is.width=e.width,Is.height=e.height;const s=Is.getContext("2d");e instanceof ImageData?s.putImageData(e,0,0):s.drawImage(e,0,0,e.width,e.height),i=Is}return i.toDataURL(t)}static sRGBToLinear(e){if(typeof HTMLImageElement<"u"&&e instanceof HTMLImageElement||typeof HTMLCanvasElement<"u"&&e instanceof HTMLCanvasElement||typeof ImageBitmap<"u"&&e instanceof ImageBitmap){const t=vn("canvas");t.width=e.width,t.height=e.height;const i=t.getContext("2d");i.drawImage(e,0,0,e.width,e.height);const s=i.getImageData(0,0,e.width,e.height),r=s.data;for(let a=0;a1),this.pmremVersion=0}get width(){return this.source.getSize(Ya).x}get height(){return this.source.getSize(Ya).y}get depth(){return this.source.getSize(Ya).z}get image(){return this.source.data}set image(e=null){this.source.data=e}updateMatrix(){this.matrix.setUvTransform(this.offset.x,this.offset.y,this.repeat.x,this.repeat.y,this.rotation,this.center.x,this.center.y)}addUpdateRange(e,t){this.updateRanges.push({start:e,count:t})}clearUpdateRanges(){this.updateRanges.length=0}clone(){return new this.constructor().copy(this)}copy(e){return this.name=e.name,this.source=e.source,this.mipmaps=e.mipmaps.slice(0),this.mapping=e.mapping,this.channel=e.channel,this.wrapS=e.wrapS,this.wrapT=e.wrapT,this.magFilter=e.magFilter,this.minFilter=e.minFilter,this.anisotropy=e.anisotropy,this.format=e.format,this.internalFormat=e.internalFormat,this.type=e.type,this.offset.copy(e.offset),this.repeat.copy(e.repeat),this.center.copy(e.center),this.rotation=e.rotation,this.matrixAutoUpdate=e.matrixAutoUpdate,this.matrix.copy(e.matrix),this.generateMipmaps=e.generateMipmaps,this.premultiplyAlpha=e.premultiplyAlpha,this.flipY=e.flipY,this.unpackAlignment=e.unpackAlignment,this.colorSpace=e.colorSpace,this.renderTarget=e.renderTarget,this.isRenderTargetTexture=e.isRenderTargetTexture,this.isArrayTexture=e.isArrayTexture,this.userData=JSON.parse(JSON.stringify(e.userData)),this.needsUpdate=!0,this}setValues(e){for(const t in e){const i=e[t];if(i===void 0){Me(`Texture.setValues(): parameter '${t}' has value of undefined.`);continue}const s=this[t];if(s===void 0){Me(`Texture.setValues(): property '${t}' does not exist.`);continue}s&&i&&s.isVector2&&i.isVector2||s&&i&&s.isVector3&&i.isVector3||s&&i&&s.isMatrix3&&i.isMatrix3?s.copy(i):this[t]=i}}toJSON(e){const t=e===void 0||typeof e=="string";if(!t&&e.textures[this.uuid]!==void 0)return e.textures[this.uuid];const i={metadata:{version:4.7,type:"Texture",generator:"Texture.toJSON"},uuid:this.uuid,name:this.name,image:this.source.toJSON(e).uuid,mapping:this.mapping,channel:this.channel,repeat:[this.repeat.x,this.repeat.y],offset:[this.offset.x,this.offset.y],center:[this.center.x,this.center.y],rotation:this.rotation,wrap:[this.wrapS,this.wrapT],format:this.format,internalFormat:this.internalFormat,type:this.type,colorSpace:this.colorSpace,minFilter:this.minFilter,magFilter:this.magFilter,anisotropy:this.anisotropy,flipY:this.flipY,generateMipmaps:this.generateMipmaps,premultiplyAlpha:this.premultiplyAlpha,unpackAlignment:this.unpackAlignment};return Object.keys(this.userData).length>0&&(i.userData=this.userData),t||(e.textures[this.uuid]=i),i}dispose(){this.dispatchEvent({type:"dispose"})}transformUv(e){if(this.mapping!==yl)return e;if(e.applyMatrix3(this.matrix),e.x<0||e.x>1)switch(this.wrapS){case Ti:e.x=e.x-Math.floor(e.x);break;case ei:e.x=e.x<0?0:1;break;case Gn:Math.abs(Math.floor(e.x)%2)===1?e.x=Math.ceil(e.x)-e.x:e.x=e.x-Math.floor(e.x);break}if(e.y<0||e.y>1)switch(this.wrapT){case Ti:e.y=e.y-Math.floor(e.y);break;case ei:e.y=e.y<0?0:1;break;case Gn:Math.abs(Math.floor(e.y)%2)===1?e.y=Math.ceil(e.y)-e.y:e.y=e.y-Math.floor(e.y);break}return this.flipY&&(e.y=1-e.y),e}set needsUpdate(e){e===!0&&(this.version++,this.source.needsUpdate=!0)}set needsPMREMUpdate(e){e===!0&&this.pmremVersion++}}Rt.DEFAULT_IMAGE=null,Rt.DEFAULT_MAPPING=yl,Rt.DEFAULT_ANISOTROPY=1;class $e{constructor(e=0,t=0,i=0,s=1){$e.prototype.isVector4=!0,this.x=e,this.y=t,this.z=i,this.w=s}get width(){return this.z}set width(e){this.z=e}get height(){return this.w}set height(e){this.w=e}set(e,t,i,s){return this.x=e,this.y=t,this.z=i,this.w=s,this}setScalar(e){return this.x=e,this.y=e,this.z=e,this.w=e,this}setX(e){return this.x=e,this}setY(e){return this.y=e,this}setZ(e){return this.z=e,this}setW(e){return this.w=e,this}setComponent(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;case 2:this.z=t;break;case 3:this.w=t;break;default:throw new Error("index is out of range: "+e)}return this}getComponent(e){switch(e){case 0:return this.x;case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw new Error("index is out of range: "+e)}}clone(){return new this.constructor(this.x,this.y,this.z,this.w)}copy(e){return this.x=e.x,this.y=e.y,this.z=e.z,this.w=e.w!==void 0?e.w:1,this}add(e){return this.x+=e.x,this.y+=e.y,this.z+=e.z,this.w+=e.w,this}addScalar(e){return this.x+=e,this.y+=e,this.z+=e,this.w+=e,this}addVectors(e,t){return this.x=e.x+t.x,this.y=e.y+t.y,this.z=e.z+t.z,this.w=e.w+t.w,this}addScaledVector(e,t){return this.x+=e.x*t,this.y+=e.y*t,this.z+=e.z*t,this.w+=e.w*t,this}sub(e){return this.x-=e.x,this.y-=e.y,this.z-=e.z,this.w-=e.w,this}subScalar(e){return this.x-=e,this.y-=e,this.z-=e,this.w-=e,this}subVectors(e,t){return this.x=e.x-t.x,this.y=e.y-t.y,this.z=e.z-t.z,this.w=e.w-t.w,this}multiply(e){return this.x*=e.x,this.y*=e.y,this.z*=e.z,this.w*=e.w,this}multiplyScalar(e){return this.x*=e,this.y*=e,this.z*=e,this.w*=e,this}applyMatrix4(e){const t=this.x,i=this.y,s=this.z,r=this.w,a=e.elements;return this.x=a[0]*t+a[4]*i+a[8]*s+a[12]*r,this.y=a[1]*t+a[5]*i+a[9]*s+a[13]*r,this.z=a[2]*t+a[6]*i+a[10]*s+a[14]*r,this.w=a[3]*t+a[7]*i+a[11]*s+a[15]*r,this}divide(e){return this.x/=e.x,this.y/=e.y,this.z/=e.z,this.w/=e.w,this}divideScalar(e){return this.multiplyScalar(1/e)}setAxisAngleFromQuaternion(e){this.w=2*Math.acos(e.w);const t=Math.sqrt(1-e.w*e.w);return t<1e-4?(this.x=1,this.y=0,this.z=0):(this.x=e.x/t,this.y=e.y/t,this.z=e.z/t),this}setAxisAngleFromRotationMatrix(e){let t,i,s,r;const a=e.elements,o=a[0],l=a[4],c=a[8],h=a[1],u=a[5],d=a[9],m=a[2],g=a[6],v=a[10];if(Math.abs(l-h)<.01&&Math.abs(c-m)<.01&&Math.abs(d-g)<.01){if(Math.abs(l+h)<.1&&Math.abs(c+m)<.1&&Math.abs(d+g)<.1&&Math.abs(o+u+v-3)<.1)return this.set(1,0,0,0),this;t=Math.PI;const p=(o+1)/2,b=(u+1)/2,_=(v+1)/2,E=(l+h)/4,R=(c+m)/4,T=(d+g)/4;return p>b&&p>_?p<.01?(i=0,s=.707106781,r=.707106781):(i=Math.sqrt(p),s=E/i,r=R/i):b>_?b<.01?(i=.707106781,s=0,r=.707106781):(s=Math.sqrt(b),i=E/s,r=T/s):_<.01?(i=.707106781,s=.707106781,r=0):(r=Math.sqrt(_),i=R/r,s=T/r),this.set(i,s,r,t),this}let f=Math.sqrt((g-d)*(g-d)+(c-m)*(c-m)+(h-l)*(h-l));return Math.abs(f)<.001&&(f=1),this.x=(g-d)/f,this.y=(c-m)/f,this.z=(h-l)/f,this.w=Math.acos((o+u+v-1)/2),this}setFromMatrixPosition(e){const t=e.elements;return this.x=t[12],this.y=t[13],this.z=t[14],this.w=t[15],this}min(e){return this.x=Math.min(this.x,e.x),this.y=Math.min(this.y,e.y),this.z=Math.min(this.z,e.z),this.w=Math.min(this.w,e.w),this}max(e){return this.x=Math.max(this.x,e.x),this.y=Math.max(this.y,e.y),this.z=Math.max(this.z,e.z),this.w=Math.max(this.w,e.w),this}clamp(e,t){return this.x=Fe(this.x,e.x,t.x),this.y=Fe(this.y,e.y,t.y),this.z=Fe(this.z,e.z,t.z),this.w=Fe(this.w,e.w,t.w),this}clampScalar(e,t){return this.x=Fe(this.x,e,t),this.y=Fe(this.y,e,t),this.z=Fe(this.z,e,t),this.w=Fe(this.w,e,t),this}clampLength(e,t){const i=this.length();return this.divideScalar(i||1).multiplyScalar(Fe(i,e,t))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this.w=Math.floor(this.w),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this.w=Math.ceil(this.w),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this.w=Math.round(this.w),this}roundToZero(){return this.x=Math.trunc(this.x),this.y=Math.trunc(this.y),this.z=Math.trunc(this.z),this.w=Math.trunc(this.w),this}negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this.w=-this.w,this}dot(e){return this.x*e.x+this.y*e.y+this.z*e.z+this.w*e.w}lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w}length(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)+Math.abs(this.w)}normalize(){return this.divideScalar(this.length()||1)}setLength(e){return this.normalize().multiplyScalar(e)}lerp(e,t){return this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this.z+=(e.z-this.z)*t,this.w+=(e.w-this.w)*t,this}lerpVectors(e,t,i){return this.x=e.x+(t.x-e.x)*i,this.y=e.y+(t.y-e.y)*i,this.z=e.z+(t.z-e.z)*i,this.w=e.w+(t.w-e.w)*i,this}equals(e){return e.x===this.x&&e.y===this.y&&e.z===this.z&&e.w===this.w}fromArray(e,t=0){return this.x=e[t],this.y=e[t+1],this.z=e[t+2],this.w=e[t+3],this}toArray(e=[],t=0){return e[t]=this.x,e[t+1]=this.y,e[t+2]=this.z,e[t+3]=this.w,e}fromBufferAttribute(e,t){return this.x=e.getX(t),this.y=e.getY(t),this.z=e.getZ(t),this.w=e.getW(t),this}random(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this.w=Math.random(),this}*[Symbol.iterator](){yield this.x,yield this.y,yield this.z,yield this.w}}class td extends ls{constructor(e=1,t=1,i={}){super(),i=Object.assign({generateMipmaps:!1,internalFormat:null,minFilter:yt,depthBuffer:!0,stencilBuffer:!1,resolveDepthBuffer:!0,resolveStencilBuffer:!0,depthTexture:null,samples:0,count:1,depth:1,multiview:!1},i),this.isRenderTarget=!0,this.width=e,this.height=t,this.depth=i.depth,this.scissor=new $e(0,0,e,t),this.scissorTest=!1,this.viewport=new $e(0,0,e,t);const s={width:e,height:t,depth:i.depth},r=new Rt(s);this.textures=[];const a=i.count;for(let o=0;o1);this.dispose()}this.viewport.set(0,0,e,t),this.scissor.set(0,0,e,t)}clone(){return new this.constructor().copy(this)}copy(e){this.width=e.width,this.height=e.height,this.depth=e.depth,this.scissor.copy(e.scissor),this.scissorTest=e.scissorTest,this.viewport.copy(e.viewport),this.textures.length=0;for(let t=0,i=e.textures.length;t=this.min.x&&e.x<=this.max.x&&e.y>=this.min.y&&e.y<=this.max.y&&e.z>=this.min.z&&e.z<=this.max.z}containsBox(e){return this.min.x<=e.min.x&&e.max.x<=this.max.x&&this.min.y<=e.min.y&&e.max.y<=this.max.y&&this.min.z<=e.min.z&&e.max.z<=this.max.z}getParameter(e,t){return t.set((e.x-this.min.x)/(this.max.x-this.min.x),(e.y-this.min.y)/(this.max.y-this.min.y),(e.z-this.min.z)/(this.max.z-this.min.z))}intersectsBox(e){return e.max.x>=this.min.x&&e.min.x<=this.max.x&&e.max.y>=this.min.y&&e.min.y<=this.max.y&&e.max.z>=this.min.z&&e.min.z<=this.max.z}intersectsSphere(e){return this.clampPoint(e.center,ui),ui.distanceToSquared(e.center)<=e.radius*e.radius}intersectsPlane(e){let t,i;return e.normal.x>0?(t=e.normal.x*this.min.x,i=e.normal.x*this.max.x):(t=e.normal.x*this.max.x,i=e.normal.x*this.min.x),e.normal.y>0?(t+=e.normal.y*this.min.y,i+=e.normal.y*this.max.y):(t+=e.normal.y*this.max.y,i+=e.normal.y*this.min.y),e.normal.z>0?(t+=e.normal.z*this.min.z,i+=e.normal.z*this.max.z):(t+=e.normal.z*this.max.z,i+=e.normal.z*this.min.z),t<=-e.constant&&i>=-e.constant}intersectsTriangle(e){if(this.isEmpty())return!1;this.getCenter(yn),er.subVectors(this.max,yn),Us.subVectors(e.a,yn),Ns.subVectors(e.b,yn),Bs.subVectors(e.c,yn),Yi.subVectors(Ns,Us),Ki.subVectors(Bs,Ns),cs.subVectors(Us,Bs);let t=[0,-Yi.z,Yi.y,0,-Ki.z,Ki.y,0,-cs.z,cs.y,Yi.z,0,-Yi.x,Ki.z,0,-Ki.x,cs.z,0,-cs.x,-Yi.y,Yi.x,0,-Ki.y,Ki.x,0,-cs.y,cs.x,0];return!Ka(t,Us,Ns,Bs,er)||(t=[1,0,0,0,1,0,0,0,1],!Ka(t,Us,Ns,Bs,er))?!1:(tr.crossVectors(Yi,Ki),t=[tr.x,tr.y,tr.z],Ka(t,Us,Ns,Bs,er))}clampPoint(e,t){return t.copy(e).clamp(this.min,this.max)}distanceToPoint(e){return this.clampPoint(e,ui).distanceTo(e)}getBoundingSphere(e){return this.isEmpty()?e.makeEmpty():(this.getCenter(e.center),e.radius=this.getSize(ui).length()*.5),e}intersect(e){return this.min.max(e.min),this.max.min(e.max),this.isEmpty()&&this.makeEmpty(),this}union(e){return this.min.min(e.min),this.max.max(e.max),this}applyMatrix4(e){return this.isEmpty()?this:(Bi[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(e),Bi[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(e),Bi[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(e),Bi[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(e),Bi[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(e),Bi[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(e),Bi[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(e),Bi[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(e),this.setFromPoints(Bi),this)}translate(e){return this.min.add(e),this.max.add(e),this}equals(e){return e.min.equals(this.min)&&e.max.equals(this.max)}toJSON(){return{min:this.min.toArray(),max:this.max.toArray()}}fromJSON(e){return this.min.fromArray(e.min),this.max.fromArray(e.max),this}}const Bi=[new w,new w,new w,new w,new w,new w,new w,new w],ui=new w,Qn=new Pt,Us=new w,Ns=new w,Bs=new w,Yi=new w,Ki=new w,cs=new w,yn=new w,er=new w,tr=new w,hs=new w;function Ka(n,e,t,i,s){for(let r=0,a=n.length-3;r<=a;r+=3){hs.fromArray(n,r);const o=s.x*Math.abs(hs.x)+s.y*Math.abs(hs.y)+s.z*Math.abs(hs.z),l=e.dot(hs),c=t.dot(hs),h=i.dot(hs);if(Math.max(-Math.max(l,c,h),Math.min(l,c,h))>o)return!1}return!0}const sd=new Pt,Mn=new w,$a=new w;class Ci{constructor(e=new w,t=-1){this.isSphere=!0,this.center=e,this.radius=t}set(e,t){return this.center.copy(e),this.radius=t,this}setFromPoints(e,t){const i=this.center;t!==void 0?i.copy(t):sd.setFromPoints(e).getCenter(i);let s=0;for(let r=0,a=e.length;rthis.radius*this.radius&&(t.sub(this.center).normalize(),t.multiplyScalar(this.radius).add(this.center)),t}getBoundingBox(e){return this.isEmpty()?(e.makeEmpty(),e):(e.set(this.center,this.center),e.expandByScalar(this.radius),e)}applyMatrix4(e){return this.center.applyMatrix4(e),this.radius=this.radius*e.getMaxScaleOnAxis(),this}translate(e){return this.center.add(e),this}expandByPoint(e){if(this.isEmpty())return this.center.copy(e),this.radius=0,this;Mn.subVectors(e,this.center);const t=Mn.lengthSq();if(t>this.radius*this.radius){const i=Math.sqrt(t),s=(i-this.radius)*.5;this.center.addScaledVector(Mn,s/i),this.radius+=s}return this}union(e){return e.isEmpty()?this:this.isEmpty()?(this.copy(e),this):(this.center.equals(e.center)===!0?this.radius=Math.max(this.radius,e.radius):($a.subVectors(e.center,this.center).setLength(e.radius),this.expandByPoint(Mn.copy(e.center).add($a)),this.expandByPoint(Mn.copy(e.center).sub($a))),this)}equals(e){return e.center.equals(this.center)&&e.radius===this.radius}clone(){return new this.constructor().copy(this)}toJSON(){return{radius:this.radius,center:this.center.toArray()}}fromJSON(e){return this.radius=e.radius,this.center.fromArray(e.center),this}}const Oi=new w,Ja=new w,ir=new w,$i=new w,Qa=new w,sr=new w,eo=new w;class Os{constructor(e=new w,t=new w(0,0,-1)){this.origin=e,this.direction=t}set(e,t){return this.origin.copy(e),this.direction.copy(t),this}copy(e){return this.origin.copy(e.origin),this.direction.copy(e.direction),this}at(e,t){return t.copy(this.origin).addScaledVector(this.direction,e)}lookAt(e){return this.direction.copy(e).sub(this.origin).normalize(),this}recast(e){return this.origin.copy(this.at(e,Oi)),this}closestPointToPoint(e,t){t.subVectors(e,this.origin);const i=t.dot(this.direction);return i<0?t.copy(this.origin):t.copy(this.origin).addScaledVector(this.direction,i)}distanceToPoint(e){return Math.sqrt(this.distanceSqToPoint(e))}distanceSqToPoint(e){const t=Oi.subVectors(e,this.origin).dot(this.direction);return t<0?this.origin.distanceToSquared(e):(Oi.copy(this.origin).addScaledVector(this.direction,t),Oi.distanceToSquared(e))}distanceSqToSegment(e,t,i,s){Ja.copy(e).add(t).multiplyScalar(.5),ir.copy(t).sub(e).normalize(),$i.copy(this.origin).sub(Ja);const r=e.distanceTo(t)*.5,a=-this.direction.dot(ir),o=$i.dot(this.direction),l=-$i.dot(ir),c=$i.lengthSq(),h=Math.abs(1-a*a);let u,d,m,g;if(h>0)if(u=a*l-o,d=a*o-l,g=r*h,u>=0)if(d>=-g)if(d<=g){const v=1/h;u*=v,d*=v,m=u*(u+a*d+2*o)+d*(a*u+d+2*l)+c}else d=r,u=Math.max(0,-(a*d+o)),m=-u*u+d*(d+2*l)+c;else d=-r,u=Math.max(0,-(a*d+o)),m=-u*u+d*(d+2*l)+c;else d<=-g?(u=Math.max(0,-(-a*r+o)),d=u>0?-r:Math.min(Math.max(-r,-l),r),m=-u*u+d*(d+2*l)+c):d<=g?(u=0,d=Math.min(Math.max(-r,-l),r),m=d*(d+2*l)+c):(u=Math.max(0,-(a*r+o)),d=u>0?r:Math.min(Math.max(-r,-l),r),m=-u*u+d*(d+2*l)+c);else d=a>0?-r:r,u=Math.max(0,-(a*d+o)),m=-u*u+d*(d+2*l)+c;return i&&i.copy(this.origin).addScaledVector(this.direction,u),s&&s.copy(Ja).addScaledVector(ir,d),m}intersectSphere(e,t){Oi.subVectors(e.center,this.origin);const i=Oi.dot(this.direction),s=Oi.dot(Oi)-i*i,r=e.radius*e.radius;if(s>r)return null;const a=Math.sqrt(r-s),o=i-a,l=i+a;return l<0?null:o<0?this.at(l,t):this.at(o,t)}intersectsSphere(e){return e.radius<0?!1:this.distanceSqToPoint(e.center)<=e.radius*e.radius}distanceToPlane(e){const t=e.normal.dot(this.direction);if(t===0)return e.distanceToPoint(this.origin)===0?0:null;const i=-(this.origin.dot(e.normal)+e.constant)/t;return i>=0?i:null}intersectPlane(e,t){const i=this.distanceToPlane(e);return i===null?null:this.at(i,t)}intersectsPlane(e){const t=e.distanceToPoint(this.origin);return t===0||e.normal.dot(this.direction)*t<0}intersectBox(e,t){let i,s,r,a,o,l;const c=1/this.direction.x,h=1/this.direction.y,u=1/this.direction.z,d=this.origin;return c>=0?(i=(e.min.x-d.x)*c,s=(e.max.x-d.x)*c):(i=(e.max.x-d.x)*c,s=(e.min.x-d.x)*c),h>=0?(r=(e.min.y-d.y)*h,a=(e.max.y-d.y)*h):(r=(e.max.y-d.y)*h,a=(e.min.y-d.y)*h),i>a||r>s||((r>i||isNaN(i))&&(i=r),(a=0?(o=(e.min.z-d.z)*u,l=(e.max.z-d.z)*u):(o=(e.max.z-d.z)*u,l=(e.min.z-d.z)*u),i>l||o>s)||((o>i||i!==i)&&(i=o),(l=0?i:s,t)}intersectsBox(e){return this.intersectBox(e,Oi)!==null}intersectTriangle(e,t,i,s,r){Qa.subVectors(t,e),sr.subVectors(i,e),eo.crossVectors(Qa,sr);let a=this.direction.dot(eo),o;if(a>0){if(s)return null;o=1}else if(a<0)o=-1,a=-a;else return null;$i.subVectors(this.origin,e);const l=o*this.direction.dot(sr.crossVectors($i,sr));if(l<0)return null;const c=o*this.direction.dot(Qa.cross($i));if(c<0||l+c>a)return null;const h=-o*$i.dot(eo);return h<0?null:this.at(h/a,r)}applyMatrix4(e){return this.origin.applyMatrix4(e),this.direction.transformDirection(e),this}equals(e){return e.origin.equals(this.origin)&&e.direction.equals(this.direction)}clone(){return new this.constructor().copy(this)}}class De{constructor(e,t,i,s,r,a,o,l,c,h,u,d,m,g,v,f){De.prototype.isMatrix4=!0,this.elements=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1],e!==void 0&&this.set(e,t,i,s,r,a,o,l,c,h,u,d,m,g,v,f)}set(e,t,i,s,r,a,o,l,c,h,u,d,m,g,v,f){const p=this.elements;return p[0]=e,p[4]=t,p[8]=i,p[12]=s,p[1]=r,p[5]=a,p[9]=o,p[13]=l,p[2]=c,p[6]=h,p[10]=u,p[14]=d,p[3]=m,p[7]=g,p[11]=v,p[15]=f,this}identity(){return this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),this}clone(){return new De().fromArray(this.elements)}copy(e){const t=this.elements,i=e.elements;return t[0]=i[0],t[1]=i[1],t[2]=i[2],t[3]=i[3],t[4]=i[4],t[5]=i[5],t[6]=i[6],t[7]=i[7],t[8]=i[8],t[9]=i[9],t[10]=i[10],t[11]=i[11],t[12]=i[12],t[13]=i[13],t[14]=i[14],t[15]=i[15],this}copyPosition(e){const t=this.elements,i=e.elements;return t[12]=i[12],t[13]=i[13],t[14]=i[14],this}setFromMatrix3(e){const t=e.elements;return this.set(t[0],t[3],t[6],0,t[1],t[4],t[7],0,t[2],t[5],t[8],0,0,0,0,1),this}extractBasis(e,t,i){return e.setFromMatrixColumn(this,0),t.setFromMatrixColumn(this,1),i.setFromMatrixColumn(this,2),this}makeBasis(e,t,i){return this.set(e.x,t.x,i.x,0,e.y,t.y,i.y,0,e.z,t.z,i.z,0,0,0,0,1),this}extractRotation(e){const t=this.elements,i=e.elements,s=1/ks.setFromMatrixColumn(e,0).length(),r=1/ks.setFromMatrixColumn(e,1).length(),a=1/ks.setFromMatrixColumn(e,2).length();return t[0]=i[0]*s,t[1]=i[1]*s,t[2]=i[2]*s,t[3]=0,t[4]=i[4]*r,t[5]=i[5]*r,t[6]=i[6]*r,t[7]=0,t[8]=i[8]*a,t[9]=i[9]*a,t[10]=i[10]*a,t[11]=0,t[12]=0,t[13]=0,t[14]=0,t[15]=1,this}makeRotationFromEuler(e){const t=this.elements,i=e.x,s=e.y,r=e.z,a=Math.cos(i),o=Math.sin(i),l=Math.cos(s),c=Math.sin(s),h=Math.cos(r),u=Math.sin(r);if(e.order==="XYZ"){const d=a*h,m=a*u,g=o*h,v=o*u;t[0]=l*h,t[4]=-l*u,t[8]=c,t[1]=m+g*c,t[5]=d-v*c,t[9]=-o*l,t[2]=v-d*c,t[6]=g+m*c,t[10]=a*l}else if(e.order==="YXZ"){const d=l*h,m=l*u,g=c*h,v=c*u;t[0]=d+v*o,t[4]=g*o-m,t[8]=a*c,t[1]=a*u,t[5]=a*h,t[9]=-o,t[2]=m*o-g,t[6]=v+d*o,t[10]=a*l}else if(e.order==="ZXY"){const d=l*h,m=l*u,g=c*h,v=c*u;t[0]=d-v*o,t[4]=-a*u,t[8]=g+m*o,t[1]=m+g*o,t[5]=a*h,t[9]=v-d*o,t[2]=-a*c,t[6]=o,t[10]=a*l}else if(e.order==="ZYX"){const d=a*h,m=a*u,g=o*h,v=o*u;t[0]=l*h,t[4]=g*c-m,t[8]=d*c+v,t[1]=l*u,t[5]=v*c+d,t[9]=m*c-g,t[2]=-c,t[6]=o*l,t[10]=a*l}else if(e.order==="YZX"){const d=a*l,m=a*c,g=o*l,v=o*c;t[0]=l*h,t[4]=v-d*u,t[8]=g*u+m,t[1]=u,t[5]=a*h,t[9]=-o*h,t[2]=-c*h,t[6]=m*u+g,t[10]=d-v*u}else if(e.order==="XZY"){const d=a*l,m=a*c,g=o*l,v=o*c;t[0]=l*h,t[4]=-u,t[8]=c*h,t[1]=d*u+v,t[5]=a*h,t[9]=m*u-g,t[2]=g*u-m,t[6]=o*h,t[10]=v*u+d}return t[3]=0,t[7]=0,t[11]=0,t[12]=0,t[13]=0,t[14]=0,t[15]=1,this}makeRotationFromQuaternion(e){return this.compose(nd,e,rd)}lookAt(e,t,i){const s=this.elements;return $t.subVectors(e,t),$t.lengthSq()===0&&($t.z=1),$t.normalize(),Ji.crossVectors(i,$t),Ji.lengthSq()===0&&(Math.abs(i.z)===1?$t.x+=1e-4:$t.z+=1e-4,$t.normalize(),Ji.crossVectors(i,$t)),Ji.normalize(),nr.crossVectors($t,Ji),s[0]=Ji.x,s[4]=nr.x,s[8]=$t.x,s[1]=Ji.y,s[5]=nr.y,s[9]=$t.y,s[2]=Ji.z,s[6]=nr.z,s[10]=$t.z,this}multiply(e){return this.multiplyMatrices(this,e)}premultiply(e){return this.multiplyMatrices(e,this)}multiplyMatrices(e,t){const i=e.elements,s=t.elements,r=this.elements,a=i[0],o=i[4],l=i[8],c=i[12],h=i[1],u=i[5],d=i[9],m=i[13],g=i[2],v=i[6],f=i[10],p=i[14],b=i[3],_=i[7],E=i[11],R=i[15],T=s[0],A=s[4],I=s[8],S=s[12],M=s[1],L=s[5],N=s[9],z=s[13],H=s[2],j=s[6],q=s[10],te=s[14],G=s[3],K=s[7],ne=s[11],Le=s[15];return r[0]=a*T+o*M+l*H+c*G,r[4]=a*A+o*L+l*j+c*K,r[8]=a*I+o*N+l*q+c*ne,r[12]=a*S+o*z+l*te+c*Le,r[1]=h*T+u*M+d*H+m*G,r[5]=h*A+u*L+d*j+m*K,r[9]=h*I+u*N+d*q+m*ne,r[13]=h*S+u*z+d*te+m*Le,r[2]=g*T+v*M+f*H+p*G,r[6]=g*A+v*L+f*j+p*K,r[10]=g*I+v*N+f*q+p*ne,r[14]=g*S+v*z+f*te+p*Le,r[3]=b*T+_*M+E*H+R*G,r[7]=b*A+_*L+E*j+R*K,r[11]=b*I+_*N+E*q+R*ne,r[15]=b*S+_*z+E*te+R*Le,this}multiplyScalar(e){const t=this.elements;return t[0]*=e,t[4]*=e,t[8]*=e,t[12]*=e,t[1]*=e,t[5]*=e,t[9]*=e,t[13]*=e,t[2]*=e,t[6]*=e,t[10]*=e,t[14]*=e,t[3]*=e,t[7]*=e,t[11]*=e,t[15]*=e,this}determinant(){const e=this.elements,t=e[0],i=e[4],s=e[8],r=e[12],a=e[1],o=e[5],l=e[9],c=e[13],h=e[2],u=e[6],d=e[10],m=e[14],g=e[3],v=e[7],f=e[11],p=e[15];return g*(+r*l*u-s*c*u-r*o*d+i*c*d+s*o*m-i*l*m)+v*(+t*l*m-t*c*d+r*a*d-s*a*m+s*c*h-r*l*h)+f*(+t*c*u-t*o*m-r*a*u+i*a*m+r*o*h-i*c*h)+p*(-s*o*h-t*l*u+t*o*d+s*a*u-i*a*d+i*l*h)}transpose(){const e=this.elements;let t;return t=e[1],e[1]=e[4],e[4]=t,t=e[2],e[2]=e[8],e[8]=t,t=e[6],e[6]=e[9],e[9]=t,t=e[3],e[3]=e[12],e[12]=t,t=e[7],e[7]=e[13],e[13]=t,t=e[11],e[11]=e[14],e[14]=t,this}setPosition(e,t,i){const s=this.elements;return e.isVector3?(s[12]=e.x,s[13]=e.y,s[14]=e.z):(s[12]=e,s[13]=t,s[14]=i),this}invert(){const e=this.elements,t=e[0],i=e[1],s=e[2],r=e[3],a=e[4],o=e[5],l=e[6],c=e[7],h=e[8],u=e[9],d=e[10],m=e[11],g=e[12],v=e[13],f=e[14],p=e[15],b=u*f*c-v*d*c+v*l*m-o*f*m-u*l*p+o*d*p,_=g*d*c-h*f*c-g*l*m+a*f*m+h*l*p-a*d*p,E=h*v*c-g*u*c+g*o*m-a*v*m-h*o*p+a*u*p,R=g*u*l-h*v*l-g*o*d+a*v*d+h*o*f-a*u*f,T=t*b+i*_+s*E+r*R;if(T===0)return this.set(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);const A=1/T;return e[0]=b*A,e[1]=(v*d*r-u*f*r-v*s*m+i*f*m+u*s*p-i*d*p)*A,e[2]=(o*f*r-v*l*r+v*s*c-i*f*c-o*s*p+i*l*p)*A,e[3]=(u*l*r-o*d*r-u*s*c+i*d*c+o*s*m-i*l*m)*A,e[4]=_*A,e[5]=(h*f*r-g*d*r+g*s*m-t*f*m-h*s*p+t*d*p)*A,e[6]=(g*l*r-a*f*r-g*s*c+t*f*c+a*s*p-t*l*p)*A,e[7]=(a*d*r-h*l*r+h*s*c-t*d*c-a*s*m+t*l*m)*A,e[8]=E*A,e[9]=(g*u*r-h*v*r-g*i*m+t*v*m+h*i*p-t*u*p)*A,e[10]=(a*v*r-g*o*r+g*i*c-t*v*c-a*i*p+t*o*p)*A,e[11]=(h*o*r-a*u*r-h*i*c+t*u*c+a*i*m-t*o*m)*A,e[12]=R*A,e[13]=(h*v*s-g*u*s+g*i*d-t*v*d-h*i*f+t*u*f)*A,e[14]=(g*o*s-a*v*s-g*i*l+t*v*l+a*i*f-t*o*f)*A,e[15]=(a*u*s-h*o*s+h*i*l-t*u*l-a*i*d+t*o*d)*A,this}scale(e){const t=this.elements,i=e.x,s=e.y,r=e.z;return t[0]*=i,t[4]*=s,t[8]*=r,t[1]*=i,t[5]*=s,t[9]*=r,t[2]*=i,t[6]*=s,t[10]*=r,t[3]*=i,t[7]*=s,t[11]*=r,this}getMaxScaleOnAxis(){const e=this.elements,t=e[0]*e[0]+e[1]*e[1]+e[2]*e[2],i=e[4]*e[4]+e[5]*e[5]+e[6]*e[6],s=e[8]*e[8]+e[9]*e[9]+e[10]*e[10];return Math.sqrt(Math.max(t,i,s))}makeTranslation(e,t,i){return e.isVector3?this.set(1,0,0,e.x,0,1,0,e.y,0,0,1,e.z,0,0,0,1):this.set(1,0,0,e,0,1,0,t,0,0,1,i,0,0,0,1),this}makeRotationX(e){const t=Math.cos(e),i=Math.sin(e);return this.set(1,0,0,0,0,t,-i,0,0,i,t,0,0,0,0,1),this}makeRotationY(e){const t=Math.cos(e),i=Math.sin(e);return this.set(t,0,i,0,0,1,0,0,-i,0,t,0,0,0,0,1),this}makeRotationZ(e){const t=Math.cos(e),i=Math.sin(e);return this.set(t,-i,0,0,i,t,0,0,0,0,1,0,0,0,0,1),this}makeRotationAxis(e,t){const i=Math.cos(t),s=Math.sin(t),r=1-i,a=e.x,o=e.y,l=e.z,c=r*a,h=r*o;return this.set(c*a+i,c*o-s*l,c*l+s*o,0,c*o+s*l,h*o+i,h*l-s*a,0,c*l-s*o,h*l+s*a,r*l*l+i,0,0,0,0,1),this}makeScale(e,t,i){return this.set(e,0,0,0,0,t,0,0,0,0,i,0,0,0,0,1),this}makeShear(e,t,i,s,r,a){return this.set(1,i,r,0,e,1,a,0,t,s,1,0,0,0,0,1),this}compose(e,t,i){const s=this.elements,r=t._x,a=t._y,o=t._z,l=t._w,c=r+r,h=a+a,u=o+o,d=r*c,m=r*h,g=r*u,v=a*h,f=a*u,p=o*u,b=l*c,_=l*h,E=l*u,R=i.x,T=i.y,A=i.z;return s[0]=(1-(v+p))*R,s[1]=(m+E)*R,s[2]=(g-_)*R,s[3]=0,s[4]=(m-E)*T,s[5]=(1-(d+p))*T,s[6]=(f+b)*T,s[7]=0,s[8]=(g+_)*A,s[9]=(f-b)*A,s[10]=(1-(d+v))*A,s[11]=0,s[12]=e.x,s[13]=e.y,s[14]=e.z,s[15]=1,this}decompose(e,t,i){const s=this.elements;let r=ks.set(s[0],s[1],s[2]).length();const a=ks.set(s[4],s[5],s[6]).length(),o=ks.set(s[8],s[9],s[10]).length();this.determinant()<0&&(r=-r),e.x=s[12],e.y=s[13],e.z=s[14],di.copy(this);const l=1/r,c=1/a,h=1/o;return di.elements[0]*=l,di.elements[1]*=l,di.elements[2]*=l,di.elements[4]*=c,di.elements[5]*=c,di.elements[6]*=c,di.elements[8]*=h,di.elements[9]*=h,di.elements[10]*=h,t.setFromRotationMatrix(di),i.x=r,i.y=a,i.z=o,this}makePerspective(e,t,i,s,r,a,o=wi,l=!1){const c=this.elements,h=2*r/(t-e),u=2*r/(i-s),d=(t+e)/(t-e),m=(i+s)/(i-s);let g,v;if(l)g=r/(a-r),v=a*r/(a-r);else if(o===wi)g=-(a+r)/(a-r),v=-2*a*r/(a-r);else if(o===$n)g=-a/(a-r),v=-a*r/(a-r);else throw new Error("THREE.Matrix4.makePerspective(): Invalid coordinate system: "+o);return c[0]=h,c[4]=0,c[8]=d,c[12]=0,c[1]=0,c[5]=u,c[9]=m,c[13]=0,c[2]=0,c[6]=0,c[10]=g,c[14]=v,c[3]=0,c[7]=0,c[11]=-1,c[15]=0,this}makeOrthographic(e,t,i,s,r,a,o=wi,l=!1){const c=this.elements,h=2/(t-e),u=2/(i-s),d=-(t+e)/(t-e),m=-(i+s)/(i-s);let g,v;if(l)g=1/(a-r),v=a/(a-r);else if(o===wi)g=-2/(a-r),v=-(a+r)/(a-r);else if(o===$n)g=-1/(a-r),v=-r/(a-r);else throw new Error("THREE.Matrix4.makeOrthographic(): Invalid coordinate system: "+o);return c[0]=h,c[4]=0,c[8]=0,c[12]=d,c[1]=0,c[5]=u,c[9]=0,c[13]=m,c[2]=0,c[6]=0,c[10]=g,c[14]=v,c[3]=0,c[7]=0,c[11]=0,c[15]=1,this}equals(e){const t=this.elements,i=e.elements;for(let s=0;s<16;s++)if(t[s]!==i[s])return!1;return!0}fromArray(e,t=0){for(let i=0;i<16;i++)this.elements[i]=e[i+t];return this}toArray(e=[],t=0){const i=this.elements;return e[t]=i[0],e[t+1]=i[1],e[t+2]=i[2],e[t+3]=i[3],e[t+4]=i[4],e[t+5]=i[5],e[t+6]=i[6],e[t+7]=i[7],e[t+8]=i[8],e[t+9]=i[9],e[t+10]=i[10],e[t+11]=i[11],e[t+12]=i[12],e[t+13]=i[13],e[t+14]=i[14],e[t+15]=i[15],e}}const ks=new w,di=new De,nd=new w(0,0,0),rd=new w(1,1,1),Ji=new w,nr=new w,$t=new w,Gl=new De,Wl=new hi;class pi{constructor(e=0,t=0,i=0,s=pi.DEFAULT_ORDER){this.isEuler=!0,this._x=e,this._y=t,this._z=i,this._order=s}get x(){return this._x}set x(e){this._x=e,this._onChangeCallback()}get y(){return this._y}set y(e){this._y=e,this._onChangeCallback()}get z(){return this._z}set z(e){this._z=e,this._onChangeCallback()}get order(){return this._order}set order(e){this._order=e,this._onChangeCallback()}set(e,t,i,s=this._order){return this._x=e,this._y=t,this._z=i,this._order=s,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._order)}copy(e){return this._x=e._x,this._y=e._y,this._z=e._z,this._order=e._order,this._onChangeCallback(),this}setFromRotationMatrix(e,t=this._order,i=!0){const s=e.elements,r=s[0],a=s[4],o=s[8],l=s[1],c=s[5],h=s[9],u=s[2],d=s[6],m=s[10];switch(t){case"XYZ":this._y=Math.asin(Fe(o,-1,1)),Math.abs(o)<.9999999?(this._x=Math.atan2(-h,m),this._z=Math.atan2(-a,r)):(this._x=Math.atan2(d,c),this._z=0);break;case"YXZ":this._x=Math.asin(-Fe(h,-1,1)),Math.abs(h)<.9999999?(this._y=Math.atan2(o,m),this._z=Math.atan2(l,c)):(this._y=Math.atan2(-u,r),this._z=0);break;case"ZXY":this._x=Math.asin(Fe(d,-1,1)),Math.abs(d)<.9999999?(this._y=Math.atan2(-u,m),this._z=Math.atan2(-a,c)):(this._y=0,this._z=Math.atan2(l,r));break;case"ZYX":this._y=Math.asin(-Fe(u,-1,1)),Math.abs(u)<.9999999?(this._x=Math.atan2(d,m),this._z=Math.atan2(l,r)):(this._x=0,this._z=Math.atan2(-a,c));break;case"YZX":this._z=Math.asin(Fe(l,-1,1)),Math.abs(l)<.9999999?(this._x=Math.atan2(-h,c),this._y=Math.atan2(-u,r)):(this._x=0,this._y=Math.atan2(o,m));break;case"XZY":this._z=Math.asin(-Fe(a,-1,1)),Math.abs(a)<.9999999?(this._x=Math.atan2(d,c),this._y=Math.atan2(o,r)):(this._x=Math.atan2(-h,m),this._y=0);break;default:Me("Euler: .setFromRotationMatrix() encountered an unknown order: "+t)}return this._order=t,i===!0&&this._onChangeCallback(),this}setFromQuaternion(e,t,i){return Gl.makeRotationFromQuaternion(e),this.setFromRotationMatrix(Gl,t,i)}setFromVector3(e,t=this._order){return this.set(e.x,e.y,e.z,t)}reorder(e){return Wl.setFromEuler(this),this.setFromQuaternion(Wl,e)}equals(e){return e._x===this._x&&e._y===this._y&&e._z===this._z&&e._order===this._order}fromArray(e){return this._x=e[0],this._y=e[1],this._z=e[2],e[3]!==void 0&&(this._order=e[3]),this._onChangeCallback(),this}toArray(e=[],t=0){return e[t]=this._x,e[t+1]=this._y,e[t+2]=this._z,e[t+3]=this._order,e}_onChange(e){return this._onChangeCallback=e,this}_onChangeCallback(){}*[Symbol.iterator](){yield this._x,yield this._y,yield this._z,yield this._order}}pi.DEFAULT_ORDER="XYZ";class to{constructor(){this.mask=1}set(e){this.mask=(1<>>0}enable(e){this.mask|=1<1){for(let t=0;t1){for(let i=0;i0&&(s.userData=this.userData),s.layers=this.layers.mask,s.matrix=this.matrix.toArray(),s.up=this.up.toArray(),this.matrixAutoUpdate===!1&&(s.matrixAutoUpdate=!1),this.isInstancedMesh&&(s.type="InstancedMesh",s.count=this.count,s.instanceMatrix=this.instanceMatrix.toJSON(),this.instanceColor!==null&&(s.instanceColor=this.instanceColor.toJSON())),this.isBatchedMesh&&(s.type="BatchedMesh",s.perObjectFrustumCulled=this.perObjectFrustumCulled,s.sortObjects=this.sortObjects,s.drawRanges=this._drawRanges,s.reservedRanges=this._reservedRanges,s.geometryInfo=this._geometryInfo.map(o=>({...o,boundingBox:o.boundingBox?o.boundingBox.toJSON():void 0,boundingSphere:o.boundingSphere?o.boundingSphere.toJSON():void 0})),s.instanceInfo=this._instanceInfo.map(o=>({...o})),s.availableInstanceIds=this._availableInstanceIds.slice(),s.availableGeometryIds=this._availableGeometryIds.slice(),s.nextIndexStart=this._nextIndexStart,s.nextVertexStart=this._nextVertexStart,s.geometryCount=this._geometryCount,s.maxInstanceCount=this._maxInstanceCount,s.maxVertexCount=this._maxVertexCount,s.maxIndexCount=this._maxIndexCount,s.geometryInitialized=this._geometryInitialized,s.matricesTexture=this._matricesTexture.toJSON(e),s.indirectTexture=this._indirectTexture.toJSON(e),this._colorsTexture!==null&&(s.colorsTexture=this._colorsTexture.toJSON(e)),this.boundingSphere!==null&&(s.boundingSphere=this.boundingSphere.toJSON()),this.boundingBox!==null&&(s.boundingBox=this.boundingBox.toJSON()));function r(o,l){return o[l.uuid]===void 0&&(o[l.uuid]=l.toJSON(e)),l.uuid}if(this.isScene)this.background&&(this.background.isColor?s.background=this.background.toJSON():this.background.isTexture&&(s.background=this.background.toJSON(e).uuid)),this.environment&&this.environment.isTexture&&this.environment.isRenderTargetTexture!==!0&&(s.environment=this.environment.toJSON(e).uuid);else if(this.isMesh||this.isLine||this.isPoints){s.geometry=r(e.geometries,this.geometry);const o=this.geometry.parameters;if(o!==void 0&&o.shapes!==void 0){const l=o.shapes;if(Array.isArray(l))for(let c=0,h=l.length;c0){s.children=[];for(let o=0;o0){s.animations=[];for(let o=0;o0&&(i.geometries=o),l.length>0&&(i.materials=l),c.length>0&&(i.textures=c),h.length>0&&(i.images=h),u.length>0&&(i.shapes=u),d.length>0&&(i.skeletons=d),m.length>0&&(i.animations=m),g.length>0&&(i.nodes=g)}return i.object=s,i;function a(o){const l=[];for(const c in o){const h=o[c];delete h.metadata,l.push(h)}return l}}clone(e){return new this.constructor().copy(this,e)}copy(e,t=!0){if(this.name=e.name,this.up.copy(e.up),this.position.copy(e.position),this.rotation.order=e.rotation.order,this.quaternion.copy(e.quaternion),this.scale.copy(e.scale),this.matrix.copy(e.matrix),this.matrixWorld.copy(e.matrixWorld),this.matrixAutoUpdate=e.matrixAutoUpdate,this.matrixWorldAutoUpdate=e.matrixWorldAutoUpdate,this.matrixWorldNeedsUpdate=e.matrixWorldNeedsUpdate,this.layers.mask=e.layers.mask,this.visible=e.visible,this.castShadow=e.castShadow,this.receiveShadow=e.receiveShadow,this.frustumCulled=e.frustumCulled,this.renderOrder=e.renderOrder,this.animations=e.animations.slice(),this.userData=JSON.parse(JSON.stringify(e.userData)),t===!0)for(let i=0;i0?s.multiplyScalar(1/Math.sqrt(r)):s.set(0,0,0)}static getBarycoord(e,t,i,s,r){mi.subVectors(s,t),Fi.subVectors(i,t),so.subVectors(e,t);const a=mi.dot(mi),o=mi.dot(Fi),l=mi.dot(so),c=Fi.dot(Fi),h=Fi.dot(so),u=a*c-o*o;if(u===0)return r.set(0,0,0),null;const d=1/u,m=(c*l-o*h)*d,g=(a*h-o*l)*d;return r.set(1-m-g,g,m)}static containsPoint(e,t,i,s){return this.getBarycoord(e,t,i,s,zi)===null?!1:zi.x>=0&&zi.y>=0&&zi.x+zi.y<=1}static getInterpolation(e,t,i,s,r,a,o,l){return this.getBarycoord(e,t,i,s,zi)===null?(l.x=0,l.y=0,"z"in l&&(l.z=0),"w"in l&&(l.w=0),null):(l.setScalar(0),l.addScaledVector(r,zi.x),l.addScaledVector(a,zi.y),l.addScaledVector(o,zi.z),l)}static getInterpolatedAttribute(e,t,i,s,r,a){return oo.setScalar(0),lo.setScalar(0),co.setScalar(0),oo.fromBufferAttribute(e,t),lo.fromBufferAttribute(e,i),co.fromBufferAttribute(e,s),a.setScalar(0),a.addScaledVector(oo,r.x),a.addScaledVector(lo,r.y),a.addScaledVector(co,r.z),a}static isFrontFacing(e,t,i,s){return mi.subVectors(i,t),Fi.subVectors(e,t),mi.cross(Fi).dot(s)<0}set(e,t,i){return this.a.copy(e),this.b.copy(t),this.c.copy(i),this}setFromPointsAndIndices(e,t,i,s){return this.a.copy(e[t]),this.b.copy(e[i]),this.c.copy(e[s]),this}setFromAttributeAndIndices(e,t,i,s){return this.a.fromBufferAttribute(e,t),this.b.fromBufferAttribute(e,i),this.c.fromBufferAttribute(e,s),this}clone(){return new this.constructor().copy(this)}copy(e){return this.a.copy(e.a),this.b.copy(e.b),this.c.copy(e.c),this}getArea(){return mi.subVectors(this.c,this.b),Fi.subVectors(this.a,this.b),mi.cross(Fi).length()*.5}getMidpoint(e){return e.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)}getNormal(e){return fi.getNormal(this.a,this.b,this.c,e)}getPlane(e){return e.setFromCoplanarPoints(this.a,this.b,this.c)}getBarycoord(e,t){return fi.getBarycoord(e,this.a,this.b,this.c,t)}getInterpolation(e,t,i,s,r){return fi.getInterpolation(e,this.a,this.b,this.c,t,i,s,r)}containsPoint(e){return fi.containsPoint(e,this.a,this.b,this.c)}isFrontFacing(e){return fi.isFrontFacing(this.a,this.b,this.c,e)}intersectsBox(e){return e.intersectsTriangle(this)}closestPointToPoint(e,t){const i=this.a,s=this.b,r=this.c;let a,o;Hs.subVectors(s,i),Vs.subVectors(r,i),no.subVectors(e,i);const l=Hs.dot(no),c=Vs.dot(no);if(l<=0&&c<=0)return t.copy(i);ro.subVectors(e,s);const h=Hs.dot(ro),u=Vs.dot(ro);if(h>=0&&u<=h)return t.copy(s);const d=l*u-h*c;if(d<=0&&l>=0&&h<=0)return a=l/(l-h),t.copy(i).addScaledVector(Hs,a);ao.subVectors(e,r);const m=Hs.dot(ao),g=Vs.dot(ao);if(g>=0&&m<=g)return t.copy(r);const v=m*c-l*g;if(v<=0&&c>=0&&g<=0)return o=c/(c-g),t.copy(i).addScaledVector(Vs,o);const f=h*g-m*u;if(f<=0&&u-h>=0&&m-g>=0)return Kl.subVectors(r,s),o=(u-h)/(u-h+(m-g)),t.copy(s).addScaledVector(Kl,o);const p=1/(f+v+d);return a=v*p,o=d*p,t.copy(i).addScaledVector(Hs,a).addScaledVector(Vs,o)}equals(e){return e.a.equals(this.a)&&e.b.equals(this.b)&&e.c.equals(this.c)}}const $l={aliceblue:15792383,antiquewhite:16444375,aqua:65535,aquamarine:8388564,azure:15794175,beige:16119260,bisque:16770244,black:0,blanchedalmond:16772045,blue:255,blueviolet:9055202,brown:10824234,burlywood:14596231,cadetblue:6266528,chartreuse:8388352,chocolate:13789470,coral:16744272,cornflowerblue:6591981,cornsilk:16775388,crimson:14423100,cyan:65535,darkblue:139,darkcyan:35723,darkgoldenrod:12092939,darkgray:11119017,darkgreen:25600,darkgrey:11119017,darkkhaki:12433259,darkmagenta:9109643,darkolivegreen:5597999,darkorange:16747520,darkorchid:10040012,darkred:9109504,darksalmon:15308410,darkseagreen:9419919,darkslateblue:4734347,darkslategray:3100495,darkslategrey:3100495,darkturquoise:52945,darkviolet:9699539,deeppink:16716947,deepskyblue:49151,dimgray:6908265,dimgrey:6908265,dodgerblue:2003199,firebrick:11674146,floralwhite:16775920,forestgreen:2263842,fuchsia:16711935,gainsboro:14474460,ghostwhite:16316671,gold:16766720,goldenrod:14329120,gray:8421504,green:32768,greenyellow:11403055,grey:8421504,honeydew:15794160,hotpink:16738740,indianred:13458524,indigo:4915330,ivory:16777200,khaki:15787660,lavender:15132410,lavenderblush:16773365,lawngreen:8190976,lemonchiffon:16775885,lightblue:11393254,lightcoral:15761536,lightcyan:14745599,lightgoldenrodyellow:16448210,lightgray:13882323,lightgreen:9498256,lightgrey:13882323,lightpink:16758465,lightsalmon:16752762,lightseagreen:2142890,lightskyblue:8900346,lightslategray:7833753,lightslategrey:7833753,lightsteelblue:11584734,lightyellow:16777184,lime:65280,limegreen:3329330,linen:16445670,magenta:16711935,maroon:8388608,mediumaquamarine:6737322,mediumblue:205,mediumorchid:12211667,mediumpurple:9662683,mediumseagreen:3978097,mediumslateblue:8087790,mediumspringgreen:64154,mediumturquoise:4772300,mediumvioletred:13047173,midnightblue:1644912,mintcream:16121850,mistyrose:16770273,moccasin:16770229,navajowhite:16768685,navy:128,oldlace:16643558,olive:8421376,olivedrab:7048739,orange:16753920,orangered:16729344,orchid:14315734,palegoldenrod:15657130,palegreen:10025880,paleturquoise:11529966,palevioletred:14381203,papayawhip:16773077,peachpuff:16767673,peru:13468991,pink:16761035,plum:14524637,powderblue:11591910,purple:8388736,rebeccapurple:6697881,red:16711680,rosybrown:12357519,royalblue:4286945,saddlebrown:9127187,salmon:16416882,sandybrown:16032864,seagreen:3050327,seashell:16774638,sienna:10506797,silver:12632256,skyblue:8900331,slateblue:6970061,slategray:7372944,slategrey:7372944,snow:16775930,springgreen:65407,steelblue:4620980,tan:13808780,teal:32896,thistle:14204888,tomato:16737095,turquoise:4251856,violet:15631086,wheat:16113331,white:16777215,whitesmoke:16119285,yellow:16776960,yellowgreen:10145074},Qi={h:0,s:0,l:0},ar={h:0,s:0,l:0};function ho(n,e,t){return t<0&&(t+=1),t>1&&(t-=1),t<1/6?n+(e-n)*6*t:t<1/2?e:t<2/3?n+(e-n)*6*(2/3-t):n}class xe{constructor(e,t,i){return this.isColor=!0,this.r=1,this.g=1,this.b=1,this.set(e,t,i)}set(e,t,i){if(t===void 0&&i===void 0){const s=e;s&&s.isColor?this.copy(s):typeof s=="number"?this.setHex(s):typeof s=="string"&&this.setStyle(s)}else this.setRGB(e,t,i);return this}setScalar(e){return this.r=e,this.g=e,this.b=e,this}setHex(e,t=At){return e=Math.floor(e),this.r=(e>>16&255)/255,this.g=(e>>8&255)/255,this.b=(e&255)/255,Xe.colorSpaceToWorking(this,t),this}setRGB(e,t,i,s=Xe.workingColorSpace){return this.r=e,this.g=t,this.b=i,Xe.colorSpaceToWorking(this,s),this}setHSL(e,t,i,s=Xe.workingColorSpace){if(e=Ga(e,1),t=Fe(t,0,1),i=Fe(i,0,1),t===0)this.r=this.g=this.b=i;else{const r=i<=.5?i*(1+t):i+t-i*t,a=2*i-r;this.r=ho(a,r,e+1/3),this.g=ho(a,r,e),this.b=ho(a,r,e-1/3)}return Xe.colorSpaceToWorking(this,s),this}setStyle(e,t=At){function i(r){r!==void 0&&parseFloat(r)<1&&Me("Color: Alpha component of "+e+" will be ignored.")}let s;if(s=/^(\w+)\(([^\)]*)\)/.exec(e)){let r;const a=s[1],o=s[2];switch(a){case"rgb":case"rgba":if(r=/^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(o))return i(r[4]),this.setRGB(Math.min(255,parseInt(r[1],10))/255,Math.min(255,parseInt(r[2],10))/255,Math.min(255,parseInt(r[3],10))/255,t);if(r=/^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(o))return i(r[4]),this.setRGB(Math.min(100,parseInt(r[1],10))/100,Math.min(100,parseInt(r[2],10))/100,Math.min(100,parseInt(r[3],10))/100,t);break;case"hsl":case"hsla":if(r=/^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(o))return i(r[4]),this.setHSL(parseFloat(r[1])/360,parseFloat(r[2])/100,parseFloat(r[3])/100,t);break;default:Me("Color: Unknown color model "+e)}}else if(s=/^\#([A-Fa-f\d]+)$/.exec(e)){const r=s[1],a=r.length;if(a===3)return this.setRGB(parseInt(r.charAt(0),16)/15,parseInt(r.charAt(1),16)/15,parseInt(r.charAt(2),16)/15,t);if(a===6)return this.setHex(parseInt(r,16),t);Me("Color: Invalid hex color "+e)}else if(e&&e.length>0)return this.setColorName(e,t);return this}setColorName(e,t=At){const i=$l[e.toLowerCase()];return i!==void 0?this.setHex(i,t):Me("Color: Unknown color "+e),this}clone(){return new this.constructor(this.r,this.g,this.b)}copy(e){return this.r=e.r,this.g=e.g,this.b=e.b,this}copySRGBToLinear(e){return this.r=Ni(e.r),this.g=Ni(e.g),this.b=Ni(e.b),this}copyLinearToSRGB(e){return this.r=Ds(e.r),this.g=Ds(e.g),this.b=Ds(e.b),this}convertSRGBToLinear(){return this.copySRGBToLinear(this),this}convertLinearToSRGB(){return this.copyLinearToSRGB(this),this}getHex(e=At){return Xe.workingToColorSpace(Ft.copy(this),e),Math.round(Fe(Ft.r*255,0,255))*65536+Math.round(Fe(Ft.g*255,0,255))*256+Math.round(Fe(Ft.b*255,0,255))}getHexString(e=At){return("000000"+this.getHex(e).toString(16)).slice(-6)}getHSL(e,t=Xe.workingColorSpace){Xe.workingToColorSpace(Ft.copy(this),t);const i=Ft.r,s=Ft.g,r=Ft.b,a=Math.max(i,s,r),o=Math.min(i,s,r);let l,c;const h=(o+a)/2;if(o===a)l=0,c=0;else{const u=a-o;switch(c=h<=.5?u/(a+o):u/(2-a-o),a){case i:l=(s-r)/u+(s0!=e>0&&this.version++,this._alphaTest=e}onBeforeRender(){}onBeforeCompile(){}customProgramCacheKey(){return this.onBeforeCompile.toString()}setValues(e){if(e!==void 0)for(const t in e){const i=e[t];if(i===void 0){Me(`Material: parameter '${t}' has value of undefined.`);continue}const s=this[t];if(s===void 0){Me(`Material: '${t}' is not a property of THREE.${this.type}.`);continue}s&&s.isColor?s.set(i):s&&s.isVector3&&i&&i.isVector3?s.copy(i):this[t]=i}}toJSON(e){const t=e===void 0||typeof e=="string";t&&(e={textures:{},images:{}});const i={metadata:{version:4.7,type:"Material",generator:"Material.toJSON"}};i.uuid=this.uuid,i.type=this.type,this.name!==""&&(i.name=this.name),this.color&&this.color.isColor&&(i.color=this.color.getHex()),this.roughness!==void 0&&(i.roughness=this.roughness),this.metalness!==void 0&&(i.metalness=this.metalness),this.sheen!==void 0&&(i.sheen=this.sheen),this.sheenColor&&this.sheenColor.isColor&&(i.sheenColor=this.sheenColor.getHex()),this.sheenRoughness!==void 0&&(i.sheenRoughness=this.sheenRoughness),this.emissive&&this.emissive.isColor&&(i.emissive=this.emissive.getHex()),this.emissiveIntensity!==void 0&&this.emissiveIntensity!==1&&(i.emissiveIntensity=this.emissiveIntensity),this.specular&&this.specular.isColor&&(i.specular=this.specular.getHex()),this.specularIntensity!==void 0&&(i.specularIntensity=this.specularIntensity),this.specularColor&&this.specularColor.isColor&&(i.specularColor=this.specularColor.getHex()),this.shininess!==void 0&&(i.shininess=this.shininess),this.clearcoat!==void 0&&(i.clearcoat=this.clearcoat),this.clearcoatRoughness!==void 0&&(i.clearcoatRoughness=this.clearcoatRoughness),this.clearcoatMap&&this.clearcoatMap.isTexture&&(i.clearcoatMap=this.clearcoatMap.toJSON(e).uuid),this.clearcoatRoughnessMap&&this.clearcoatRoughnessMap.isTexture&&(i.clearcoatRoughnessMap=this.clearcoatRoughnessMap.toJSON(e).uuid),this.clearcoatNormalMap&&this.clearcoatNormalMap.isTexture&&(i.clearcoatNormalMap=this.clearcoatNormalMap.toJSON(e).uuid,i.clearcoatNormalScale=this.clearcoatNormalScale.toArray()),this.sheenColorMap&&this.sheenColorMap.isTexture&&(i.sheenColorMap=this.sheenColorMap.toJSON(e).uuid),this.sheenRoughnessMap&&this.sheenRoughnessMap.isTexture&&(i.sheenRoughnessMap=this.sheenRoughnessMap.toJSON(e).uuid),this.dispersion!==void 0&&(i.dispersion=this.dispersion),this.iridescence!==void 0&&(i.iridescence=this.iridescence),this.iridescenceIOR!==void 0&&(i.iridescenceIOR=this.iridescenceIOR),this.iridescenceThicknessRange!==void 0&&(i.iridescenceThicknessRange=this.iridescenceThicknessRange),this.iridescenceMap&&this.iridescenceMap.isTexture&&(i.iridescenceMap=this.iridescenceMap.toJSON(e).uuid),this.iridescenceThicknessMap&&this.iridescenceThicknessMap.isTexture&&(i.iridescenceThicknessMap=this.iridescenceThicknessMap.toJSON(e).uuid),this.anisotropy!==void 0&&(i.anisotropy=this.anisotropy),this.anisotropyRotation!==void 0&&(i.anisotropyRotation=this.anisotropyRotation),this.anisotropyMap&&this.anisotropyMap.isTexture&&(i.anisotropyMap=this.anisotropyMap.toJSON(e).uuid),this.map&&this.map.isTexture&&(i.map=this.map.toJSON(e).uuid),this.matcap&&this.matcap.isTexture&&(i.matcap=this.matcap.toJSON(e).uuid),this.alphaMap&&this.alphaMap.isTexture&&(i.alphaMap=this.alphaMap.toJSON(e).uuid),this.lightMap&&this.lightMap.isTexture&&(i.lightMap=this.lightMap.toJSON(e).uuid,i.lightMapIntensity=this.lightMapIntensity),this.aoMap&&this.aoMap.isTexture&&(i.aoMap=this.aoMap.toJSON(e).uuid,i.aoMapIntensity=this.aoMapIntensity),this.bumpMap&&this.bumpMap.isTexture&&(i.bumpMap=this.bumpMap.toJSON(e).uuid,i.bumpScale=this.bumpScale),this.normalMap&&this.normalMap.isTexture&&(i.normalMap=this.normalMap.toJSON(e).uuid,i.normalMapType=this.normalMapType,i.normalScale=this.normalScale.toArray()),this.displacementMap&&this.displacementMap.isTexture&&(i.displacementMap=this.displacementMap.toJSON(e).uuid,i.displacementScale=this.displacementScale,i.displacementBias=this.displacementBias),this.roughnessMap&&this.roughnessMap.isTexture&&(i.roughnessMap=this.roughnessMap.toJSON(e).uuid),this.metalnessMap&&this.metalnessMap.isTexture&&(i.metalnessMap=this.metalnessMap.toJSON(e).uuid),this.emissiveMap&&this.emissiveMap.isTexture&&(i.emissiveMap=this.emissiveMap.toJSON(e).uuid),this.specularMap&&this.specularMap.isTexture&&(i.specularMap=this.specularMap.toJSON(e).uuid),this.specularIntensityMap&&this.specularIntensityMap.isTexture&&(i.specularIntensityMap=this.specularIntensityMap.toJSON(e).uuid),this.specularColorMap&&this.specularColorMap.isTexture&&(i.specularColorMap=this.specularColorMap.toJSON(e).uuid),this.envMap&&this.envMap.isTexture&&(i.envMap=this.envMap.toJSON(e).uuid,this.combine!==void 0&&(i.combine=this.combine)),this.envMapRotation!==void 0&&(i.envMapRotation=this.envMapRotation.toArray()),this.envMapIntensity!==void 0&&(i.envMapIntensity=this.envMapIntensity),this.reflectivity!==void 0&&(i.reflectivity=this.reflectivity),this.refractionRatio!==void 0&&(i.refractionRatio=this.refractionRatio),this.gradientMap&&this.gradientMap.isTexture&&(i.gradientMap=this.gradientMap.toJSON(e).uuid),this.transmission!==void 0&&(i.transmission=this.transmission),this.transmissionMap&&this.transmissionMap.isTexture&&(i.transmissionMap=this.transmissionMap.toJSON(e).uuid),this.thickness!==void 0&&(i.thickness=this.thickness),this.thicknessMap&&this.thicknessMap.isTexture&&(i.thicknessMap=this.thicknessMap.toJSON(e).uuid),this.attenuationDistance!==void 0&&this.attenuationDistance!==1/0&&(i.attenuationDistance=this.attenuationDistance),this.attenuationColor!==void 0&&(i.attenuationColor=this.attenuationColor.getHex()),this.size!==void 0&&(i.size=this.size),this.shadowSide!==null&&(i.shadowSide=this.shadowSide),this.sizeAttenuation!==void 0&&(i.sizeAttenuation=this.sizeAttenuation),this.blending!==Ts&&(i.blending=this.blending),this.side!==Si&&(i.side=this.side),this.vertexColors===!0&&(i.vertexColors=!0),this.opacity<1&&(i.opacity=this.opacity),this.transparent===!0&&(i.transparent=!0),this.blendSrc!==Hr&&(i.blendSrc=this.blendSrc),this.blendDst!==Vr&&(i.blendDst=this.blendDst),this.blendEquation!==ai&&(i.blendEquation=this.blendEquation),this.blendSrcAlpha!==null&&(i.blendSrcAlpha=this.blendSrcAlpha),this.blendDstAlpha!==null&&(i.blendDstAlpha=this.blendDstAlpha),this.blendEquationAlpha!==null&&(i.blendEquationAlpha=this.blendEquationAlpha),this.blendColor&&this.blendColor.isColor&&(i.blendColor=this.blendColor.getHex()),this.blendAlpha!==0&&(i.blendAlpha=this.blendAlpha),this.depthFunc!==Es&&(i.depthFunc=this.depthFunc),this.depthTest===!1&&(i.depthTest=this.depthTest),this.depthWrite===!1&&(i.depthWrite=this.depthWrite),this.colorWrite===!1&&(i.colorWrite=this.colorWrite),this.stencilWriteMask!==255&&(i.stencilWriteMask=this.stencilWriteMask),this.stencilFunc!==Ha&&(i.stencilFunc=this.stencilFunc),this.stencilRef!==0&&(i.stencilRef=this.stencilRef),this.stencilFuncMask!==255&&(i.stencilFuncMask=this.stencilFuncMask),this.stencilFail!==Ps&&(i.stencilFail=this.stencilFail),this.stencilZFail!==Ps&&(i.stencilZFail=this.stencilZFail),this.stencilZPass!==Ps&&(i.stencilZPass=this.stencilZPass),this.stencilWrite===!0&&(i.stencilWrite=this.stencilWrite),this.rotation!==void 0&&this.rotation!==0&&(i.rotation=this.rotation),this.polygonOffset===!0&&(i.polygonOffset=!0),this.polygonOffsetFactor!==0&&(i.polygonOffsetFactor=this.polygonOffsetFactor),this.polygonOffsetUnits!==0&&(i.polygonOffsetUnits=this.polygonOffsetUnits),this.linewidth!==void 0&&this.linewidth!==1&&(i.linewidth=this.linewidth),this.dashSize!==void 0&&(i.dashSize=this.dashSize),this.gapSize!==void 0&&(i.gapSize=this.gapSize),this.scale!==void 0&&(i.scale=this.scale),this.dithering===!0&&(i.dithering=!0),this.alphaTest>0&&(i.alphaTest=this.alphaTest),this.alphaHash===!0&&(i.alphaHash=!0),this.alphaToCoverage===!0&&(i.alphaToCoverage=!0),this.premultipliedAlpha===!0&&(i.premultipliedAlpha=!0),this.forceSinglePass===!0&&(i.forceSinglePass=!0),this.wireframe===!0&&(i.wireframe=!0),this.wireframeLinewidth>1&&(i.wireframeLinewidth=this.wireframeLinewidth),this.wireframeLinecap!=="round"&&(i.wireframeLinecap=this.wireframeLinecap),this.wireframeLinejoin!=="round"&&(i.wireframeLinejoin=this.wireframeLinejoin),this.flatShading===!0&&(i.flatShading=!0),this.visible===!1&&(i.visible=!1),this.toneMapped===!1&&(i.toneMapped=!1),this.fog===!1&&(i.fog=!1),Object.keys(this.userData).length>0&&(i.userData=this.userData);function s(r){const a=[];for(const o in r){const l=r[o];delete l.metadata,a.push(l)}return a}if(t){const r=s(e.textures),a=s(e.images);r.length>0&&(i.textures=r),a.length>0&&(i.images=a)}return i}clone(){return new this.constructor().copy(this)}copy(e){this.name=e.name,this.blending=e.blending,this.side=e.side,this.vertexColors=e.vertexColors,this.opacity=e.opacity,this.transparent=e.transparent,this.blendSrc=e.blendSrc,this.blendDst=e.blendDst,this.blendEquation=e.blendEquation,this.blendSrcAlpha=e.blendSrcAlpha,this.blendDstAlpha=e.blendDstAlpha,this.blendEquationAlpha=e.blendEquationAlpha,this.blendColor.copy(e.blendColor),this.blendAlpha=e.blendAlpha,this.depthFunc=e.depthFunc,this.depthTest=e.depthTest,this.depthWrite=e.depthWrite,this.stencilWriteMask=e.stencilWriteMask,this.stencilFunc=e.stencilFunc,this.stencilRef=e.stencilRef,this.stencilFuncMask=e.stencilFuncMask,this.stencilFail=e.stencilFail,this.stencilZFail=e.stencilZFail,this.stencilZPass=e.stencilZPass,this.stencilWrite=e.stencilWrite;const t=e.clippingPlanes;let i=null;if(t!==null){const s=t.length;i=new Array(s);for(let r=0;r!==s;++r)i[r]=t[r].clone()}return this.clippingPlanes=i,this.clipIntersection=e.clipIntersection,this.clipShadows=e.clipShadows,this.shadowSide=e.shadowSide,this.colorWrite=e.colorWrite,this.precision=e.precision,this.polygonOffset=e.polygonOffset,this.polygonOffsetFactor=e.polygonOffsetFactor,this.polygonOffsetUnits=e.polygonOffsetUnits,this.dithering=e.dithering,this.alphaTest=e.alphaTest,this.alphaHash=e.alphaHash,this.alphaToCoverage=e.alphaToCoverage,this.premultipliedAlpha=e.premultipliedAlpha,this.forceSinglePass=e.forceSinglePass,this.visible=e.visible,this.toneMapped=e.toneMapped,this.userData=JSON.parse(JSON.stringify(e.userData)),this}dispose(){this.dispatchEvent({type:"dispose"})}set needsUpdate(e){e===!0&&this.version++}}class Ht extends ti{constructor(e){super(),this.isMeshBasicMaterial=!0,this.type="MeshBasicMaterial",this.color=new xe(16777215),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.envMapRotation=new pi,this.combine=Jr,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.fog=!0,this.setValues(e)}copy(e){return super.copy(e),this.color.copy(e.color),this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.envMapRotation.copy(e.envMapRotation),this.combine=e.combine,this.reflectivity=e.reflectivity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.fog=e.fog,this}}const Hi=ud();function ud(){const n=new ArrayBuffer(4),e=new Float32Array(n),t=new Uint32Array(n),i=new Uint32Array(512),s=new Uint32Array(512);for(let l=0;l<256;++l){const c=l-127;c<-27?(i[l]=0,i[l|256]=32768,s[l]=24,s[l|256]=24):c<-14?(i[l]=1024>>-c-14,i[l|256]=1024>>-c-14|32768,s[l]=-c-1,s[l|256]=-c-1):c<=15?(i[l]=c+15<<10,i[l|256]=c+15<<10|32768,s[l]=13,s[l|256]=13):c<128?(i[l]=31744,i[l|256]=64512,s[l]=24,s[l|256]=24):(i[l]=31744,i[l|256]=64512,s[l]=13,s[l|256]=13)}const r=new Uint32Array(2048),a=new Uint32Array(64),o=new Uint32Array(64);for(let l=1;l<1024;++l){let c=l<<13,h=0;for(;(c&8388608)===0;)c<<=1,h-=8388608;c&=-8388609,h+=947912704,r[l]=c|h}for(let l=1024;l<2048;++l)r[l]=939524096+(l-1024<<13);for(let l=1;l<31;++l)a[l]=l<<23;a[31]=1199570944,a[32]=2147483648;for(let l=33;l<63;++l)a[l]=2147483648+(l-32<<23);a[63]=3347054592;for(let l=1;l<64;++l)l!==32&&(o[l]=1024);return{floatView:e,uint32View:t,baseTable:i,shiftTable:s,mantissaTable:r,exponentTable:a,offsetTable:o}}function dd(n){Math.abs(n)>65504&&Me("DataUtils.toHalfFloat(): Value out of range."),n=Fe(n,-65504,65504),Hi.floatView[0]=n;const e=Hi.uint32View[0],t=e>>23&511;return Hi.baseTable[t]+((e&8388607)>>Hi.shiftTable[t])}function pd(n){const e=n>>10;return Hi.uint32View[0]=Hi.mantissaTable[Hi.offsetTable[e]+(n&1023)]+Hi.exponentTable[e],Hi.floatView[0]}class or{static toHalfFloat(e){return dd(e)}static fromHalfFloat(e){return pd(e)}}const St=new w,lr=new oe;let md=0;class Vt{constructor(e,t,i=!1){if(Array.isArray(e))throw new TypeError("THREE.BufferAttribute: array should be a Typed Array.");this.isBufferAttribute=!0,Object.defineProperty(this,"id",{value:md++}),this.name="",this.array=e,this.itemSize=t,this.count=e!==void 0?e.length/t:0,this.normalized=i,this.usage=Va,this.updateRanges=[],this.gpuType=qt,this.version=0}onUploadCallback(){}set needsUpdate(e){e===!0&&this.version++}setUsage(e){return this.usage=e,this}addUpdateRange(e,t){this.updateRanges.push({start:e,count:t})}clearUpdateRanges(){this.updateRanges.length=0}copy(e){return this.name=e.name,this.array=new e.array.constructor(e.array),this.itemSize=e.itemSize,this.count=e.count,this.normalized=e.normalized,this.usage=e.usage,this.gpuType=e.gpuType,this}copyAt(e,t,i){e*=this.itemSize,i*=t.itemSize;for(let s=0,r=this.itemSize;st.count&&Me("BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry."),t.needsUpdate=!0}return this}computeBoundingBox(){this.boundingBox===null&&(this.boundingBox=new Pt);const e=this.attributes.position,t=this.morphAttributes.position;if(e&&e.isGLBufferAttribute){Ve("BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.",this),this.boundingBox.set(new w(-1/0,-1/0,-1/0),new w(1/0,1/0,1/0));return}if(e!==void 0){if(this.boundingBox.setFromBufferAttribute(e),t)for(let i=0,s=t.length;i0&&(e.userData=this.userData),this.parameters!==void 0){const l=this.parameters;for(const c in l)l[c]!==void 0&&(e[c]=l[c]);return e}e.data={attributes:{}};const t=this.index;t!==null&&(e.data.index={type:t.array.constructor.name,array:Array.prototype.slice.call(t.array)});const i=this.attributes;for(const l in i){const c=i[l];e.data.attributes[l]=c.toJSON(e.data)}const s={};let r=!1;for(const l in this.morphAttributes){const c=this.morphAttributes[l],h=[];for(let u=0,d=c.length;u0&&(s[l]=h,r=!0)}r&&(e.data.morphAttributes=s,e.data.morphTargetsRelative=this.morphTargetsRelative);const a=this.groups;a.length>0&&(e.data.groups=JSON.parse(JSON.stringify(a)));const o=this.boundingSphere;return o!==null&&(e.data.boundingSphere=o.toJSON()),e}clone(){return new this.constructor().copy(this)}copy(e){this.index=null,this.attributes={},this.morphAttributes={},this.groups=[],this.boundingBox=null,this.boundingSphere=null;const t={};this.name=e.name;const i=e.index;i!==null&&this.setIndex(i.clone());const s=e.attributes;for(const c in s){const h=s[c];this.setAttribute(c,h.clone(t))}const r=e.morphAttributes;for(const c in r){const h=[],u=r[c];for(let d=0,m=u.length;d0){const i=e[t[0]];if(i!==void 0){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let s=0,r=i.length;s(e.far-e.near)**2))&&(ec.copy(r).invert(),us.copy(e.ray).applyMatrix4(ec),!(i.boundingBox!==null&&us.intersectsBox(i.boundingBox)===!1)&&this._computeIntersections(e,t,us)))}_computeIntersections(e,t,i){let s;const r=this.geometry,a=this.material,o=r.index,l=r.attributes.position,c=r.attributes.uv,h=r.attributes.uv1,u=r.attributes.normal,d=r.groups,m=r.drawRange;if(o!==null)if(Array.isArray(a))for(let g=0,v=d.length;gt.far?null:{distance:c,point:mr.clone(),object:n}}function fr(n,e,t,i,s,r,a,o,l,c){n.getVertexPosition(o,hr),n.getVertexPosition(l,ur),n.getVertexPosition(c,dr);const h=gd(n,e,t,i,hr,ur,dr,ic);if(h){const u=new w;fi.getBarycoord(ic,hr,ur,dr,u),s&&(h.uv=fi.getInterpolatedAttribute(s,o,l,c,u,new oe)),r&&(h.uv1=fi.getInterpolatedAttribute(r,o,l,c,u,new oe)),a&&(h.normal=fi.getInterpolatedAttribute(a,o,l,c,u,new w),h.normal.dot(i.direction)>0&&h.normal.multiplyScalar(-1));const d={a:o,b:l,c,normal:new w,materialIndex:0};fi.getNormal(hr,ur,dr,d.normal),h.face=d,h.barycoord=u}return h}class ds extends si{constructor(e=1,t=1,i=1,s=1,r=1,a=1){super(),this.type="BoxGeometry",this.parameters={width:e,height:t,depth:i,widthSegments:s,heightSegments:r,depthSegments:a};const o=this;s=Math.floor(s),r=Math.floor(r),a=Math.floor(a);const l=[],c=[],h=[],u=[];let d=0,m=0;g("z","y","x",-1,-1,i,t,e,a,r,0),g("z","y","x",1,-1,i,t,-e,a,r,1),g("x","z","y",1,1,e,i,t,s,a,2),g("x","z","y",1,-1,e,i,-t,s,a,3),g("x","y","z",1,-1,e,t,i,s,r,4),g("x","y","z",-1,-1,e,t,-i,s,r,5),this.setIndex(l),this.setAttribute("position",new gi(c,3)),this.setAttribute("normal",new gi(h,3)),this.setAttribute("uv",new gi(u,2));function g(v,f,p,b,_,E,R,T,A,I,S){const M=E/A,L=R/I,N=E/2,z=R/2,H=T/2,j=A+1,q=I+1;let te=0,G=0;const K=new w;for(let ne=0;ne0?1:-1,h.push(K.x,K.y,K.z),u.push(He/A),u.push(1-ne/I),te+=1}}for(let ne=0;ne0&&(t.defines=this.defines),t.vertexShader=this.vertexShader,t.fragmentShader=this.fragmentShader,t.lights=this.lights,t.clipping=this.clipping;const i={};for(const s in this.extensions)this.extensions[s]===!0&&(i[s]=!0);return Object.keys(i).length>0&&(t.extensions=i),t}}class nc extends dt{constructor(){super(),this.isCamera=!0,this.type="Camera",this.matrixWorldInverse=new De,this.projectionMatrix=new De,this.projectionMatrixInverse=new De,this.coordinateSystem=wi,this._reversedDepth=!1}get reversedDepth(){return this._reversedDepth}copy(e,t){return super.copy(e,t),this.matrixWorldInverse.copy(e.matrixWorldInverse),this.projectionMatrix.copy(e.projectionMatrix),this.projectionMatrixInverse.copy(e.projectionMatrixInverse),this.coordinateSystem=e.coordinateSystem,this}getWorldDirection(e){return super.getWorldDirection(e).negate()}updateMatrixWorld(e){super.updateMatrixWorld(e),this.matrixWorldInverse.copy(this.matrixWorld).invert()}updateWorldMatrix(e,t){super.updateWorldMatrix(e,t),this.matrixWorldInverse.copy(this.matrixWorld).invert()}clone(){return new this.constructor().copy(this)}}const es=new w,rc=new oe,ac=new oe;class St extends nc{constructor(e=50,t=1,i=.1,s=2e3){super(),this.isPerspectiveCamera=!0,this.type="PerspectiveCamera",this.fov=e,this.zoom=1,this.near=i,this.far=s,this.focus=10,this.aspect=t,this.view=null,this.filmGauge=35,this.filmOffset=0,this.updateProjectionMatrix()}copy(e,t){return super.copy(e,t),this.fov=e.fov,this.zoom=e.zoom,this.near=e.near,this.far=e.far,this.focus=e.focus,this.aspect=e.aspect,this.view=e.view===null?null:Object.assign({},e.view),this.filmGauge=e.filmGauge,this.filmOffset=e.filmOffset,this}setFocalLength(e){const t=.5*this.getFilmHeight()/e;this.fov=Ls*2*Math.atan(t),this.updateProjectionMatrix()}getFocalLength(){const e=Math.tan(xn*.5*this.fov);return .5*this.getFilmHeight()/e}getEffectiveFOV(){return Ls*2*Math.atan(Math.tan(xn*.5*this.fov)/this.zoom)}getFilmWidth(){return this.filmGauge*Math.min(this.aspect,1)}getFilmHeight(){return this.filmGauge/Math.max(this.aspect,1)}getViewBounds(e,t,i){es.set(-1,-1,.5).applyMatrix4(this.projectionMatrixInverse),t.set(es.x,es.y).multiplyScalar(-e/es.z),es.set(1,1,.5).applyMatrix4(this.projectionMatrixInverse),i.set(es.x,es.y).multiplyScalar(-e/es.z)}getViewSize(e,t){return this.getViewBounds(e,rc,ac),t.subVectors(ac,rc)}setViewOffset(e,t,i,s,r,a){this.aspect=e/t,this.view===null&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=e,this.view.fullHeight=t,this.view.offsetX=i,this.view.offsetY=s,this.view.width=r,this.view.height=a,this.updateProjectionMatrix()}clearViewOffset(){this.view!==null&&(this.view.enabled=!1),this.updateProjectionMatrix()}updateProjectionMatrix(){const e=this.near;let t=e*Math.tan(xn*.5*this.fov)/this.zoom,i=2*t,s=this.aspect*i,r=-.5*s;const a=this.view;if(this.view!==null&&this.view.enabled){const l=a.fullWidth,c=a.fullHeight;r+=a.offsetX*s/l,t-=a.offsetY*i/c,s*=a.width/l,i*=a.height/c}const o=this.filmOffset;o!==0&&(r+=e*o/this.getFilmWidth()),this.projectionMatrix.makePerspective(r,r+s,t,t-i,e,this.far,this.coordinateSystem,this.reversedDepth),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}toJSON(e){const t=super.toJSON(e);return t.object.fov=this.fov,t.object.zoom=this.zoom,t.object.near=this.near,t.object.far=this.far,t.object.focus=this.focus,t.object.aspect=this.aspect,this.view!==null&&(t.object.view=Object.assign({},this.view)),t.object.filmGauge=this.filmGauge,t.object.filmOffset=this.filmOffset,t}}const js=-90,Xs=1;class bd extends dt{constructor(e,t,i){super(),this.type="CubeCamera",this.renderTarget=i,this.coordinateSystem=null,this.activeMipmapLevel=0;const s=new St(js,Xs,e,t);s.layers=this.layers,this.add(s);const r=new St(js,Xs,e,t);r.layers=this.layers,this.add(r);const a=new St(js,Xs,e,t);a.layers=this.layers,this.add(a);const o=new St(js,Xs,e,t);o.layers=this.layers,this.add(o);const l=new St(js,Xs,e,t);l.layers=this.layers,this.add(l);const c=new St(js,Xs,e,t);c.layers=this.layers,this.add(c)}updateCoordinateSystem(){const e=this.coordinateSystem,t=this.children.concat(),[i,s,r,a,o,l]=t;for(const c of t)this.remove(c);if(e===wi)i.up.set(0,1,0),i.lookAt(1,0,0),s.up.set(0,1,0),s.lookAt(-1,0,0),r.up.set(0,0,-1),r.lookAt(0,1,0),a.up.set(0,0,1),a.lookAt(0,-1,0),o.up.set(0,1,0),o.lookAt(0,0,1),l.up.set(0,1,0),l.lookAt(0,0,-1);else if(e===$n)i.up.set(0,-1,0),i.lookAt(-1,0,0),s.up.set(0,-1,0),s.lookAt(1,0,0),r.up.set(0,0,1),r.lookAt(0,1,0),a.up.set(0,0,-1),a.lookAt(0,-1,0),o.up.set(0,-1,0),o.lookAt(0,0,1),l.up.set(0,-1,0),l.lookAt(0,0,-1);else throw new Error("THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: "+e);for(const c of t)this.add(c),c.updateMatrixWorld()}update(e,t){this.parent===null&&this.updateMatrixWorld();const{renderTarget:i,activeMipmapLevel:s}=this;this.coordinateSystem!==e.coordinateSystem&&(this.coordinateSystem=e.coordinateSystem,this.updateCoordinateSystem());const[r,a,o,l,c,h]=this.children,u=e.getRenderTarget(),d=e.getActiveCubeFace(),m=e.getActiveMipmapLevel(),g=e.xr.enabled;e.xr.enabled=!1;const v=i.texture.generateMipmaps;i.texture.generateMipmaps=!1,e.setRenderTarget(i,0,s),e.render(t,r),e.setRenderTarget(i,1,s),e.render(t,a),e.setRenderTarget(i,2,s),e.render(t,o),e.setRenderTarget(i,3,s),e.render(t,l),e.setRenderTarget(i,4,s),e.render(t,c),i.texture.generateMipmaps=v,e.setRenderTarget(i,5,s),e.render(t,h),e.setRenderTarget(u,d,m),e.xr.enabled=g,i.texture.needsPMREMUpdate=!0}}class mo extends At{constructor(e=[],t=ws,i,s,r,a,o,l,c,h){super(e,t,i,s,r,a,o,l,c,h),this.isCubeTexture=!0,this.flipY=!1}get images(){return this.image}set images(e){this.image=e}}class yd extends yt{constructor(e=1,t={}){super(e,e,t),this.isWebGLCubeRenderTarget=!0;const i={width:e,height:e,depth:1},s=[i,i,i,i,i,i];this.texture=new mo(s),this._setTextureOptions(t),this.texture.isRenderTargetTexture=!0}fromEquirectangularTexture(e,t){this.texture.type=t.type,this.texture.colorSpace=t.colorSpace,this.texture.generateMipmaps=t.generateMipmaps,this.texture.minFilter=t.minFilter,this.texture.magFilter=t.magFilter;const i={uniforms:{tEquirect:{value:null}},vertexShader:` +}`;class ct extends ti{constructor(e){super(),this.isShaderMaterial=!0,this.type="ShaderMaterial",this.defines={},this.uniforms={},this.uniformsGroups=[],this.vertexShader=_d,this.fragmentShader=xd,this.linewidth=1,this.wireframe=!1,this.wireframeLinewidth=1,this.fog=!1,this.lights=!1,this.clipping=!1,this.forceSinglePass=!0,this.extensions={clipCullDistance:!1,multiDraw:!1},this.defaultAttributeValues={color:[1,1,1],uv:[0,0],uv1:[0,0]},this.index0AttributeName=void 0,this.uniformsNeedUpdate=!1,this.glslVersion=null,e!==void 0&&this.setValues(e)}copy(e){return super.copy(e),this.fragmentShader=e.fragmentShader,this.vertexShader=e.vertexShader,this.uniforms=Ws(e.uniforms),this.uniformsGroups=vd(e.uniformsGroups),this.defines=Object.assign({},e.defines),this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.fog=e.fog,this.lights=e.lights,this.clipping=e.clipping,this.extensions=Object.assign({},e.extensions),this.glslVersion=e.glslVersion,this}toJSON(e){const t=super.toJSON(e);t.glslVersion=this.glslVersion,t.uniforms={};for(const s in this.uniforms){const r=this.uniforms[s].value;r&&r.isTexture?t.uniforms[s]={type:"t",value:r.toJSON(e).uuid}:r&&r.isColor?t.uniforms[s]={type:"c",value:r.getHex()}:r&&r.isVector2?t.uniforms[s]={type:"v2",value:r.toArray()}:r&&r.isVector3?t.uniforms[s]={type:"v3",value:r.toArray()}:r&&r.isVector4?t.uniforms[s]={type:"v4",value:r.toArray()}:r&&r.isMatrix3?t.uniforms[s]={type:"m3",value:r.toArray()}:r&&r.isMatrix4?t.uniforms[s]={type:"m4",value:r.toArray()}:t.uniforms[s]={value:r}}Object.keys(this.defines).length>0&&(t.defines=this.defines),t.vertexShader=this.vertexShader,t.fragmentShader=this.fragmentShader,t.lights=this.lights,t.clipping=this.clipping;const i={};for(const s in this.extensions)this.extensions[s]===!0&&(i[s]=!0);return Object.keys(i).length>0&&(t.extensions=i),t}}class nc extends dt{constructor(){super(),this.isCamera=!0,this.type="Camera",this.matrixWorldInverse=new De,this.projectionMatrix=new De,this.projectionMatrixInverse=new De,this.coordinateSystem=wi,this._reversedDepth=!1}get reversedDepth(){return this._reversedDepth}copy(e,t){return super.copy(e,t),this.matrixWorldInverse.copy(e.matrixWorldInverse),this.projectionMatrix.copy(e.projectionMatrix),this.projectionMatrixInverse.copy(e.projectionMatrixInverse),this.coordinateSystem=e.coordinateSystem,this}getWorldDirection(e){return super.getWorldDirection(e).negate()}updateMatrixWorld(e){super.updateMatrixWorld(e),this.matrixWorldInverse.copy(this.matrixWorld).invert()}updateWorldMatrix(e,t){super.updateWorldMatrix(e,t),this.matrixWorldInverse.copy(this.matrixWorld).invert()}clone(){return new this.constructor().copy(this)}}const es=new w,rc=new oe,ac=new oe;class Tt extends nc{constructor(e=50,t=1,i=.1,s=2e3){super(),this.isPerspectiveCamera=!0,this.type="PerspectiveCamera",this.fov=e,this.zoom=1,this.near=i,this.far=s,this.focus=10,this.aspect=t,this.view=null,this.filmGauge=35,this.filmOffset=0,this.updateProjectionMatrix()}copy(e,t){return super.copy(e,t),this.fov=e.fov,this.zoom=e.zoom,this.near=e.near,this.far=e.far,this.focus=e.focus,this.aspect=e.aspect,this.view=e.view===null?null:Object.assign({},e.view),this.filmGauge=e.filmGauge,this.filmOffset=e.filmOffset,this}setFocalLength(e){const t=.5*this.getFilmHeight()/e;this.fov=Ls*2*Math.atan(t),this.updateProjectionMatrix()}getFocalLength(){const e=Math.tan(xn*.5*this.fov);return .5*this.getFilmHeight()/e}getEffectiveFOV(){return Ls*2*Math.atan(Math.tan(xn*.5*this.fov)/this.zoom)}getFilmWidth(){return this.filmGauge*Math.min(this.aspect,1)}getFilmHeight(){return this.filmGauge/Math.max(this.aspect,1)}getViewBounds(e,t,i){es.set(-1,-1,.5).applyMatrix4(this.projectionMatrixInverse),t.set(es.x,es.y).multiplyScalar(-e/es.z),es.set(1,1,.5).applyMatrix4(this.projectionMatrixInverse),i.set(es.x,es.y).multiplyScalar(-e/es.z)}getViewSize(e,t){return this.getViewBounds(e,rc,ac),t.subVectors(ac,rc)}setViewOffset(e,t,i,s,r,a){this.aspect=e/t,this.view===null&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=e,this.view.fullHeight=t,this.view.offsetX=i,this.view.offsetY=s,this.view.width=r,this.view.height=a,this.updateProjectionMatrix()}clearViewOffset(){this.view!==null&&(this.view.enabled=!1),this.updateProjectionMatrix()}updateProjectionMatrix(){const e=this.near;let t=e*Math.tan(xn*.5*this.fov)/this.zoom,i=2*t,s=this.aspect*i,r=-.5*s;const a=this.view;if(this.view!==null&&this.view.enabled){const l=a.fullWidth,c=a.fullHeight;r+=a.offsetX*s/l,t-=a.offsetY*i/c,s*=a.width/l,i*=a.height/c}const o=this.filmOffset;o!==0&&(r+=e*o/this.getFilmWidth()),this.projectionMatrix.makePerspective(r,r+s,t,t-i,e,this.far,this.coordinateSystem,this.reversedDepth),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}toJSON(e){const t=super.toJSON(e);return t.object.fov=this.fov,t.object.zoom=this.zoom,t.object.near=this.near,t.object.far=this.far,t.object.focus=this.focus,t.object.aspect=this.aspect,this.view!==null&&(t.object.view=Object.assign({},this.view)),t.object.filmGauge=this.filmGauge,t.object.filmOffset=this.filmOffset,t}}const js=-90,Xs=1;class bd extends dt{constructor(e,t,i){super(),this.type="CubeCamera",this.renderTarget=i,this.coordinateSystem=null,this.activeMipmapLevel=0;const s=new Tt(js,Xs,e,t);s.layers=this.layers,this.add(s);const r=new Tt(js,Xs,e,t);r.layers=this.layers,this.add(r);const a=new Tt(js,Xs,e,t);a.layers=this.layers,this.add(a);const o=new Tt(js,Xs,e,t);o.layers=this.layers,this.add(o);const l=new Tt(js,Xs,e,t);l.layers=this.layers,this.add(l);const c=new Tt(js,Xs,e,t);c.layers=this.layers,this.add(c)}updateCoordinateSystem(){const e=this.coordinateSystem,t=this.children.concat(),[i,s,r,a,o,l]=t;for(const c of t)this.remove(c);if(e===wi)i.up.set(0,1,0),i.lookAt(1,0,0),s.up.set(0,1,0),s.lookAt(-1,0,0),r.up.set(0,0,-1),r.lookAt(0,1,0),a.up.set(0,0,1),a.lookAt(0,-1,0),o.up.set(0,1,0),o.lookAt(0,0,1),l.up.set(0,1,0),l.lookAt(0,0,-1);else if(e===$n)i.up.set(0,-1,0),i.lookAt(-1,0,0),s.up.set(0,-1,0),s.lookAt(1,0,0),r.up.set(0,0,1),r.lookAt(0,1,0),a.up.set(0,0,-1),a.lookAt(0,-1,0),o.up.set(0,-1,0),o.lookAt(0,0,1),l.up.set(0,-1,0),l.lookAt(0,0,-1);else throw new Error("THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: "+e);for(const c of t)this.add(c),c.updateMatrixWorld()}update(e,t){this.parent===null&&this.updateMatrixWorld();const{renderTarget:i,activeMipmapLevel:s}=this;this.coordinateSystem!==e.coordinateSystem&&(this.coordinateSystem=e.coordinateSystem,this.updateCoordinateSystem());const[r,a,o,l,c,h]=this.children,u=e.getRenderTarget(),d=e.getActiveCubeFace(),m=e.getActiveMipmapLevel(),g=e.xr.enabled;e.xr.enabled=!1;const v=i.texture.generateMipmaps;i.texture.generateMipmaps=!1,e.setRenderTarget(i,0,s),e.render(t,r),e.setRenderTarget(i,1,s),e.render(t,a),e.setRenderTarget(i,2,s),e.render(t,o),e.setRenderTarget(i,3,s),e.render(t,l),e.setRenderTarget(i,4,s),e.render(t,c),i.texture.generateMipmaps=v,e.setRenderTarget(i,5,s),e.render(t,h),e.setRenderTarget(u,d,m),e.xr.enabled=g,i.texture.needsPMREMUpdate=!0}}class mo extends Rt{constructor(e=[],t=ws,i,s,r,a,o,l,c,h){super(e,t,i,s,r,a,o,l,c,h),this.isCubeTexture=!0,this.flipY=!1}get images(){return this.image}set images(e){this.image=e}}class yd extends Mt{constructor(e=1,t={}){super(e,e,t),this.isWebGLCubeRenderTarget=!0;const i={width:e,height:e,depth:1},s=[i,i,i,i,i,i];this.texture=new mo(s),this._setTextureOptions(t),this.texture.isRenderTargetTexture=!0}fromEquirectangularTexture(e,t){this.texture.type=t.type,this.texture.colorSpace=t.colorSpace,this.texture.generateMipmaps=t.generateMipmaps,this.texture.minFilter=t.minFilter,this.texture.magFilter=t.magFilter;const i={uniforms:{tEquirect:{value:null}},vertexShader:` varying vec3 vWorldDirection; @@ -43,7 +43,7 @@ gl_FragColor = texture2D( tEquirect, sampleUV ); } - `},s=new ds(5,5,5),r=new ct({name:"CubemapFromEquirect",uniforms:Ws(i.uniforms),vertexShader:i.vertexShader,fragmentShader:i.fragmentShader,side:zt,blending:xt});r.uniforms.tEquirect.value=t;const a=new rt(s,r),o=t.minFilter;return t.minFilter===Ei&&(t.minFilter=bt),new bd(1,10,this).update(e,a),t.minFilter=o,a.geometry.dispose(),a.material.dispose(),this}clear(e,t=!0,i=!0,s=!0){const r=e.getRenderTarget();for(let a=0;a<6;a++)e.setRenderTarget(this,a),e.clear(t,i,s);e.setRenderTarget(r)}}let Vi=class extends dt{constructor(){super(),this.isGroup=!0,this.type="Group"}};const Md={type:"move"};class fo{constructor(){this._targetRay=null,this._grip=null,this._hand=null}getHandSpace(){return this._hand===null&&(this._hand=new Vi,this._hand.matrixAutoUpdate=!1,this._hand.visible=!1,this._hand.joints={},this._hand.inputState={pinching:!1}),this._hand}getTargetRaySpace(){return this._targetRay===null&&(this._targetRay=new Vi,this._targetRay.matrixAutoUpdate=!1,this._targetRay.visible=!1,this._targetRay.hasLinearVelocity=!1,this._targetRay.linearVelocity=new w,this._targetRay.hasAngularVelocity=!1,this._targetRay.angularVelocity=new w),this._targetRay}getGripSpace(){return this._grip===null&&(this._grip=new Vi,this._grip.matrixAutoUpdate=!1,this._grip.visible=!1,this._grip.hasLinearVelocity=!1,this._grip.linearVelocity=new w,this._grip.hasAngularVelocity=!1,this._grip.angularVelocity=new w),this._grip}dispatchEvent(e){return this._targetRay!==null&&this._targetRay.dispatchEvent(e),this._grip!==null&&this._grip.dispatchEvent(e),this._hand!==null&&this._hand.dispatchEvent(e),this}connect(e){if(e&&e.hand){const t=this._hand;if(t)for(const i of e.hand.values())this._getHandJoint(t,i)}return this.dispatchEvent({type:"connected",data:e}),this}disconnect(e){return this.dispatchEvent({type:"disconnected",data:e}),this._targetRay!==null&&(this._targetRay.visible=!1),this._grip!==null&&(this._grip.visible=!1),this._hand!==null&&(this._hand.visible=!1),this}update(e,t,i){let s=null,r=null,a=null;const o=this._targetRay,l=this._grip,c=this._hand;if(e&&t.session.visibilityState!=="visible-blurred"){if(c&&e.hand){a=!0;for(const v of e.hand.values()){const f=t.getJointPose(v,i),p=this._getHandJoint(c,v);f!==null&&(p.matrix.fromArray(f.transform.matrix),p.matrix.decompose(p.position,p.rotation,p.scale),p.matrixWorldNeedsUpdate=!0,p.jointRadius=f.radius),p.visible=f!==null}const h=c.joints["index-finger-tip"],u=c.joints["thumb-tip"],d=h.position.distanceTo(u.position),m=.02,g=.005;c.inputState.pinching&&d>m+g?(c.inputState.pinching=!1,this.dispatchEvent({type:"pinchend",handedness:e.handedness,target:this})):!c.inputState.pinching&&d<=m-g&&(c.inputState.pinching=!0,this.dispatchEvent({type:"pinchstart",handedness:e.handedness,target:this}))}else l!==null&&e.gripSpace&&(r=t.getPose(e.gripSpace,i),r!==null&&(l.matrix.fromArray(r.transform.matrix),l.matrix.decompose(l.position,l.rotation,l.scale),l.matrixWorldNeedsUpdate=!0,r.linearVelocity?(l.hasLinearVelocity=!0,l.linearVelocity.copy(r.linearVelocity)):l.hasLinearVelocity=!1,r.angularVelocity?(l.hasAngularVelocity=!0,l.angularVelocity.copy(r.angularVelocity)):l.hasAngularVelocity=!1));o!==null&&(s=t.getPose(e.targetRaySpace,i),s===null&&r!==null&&(s=r),s!==null&&(o.matrix.fromArray(s.transform.matrix),o.matrix.decompose(o.position,o.rotation,o.scale),o.matrixWorldNeedsUpdate=!0,s.linearVelocity?(o.hasLinearVelocity=!0,o.linearVelocity.copy(s.linearVelocity)):o.hasLinearVelocity=!1,s.angularVelocity?(o.hasAngularVelocity=!0,o.angularVelocity.copy(s.angularVelocity)):o.hasAngularVelocity=!1,this.dispatchEvent(Md)))}return o!==null&&(o.visible=s!==null),l!==null&&(l.visible=r!==null),c!==null&&(c.visible=a!==null),this}_getHandJoint(e,t){if(e.joints[t.jointName]===void 0){const i=new Vi;i.matrixAutoUpdate=!1,i.visible=!1,e.joints[t.jointName]=i,e.add(i)}return e.joints[t.jointName]}}class go extends dt{constructor(){super(),this.isScene=!0,this.type="Scene",this.background=null,this.environment=null,this.fog=null,this.backgroundBlurriness=0,this.backgroundIntensity=1,this.backgroundRotation=new pi,this.environmentIntensity=1,this.environmentRotation=new pi,this.overrideMaterial=null,typeof __THREE_DEVTOOLS__<"u"&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}copy(e,t){return super.copy(e,t),e.background!==null&&(this.background=e.background.clone()),e.environment!==null&&(this.environment=e.environment.clone()),e.fog!==null&&(this.fog=e.fog.clone()),this.backgroundBlurriness=e.backgroundBlurriness,this.backgroundIntensity=e.backgroundIntensity,this.backgroundRotation.copy(e.backgroundRotation),this.environmentIntensity=e.environmentIntensity,this.environmentRotation.copy(e.environmentRotation),e.overrideMaterial!==null&&(this.overrideMaterial=e.overrideMaterial.clone()),this.matrixAutoUpdate=e.matrixAutoUpdate,this}toJSON(e){const t=super.toJSON(e);return this.fog!==null&&(t.object.fog=this.fog.toJSON()),this.backgroundBlurriness>0&&(t.object.backgroundBlurriness=this.backgroundBlurriness),this.backgroundIntensity!==1&&(t.object.backgroundIntensity=this.backgroundIntensity),t.object.backgroundRotation=this.backgroundRotation.toArray(),this.environmentIntensity!==1&&(t.object.environmentIntensity=this.environmentIntensity),t.object.environmentRotation=this.environmentRotation.toArray(),t}}class Sd{constructor(e,t){this.isInterleavedBuffer=!0,this.array=e,this.stride=t,this.count=e!==void 0?e.length/t:0,this.usage=Va,this.updateRanges=[],this.version=0,this.uuid=li()}onUploadCallback(){}set needsUpdate(e){e===!0&&this.version++}setUsage(e){return this.usage=e,this}addUpdateRange(e,t){this.updateRanges.push({start:e,count:t})}clearUpdateRanges(){this.updateRanges.length=0}copy(e){return this.array=new e.array.constructor(e.array),this.count=e.count,this.stride=e.stride,this.usage=e.usage,this}copyAt(e,t,i){e*=this.stride,i*=t.stride;for(let s=0,r=this.stride;s1?null:t.copy(e.start).addScaledVector(i,r)}intersectsLine(e){const t=this.distanceToPoint(e.start),i=this.distanceToPoint(e.end);return t<0&&i>0||i<0&&t>0}intersectsBox(e){return e.intersectsPlane(this)}intersectsSphere(e){return e.intersectsPlane(this)}coplanarPoint(e){return e.copy(this.normal).multiplyScalar(-this.constant)}applyMatrix4(e,t){const i=t||Pd.getNormalMatrix(e),s=this.coplanarPoint(Mo).applyMatrix4(e),r=this.normal.applyMatrix3(i).normalize();return this.constant=-s.dot(r),this}translate(e){return this.constant-=e.dot(this.normal),this}equals(e){return e.normal.equals(this.normal)&&e.constant===this.constant}clone(){return new this.constructor().copy(this)}}const ps=new Ci,Ld=new oe(.5,.5),_r=new w;class So{constructor(e=new Ai,t=new Ai,i=new Ai,s=new Ai,r=new Ai,a=new Ai){this.planes=[e,t,i,s,r,a]}set(e,t,i,s,r,a){const o=this.planes;return o[0].copy(e),o[1].copy(t),o[2].copy(i),o[3].copy(s),o[4].copy(r),o[5].copy(a),this}copy(e){const t=this.planes;for(let i=0;i<6;i++)t[i].copy(e.planes[i]);return this}setFromProjectionMatrix(e,t=wi,i=!1){const s=this.planes,r=e.elements,a=r[0],o=r[1],l=r[2],c=r[3],h=r[4],u=r[5],d=r[6],m=r[7],g=r[8],v=r[9],f=r[10],p=r[11],b=r[12],_=r[13],E=r[14],R=r[15];if(s[0].setComponents(c-a,m-h,p-g,R-b).normalize(),s[1].setComponents(c+a,m+h,p+g,R+b).normalize(),s[2].setComponents(c+o,m+u,p+v,R+_).normalize(),s[3].setComponents(c-o,m-u,p-v,R-_).normalize(),i)s[4].setComponents(l,d,f,E).normalize(),s[5].setComponents(c-l,m-d,p-f,R-E).normalize();else if(s[4].setComponents(c-l,m-d,p-f,R-E).normalize(),t===wi)s[5].setComponents(c+l,m+d,p+f,R+E).normalize();else if(t===$n)s[5].setComponents(l,d,f,E).normalize();else throw new Error("THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: "+t);return this}intersectsObject(e){if(e.boundingSphere!==void 0)e.boundingSphere===null&&e.computeBoundingSphere(),ps.copy(e.boundingSphere).applyMatrix4(e.matrixWorld);else{const t=e.geometry;t.boundingSphere===null&&t.computeBoundingSphere(),ps.copy(t.boundingSphere).applyMatrix4(e.matrixWorld)}return this.intersectsSphere(ps)}intersectsSprite(e){ps.center.set(0,0,0);const t=Ld.distanceTo(e.center);return ps.radius=.7071067811865476+t,ps.applyMatrix4(e.matrixWorld),this.intersectsSphere(ps)}intersectsSphere(e){const t=this.planes,i=e.center,s=-e.radius;for(let r=0;r<6;r++)if(t[r].distanceToPoint(i)0?e.max.x:e.min.x,_r.y=s.normal.y>0?e.max.y:e.min.y,_r.z=s.normal.z>0?e.max.z:e.min.z,s.distanceToPoint(_r)<0)return!1}return!0}containsPoint(e){const t=this.planes;for(let i=0;i<6;i++)if(t[i].distanceToPoint(e)<0)return!1;return!0}clone(){return new this.constructor().copy(this)}}class gc extends ti{constructor(e){super(),this.isLineBasicMaterial=!0,this.type="LineBasicMaterial",this.color=new xe(16777215),this.map=null,this.linewidth=1,this.linecap="round",this.linejoin="round",this.fog=!0,this.setValues(e)}copy(e){return super.copy(e),this.color.copy(e.color),this.map=e.map,this.linewidth=e.linewidth,this.linecap=e.linecap,this.linejoin=e.linejoin,this.fog=e.fog,this}}const xr=new w,br=new w,vc=new De,Cn=new Os,yr=new Ci,To=new w,_c=new w;class Eo extends dt{constructor(e=new si,t=new gc){super(),this.isLine=!0,this.type="Line",this.geometry=e,this.material=t,this.morphTargetDictionary=void 0,this.morphTargetInfluences=void 0,this.updateMorphTargets()}copy(e,t){return super.copy(e,t),this.material=Array.isArray(e.material)?e.material.slice():e.material,this.geometry=e.geometry,this}computeLineDistances(){const e=this.geometry;if(e.index===null){const t=e.attributes.position,i=[0];for(let s=1,r=t.count;s0){const i=e[t[0]];if(i!==void 0){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let s=0,r=i.length;si)return;To.applyMatrix4(n.matrixWorld);const l=e.ray.origin.distanceTo(To);if(!(le.far))return{distance:l,point:_c.clone().applyMatrix4(n.matrixWorld),index:a,face:null,faceIndex:null,barycoord:null,object:n}}const xc=new w,bc=new w;class Dd extends Eo{constructor(e,t){super(e,t),this.isLineSegments=!0,this.type="LineSegments"}computeLineDistances(){const e=this.geometry;if(e.index===null){const t=e.attributes.position,i=[];for(let s=0,r=t.count;s0){const i=e[t[0]];if(i!==void 0){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let s=0,r=i.length;ss.far)return;r.push({distance:c,distanceToRay:Math.sqrt(o),point:l,index:e,face:null,faceIndex:null,barycoord:null,object:a})}}class Co extends At{constructor(e,t,i=os,s,r,a,o=It,l=It,c,h=mn,u=1){if(h!==mn&&h!==Rs)throw new Error("DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat");const d={width:e,height:t,depth:u};super(d,s,r,a,o,l,h,i,c),this.isDepthTexture=!0,this.flipY=!1,this.generateMipmaps=!1,this.compareFunction=null}copy(e){return super.copy(e),this.source=new qa(Object.assign({},e.image)),this.compareFunction=e.compareFunction,this}toJSON(e){const t=super.toJSON(e);return this.compareFunction!==null&&(t.compareFunction=this.compareFunction),t}}class Tc extends At{constructor(e=null){super(),this.sourceTexture=e,this.isExternalTexture=!0}copy(e){return super.copy(e),this.sourceTexture=e.sourceTexture,this}}class An extends si{constructor(e=1,t=1,i=1,s=1){super(),this.type="PlaneGeometry",this.parameters={width:e,height:t,widthSegments:i,heightSegments:s};const r=e/2,a=t/2,o=Math.floor(i),l=Math.floor(s),c=o+1,h=l+1,u=e/o,d=t/l,m=[],g=[],v=[],f=[];for(let p=0;p0!=e>0&&this.version++,this._anisotropy=e}get clearcoat(){return this._clearcoat}set clearcoat(e){this._clearcoat>0!=e>0&&this.version++,this._clearcoat=e}get iridescence(){return this._iridescence}set iridescence(e){this._iridescence>0!=e>0&&this.version++,this._iridescence=e}get dispersion(){return this._dispersion}set dispersion(e){this._dispersion>0!=e>0&&this.version++,this._dispersion=e}get sheen(){return this._sheen}set sheen(e){this._sheen>0!=e>0&&this.version++,this._sheen=e}get transmission(){return this._transmission}set transmission(e){this._transmission>0!=e>0&&this.version++,this._transmission=e}copy(e){return super.copy(e),this.defines={STANDARD:"",PHYSICAL:""},this.anisotropy=e.anisotropy,this.anisotropyRotation=e.anisotropyRotation,this.anisotropyMap=e.anisotropyMap,this.clearcoat=e.clearcoat,this.clearcoatMap=e.clearcoatMap,this.clearcoatRoughness=e.clearcoatRoughness,this.clearcoatRoughnessMap=e.clearcoatRoughnessMap,this.clearcoatNormalMap=e.clearcoatNormalMap,this.clearcoatNormalScale.copy(e.clearcoatNormalScale),this.dispersion=e.dispersion,this.ior=e.ior,this.iridescence=e.iridescence,this.iridescenceMap=e.iridescenceMap,this.iridescenceIOR=e.iridescenceIOR,this.iridescenceThicknessRange=[...e.iridescenceThicknessRange],this.iridescenceThicknessMap=e.iridescenceThicknessMap,this.sheen=e.sheen,this.sheenColor.copy(e.sheenColor),this.sheenColorMap=e.sheenColorMap,this.sheenRoughness=e.sheenRoughness,this.sheenRoughnessMap=e.sheenRoughnessMap,this.transmission=e.transmission,this.transmissionMap=e.transmissionMap,this.thickness=e.thickness,this.thicknessMap=e.thicknessMap,this.attenuationDistance=e.attenuationDistance,this.attenuationColor.copy(e.attenuationColor),this.specularIntensity=e.specularIntensity,this.specularIntensityMap=e.specularIntensityMap,this.specularColor.copy(e.specularColor),this.specularColorMap=e.specularColorMap,this}}class Bd extends ti{constructor(e){super(),this.isMeshNormalMaterial=!0,this.type="MeshNormalMaterial",this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=Yn,this.normalScale=new oe(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.flatShading=!1,this.setValues(e)}copy(e){return super.copy(e),this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.flatShading=e.flatShading,this}}class Od extends ti{constructor(e){super(),this.isMeshLambertMaterial=!0,this.type="MeshLambertMaterial",this.color=new xe(16777215),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new xe(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=Yn,this.normalScale=new oe(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.envMapRotation=new pi,this.combine=Jr,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.flatShading=!1,this.fog=!0,this.setValues(e)}copy(e){return super.copy(e),this.color.copy(e.color),this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.envMapRotation.copy(e.envMapRotation),this.combine=e.combine,this.reflectivity=e.reflectivity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.flatShading=e.flatShading,this.fog=e.fog,this}}class Ec extends ti{constructor(e){super(),this.isMeshDepthMaterial=!0,this.type="MeshDepthMaterial",this.depthPacking=Su,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.setValues(e)}copy(e){return super.copy(e),this.depthPacking=e.depthPacking,this.map=e.map,this.alphaMap=e.alphaMap,this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this}}class kd extends ti{constructor(e){super(),this.isMeshDistanceMaterial=!0,this.type="MeshDistanceMaterial",this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.setValues(e)}copy(e){return super.copy(e),this.map=e.map,this.alphaMap=e.alphaMap,this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this}}function Er(n,e){return!n||n.constructor===e?n:typeof e.BYTES_PER_ELEMENT=="number"?new e(n):Array.prototype.slice.call(n)}function Fd(n){return ArrayBuffer.isView(n)&&!(n instanceof DataView)}function zd(n){function e(s,r){return n[s]-n[r]}const t=n.length,i=new Array(t);for(let s=0;s!==t;++s)i[s]=s;return i.sort(e),i}function wc(n,e,t){const i=n.length,s=new n.constructor(i);for(let r=0,a=0;a!==i;++r){const o=t[r]*e;for(let l=0;l!==e;++l)s[a++]=n[o+l]}return s}function Cc(n,e,t,i){let s=1,r=n[0];for(;r!==void 0&&r[i]===void 0;)r=n[s++];if(r===void 0)return;let a=r[i];if(a!==void 0)if(Array.isArray(a))do a=r[i],a!==void 0&&(e.push(r.time),t.push(...a)),r=n[s++];while(r!==void 0);else if(a.toArray!==void 0)do a=r[i],a!==void 0&&(e.push(r.time),a.toArray(t,t.length)),r=n[s++];while(r!==void 0);else do a=r[i],a!==void 0&&(e.push(r.time),t.push(a)),r=n[s++];while(r!==void 0)}class Rn{constructor(e,t,i,s){this.parameterPositions=e,this._cachedIndex=0,this.resultBuffer=s!==void 0?s:new t.constructor(i),this.sampleValues=t,this.valueSize=i,this.settings=null,this.DefaultSettings_={}}evaluate(e){const t=this.parameterPositions;let i=this._cachedIndex,s=t[i],r=t[i-1];i:{e:{let a;t:{s:if(!(e=r)){const o=t[1];e=r)break e}a=i,i=0;break t}break i}for(;i>>1;et;)--a;if(++a,r!==0||a!==s){r>=a&&(a=Math.max(a,1),r=a-1);const o=this.getValueSize();this.times=i.slice(r,a),this.values=this.values.slice(r*o,a*o)}return this}validate(){let e=!0;const t=this.getValueSize();t-Math.floor(t)!==0&&(Ve("KeyframeTrack: Invalid value size in track.",this),e=!1);const i=this.times,s=this.values,r=i.length;r===0&&(Ve("KeyframeTrack: Track is empty.",this),e=!1);let a=null;for(let o=0;o!==r;o++){const l=i[o];if(typeof l=="number"&&isNaN(l)){Ve("KeyframeTrack: Time is not a valid number.",this,o,l),e=!1;break}if(a!==null&&a>l){Ve("KeyframeTrack: Out of order keys.",this,o,l,a),e=!1;break}a=l}if(s!==void 0&&Fd(s))for(let o=0,l=s.length;o!==l;++o){const c=s[o];if(isNaN(c)){Ve("KeyframeTrack: Value is not a valid number.",this,o,c),e=!1;break}}return e}optimize(){const e=this.times.slice(),t=this.values.slice(),i=this.getValueSize(),s=this.getInterpolation()===Oa,r=e.length-1;let a=1;for(let o=1;o0){e[a]=e[r];for(let o=r*i,l=a*i,c=0;c!==i;++c)t[l+c]=t[o+c];++a}return a!==e.length?(this.times=e.slice(0,a),this.values=t.slice(0,a*i)):(this.times=e,this.values=t),this}clone(){const e=this.times.slice(),t=this.values.slice(),i=this.constructor,s=new i(this.name,e,t);return s.createInterpolant=this.createInterpolant,s}}_i.prototype.ValueTypeName="",_i.prototype.TimeBufferType=Float32Array,_i.prototype.ValueBufferType=Float32Array,_i.prototype.DefaultInterpolation=gn;class Ys extends _i{constructor(e,t,i){super(e,t,i)}}Ys.prototype.ValueTypeName="bool",Ys.prototype.ValueBufferType=Array,Ys.prototype.DefaultInterpolation=fn,Ys.prototype.InterpolantFactoryMethodLinear=void 0,Ys.prototype.InterpolantFactoryMethodSmooth=void 0;class Ac extends _i{constructor(e,t,i,s){super(e,t,i,s)}}Ac.prototype.ValueTypeName="color";class Ks extends _i{constructor(e,t,i,s){super(e,t,i,s)}}Ks.prototype.ValueTypeName="number";class Wd extends Rn{constructor(e,t,i,s){super(e,t,i,s)}interpolate_(e,t,i,s){const r=this.resultBuffer,a=this.sampleValues,o=this.valueSize,l=(i-t)/(s-t);let c=e*o;for(let h=c+o;c!==h;c+=4)hi.slerpFlat(r,0,a,c-o,a,c,l);return r}}class $s extends _i{constructor(e,t,i,s){super(e,t,i,s)}InterpolantFactoryMethodLinear(e){return new Wd(this.times,this.values,this.getValueSize(),e)}}$s.prototype.ValueTypeName="quaternion",$s.prototype.InterpolantFactoryMethodSmooth=void 0;class Js extends _i{constructor(e,t,i){super(e,t,i)}}Js.prototype.ValueTypeName="string",Js.prototype.ValueBufferType=Array,Js.prototype.DefaultInterpolation=fn,Js.prototype.InterpolantFactoryMethodLinear=void 0,Js.prototype.InterpolantFactoryMethodSmooth=void 0;class Qs extends _i{constructor(e,t,i,s){super(e,t,i,s)}}Qs.prototype.ValueTypeName="vector";class jd{constructor(e="",t=-1,i=[],s=yu){this.name=e,this.tracks=i,this.duration=t,this.blendMode=s,this.uuid=li(),this.userData={},this.duration<0&&this.resetDuration()}static parse(e){const t=[],i=e.tracks,s=1/(e.fps||1);for(let a=0,o=i.length;a!==o;++a)t.push(qd(i[a]).scale(s));const r=new this(e.name,e.duration,t,e.blendMode);return r.uuid=e.uuid,r.userData=JSON.parse(e.userData||"{}"),r}static toJSON(e){const t=[],i=e.tracks,s={name:e.name,duration:e.duration,tracks:t,uuid:e.uuid,blendMode:e.blendMode,userData:JSON.stringify(e.userData)};for(let r=0,a=i.length;r!==a;++r)t.push(_i.toJSON(i[r]));return s}static CreateFromMorphTargetSequence(e,t,i,s){const r=t.length,a=[];for(let o=0;o1){const u=h[1];let d=s[u];d||(s[u]=d=[]),d.push(c)}}const a=[];for(const o in s)a.push(this.CreateFromMorphTargetSequence(o,s[o],t,i));return a}static parseAnimation(e,t){if(Me("AnimationClip: parseAnimation() is deprecated and will be removed with r185"),!e)return Ve("AnimationClip: No animation in JSONLoader data."),null;const i=function(h,u,d,m,g){if(d.length!==0){const v=[],f=[];Cc(d,v,f,m),v.length!==0&&g.push(new h(u,v,f))}},s=[],r=e.name||"default",a=e.fps||30,o=e.blendMode;let l=e.length||-1;const c=e.hierarchy||[];for(let h=0;h{t&&t(r),this.manager.itemEnd(e)},0),r;if(Wi[e]!==void 0){Wi[e].push({onLoad:t,onProgress:i,onError:s});return}Wi[e]=[],Wi[e].push({onLoad:t,onProgress:i,onError:s});const a=new Request(e,{headers:new Headers(this.requestHeader),credentials:this.withCredentials?"include":"same-origin",signal:typeof AbortSignal.any=="function"?AbortSignal.any([this._abortController.signal,this.manager.abortController.signal]):this._abortController.signal}),o=this.mimeType,l=this.responseType;fetch(a).then(c=>{if(c.status===200||c.status===0){if(c.status===0&&Me("FileLoader: HTTP Status 0 received."),typeof ReadableStream>"u"||c.body===void 0||c.body.getReader===void 0)return c;const h=Wi[e],u=c.body.getReader(),d=c.headers.get("X-File-Size")||c.headers.get("Content-Length"),m=d?parseInt(d):0,g=m!==0;let v=0;const f=new ReadableStream({start(p){b();function b(){u.read().then(({done:_,value:E})=>{if(_)p.close();else{v+=E.byteLength;const R=new ProgressEvent("progress",{lengthComputable:g,loaded:v,total:m});for(let T=0,A=h.length;T{p.error(_)})}}});return new Response(f)}else throw new Kd(`fetch for "${c.url}" responded with ${c.status}: ${c.statusText}`,c)}).then(c=>{switch(l){case"arraybuffer":return c.arrayBuffer();case"blob":return c.blob();case"document":return c.text().then(h=>new DOMParser().parseFromString(h,o));case"json":return c.json();default:if(o==="")return c.text();{const h=/charset="?([^;"\s]*)"?/i.exec(o),u=h&&h[1]?h[1].toLowerCase():void 0,d=new TextDecoder(u);return c.arrayBuffer().then(m=>d.decode(m))}}}).then(c=>{Gi.add(`file:${e}`,c);const h=Wi[e];delete Wi[e];for(let u=0,d=h.length;u{const h=Wi[e];if(h===void 0)throw this.manager.itemError(e),c;delete Wi[e];for(let u=0,d=h.length;u{this.manager.itemEnd(e)}),this.manager.itemStart(e)}setResponseType(e){return this.responseType=e,this}setMimeType(e){return this.mimeType=e,this}abort(){return this._abortController.abort(),this._abortController=new AbortController,this}}const en=new WeakMap;class Rc extends ts{constructor(e){super(e)}load(e,t,i,s){this.path!==void 0&&(e=this.path+e),e=this.manager.resolveURL(e);const r=this,a=Gi.get(`image:${e}`);if(a!==void 0){if(a.complete===!0)r.manager.itemStart(e),setTimeout(function(){t&&t(a),r.manager.itemEnd(e)},0);else{let u=en.get(a);u===void 0&&(u=[],en.set(a,u)),u.push({onLoad:t,onError:s})}return a}const o=vn("img");function l(){h(),t&&t(this);const u=en.get(this)||[];for(let d=0;d"u"&&Me("ImageBitmapLoader: createImageBitmap() not supported."),typeof fetch>"u"&&Me("ImageBitmapLoader: fetch() not supported."),this.options={premultiplyAlpha:"none"},this._abortController=new AbortController}setOptions(e){return this.options=e,this}load(e,t,i,s){e===void 0&&(e=""),this.path!==void 0&&(e=this.path+e),e=this.manager.resolveURL(e);const r=this,a=Gi.get(`image-bitmap:${e}`);if(a!==void 0){if(r.manager.itemStart(e),a.then){a.then(c=>{if(Io.has(a)===!0)s&&s(Io.get(a)),r.manager.itemError(e),r.manager.itemEnd(e);else return t&&t(c),r.manager.itemEnd(e),c});return}return setTimeout(function(){t&&t(a),r.manager.itemEnd(e)},0),a}const o={};o.credentials=this.crossOrigin==="anonymous"?"same-origin":"include",o.headers=this.requestHeader,o.signal=typeof AbortSignal.any=="function"?AbortSignal.any([this._abortController.signal,this.manager.abortController.signal]):this._abortController.signal;const l=fetch(e,o).then(function(c){return c.blob()}).then(function(c){return createImageBitmap(c,Object.assign(r.options,{colorSpaceConversion:"none"}))}).then(function(c){return Gi.add(`image-bitmap:${e}`,c),t&&t(c),r.manager.itemEnd(e),c}).catch(function(c){s&&s(c),Io.set(l,c),Gi.remove(`image-bitmap:${e}`),r.manager.itemError(e),r.manager.itemEnd(e)});Gi.add(`image-bitmap:${e}`,l),r.manager.itemStart(e)}abort(){return this._abortController.abort(),this._abortController=new AbortController,this}}class np extends St{constructor(e=[]){super(),this.isArrayCamera=!0,this.isMultiViewCamera=!1,this.cameras=e}}class rp{constructor(e=!0){this.autoStart=e,this.startTime=0,this.oldTime=0,this.elapsedTime=0,this.running=!1}start(){this.startTime=performance.now(),this.oldTime=this.startTime,this.elapsedTime=0,this.running=!0}stop(){this.getElapsedTime(),this.running=!1,this.autoStart=!1}getElapsedTime(){return this.getDelta(),this.elapsedTime}getDelta(){let e=0;if(this.autoStart&&!this.running)return this.start(),0;if(this.running){const t=performance.now();e=(t-this.oldTime)/1e3,this.oldTime=t,this.elapsedTime+=e}return e}}const Uo="\\[\\]\\.:\\/",ap=new RegExp("["+Uo+"]","g"),No="[^"+Uo+"]",op="[^"+Uo.replace("\\.","")+"]",lp=/((?:WC+[\/:])*)/.source.replace("WC",No),cp=/(WCOD+)?/.source.replace("WCOD",op),hp=/(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace("WC",No),up=/\.(WC+)(?:\[(.+)\])?/.source.replace("WC",No),dp=new RegExp("^"+lp+cp+hp+up+"$"),pp=["material","materials","bones","map"];class mp{constructor(e,t,i){const s=i||nt.parseTrackName(t);this._targetGroup=e,this._bindings=e.subscribe_(t,s)}getValue(e,t){this.bind();const i=this._targetGroup.nCachedObjects_,s=this._bindings[i];s!==void 0&&s.getValue(e,t)}setValue(e,t){const i=this._bindings;for(let s=this._targetGroup.nCachedObjects_,r=i.length;s!==r;++s)i[s].setValue(e,t)}bind(){const e=this._bindings;for(let t=this._targetGroup.nCachedObjects_,i=e.length;t!==i;++t)e[t].bind()}unbind(){const e=this._bindings;for(let t=this._targetGroup.nCachedObjects_,i=e.length;t!==i;++t)e[t].unbind()}}class nt{constructor(e,t,i){this.path=t,this.parsedPath=i||nt.parseTrackName(t),this.node=nt.findNode(e,this.parsedPath.nodeName),this.rootNode=e,this.getValue=this._getValue_unbound,this.setValue=this._setValue_unbound}static create(e,t,i){return e&&e.isAnimationObjectGroup?new nt.Composite(e,t,i):new nt(e,t,i)}static sanitizeNodeName(e){return e.replace(/\s/g,"_").replace(ap,"")}static parseTrackName(e){const t=dp.exec(e);if(t===null)throw new Error("PropertyBinding: Cannot parse trackName: "+e);const i={nodeName:t[2],objectName:t[3],objectIndex:t[4],propertyName:t[5],propertyIndex:t[6]},s=i.nodeName&&i.nodeName.lastIndexOf(".");if(s!==void 0&&s!==-1){const r=i.nodeName.substring(s+1);pp.indexOf(r)!==-1&&(i.nodeName=i.nodeName.substring(0,s),i.objectName=r)}if(i.propertyName===null||i.propertyName.length===0)throw new Error("PropertyBinding: can not parse propertyName from trackName: "+e);return i}static findNode(e,t){if(t===void 0||t===""||t==="."||t===-1||t===e.name||t===e.uuid)return e;if(e.skeleton){const i=e.skeleton.getBoneByName(t);if(i!==void 0)return i}if(e.children){const i=function(r){for(let a=0;am.start-g.start);let d=0;for(let m=1;mm+g?(c.inputState.pinching=!1,this.dispatchEvent({type:"pinchend",handedness:e.handedness,target:this})):!c.inputState.pinching&&d<=m-g&&(c.inputState.pinching=!0,this.dispatchEvent({type:"pinchstart",handedness:e.handedness,target:this}))}else l!==null&&e.gripSpace&&(r=t.getPose(e.gripSpace,i),r!==null&&(l.matrix.fromArray(r.transform.matrix),l.matrix.decompose(l.position,l.rotation,l.scale),l.matrixWorldNeedsUpdate=!0,r.linearVelocity?(l.hasLinearVelocity=!0,l.linearVelocity.copy(r.linearVelocity)):l.hasLinearVelocity=!1,r.angularVelocity?(l.hasAngularVelocity=!0,l.angularVelocity.copy(r.angularVelocity)):l.hasAngularVelocity=!1));o!==null&&(s=t.getPose(e.targetRaySpace,i),s===null&&r!==null&&(s=r),s!==null&&(o.matrix.fromArray(s.transform.matrix),o.matrix.decompose(o.position,o.rotation,o.scale),o.matrixWorldNeedsUpdate=!0,s.linearVelocity?(o.hasLinearVelocity=!0,o.linearVelocity.copy(s.linearVelocity)):o.hasLinearVelocity=!1,s.angularVelocity?(o.hasAngularVelocity=!0,o.angularVelocity.copy(s.angularVelocity)):o.hasAngularVelocity=!1,this.dispatchEvent(Md)))}return o!==null&&(o.visible=s!==null),l!==null&&(l.visible=r!==null),c!==null&&(c.visible=a!==null),this}_getHandJoint(e,t){if(e.joints[t.jointName]===void 0){const i=new Vi;i.matrixAutoUpdate=!1,i.visible=!1,e.joints[t.jointName]=i,e.add(i)}return e.joints[t.jointName]}}class go extends dt{constructor(){super(),this.isScene=!0,this.type="Scene",this.background=null,this.environment=null,this.fog=null,this.backgroundBlurriness=0,this.backgroundIntensity=1,this.backgroundRotation=new pi,this.environmentIntensity=1,this.environmentRotation=new pi,this.overrideMaterial=null,typeof __THREE_DEVTOOLS__<"u"&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}copy(e,t){return super.copy(e,t),e.background!==null&&(this.background=e.background.clone()),e.environment!==null&&(this.environment=e.environment.clone()),e.fog!==null&&(this.fog=e.fog.clone()),this.backgroundBlurriness=e.backgroundBlurriness,this.backgroundIntensity=e.backgroundIntensity,this.backgroundRotation.copy(e.backgroundRotation),this.environmentIntensity=e.environmentIntensity,this.environmentRotation.copy(e.environmentRotation),e.overrideMaterial!==null&&(this.overrideMaterial=e.overrideMaterial.clone()),this.matrixAutoUpdate=e.matrixAutoUpdate,this}toJSON(e){const t=super.toJSON(e);return this.fog!==null&&(t.object.fog=this.fog.toJSON()),this.backgroundBlurriness>0&&(t.object.backgroundBlurriness=this.backgroundBlurriness),this.backgroundIntensity!==1&&(t.object.backgroundIntensity=this.backgroundIntensity),t.object.backgroundRotation=this.backgroundRotation.toArray(),this.environmentIntensity!==1&&(t.object.environmentIntensity=this.environmentIntensity),t.object.environmentRotation=this.environmentRotation.toArray(),t}}class Sd{constructor(e,t){this.isInterleavedBuffer=!0,this.array=e,this.stride=t,this.count=e!==void 0?e.length/t:0,this.usage=Va,this.updateRanges=[],this.version=0,this.uuid=li()}onUploadCallback(){}set needsUpdate(e){e===!0&&this.version++}setUsage(e){return this.usage=e,this}addUpdateRange(e,t){this.updateRanges.push({start:e,count:t})}clearUpdateRanges(){this.updateRanges.length=0}copy(e){return this.array=new e.array.constructor(e.array),this.count=e.count,this.stride=e.stride,this.usage=e.usage,this}copyAt(e,t,i){e*=this.stride,i*=t.stride;for(let s=0,r=this.stride;s1?null:t.copy(e.start).addScaledVector(i,r)}intersectsLine(e){const t=this.distanceToPoint(e.start),i=this.distanceToPoint(e.end);return t<0&&i>0||i<0&&t>0}intersectsBox(e){return e.intersectsPlane(this)}intersectsSphere(e){return e.intersectsPlane(this)}coplanarPoint(e){return e.copy(this.normal).multiplyScalar(-this.constant)}applyMatrix4(e,t){const i=t||Pd.getNormalMatrix(e),s=this.coplanarPoint(Mo).applyMatrix4(e),r=this.normal.applyMatrix3(i).normalize();return this.constant=-s.dot(r),this}translate(e){return this.constant-=e.dot(this.normal),this}equals(e){return e.normal.equals(this.normal)&&e.constant===this.constant}clone(){return new this.constructor().copy(this)}}const ps=new Ci,Ld=new oe(.5,.5),_r=new w;class So{constructor(e=new Ai,t=new Ai,i=new Ai,s=new Ai,r=new Ai,a=new Ai){this.planes=[e,t,i,s,r,a]}set(e,t,i,s,r,a){const o=this.planes;return o[0].copy(e),o[1].copy(t),o[2].copy(i),o[3].copy(s),o[4].copy(r),o[5].copy(a),this}copy(e){const t=this.planes;for(let i=0;i<6;i++)t[i].copy(e.planes[i]);return this}setFromProjectionMatrix(e,t=wi,i=!1){const s=this.planes,r=e.elements,a=r[0],o=r[1],l=r[2],c=r[3],h=r[4],u=r[5],d=r[6],m=r[7],g=r[8],v=r[9],f=r[10],p=r[11],b=r[12],_=r[13],E=r[14],R=r[15];if(s[0].setComponents(c-a,m-h,p-g,R-b).normalize(),s[1].setComponents(c+a,m+h,p+g,R+b).normalize(),s[2].setComponents(c+o,m+u,p+v,R+_).normalize(),s[3].setComponents(c-o,m-u,p-v,R-_).normalize(),i)s[4].setComponents(l,d,f,E).normalize(),s[5].setComponents(c-l,m-d,p-f,R-E).normalize();else if(s[4].setComponents(c-l,m-d,p-f,R-E).normalize(),t===wi)s[5].setComponents(c+l,m+d,p+f,R+E).normalize();else if(t===$n)s[5].setComponents(l,d,f,E).normalize();else throw new Error("THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: "+t);return this}intersectsObject(e){if(e.boundingSphere!==void 0)e.boundingSphere===null&&e.computeBoundingSphere(),ps.copy(e.boundingSphere).applyMatrix4(e.matrixWorld);else{const t=e.geometry;t.boundingSphere===null&&t.computeBoundingSphere(),ps.copy(t.boundingSphere).applyMatrix4(e.matrixWorld)}return this.intersectsSphere(ps)}intersectsSprite(e){ps.center.set(0,0,0);const t=Ld.distanceTo(e.center);return ps.radius=.7071067811865476+t,ps.applyMatrix4(e.matrixWorld),this.intersectsSphere(ps)}intersectsSphere(e){const t=this.planes,i=e.center,s=-e.radius;for(let r=0;r<6;r++)if(t[r].distanceToPoint(i)0?e.max.x:e.min.x,_r.y=s.normal.y>0?e.max.y:e.min.y,_r.z=s.normal.z>0?e.max.z:e.min.z,s.distanceToPoint(_r)<0)return!1}return!0}containsPoint(e){const t=this.planes;for(let i=0;i<6;i++)if(t[i].distanceToPoint(e)<0)return!1;return!0}clone(){return new this.constructor().copy(this)}}class gc extends ti{constructor(e){super(),this.isLineBasicMaterial=!0,this.type="LineBasicMaterial",this.color=new xe(16777215),this.map=null,this.linewidth=1,this.linecap="round",this.linejoin="round",this.fog=!0,this.setValues(e)}copy(e){return super.copy(e),this.color.copy(e.color),this.map=e.map,this.linewidth=e.linewidth,this.linecap=e.linecap,this.linejoin=e.linejoin,this.fog=e.fog,this}}const xr=new w,br=new w,vc=new De,Cn=new Os,yr=new Ci,To=new w,_c=new w;class Eo extends dt{constructor(e=new si,t=new gc){super(),this.isLine=!0,this.type="Line",this.geometry=e,this.material=t,this.morphTargetDictionary=void 0,this.morphTargetInfluences=void 0,this.updateMorphTargets()}copy(e,t){return super.copy(e,t),this.material=Array.isArray(e.material)?e.material.slice():e.material,this.geometry=e.geometry,this}computeLineDistances(){const e=this.geometry;if(e.index===null){const t=e.attributes.position,i=[0];for(let s=1,r=t.count;s0){const i=e[t[0]];if(i!==void 0){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let s=0,r=i.length;si)return;To.applyMatrix4(n.matrixWorld);const l=e.ray.origin.distanceTo(To);if(!(le.far))return{distance:l,point:_c.clone().applyMatrix4(n.matrixWorld),index:a,face:null,faceIndex:null,barycoord:null,object:n}}const xc=new w,bc=new w;class Dd extends Eo{constructor(e,t){super(e,t),this.isLineSegments=!0,this.type="LineSegments"}computeLineDistances(){const e=this.geometry;if(e.index===null){const t=e.attributes.position,i=[];for(let s=0,r=t.count;s0){const i=e[t[0]];if(i!==void 0){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let s=0,r=i.length;ss.far)return;r.push({distance:c,distanceToRay:Math.sqrt(o),point:l,index:e,face:null,faceIndex:null,barycoord:null,object:a})}}class Co extends Rt{constructor(e,t,i=os,s,r,a,o=Ut,l=Ut,c,h=mn,u=1){if(h!==mn&&h!==Rs)throw new Error("DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat");const d={width:e,height:t,depth:u};super(d,s,r,a,o,l,h,i,c),this.isDepthTexture=!0,this.flipY=!1,this.generateMipmaps=!1,this.compareFunction=null}copy(e){return super.copy(e),this.source=new qa(Object.assign({},e.image)),this.compareFunction=e.compareFunction,this}toJSON(e){const t=super.toJSON(e);return this.compareFunction!==null&&(t.compareFunction=this.compareFunction),t}}class Tc extends Rt{constructor(e=null){super(),this.sourceTexture=e,this.isExternalTexture=!0}copy(e){return super.copy(e),this.sourceTexture=e.sourceTexture,this}}class An extends si{constructor(e=1,t=1,i=1,s=1){super(),this.type="PlaneGeometry",this.parameters={width:e,height:t,widthSegments:i,heightSegments:s};const r=e/2,a=t/2,o=Math.floor(i),l=Math.floor(s),c=o+1,h=l+1,u=e/o,d=t/l,m=[],g=[],v=[],f=[];for(let p=0;p0!=e>0&&this.version++,this._anisotropy=e}get clearcoat(){return this._clearcoat}set clearcoat(e){this._clearcoat>0!=e>0&&this.version++,this._clearcoat=e}get iridescence(){return this._iridescence}set iridescence(e){this._iridescence>0!=e>0&&this.version++,this._iridescence=e}get dispersion(){return this._dispersion}set dispersion(e){this._dispersion>0!=e>0&&this.version++,this._dispersion=e}get sheen(){return this._sheen}set sheen(e){this._sheen>0!=e>0&&this.version++,this._sheen=e}get transmission(){return this._transmission}set transmission(e){this._transmission>0!=e>0&&this.version++,this._transmission=e}copy(e){return super.copy(e),this.defines={STANDARD:"",PHYSICAL:""},this.anisotropy=e.anisotropy,this.anisotropyRotation=e.anisotropyRotation,this.anisotropyMap=e.anisotropyMap,this.clearcoat=e.clearcoat,this.clearcoatMap=e.clearcoatMap,this.clearcoatRoughness=e.clearcoatRoughness,this.clearcoatRoughnessMap=e.clearcoatRoughnessMap,this.clearcoatNormalMap=e.clearcoatNormalMap,this.clearcoatNormalScale.copy(e.clearcoatNormalScale),this.dispersion=e.dispersion,this.ior=e.ior,this.iridescence=e.iridescence,this.iridescenceMap=e.iridescenceMap,this.iridescenceIOR=e.iridescenceIOR,this.iridescenceThicknessRange=[...e.iridescenceThicknessRange],this.iridescenceThicknessMap=e.iridescenceThicknessMap,this.sheen=e.sheen,this.sheenColor.copy(e.sheenColor),this.sheenColorMap=e.sheenColorMap,this.sheenRoughness=e.sheenRoughness,this.sheenRoughnessMap=e.sheenRoughnessMap,this.transmission=e.transmission,this.transmissionMap=e.transmissionMap,this.thickness=e.thickness,this.thicknessMap=e.thicknessMap,this.attenuationDistance=e.attenuationDistance,this.attenuationColor.copy(e.attenuationColor),this.specularIntensity=e.specularIntensity,this.specularIntensityMap=e.specularIntensityMap,this.specularColor.copy(e.specularColor),this.specularColorMap=e.specularColorMap,this}}class Bd extends ti{constructor(e){super(),this.isMeshNormalMaterial=!0,this.type="MeshNormalMaterial",this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=Yn,this.normalScale=new oe(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.flatShading=!1,this.setValues(e)}copy(e){return super.copy(e),this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.flatShading=e.flatShading,this}}class Od extends ti{constructor(e){super(),this.isMeshLambertMaterial=!0,this.type="MeshLambertMaterial",this.color=new xe(16777215),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new xe(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=Yn,this.normalScale=new oe(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.envMapRotation=new pi,this.combine=Jr,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.flatShading=!1,this.fog=!0,this.setValues(e)}copy(e){return super.copy(e),this.color.copy(e.color),this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.envMapRotation.copy(e.envMapRotation),this.combine=e.combine,this.reflectivity=e.reflectivity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.flatShading=e.flatShading,this.fog=e.fog,this}}class Ec extends ti{constructor(e){super(),this.isMeshDepthMaterial=!0,this.type="MeshDepthMaterial",this.depthPacking=Su,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.setValues(e)}copy(e){return super.copy(e),this.depthPacking=e.depthPacking,this.map=e.map,this.alphaMap=e.alphaMap,this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this}}class kd extends ti{constructor(e){super(),this.isMeshDistanceMaterial=!0,this.type="MeshDistanceMaterial",this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.setValues(e)}copy(e){return super.copy(e),this.map=e.map,this.alphaMap=e.alphaMap,this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this}}function Er(n,e){return!n||n.constructor===e?n:typeof e.BYTES_PER_ELEMENT=="number"?new e(n):Array.prototype.slice.call(n)}function Fd(n){return ArrayBuffer.isView(n)&&!(n instanceof DataView)}function zd(n){function e(s,r){return n[s]-n[r]}const t=n.length,i=new Array(t);for(let s=0;s!==t;++s)i[s]=s;return i.sort(e),i}function wc(n,e,t){const i=n.length,s=new n.constructor(i);for(let r=0,a=0;a!==i;++r){const o=t[r]*e;for(let l=0;l!==e;++l)s[a++]=n[o+l]}return s}function Cc(n,e,t,i){let s=1,r=n[0];for(;r!==void 0&&r[i]===void 0;)r=n[s++];if(r===void 0)return;let a=r[i];if(a!==void 0)if(Array.isArray(a))do a=r[i],a!==void 0&&(e.push(r.time),t.push(...a)),r=n[s++];while(r!==void 0);else if(a.toArray!==void 0)do a=r[i],a!==void 0&&(e.push(r.time),a.toArray(t,t.length)),r=n[s++];while(r!==void 0);else do a=r[i],a!==void 0&&(e.push(r.time),t.push(a)),r=n[s++];while(r!==void 0)}class Rn{constructor(e,t,i,s){this.parameterPositions=e,this._cachedIndex=0,this.resultBuffer=s!==void 0?s:new t.constructor(i),this.sampleValues=t,this.valueSize=i,this.settings=null,this.DefaultSettings_={}}evaluate(e){const t=this.parameterPositions;let i=this._cachedIndex,s=t[i],r=t[i-1];i:{e:{let a;t:{s:if(!(e=r)){const o=t[1];e=r)break e}a=i,i=0;break t}break i}for(;i>>1;et;)--a;if(++a,r!==0||a!==s){r>=a&&(a=Math.max(a,1),r=a-1);const o=this.getValueSize();this.times=i.slice(r,a),this.values=this.values.slice(r*o,a*o)}return this}validate(){let e=!0;const t=this.getValueSize();t-Math.floor(t)!==0&&(Ve("KeyframeTrack: Invalid value size in track.",this),e=!1);const i=this.times,s=this.values,r=i.length;r===0&&(Ve("KeyframeTrack: Track is empty.",this),e=!1);let a=null;for(let o=0;o!==r;o++){const l=i[o];if(typeof l=="number"&&isNaN(l)){Ve("KeyframeTrack: Time is not a valid number.",this,o,l),e=!1;break}if(a!==null&&a>l){Ve("KeyframeTrack: Out of order keys.",this,o,l,a),e=!1;break}a=l}if(s!==void 0&&Fd(s))for(let o=0,l=s.length;o!==l;++o){const c=s[o];if(isNaN(c)){Ve("KeyframeTrack: Value is not a valid number.",this,o,c),e=!1;break}}return e}optimize(){const e=this.times.slice(),t=this.values.slice(),i=this.getValueSize(),s=this.getInterpolation()===Oa,r=e.length-1;let a=1;for(let o=1;o0){e[a]=e[r];for(let o=r*i,l=a*i,c=0;c!==i;++c)t[l+c]=t[o+c];++a}return a!==e.length?(this.times=e.slice(0,a),this.values=t.slice(0,a*i)):(this.times=e,this.values=t),this}clone(){const e=this.times.slice(),t=this.values.slice(),i=this.constructor,s=new i(this.name,e,t);return s.createInterpolant=this.createInterpolant,s}}_i.prototype.ValueTypeName="",_i.prototype.TimeBufferType=Float32Array,_i.prototype.ValueBufferType=Float32Array,_i.prototype.DefaultInterpolation=gn;class Ys extends _i{constructor(e,t,i){super(e,t,i)}}Ys.prototype.ValueTypeName="bool",Ys.prototype.ValueBufferType=Array,Ys.prototype.DefaultInterpolation=fn,Ys.prototype.InterpolantFactoryMethodLinear=void 0,Ys.prototype.InterpolantFactoryMethodSmooth=void 0;class Ac extends _i{constructor(e,t,i,s){super(e,t,i,s)}}Ac.prototype.ValueTypeName="color";class Ks extends _i{constructor(e,t,i,s){super(e,t,i,s)}}Ks.prototype.ValueTypeName="number";class Wd extends Rn{constructor(e,t,i,s){super(e,t,i,s)}interpolate_(e,t,i,s){const r=this.resultBuffer,a=this.sampleValues,o=this.valueSize,l=(i-t)/(s-t);let c=e*o;for(let h=c+o;c!==h;c+=4)hi.slerpFlat(r,0,a,c-o,a,c,l);return r}}class $s extends _i{constructor(e,t,i,s){super(e,t,i,s)}InterpolantFactoryMethodLinear(e){return new Wd(this.times,this.values,this.getValueSize(),e)}}$s.prototype.ValueTypeName="quaternion",$s.prototype.InterpolantFactoryMethodSmooth=void 0;class Js extends _i{constructor(e,t,i){super(e,t,i)}}Js.prototype.ValueTypeName="string",Js.prototype.ValueBufferType=Array,Js.prototype.DefaultInterpolation=fn,Js.prototype.InterpolantFactoryMethodLinear=void 0,Js.prototype.InterpolantFactoryMethodSmooth=void 0;class Qs extends _i{constructor(e,t,i,s){super(e,t,i,s)}}Qs.prototype.ValueTypeName="vector";class jd{constructor(e="",t=-1,i=[],s=yu){this.name=e,this.tracks=i,this.duration=t,this.blendMode=s,this.uuid=li(),this.userData={},this.duration<0&&this.resetDuration()}static parse(e){const t=[],i=e.tracks,s=1/(e.fps||1);for(let a=0,o=i.length;a!==o;++a)t.push(qd(i[a]).scale(s));const r=new this(e.name,e.duration,t,e.blendMode);return r.uuid=e.uuid,r.userData=JSON.parse(e.userData||"{}"),r}static toJSON(e){const t=[],i=e.tracks,s={name:e.name,duration:e.duration,tracks:t,uuid:e.uuid,blendMode:e.blendMode,userData:JSON.stringify(e.userData)};for(let r=0,a=i.length;r!==a;++r)t.push(_i.toJSON(i[r]));return s}static CreateFromMorphTargetSequence(e,t,i,s){const r=t.length,a=[];for(let o=0;o1){const u=h[1];let d=s[u];d||(s[u]=d=[]),d.push(c)}}const a=[];for(const o in s)a.push(this.CreateFromMorphTargetSequence(o,s[o],t,i));return a}static parseAnimation(e,t){if(Me("AnimationClip: parseAnimation() is deprecated and will be removed with r185"),!e)return Ve("AnimationClip: No animation in JSONLoader data."),null;const i=function(h,u,d,m,g){if(d.length!==0){const v=[],f=[];Cc(d,v,f,m),v.length!==0&&g.push(new h(u,v,f))}},s=[],r=e.name||"default",a=e.fps||30,o=e.blendMode;let l=e.length||-1;const c=e.hierarchy||[];for(let h=0;h{t&&t(r),this.manager.itemEnd(e)},0),r;if(Wi[e]!==void 0){Wi[e].push({onLoad:t,onProgress:i,onError:s});return}Wi[e]=[],Wi[e].push({onLoad:t,onProgress:i,onError:s});const a=new Request(e,{headers:new Headers(this.requestHeader),credentials:this.withCredentials?"include":"same-origin",signal:typeof AbortSignal.any=="function"?AbortSignal.any([this._abortController.signal,this.manager.abortController.signal]):this._abortController.signal}),o=this.mimeType,l=this.responseType;fetch(a).then(c=>{if(c.status===200||c.status===0){if(c.status===0&&Me("FileLoader: HTTP Status 0 received."),typeof ReadableStream>"u"||c.body===void 0||c.body.getReader===void 0)return c;const h=Wi[e],u=c.body.getReader(),d=c.headers.get("X-File-Size")||c.headers.get("Content-Length"),m=d?parseInt(d):0,g=m!==0;let v=0;const f=new ReadableStream({start(p){b();function b(){u.read().then(({done:_,value:E})=>{if(_)p.close();else{v+=E.byteLength;const R=new ProgressEvent("progress",{lengthComputable:g,loaded:v,total:m});for(let T=0,A=h.length;T{p.error(_)})}}});return new Response(f)}else throw new Kd(`fetch for "${c.url}" responded with ${c.status}: ${c.statusText}`,c)}).then(c=>{switch(l){case"arraybuffer":return c.arrayBuffer();case"blob":return c.blob();case"document":return c.text().then(h=>new DOMParser().parseFromString(h,o));case"json":return c.json();default:if(o==="")return c.text();{const h=/charset="?([^;"\s]*)"?/i.exec(o),u=h&&h[1]?h[1].toLowerCase():void 0,d=new TextDecoder(u);return c.arrayBuffer().then(m=>d.decode(m))}}}).then(c=>{Gi.add(`file:${e}`,c);const h=Wi[e];delete Wi[e];for(let u=0,d=h.length;u{const h=Wi[e];if(h===void 0)throw this.manager.itemError(e),c;delete Wi[e];for(let u=0,d=h.length;u{this.manager.itemEnd(e)}),this.manager.itemStart(e)}setResponseType(e){return this.responseType=e,this}setMimeType(e){return this.mimeType=e,this}abort(){return this._abortController.abort(),this._abortController=new AbortController,this}}const en=new WeakMap;class Rc extends ts{constructor(e){super(e)}load(e,t,i,s){this.path!==void 0&&(e=this.path+e),e=this.manager.resolveURL(e);const r=this,a=Gi.get(`image:${e}`);if(a!==void 0){if(a.complete===!0)r.manager.itemStart(e),setTimeout(function(){t&&t(a),r.manager.itemEnd(e)},0);else{let u=en.get(a);u===void 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l.depthBuffer=!0,this._sceneToCubeUV(e,i,s,l,o),t>0&&this._blur(l,0,0,t),this._applyPMREM(l),this._cleanup(l),l}fromEquirectangular(e,t=null){return this._fromTexture(e,t)}fromCubemap(e,t=null){return 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i=this._renderer,s=e.mapping===ws||e.mapping===Cs;s?(this._cubemapMaterial===null&&(this._cubemapMaterial=Zc()),this._cubemapMaterial.uniforms.flipEnvMap.value=e.isRenderTargetTexture===!1?-1:1):this._equirectMaterial===null&&(this._equirectMaterial=qc());const r=s?this._cubemapMaterial:this._equirectMaterial,a=this._lodMeshes[0];a.material=r;const o=r.uniforms;o.envMap.value=e;const l=this._cubeSize;tn(t,0,0,3*l,2*l),i.setRenderTarget(t),i.render(a,In)}_applyPMREM(e){const t=this._renderer,i=t.autoClear;t.autoClear=!1;const s=this._lodMeshes.length;for(let r=1;rg-is?i-g+is:0),p=4*(this._cubeSize-v);l.envMap.value=e.texture,l.roughness.value=m,l.mipInt.value=g-t,tn(r,f,p,3*v,2*v),s.setRenderTarget(r),s.render(o,In),l.envMap.value=r.texture,l.roughness.value=0,l.mipInt.value=g-i,tn(e,f,p,3*v,2*v),s.setRenderTarget(e),s.render(o,In)}_blur(e,t,i,s,r){const a=this._pingPongRenderTarget;this._halfBlur(e,a,t,i,s,"latitudinal",r),this._halfBlur(a,e,i,i,s,"longitudinal",r)}_halfBlur(e,t,i,s,r,a,o){const l=this._renderer,c=this._blurMaterial;a!=="latitudinal"&&a!=="longitudinal"&&Ve("blur direction must be either latitudinal or longitudinal!");const h=3,u=this._lodMeshes[s];u.material=c;const d=c.uniforms,m=this._sizeLods[i]-1,g=isFinite(r)?Math.PI/(2*m):2*Math.PI/(2*gs-1),v=r/g,f=isFinite(r)?1+Math.floor(h*v):gs;f>gs&&Me(`sigmaRadians, ${r}, is too large and will clip, as it requested ${f} samples when the maximum is set to ${gs}`);const p=[];let b=0;for(let A=0;A_-is?s-_+is:0),T=4*(this._cubeSize-E);tn(t,R,T,3*E,2*E),l.setRenderTarget(t),l.render(u,In)}}function og(n){const e=[],t=[],i=[];let s=n;const r=n-is+1+Gc.length;for(let a=0;an-is?l=Gc[a-n+is-1]:a===0&&(l=0),t.push(l);const c=1/(o-2),h=-c,u=1+c,d=[h,h,u,h,u,u,h,h,u,u,h,u],m=6,g=6,v=3,f=2,p=1,b=new Float32Array(v*g*m),_=new Float32Array(f*g*m),E=new Float32Array(p*g*m);for(let T=0;T2?0:-1,S=[A,I,0,A+2/3,I,0,A+2/3,I+1,0,A,I,0,A+2/3,I+1,0,A,I+1,0];b.set(S,v*g*T),_.set(d,f*g*T);const M=[T,T,T,T,T,T];E.set(M,p*g*T)}const R=new si;R.setAttribute("position",new Vt(b,v)),R.setAttribute("uv",new Vt(_,f)),R.setAttribute("faceIndex",new Vt(E,p)),i.push(new rt(R,null)),s>is&&s--}return{lodMeshes:i,sizeLods:e,sigmas:t}}function Xc(n,e,t){const i=new Mt(n,e,t);return i.texture.mapping=Vn,i.texture.name="PMREM.cubeUv",i.scissorTest=!0,i}function tn(n,e,t,i,s){n.viewport.set(e,t,i,s),n.scissor.set(e,t,i,s)}function lg(n,e,t){return new ct({name:"PMREMGGXConvolution",defines:{GGX_SAMPLES:rg,CUBEUV_TEXEL_WIDTH:1/e,CUBEUV_TEXEL_HEIGHT:1/t,CUBEUV_MAX_MIP:`${n}.0`},uniforms:{envMap:{value:null},roughness:{value:0},mipInt:{value:0}},vertexShader:Cr(),fragmentShader:` precision highp float; precision highp int; @@ -3697,7 +3697,7 @@ void main() { gl_FragColor = vec4(prefilteredColor, 1.0); } - `,blending:xt,depthTest:!1,depthWrite:!1})}function cg(n,e,t){const i=new Float32Array(gs),s=new w(0,1,0);return new ct({name:"SphericalGaussianBlur",defines:{n:gs,CUBEUV_TEXEL_WIDTH:1/e,CUBEUV_TEXEL_HEIGHT:1/t,CUBEUV_MAX_MIP:`${n}.0`},uniforms:{envMap:{value:null},samples:{value:1},weights:{value:i},latitudinal:{value:!1},dTheta:{value:0},mipInt:{value:0},poleAxis:{value:s}},vertexShader:Cr(),fragmentShader:` + `,blending:bt,depthTest:!1,depthWrite:!1})}function cg(n,e,t){const i=new Float32Array(gs),s=new w(0,1,0);return new ct({name:"SphericalGaussianBlur",defines:{n:gs,CUBEUV_TEXEL_WIDTH:1/e,CUBEUV_TEXEL_HEIGHT:1/t,CUBEUV_MAX_MIP:`${n}.0`},uniforms:{envMap:{value:null},samples:{value:1},weights:{value:i},latitudinal:{value:!1},dTheta:{value:0},mipInt:{value:0},poleAxis:{value:s}},vertexShader:Cr(),fragmentShader:` precision mediump float; precision mediump int; @@ -3757,7 +3757,7 @@ void main() { } } - `,blending:xt,depthTest:!1,depthWrite:!1})}function qc(){return new ct({name:"EquirectangularToCubeUV",uniforms:{envMap:{value:null}},vertexShader:Cr(),fragmentShader:` + `,blending:bt,depthTest:!1,depthWrite:!1})}function qc(){return new ct({name:"EquirectangularToCubeUV",uniforms:{envMap:{value:null}},vertexShader:Cr(),fragmentShader:` precision mediump float; precision mediump int; @@ -3776,7 +3776,7 @@ void main() { gl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 ); } - `,blending:xt,depthTest:!1,depthWrite:!1})}function Zc(){return new ct({name:"CubemapToCubeUV",uniforms:{envMap:{value:null},flipEnvMap:{value:-1}},vertexShader:Cr(),fragmentShader:` + `,blending:bt,depthTest:!1,depthWrite:!1})}function Zc(){return new ct({name:"CubemapToCubeUV",uniforms:{envMap:{value:null},flipEnvMap:{value:-1}},vertexShader:Cr(),fragmentShader:` precision mediump float; precision mediump int; @@ -3792,7 +3792,7 @@ void main() { gl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) ); } - `,blending:xt,depthTest:!1,depthWrite:!1})}function Cr(){return` + `,blending:bt,depthTest:!1,depthWrite:!1})}function Cr(){return` precision mediump float; precision mediump int; @@ -3847,7 +3847,7 @@ void main() { gl_Position = vec4( position, 1.0 ); } - `}function hg(n){let e=new WeakMap,t=null;function i(o){if(o&&o.isTexture){const l=o.mapping,c=l===Hn||l===ea,h=l===ws||l===Cs;if(c||h){let u=e.get(o);const d=u!==void 0?u.texture.pmremVersion:0;if(o.isRenderTargetTexture&&o.pmremVersion!==d)return t===null&&(t=new jc(n)),u=c?t.fromEquirectangular(o,u):t.fromCubemap(o,u),u.texture.pmremVersion=o.pmremVersion,e.set(o,u),u.texture;if(u!==void 0)return u.texture;{const m=o.image;return c&&m&&m.height>0||h&&m&&s(m)?(t===null&&(t=new jc(n)),u=c?t.fromEquirectangular(o):t.fromCubemap(o),u.texture.pmremVersion=o.pmremVersion,e.set(o,u),o.addEventListener("dispose",r),u.texture):null}}}return o}function s(o){let l=0;const c=6;for(let 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b(S,M){S.push(M.precision),S.push(M.outputColorSpace),S.push(M.envMapMode),S.push(M.envMapCubeUVHeight),S.push(M.mapUv),S.push(M.alphaMapUv),S.push(M.lightMapUv),S.push(M.aoMapUv),S.push(M.bumpMapUv),S.push(M.normalMapUv),S.push(M.displacementMapUv),S.push(M.emissiveMapUv),S.push(M.metalnessMapUv),S.push(M.roughnessMapUv),S.push(M.anisotropyMapUv),S.push(M.clearcoatMapUv),S.push(M.clearcoatNormalMapUv),S.push(M.clearcoatRoughnessMapUv),S.push(M.iridescenceMapUv),S.push(M.iridescenceThicknessMapUv),S.push(M.sheenColorMapUv),S.push(M.sheenRoughnessMapUv),S.push(M.specularMapUv),S.push(M.specularColorMapUv),S.push(M.specularIntensityMapUv),S.push(M.transmissionMapUv),S.push(M.thicknessMapUv),S.push(M.combine),S.push(M.fogExp2),S.push(M.sizeAttenuation),S.push(M.morphTargetsCount),S.push(M.morphAttributeCount),S.push(M.numDirLights),S.push(M.numPointLights),S.push(M.numSpotLights),S.push(M.numSpotLightMaps),S.push(M.numHemiLights),S.push(M.numRectAreaLights),S.push(M.numDirLightShadows),S.push(M.numPointLightShadows),S.push(M.numSpotLightShadows),S.push(M.numSpotLightShadowsWithMaps),S.push(M.numLightProbes),S.push(M.shadowMapType),S.push(M.toneMapping),S.push(M.numClippingPlanes),S.push(M.numClipIntersection),S.push(M.depthPacking)}function 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p=this.type;this.render=function(T,A,I){if(f.enabled===!1||f.autoUpdate===!1&&f.needsUpdate===!1||T.length===0)return;const S=n.getRenderTarget(),M=n.getActiveCubeFace(),L=n.getActiveMipmapLevel(),N=n.state;N.setBlending(xt),N.buffers.depth.getReversed()===!0?N.buffers.color.setClear(0,0,0,0):N.buffers.color.setClear(1,1,1,1),N.buffers.depth.setTest(!0),N.setScissorTest(!1);const z=p!==Ui&&this.type===Ui,H=p===Ui&&this.type!==Ui;for(let j=0,q=T.length;jh||s.y>h)&&(s.x>h&&(r.x=Math.floor(h/K.x),s.x=r.x*K.x,G.mapSize.x=r.x),s.y>h&&(r.y=Math.floor(h/K.y),s.y=r.y*K.y,G.mapSize.y=r.y)),G.map===null||z===!0||H===!0){const Le=this.type!==Ui?{minFilter:It,magFilter:It}:{};G.map!==null&&G.map.dispose(),G.map=new yt(s.x,s.y,Le),G.map.texture.name=te.name+".shadowMap",G.camera.updateProjectionMatrix()}n.setRenderTarget(G.map),n.clear();const ne=G.getViewportCount();for(let Le=0;Le0||A.map&&A.alphaTest>0||A.alphaToCoverage===!0){const N=M.uuid,z=A.uuid;let H=c[N];H===void 0&&(H={},c[N]=H);let 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a===it?r.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR:r.COMPRESSED_RGBA_ASTC_6x6_KHR;if(i===ya)return a===it?r.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR:r.COMPRESSED_RGBA_ASTC_8x5_KHR;if(i===Ma)return a===it?r.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR:r.COMPRESSED_RGBA_ASTC_8x6_KHR;if(i===Sa)return a===it?r.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR:r.COMPRESSED_RGBA_ASTC_8x8_KHR;if(i===Ta)return a===it?r.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR:r.COMPRESSED_RGBA_ASTC_10x5_KHR;if(i===Ea)return a===it?r.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR:r.COMPRESSED_RGBA_ASTC_10x6_KHR;if(i===wa)return a===it?r.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR:r.COMPRESSED_RGBA_ASTC_10x8_KHR;if(i===Ca)return a===it?r.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR:r.COMPRESSED_RGBA_ASTC_10x10_KHR;if(i===Aa)return a===it?r.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR:r.COMPRESSED_RGBA_ASTC_12x10_KHR;if(i===Ra)return a===it?r.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR:r.COMPRESSED_RGBA_ASTC_12x12_KHR}else return null;if(i===Pa||i===La||i===Da)if(r=e.get("EXT_texture_compression_bptc"),r!==null){if(i===Pa)return a===it?r.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT:r.COMPRESSED_RGBA_BPTC_UNORM_EXT;if(i===La)return r.COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT;if(i===Da)return r.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT}else return null;if(i===Ia||i===Ua||i===Na||i===Ba)if(r=e.get("EXT_texture_compression_rgtc"),r!==null){if(i===Ia)return r.COMPRESSED_RED_RGTC1_EXT;if(i===Ua)return r.COMPRESSED_SIGNED_RED_RGTC1_EXT;if(i===Na)return r.COMPRESSED_RED_GREEN_RGTC2_EXT;if(i===Ba)return r.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT}else return null;return i===As?n.UNSIGNED_INT_24_8:n[i]!==void 0?n[i]:null}return{convert:t}}const Z0=` void main() { gl_Position = vec4( position, 1.0 ); @@ -3950,11 +3950,11 @@ void main() { } -}`;class K0{constructor(){this.texture=null,this.mesh=null,this.depthNear=0,this.depthFar=0}init(e,t){if(this.texture===null){const i=new Tc(e.texture);(e.depthNear!==t.depthNear||e.depthFar!==t.depthFar)&&(this.depthNear=e.depthNear,this.depthFar=e.depthFar),this.texture=i}}getMesh(e){if(this.texture!==null&&this.mesh===null){const t=e.cameras[0].viewport,i=new ct({vertexShader:Z0,fragmentShader:Y0,uniforms:{depthColor:{value:this.texture},depthWidth:{value:t.z},depthHeight:{value:t.w}}});this.mesh=new rt(new An(20,20),i)}return this.mesh}reset(){this.texture=null,this.mesh=null}getDepthTexture(){return this.texture}}class $0 extends ls{constructor(e,t){super();const i=this;let s=null,r=1,a=null,o="local-floor",l=1,c=null,h=null,u=null,d=null,m=null,g=null;const v=typeof XRWebGLBinding<"u",f=new K0,p={},b=t.getContextAttributes();let _=null,E=null;const R=[],T=[],A=new oe;let I=null;const S=new St;S.viewport=new $e;const M=new St;M.viewport=new $e;const L=[S,M],N=new np;let z=null,H=null;this.cameraAutoUpdate=!0,this.enabled=!1,this.isPresenting=!1,this.getController=function(W){let Z=R[W];return Z===void 0&&(Z=new fo,R[W]=Z),Z.getTargetRaySpace()},this.getControllerGrip=function(W){let Z=R[W];return Z===void 0&&(Z=new fo,R[W]=Z),Z.getGripSpace()},this.getHand=function(W){let Z=R[W];return Z===void 0&&(Z=new fo,R[W]=Z),Z.getHandSpace()};function j(W){const Z=T.indexOf(W.inputSource);if(Z===-1)return;const de=R[Z];de!==void 0&&(de.update(W.inputSource,W.frame,c||a),de.dispatchEvent({type:W.type,data:W.inputSource}))}function q(){s.removeEventListener("select",j),s.removeEventListener("selectstart",j),s.removeEventListener("selectend",j),s.removeEventListener("squeeze",j),s.removeEventListener("squeezestart",j),s.removeEventListener("squeezeend",j),s.removeEventListener("end",q),s.removeEventListener("inputsourceschange",te);for(let W=0;W=0&&(T[Ae]=null,R[Ae].disconnect(de))}for(let Z=0;Z=T.length){T.push(de),Ae=we;break}else if(T[we]===null){T[we]=de,Ae=we;break}if(Ae===-1)break}const Te=R[Ae];Te&&Te.connect(de)}}const G=new w,K=new w;function ne(W,Z,de){G.setFromMatrixPosition(Z.matrixWorld),K.setFromMatrixPosition(de.matrixWorld);const Ae=G.distanceTo(K),Te=Z.projectionMatrix.elements,we=de.projectionMatrix.elements,et=Te[14]/(Te[10]-1),qe=Te[14]/(Te[10]+1),We=(Te[9]+1)/Te[5],D=(Te[9]-1)/Te[5],_t=(Te[8]-1)/Te[0],je=(we[8]+1)/we[0],tt=et*_t,fe=et*je,lt=Ae/(-_t+je),Se=lt*-_t;if(Z.matrixWorld.decompose(W.position,W.quaternion,W.scale),W.translateX(Se),W.translateZ(lt),W.matrixWorld.compose(W.position,W.quaternion,W.scale),W.matrixWorldInverse.copy(W.matrixWorld).invert(),Te[10]===-1)W.projectionMatrix.copy(Z.projectionMatrix),W.projectionMatrixInverse.copy(Z.projectionMatrixInverse);else{const Ie=et+lt,C=qe+lt,x=tt-Se,O=fe+(Ae-Se),X=We*qe/C*Ie,Y=D*qe/C*Ie;W.projectionMatrix.makePerspective(x,O,X,Y,Ie,C),W.projectionMatrixInverse.copy(W.projectionMatrix).invert()}}function Le(W,Z){Z===null?W.matrixWorld.copy(W.matrix):W.matrixWorld.multiplyMatrices(Z.matrixWorld,W.matrix),W.matrixWorldInverse.copy(W.matrixWorld).invert()}this.updateCamera=function(W){if(s===null)return;let Z=W.near,de=W.far;f.texture!==null&&(f.depthNear>0&&(Z=f.depthNear),f.depthFar>0&&(de=f.depthFar)),N.near=M.near=S.near=Z,N.far=M.far=S.far=de,(z!==N.near||H!==N.far)&&(s.updateRenderState({depthNear:N.near,depthFar:N.far}),z=N.near,H=N.far),N.layers.mask=W.layers.mask|6,S.layers.mask=N.layers.mask&3,M.layers.mask=N.layers.mask&5;const Ae=W.parent,Te=N.cameras;Le(N,Ae);for(let we=0;we0&&(f.alphaTest.value=p.alphaTest);const b=e.get(p),_=b.envMap,E=b.envMapRotation;_&&(f.envMap.value=_,vs.copy(E),vs.x*=-1,vs.y*=-1,vs.z*=-1,_.isCubeTexture&&_.isRenderTargetTexture===!1&&(vs.y*=-1,vs.z*=-1),f.envMapRotation.value.setFromMatrix4(J0.makeRotationFromEuler(vs)),f.flipEnvMap.value=_.isCubeTexture&&_.isRenderTargetTexture===!1?-1:1,f.reflectivity.value=p.reflectivity,f.ior.value=p.ior,f.refractionRatio.value=p.refractionRatio),p.lightMap&&(f.lightMap.value=p.lightMap,f.lightMapIntensity.value=p.lightMapIntensity,t(p.lightMap,f.lightMapTransform)),p.aoMap&&(f.aoMap.value=p.aoMap,f.aoMapIntensity.value=p.aoMapIntensity,t(p.aoMap,f.aoMapTransform))}function a(f,p){f.diffuse.value.copy(p.color),f.opacity.value=p.opacity,p.map&&(f.map.value=p.map,t(p.map,f.mapTransform))}function o(f,p){f.dashSize.value=p.dashSize,f.totalSize.value=p.dashSize+p.gapSize,f.scale.value=p.scale}function l(f,p,b,_){f.diffuse.value.copy(p.color),f.opacity.value=p.opacity,f.size.value=p.size*b,f.scale.value=_*.5,p.map&&(f.map.value=p.map,t(p.map,f.uvTransform)),p.alphaMap&&(f.alphaMap.value=p.alphaMap,t(p.alphaMap,f.alphaMapTransform)),p.alphaTest>0&&(f.alphaTest.value=p.alphaTest)}function c(f,p){f.diffuse.value.copy(p.color),f.opacity.value=p.opacity,f.rotation.value=p.rotation,p.map&&(f.map.value=p.map,t(p.map,f.mapTransform)),p.alphaMap&&(f.alphaMap.value=p.alphaMap,t(p.alphaMap,f.alphaMapTransform)),p.alphaTest>0&&(f.alphaTest.value=p.alphaTest)}function h(f,p){f.specular.value.copy(p.specular),f.shininess.value=Math.max(p.shininess,1e-4)}function u(f,p){p.gradientMap&&(f.gradientMap.value=p.gradientMap)}function d(f,p){f.metalness.value=p.metalness,p.metalnessMap&&(f.metalnessMap.value=p.metalnessMap,t(p.metalnessMap,f.metalnessMapTransform)),f.roughness.value=p.roughness,p.roughnessMap&&(f.roughnessMap.value=p.roughnessMap,t(p.roughnessMap,f.roughnessMapTransform)),p.envMap&&(f.envMapIntensity.value=p.envMapIntensity)}function m(f,p,b){f.ior.value=p.ior,p.sheen>0&&(f.sheenColor.value.copy(p.sheenColor).multiplyScalar(p.sheen),f.sheenRoughness.value=p.sheenRoughness,p.sheenColorMap&&(f.sheenColorMap.value=p.sheenColorMap,t(p.sheenColorMap,f.sheenColorMapTransform)),p.sheenRoughnessMap&&(f.sheenRoughnessMap.value=p.sheenRoughnessMap,t(p.sheenRoughnessMap,f.sheenRoughnessMapTransform))),p.clearcoat>0&&(f.clearcoat.value=p.clearcoat,f.clearcoatRoughness.value=p.clearcoatRoughness,p.clearcoatMap&&(f.clearcoatMap.value=p.clearcoatMap,t(p.clearcoatMap,f.clearcoatMapTransform)),p.clearcoatRoughnessMap&&(f.clearcoatRoughnessMap.value=p.clearcoatRoughnessMap,t(p.clearcoatRoughnessMap,f.clearcoatRoughnessMapTransform)),p.clearcoatNormalMap&&(f.clearcoatNormalMap.value=p.clearcoatNormalMap,t(p.clearcoatNormalMap,f.clearcoatNormalMapTransform),f.clearcoatNormalScale.value.copy(p.clearcoatNormalScale),p.side===zt&&f.clearcoatNormalScale.value.negate())),p.dispersion>0&&(f.dispersion.value=p.dispersion),p.iridescence>0&&(f.iridescence.value=p.iridescence,f.iridescenceIOR.value=p.iridescenceIOR,f.iridescenceThicknessMinimum.value=p.iridescenceThicknessRange[0],f.iridescenceThicknessMaximum.value=p.iridescenceThicknessRange[1],p.iridescenceMap&&(f.iridescenceMap.value=p.iridescenceMap,t(p.iridescenceMap,f.iridescenceMapTransform)),p.iridescenceThicknessMap&&(f.iridescenceThicknessMap.value=p.iridescenceThicknessMap,t(p.iridescenceThicknessMap,f.iridescenceThicknessMapTransform))),p.transmission>0&&(f.transmission.value=p.transmission,f.transmissionSamplerMap.value=b.texture,f.transmissionSamplerSize.value.set(b.width,b.height),p.transmissionMap&&(f.transmissionMap.value=p.transmissionMap,t(p.transmissionMap,f.transmissionMapTransform)),f.thickness.value=p.thickness,p.thicknessMap&&(f.thicknessMap.value=p.thicknessMap,t(p.thicknessMap,f.thicknessMapTransform)),f.attenuationDistance.value=p.attenuationDistance,f.attenuationColor.value.copy(p.attenuationColor)),p.anisotropy>0&&(f.anisotropyVector.value.set(p.anisotropy*Math.cos(p.anisotropyRotation),p.anisotropy*Math.sin(p.anisotropyRotation)),p.anisotropyMap&&(f.anisotropyMap.value=p.anisotropyMap,t(p.anisotropyMap,f.anisotropyMapTransform))),f.specularIntensity.value=p.specularIntensity,f.specularColor.value.copy(p.specularColor),p.specularColorMap&&(f.specularColorMap.value=p.specularColorMap,t(p.specularColorMap,f.specularColorMapTransform)),p.specularIntensityMap&&(f.specularIntensityMap.value=p.specularIntensityMap,t(p.specularIntensityMap,f.specularIntensityMapTransform))}function 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pg(D,je,lt),lt.programs=V.programs,T.capabilities=tt,T.extensions=je,T.properties=Se,T.renderLists=re,T.shadowMap=J,T.state=fe,T.info=lt}ie();const he=new $0(T,D);this.xr=he,this.getContext=function(){return D},this.getContextAttributes=function(){return D.getContextAttributes()},this.forceContextLoss=function(){const y=je.get("WEBGL_lose_context");y&&y.loseContext()},this.forceContextRestore=function(){const y=je.get("WEBGL_lose_context");y&&y.restoreContext()},this.getPixelRatio=function(){return ne},this.setPixelRatio=function(y){y!==void 0&&(ne=y,this.setSize(G,K,!1))},this.getSize=function(y){return y.set(G,K)},this.setSize=function(y,B,k=!0){if(he.isPresenting){Me("WebGLRenderer: Can't change size while VR device is presenting.");return}G=y,K=B,t.width=Math.floor(y*ne),t.height=Math.floor(B*ne),k===!0&&(t.style.width=y+"px",t.style.height=B+"px"),this.setViewport(0,0,y,B)},this.getDrawingBufferSize=function(y){return y.set(G*ne,K*ne).floor()},this.setDrawingBufferSize=function(y,B,k){G=y,K=B,ne=k,t.width=Math.floor(y*k),t.height=Math.floor(B*k),this.setViewport(0,0,y,B)},this.getCurrentViewport=function(y){return y.copy(z)},this.getViewport=function(y){return y.copy(Ye)},this.setViewport=function(y,B,k,F){y.isVector4?Ye.set(y.x,y.y,y.z,y.w):Ye.set(y,B,k,F),fe.viewport(z.copy(Ye).multiplyScalar(ne).round())},this.getScissor=function(y){return y.copy(Je)},this.setScissor=function(y,B,k,F){y.isVector4?Je.set(y.x,y.y,y.z,y.w):Je.set(y,B,k,F),fe.scissor(H.copy(Je).multiplyScalar(ne).round())},this.getScissorTest=function(){return Qe},this.setScissorTest=function(y){fe.setScissorTest(Qe=y)},this.setOpaqueSort=function(y){Le=y},this.setTransparentSort=function(y){He=y},this.getClearColor=function(y){return y.copy(se.getClearColor())},this.setClearColor=function(){se.setClearColor(...arguments)},this.getClearAlpha=function(){return se.getClearAlpha()},this.setClearAlpha=function(){se.setClearAlpha(...arguments)},this.clear=function(y=!0,B=!0,k=!0){let F=0;if(y){let U=!1;if(M!==null){const ee=M.texture.format;U=g.has(ee)}if(U){const ee=M.texture.type,me=v.has(ee),ge=se.getClearColor(),ve=se.getClearAlpha(),Ue=ge.r,Be=ge.g,Ne=ge.b;me?(f[0]=Ue,f[1]=Be,f[2]=Ne,f[3]=ve,D.clearBufferuiv(D.COLOR,0,f)):(p[0]=Ue,p[1]=Be,p[2]=Ne,p[3]=ve,D.clearBufferiv(D.COLOR,0,p))}else F|=D.COLOR_BUFFER_BIT}B&&(F|=D.DEPTH_BUFFER_BIT),k&&(F|=D.STENCIL_BUFFER_BIT,this.state.buffers.stencil.setMask(4294967295)),D.clear(F)},this.clearColor=function(){this.clear(!0,!1,!1)},this.clearDepth=function(){this.clear(!1,!0,!1)},this.clearStencil=function(){this.clear(!1,!1,!0)},this.dispose=function(){t.removeEventListener("webglcontextlost",Q,!1),t.removeEventListener("webglcontextrestored",$,!1),t.removeEventListener("webglcontextcreationerror",_e,!1),se.dispose(),re.dispose(),Ee.dispose(),Se.dispose(),C.dispose(),x.dispose(),Y.dispose(),P.dispose(),ae.dispose(),V.dispose(),he.dispose(),he.removeEventListener("sessionstart",zh),he.removeEventListener("sessionend",Hh),xs.stop()};function Q(y){y.preventDefault(),Jn("WebGLRenderer: Context Lost."),A=!0}function $(){Jn("WebGLRenderer: Context Restored."),A=!1;const y=lt.autoReset,B=J.enabled,k=J.autoUpdate,F=J.needsUpdate,U=J.type;ie(),lt.autoReset=y,J.enabled=B,J.autoUpdate=k,J.needsUpdate=F,J.type=U}function _e(y){Ve("WebGLRenderer: A WebGL context could not be created. Reason: ",y.statusMessage)}function Pe(y){const B=y.target;B.removeEventListener("dispose",Pe),Lt(B)}function Lt(y){ot(y),Se.remove(y)}function ot(y){const B=Se.get(y).programs;B!==void 0&&(B.forEach(function(k){V.releaseProgram(k)}),y.isShaderMaterial&&V.releaseShaderCache(y))}this.renderBufferDirect=function(y,B,k,F,U,ee){B===null&&(B=et);const me=U.isMesh&&U.matrixWorld.determinant()<0,ge=B_(y,B,k,F,U);fe.setMaterial(F,me);let ve=k.index,Ue=1;if(F.wireframe===!0){if(ve=X.getWireframeAttribute(k),ve===void 0)return;Ue=2}const Be=k.drawRange,Ne=k.attributes.position;let Ke=Be.start*Ue,ht=(Be.start+Be.count)*Ue;ee!==null&&(Ke=Math.max(Ke,ee.start*Ue),ht=Math.min(ht,(ee.start+ee.count)*Ue)),ve!==null?(Ke=Math.max(Ke,0),ht=Math.min(ht,ve.count)):Ne!=null&&(Ke=Math.max(Ke,0),ht=Math.min(ht,Ne.count));const vt=ht-Ke;if(vt<0||vt===1/0)return;P.setup(U,F,ge,k,ve);let pt,ut=Ce;if(ve!==null&&(pt=O.get(ve),ut=ue,ut.setIndex(pt)),U.isMesh)F.wireframe===!0?(fe.setLineWidth(F.wireframeLinewidth*We()),ut.setMode(D.LINES)):ut.setMode(D.TRIANGLES);else if(U.isLine){let ye=F.linewidth;ye===void 0&&(ye=1),fe.setLineWidth(ye*We()),U.isLineSegments?ut.setMode(D.LINES):U.isLineLoop?ut.setMode(D.LINE_LOOP):ut.setMode(D.LINE_STRIP)}else U.isPoints?ut.setMode(D.POINTS):U.isSprite&&ut.setMode(D.TRIANGLES);if(U.isBatchedMesh)if(U._multiDrawInstances!==null)_n("WebGLRenderer: renderMultiDrawInstances has been deprecated and will be removed in r184. 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self<"u"&&xs.setContext(self),this.setAnimationLoop=function(y){bi=y,he.setAnimationLoop(y),y===null?xs.stop():xs.start()},he.addEventListener("sessionstart",zh),he.addEventListener("sessionend",Hh),this.render=function(y,B){if(B!==void 0&&B.isCamera!==!0){Ve("WebGLRenderer.render: camera is not an instance of THREE.Camera.");return}if(A===!0)return;if(y.matrixWorldAutoUpdate===!0&&y.updateMatrixWorld(),B.parent===null&&B.matrixWorldAutoUpdate===!0&&B.updateMatrixWorld(),he.enabled===!0&&he.isPresenting===!0&&(he.cameraAutoUpdate===!0&&he.updateCamera(B),B=he.getCamera()),y.isScene===!0&&y.onBeforeRender(T,y,B,M),_=Ee.get(y,R.length),_.init(B),R.push(_),Ae.multiplyMatrices(B.projectionMatrix,B.matrixWorldInverse),W.setFromProjectionMatrix(Ae,wi,B.reversedDepth),de=this.localClippingEnabled,Z=pe.init(this.clippingPlanes,de),b=re.get(y,E.length),b.init(),E.push(b),he.enabled===!0&&he.isPresenting===!0){const ee=T.xr.getDepthSensingMesh();ee!==null&&nl(ee,B,-1/0,T.sortObjects)}nl(y,B,0,T.sortObjects),b.finish(),T.sortObjects===!0&&b.sort(Le,He),qe=he.enabled===!1||he.isPresenting===!1||he.hasDepthSensing()===!1,qe&&se.addToRenderList(b,y),this.info.render.frame++,Z===!0&&pe.beginShadows();const k=_.state.shadowsArray;J.render(k,y,B),Z===!0&&pe.endShadows(),this.info.autoReset===!0&&this.info.reset();const F=b.opaque,U=b.transmissive;if(_.setupLights(),B.isArrayCamera){const ee=B.cameras;if(U.length>0)for(let me=0,ge=ee.length;me0&&Gh(F,U,y,B),qe&&se.render(y),Vh(b,y,B);M!==null&&S===0&&(Ie.updateMultisampleRenderTarget(M),Ie.updateRenderTargetMipmap(M)),y.isScene===!0&&y.onAfterRender(T,y,B),P.resetDefaultState(),L=-1,N=null,R.pop(),R.length>0?(_=R[R.length-1],Z===!0&&pe.setGlobalState(T.clippingPlanes,_.state.camera)):_=null,E.pop(),E.length>0?b=E[E.length-1]:b=null};function nl(y,B,k,F){if(y.visible===!1)return;if(y.layers.test(B.layers)){if(y.isGroup)k=y.renderOrder;else if(y.isLOD)y.autoUpdate===!0&&y.update(B);else if(y.isLight)_.pushLight(y),y.castShadow&&_.pushShadow(y);else if(y.isSprite){if(!y.frustumCulled||W.intersectsSprite(y)){F&&we.setFromMatrixPosition(y.matrixWorld).applyMatrix4(Ae);const ee=Y.update(y),me=y.material;me.visible&&b.push(y,ee,me,k,we.z,null)}}else if((y.isMesh||y.isLine||y.isPoints)&&(!y.frustumCulled||W.intersectsObject(y))){const ee=Y.update(y),me=y.material;if(F&&(y.boundingSphere!==void 0?(y.boundingSphere===null&&y.computeBoundingSphere(),we.copy(y.boundingSphere.center)):(ee.boundingSphere===null&&ee.computeBoundingSphere(),we.copy(ee.boundingSphere.center)),we.applyMatrix4(y.matrixWorld).applyMatrix4(Ae)),Array.isArray(me)){const ge=ee.groups;for(let ve=0,Ue=ge.length;ve0&&kr(U,B,k),ee.length>0&&kr(ee,B,k),me.length>0&&kr(me,B,k),fe.buffers.depth.setTest(!0),fe.buffers.depth.setMask(!0),fe.buffers.color.setMask(!0),fe.setPolygonOffset(!1)}function Gh(y,B,k,F){if((k.isScene===!0?k.overrideMaterial:null)!==null)return;_.state.transmissionRenderTarget[F.id]===void 0&&(_.state.transmissionRenderTarget[F.id]=new yt(1,1,{generateMipmaps:!0,type:je.has("EXT_color_buffer_half_float")||je.has("EXT_color_buffer_float")?ft:oi,minFilter:Ei,samples:4,stencilBuffer:r,resolveDepthBuffer:!1,resolveStencilBuffer:!1,colorSpace:Xe.workingColorSpace}));const U=_.state.transmissionRenderTarget[F.id],ee=F.viewport||z;U.setSize(ee.z*T.transmissionResolutionScale,ee.w*T.transmissionResolutionScale);const me=T.getRenderTarget(),ge=T.getActiveCubeFace(),ve=T.getActiveMipmapLevel();T.setRenderTarget(U),T.getClearColor(q),te=T.getClearAlpha(),te<1&&T.setClearColor(16777215,.5),T.clear(),qe&&se.render(k);const Ue=T.toneMapping;T.toneMapping=qi;const Be=F.viewport;if(F.viewport!==void 0&&(F.viewport=void 0),_.setupLightsView(F),Z===!0&&pe.setGlobalState(T.clippingPlanes,F),kr(y,k,F),Ie.updateMultisampleRenderTarget(U),Ie.updateRenderTargetMipmap(U),je.has("WEBGL_multisampled_render_to_texture")===!1){let Ne=!1;for(let Ke=0,ht=B.length;Ke0),Ne=!!k.morphAttributes.position,Ke=!!k.morphAttributes.normal,ht=!!k.morphAttributes.color;let vt=qi;F.toneMapped&&(M===null||M.isXRRenderTarget===!0)&&(vt=T.toneMapping);const pt=k.morphAttributes.position||k.morphAttributes.normal||k.morphAttributes.color,ut=pt!==void 0?pt.length:0,ye=Se.get(F),Ut=_.state.lights;if(Z===!0&&(de===!0||y!==N)){const Nt=y===N&&F.id===L;pe.setState(F,y,Nt)}let Xi=!1;F.version===ye.__version?(ye.needsLights&&ye.lightsStateVersion!==Ut.state.version||ye.outputColorSpace!==ge||U.isBatchedMesh&&ye.batching===!1||!U.isBatchedMesh&&ye.batching===!0||U.isBatchedMesh&&ye.batchingColor===!0&&U.colorTexture===null||U.isBatchedMesh&&ye.batchingColor===!1&&U.colorTexture!==null||U.isInstancedMesh&&ye.instancing===!1||!U.isInstancedMesh&&ye.instancing===!0||U.isSkinnedMesh&&ye.skinning===!1||!U.isSkinnedMesh&&ye.skinning===!0||U.isInstancedMesh&&ye.instancingColor===!0&&U.instanceColor===null||U.isInstancedMesh&&ye.instancingColor===!1&&U.instanceColor!==null||U.isInstancedMesh&&ye.instancingMorph===!0&&U.morphTexture===null||U.isInstancedMesh&&ye.instancingMorph===!1&&U.morphTexture!==null||ye.envMap!==ve||F.fog===!0&&ye.fog!==ee||ye.numClippingPlanes!==void 0&&(ye.numClippingPlanes!==pe.numPlanes||ye.numIntersection!==pe.numIntersection)||ye.vertexAlphas!==Ue||ye.vertexTangents!==Be||ye.morphTargets!==Ne||ye.morphNormals!==Ke||ye.morphColors!==ht||ye.toneMapping!==vt||ye.morphTargetsCount!==ut)&&(Xi=!0):(Xi=!0,ye.__version=F.version);let yi=ye.currentProgram;Xi===!0&&(yi=Fr(F,B,U));let cn=!1,Qt=!1,Fn=!1;const mt=yi.getUniforms(),Yt=ye.uniforms;if(fe.useProgram(yi.program)&&(cn=!0,Qt=!0,Fn=!0),F.id!==L&&(L=F.id,Qt=!0),cn||N!==y){fe.buffers.depth.getReversed()&&y.reversedDepth!==!0&&(y._reversedDepth=!0,y.updateProjectionMatrix()),mt.setValue(D,"projectionMatrix",y.projectionMatrix),mt.setValue(D,"viewMatrix",y.matrixWorldInverse);const Nt=mt.map.cameraPosition;Nt!==void 0&&Nt.setValue(D,Te.setFromMatrixPosition(y.matrixWorld)),tt.logarithmicDepthBuffer&&mt.setValue(D,"logDepthBufFC",2/(Math.log(y.far+1)/Math.LN2)),(F.isMeshPhongMaterial||F.isMeshToonMaterial||F.isMeshLambertMaterial||F.isMeshBasicMaterial||F.isMeshStandardMaterial||F.isShaderMaterial)&&mt.setValue(D,"isOrthographic",y.isOrthographicCamera===!0),N!==y&&(N=y,Qt=!0,Fn=!0)}if(U.isSkinnedMesh){mt.setOptional(D,U,"bindMatrix"),mt.setOptional(D,U,"bindMatrixInverse");const Nt=U.skeleton;Nt&&(Nt.boneTexture===null&&Nt.computeBoneTexture(),mt.setValue(D,"boneTexture",Nt.boneTexture,Ie))}U.isBatchedMesh&&(mt.setOptional(D,U,"batchingTexture"),mt.setValue(D,"batchingTexture",U._matricesTexture,Ie),mt.setOptional(D,U,"batchingIdTexture"),mt.setValue(D,"batchingIdTexture",U._indirectTexture,Ie),mt.setOptional(D,U,"batchingColorTexture"),U._colorsTexture!==null&&mt.setValue(D,"batchingColorTexture",U._colorsTexture,Ie));const ri=k.morphAttributes;if((ri.position!==void 0||ri.normal!==void 0||ri.color!==void 0)&&Oe.update(U,k,yi),(Qt||ye.receiveShadow!==U.receiveShadow)&&(ye.receiveShadow=U.receiveShadow,mt.setValue(D,"receiveShadow",U.receiveShadow)),F.isMeshGouraudMaterial&&F.envMap!==null&&(Yt.envMap.value=ve,Yt.flipEnvMap.value=ve.isCubeTexture&&ve.isRenderTargetTexture===!1?-1:1),F.isMeshStandardMaterial&&F.envMap===null&&B.environment!==null&&(Yt.envMapIntensity.value=B.environmentIntensity),Yt.dfgLUT!==void 0&&(Yt.dfgLUT.value=i1()),Qt&&(mt.setValue(D,"toneMappingExposure",T.toneMappingExposure),ye.needsLights&&O_(Yt,Fn),ee&&F.fog===!0&&be.refreshFogUniforms(Yt,ee),be.refreshMaterialUniforms(Yt,F,ne,K,_.state.transmissionRenderTarget[y.id]),Rr.upload(D,jh(ye),Yt,Ie)),F.isShaderMaterial&&F.uniformsNeedUpdate===!0&&(Rr.upload(D,jh(ye),Yt,Ie),F.uniformsNeedUpdate=!1),F.isSpriteMaterial&&mt.setValue(D,"center",U.center),mt.setValue(D,"modelViewMatrix",U.modelViewMatrix),mt.setValue(D,"normalMatrix",U.normalMatrix),mt.setValue(D,"modelMatrix",U.matrixWorld),F.isShaderMaterial||F.isRawShaderMaterial){const Nt=F.uniformsGroups;for(let Mi=0,rl=Nt.length;Mi0&&Ie.useMultisampledRTT(y)===!1?U=Se.get(y).__webglMultisampledFramebuffer:Array.isArray(Ue)?U=Ue[k]:U=Ue,z.copy(y.viewport),H.copy(y.scissor),j=y.scissorTest}else z.copy(Ye).multiplyScalar(ne).floor(),H.copy(Je).multiplyScalar(ne).floor(),j=Qe;if(k!==0&&(U=F_),fe.bindFramebuffer(D.FRAMEBUFFER,U)&&F&&fe.drawBuffers(y,U),fe.viewport(z),fe.scissor(H),fe.setScissorTest(j),ee){const ge=Se.get(y.texture);D.framebufferTexture2D(D.FRAMEBUFFER,D.COLOR_ATTACHMENT0,D.TEXTURE_CUBE_MAP_POSITIVE_X+B,ge.__webglTexture,k)}else if(me){const ge=B;for(let ve=0;ve=0&&B<=y.width-F&&k>=0&&k<=y.height-U&&(y.textures.length>1&&D.readBuffer(D.COLOR_ATTACHMENT0+ge),D.readPixels(B,k,F,U,Re.convert(Be),Re.convert(Ne),ee))}finally{const Ue=M!==null?Se.get(M).__webglFramebuffer:null;fe.bindFramebuffer(D.FRAMEBUFFER,Ue)}}},this.readRenderTargetPixelsAsync=async function(y,B,k,F,U,ee,me,ge=0){if(!(y&&y.isWebGLRenderTarget))throw new Error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");let ve=Se.get(y).__webglFramebuffer;if(y.isWebGLCubeRenderTarget&&me!==void 0&&(ve=ve[me]),ve)if(B>=0&&B<=y.width-F&&k>=0&&k<=y.height-U){fe.bindFramebuffer(D.FRAMEBUFFER,ve);const Ue=y.textures[ge],Be=Ue.format,Ne=Ue.type;if(!tt.textureFormatReadable(Be))throw new Error("THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in RGBA or implementation defined format.");if(!tt.textureTypeReadable(Ne))throw new Error("THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in UnsignedByteType or implementation defined type.");const Ke=D.createBuffer();D.bindBuffer(D.PIXEL_PACK_BUFFER,Ke),D.bufferData(D.PIXEL_PACK_BUFFER,ee.byteLength,D.STREAM_READ),y.textures.length>1&&D.readBuffer(D.COLOR_ATTACHMENT0+ge),D.readPixels(B,k,F,U,Re.convert(Be),Re.convert(Ne),0);const ht=M!==null?Se.get(M).__webglFramebuffer:null;fe.bindFramebuffer(D.FRAMEBUFFER,ht);const vt=D.fenceSync(D.SYNC_GPU_COMMANDS_COMPLETE,0);return D.flush(),await Uu(D,vt,4),D.bindBuffer(D.PIXEL_PACK_BUFFER,Ke),D.getBufferSubData(D.PIXEL_PACK_BUFFER,0,ee),D.deleteBuffer(Ke),D.deleteSync(vt),ee}else throw new Error("THREE.WebGLRenderer.readRenderTargetPixelsAsync: requested read bounds are out of range.")},this.copyFramebufferToTexture=function(y,B=null,k=0){const F=Math.pow(2,-k),U=Math.floor(y.image.width*F),ee=Math.floor(y.image.height*F),me=B!==null?B.x:0,ge=B!==null?B.y:0;Ie.setTexture2D(y,0),D.copyTexSubImage2D(D.TEXTURE_2D,k,0,0,me,ge,U,ee),fe.unbindTexture()};const z_=D.createFramebuffer(),H_=D.createFramebuffer();this.copyTextureToTexture=function(y,B,k=null,F=null,U=0,ee=null){ee===null&&(U!==0?(_n("WebGLRenderer: copyTextureToTexture function signature has changed to support src and dst mipmap levels."),ee=U,U=0):ee=0);let me,ge,ve,Ue,Be,Ne,Ke,ht,vt;const pt=y.isCompressedTexture?y.mipmaps[ee]:y.image;if(k!==null)me=k.max.x-k.min.x,ge=k.max.y-k.min.y,ve=k.isBox3?k.max.z-k.min.z:1,Ue=k.min.x,Be=k.min.y,Ne=k.isBox3?k.min.z:0;else{const ri=Math.pow(2,-U);me=Math.floor(pt.width*ri),ge=Math.floor(pt.height*ri),y.isDataArrayTexture?ve=pt.depth:y.isData3DTexture?ve=Math.floor(pt.depth*ri):ve=1,Ue=0,Be=0,Ne=0}F!==null?(Ke=F.x,ht=F.y,vt=F.z):(Ke=0,ht=0,vt=0);const ut=Re.convert(B.format),ye=Re.convert(B.type);let Ut;B.isData3DTexture?(Ie.setTexture3D(B,0),Ut=D.TEXTURE_3D):B.isDataArrayTexture||B.isCompressedArrayTexture?(Ie.setTexture2DArray(B,0),Ut=D.TEXTURE_2D_ARRAY):(Ie.setTexture2D(B,0),Ut=D.TEXTURE_2D),D.pixelStorei(D.UNPACK_FLIP_Y_WEBGL,B.flipY),D.pixelStorei(D.UNPACK_PREMULTIPLY_ALPHA_WEBGL,B.premultiplyAlpha),D.pixelStorei(D.UNPACK_ALIGNMENT,B.unpackAlignment);const Xi=D.getParameter(D.UNPACK_ROW_LENGTH),yi=D.getParameter(D.UNPACK_IMAGE_HEIGHT),cn=D.getParameter(D.UNPACK_SKIP_PIXELS),Qt=D.getParameter(D.UNPACK_SKIP_ROWS),Fn=D.getParameter(D.UNPACK_SKIP_IMAGES);D.pixelStorei(D.UNPACK_ROW_LENGTH,pt.width),D.pixelStorei(D.UNPACK_IMAGE_HEIGHT,pt.height),D.pixelStorei(D.UNPACK_SKIP_PIXELS,Ue),D.pixelStorei(D.UNPACK_SKIP_ROWS,Be),D.pixelStorei(D.UNPACK_SKIP_IMAGES,Ne);const mt=y.isDataArrayTexture||y.isData3DTexture,Yt=B.isDataArrayTexture||B.isData3DTexture;if(y.isDepthTexture){const ri=Se.get(y),Nt=Se.get(B),Mi=Se.get(ri.__renderTarget),rl=Se.get(Nt.__renderTarget);fe.bindFramebuffer(D.READ_FRAMEBUFFER,Mi.__webglFramebuffer),fe.bindFramebuffer(D.DRAW_FRAMEBUFFER,rl.__webglFramebuffer);for(let bs=0;bs(E=A.indexOf(` +}`;class K0{constructor(){this.texture=null,this.mesh=null,this.depthNear=0,this.depthFar=0}init(e,t){if(this.texture===null){const i=new Tc(e.texture);(e.depthNear!==t.depthNear||e.depthFar!==t.depthFar)&&(this.depthNear=e.depthNear,this.depthFar=e.depthFar),this.texture=i}}getMesh(e){if(this.texture!==null&&this.mesh===null){const t=e.cameras[0].viewport,i=new ct({vertexShader:Z0,fragmentShader:Y0,uniforms:{depthColor:{value:this.texture},depthWidth:{value:t.z},depthHeight:{value:t.w}}});this.mesh=new rt(new An(20,20),i)}return this.mesh}reset(){this.texture=null,this.mesh=null}getDepthTexture(){return this.texture}}class $0 extends ls{constructor(e,t){super();const i=this;let s=null,r=1,a=null,o="local-floor",l=1,c=null,h=null,u=null,d=null,m=null,g=null;const v=typeof XRWebGLBinding<"u",f=new K0,p={},b=t.getContextAttributes();let _=null,E=null;const R=[],T=[],A=new oe;let I=null;const S=new Tt;S.viewport=new $e;const M=new Tt;M.viewport=new $e;const L=[S,M],N=new np;let z=null,H=null;this.cameraAutoUpdate=!0,this.enabled=!1,this.isPresenting=!1,this.getController=function(W){let Z=R[W];return Z===void 0&&(Z=new fo,R[W]=Z),Z.getTargetRaySpace()},this.getControllerGrip=function(W){let Z=R[W];return Z===void 0&&(Z=new fo,R[W]=Z),Z.getGripSpace()},this.getHand=function(W){let Z=R[W];return Z===void 0&&(Z=new fo,R[W]=Z),Z.getHandSpace()};function j(W){const Z=T.indexOf(W.inputSource);if(Z===-1)return;const de=R[Z];de!==void 0&&(de.update(W.inputSource,W.frame,c||a),de.dispatchEvent({type:W.type,data:W.inputSource}))}function q(){s.removeEventListener("select",j),s.removeEventListener("selectstart",j),s.removeEventListener("selectend",j),s.removeEventListener("squeeze",j),s.removeEventListener("squeezestart",j),s.removeEventListener("squeezeend",j),s.removeEventListener("end",q),s.removeEventListener("inputsourceschange",te);for(let W=0;W=0&&(T[Ae]=null,R[Ae].disconnect(de))}for(let Z=0;Z=T.length){T.push(de),Ae=we;break}else if(T[we]===null){T[we]=de,Ae=we;break}if(Ae===-1)break}const Te=R[Ae];Te&&Te.connect(de)}}const G=new w,K=new w;function ne(W,Z,de){G.setFromMatrixPosition(Z.matrixWorld),K.setFromMatrixPosition(de.matrixWorld);const Ae=G.distanceTo(K),Te=Z.projectionMatrix.elements,we=de.projectionMatrix.elements,et=Te[14]/(Te[10]-1),qe=Te[14]/(Te[10]+1),We=(Te[9]+1)/Te[5],D=(Te[9]-1)/Te[5],xt=(Te[8]-1)/Te[0],je=(we[8]+1)/we[0],tt=et*xt,fe=et*je,lt=Ae/(-xt+je),Se=lt*-xt;if(Z.matrixWorld.decompose(W.position,W.quaternion,W.scale),W.translateX(Se),W.translateZ(lt),W.matrixWorld.compose(W.position,W.quaternion,W.scale),W.matrixWorldInverse.copy(W.matrixWorld).invert(),Te[10]===-1)W.projectionMatrix.copy(Z.projectionMatrix),W.projectionMatrixInverse.copy(Z.projectionMatrixInverse);else{const Ie=et+lt,C=qe+lt,x=tt-Se,O=fe+(Ae-Se),X=We*qe/C*Ie,Y=D*qe/C*Ie;W.projectionMatrix.makePerspective(x,O,X,Y,Ie,C),W.projectionMatrixInverse.copy(W.projectionMatrix).invert()}}function Le(W,Z){Z===null?W.matrixWorld.copy(W.matrix):W.matrixWorld.multiplyMatrices(Z.matrixWorld,W.matrix),W.matrixWorldInverse.copy(W.matrixWorld).invert()}this.updateCamera=function(W){if(s===null)return;let Z=W.near,de=W.far;f.texture!==null&&(f.depthNear>0&&(Z=f.depthNear),f.depthFar>0&&(de=f.depthFar)),N.near=M.near=S.near=Z,N.far=M.far=S.far=de,(z!==N.near||H!==N.far)&&(s.updateRenderState({depthNear:N.near,depthFar:N.far}),z=N.near,H=N.far),N.layers.mask=W.layers.mask|6,S.layers.mask=N.layers.mask&3,M.layers.mask=N.layers.mask&5;const Ae=W.parent,Te=N.cameras;Le(N,Ae);for(let we=0;we0&&(f.alphaTest.value=p.alphaTest);const b=e.get(p),_=b.envMap,E=b.envMapRotation;_&&(f.envMap.value=_,vs.copy(E),vs.x*=-1,vs.y*=-1,vs.z*=-1,_.isCubeTexture&&_.isRenderTargetTexture===!1&&(vs.y*=-1,vs.z*=-1),f.envMapRotation.value.setFromMatrix4(J0.makeRotationFromEuler(vs)),f.flipEnvMap.value=_.isCubeTexture&&_.isRenderTargetTexture===!1?-1:1,f.reflectivity.value=p.reflectivity,f.ior.value=p.ior,f.refractionRatio.value=p.refractionRatio),p.lightMap&&(f.lightMap.value=p.lightMap,f.lightMapIntensity.value=p.lightMapIntensity,t(p.lightMap,f.lightMapTransform)),p.aoMap&&(f.aoMap.value=p.aoMap,f.aoMapIntensity.value=p.aoMapIntensity,t(p.aoMap,f.aoMapTransform))}function a(f,p){f.diffuse.value.copy(p.color),f.opacity.value=p.opacity,p.map&&(f.map.value=p.map,t(p.map,f.mapTransform))}function o(f,p){f.dashSize.value=p.dashSize,f.totalSize.value=p.dashSize+p.gapSize,f.scale.value=p.scale}function l(f,p,b,_){f.diffuse.value.copy(p.color),f.opacity.value=p.opacity,f.size.value=p.size*b,f.scale.value=_*.5,p.map&&(f.map.value=p.map,t(p.map,f.uvTransform)),p.alphaMap&&(f.alphaMap.value=p.alphaMap,t(p.alphaMap,f.alphaMapTransform)),p.alphaTest>0&&(f.alphaTest.value=p.alphaTest)}function c(f,p){f.diffuse.value.copy(p.color),f.opacity.value=p.opacity,f.rotation.value=p.rotation,p.map&&(f.map.value=p.map,t(p.map,f.mapTransform)),p.alphaMap&&(f.alphaMap.value=p.alphaMap,t(p.alphaMap,f.alphaMapTransform)),p.alphaTest>0&&(f.alphaTest.value=p.alphaTest)}function h(f,p){f.specular.value.copy(p.specular),f.shininess.value=Math.max(p.shininess,1e-4)}function u(f,p){p.gradientMap&&(f.gradientMap.value=p.gradientMap)}function d(f,p){f.metalness.value=p.metalness,p.metalnessMap&&(f.metalnessMap.value=p.metalnessMap,t(p.metalnessMap,f.metalnessMapTransform)),f.roughness.value=p.roughness,p.roughnessMap&&(f.roughnessMap.value=p.roughnessMap,t(p.roughnessMap,f.roughnessMapTransform)),p.envMap&&(f.envMapIntensity.value=p.envMapIntensity)}function m(f,p,b){f.ior.value=p.ior,p.sheen>0&&(f.sheenColor.value.copy(p.sheenColor).multiplyScalar(p.sheen),f.sheenRoughness.value=p.sheenRoughness,p.sheenColorMap&&(f.sheenColorMap.value=p.sheenColorMap,t(p.sheenColorMap,f.sheenColorMapTransform)),p.sheenRoughnessMap&&(f.sheenRoughnessMap.value=p.sheenRoughnessMap,t(p.sheenRoughnessMap,f.sheenRoughnessMapTransform))),p.clearcoat>0&&(f.clearcoat.value=p.clearcoat,f.clearcoatRoughness.value=p.clearcoatRoughness,p.clearcoatMap&&(f.clearcoatMap.value=p.clearcoatMap,t(p.clearcoatMap,f.clearcoatMapTransform)),p.clearcoatRoughnessMap&&(f.clearcoatRoughnessMap.value=p.clearcoatRoughnessMap,t(p.clearcoatRoughnessMap,f.clearcoatRoughnessMapTransform)),p.clearcoatNormalMap&&(f.clearcoatNormalMap.value=p.clearcoatNormalMap,t(p.clearcoatNormalMap,f.clearcoatNormalMapTransform),f.clearcoatNormalScale.value.copy(p.clearcoatNormalScale),p.side===zt&&f.clearcoatNormalScale.value.negate())),p.dispersion>0&&(f.dispersion.value=p.dispersion),p.iridescence>0&&(f.iridescence.value=p.iridescence,f.iridescenceIOR.value=p.iridescenceIOR,f.iridescenceThicknessMinimum.value=p.iridescenceThicknessRange[0],f.iridescenceThicknessMaximum.value=p.iridescenceThicknessRange[1],p.iridescenceMap&&(f.iridescenceMap.value=p.iridescenceMap,t(p.iridescenceMap,f.iridescenceMapTransform)),p.iridescenceThicknessMap&&(f.iridescenceThicknessMap.value=p.iridescenceThicknessMap,t(p.iridescenceThicknessMap,f.iridescenceThicknessMapTransform))),p.transmission>0&&(f.transmission.value=p.transmission,f.transmissionSamplerMap.value=b.texture,f.transmissionSamplerSize.value.set(b.width,b.height),p.transmissionMap&&(f.transmissionMap.value=p.transmissionMap,t(p.transmissionMap,f.transmissionMapTransform)),f.thickness.value=p.thickness,p.thicknessMap&&(f.thicknessMap.value=p.thicknessMap,t(p.thicknessMap,f.thicknessMapTransform)),f.attenuationDistance.value=p.attenuationDistance,f.attenuationColor.value.copy(p.attenuationColor)),p.anisotropy>0&&(f.anisotropyVector.value.set(p.anisotropy*Math.cos(p.anisotropyRotation),p.anisotropy*Math.sin(p.anisotropyRotation)),p.anisotropyMap&&(f.anisotropyMap.value=p.anisotropyMap,t(p.anisotropyMap,f.anisotropyMapTransform))),f.specularIntensity.value=p.specularIntensity,f.specularColor.value.copy(p.specularColor),p.specularColorMap&&(f.specularColorMap.value=p.specularColorMap,t(p.specularColorMap,f.specularColorMapTransform)),p.specularIntensityMap&&(f.specularIntensityMap.value=p.specularIntensityMap,t(p.specularIntensityMap,f.specularIntensityMapTransform))}function g(f,p){p.matcap&&(f.matcap.value=p.matcap)}function v(f,p){const b=e.get(p).light;f.referencePosition.value.setFromMatrixPosition(b.matrixWorld),f.nearDistance.value=b.shadow.camera.near,f.farDistance.value=b.shadow.camera.far}return{refreshFogUniforms:i,refreshMaterialUniforms:s}}function e1(n,e,t,i){let s={},r={},a=[];const o=n.getParameter(n.MAX_UNIFORM_BUFFER_BINDINGS);function l(b,_){const E=_.program;i.uniformBlockBinding(b,E)}function c(b,_){let E=s[b.id];E===void 0&&(g(b),E=h(b),s[b.id]=E,b.addEventListener("dispose",f));const R=_.program;i.updateUBOMapping(b,R);const T=e.render.frame;r[b.id]!==T&&(d(b),r[b.id]=T)}function h(b){const _=u();b.__bindingPointIndex=_;const E=n.createBuffer(),R=b.__size,T=b.usage;return n.bindBuffer(n.UNIFORM_BUFFER,E),n.bufferData(n.UNIFORM_BUFFER,R,T),n.bindBuffer(n.UNIFORM_BUFFER,null),n.bindBufferBase(n.UNIFORM_BUFFER,_,E),E}function u(){for(let b=0;b0&&(E+=R-T),b.__size=E,b.__cache={},this}function v(b){const _={boundary:0,storage:0};return 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y.set(G*ne,K*ne).floor()},this.setDrawingBufferSize=function(y,B,k){G=y,K=B,ne=k,t.width=Math.floor(y*k),t.height=Math.floor(B*k),this.setViewport(0,0,y,B)},this.getCurrentViewport=function(y){return y.copy(z)},this.getViewport=function(y){return y.copy(Ye)},this.setViewport=function(y,B,k,F){y.isVector4?Ye.set(y.x,y.y,y.z,y.w):Ye.set(y,B,k,F),fe.viewport(z.copy(Ye).multiplyScalar(ne).round())},this.getScissor=function(y){return y.copy(Je)},this.setScissor=function(y,B,k,F){y.isVector4?Je.set(y.x,y.y,y.z,y.w):Je.set(y,B,k,F),fe.scissor(H.copy(Je).multiplyScalar(ne).round())},this.getScissorTest=function(){return Qe},this.setScissorTest=function(y){fe.setScissorTest(Qe=y)},this.setOpaqueSort=function(y){Le=y},this.setTransparentSort=function(y){He=y},this.getClearColor=function(y){return y.copy(se.getClearColor())},this.setClearColor=function(){se.setClearColor(...arguments)},this.getClearAlpha=function(){return se.getClearAlpha()},this.setClearAlpha=function(){se.setClearAlpha(...arguments)},this.clear=function(y=!0,B=!0,k=!0){let F=0;if(y){let U=!1;if(M!==null){const ee=M.texture.format;U=g.has(ee)}if(U){const ee=M.texture.type,me=v.has(ee),ge=se.getClearColor(),ve=se.getClearAlpha(),Ue=ge.r,Be=ge.g,Ne=ge.b;me?(f[0]=Ue,f[1]=Be,f[2]=Ne,f[3]=ve,D.clearBufferuiv(D.COLOR,0,f)):(p[0]=Ue,p[1]=Be,p[2]=Ne,p[3]=ve,D.clearBufferiv(D.COLOR,0,p))}else F|=D.COLOR_BUFFER_BIT}B&&(F|=D.DEPTH_BUFFER_BIT),k&&(F|=D.STENCIL_BUFFER_BIT,this.state.buffers.stencil.setMask(4294967295)),D.clear(F)},this.clearColor=function(){this.clear(!0,!1,!1)},this.clearDepth=function(){this.clear(!1,!0,!1)},this.clearStencil=function(){this.clear(!1,!1,!0)},this.dispose=function(){t.removeEventListener("webglcontextlost",Q,!1),t.removeEventListener("webglcontextrestored",$,!1),t.removeEventListener("webglcontextcreationerror",_e,!1),se.dispose(),re.dispose(),Ee.dispose(),Se.dispose(),C.dispose(),x.dispose(),Y.dispose(),P.dispose(),ae.dispose(),V.dispose(),he.dispose(),he.removeEventListener("sessionstart",zh),he.removeEventListener("sessionend",Hh),xs.stop()};function Q(y){y.preventDefault(),Jn("WebGLRenderer: Context Lost."),A=!0}function $(){Jn("WebGLRenderer: Context Restored."),A=!1;const y=lt.autoReset,B=J.enabled,k=J.autoUpdate,F=J.needsUpdate,U=J.type;ie(),lt.autoReset=y,J.enabled=B,J.autoUpdate=k,J.needsUpdate=F,J.type=U}function _e(y){Ve("WebGLRenderer: A WebGL context could not be created. Reason: ",y.statusMessage)}function Pe(y){const B=y.target;B.removeEventListener("dispose",Pe),Dt(B)}function Dt(y){ot(y),Se.remove(y)}function ot(y){const B=Se.get(y).programs;B!==void 0&&(B.forEach(function(k){V.releaseProgram(k)}),y.isShaderMaterial&&V.releaseShaderCache(y))}this.renderBufferDirect=function(y,B,k,F,U,ee){B===null&&(B=et);const me=U.isMesh&&U.matrixWorld.determinant()<0,ge=B_(y,B,k,F,U);fe.setMaterial(F,me);let ve=k.index,Ue=1;if(F.wireframe===!0){if(ve=X.getWireframeAttribute(k),ve===void 0)return;Ue=2}const Be=k.drawRange,Ne=k.attributes.position;let Ke=Be.start*Ue,ht=(Be.start+Be.count)*Ue;ee!==null&&(Ke=Math.max(Ke,ee.start*Ue),ht=Math.min(ht,(ee.start+ee.count)*Ue)),ve!==null?(Ke=Math.max(Ke,0),ht=Math.min(ht,ve.count)):Ne!=null&&(Ke=Math.max(Ke,0),ht=Math.min(ht,Ne.count));const _t=ht-Ke;if(_t<0||_t===1/0)return;P.setup(U,F,ge,k,ve);let pt,ut=Ce;if(ve!==null&&(pt=O.get(ve),ut=ue,ut.setIndex(pt)),U.isMesh)F.wireframe===!0?(fe.setLineWidth(F.wireframeLinewidth*We()),ut.setMode(D.LINES)):ut.setMode(D.TRIANGLES);else if(U.isLine){let ye=F.linewidth;ye===void 0&&(ye=1),fe.setLineWidth(ye*We()),U.isLineSegments?ut.setMode(D.LINES):U.isLineLoop?ut.setMode(D.LINE_LOOP):ut.setMode(D.LINE_STRIP)}else U.isPoints?ut.setMode(D.POINTS):U.isSprite&&ut.setMode(D.TRIANGLES);if(U.isBatchedMesh)if(U._multiDrawInstances!==null)_n("WebGLRenderer: renderMultiDrawInstances has been deprecated and will be removed in r184. Append to renderMultiDraw arguments and use indirection."),ut.renderMultiDrawInstances(U._multiDrawStarts,U._multiDrawCounts,U._multiDrawCount,U._multiDrawInstances);else if(je.get("WEBGL_multi_draw"))ut.renderMultiDraw(U._multiDrawStarts,U._multiDrawCounts,U._multiDrawCount);else{const ye=U._multiDrawStarts,Nt=U._multiDrawCounts,Xi=U._multiDrawCount,yi=ve?O.get(ve).bytesPerElement:1,cn=Se.get(F).currentProgram.getUniforms();for(let Qt=0;Qt{function ee(){if(F.forEach(function(me){Se.get(me).currentProgram.isReady()&&F.delete(me)}),F.size===0){U(y);return}setTimeout(ee,10)}je.get("KHR_parallel_shader_compile")!==null?ee():setTimeout(ee,10)})};let bi=null;function N_(y){bi&&bi(y)}function zh(){xs.stop()}function Hh(){xs.start()}const xs=new Vc;xs.setAnimationLoop(N_),typeof self<"u"&&xs.setContext(self),this.setAnimationLoop=function(y){bi=y,he.setAnimationLoop(y),y===null?xs.stop():xs.start()},he.addEventListener("sessionstart",zh),he.addEventListener("sessionend",Hh),this.render=function(y,B){if(B!==void 0&&B.isCamera!==!0){Ve("WebGLRenderer.render: camera is not an instance of THREE.Camera.");return}if(A===!0)return;if(y.matrixWorldAutoUpdate===!0&&y.updateMatrixWorld(),B.parent===null&&B.matrixWorldAutoUpdate===!0&&B.updateMatrixWorld(),he.enabled===!0&&he.isPresenting===!0&&(he.cameraAutoUpdate===!0&&he.updateCamera(B),B=he.getCamera()),y.isScene===!0&&y.onBeforeRender(T,y,B,M),_=Ee.get(y,R.length),_.init(B),R.push(_),Ae.multiplyMatrices(B.projectionMatrix,B.matrixWorldInverse),W.setFromProjectionMatrix(Ae,wi,B.reversedDepth),de=this.localClippingEnabled,Z=pe.init(this.clippingPlanes,de),b=re.get(y,E.length),b.init(),E.push(b),he.enabled===!0&&he.isPresenting===!0){const ee=T.xr.getDepthSensingMesh();ee!==null&&nl(ee,B,-1/0,T.sortObjects)}nl(y,B,0,T.sortObjects),b.finish(),T.sortObjects===!0&&b.sort(Le,He),qe=he.enabled===!1||he.isPresenting===!1||he.hasDepthSensing()===!1,qe&&se.addToRenderList(b,y),this.info.render.frame++,Z===!0&&pe.beginShadows();const k=_.state.shadowsArray;J.render(k,y,B),Z===!0&&pe.endShadows(),this.info.autoReset===!0&&this.info.reset();const F=b.opaque,U=b.transmissive;if(_.setupLights(),B.isArrayCamera){const ee=B.cameras;if(U.length>0)for(let me=0,ge=ee.length;me0&&Gh(F,U,y,B),qe&&se.render(y),Vh(b,y,B);M!==null&&S===0&&(Ie.updateMultisampleRenderTarget(M),Ie.updateRenderTargetMipmap(M)),y.isScene===!0&&y.onAfterRender(T,y,B),P.resetDefaultState(),L=-1,N=null,R.pop(),R.length>0?(_=R[R.length-1],Z===!0&&pe.setGlobalState(T.clippingPlanes,_.state.camera)):_=null,E.pop(),E.length>0?b=E[E.length-1]:b=null};function nl(y,B,k,F){if(y.visible===!1)return;if(y.layers.test(B.layers)){if(y.isGroup)k=y.renderOrder;else if(y.isLOD)y.autoUpdate===!0&&y.update(B);else if(y.isLight)_.pushLight(y),y.castShadow&&_.pushShadow(y);else if(y.isSprite){if(!y.frustumCulled||W.intersectsSprite(y)){F&&we.setFromMatrixPosition(y.matrixWorld).applyMatrix4(Ae);const ee=Y.update(y),me=y.material;me.visible&&b.push(y,ee,me,k,we.z,null)}}else if((y.isMesh||y.isLine||y.isPoints)&&(!y.frustumCulled||W.intersectsObject(y))){const ee=Y.update(y),me=y.material;if(F&&(y.boundingSphere!==void 0?(y.boundingSphere===null&&y.computeBoundingSphere(),we.copy(y.boundingSphere.center)):(ee.boundingSphere===null&&ee.computeBoundingSphere(),we.copy(ee.boundingSphere.center)),we.applyMatrix4(y.matrixWorld).applyMatrix4(Ae)),Array.isArray(me)){const ge=ee.groups;for(let ve=0,Ue=ge.length;ve0&&kr(U,B,k),ee.length>0&&kr(ee,B,k),me.length>0&&kr(me,B,k),fe.buffers.depth.setTest(!0),fe.buffers.depth.setMask(!0),fe.buffers.color.setMask(!0),fe.setPolygonOffset(!1)}function Gh(y,B,k,F){if((k.isScene===!0?k.overrideMaterial:null)!==null)return;_.state.transmissionRenderTarget[F.id]===void 0&&(_.state.transmissionRenderTarget[F.id]=new Mt(1,1,{generateMipmaps:!0,type:je.has("EXT_color_buffer_half_float")||je.has("EXT_color_buffer_float")?ft:oi,minFilter:Ei,samples:4,stencilBuffer:r,resolveDepthBuffer:!1,resolveStencilBuffer:!1,colorSpace:Xe.workingColorSpace}));const U=_.state.transmissionRenderTarget[F.id],ee=F.viewport||z;U.setSize(ee.z*T.transmissionResolutionScale,ee.w*T.transmissionResolutionScale);const me=T.getRenderTarget(),ge=T.getActiveCubeFace(),ve=T.getActiveMipmapLevel();T.setRenderTarget(U),T.getClearColor(q),te=T.getClearAlpha(),te<1&&T.setClearColor(16777215,.5),T.clear(),qe&&se.render(k);const Ue=T.toneMapping;T.toneMapping=qi;const Be=F.viewport;if(F.viewport!==void 0&&(F.viewport=void 0),_.setupLightsView(F),Z===!0&&pe.setGlobalState(T.clippingPlanes,F),kr(y,k,F),Ie.updateMultisampleRenderTarget(U),Ie.updateRenderTargetMipmap(U),je.has("WEBGL_multisampled_render_to_texture")===!1){let Ne=!1;for(let Ke=0,ht=B.length;Ke0),Ne=!!k.morphAttributes.position,Ke=!!k.morphAttributes.normal,ht=!!k.morphAttributes.color;let _t=qi;F.toneMapped&&(M===null||M.isXRRenderTarget===!0)&&(_t=T.toneMapping);const pt=k.morphAttributes.position||k.morphAttributes.normal||k.morphAttributes.color,ut=pt!==void 0?pt.length:0,ye=Se.get(F),Nt=_.state.lights;if(Z===!0&&(de===!0||y!==N)){const Bt=y===N&&F.id===L;pe.setState(F,y,Bt)}let Xi=!1;F.version===ye.__version?(ye.needsLights&&ye.lightsStateVersion!==Nt.state.version||ye.outputColorSpace!==ge||U.isBatchedMesh&&ye.batching===!1||!U.isBatchedMesh&&ye.batching===!0||U.isBatchedMesh&&ye.batchingColor===!0&&U.colorTexture===null||U.isBatchedMesh&&ye.batchingColor===!1&&U.colorTexture!==null||U.isInstancedMesh&&ye.instancing===!1||!U.isInstancedMesh&&ye.instancing===!0||U.isSkinnedMesh&&ye.skinning===!1||!U.isSkinnedMesh&&ye.skinning===!0||U.isInstancedMesh&&ye.instancingColor===!0&&U.instanceColor===null||U.isInstancedMesh&&ye.instancingColor===!1&&U.instanceColor!==null||U.isInstancedMesh&&ye.instancingMorph===!0&&U.morphTexture===null||U.isInstancedMesh&&ye.instancingMorph===!1&&U.morphTexture!==null||ye.envMap!==ve||F.fog===!0&&ye.fog!==ee||ye.numClippingPlanes!==void 0&&(ye.numClippingPlanes!==pe.numPlanes||ye.numIntersection!==pe.numIntersection)||ye.vertexAlphas!==Ue||ye.vertexTangents!==Be||ye.morphTargets!==Ne||ye.morphNormals!==Ke||ye.morphColors!==ht||ye.toneMapping!==_t||ye.morphTargetsCount!==ut)&&(Xi=!0):(Xi=!0,ye.__version=F.version);let yi=ye.currentProgram;Xi===!0&&(yi=Fr(F,B,U));let cn=!1,Qt=!1,Fn=!1;const mt=yi.getUniforms(),Yt=ye.uniforms;if(fe.useProgram(yi.program)&&(cn=!0,Qt=!0,Fn=!0),F.id!==L&&(L=F.id,Qt=!0),cn||N!==y){fe.buffers.depth.getReversed()&&y.reversedDepth!==!0&&(y._reversedDepth=!0,y.updateProjectionMatrix()),mt.setValue(D,"projectionMatrix",y.projectionMatrix),mt.setValue(D,"viewMatrix",y.matrixWorldInverse);const Bt=mt.map.cameraPosition;Bt!==void 0&&Bt.setValue(D,Te.setFromMatrixPosition(y.matrixWorld)),tt.logarithmicDepthBuffer&&mt.setValue(D,"logDepthBufFC",2/(Math.log(y.far+1)/Math.LN2)),(F.isMeshPhongMaterial||F.isMeshToonMaterial||F.isMeshLambertMaterial||F.isMeshBasicMaterial||F.isMeshStandardMaterial||F.isShaderMaterial)&&mt.setValue(D,"isOrthographic",y.isOrthographicCamera===!0),N!==y&&(N=y,Qt=!0,Fn=!0)}if(U.isSkinnedMesh){mt.setOptional(D,U,"bindMatrix"),mt.setOptional(D,U,"bindMatrixInverse");const Bt=U.skeleton;Bt&&(Bt.boneTexture===null&&Bt.computeBoneTexture(),mt.setValue(D,"boneTexture",Bt.boneTexture,Ie))}U.isBatchedMesh&&(mt.setOptional(D,U,"batchingTexture"),mt.setValue(D,"batchingTexture",U._matricesTexture,Ie),mt.setOptional(D,U,"batchingIdTexture"),mt.setValue(D,"batchingIdTexture",U._indirectTexture,Ie),mt.setOptional(D,U,"batchingColorTexture"),U._colorsTexture!==null&&mt.setValue(D,"batchingColorTexture",U._colorsTexture,Ie));const ri=k.morphAttributes;if((ri.position!==void 0||ri.normal!==void 0||ri.color!==void 0)&&Oe.update(U,k,yi),(Qt||ye.receiveShadow!==U.receiveShadow)&&(ye.receiveShadow=U.receiveShadow,mt.setValue(D,"receiveShadow",U.receiveShadow)),F.isMeshGouraudMaterial&&F.envMap!==null&&(Yt.envMap.value=ve,Yt.flipEnvMap.value=ve.isCubeTexture&&ve.isRenderTargetTexture===!1?-1:1),F.isMeshStandardMaterial&&F.envMap===null&&B.environment!==null&&(Yt.envMapIntensity.value=B.environmentIntensity),Yt.dfgLUT!==void 0&&(Yt.dfgLUT.value=i1()),Qt&&(mt.setValue(D,"toneMappingExposure",T.toneMappingExposure),ye.needsLights&&O_(Yt,Fn),ee&&F.fog===!0&&be.refreshFogUniforms(Yt,ee),be.refreshMaterialUniforms(Yt,F,ne,K,_.state.transmissionRenderTarget[y.id]),Rr.upload(D,jh(ye),Yt,Ie)),F.isShaderMaterial&&F.uniformsNeedUpdate===!0&&(Rr.upload(D,jh(ye),Yt,Ie),F.uniformsNeedUpdate=!1),F.isSpriteMaterial&&mt.setValue(D,"center",U.center),mt.setValue(D,"modelViewMatrix",U.modelViewMatrix),mt.setValue(D,"normalMatrix",U.normalMatrix),mt.setValue(D,"modelMatrix",U.matrixWorld),F.isShaderMaterial||F.isRawShaderMaterial){const Bt=F.uniformsGroups;for(let Mi=0,rl=Bt.length;Mi0&&Ie.useMultisampledRTT(y)===!1?U=Se.get(y).__webglMultisampledFramebuffer:Array.isArray(Ue)?U=Ue[k]:U=Ue,z.copy(y.viewport),H.copy(y.scissor),j=y.scissorTest}else z.copy(Ye).multiplyScalar(ne).floor(),H.copy(Je).multiplyScalar(ne).floor(),j=Qe;if(k!==0&&(U=F_),fe.bindFramebuffer(D.FRAMEBUFFER,U)&&F&&fe.drawBuffers(y,U),fe.viewport(z),fe.scissor(H),fe.setScissorTest(j),ee){const ge=Se.get(y.texture);D.framebufferTexture2D(D.FRAMEBUFFER,D.COLOR_ATTACHMENT0,D.TEXTURE_CUBE_MAP_POSITIVE_X+B,ge.__webglTexture,k)}else if(me){const ge=B;for(let ve=0;ve=0&&B<=y.width-F&&k>=0&&k<=y.height-U&&(y.textures.length>1&&D.readBuffer(D.COLOR_ATTACHMENT0+ge),D.readPixels(B,k,F,U,Re.convert(Be),Re.convert(Ne),ee))}finally{const Ue=M!==null?Se.get(M).__webglFramebuffer:null;fe.bindFramebuffer(D.FRAMEBUFFER,Ue)}}},this.readRenderTargetPixelsAsync=async function(y,B,k,F,U,ee,me,ge=0){if(!(y&&y.isWebGLRenderTarget))throw new Error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");let ve=Se.get(y).__webglFramebuffer;if(y.isWebGLCubeRenderTarget&&me!==void 0&&(ve=ve[me]),ve)if(B>=0&&B<=y.width-F&&k>=0&&k<=y.height-U){fe.bindFramebuffer(D.FRAMEBUFFER,ve);const Ue=y.textures[ge],Be=Ue.format,Ne=Ue.type;if(!tt.textureFormatReadable(Be))throw new Error("THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in RGBA or implementation defined format.");if(!tt.textureTypeReadable(Ne))throw new Error("THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in UnsignedByteType or implementation defined type.");const Ke=D.createBuffer();D.bindBuffer(D.PIXEL_PACK_BUFFER,Ke),D.bufferData(D.PIXEL_PACK_BUFFER,ee.byteLength,D.STREAM_READ),y.textures.length>1&&D.readBuffer(D.COLOR_ATTACHMENT0+ge),D.readPixels(B,k,F,U,Re.convert(Be),Re.convert(Ne),0);const ht=M!==null?Se.get(M).__webglFramebuffer:null;fe.bindFramebuffer(D.FRAMEBUFFER,ht);const _t=D.fenceSync(D.SYNC_GPU_COMMANDS_COMPLETE,0);return D.flush(),await Uu(D,_t,4),D.bindBuffer(D.PIXEL_PACK_BUFFER,Ke),D.getBufferSubData(D.PIXEL_PACK_BUFFER,0,ee),D.deleteBuffer(Ke),D.deleteSync(_t),ee}else throw new Error("THREE.WebGLRenderer.readRenderTargetPixelsAsync: requested read bounds are out of range.")},this.copyFramebufferToTexture=function(y,B=null,k=0){const F=Math.pow(2,-k),U=Math.floor(y.image.width*F),ee=Math.floor(y.image.height*F),me=B!==null?B.x:0,ge=B!==null?B.y:0;Ie.setTexture2D(y,0),D.copyTexSubImage2D(D.TEXTURE_2D,k,0,0,me,ge,U,ee),fe.unbindTexture()};const z_=D.createFramebuffer(),H_=D.createFramebuffer();this.copyTextureToTexture=function(y,B,k=null,F=null,U=0,ee=null){ee===null&&(U!==0?(_n("WebGLRenderer: copyTextureToTexture function signature has changed to support src and dst mipmap levels."),ee=U,U=0):ee=0);let me,ge,ve,Ue,Be,Ne,Ke,ht,_t;const pt=y.isCompressedTexture?y.mipmaps[ee]:y.image;if(k!==null)me=k.max.x-k.min.x,ge=k.max.y-k.min.y,ve=k.isBox3?k.max.z-k.min.z:1,Ue=k.min.x,Be=k.min.y,Ne=k.isBox3?k.min.z:0;else{const ri=Math.pow(2,-U);me=Math.floor(pt.width*ri),ge=Math.floor(pt.height*ri),y.isDataArrayTexture?ve=pt.depth:y.isData3DTexture?ve=Math.floor(pt.depth*ri):ve=1,Ue=0,Be=0,Ne=0}F!==null?(Ke=F.x,ht=F.y,_t=F.z):(Ke=0,ht=0,_t=0);const ut=Re.convert(B.format),ye=Re.convert(B.type);let Nt;B.isData3DTexture?(Ie.setTexture3D(B,0),Nt=D.TEXTURE_3D):B.isDataArrayTexture||B.isCompressedArrayTexture?(Ie.setTexture2DArray(B,0),Nt=D.TEXTURE_2D_ARRAY):(Ie.setTexture2D(B,0),Nt=D.TEXTURE_2D),D.pixelStorei(D.UNPACK_FLIP_Y_WEBGL,B.flipY),D.pixelStorei(D.UNPACK_PREMULTIPLY_ALPHA_WEBGL,B.premultiplyAlpha),D.pixelStorei(D.UNPACK_ALIGNMENT,B.unpackAlignment);const Xi=D.getParameter(D.UNPACK_ROW_LENGTH),yi=D.getParameter(D.UNPACK_IMAGE_HEIGHT),cn=D.getParameter(D.UNPACK_SKIP_PIXELS),Qt=D.getParameter(D.UNPACK_SKIP_ROWS),Fn=D.getParameter(D.UNPACK_SKIP_IMAGES);D.pixelStorei(D.UNPACK_ROW_LENGTH,pt.width),D.pixelStorei(D.UNPACK_IMAGE_HEIGHT,pt.height),D.pixelStorei(D.UNPACK_SKIP_PIXELS,Ue),D.pixelStorei(D.UNPACK_SKIP_ROWS,Be),D.pixelStorei(D.UNPACK_SKIP_IMAGES,Ne);const mt=y.isDataArrayTexture||y.isData3DTexture,Yt=B.isDataArrayTexture||B.isData3DTexture;if(y.isDepthTexture){const ri=Se.get(y),Bt=Se.get(B),Mi=Se.get(ri.__renderTarget),rl=Se.get(Bt.__renderTarget);fe.bindFramebuffer(D.READ_FRAMEBUFFER,Mi.__webglFramebuffer),fe.bindFramebuffer(D.DRAW_FRAMEBUFFER,rl.__webglFramebuffer);for(let bs=0;bs(E=A.indexOf(` `))&&R=f.byteLength||!(A=i(f)))&&t(1,"no header found"),(I=A.match(p))||t(3,"bad initial token"),T.valid|=1,T.programtype=I[1],T.string+=A+` `;A=i(f),A!==!1;){if(T.string+=A+` `,A.charAt(0)==="#"){T.comments+=A+` -`;continue}if((I=A.match(b))&&(T.gamma=parseFloat(I[1])),(I=A.match(_))&&(T.exposure=parseFloat(I[1])),(I=A.match(E))&&(T.valid|=2,T.format=I[1]),(I=A.match(R))&&(T.valid|=4,T.height=parseInt(I[1],10),T.width=parseInt(I[2],10)),T.valid&2&&T.valid&4)break}return T.valid&2||t(3,"missing format specifier"),T.valid&4||t(3,"missing image size specifier"),T},r=function(f,p,b){const _=p;if(_<8||_>32767||f[0]!==2||f[1]!==2||f[2]&128)return new Uint8Array(f);_!==(f[2]<<8|f[3])&&t(3,"wrong scanline width");const E=new Uint8Array(4*p*b);E.length||t(4,"unable to allocate buffer space");let R=0,T=0;const A=4*_,I=new Uint8Array(4),S=new Uint8Array(A);let M=b;for(;M>0&&Tf.byteLength&&t(1),I[0]=f[T++],I[1]=f[T++],I[2]=f[T++],I[3]=f[T++],(I[0]!=2||I[1]!=2||(I[2]<<8|I[3])!=_)&&t(3,"bad rgbe scanline format");let L=0,N;for(;L128;if(H&&(N-=128),(N===0||L+N>A)&&t(3,"bad scanline data"),H){const j=f[T++];for(let q=0;q32767||f[0]!==2||f[1]!==2||f[2]&128)return new Uint8Array(f);_!==(f[2]<<8|f[3])&&t(3,"wrong scanline width");const E=new Uint8Array(4*p*b);E.length||t(4,"unable to allocate buffer space");let R=0,T=0;const A=4*_,I=new Uint8Array(4),S=new Uint8Array(A);let M=b;for(;M>0&&Tf.byteLength&&t(1),I[0]=f[T++],I[1]=f[T++],I[2]=f[T++],I[3]=f[T++],(I[0]!=2||I[1]!=2||(I[2]<<8|I[3])!=_)&&t(3,"bad rgbe scanline format");let L=0,N;for(;L128;if(H&&(N-=128),(N===0||L+N>A)&&t(3,"bad scanline data"),H){const j=f[T++];for(let q=0;qv?(f=1,p=0):(f=0,p=1);const b=g-f+h,_=v-p+h,E=g-1+2*h,R=v-1+2*h,T=l&255,A=c&255,I=this.perm[T+this.perm[A]]%12,S=this.perm[T+f+this.perm[A+p]]%12,M=this.perm[T+1+this.perm[A+1]]%12;let L=.5-g*g-v*v;L<0?i=0:(L*=L,i=L*L*this._dot(this.grad3[I],g,v));let N=.5-b*b-_*_;N<0?s=0:(N*=N,s=N*N*this._dot(this.grad3[S],b,_));let z=.5-E*E-R*R;return z<0?r=0:(z*=z,r=z*z*this._dot(this.grad3[M],E,R)),70*(i+s+r)}noise3d(e,t,i){let s,r,a,o;const l=(e+t+i)*.3333333333333333,c=Math.floor(e+l),h=Math.floor(t+l),u=Math.floor(i+l),d=1/6,m=(c+h+u)*d,g=c-m,v=h-m,f=u-m,p=e-g,b=t-v,_=i-f;let E,R,T,A,I,S;p>=b?b>=_?(E=1,R=0,T=0,A=1,I=1,S=0):p>=_?(E=1,R=0,T=0,A=1,I=0,S=1):(E=0,R=0,T=1,A=1,I=0,S=1):b<_?(E=0,R=0,T=1,A=0,I=1,S=1):p<_?(E=0,R=1,T=0,A=0,I=1,S=1):(E=0,R=1,T=0,A=1,I=1,S=0);const M=p-E+d,L=b-R+d,N=_-T+d,z=p-A+2*d,H=b-I+2*d,j=_-S+2*d,q=p-1+3*d,te=b-1+3*d,G=_-1+3*d,K=c&255,ne=h&255,Le=u&255,He=this.perm[K+this.perm[ne+this.perm[Le]]]%12,Ye=this.perm[K+E+this.perm[ne+R+this.perm[Le+T]]]%12,Je=this.perm[K+A+this.perm[ne+I+this.perm[Le+S]]]%12,Qe=this.perm[K+1+this.perm[ne+1+this.perm[Le+1]]]%12;let W=.6-p*p-b*b-_*_;W<0?s=0:(W*=W,s=W*W*this._dot3(this.grad3[He],p,b,_));let Z=.6-M*M-L*L-N*N;Z<0?r=0:(Z*=Z,r=Z*Z*this._dot3(this.grad3[Ye],M,L,N));let de=.6-z*z-H*H-j*j;de<0?a=0:(de*=de,a=de*de*this._dot3(this.grad3[Je],z,H,j));let Ae=.6-q*q-te*te-G*G;return Ae<0?o=0:(Ae*=Ae,o=Ae*Ae*this._dot3(this.grad3[Qe],q,te,G)),32*(s+r+a+o)}noise4d(e,t,i,s){const r=this.grad4,a=this.simplex,o=this.perm,l=(Math.sqrt(5)-1)/4,c=(5-Math.sqrt(5))/20;let h,u,d,m,g;const v=(e+t+i+s)*l,f=Math.floor(e+v),p=Math.floor(t+v),b=Math.floor(i+v),_=Math.floor(s+v),E=(f+p+b+_)*c,R=f-E,T=p-E,A=b-E,I=_-E,S=e-R,M=t-T,L=i-A,N=s-I,z=S>M?32:0,H=S>L?16:0,j=M>L?8:0,q=S>N?4:0,te=M>N?2:0,G=L>N?1:0,K=z+H+j+q+te+G,ne=a[K][0]>=3?1:0,Le=a[K][1]>=3?1:0,He=a[K][2]>=3?1:0,Ye=a[K][3]>=3?1:0,Je=a[K][0]>=2?1:0,Qe=a[K][1]>=2?1:0,W=a[K][2]>=2?1:0,Z=a[K][3]>=2?1:0,de=a[K][0]>=1?1:0,Ae=a[K][1]>=1?1:0,Te=a[K][2]>=1?1:0,we=a[K][3]>=1?1:0,et=S-ne+c,qe=M-Le+c,We=L-He+c,D=N-Ye+c,_t=S-Je+2*c,je=M-Qe+2*c,tt=L-W+2*c,fe=N-Z+2*c,lt=S-de+3*c,Se=M-Ae+3*c,Ie=L-Te+3*c,C=N-we+3*c,x=S-1+4*c,O=M-1+4*c,X=L-1+4*c,Y=N-1+4*c,V=f&255,be=p&255,re=b&255,Ee=_&255,pe=o[V+o[be+o[re+o[Ee]]]]%32,J=o[V+ne+o[be+Le+o[re+He+o[Ee+Ye]]]]%32,se=o[V+Je+o[be+Qe+o[re+W+o[Ee+Z]]]]%32,Oe=o[V+de+o[be+Ae+o[re+Te+o[Ee+we]]]]%32,Ce=o[V+1+o[be+1+o[re+1+o[Ee+1]]]]%32;let ue=.6-S*S-M*M-L*L-N*N;ue<0?h=0:(ue*=ue,h=ue*ue*this._dot4(r[pe],S,M,L,N));let Re=.6-et*et-qe*qe-We*We-D*D;Re<0?u=0:(Re*=Re,u=Re*Re*this._dot4(r[J],et,qe,We,D));let P=.6-_t*_t-je*je-tt*tt-fe*fe;P<0?d=0:(P*=P,d=P*P*this._dot4(r[se],_t,je,tt,fe));let ae=.6-lt*lt-Se*Se-Ie*Ie-C*C;ae<0?m=0:(ae*=ae,m=ae*ae*this._dot4(r[Oe],lt,Se,Ie,C));let ie=.6-x*x-O*O-X*X-Y*Y;return ie<0?g=0:(ie*=ie,g=ie*ie*this._dot4(r[Ce],x,O,X,Y)),27*(h+u+d+m+g)}_dot(e,t,i){return e[0]*t+e[1]*i}_dot3(e,t,i,s){return e[0]*t+e[1]*i+e[2]*s}_dot4(e,t,i,s,r){return e[0]*t+e[1]*i+e[2]*s+e[3]*r}}class xi extends ns{constructor(e,t,i=512,s=512,r,a,o){super(),this.width=i,this.height=s,this.clear=!0,this.camera=t,this.scene=e,this.output=0,this._renderGBuffer=!0,this._visibilityCache=[],this.blendIntensity=1,this.pdRings=2,this.pdRadiusExponent=2,this.pdSamples=16,this.gtaoNoiseTexture=u1(),this.pdNoiseTexture=this._generateNoise(),this.gtaoRenderTarget=new yt(this.width,this.height,{type:ft}),this.pdRenderTarget=this.gtaoRenderTarget.clone(),this.gtaoMaterial=new ct({defines:Object.assign({},Dr.defines),uniforms:vi.clone(Dr.uniforms),vertexShader:Dr.vertexShader,fragmentShader:Dr.fragmentShader,blending:xt,depthTest:!1,depthWrite:!1}),this.gtaoMaterial.defines.PERSPECTIVE_CAMERA=this.camera.isPerspectiveCamera?1:0,this.gtaoMaterial.uniforms.tNoise.value=this.gtaoNoiseTexture,this.gtaoMaterial.uniforms.resolution.value.set(this.width,this.height),this.gtaoMaterial.uniforms.cameraNear.value=this.camera.near,this.gtaoMaterial.uniforms.cameraFar.value=this.camera.far,this.normalMaterial=new Bd,this.normalMaterial.blending=xt,this.pdMaterial=new ct({defines:Object.assign({},Ur.defines),uniforms:vi.clone(Ur.uniforms),vertexShader:Ur.vertexShader,fragmentShader:Ur.fragmentShader,depthTest:!1,depthWrite:!1}),this.pdMaterial.uniforms.tDiffuse.value=this.gtaoRenderTarget.texture,this.pdMaterial.uniforms.tNoise.value=this.pdNoiseTexture,this.pdMaterial.uniforms.resolution.value.set(this.width,this.height),this.pdMaterial.uniforms.lumaPhi.value=10,this.pdMaterial.uniforms.depthPhi.value=2,this.pdMaterial.uniforms.normalPhi.value=3,this.pdMaterial.uniforms.radius.value=8,this.depthRenderMaterial=new ct({defines:Object.assign({},Ir.defines),uniforms:vi.clone(Ir.uniforms),vertexShader:Ir.vertexShader,fragmentShader:Ir.fragmentShader,blending:xt}),this.depthRenderMaterial.uniforms.cameraNear.value=this.camera.near,this.depthRenderMaterial.uniforms.cameraFar.value=this.camera.far,this.copyMaterial=new ct({uniforms:vi.clone(ss.uniforms),vertexShader:ss.vertexShader,fragmentShader:ss.fragmentShader,transparent:!0,depthTest:!1,depthWrite:!1,blendSrc:Wr,blendDst:un,blendEquation:ai,blendSrcAlpha:Gr,blendDstAlpha:un,blendEquationAlpha:ai}),this.blendMaterial=new ct({uniforms:vi.clone(Wo.uniforms),vertexShader:Wo.vertexShader,fragmentShader:Wo.fragmentShader,transparent:!0,depthTest:!1,depthWrite:!1,blending:pl,blendSrc:Wr,blendDst:un,blendEquation:ai,blendSrcAlpha:Gr,blendDstAlpha:un,blendEquationAlpha:ai}),this._fsQuad=new Nn(null),this._originalClearColor=new xe,this.setGBuffer(r?r.depthTexture:void 0,r?r.normalTexture:void 0),a!==void 0&&this.updateGtaoMaterial(a),o!==void 0&&this.updatePdMaterial(o)}setSize(e,t){this.width=e,this.height=t,this.gtaoRenderTarget.setSize(e,t),this.normalRenderTarget.setSize(e,t),this.pdRenderTarget.setSize(e,t),this.gtaoMaterial.uniforms.resolution.value.set(e,t),this.gtaoMaterial.uniforms.cameraProjectionMatrix.value.copy(this.camera.projectionMatrix),this.gtaoMaterial.uniforms.cameraProjectionMatrixInverse.value.copy(this.camera.projectionMatrixInverse),this.pdMaterial.uniforms.resolution.value.set(e,t),this.pdMaterial.uniforms.cameraProjectionMatrixInverse.value.copy(this.camera.projectionMatrixInverse)}dispose(){this.gtaoNoiseTexture.dispose(),this.pdNoiseTexture.dispose(),this.normalRenderTarget.dispose(),this.gtaoRenderTarget.dispose(),this.pdRenderTarget.dispose(),this.normalMaterial.dispose(),this.pdMaterial.dispose(),this.copyMaterial.dispose(),this.depthRenderMaterial.dispose(),this._fsQuad.dispose()}get gtaoMap(){return this.pdRenderTarget.texture}setGBuffer(e,t){e!==void 0?(this.depthTexture=e,this.normalTexture=t,this._renderGBuffer=!1):(this.depthTexture=new Co,this.depthTexture.format=Rs,this.depthTexture.type=As,this.normalRenderTarget=new yt(this.width,this.height,{minFilter:It,magFilter:It,type:ft,depthTexture:this.depthTexture}),this.normalTexture=this.normalRenderTarget.texture,this._renderGBuffer=!0);const i=this.normalTexture?1:0,s=this.depthTexture===this.normalTexture?"w":"x";this.gtaoMaterial.defines.NORMAL_VECTOR_TYPE=i,this.gtaoMaterial.defines.DEPTH_SWIZZLING=s,this.gtaoMaterial.uniforms.tNormal.value=this.normalTexture,this.gtaoMaterial.uniforms.tDepth.value=this.depthTexture,this.pdMaterial.defines.NORMAL_VECTOR_TYPE=i,this.pdMaterial.defines.DEPTH_SWIZZLING=s,this.pdMaterial.uniforms.tNormal.value=this.normalTexture,this.pdMaterial.uniforms.tDepth.value=this.depthTexture,this.depthRenderMaterial.uniforms.tDepth.value=this.normalRenderTarget.depthTexture}setSceneClipBox(e){e?(this.gtaoMaterial.needsUpdate=this.gtaoMaterial.defines.SCENE_CLIP_BOX!==1,this.gtaoMaterial.defines.SCENE_CLIP_BOX=1,this.gtaoMaterial.uniforms.sceneBoxMin.value.copy(e.min),this.gtaoMaterial.uniforms.sceneBoxMax.value.copy(e.max)):(this.gtaoMaterial.needsUpdate=this.gtaoMaterial.defines.SCENE_CLIP_BOX===0,this.gtaoMaterial.defines.SCENE_CLIP_BOX=0)}updateGtaoMaterial(e){e.radius!==void 0&&(this.gtaoMaterial.uniforms.radius.value=e.radius),e.distanceExponent!==void 0&&(this.gtaoMaterial.uniforms.distanceExponent.value=e.distanceExponent),e.thickness!==void 0&&(this.gtaoMaterial.uniforms.thickness.value=e.thickness),e.distanceFallOff!==void 0&&(this.gtaoMaterial.uniforms.distanceFallOff.value=e.distanceFallOff,this.gtaoMaterial.needsUpdate=!0),e.scale!==void 0&&(this.gtaoMaterial.uniforms.scale.value=e.scale),e.samples!==void 0&&e.samples!==this.gtaoMaterial.defines.SAMPLES&&(this.gtaoMaterial.defines.SAMPLES=e.samples,this.gtaoMaterial.needsUpdate=!0),e.screenSpaceRadius!==void 0&&(e.screenSpaceRadius?1:0)!==this.gtaoMaterial.defines.SCREEN_SPACE_RADIUS&&(this.gtaoMaterial.defines.SCREEN_SPACE_RADIUS=e.screenSpaceRadius?1:0,this.gtaoMaterial.needsUpdate=!0)}updatePdMaterial(e){let t=!1;e.lumaPhi!==void 0&&(this.pdMaterial.uniforms.lumaPhi.value=e.lumaPhi),e.depthPhi!==void 0&&(this.pdMaterial.uniforms.depthPhi.value=e.depthPhi),e.normalPhi!==void 0&&(this.pdMaterial.uniforms.normalPhi.value=e.normalPhi),e.radius!==void 0&&e.radius!==this.radius&&(this.pdMaterial.uniforms.radius.value=e.radius),e.radiusExponent!==void 0&&e.radiusExponent!==this.pdRadiusExponent&&(this.pdRadiusExponent=e.radiusExponent,t=!0),e.rings!==void 0&&e.rings!==this.pdRings&&(this.pdRings=e.rings,t=!0),e.samples!==void 0&&e.samples!==this.pdSamples&&(this.pdSamples=e.samples,t=!0),t&&(this.pdMaterial.defines.SAMPLES=this.pdSamples,this.pdMaterial.defines.SAMPLE_VECTORS=vh(this.pdSamples,this.pdRings,this.pdRadiusExponent),this.pdMaterial.needsUpdate=!0)}render(e,t,i){switch(this._renderGBuffer&&(this._overrideVisibility(),this._renderOverride(e,this.normalMaterial,this.normalRenderTarget,7829503,1),this._restoreVisibility()),this.gtaoMaterial.uniforms.cameraNear.value=this.camera.near,this.gtaoMaterial.uniforms.cameraFar.value=this.camera.far,this.gtaoMaterial.uniforms.cameraProjectionMatrix.value.copy(this.camera.projectionMatrix),this.gtaoMaterial.uniforms.cameraProjectionMatrixInverse.value.copy(this.camera.projectionMatrixInverse),this.gtaoMaterial.uniforms.cameraWorldMatrix.value.copy(this.camera.matrixWorld),this._renderPass(e,this.gtaoMaterial,this.gtaoRenderTarget,16777215,1),this.pdMaterial.uniforms.cameraProjectionMatrixInverse.value.copy(this.camera.projectionMatrixInverse),this._renderPass(e,this.pdMaterial,this.pdRenderTarget,16777215,1),this.output){case xi.OUTPUT.Off:break;case xi.OUTPUT.Diffuse:this.copyMaterial.uniforms.tDiffuse.value=i.texture,this.copyMaterial.blending=xt,this._renderPass(e,this.copyMaterial,this.renderToScreen?null:t);break;case xi.OUTPUT.AO:this.copyMaterial.uniforms.tDiffuse.value=this.gtaoRenderTarget.texture,this.copyMaterial.blending=xt,this._renderPass(e,this.copyMaterial,this.renderToScreen?null:t);break;case xi.OUTPUT.Denoise:this.copyMaterial.uniforms.tDiffuse.value=this.pdRenderTarget.texture,this.copyMaterial.blending=xt,this._renderPass(e,this.copyMaterial,this.renderToScreen?null:t);break;case xi.OUTPUT.Depth:this.depthRenderMaterial.uniforms.cameraNear.value=this.camera.near,this.depthRenderMaterial.uniforms.cameraFar.value=this.camera.far,this._renderPass(e,this.depthRenderMaterial,this.renderToScreen?null:t);break;case xi.OUTPUT.Normal:this.copyMaterial.uniforms.tDiffuse.value=this.normalRenderTarget.texture,this.copyMaterial.blending=xt,this._renderPass(e,this.copyMaterial,this.renderToScreen?null:t);break;case xi.OUTPUT.Default:this.copyMaterial.uniforms.tDiffuse.value=i.texture,this.copyMaterial.blending=xt,this._renderPass(e,this.copyMaterial,this.renderToScreen?null:t),this.blendMaterial.uniforms.intensity.value=this.blendIntensity,this.blendMaterial.uniforms.tDiffuse.value=this.pdRenderTarget.texture,this._renderPass(e,this.blendMaterial,this.renderToScreen?null:t);break;default:console.warn("THREE.GTAOPass: Unknown output type.")}}_renderPass(e,t,i,s,r){e.getClearColor(this._originalClearColor);const a=e.getClearAlpha(),o=e.autoClear;e.setRenderTarget(i),e.autoClear=!1,s!=null&&(e.setClearColor(s),e.setClearAlpha(r||0),e.clear()),this._fsQuad.material=t,this._fsQuad.render(e),e.autoClear=o,e.setClearColor(this._originalClearColor),e.setClearAlpha(a)}_renderOverride(e,t,i,s,r){e.getClearColor(this._originalClearColor);const a=e.getClearAlpha(),o=e.autoClear;e.setRenderTarget(i),e.autoClear=!1,s=t.clearColor||s,r=t.clearAlpha||r,s!=null&&(e.setClearColor(s),e.setClearAlpha(r||0),e.clear()),this.scene.overrideMaterial=t,e.render(this.scene,this.camera),this.scene.overrideMaterial=null,e.autoClear=o,e.setClearColor(this._originalClearColor),e.setClearAlpha(a)}_overrideVisibility(){const e=this.scene,t=this._visibilityCache;e.traverse(function(i){(i.isPoints||i.isLine||i.isLine2)&&i.visible&&(i.visible=!1,t.push(i))})}_restoreVisibility(){const e=this._visibilityCache;for(let t=0;tv?(f=1,p=0):(f=0,p=1);const b=g-f+h,_=v-p+h,E=g-1+2*h,R=v-1+2*h,T=l&255,A=c&255,I=this.perm[T+this.perm[A]]%12,S=this.perm[T+f+this.perm[A+p]]%12,M=this.perm[T+1+this.perm[A+1]]%12;let L=.5-g*g-v*v;L<0?i=0:(L*=L,i=L*L*this._dot(this.grad3[I],g,v));let N=.5-b*b-_*_;N<0?s=0:(N*=N,s=N*N*this._dot(this.grad3[S],b,_));let z=.5-E*E-R*R;return z<0?r=0:(z*=z,r=z*z*this._dot(this.grad3[M],E,R)),70*(i+s+r)}noise3d(e,t,i){let s,r,a,o;const l=(e+t+i)*.3333333333333333,c=Math.floor(e+l),h=Math.floor(t+l),u=Math.floor(i+l),d=1/6,m=(c+h+u)*d,g=c-m,v=h-m,f=u-m,p=e-g,b=t-v,_=i-f;let E,R,T,A,I,S;p>=b?b>=_?(E=1,R=0,T=0,A=1,I=1,S=0):p>=_?(E=1,R=0,T=0,A=1,I=0,S=1):(E=0,R=0,T=1,A=1,I=0,S=1):b<_?(E=0,R=0,T=1,A=0,I=1,S=1):p<_?(E=0,R=1,T=0,A=0,I=1,S=1):(E=0,R=1,T=0,A=1,I=1,S=0);const M=p-E+d,L=b-R+d,N=_-T+d,z=p-A+2*d,H=b-I+2*d,j=_-S+2*d,q=p-1+3*d,te=b-1+3*d,G=_-1+3*d,K=c&255,ne=h&255,Le=u&255,He=this.perm[K+this.perm[ne+this.perm[Le]]]%12,Ye=this.perm[K+E+this.perm[ne+R+this.perm[Le+T]]]%12,Je=this.perm[K+A+this.perm[ne+I+this.perm[Le+S]]]%12,Qe=this.perm[K+1+this.perm[ne+1+this.perm[Le+1]]]%12;let W=.6-p*p-b*b-_*_;W<0?s=0:(W*=W,s=W*W*this._dot3(this.grad3[He],p,b,_));let Z=.6-M*M-L*L-N*N;Z<0?r=0:(Z*=Z,r=Z*Z*this._dot3(this.grad3[Ye],M,L,N));let de=.6-z*z-H*H-j*j;de<0?a=0:(de*=de,a=de*de*this._dot3(this.grad3[Je],z,H,j));let Ae=.6-q*q-te*te-G*G;return Ae<0?o=0:(Ae*=Ae,o=Ae*Ae*this._dot3(this.grad3[Qe],q,te,G)),32*(s+r+a+o)}noise4d(e,t,i,s){const r=this.grad4,a=this.simplex,o=this.perm,l=(Math.sqrt(5)-1)/4,c=(5-Math.sqrt(5))/20;let h,u,d,m,g;const v=(e+t+i+s)*l,f=Math.floor(e+v),p=Math.floor(t+v),b=Math.floor(i+v),_=Math.floor(s+v),E=(f+p+b+_)*c,R=f-E,T=p-E,A=b-E,I=_-E,S=e-R,M=t-T,L=i-A,N=s-I,z=S>M?32:0,H=S>L?16:0,j=M>L?8:0,q=S>N?4:0,te=M>N?2:0,G=L>N?1:0,K=z+H+j+q+te+G,ne=a[K][0]>=3?1:0,Le=a[K][1]>=3?1:0,He=a[K][2]>=3?1:0,Ye=a[K][3]>=3?1:0,Je=a[K][0]>=2?1:0,Qe=a[K][1]>=2?1:0,W=a[K][2]>=2?1:0,Z=a[K][3]>=2?1:0,de=a[K][0]>=1?1:0,Ae=a[K][1]>=1?1:0,Te=a[K][2]>=1?1:0,we=a[K][3]>=1?1:0,et=S-ne+c,qe=M-Le+c,We=L-He+c,D=N-Ye+c,xt=S-Je+2*c,je=M-Qe+2*c,tt=L-W+2*c,fe=N-Z+2*c,lt=S-de+3*c,Se=M-Ae+3*c,Ie=L-Te+3*c,C=N-we+3*c,x=S-1+4*c,O=M-1+4*c,X=L-1+4*c,Y=N-1+4*c,V=f&255,be=p&255,re=b&255,Ee=_&255,pe=o[V+o[be+o[re+o[Ee]]]]%32,J=o[V+ne+o[be+Le+o[re+He+o[Ee+Ye]]]]%32,se=o[V+Je+o[be+Qe+o[re+W+o[Ee+Z]]]]%32,Oe=o[V+de+o[be+Ae+o[re+Te+o[Ee+we]]]]%32,Ce=o[V+1+o[be+1+o[re+1+o[Ee+1]]]]%32;let ue=.6-S*S-M*M-L*L-N*N;ue<0?h=0:(ue*=ue,h=ue*ue*this._dot4(r[pe],S,M,L,N));let Re=.6-et*et-qe*qe-We*We-D*D;Re<0?u=0:(Re*=Re,u=Re*Re*this._dot4(r[J],et,qe,We,D));let P=.6-xt*xt-je*je-tt*tt-fe*fe;P<0?d=0:(P*=P,d=P*P*this._dot4(r[se],xt,je,tt,fe));let ae=.6-lt*lt-Se*Se-Ie*Ie-C*C;ae<0?m=0:(ae*=ae,m=ae*ae*this._dot4(r[Oe],lt,Se,Ie,C));let ie=.6-x*x-O*O-X*X-Y*Y;return ie<0?g=0:(ie*=ie,g=ie*ie*this._dot4(r[Ce],x,O,X,Y)),27*(h+u+d+m+g)}_dot(e,t,i){return e[0]*t+e[1]*i}_dot3(e,t,i,s){return e[0]*t+e[1]*i+e[2]*s}_dot4(e,t,i,s,r){return e[0]*t+e[1]*i+e[2]*s+e[3]*r}}class xi extends ns{constructor(e,t,i=512,s=512,r,a,o){super(),this.width=i,this.height=s,this.clear=!0,this.camera=t,this.scene=e,this.output=0,this._renderGBuffer=!0,this._visibilityCache=[],this.blendIntensity=1,this.pdRings=2,this.pdRadiusExponent=2,this.pdSamples=16,this.gtaoNoiseTexture=u1(),this.pdNoiseTexture=this._generateNoise(),this.gtaoRenderTarget=new Mt(this.width,this.height,{type:ft}),this.pdRenderTarget=this.gtaoRenderTarget.clone(),this.gtaoMaterial=new ct({defines:Object.assign({},Dr.defines),uniforms:vi.clone(Dr.uniforms),vertexShader:Dr.vertexShader,fragmentShader:Dr.fragmentShader,blending:bt,depthTest:!1,depthWrite:!1}),this.gtaoMaterial.defines.PERSPECTIVE_CAMERA=this.camera.isPerspectiveCamera?1:0,this.gtaoMaterial.uniforms.tNoise.value=this.gtaoNoiseTexture,this.gtaoMaterial.uniforms.resolution.value.set(this.width,this.height),this.gtaoMaterial.uniforms.cameraNear.value=this.camera.near,this.gtaoMaterial.uniforms.cameraFar.value=this.camera.far,this.normalMaterial=new Bd,this.normalMaterial.blending=bt,this.pdMaterial=new ct({defines:Object.assign({},Ur.defines),uniforms:vi.clone(Ur.uniforms),vertexShader:Ur.vertexShader,fragmentShader:Ur.fragmentShader,depthTest:!1,depthWrite:!1}),this.pdMaterial.uniforms.tDiffuse.value=this.gtaoRenderTarget.texture,this.pdMaterial.uniforms.tNoise.value=this.pdNoiseTexture,this.pdMaterial.uniforms.resolution.value.set(this.width,this.height),this.pdMaterial.uniforms.lumaPhi.value=10,this.pdMaterial.uniforms.depthPhi.value=2,this.pdMaterial.uniforms.normalPhi.value=3,this.pdMaterial.uniforms.radius.value=8,this.depthRenderMaterial=new ct({defines:Object.assign({},Ir.defines),uniforms:vi.clone(Ir.uniforms),vertexShader:Ir.vertexShader,fragmentShader:Ir.fragmentShader,blending:bt}),this.depthRenderMaterial.uniforms.cameraNear.value=this.camera.near,this.depthRenderMaterial.uniforms.cameraFar.value=this.camera.far,this.copyMaterial=new ct({uniforms:vi.clone(ss.uniforms),vertexShader:ss.vertexShader,fragmentShader:ss.fragmentShader,transparent:!0,depthTest:!1,depthWrite:!1,blendSrc:Wr,blendDst:un,blendEquation:ai,blendSrcAlpha:Gr,blendDstAlpha:un,blendEquationAlpha:ai}),this.blendMaterial=new ct({uniforms:vi.clone(Wo.uniforms),vertexShader:Wo.vertexShader,fragmentShader:Wo.fragmentShader,transparent:!0,depthTest:!1,depthWrite:!1,blending:pl,blendSrc:Wr,blendDst:un,blendEquation:ai,blendSrcAlpha:Gr,blendDstAlpha:un,blendEquationAlpha:ai}),this._fsQuad=new Nn(null),this._originalClearColor=new xe,this.setGBuffer(r?r.depthTexture:void 0,r?r.normalTexture:void 0),a!==void 0&&this.updateGtaoMaterial(a),o!==void 0&&this.updatePdMaterial(o)}setSize(e,t){this.width=e,this.height=t,this.gtaoRenderTarget.setSize(e,t),this.normalRenderTarget.setSize(e,t),this.pdRenderTarget.setSize(e,t),this.gtaoMaterial.uniforms.resolution.value.set(e,t),this.gtaoMaterial.uniforms.cameraProjectionMatrix.value.copy(this.camera.projectionMatrix),this.gtaoMaterial.uniforms.cameraProjectionMatrixInverse.value.copy(this.camera.projectionMatrixInverse),this.pdMaterial.uniforms.resolution.value.set(e,t),this.pdMaterial.uniforms.cameraProjectionMatrixInverse.value.copy(this.camera.projectionMatrixInverse)}dispose(){this.gtaoNoiseTexture.dispose(),this.pdNoiseTexture.dispose(),this.normalRenderTarget.dispose(),this.gtaoRenderTarget.dispose(),this.pdRenderTarget.dispose(),this.normalMaterial.dispose(),this.pdMaterial.dispose(),this.copyMaterial.dispose(),this.depthRenderMaterial.dispose(),this._fsQuad.dispose()}get gtaoMap(){return this.pdRenderTarget.texture}setGBuffer(e,t){e!==void 0?(this.depthTexture=e,this.normalTexture=t,this._renderGBuffer=!1):(this.depthTexture=new Co,this.depthTexture.format=Rs,this.depthTexture.type=As,this.normalRenderTarget=new Mt(this.width,this.height,{minFilter:Ut,magFilter:Ut,type:ft,depthTexture:this.depthTexture}),this.normalTexture=this.normalRenderTarget.texture,this._renderGBuffer=!0);const i=this.normalTexture?1:0,s=this.depthTexture===this.normalTexture?"w":"x";this.gtaoMaterial.defines.NORMAL_VECTOR_TYPE=i,this.gtaoMaterial.defines.DEPTH_SWIZZLING=s,this.gtaoMaterial.uniforms.tNormal.value=this.normalTexture,this.gtaoMaterial.uniforms.tDepth.value=this.depthTexture,this.pdMaterial.defines.NORMAL_VECTOR_TYPE=i,this.pdMaterial.defines.DEPTH_SWIZZLING=s,this.pdMaterial.uniforms.tNormal.value=this.normalTexture,this.pdMaterial.uniforms.tDepth.value=this.depthTexture,this.depthRenderMaterial.uniforms.tDepth.value=this.normalRenderTarget.depthTexture}setSceneClipBox(e){e?(this.gtaoMaterial.needsUpdate=this.gtaoMaterial.defines.SCENE_CLIP_BOX!==1,this.gtaoMaterial.defines.SCENE_CLIP_BOX=1,this.gtaoMaterial.uniforms.sceneBoxMin.value.copy(e.min),this.gtaoMaterial.uniforms.sceneBoxMax.value.copy(e.max)):(this.gtaoMaterial.needsUpdate=this.gtaoMaterial.defines.SCENE_CLIP_BOX===0,this.gtaoMaterial.defines.SCENE_CLIP_BOX=0)}updateGtaoMaterial(e){e.radius!==void 0&&(this.gtaoMaterial.uniforms.radius.value=e.radius),e.distanceExponent!==void 0&&(this.gtaoMaterial.uniforms.distanceExponent.value=e.distanceExponent),e.thickness!==void 0&&(this.gtaoMaterial.uniforms.thickness.value=e.thickness),e.distanceFallOff!==void 0&&(this.gtaoMaterial.uniforms.distanceFallOff.value=e.distanceFallOff,this.gtaoMaterial.needsUpdate=!0),e.scale!==void 0&&(this.gtaoMaterial.uniforms.scale.value=e.scale),e.samples!==void 0&&e.samples!==this.gtaoMaterial.defines.SAMPLES&&(this.gtaoMaterial.defines.SAMPLES=e.samples,this.gtaoMaterial.needsUpdate=!0),e.screenSpaceRadius!==void 0&&(e.screenSpaceRadius?1:0)!==this.gtaoMaterial.defines.SCREEN_SPACE_RADIUS&&(this.gtaoMaterial.defines.SCREEN_SPACE_RADIUS=e.screenSpaceRadius?1:0,this.gtaoMaterial.needsUpdate=!0)}updatePdMaterial(e){let t=!1;e.lumaPhi!==void 0&&(this.pdMaterial.uniforms.lumaPhi.value=e.lumaPhi),e.depthPhi!==void 0&&(this.pdMaterial.uniforms.depthPhi.value=e.depthPhi),e.normalPhi!==void 0&&(this.pdMaterial.uniforms.normalPhi.value=e.normalPhi),e.radius!==void 0&&e.radius!==this.radius&&(this.pdMaterial.uniforms.radius.value=e.radius),e.radiusExponent!==void 0&&e.radiusExponent!==this.pdRadiusExponent&&(this.pdRadiusExponent=e.radiusExponent,t=!0),e.rings!==void 0&&e.rings!==this.pdRings&&(this.pdRings=e.rings,t=!0),e.samples!==void 0&&e.samples!==this.pdSamples&&(this.pdSamples=e.samples,t=!0),t&&(this.pdMaterial.defines.SAMPLES=this.pdSamples,this.pdMaterial.defines.SAMPLE_VECTORS=vh(this.pdSamples,this.pdRings,this.pdRadiusExponent),this.pdMaterial.needsUpdate=!0)}render(e,t,i){switch(this._renderGBuffer&&(this._overrideVisibility(),this._renderOverride(e,this.normalMaterial,this.normalRenderTarget,7829503,1),this._restoreVisibility()),this.gtaoMaterial.uniforms.cameraNear.value=this.camera.near,this.gtaoMaterial.uniforms.cameraFar.value=this.camera.far,this.gtaoMaterial.uniforms.cameraProjectionMatrix.value.copy(this.camera.projectionMatrix),this.gtaoMaterial.uniforms.cameraProjectionMatrixInverse.value.copy(this.camera.projectionMatrixInverse),this.gtaoMaterial.uniforms.cameraWorldMatrix.value.copy(this.camera.matrixWorld),this._renderPass(e,this.gtaoMaterial,this.gtaoRenderTarget,16777215,1),this.pdMaterial.uniforms.cameraProjectionMatrixInverse.value.copy(this.camera.projectionMatrixInverse),this._renderPass(e,this.pdMaterial,this.pdRenderTarget,16777215,1),this.output){case xi.OUTPUT.Off:break;case xi.OUTPUT.Diffuse:this.copyMaterial.uniforms.tDiffuse.value=i.texture,this.copyMaterial.blending=bt,this._renderPass(e,this.copyMaterial,this.renderToScreen?null:t);break;case xi.OUTPUT.AO:this.copyMaterial.uniforms.tDiffuse.value=this.gtaoRenderTarget.texture,this.copyMaterial.blending=bt,this._renderPass(e,this.copyMaterial,this.renderToScreen?null:t);break;case xi.OUTPUT.Denoise:this.copyMaterial.uniforms.tDiffuse.value=this.pdRenderTarget.texture,this.copyMaterial.blending=bt,this._renderPass(e,this.copyMaterial,this.renderToScreen?null:t);break;case xi.OUTPUT.Depth:this.depthRenderMaterial.uniforms.cameraNear.value=this.camera.near,this.depthRenderMaterial.uniforms.cameraFar.value=this.camera.far,this._renderPass(e,this.depthRenderMaterial,this.renderToScreen?null:t);break;case xi.OUTPUT.Normal:this.copyMaterial.uniforms.tDiffuse.value=this.normalRenderTarget.texture,this.copyMaterial.blending=bt,this._renderPass(e,this.copyMaterial,this.renderToScreen?null:t);break;case xi.OUTPUT.Default:this.copyMaterial.uniforms.tDiffuse.value=i.texture,this.copyMaterial.blending=bt,this._renderPass(e,this.copyMaterial,this.renderToScreen?null:t),this.blendMaterial.uniforms.intensity.value=this.blendIntensity,this.blendMaterial.uniforms.tDiffuse.value=this.pdRenderTarget.texture,this._renderPass(e,this.blendMaterial,this.renderToScreen?null:t);break;default:console.warn("THREE.GTAOPass: Unknown output type.")}}_renderPass(e,t,i,s,r){e.getClearColor(this._originalClearColor);const a=e.getClearAlpha(),o=e.autoClear;e.setRenderTarget(i),e.autoClear=!1,s!=null&&(e.setClearColor(s),e.setClearAlpha(r||0),e.clear()),this._fsQuad.material=t,this._fsQuad.render(e),e.autoClear=o,e.setClearColor(this._originalClearColor),e.setClearAlpha(a)}_renderOverride(e,t,i,s,r){e.getClearColor(this._originalClearColor);const a=e.getClearAlpha(),o=e.autoClear;e.setRenderTarget(i),e.autoClear=!1,s=t.clearColor||s,r=t.clearAlpha||r,s!=null&&(e.setClearColor(s),e.setClearAlpha(r||0),e.clear()),this.scene.overrideMaterial=t,e.render(this.scene,this.camera),this.scene.overrideMaterial=null,e.autoClear=o,e.setClearColor(this._originalClearColor),e.setClearAlpha(a)}_overrideVisibility(){const e=this.scene,t=this._visibilityCache;e.traverse(function(i){(i.isPoints||i.isLine||i.isLine2)&&i.visible&&(i.visible=!1,t.push(i))})}_restoreVisibility(){const e=this._visibilityCache;for(let t=0;tl+1e3&&(h.update(1e3*c/(m-l),100),l=m,c=0,d)){var g=performance.memory;d.update(g.usedJSHeapSize/1048576,g.jsHeapSizeLimit/1048576)}return m},update:function(){o=this.end()},domElement:a,setMode:s}};return t.Panel=function(i,s,r){var a=1/0,o=0,l=Math.round,c=l(window.devicePixelRatio||1),h=80*c,u=48*c,d=3*c,m=2*c,g=3*c,v=15*c,f=74*c,p=30*c,b=document.createElement("canvas");b.width=h,b.height=u,b.style.cssText="width:80px;height:48px";var _=b.getContext("2d");return _.font="bold "+9*c+"px Helvetica,Arial,sans-serif",_.textBaseline="top",_.fillStyle=r,_.fillRect(0,0,h,u),_.fillStyle=s,_.fillText(i,d,m),_.fillRect(g,v,f,p),_.fillStyle=r,_.globalAlpha=.9,_.fillRect(g,v,f,p),{dom:b,update:function(E,R){a=Math.min(a,E),o=Math.max(o,E),_.fillStyle=r,_.globalAlpha=1,_.fillRect(0,0,h,v),_.fillStyle=s,_.fillText(l(E)+" "+i+" ("+l(a)+"-"+l(o)+")",d,m),_.drawImage(b,g+c,v,f-c,p,g,v,f-c,p),_.fillRect(g+f-c,v,c,p),_.fillStyle=r,_.globalAlpha=.9,_.fillRect(g+f-c,v,c,l((1-E/R)*p))}}},t})})(jo)),jo.exports}var y1=b1();const M1=_1(y1);class S1{scene;constructor(e){this.scene=new go,this.setupEnvironment(e.backgroundColor),this.setupLights()}setupEnvironment(e=15790320){this.scene.background=new xe(e)}setupLights(){}setBackground(e){this.scene.background=new xe(e)}getBoundingBox(){const e=new Rt;return this.scene.traverse(t=>{if(t instanceof rt||t instanceof Vi){const i=new Rt().setFromObject(t);e.union(i)}}),e.isEmpty()&&e.setFromCenterAndSize(new w(0,0,0),new w(10,10,10)),e}}const xh={type:"change"},Xo={type:"start"},bh={type:"end"},Br=new Os,yh=new Ai,T1=Math.cos(70*Wa.DEG2RAD),wt=new w,Zt=2*Math.PI,at={NONE:-1,ROTATE:0,DOLLY:1,PAN:2,TOUCH_ROTATE:3,TOUCH_PAN:4,TOUCH_DOLLY_PAN:5,TOUCH_DOLLY_ROTATE:6},qo=1e-6;class Mh extends fp{constructor(e,t=null){super(e,t),this.state=at.NONE,this.target=new w,this.cursor=new w,this.minDistance=0,this.maxDistance=1/0,this.minZoom=0,this.maxZoom=1/0,this.minTargetRadius=0,this.maxTargetRadius=1/0,this.minPolarAngle=0,this.maxPolarAngle=Math.PI,this.minAzimuthAngle=-1/0,this.maxAzimuthAngle=1/0,this.enableDamping=!1,this.dampingFactor=.05,this.enableZoom=!0,this.zoomSpeed=1,this.enableRotate=!0,this.rotateSpeed=1,this.keyRotateSpeed=1,this.enablePan=!0,this.panSpeed=1,this.screenSpacePanning=!0,this.keyPanSpeed=7,this.zoomToCursor=!1,this.autoRotate=!1,this.autoRotateSpeed=2,this.keys={LEFT:"ArrowLeft",UP:"ArrowUp",RIGHT:"ArrowRight",BOTTOM:"ArrowDown"},this.mouseButtons={LEFT:Ms.ROTATE,MIDDLE:Ms.DOLLY,RIGHT:Ms.PAN},this.touches={ONE:Ss.ROTATE,TWO:Ss.DOLLY_PAN},this.target0=this.target.clone(),this.position0=this.object.position.clone(),this.zoom0=this.object.zoom,this._domElementKeyEvents=null,this._lastPosition=new w,this._lastQuaternion=new hi,this._lastTargetPosition=new w,this._quat=new hi().setFromUnitVectors(e.up,new w(0,1,0)),this._quatInverse=this._quat.clone().invert(),this._spherical=new zc,this._sphericalDelta=new zc,this._scale=1,this._panOffset=new w,this._rotateStart=new oe,this._rotateEnd=new oe,this._rotateDelta=new oe,this._panStart=new oe,this._panEnd=new oe,this._panDelta=new oe,this._dollyStart=new oe,this._dollyEnd=new oe,this._dollyDelta=new oe,this._dollyDirection=new w,this._mouse=new oe,this._performCursorZoom=!1,this._pointers=[],this._pointerPositions={},this._controlActive=!1,this._onPointerMove=w1.bind(this),this._onPointerDown=E1.bind(this),this._onPointerUp=C1.bind(this),this._onContextMenu=U1.bind(this),this._onMouseWheel=P1.bind(this),this._onKeyDown=L1.bind(this),this._onTouchStart=D1.bind(this),this._onTouchMove=I1.bind(this),this._onMouseDown=A1.bind(this),this._onMouseMove=R1.bind(this),this._interceptControlDown=N1.bind(this),this._interceptControlUp=B1.bind(this),this.domElement!==null&&this.connect(this.domElement),this.update()}connect(e){super.connect(e),this.domElement.addEventListener("pointerdown",this._onPointerDown),this.domElement.addEventListener("pointercancel",this._onPointerUp),this.domElement.addEventListener("contextmenu",this._onContextMenu),this.domElement.addEventListener("wheel",this._onMouseWheel,{passive:!1}),this.domElement.getRootNode().addEventListener("keydown",this._interceptControlDown,{passive:!0,capture:!0}),this.domElement.style.touchAction="none"}disconnect(){this.domElement.removeEventListener("pointerdown",this._onPointerDown),this.domElement.removeEventListener("pointermove",this._onPointerMove),this.domElement.removeEventListener("pointerup",this._onPointerUp),this.domElement.removeEventListener("pointercancel",this._onPointerUp),this.domElement.removeEventListener("wheel",this._onMouseWheel),this.domElement.removeEventListener("contextmenu",this._onContextMenu),this.stopListenToKeyEvents(),this.domElement.getRootNode().removeEventListener("keydown",this._interceptControlDown,{capture:!0}),this.domElement.style.touchAction="auto"}dispose(){this.disconnect()}getPolarAngle(){return this._spherical.phi}getAzimuthalAngle(){return this._spherical.theta}getDistance(){return this.object.position.distanceTo(this.target)}listenToKeyEvents(e){e.addEventListener("keydown",this._onKeyDown),this._domElementKeyEvents=e}stopListenToKeyEvents(){this._domElementKeyEvents!==null&&(this._domElementKeyEvents.removeEventListener("keydown",this._onKeyDown),this._domElementKeyEvents=null)}saveState(){this.target0.copy(this.target),this.position0.copy(this.object.position),this.zoom0=this.object.zoom}reset(){this.target.copy(this.target0),this.object.position.copy(this.position0),this.object.zoom=this.zoom0,this.object.updateProjectionMatrix(),this.dispatchEvent(xh),this.update(),this.state=at.NONE}update(e=null){const t=this.object.position;wt.copy(t).sub(this.target),wt.applyQuaternion(this._quat),this._spherical.setFromVector3(wt),this.autoRotate&&this.state===at.NONE&&this._rotateLeft(this._getAutoRotationAngle(e)),this.enableDamping?(this._spherical.theta+=this._sphericalDelta.theta*this.dampingFactor,this._spherical.phi+=this._sphericalDelta.phi*this.dampingFactor):(this._spherical.theta+=this._sphericalDelta.theta,this._spherical.phi+=this._sphericalDelta.phi);let i=this.minAzimuthAngle,s=this.maxAzimuthAngle;isFinite(i)&&isFinite(s)&&(i<-Math.PI?i+=Zt:i>Math.PI&&(i-=Zt),s<-Math.PI?s+=Zt:s>Math.PI&&(s-=Zt),i<=s?this._spherical.theta=Math.max(i,Math.min(s,this._spherical.theta)):this._spherical.theta=this._spherical.theta>(i+s)/2?Math.max(i,this._spherical.theta):Math.min(s,this._spherical.theta)),this._spherical.phi=Math.max(this.minPolarAngle,Math.min(this.maxPolarAngle,this._spherical.phi)),this._spherical.makeSafe(),this.enableDamping===!0?this.target.addScaledVector(this._panOffset,this.dampingFactor):this.target.add(this._panOffset),this.target.sub(this.cursor),this.target.clampLength(this.minTargetRadius,this.maxTargetRadius),this.target.add(this.cursor);let r=!1;if(this.zoomToCursor&&this._performCursorZoom||this.object.isOrthographicCamera)this._spherical.radius=this._clampDistance(this._spherical.radius);else{const a=this._spherical.radius;this._spherical.radius=this._clampDistance(this._spherical.radius*this._scale),r=a!=this._spherical.radius}if(wt.setFromSpherical(this._spherical),wt.applyQuaternion(this._quatInverse),t.copy(this.target).add(wt),this.object.lookAt(this.target),this.enableDamping===!0?(this._sphericalDelta.theta*=1-this.dampingFactor,this._sphericalDelta.phi*=1-this.dampingFactor,this._panOffset.multiplyScalar(1-this.dampingFactor)):(this._sphericalDelta.set(0,0,0),this._panOffset.set(0,0,0)),this.zoomToCursor&&this._performCursorZoom){let a=null;if(this.object.isPerspectiveCamera){const o=wt.length();a=this._clampDistance(o*this._scale);const l=o-a;this.object.position.addScaledVector(this._dollyDirection,l),this.object.updateMatrixWorld(),r=!!l}else if(this.object.isOrthographicCamera){const o=new w(this._mouse.x,this._mouse.y,0);o.unproject(this.object);const l=this.object.zoom;this.object.zoom=Math.max(this.minZoom,Math.min(this.maxZoom,this.object.zoom/this._scale)),this.object.updateProjectionMatrix(),r=l!==this.object.zoom;const c=new w(this._mouse.x,this._mouse.y,0);c.unproject(this.object),this.object.position.sub(c).add(o),this.object.updateMatrixWorld(),a=wt.length()}else console.warn("WARNING: OrbitControls.js encountered an unknown camera type - zoom to cursor disabled."),this.zoomToCursor=!1;a!==null&&(this.screenSpacePanning?this.target.set(0,0,-1).transformDirection(this.object.matrix).multiplyScalar(a).add(this.object.position):(Br.origin.copy(this.object.position),Br.direction.set(0,0,-1).transformDirection(this.object.matrix),Math.abs(this.object.up.dot(Br.direction))qo||8*(1-this._lastQuaternion.dot(this.object.quaternion))>qo||this._lastTargetPosition.distanceToSquared(this.target)>qo?(this.dispatchEvent(xh),this._lastPosition.copy(this.object.position),this._lastQuaternion.copy(this.object.quaternion),this._lastTargetPosition.copy(this.target),!0):!1}_getAutoRotationAngle(e){return e!==null?Zt/60*this.autoRotateSpeed*e:Zt/60/60*this.autoRotateSpeed}_getZoomScale(e){const t=Math.abs(e*.01);return Math.pow(.95,this.zoomSpeed*t)}_rotateLeft(e){this._sphericalDelta.theta-=e}_rotateUp(e){this._sphericalDelta.phi-=e}_panLeft(e,t){wt.setFromMatrixColumn(t,0),wt.multiplyScalar(-e),this._panOffset.add(wt)}_panUp(e,t){this.screenSpacePanning===!0?wt.setFromMatrixColumn(t,1):(wt.setFromMatrixColumn(t,0),wt.crossVectors(this.object.up,wt)),wt.multiplyScalar(e),this._panOffset.add(wt)}_pan(e,t){const i=this.domElement;if(this.object.isPerspectiveCamera){const s=this.object.position;wt.copy(s).sub(this.target);let r=wt.length();r*=Math.tan(this.object.fov/2*Math.PI/180),this._panLeft(2*e*r/i.clientHeight,this.object.matrix),this._panUp(2*t*r/i.clientHeight,this.object.matrix)}else this.object.isOrthographicCamera?(this._panLeft(e*(this.object.right-this.object.left)/this.object.zoom/i.clientWidth,this.object.matrix),this._panUp(t*(this.object.top-this.object.bottom)/this.object.zoom/i.clientHeight,this.object.matrix)):(console.warn("WARNING: OrbitControls.js encountered an unknown camera type - pan disabled."),this.enablePan=!1)}_dollyOut(e){this.object.isPerspectiveCamera||this.object.isOrthographicCamera?this._scale/=e:(console.warn("WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled."),this.enableZoom=!1)}_dollyIn(e){this.object.isPerspectiveCamera||this.object.isOrthographicCamera?this._scale*=e:(console.warn("WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled."),this.enableZoom=!1)}_updateZoomParameters(e,t){if(!this.zoomToCursor)return;this._performCursorZoom=!0;const i=this.domElement.getBoundingClientRect(),s=e-i.left,r=t-i.top,a=i.width,o=i.height;this._mouse.x=s/a*2-1,this._mouse.y=-(r/o)*2+1,this._dollyDirection.set(this._mouse.x,this._mouse.y,1).unproject(this.object).sub(this.object.position).normalize()}_clampDistance(e){return Math.max(this.minDistance,Math.min(this.maxDistance,e))}_handleMouseDownRotate(e){this._rotateStart.set(e.clientX,e.clientY)}_handleMouseDownDolly(e){this._updateZoomParameters(e.clientX,e.clientX),this._dollyStart.set(e.clientX,e.clientY)}_handleMouseDownPan(e){this._panStart.set(e.clientX,e.clientY)}_handleMouseMoveRotate(e){this._rotateEnd.set(e.clientX,e.clientY),this._rotateDelta.subVectors(this._rotateEnd,this._rotateStart).multiplyScalar(this.rotateSpeed);const t=this.domElement;this._rotateLeft(Zt*this._rotateDelta.x/t.clientHeight),this._rotateUp(Zt*this._rotateDelta.y/t.clientHeight),this._rotateStart.copy(this._rotateEnd),this.update()}_handleMouseMoveDolly(e){this._dollyEnd.set(e.clientX,e.clientY),this._dollyDelta.subVectors(this._dollyEnd,this._dollyStart),this._dollyDelta.y>0?this._dollyOut(this._getZoomScale(this._dollyDelta.y)):this._dollyDelta.y<0&&this._dollyIn(this._getZoomScale(this._dollyDelta.y)),this._dollyStart.copy(this._dollyEnd),this.update()}_handleMouseMovePan(e){this._panEnd.set(e.clientX,e.clientY),this._panDelta.subVectors(this._panEnd,this._panStart).multiplyScalar(this.panSpeed),this._pan(this._panDelta.x,this._panDelta.y),this._panStart.copy(this._panEnd),this.update()}_handleMouseWheel(e){this._updateZoomParameters(e.clientX,e.clientY),e.deltaY<0?this._dollyIn(this._getZoomScale(e.deltaY)):e.deltaY>0&&this._dollyOut(this._getZoomScale(e.deltaY)),this.update()}_handleKeyDown(e){let t=!1;switch(e.code){case this.keys.UP:e.ctrlKey||e.metaKey||e.shiftKey?this.enableRotate&&this._rotateUp(Zt*this.keyRotateSpeed/this.domElement.clientHeight):this.enablePan&&this._pan(0,this.keyPanSpeed),t=!0;break;case this.keys.BOTTOM:e.ctrlKey||e.metaKey||e.shiftKey?this.enableRotate&&this._rotateUp(-Zt*this.keyRotateSpeed/this.domElement.clientHeight):this.enablePan&&this._pan(0,-this.keyPanSpeed),t=!0;break;case this.keys.LEFT:e.ctrlKey||e.metaKey||e.shiftKey?this.enableRotate&&this._rotateLeft(Zt*this.keyRotateSpeed/this.domElement.clientHeight):this.enablePan&&this._pan(this.keyPanSpeed,0),t=!0;break;case this.keys.RIGHT:e.ctrlKey||e.metaKey||e.shiftKey?this.enableRotate&&this._rotateLeft(-Zt*this.keyRotateSpeed/this.domElement.clientHeight):this.enablePan&&this._pan(-this.keyPanSpeed,0),t=!0;break}t&&(e.preventDefault(),this.update())}_handleTouchStartRotate(e){if(this._pointers.length===1)this._rotateStart.set(e.pageX,e.pageY);else{const t=this._getSecondPointerPosition(e),i=.5*(e.pageX+t.x),s=.5*(e.pageY+t.y);this._rotateStart.set(i,s)}}_handleTouchStartPan(e){if(this._pointers.length===1)this._panStart.set(e.pageX,e.pageY);else{const t=this._getSecondPointerPosition(e),i=.5*(e.pageX+t.x),s=.5*(e.pageY+t.y);this._panStart.set(i,s)}}_handleTouchStartDolly(e){const t=this._getSecondPointerPosition(e),i=e.pageX-t.x,s=e.pageY-t.y,r=Math.sqrt(i*i+s*s);this._dollyStart.set(0,r)}_handleTouchStartDollyPan(e){this.enableZoom&&this._handleTouchStartDolly(e),this.enablePan&&this._handleTouchStartPan(e)}_handleTouchStartDollyRotate(e){this.enableZoom&&this._handleTouchStartDolly(e),this.enableRotate&&this._handleTouchStartRotate(e)}_handleTouchMoveRotate(e){if(this._pointers.length==1)this._rotateEnd.set(e.pageX,e.pageY);else{const i=this._getSecondPointerPosition(e),s=.5*(e.pageX+i.x),r=.5*(e.pageY+i.y);this._rotateEnd.set(s,r)}this._rotateDelta.subVectors(this._rotateEnd,this._rotateStart).multiplyScalar(this.rotateSpeed);const t=this.domElement;this._rotateLeft(Zt*this._rotateDelta.x/t.clientHeight),this._rotateUp(Zt*this._rotateDelta.y/t.clientHeight),this._rotateStart.copy(this._rotateEnd)}_handleTouchMovePan(e){if(this._pointers.length===1)this._panEnd.set(e.pageX,e.pageY);else{const t=this._getSecondPointerPosition(e),i=.5*(e.pageX+t.x),s=.5*(e.pageY+t.y);this._panEnd.set(i,s)}this._panDelta.subVectors(this._panEnd,this._panStart).multiplyScalar(this.panSpeed),this._pan(this._panDelta.x,this._panDelta.y),this._panStart.copy(this._panEnd)}_handleTouchMoveDolly(e){const t=this._getSecondPointerPosition(e),i=e.pageX-t.x,s=e.pageY-t.y,r=Math.sqrt(i*i+s*s);this._dollyEnd.set(0,r),this._dollyDelta.set(0,Math.pow(this._dollyEnd.y/this._dollyStart.y,this.zoomSpeed)),this._dollyOut(this._dollyDelta.y),this._dollyStart.copy(this._dollyEnd);const a=(e.pageX+t.x)*.5,o=(e.pageY+t.y)*.5;this._updateZoomParameters(a,o)}_handleTouchMoveDollyPan(e){this.enableZoom&&this._handleTouchMoveDolly(e),this.enablePan&&this._handleTouchMovePan(e)}_handleTouchMoveDollyRotate(e){this.enableZoom&&this._handleTouchMoveDolly(e),this.enableRotate&&this._handleTouchMoveRotate(e)}_addPointer(e){this._pointers.push(e.pointerId)}_removePointer(e){delete this._pointerPositions[e.pointerId];for(let t=0;t(n.Top="top",n.Bottom="bottom",n.Left="left",n.Right="right",n.Front="front",n.Back="back",n.Iso="iso",n))(rn||{}),an=(n=>(n.Perspective="perspective",n.Orthographic="orthographic",n))(an||{}),Or=(n=>(n.Orbit="orbit",n.FirstPerson="walk",n.PanOnly="pan_only",n))(Or||{});class O1{camera;controls;engineState;constructor(e,t,i,s){this.engineState=s,this.camera=new St(45,t/i,.1,1e4),this.camera.position.set(20,20,20),this.controls=new Mh(this.camera,e,this.engineState),this.controls.enableDamping=!0,this.controls.dampingFactor=.05}updateAspect(e,t){this.camera.aspect=e/t,this.camera.updateProjectionMatrix()}tick(){this.controls.update()}setView(e){const t=this.camera.position.length();switch(e){case rn.Top:case"top":this.camera.position.set(0,t,0);break;case rn.Front:case"front":this.camera.position.set(0,0,t);break;case rn.Iso:case"iso":this.camera.position.set(t/Math.sqrt(3),t/Math.sqrt(3),t/Math.sqrt(3));break}this.camera.lookAt(0,0,0),this.controls.update()}}function Sh(n,e){if(e===Mu)return console.warn("THREE.BufferGeometryUtils.toTrianglesDrawMode(): Geometry already defined as triangles."),n;if(e===ka||e===Dl){let t=n.getIndex();if(t===null){const a=[],o=n.getAttribute("position");if(o!==void 0){for(let l=0;l=2.0 are supported."));return}const c=new gv(r,{path:t||this.resourcePath||"",crossOrigin:this.crossOrigin,requestHeader:this.requestHeader,manager:this.manager,ktx2Loader:this.ktx2Loader,meshoptDecoder:this.meshoptDecoder});c.fileLoader.setRequestHeader(this.requestHeader);for(let h=0;h=0&&o[u]===void 0&&console.warn('THREE.GLTFLoader: Unknown extension "'+u+'".')}}c.setExtensions(a),c.setPlugins(o),c.parse(i,s)}parseAsync(e,t){const i=this;return new Promise(function(s,r){i.parse(e,t,s,r)})}}function k1(){let n={};return{get:function(e){return n[e]},add:function(e,t){n[e]=t},remove:function(e){delete n[e]},removeAll:function(){n={}}}}const Ge={KHR_BINARY_GLTF:"KHR_binary_glTF",KHR_DRACO_MESH_COMPRESSION:"KHR_draco_mesh_compression",KHR_LIGHTS_PUNCTUAL:"KHR_lights_punctual",KHR_MATERIALS_CLEARCOAT:"KHR_materials_clearcoat",KHR_MATERIALS_DISPERSION:"KHR_materials_dispersion",KHR_MATERIALS_IOR:"KHR_materials_ior",KHR_MATERIALS_SHEEN:"KHR_materials_sheen",KHR_MATERIALS_SPECULAR:"KHR_materials_specular",KHR_MATERIALS_TRANSMISSION:"KHR_materials_transmission",KHR_MATERIALS_IRIDESCENCE:"KHR_materials_iridescence",KHR_MATERIALS_ANISOTROPY:"KHR_materials_anisotropy",KHR_MATERIALS_UNLIT:"KHR_materials_unlit",KHR_MATERIALS_VOLUME:"KHR_materials_volume",KHR_TEXTURE_BASISU:"KHR_texture_basisu",KHR_TEXTURE_TRANSFORM:"KHR_texture_transform",KHR_MESH_QUANTIZATION:"KHR_mesh_quantization",KHR_MATERIALS_EMISSIVE_STRENGTH:"KHR_materials_emissive_strength",EXT_MATERIALS_BUMP:"EXT_materials_bump",EXT_TEXTURE_WEBP:"EXT_texture_webp",EXT_TEXTURE_AVIF:"EXT_texture_avif",EXT_MESHOPT_COMPRESSION:"EXT_meshopt_compression",EXT_MESH_GPU_INSTANCING:"EXT_mesh_gpu_instancing"};class F1{constructor(e){this.parser=e,this.name=Ge.KHR_LIGHTS_PUNCTUAL,this.cache={refs:{},uses:{}}}_markDefs(){const e=this.parser,t=this.parser.json.nodes||[];for(let i=0,s=t.length;i=0)throw new Error("THREE.GLTFLoader: setKTX2Loader must be called before loading KTX2 textures");return null}return t.loadTextureImage(e,r.source,a)}}class Q1{constructor(e){this.parser=e,this.name=Ge.EXT_TEXTURE_WEBP}loadTexture(e){const t=this.name,i=this.parser,s=i.json,r=s.textures[e];if(!r.extensions||!r.extensions[t])return null;const a=r.extensions[t],o=s.images[a.source];let l=i.textureLoader;if(o.uri){const c=i.options.manager.getHandler(o.uri);c!==null&&(l=c)}return i.loadTextureImage(e,a.source,l)}}class ev{constructor(e){this.parser=e,this.name=Ge.EXT_TEXTURE_AVIF}loadTexture(e){const t=this.name,i=this.parser,s=i.json,r=s.textures[e];if(!r.extensions||!r.extensions[t])return null;const a=r.extensions[t],o=s.images[a.source];let l=i.textureLoader;if(o.uri){const c=i.options.manager.getHandler(o.uri);c!==null&&(l=c)}return i.loadTextureImage(e,a.source,l)}}class tv{constructor(e){this.name=Ge.EXT_MESHOPT_COMPRESSION,this.parser=e}loadBufferView(e){const t=this.parser.json,i=t.bufferViews[e];if(i.extensions&&i.extensions[this.name]){const s=i.extensions[this.name],r=this.parser.getDependency("buffer",s.buffer),a=this.parser.options.meshoptDecoder;if(!a||!a.supported){if(t.extensionsRequired&&t.extensionsRequired.indexOf(this.name)>=0)throw new Error("THREE.GLTFLoader: setMeshoptDecoder must be called before loading compressed files");return null}return r.then(function(o){const l=s.byteOffset||0,c=s.byteLength||0,h=s.count,u=s.byteStride,d=new Uint8Array(o,l,c);return a.decodeGltfBufferAsync?a.decodeGltfBufferAsync(h,u,d,s.mode,s.filter).then(function(m){return m.buffer}):a.ready.then(function(){const m=new ArrayBuffer(h*u);return a.decodeGltfBuffer(new Uint8Array(m),h,u,d,s.mode,s.filter),m})})}else return null}}class iv{constructor(e){this.name=Ge.EXT_MESH_GPU_INSTANCING,this.parser=e}createNodeMesh(e){const t=this.parser.json,i=t.nodes[e];if(!i.extensions||!i.extensions[this.name]||i.mesh===void 0)return null;const s=t.meshes[i.mesh];for(const l of s.primitives)if(l.mode!==ni.TRIANGLES&&l.mode!==ni.TRIANGLE_STRIP&&l.mode!==ni.TRIANGLE_FAN&&l.mode!==void 0)return null;const r=i.extensions[this.name].attributes,a=[],o={};for(const l in r)a.push(this.parser.getDependency("accessor",r[l]).then(c=>(o[l]=c,o[l])));return a.length<1?null:(a.push(this.parser.createNodeMesh(e)),Promise.all(a).then(l=>{const c=l.pop(),h=c.isGroup?c.children:[c],u=l[0].count,d=[];for(const m of h){const g=new De,v=new w,f=new hi,p=new w(1,1,1),b=new Ad(m.geometry,m.material,u);for(let _=0;_0||n.search(/^data\:image\/jpeg/)===0?"image/jpeg":n.search(/\.webp($|\?)/i)>0||n.search(/^data\:image\/webp/)===0?"image/webp":n.search(/\.ktx2($|\?)/i)>0||n.search(/^data\:image\/ktx2/)===0?"image/ktx2":"image/png"}const fv=new De;class gv{constructor(e={},t={}){this.json=e,this.extensions={},this.plugins={},this.options=t,this.cache=new k1,this.associations=new Map,this.primitiveCache={},this.nodeCache={},this.meshCache={refs:{},uses:{}},this.cameraCache={refs:{},uses:{}},this.lightCache={refs:{},uses:{}},this.sourceCache={},this.textureCache={},this.nodeNamesUsed={};let i=!1,s=-1,r=!1,a=-1;if(typeof navigator<"u"){const o=navigator.userAgent;i=/^((?!chrome|android).)*safari/i.test(o)===!0;const l=o.match(/Version\/(\d+)/);s=i&&l?parseInt(l[1],10):-1,r=o.indexOf("Firefox")>-1,a=r?o.match(/Firefox\/([0-9]+)\./)[1]:-1}typeof createImageBitmap>"u"||i&&s<17||r&&a<98?this.textureLoader=new Lc(this.options.manager):this.textureLoader=new sp(this.options.manager),this.textureLoader.setCrossOrigin(this.options.crossOrigin),this.textureLoader.setRequestHeader(this.options.requestHeader),this.fileLoader=new Ro(this.options.manager),this.fileLoader.setResponseType("arraybuffer"),this.options.crossOrigin==="use-credentials"&&this.fileLoader.setWithCredentials(!0)}setExtensions(e){this.extensions=e}setPlugins(e){this.plugins=e}parse(e,t){const i=this,s=this.json,r=this.extensions;this.cache.removeAll(),this.nodeCache={},this._invokeAll(function(a){return a._markDefs&&a._markDefs()}),Promise.all(this._invokeAll(function(a){return a.beforeRoot&&a.beforeRoot()})).then(function(){return Promise.all([i.getDependencies("scene"),i.getDependencies("animation"),i.getDependencies("camera")])}).then(function(a){const o={scene:a[0][s.scene||0],scenes:a[0],animations:a[1],cameras:a[2],asset:s.asset,parser:i,userData:{}};return _s(r,o,s),Li(o,s),Promise.all(i._invokeAll(function(l){return l.afterRoot&&l.afterRoot(o)})).then(function(){for(const l of o.scenes)l.updateMatrixWorld();e(o)})}).catch(t)}_markDefs(){const e=this.json.nodes||[],t=this.json.skins||[],i=this.json.meshes||[];for(let s=0,r=t.length;s{const l=this.associations.get(a);l!=null&&this.associations.set(o,l);for(const[c,h]of a.children.entries())r(h,o.children[c])};return r(i,s),s.name+="_instance_"+e.uses[t]++,s}_invokeOne(e){const t=Object.values(this.plugins);t.push(this);for(let i=0;i=2&&f.setY(S,T[A*l+1]),l>=3&&f.setZ(S,T[A*l+2]),l>=4&&f.setW(S,T[A*l+3]),l>=5)throw new Error("THREE.GLTFLoader: Unsupported itemSize in sparse BufferAttribute.")}f.normalized=g}return f})}loadTexture(e){const t=this.json,i=this.options,s=t.textures[e].source,r=t.images[s];let a=this.textureLoader;if(r.uri){const o=i.manager.getHandler(r.uri);o!==null&&(a=o)}return this.loadTextureImage(e,s,a)}loadTextureImage(e,t,i){const s=this,r=this.json,a=r.textures[e],o=r.images[t],l=(o.uri||o.bufferView)+":"+a.sampler;if(this.textureCache[l])return this.textureCache[l];const c=this.loadImageSource(t,i).then(function(h){h.flipY=!1,h.name=a.name||o.name||"",h.name===""&&typeof o.uri=="string"&&o.uri.startsWith("data:image/")===!1&&(h.name=o.uri);const u=(r.samplers||{})[a.sampler]||{};return h.magFilter=Ah[u.magFilter]||bt,h.minFilter=Ah[u.minFilter]||Ei,h.wrapS=Rh[u.wrapS]||Ti,h.wrapT=Rh[u.wrapT]||Ti,h.generateMipmaps=!h.isCompressedTexture&&h.minFilter!==It&&h.minFilter!==bt,s.associations.set(h,{textures:e}),h}).catch(function(){return null});return this.textureCache[l]=c,c}loadImageSource(e,t){const i=this,s=this.json,r=this.options;if(this.sourceCache[e]!==void 0)return this.sourceCache[e].then(u=>u.clone());const a=s.images[e],o=self.URL||self.webkitURL;let l=a.uri||"",c=!1;if(a.bufferView!==void 0)l=i.getDependency("bufferView",a.bufferView).then(function(u){c=!0;const d=new Blob([u],{type:a.mimeType});return l=o.createObjectURL(d),l});else if(a.uri===void 0)throw new Error("THREE.GLTFLoader: Image "+e+" is missing URI and bufferView");const h=Promise.resolve(l).then(function(u){return new Promise(function(d,m){let g=d;t.isImageBitmapLoader===!0&&(g=function(v){const f=new At(v);f.needsUpdate=!0,d(f)}),t.load(Dn.resolveURL(u,r.path),g,void 0,m)})}).then(function(u){return c===!0&&o.revokeObjectURL(l),Li(u,a),u.userData.mimeType=a.mimeType||mv(a.uri),u}).catch(function(u){throw console.error("THREE.GLTFLoader: Couldn't load texture",l),u});return this.sourceCache[e]=h,h}assignTexture(e,t,i,s){const r=this;return this.getDependency("texture",i.index).then(function(a){if(!a)return null;if(i.texCoord!==void 0&&i.texCoord>0&&(a=a.clone(),a.channel=i.texCoord),r.extensions[Ge.KHR_TEXTURE_TRANSFORM]){const o=i.extensions!==void 0?i.extensions[Ge.KHR_TEXTURE_TRANSFORM]:void 0;if(o){const l=r.associations.get(a);a=r.extensions[Ge.KHR_TEXTURE_TRANSFORM].extendTexture(a,o),r.associations.set(a,l)}}return s!==void 0&&(a.colorSpace=s),e[t]=a,a})}assignFinalMaterial(e){const t=e.geometry;let i=e.material;const s=t.attributes.tangent===void 0,r=t.attributes.color!==void 0,a=t.attributes.normal===void 0;if(e.isPoints){const o="PointsMaterial:"+i.uuid;let l=this.cache.get(o);l||(l=new yc,ti.prototype.copy.call(l,i),l.color.copy(i.color),l.map=i.map,l.sizeAttenuation=!1,this.cache.add(o,l)),i=l}else if(e.isLine){const o="LineBasicMaterial:"+i.uuid;let l=this.cache.get(o);l||(l=new gc,ti.prototype.copy.call(l,i),l.color.copy(i.color),l.map=i.map,this.cache.add(o,l)),i=l}if(s||r||a){let o="ClonedMaterial:"+i.uuid+":";s&&(o+="derivative-tangents:"),r&&(o+="vertex-colors:"),a&&(o+="flat-shading:");let l=this.cache.get(o);l||(l=i.clone(),r&&(l.vertexColors=!0),a&&(l.flatShading=!0),s&&(l.normalScale&&(l.normalScale.y*=-1),l.clearcoatNormalScale&&(l.clearcoatNormalScale.y*=-1)),this.cache.add(o,l),this.associations.set(l,this.associations.get(i))),i=l}e.material=i}getMaterialType(){return Ao}loadMaterial(e){const t=this,i=this.json,s=this.extensions,r=i.materials[e];let a;const o={},l=r.extensions||{},c=[];if(l[Ge.KHR_MATERIALS_UNLIT]){const u=s[Ge.KHR_MATERIALS_UNLIT];a=u.getMaterialType(),c.push(u.extendParams(o,r,t))}else{const u=r.pbrMetallicRoughness||{};if(o.color=new xe(1,1,1),o.opacity=1,Array.isArray(u.baseColorFactor)){const d=u.baseColorFactor;o.color.setRGB(d[0],d[1],d[2],Bt),o.opacity=d[3]}u.baseColorTexture!==void 0&&c.push(t.assignTexture(o,"map",u.baseColorTexture,Ct)),o.metalness=u.metallicFactor!==void 0?u.metallicFactor:1,o.roughness=u.roughnessFactor!==void 0?u.roughnessFactor:1,u.metallicRoughnessTexture!==void 0&&(c.push(t.assignTexture(o,"metalnessMap",u.metallicRoughnessTexture)),c.push(t.assignTexture(o,"roughnessMap",u.metallicRoughnessTexture))),a=this._invokeOne(function(d){return d.getMaterialType&&d.getMaterialType(e)}),c.push(Promise.all(this._invokeAll(function(d){return d.extendMaterialParams&&d.extendMaterialParams(e,o)})))}r.doubleSided===!0&&(o.side=Xt);const h=r.alphaMode||Ko.OPAQUE;if(h===Ko.BLEND?(o.transparent=!0,o.depthWrite=!1):(o.transparent=!1,h===Ko.MASK&&(o.alphaTest=r.alphaCutoff!==void 0?r.alphaCutoff:.5)),r.normalTexture!==void 0&&a!==Ht&&(c.push(t.assignTexture(o,"normalMap",r.normalTexture)),o.normalScale=new oe(1,1),r.normalTexture.scale!==void 0)){const u=r.normalTexture.scale;o.normalScale.set(u,u)}if(r.occlusionTexture!==void 0&&a!==Ht&&(c.push(t.assignTexture(o,"aoMap",r.occlusionTexture)),r.occlusionTexture.strength!==void 0&&(o.aoMapIntensity=r.occlusionTexture.strength)),r.emissiveFactor!==void 0&&a!==Ht){const u=r.emissiveFactor;o.emissive=new xe().setRGB(u[0],u[1],u[2],Bt)}return r.emissiveTexture!==void 0&&a!==Ht&&c.push(t.assignTexture(o,"emissiveMap",r.emissiveTexture,Ct)),Promise.all(c).then(function(){const u=new a(o);return r.name&&(u.name=r.name),Li(u,r),t.associations.set(u,{materials:e}),r.extensions&&_s(s,u,r),u})}createUniqueName(e){const t=nt.sanitizeNodeName(e||"");return t in this.nodeNamesUsed?t+"_"+ ++this.nodeNamesUsed[t]:(this.nodeNamesUsed[t]=0,t)}loadGeometries(e){const t=this,i=this.extensions,s=this.primitiveCache;function r(o){return i[Ge.KHR_DRACO_MESH_COMPRESSION].decodePrimitive(o,t).then(function(l){return Ph(l,o,t)})}const a=[];for(let o=0,l=e.length;o0&&dv(p,r),p.name=t.createUniqueName(r.name||"mesh_"+e),Li(p,r),f.extensions&&_s(s,p,f),t.assignFinalMaterial(p),u.push(p)}for(let m=0,g=u.length;m1?h=new Vi:c.length===1?h=c[0]:h=new dt,h!==c[0])for(let u=0,d=c.length;u1){const u=s.associations.get(h);s.associations.set(h,{...u})}return s.associations.get(h).nodes=e,h}),this.nodeCache[e]}loadScene(e){const t=this.extensions,i=this.json.scenes[e],s=this,r=new Vi;i.name&&(r.name=s.createUniqueName(i.name)),Li(r,i),i.extensions&&_s(t,r,i);const a=i.nodes||[],o=[];for(let l=0,c=a.length;l{const u=new Map;for(const[d,m]of s.associations)(d instanceof ti||d instanceof At)&&u.set(d,m);return h.traverse(d=>{const m=s.associations.get(d);m!=null&&u.set(d,m)}),u};return s.associations=c(r),r})}_createAnimationTracks(e,t,i,s,r){const a=[],o=e.name?e.name:e.uuid,l=[];rs[r.path]===rs.weights?e.traverse(function(d){d.morphTargetInfluences&&l.push(d.name?d.name:d.uuid)}):l.push(o);let c;switch(rs[r.path]){case rs.weights:c=Ks;break;case rs.rotation:c=$s;break;case rs.translation:case rs.scale:c=Qs;break;default:switch(i.itemSize){case 1:c=Ks;break;case 2:case 3:default:c=Qs;break}break}const h=s.interpolation!==void 0?cv[s.interpolation]:gn,u=this._getArrayFromAccessor(i);for(let d=0,m=l.length;d{this.loader.load(e,s=>{const r=s.scene;r.traverse(a=>{a instanceof rt&&(a.receiveShadow=!0,a.castShadow=!0)}),this.scene.add(r),this.models.push({children:this.extractMeshes(r)}),t(r)},void 0,s=>{console.error("An error happened loading the model:",s),i(s)})})}extractMeshes(e){const t=[];return e.traverse(i=>{i instanceof rt&&t.push(i)}),t}clearModels(){this.models=[]}}class xv{scene;highlightMaterial;originalMaterials=new Map;originalRenderOrders=new Map;selectedObjects=[];constructor(e,t,i,s){this.scene=e,this.highlightMaterial=new Ht({color:43775,depthTest:!1,depthWrite:!1,transparent:!0,opacity:.8,side:Xt})}setEventModule(e){}setSelectedWithMaterial(e){this.clearSelected(),e.forEach(t=>{t.isMesh&&(this.originalMaterials.has(t.uuid)||this.originalMaterials.set(t.uuid,t.material),this.originalRenderOrders.has(t.uuid)||this.originalRenderOrders.set(t.uuid,t.renderOrder),t.material=this.highlightMaterial,t.renderOrder=999,this.selectedObjects.push(t))})}clearSelected(){this.selectedObjects.forEach(e=>{const t=this.originalMaterials.get(e.uuid);t&&(e.material=t);const i=this.originalRenderOrders.get(e.uuid);i!==void 0&&(e.renderOrder=i)}),this.selectedObjects=[],this.originalMaterials.clear(),this.originalRenderOrders.clear()}highlight(e){this.setSelectedWithMaterial(e)}clearHighlight(){this.clearSelected()}setVisibility(e,t){this.scene.traverse(i=>{(e.includes(i.uuid)||e.includes(i.name))&&(i.visible=t)})}}class as extends ns{constructor(e,t,i,s){super(),this.renderScene=t,this.renderCamera=i,this.selectedObjects=s!==void 0?s:[],this.visibleEdgeColor=new xe(1,1,1),this.hiddenEdgeColor=new xe(.1,.04,.02),this.edgeGlow=0,this.usePatternTexture=!1,this.patternTexture=null,this.edgeThickness=1,this.edgeStrength=3,this.downSampleRatio=2,this.pulsePeriod=0,this._visibilityCache=new Map,this._selectionCache=new Set,this.resolution=e!==void 0?new oe(e.x,e.y):new oe(256,256);const r=Math.round(this.resolution.x/this.downSampleRatio),a=Math.round(this.resolution.y/this.downSampleRatio);this.renderTargetMaskBuffer=new yt(this.resolution.x,this.resolution.y),this.renderTargetMaskBuffer.texture.name="OutlinePass.mask",this.renderTargetMaskBuffer.texture.generateMipmaps=!1,this.depthMaterial=new Ec,this.depthMaterial.side=Xt,this.depthMaterial.depthPacking=Il,this.depthMaterial.blending=xt,this.prepareMaskMaterial=this._getPrepareMaskMaterial(),this.prepareMaskMaterial.side=Xt,this.prepareMaskMaterial.fragmentShader=h(this.prepareMaskMaterial.fragmentShader,this.renderCamera),this.renderTargetDepthBuffer=new yt(this.resolution.x,this.resolution.y,{type:ft}),this.renderTargetDepthBuffer.texture.name="OutlinePass.depth",this.renderTargetDepthBuffer.texture.generateMipmaps=!1,this.renderTargetMaskDownSampleBuffer=new yt(r,a,{type:ft}),this.renderTargetMaskDownSampleBuffer.texture.name="OutlinePass.depthDownSample",this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps=!1,this.renderTargetBlurBuffer1=new yt(r,a,{type:ft}),this.renderTargetBlurBuffer1.texture.name="OutlinePass.blur1",this.renderTargetBlurBuffer1.texture.generateMipmaps=!1,this.renderTargetBlurBuffer2=new yt(Math.round(r/2),Math.round(a/2),{type:ft}),this.renderTargetBlurBuffer2.texture.name="OutlinePass.blur2",this.renderTargetBlurBuffer2.texture.generateMipmaps=!1,this.edgeDetectionMaterial=this._getEdgeDetectionMaterial(),this.renderTargetEdgeBuffer1=new yt(r,a,{type:ft}),this.renderTargetEdgeBuffer1.texture.name="OutlinePass.edge1",this.renderTargetEdgeBuffer1.texture.generateMipmaps=!1,this.renderTargetEdgeBuffer2=new yt(Math.round(r/2),Math.round(a/2),{type:ft}),this.renderTargetEdgeBuffer2.texture.name="OutlinePass.edge2",this.renderTargetEdgeBuffer2.texture.generateMipmaps=!1;const o=4,l=4;this.separableBlurMaterial1=this._getSeparableBlurMaterial(o),this.separableBlurMaterial1.uniforms.texSize.value.set(r,a),this.separableBlurMaterial1.uniforms.kernelRadius.value=1,this.separableBlurMaterial2=this._getSeparableBlurMaterial(l),this.separableBlurMaterial2.uniforms.texSize.value.set(Math.round(r/2),Math.round(a/2)),this.separableBlurMaterial2.uniforms.kernelRadius.value=l,this.overlayMaterial=this._getOverlayMaterial();const c=ss;this.copyUniforms=vi.clone(c.uniforms),this.materialCopy=new ct({uniforms:this.copyUniforms,vertexShader:c.vertexShader,fragmentShader:c.fragmentShader,blending:xt,depthTest:!1,depthWrite:!1}),this.enabled=!0,this.needsSwap=!1,this._oldClearColor=new xe,this.oldClearAlpha=1,this._fsQuad=new Nn(null),this.tempPulseColor1=new xe,this.tempPulseColor2=new xe,this.textureMatrix=new De;function h(u,d){const m=d.isPerspectiveCamera?"perspective":"orthographic";return u.replace(/DEPTH_TO_VIEW_Z/g,m+"DepthToViewZ")}}dispose(){this.renderTargetMaskBuffer.dispose(),this.renderTargetDepthBuffer.dispose(),this.renderTargetMaskDownSampleBuffer.dispose(),this.renderTargetBlurBuffer1.dispose(),this.renderTargetBlurBuffer2.dispose(),this.renderTargetEdgeBuffer1.dispose(),this.renderTargetEdgeBuffer2.dispose(),this.depthMaterial.dispose(),this.prepareMaskMaterial.dispose(),this.edgeDetectionMaterial.dispose(),this.separableBlurMaterial1.dispose(),this.separableBlurMaterial2.dispose(),this.overlayMaterial.dispose(),this.materialCopy.dispose(),this._fsQuad.dispose()}setSize(e,t){this.renderTargetMaskBuffer.setSize(e,t),this.renderTargetDepthBuffer.setSize(e,t);let i=Math.round(e/this.downSampleRatio),s=Math.round(t/this.downSampleRatio);this.renderTargetMaskDownSampleBuffer.setSize(i,s),this.renderTargetBlurBuffer1.setSize(i,s),this.renderTargetEdgeBuffer1.setSize(i,s),this.separableBlurMaterial1.uniforms.texSize.value.set(i,s),i=Math.round(i/2),s=Math.round(s/2),this.renderTargetBlurBuffer2.setSize(i,s),this.renderTargetEdgeBuffer2.setSize(i,s),this.separableBlurMaterial2.uniforms.texSize.value.set(i,s)}render(e,t,i,s,r){if(this.selectedObjects.length>0){e.getClearColor(this._oldClearColor),this.oldClearAlpha=e.getClearAlpha();const a=e.autoClear;e.autoClear=!1,r&&e.state.buffers.stencil.setTest(!1),e.setClearColor(16777215,1),this._updateSelectionCache(),this._changeVisibilityOfSelectedObjects(!1);const o=this.renderScene.background,l=this.renderScene.overrideMaterial;if(this.renderScene.background=null,this.renderScene.overrideMaterial=this.depthMaterial,e.setRenderTarget(this.renderTargetDepthBuffer),e.clear(),e.render(this.renderScene,this.renderCamera),this._changeVisibilityOfSelectedObjects(!0),this._visibilityCache.clear(),this._updateTextureMatrix(),this._changeVisibilityOfNonSelectedObjects(!1),this.renderScene.overrideMaterial=this.prepareMaskMaterial,this.prepareMaskMaterial.uniforms.cameraNearFar.value.set(this.renderCamera.near,this.renderCamera.far),this.prepareMaskMaterial.uniforms.depthTexture.value=this.renderTargetDepthBuffer.texture,this.prepareMaskMaterial.uniforms.textureMatrix.value=this.textureMatrix,e.setRenderTarget(this.renderTargetMaskBuffer),e.clear(),e.render(this.renderScene,this.renderCamera),this._changeVisibilityOfNonSelectedObjects(!0),this._visibilityCache.clear(),this._selectionCache.clear(),this.renderScene.background=o,this.renderScene.overrideMaterial=l,this._fsQuad.material=this.materialCopy,this.copyUniforms.tDiffuse.value=this.renderTargetMaskBuffer.texture,e.setRenderTarget(this.renderTargetMaskDownSampleBuffer),e.clear(),this._fsQuad.render(e),this.tempPulseColor1.copy(this.visibleEdgeColor),this.tempPulseColor2.copy(this.hiddenEdgeColor),this.pulsePeriod>0){const c=.625+Math.cos(performance.now()*.01/this.pulsePeriod)*.75/2;this.tempPulseColor1.multiplyScalar(c),this.tempPulseColor2.multiplyScalar(c)}this._fsQuad.material=this.edgeDetectionMaterial,this.edgeDetectionMaterial.uniforms.maskTexture.value=this.renderTargetMaskDownSampleBuffer.texture,this.edgeDetectionMaterial.uniforms.texSize.value.set(this.renderTargetMaskDownSampleBuffer.width,this.renderTargetMaskDownSampleBuffer.height),this.edgeDetectionMaterial.uniforms.visibleEdgeColor.value=this.tempPulseColor1,this.edgeDetectionMaterial.uniforms.hiddenEdgeColor.value=this.tempPulseColor2,e.setRenderTarget(this.renderTargetEdgeBuffer1),e.clear(),this._fsQuad.render(e),this._fsQuad.material=this.separableBlurMaterial1,this.separableBlurMaterial1.uniforms.colorTexture.value=this.renderTargetEdgeBuffer1.texture,this.separableBlurMaterial1.uniforms.direction.value=as.BlurDirectionX,this.separableBlurMaterial1.uniforms.kernelRadius.value=this.edgeThickness,e.setRenderTarget(this.renderTargetBlurBuffer1),e.clear(),this._fsQuad.render(e),this.separableBlurMaterial1.uniforms.colorTexture.value=this.renderTargetBlurBuffer1.texture,this.separableBlurMaterial1.uniforms.direction.value=as.BlurDirectionY,e.setRenderTarget(this.renderTargetEdgeBuffer1),e.clear(),this._fsQuad.render(e),this._fsQuad.material=this.separableBlurMaterial2,this.separableBlurMaterial2.uniforms.colorTexture.value=this.renderTargetEdgeBuffer1.texture,this.separableBlurMaterial2.uniforms.direction.value=as.BlurDirectionX,e.setRenderTarget(this.renderTargetBlurBuffer2),e.clear(),this._fsQuad.render(e),this.separableBlurMaterial2.uniforms.colorTexture.value=this.renderTargetBlurBuffer2.texture,this.separableBlurMaterial2.uniforms.direction.value=as.BlurDirectionY,e.setRenderTarget(this.renderTargetEdgeBuffer2),e.clear(),this._fsQuad.render(e),this._fsQuad.material=this.overlayMaterial,this.overlayMaterial.uniforms.maskTexture.value=this.renderTargetMaskBuffer.texture,this.overlayMaterial.uniforms.edgeTexture1.value=this.renderTargetEdgeBuffer1.texture,this.overlayMaterial.uniforms.edgeTexture2.value=this.renderTargetEdgeBuffer2.texture,this.overlayMaterial.uniforms.patternTexture.value=this.patternTexture,this.overlayMaterial.uniforms.edgeStrength.value=this.edgeStrength,this.overlayMaterial.uniforms.edgeGlow.value=this.edgeGlow,this.overlayMaterial.uniforms.usePatternTexture.value=this.usePatternTexture,r&&e.state.buffers.stencil.setTest(!0),e.setRenderTarget(i),this._fsQuad.render(e),e.setClearColor(this._oldClearColor,this.oldClearAlpha),e.autoClear=a}this.renderToScreen&&(this._fsQuad.material=this.materialCopy,this.copyUniforms.tDiffuse.value=i.texture,e.setRenderTarget(null),this._fsQuad.render(e))}_updateSelectionCache(){const e=this._selectionCache;function t(i){i.isMesh&&e.add(i)}e.clear();for(let i=0;i + }`};function _1(n){return n&&n.__esModule&&Object.prototype.hasOwnProperty.call(n,"default")?n.default:n}var jo={exports:{}},x1=jo.exports,_h;function b1(){return _h||(_h=1,(function(n,e){(function(t,i){n.exports=i()})(x1,function(){var t=function(){function i(m){return a.appendChild(m.dom),m}function s(m){for(var g=0;gl+1e3&&(h.update(1e3*c/(m-l),100),l=m,c=0,d)){var g=performance.memory;d.update(g.usedJSHeapSize/1048576,g.jsHeapSizeLimit/1048576)}return m},update:function(){o=this.end()},domElement:a,setMode:s}};return t.Panel=function(i,s,r){var a=1/0,o=0,l=Math.round,c=l(window.devicePixelRatio||1),h=80*c,u=48*c,d=3*c,m=2*c,g=3*c,v=15*c,f=74*c,p=30*c,b=document.createElement("canvas");b.width=h,b.height=u,b.style.cssText="width:80px;height:48px";var _=b.getContext("2d");return _.font="bold "+9*c+"px Helvetica,Arial,sans-serif",_.textBaseline="top",_.fillStyle=r,_.fillRect(0,0,h,u),_.fillStyle=s,_.fillText(i,d,m),_.fillRect(g,v,f,p),_.fillStyle=r,_.globalAlpha=.9,_.fillRect(g,v,f,p),{dom:b,update:function(E,R){a=Math.min(a,E),o=Math.max(o,E),_.fillStyle=r,_.globalAlpha=1,_.fillRect(0,0,h,v),_.fillStyle=s,_.fillText(l(E)+" "+i+" ("+l(a)+"-"+l(o)+")",d,m),_.drawImage(b,g+c,v,f-c,p,g,v,f-c,p),_.fillRect(g+f-c,v,c,p),_.fillStyle=r,_.globalAlpha=.9,_.fillRect(g+f-c,v,c,l((1-E/R)*p))}}},t})})(jo)),jo.exports}var y1=b1();const M1=_1(y1);class S1{scene;constructor(e){this.scene=new go,this.setupEnvironment(e.backgroundColor),this.setupLights()}setupEnvironment(e=15790320){this.scene.background=new xe(e)}setupLights(){}setBackground(e){this.scene.background=new xe(e)}getBoundingBox(){const e=new Pt;return this.scene.traverse(t=>{if(t instanceof rt||t instanceof Vi){const i=new Pt().setFromObject(t);e.union(i)}}),e.isEmpty()&&e.setFromCenterAndSize(new w(0,0,0),new w(10,10,10)),e}}const xh={type:"change"},Xo={type:"start"},bh={type:"end"},Br=new Os,yh=new Ai,T1=Math.cos(70*Wa.DEG2RAD),Ct=new w,Zt=2*Math.PI,at={NONE:-1,ROTATE:0,DOLLY:1,PAN:2,TOUCH_ROTATE:3,TOUCH_PAN:4,TOUCH_DOLLY_PAN:5,TOUCH_DOLLY_ROTATE:6},qo=1e-6;class Mh extends fp{constructor(e,t=null){super(e,t),this.state=at.NONE,this.target=new w,this.cursor=new w,this.minDistance=0,this.maxDistance=1/0,this.minZoom=0,this.maxZoom=1/0,this.minTargetRadius=0,this.maxTargetRadius=1/0,this.minPolarAngle=0,this.maxPolarAngle=Math.PI,this.minAzimuthAngle=-1/0,this.maxAzimuthAngle=1/0,this.enableDamping=!1,this.dampingFactor=.05,this.enableZoom=!0,this.zoomSpeed=1,this.enableRotate=!0,this.rotateSpeed=1,this.keyRotateSpeed=1,this.enablePan=!0,this.panSpeed=1,this.screenSpacePanning=!0,this.keyPanSpeed=7,this.zoomToCursor=!1,this.autoRotate=!1,this.autoRotateSpeed=2,this.keys={LEFT:"ArrowLeft",UP:"ArrowUp",RIGHT:"ArrowRight",BOTTOM:"ArrowDown"},this.mouseButtons={LEFT:Ms.ROTATE,MIDDLE:Ms.DOLLY,RIGHT:Ms.PAN},this.touches={ONE:Ss.ROTATE,TWO:Ss.DOLLY_PAN},this.target0=this.target.clone(),this.position0=this.object.position.clone(),this.zoom0=this.object.zoom,this._domElementKeyEvents=null,this._lastPosition=new w,this._lastQuaternion=new hi,this._lastTargetPosition=new w,this._quat=new hi().setFromUnitVectors(e.up,new w(0,1,0)),this._quatInverse=this._quat.clone().invert(),this._spherical=new zc,this._sphericalDelta=new zc,this._scale=1,this._panOffset=new w,this._rotateStart=new oe,this._rotateEnd=new oe,this._rotateDelta=new oe,this._panStart=new oe,this._panEnd=new oe,this._panDelta=new oe,this._dollyStart=new oe,this._dollyEnd=new oe,this._dollyDelta=new oe,this._dollyDirection=new w,this._mouse=new oe,this._performCursorZoom=!1,this._pointers=[],this._pointerPositions={},this._controlActive=!1,this._onPointerMove=w1.bind(this),this._onPointerDown=E1.bind(this),this._onPointerUp=C1.bind(this),this._onContextMenu=U1.bind(this),this._onMouseWheel=P1.bind(this),this._onKeyDown=L1.bind(this),this._onTouchStart=D1.bind(this),this._onTouchMove=I1.bind(this),this._onMouseDown=A1.bind(this),this._onMouseMove=R1.bind(this),this._interceptControlDown=N1.bind(this),this._interceptControlUp=B1.bind(this),this.domElement!==null&&this.connect(this.domElement),this.update()}connect(e){super.connect(e),this.domElement.addEventListener("pointerdown",this._onPointerDown),this.domElement.addEventListener("pointercancel",this._onPointerUp),this.domElement.addEventListener("contextmenu",this._onContextMenu),this.domElement.addEventListener("wheel",this._onMouseWheel,{passive:!1}),this.domElement.getRootNode().addEventListener("keydown",this._interceptControlDown,{passive:!0,capture:!0}),this.domElement.style.touchAction="none"}disconnect(){this.domElement.removeEventListener("pointerdown",this._onPointerDown),this.domElement.removeEventListener("pointermove",this._onPointerMove),this.domElement.removeEventListener("pointerup",this._onPointerUp),this.domElement.removeEventListener("pointercancel",this._onPointerUp),this.domElement.removeEventListener("wheel",this._onMouseWheel),this.domElement.removeEventListener("contextmenu",this._onContextMenu),this.stopListenToKeyEvents(),this.domElement.getRootNode().removeEventListener("keydown",this._interceptControlDown,{capture:!0}),this.domElement.style.touchAction="auto"}dispose(){this.disconnect()}getPolarAngle(){return this._spherical.phi}getAzimuthalAngle(){return this._spherical.theta}getDistance(){return this.object.position.distanceTo(this.target)}listenToKeyEvents(e){e.addEventListener("keydown",this._onKeyDown),this._domElementKeyEvents=e}stopListenToKeyEvents(){this._domElementKeyEvents!==null&&(this._domElementKeyEvents.removeEventListener("keydown",this._onKeyDown),this._domElementKeyEvents=null)}saveState(){this.target0.copy(this.target),this.position0.copy(this.object.position),this.zoom0=this.object.zoom}reset(){this.target.copy(this.target0),this.object.position.copy(this.position0),this.object.zoom=this.zoom0,this.object.updateProjectionMatrix(),this.dispatchEvent(xh),this.update(),this.state=at.NONE}update(e=null){const t=this.object.position;Ct.copy(t).sub(this.target),Ct.applyQuaternion(this._quat),this._spherical.setFromVector3(Ct),this.autoRotate&&this.state===at.NONE&&this._rotateLeft(this._getAutoRotationAngle(e)),this.enableDamping?(this._spherical.theta+=this._sphericalDelta.theta*this.dampingFactor,this._spherical.phi+=this._sphericalDelta.phi*this.dampingFactor):(this._spherical.theta+=this._sphericalDelta.theta,this._spherical.phi+=this._sphericalDelta.phi);let i=this.minAzimuthAngle,s=this.maxAzimuthAngle;isFinite(i)&&isFinite(s)&&(i<-Math.PI?i+=Zt:i>Math.PI&&(i-=Zt),s<-Math.PI?s+=Zt:s>Math.PI&&(s-=Zt),i<=s?this._spherical.theta=Math.max(i,Math.min(s,this._spherical.theta)):this._spherical.theta=this._spherical.theta>(i+s)/2?Math.max(i,this._spherical.theta):Math.min(s,this._spherical.theta)),this._spherical.phi=Math.max(this.minPolarAngle,Math.min(this.maxPolarAngle,this._spherical.phi)),this._spherical.makeSafe(),this.enableDamping===!0?this.target.addScaledVector(this._panOffset,this.dampingFactor):this.target.add(this._panOffset),this.target.sub(this.cursor),this.target.clampLength(this.minTargetRadius,this.maxTargetRadius),this.target.add(this.cursor);let r=!1;if(this.zoomToCursor&&this._performCursorZoom||this.object.isOrthographicCamera)this._spherical.radius=this._clampDistance(this._spherical.radius);else{const a=this._spherical.radius;this._spherical.radius=this._clampDistance(this._spherical.radius*this._scale),r=a!=this._spherical.radius}if(Ct.setFromSpherical(this._spherical),Ct.applyQuaternion(this._quatInverse),t.copy(this.target).add(Ct),this.object.lookAt(this.target),this.enableDamping===!0?(this._sphericalDelta.theta*=1-this.dampingFactor,this._sphericalDelta.phi*=1-this.dampingFactor,this._panOffset.multiplyScalar(1-this.dampingFactor)):(this._sphericalDelta.set(0,0,0),this._panOffset.set(0,0,0)),this.zoomToCursor&&this._performCursorZoom){let a=null;if(this.object.isPerspectiveCamera){const o=Ct.length();a=this._clampDistance(o*this._scale);const l=o-a;this.object.position.addScaledVector(this._dollyDirection,l),this.object.updateMatrixWorld(),r=!!l}else if(this.object.isOrthographicCamera){const o=new w(this._mouse.x,this._mouse.y,0);o.unproject(this.object);const l=this.object.zoom;this.object.zoom=Math.max(this.minZoom,Math.min(this.maxZoom,this.object.zoom/this._scale)),this.object.updateProjectionMatrix(),r=l!==this.object.zoom;const c=new w(this._mouse.x,this._mouse.y,0);c.unproject(this.object),this.object.position.sub(c).add(o),this.object.updateMatrixWorld(),a=Ct.length()}else console.warn("WARNING: OrbitControls.js encountered an unknown camera type - zoom to cursor disabled."),this.zoomToCursor=!1;a!==null&&(this.screenSpacePanning?this.target.set(0,0,-1).transformDirection(this.object.matrix).multiplyScalar(a).add(this.object.position):(Br.origin.copy(this.object.position),Br.direction.set(0,0,-1).transformDirection(this.object.matrix),Math.abs(this.object.up.dot(Br.direction))qo||8*(1-this._lastQuaternion.dot(this.object.quaternion))>qo||this._lastTargetPosition.distanceToSquared(this.target)>qo?(this.dispatchEvent(xh),this._lastPosition.copy(this.object.position),this._lastQuaternion.copy(this.object.quaternion),this._lastTargetPosition.copy(this.target),!0):!1}_getAutoRotationAngle(e){return e!==null?Zt/60*this.autoRotateSpeed*e:Zt/60/60*this.autoRotateSpeed}_getZoomScale(e){const t=Math.abs(e*.01);return Math.pow(.95,this.zoomSpeed*t)}_rotateLeft(e){this._sphericalDelta.theta-=e}_rotateUp(e){this._sphericalDelta.phi-=e}_panLeft(e,t){Ct.setFromMatrixColumn(t,0),Ct.multiplyScalar(-e),this._panOffset.add(Ct)}_panUp(e,t){this.screenSpacePanning===!0?Ct.setFromMatrixColumn(t,1):(Ct.setFromMatrixColumn(t,0),Ct.crossVectors(this.object.up,Ct)),Ct.multiplyScalar(e),this._panOffset.add(Ct)}_pan(e,t){const i=this.domElement;if(this.object.isPerspectiveCamera){const s=this.object.position;Ct.copy(s).sub(this.target);let r=Ct.length();r*=Math.tan(this.object.fov/2*Math.PI/180),this._panLeft(2*e*r/i.clientHeight,this.object.matrix),this._panUp(2*t*r/i.clientHeight,this.object.matrix)}else this.object.isOrthographicCamera?(this._panLeft(e*(this.object.right-this.object.left)/this.object.zoom/i.clientWidth,this.object.matrix),this._panUp(t*(this.object.top-this.object.bottom)/this.object.zoom/i.clientHeight,this.object.matrix)):(console.warn("WARNING: OrbitControls.js encountered an unknown camera type - pan disabled."),this.enablePan=!1)}_dollyOut(e){this.object.isPerspectiveCamera||this.object.isOrthographicCamera?this._scale/=e:(console.warn("WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled."),this.enableZoom=!1)}_dollyIn(e){this.object.isPerspectiveCamera||this.object.isOrthographicCamera?this._scale*=e:(console.warn("WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled."),this.enableZoom=!1)}_updateZoomParameters(e,t){if(!this.zoomToCursor)return;this._performCursorZoom=!0;const i=this.domElement.getBoundingClientRect(),s=e-i.left,r=t-i.top,a=i.width,o=i.height;this._mouse.x=s/a*2-1,this._mouse.y=-(r/o)*2+1,this._dollyDirection.set(this._mouse.x,this._mouse.y,1).unproject(this.object).sub(this.object.position).normalize()}_clampDistance(e){return Math.max(this.minDistance,Math.min(this.maxDistance,e))}_handleMouseDownRotate(e){this._rotateStart.set(e.clientX,e.clientY)}_handleMouseDownDolly(e){this._updateZoomParameters(e.clientX,e.clientX),this._dollyStart.set(e.clientX,e.clientY)}_handleMouseDownPan(e){this._panStart.set(e.clientX,e.clientY)}_handleMouseMoveRotate(e){this._rotateEnd.set(e.clientX,e.clientY),this._rotateDelta.subVectors(this._rotateEnd,this._rotateStart).multiplyScalar(this.rotateSpeed);const t=this.domElement;this._rotateLeft(Zt*this._rotateDelta.x/t.clientHeight),this._rotateUp(Zt*this._rotateDelta.y/t.clientHeight),this._rotateStart.copy(this._rotateEnd),this.update()}_handleMouseMoveDolly(e){this._dollyEnd.set(e.clientX,e.clientY),this._dollyDelta.subVectors(this._dollyEnd,this._dollyStart),this._dollyDelta.y>0?this._dollyOut(this._getZoomScale(this._dollyDelta.y)):this._dollyDelta.y<0&&this._dollyIn(this._getZoomScale(this._dollyDelta.y)),this._dollyStart.copy(this._dollyEnd),this.update()}_handleMouseMovePan(e){this._panEnd.set(e.clientX,e.clientY),this._panDelta.subVectors(this._panEnd,this._panStart).multiplyScalar(this.panSpeed),this._pan(this._panDelta.x,this._panDelta.y),this._panStart.copy(this._panEnd),this.update()}_handleMouseWheel(e){this._updateZoomParameters(e.clientX,e.clientY),e.deltaY<0?this._dollyIn(this._getZoomScale(e.deltaY)):e.deltaY>0&&this._dollyOut(this._getZoomScale(e.deltaY)),this.update()}_handleKeyDown(e){let t=!1;switch(e.code){case this.keys.UP:e.ctrlKey||e.metaKey||e.shiftKey?this.enableRotate&&this._rotateUp(Zt*this.keyRotateSpeed/this.domElement.clientHeight):this.enablePan&&this._pan(0,this.keyPanSpeed),t=!0;break;case this.keys.BOTTOM:e.ctrlKey||e.metaKey||e.shiftKey?this.enableRotate&&this._rotateUp(-Zt*this.keyRotateSpeed/this.domElement.clientHeight):this.enablePan&&this._pan(0,-this.keyPanSpeed),t=!0;break;case this.keys.LEFT:e.ctrlKey||e.metaKey||e.shiftKey?this.enableRotate&&this._rotateLeft(Zt*this.keyRotateSpeed/this.domElement.clientHeight):this.enablePan&&this._pan(this.keyPanSpeed,0),t=!0;break;case this.keys.RIGHT:e.ctrlKey||e.metaKey||e.shiftKey?this.enableRotate&&this._rotateLeft(-Zt*this.keyRotateSpeed/this.domElement.clientHeight):this.enablePan&&this._pan(-this.keyPanSpeed,0),t=!0;break}t&&(e.preventDefault(),this.update())}_handleTouchStartRotate(e){if(this._pointers.length===1)this._rotateStart.set(e.pageX,e.pageY);else{const t=this._getSecondPointerPosition(e),i=.5*(e.pageX+t.x),s=.5*(e.pageY+t.y);this._rotateStart.set(i,s)}}_handleTouchStartPan(e){if(this._pointers.length===1)this._panStart.set(e.pageX,e.pageY);else{const t=this._getSecondPointerPosition(e),i=.5*(e.pageX+t.x),s=.5*(e.pageY+t.y);this._panStart.set(i,s)}}_handleTouchStartDolly(e){const t=this._getSecondPointerPosition(e),i=e.pageX-t.x,s=e.pageY-t.y,r=Math.sqrt(i*i+s*s);this._dollyStart.set(0,r)}_handleTouchStartDollyPan(e){this.enableZoom&&this._handleTouchStartDolly(e),this.enablePan&&this._handleTouchStartPan(e)}_handleTouchStartDollyRotate(e){this.enableZoom&&this._handleTouchStartDolly(e),this.enableRotate&&this._handleTouchStartRotate(e)}_handleTouchMoveRotate(e){if(this._pointers.length==1)this._rotateEnd.set(e.pageX,e.pageY);else{const i=this._getSecondPointerPosition(e),s=.5*(e.pageX+i.x),r=.5*(e.pageY+i.y);this._rotateEnd.set(s,r)}this._rotateDelta.subVectors(this._rotateEnd,this._rotateStart).multiplyScalar(this.rotateSpeed);const t=this.domElement;this._rotateLeft(Zt*this._rotateDelta.x/t.clientHeight),this._rotateUp(Zt*this._rotateDelta.y/t.clientHeight),this._rotateStart.copy(this._rotateEnd)}_handleTouchMovePan(e){if(this._pointers.length===1)this._panEnd.set(e.pageX,e.pageY);else{const t=this._getSecondPointerPosition(e),i=.5*(e.pageX+t.x),s=.5*(e.pageY+t.y);this._panEnd.set(i,s)}this._panDelta.subVectors(this._panEnd,this._panStart).multiplyScalar(this.panSpeed),this._pan(this._panDelta.x,this._panDelta.y),this._panStart.copy(this._panEnd)}_handleTouchMoveDolly(e){const t=this._getSecondPointerPosition(e),i=e.pageX-t.x,s=e.pageY-t.y,r=Math.sqrt(i*i+s*s);this._dollyEnd.set(0,r),this._dollyDelta.set(0,Math.pow(this._dollyEnd.y/this._dollyStart.y,this.zoomSpeed)),this._dollyOut(this._dollyDelta.y),this._dollyStart.copy(this._dollyEnd);const a=(e.pageX+t.x)*.5,o=(e.pageY+t.y)*.5;this._updateZoomParameters(a,o)}_handleTouchMoveDollyPan(e){this.enableZoom&&this._handleTouchMoveDolly(e),this.enablePan&&this._handleTouchMovePan(e)}_handleTouchMoveDollyRotate(e){this.enableZoom&&this._handleTouchMoveDolly(e),this.enableRotate&&this._handleTouchMoveRotate(e)}_addPointer(e){this._pointers.push(e.pointerId)}_removePointer(e){delete this._pointerPositions[e.pointerId];for(let t=0;t(n.Top="top",n.Bottom="bottom",n.Left="left",n.Right="right",n.Front="front",n.Back="back",n.Iso="iso",n))(rn||{}),an=(n=>(n.Perspective="perspective",n.Orthographic="orthographic",n))(an||{}),Or=(n=>(n.Orbit="orbit",n.FirstPerson="walk",n.PanOnly="pan_only",n))(Or||{});class O1{camera;controls;engineState;constructor(e,t,i,s){this.engineState=s,this.camera=new Tt(45,t/i,.1,1e4),this.camera.position.set(20,20,20),this.controls=new Mh(this.camera,e,this.engineState),this.controls.enableDamping=!0,this.controls.dampingFactor=.05}updateAspect(e,t){this.camera.aspect=e/t,this.camera.updateProjectionMatrix()}tick(){this.controls.update()}setView(e){const t=this.camera.position.length();switch(e){case rn.Top:case"top":this.camera.position.set(0,t,0);break;case rn.Front:case"front":this.camera.position.set(0,0,t);break;case rn.Iso:case"iso":this.camera.position.set(t/Math.sqrt(3),t/Math.sqrt(3),t/Math.sqrt(3));break}this.camera.lookAt(0,0,0),this.controls.update()}}function Sh(n,e){if(e===Mu)return console.warn("THREE.BufferGeometryUtils.toTrianglesDrawMode(): Geometry already defined as triangles."),n;if(e===ka||e===Dl){let t=n.getIndex();if(t===null){const a=[],o=n.getAttribute("position");if(o!==void 0){for(let l=0;l=2.0 are supported."));return}const c=new gv(r,{path:t||this.resourcePath||"",crossOrigin:this.crossOrigin,requestHeader:this.requestHeader,manager:this.manager,ktx2Loader:this.ktx2Loader,meshoptDecoder:this.meshoptDecoder});c.fileLoader.setRequestHeader(this.requestHeader);for(let h=0;h=0&&o[u]===void 0&&console.warn('THREE.GLTFLoader: Unknown extension "'+u+'".')}}c.setExtensions(a),c.setPlugins(o),c.parse(i,s)}parseAsync(e,t){const i=this;return new Promise(function(s,r){i.parse(e,t,s,r)})}}function k1(){let n={};return{get:function(e){return n[e]},add:function(e,t){n[e]=t},remove:function(e){delete n[e]},removeAll:function(){n={}}}}const Ge={KHR_BINARY_GLTF:"KHR_binary_glTF",KHR_DRACO_MESH_COMPRESSION:"KHR_draco_mesh_compression",KHR_LIGHTS_PUNCTUAL:"KHR_lights_punctual",KHR_MATERIALS_CLEARCOAT:"KHR_materials_clearcoat",KHR_MATERIALS_DISPERSION:"KHR_materials_dispersion",KHR_MATERIALS_IOR:"KHR_materials_ior",KHR_MATERIALS_SHEEN:"KHR_materials_sheen",KHR_MATERIALS_SPECULAR:"KHR_materials_specular",KHR_MATERIALS_TRANSMISSION:"KHR_materials_transmission",KHR_MATERIALS_IRIDESCENCE:"KHR_materials_iridescence",KHR_MATERIALS_ANISOTROPY:"KHR_materials_anisotropy",KHR_MATERIALS_UNLIT:"KHR_materials_unlit",KHR_MATERIALS_VOLUME:"KHR_materials_volume",KHR_TEXTURE_BASISU:"KHR_texture_basisu",KHR_TEXTURE_TRANSFORM:"KHR_texture_transform",KHR_MESH_QUANTIZATION:"KHR_mesh_quantization",KHR_MATERIALS_EMISSIVE_STRENGTH:"KHR_materials_emissive_strength",EXT_MATERIALS_BUMP:"EXT_materials_bump",EXT_TEXTURE_WEBP:"EXT_texture_webp",EXT_TEXTURE_AVIF:"EXT_texture_avif",EXT_MESHOPT_COMPRESSION:"EXT_meshopt_compression",EXT_MESH_GPU_INSTANCING:"EXT_mesh_gpu_instancing"};class F1{constructor(e){this.parser=e,this.name=Ge.KHR_LIGHTS_PUNCTUAL,this.cache={refs:{},uses:{}}}_markDefs(){const e=this.parser,t=this.parser.json.nodes||[];for(let i=0,s=t.length;i=0)throw new Error("THREE.GLTFLoader: setKTX2Loader must be called before loading KTX2 textures");return null}return t.loadTextureImage(e,r.source,a)}}class Q1{constructor(e){this.parser=e,this.name=Ge.EXT_TEXTURE_WEBP}loadTexture(e){const t=this.name,i=this.parser,s=i.json,r=s.textures[e];if(!r.extensions||!r.extensions[t])return null;const a=r.extensions[t],o=s.images[a.source];let l=i.textureLoader;if(o.uri){const c=i.options.manager.getHandler(o.uri);c!==null&&(l=c)}return i.loadTextureImage(e,a.source,l)}}class ev{constructor(e){this.parser=e,this.name=Ge.EXT_TEXTURE_AVIF}loadTexture(e){const t=this.name,i=this.parser,s=i.json,r=s.textures[e];if(!r.extensions||!r.extensions[t])return null;const a=r.extensions[t],o=s.images[a.source];let l=i.textureLoader;if(o.uri){const c=i.options.manager.getHandler(o.uri);c!==null&&(l=c)}return i.loadTextureImage(e,a.source,l)}}class tv{constructor(e){this.name=Ge.EXT_MESHOPT_COMPRESSION,this.parser=e}loadBufferView(e){const t=this.parser.json,i=t.bufferViews[e];if(i.extensions&&i.extensions[this.name]){const s=i.extensions[this.name],r=this.parser.getDependency("buffer",s.buffer),a=this.parser.options.meshoptDecoder;if(!a||!a.supported){if(t.extensionsRequired&&t.extensionsRequired.indexOf(this.name)>=0)throw new Error("THREE.GLTFLoader: setMeshoptDecoder must be called before loading compressed files");return null}return r.then(function(o){const l=s.byteOffset||0,c=s.byteLength||0,h=s.count,u=s.byteStride,d=new Uint8Array(o,l,c);return a.decodeGltfBufferAsync?a.decodeGltfBufferAsync(h,u,d,s.mode,s.filter).then(function(m){return m.buffer}):a.ready.then(function(){const m=new ArrayBuffer(h*u);return a.decodeGltfBuffer(new Uint8Array(m),h,u,d,s.mode,s.filter),m})})}else return null}}class iv{constructor(e){this.name=Ge.EXT_MESH_GPU_INSTANCING,this.parser=e}createNodeMesh(e){const t=this.parser.json,i=t.nodes[e];if(!i.extensions||!i.extensions[this.name]||i.mesh===void 0)return null;const s=t.meshes[i.mesh];for(const l of s.primitives)if(l.mode!==ni.TRIANGLES&&l.mode!==ni.TRIANGLE_STRIP&&l.mode!==ni.TRIANGLE_FAN&&l.mode!==void 0)return null;const r=i.extensions[this.name].attributes,a=[],o={};for(const l in r)a.push(this.parser.getDependency("accessor",r[l]).then(c=>(o[l]=c,o[l])));return a.length<1?null:(a.push(this.parser.createNodeMesh(e)),Promise.all(a).then(l=>{const c=l.pop(),h=c.isGroup?c.children:[c],u=l[0].count,d=[];for(const m of h){const g=new De,v=new w,f=new hi,p=new w(1,1,1),b=new Ad(m.geometry,m.material,u);for(let _=0;_0||n.search(/^data\:image\/jpeg/)===0?"image/jpeg":n.search(/\.webp($|\?)/i)>0||n.search(/^data\:image\/webp/)===0?"image/webp":n.search(/\.ktx2($|\?)/i)>0||n.search(/^data\:image\/ktx2/)===0?"image/ktx2":"image/png"}const fv=new De;class gv{constructor(e={},t={}){this.json=e,this.extensions={},this.plugins={},this.options=t,this.cache=new k1,this.associations=new Map,this.primitiveCache={},this.nodeCache={},this.meshCache={refs:{},uses:{}},this.cameraCache={refs:{},uses:{}},this.lightCache={refs:{},uses:{}},this.sourceCache={},this.textureCache={},this.nodeNamesUsed={};let i=!1,s=-1,r=!1,a=-1;if(typeof navigator<"u"){const o=navigator.userAgent;i=/^((?!chrome|android).)*safari/i.test(o)===!0;const l=o.match(/Version\/(\d+)/);s=i&&l?parseInt(l[1],10):-1,r=o.indexOf("Firefox")>-1,a=r?o.match(/Firefox\/([0-9]+)\./)[1]:-1}typeof createImageBitmap>"u"||i&&s<17||r&&a<98?this.textureLoader=new Lc(this.options.manager):this.textureLoader=new sp(this.options.manager),this.textureLoader.setCrossOrigin(this.options.crossOrigin),this.textureLoader.setRequestHeader(this.options.requestHeader),this.fileLoader=new Ro(this.options.manager),this.fileLoader.setResponseType("arraybuffer"),this.options.crossOrigin==="use-credentials"&&this.fileLoader.setWithCredentials(!0)}setExtensions(e){this.extensions=e}setPlugins(e){this.plugins=e}parse(e,t){const i=this,s=this.json,r=this.extensions;this.cache.removeAll(),this.nodeCache={},this._invokeAll(function(a){return a._markDefs&&a._markDefs()}),Promise.all(this._invokeAll(function(a){return a.beforeRoot&&a.beforeRoot()})).then(function(){return Promise.all([i.getDependencies("scene"),i.getDependencies("animation"),i.getDependencies("camera")])}).then(function(a){const o={scene:a[0][s.scene||0],scenes:a[0],animations:a[1],cameras:a[2],asset:s.asset,parser:i,userData:{}};return _s(r,o,s),Li(o,s),Promise.all(i._invokeAll(function(l){return l.afterRoot&&l.afterRoot(o)})).then(function(){for(const l of o.scenes)l.updateMatrixWorld();e(o)})}).catch(t)}_markDefs(){const e=this.json.nodes||[],t=this.json.skins||[],i=this.json.meshes||[];for(let s=0,r=t.length;s{const l=this.associations.get(a);l!=null&&this.associations.set(o,l);for(const[c,h]of a.children.entries())r(h,o.children[c])};return r(i,s),s.name+="_instance_"+e.uses[t]++,s}_invokeOne(e){const t=Object.values(this.plugins);t.push(this);for(let i=0;i=2&&f.setY(S,T[A*l+1]),l>=3&&f.setZ(S,T[A*l+2]),l>=4&&f.setW(S,T[A*l+3]),l>=5)throw new Error("THREE.GLTFLoader: Unsupported itemSize in sparse BufferAttribute.")}f.normalized=g}return f})}loadTexture(e){const t=this.json,i=this.options,s=t.textures[e].source,r=t.images[s];let a=this.textureLoader;if(r.uri){const o=i.manager.getHandler(r.uri);o!==null&&(a=o)}return this.loadTextureImage(e,s,a)}loadTextureImage(e,t,i){const s=this,r=this.json,a=r.textures[e],o=r.images[t],l=(o.uri||o.bufferView)+":"+a.sampler;if(this.textureCache[l])return this.textureCache[l];const c=this.loadImageSource(t,i).then(function(h){h.flipY=!1,h.name=a.name||o.name||"",h.name===""&&typeof o.uri=="string"&&o.uri.startsWith("data:image/")===!1&&(h.name=o.uri);const u=(r.samplers||{})[a.sampler]||{};return h.magFilter=Ah[u.magFilter]||yt,h.minFilter=Ah[u.minFilter]||Ei,h.wrapS=Rh[u.wrapS]||Ti,h.wrapT=Rh[u.wrapT]||Ti,h.generateMipmaps=!h.isCompressedTexture&&h.minFilter!==Ut&&h.minFilter!==yt,s.associations.set(h,{textures:e}),h}).catch(function(){return null});return this.textureCache[l]=c,c}loadImageSource(e,t){const i=this,s=this.json,r=this.options;if(this.sourceCache[e]!==void 0)return this.sourceCache[e].then(u=>u.clone());const a=s.images[e],o=self.URL||self.webkitURL;let l=a.uri||"",c=!1;if(a.bufferView!==void 0)l=i.getDependency("bufferView",a.bufferView).then(function(u){c=!0;const d=new Blob([u],{type:a.mimeType});return l=o.createObjectURL(d),l});else if(a.uri===void 0)throw new Error("THREE.GLTFLoader: Image "+e+" is missing URI and bufferView");const h=Promise.resolve(l).then(function(u){return new Promise(function(d,m){let g=d;t.isImageBitmapLoader===!0&&(g=function(v){const f=new Rt(v);f.needsUpdate=!0,d(f)}),t.load(Dn.resolveURL(u,r.path),g,void 0,m)})}).then(function(u){return c===!0&&o.revokeObjectURL(l),Li(u,a),u.userData.mimeType=a.mimeType||mv(a.uri),u}).catch(function(u){throw console.error("THREE.GLTFLoader: Couldn't load texture",l),u});return this.sourceCache[e]=h,h}assignTexture(e,t,i,s){const r=this;return this.getDependency("texture",i.index).then(function(a){if(!a)return null;if(i.texCoord!==void 0&&i.texCoord>0&&(a=a.clone(),a.channel=i.texCoord),r.extensions[Ge.KHR_TEXTURE_TRANSFORM]){const o=i.extensions!==void 0?i.extensions[Ge.KHR_TEXTURE_TRANSFORM]:void 0;if(o){const l=r.associations.get(a);a=r.extensions[Ge.KHR_TEXTURE_TRANSFORM].extendTexture(a,o),r.associations.set(a,l)}}return s!==void 0&&(a.colorSpace=s),e[t]=a,a})}assignFinalMaterial(e){const t=e.geometry;let i=e.material;const s=t.attributes.tangent===void 0,r=t.attributes.color!==void 0,a=t.attributes.normal===void 0;if(e.isPoints){const o="PointsMaterial:"+i.uuid;let l=this.cache.get(o);l||(l=new yc,ti.prototype.copy.call(l,i),l.color.copy(i.color),l.map=i.map,l.sizeAttenuation=!1,this.cache.add(o,l)),i=l}else if(e.isLine){const o="LineBasicMaterial:"+i.uuid;let l=this.cache.get(o);l||(l=new gc,ti.prototype.copy.call(l,i),l.color.copy(i.color),l.map=i.map,this.cache.add(o,l)),i=l}if(s||r||a){let o="ClonedMaterial:"+i.uuid+":";s&&(o+="derivative-tangents:"),r&&(o+="vertex-colors:"),a&&(o+="flat-shading:");let l=this.cache.get(o);l||(l=i.clone(),r&&(l.vertexColors=!0),a&&(l.flatShading=!0),s&&(l.normalScale&&(l.normalScale.y*=-1),l.clearcoatNormalScale&&(l.clearcoatNormalScale.y*=-1)),this.cache.add(o,l),this.associations.set(l,this.associations.get(i))),i=l}e.material=i}getMaterialType(){return Ao}loadMaterial(e){const t=this,i=this.json,s=this.extensions,r=i.materials[e];let a;const o={},l=r.extensions||{},c=[];if(l[Ge.KHR_MATERIALS_UNLIT]){const u=s[Ge.KHR_MATERIALS_UNLIT];a=u.getMaterialType(),c.push(u.extendParams(o,r,t))}else{const u=r.pbrMetallicRoughness||{};if(o.color=new xe(1,1,1),o.opacity=1,Array.isArray(u.baseColorFactor)){const d=u.baseColorFactor;o.color.setRGB(d[0],d[1],d[2],Ot),o.opacity=d[3]}u.baseColorTexture!==void 0&&c.push(t.assignTexture(o,"map",u.baseColorTexture,At)),o.metalness=u.metallicFactor!==void 0?u.metallicFactor:1,o.roughness=u.roughnessFactor!==void 0?u.roughnessFactor:1,u.metallicRoughnessTexture!==void 0&&(c.push(t.assignTexture(o,"metalnessMap",u.metallicRoughnessTexture)),c.push(t.assignTexture(o,"roughnessMap",u.metallicRoughnessTexture))),a=this._invokeOne(function(d){return d.getMaterialType&&d.getMaterialType(e)}),c.push(Promise.all(this._invokeAll(function(d){return d.extendMaterialParams&&d.extendMaterialParams(e,o)})))}r.doubleSided===!0&&(o.side=Xt);const h=r.alphaMode||Ko.OPAQUE;if(h===Ko.BLEND?(o.transparent=!0,o.depthWrite=!1):(o.transparent=!1,h===Ko.MASK&&(o.alphaTest=r.alphaCutoff!==void 0?r.alphaCutoff:.5)),r.normalTexture!==void 0&&a!==Ht&&(c.push(t.assignTexture(o,"normalMap",r.normalTexture)),o.normalScale=new oe(1,1),r.normalTexture.scale!==void 0)){const u=r.normalTexture.scale;o.normalScale.set(u,u)}if(r.occlusionTexture!==void 0&&a!==Ht&&(c.push(t.assignTexture(o,"aoMap",r.occlusionTexture)),r.occlusionTexture.strength!==void 0&&(o.aoMapIntensity=r.occlusionTexture.strength)),r.emissiveFactor!==void 0&&a!==Ht){const u=r.emissiveFactor;o.emissive=new xe().setRGB(u[0],u[1],u[2],Ot)}return r.emissiveTexture!==void 0&&a!==Ht&&c.push(t.assignTexture(o,"emissiveMap",r.emissiveTexture,At)),Promise.all(c).then(function(){const u=new a(o);return r.name&&(u.name=r.name),Li(u,r),t.associations.set(u,{materials:e}),r.extensions&&_s(s,u,r),u})}createUniqueName(e){const t=nt.sanitizeNodeName(e||"");return t in this.nodeNamesUsed?t+"_"+ ++this.nodeNamesUsed[t]:(this.nodeNamesUsed[t]=0,t)}loadGeometries(e){const t=this,i=this.extensions,s=this.primitiveCache;function r(o){return i[Ge.KHR_DRACO_MESH_COMPRESSION].decodePrimitive(o,t).then(function(l){return Ph(l,o,t)})}const a=[];for(let o=0,l=e.length;o0&&dv(p,r),p.name=t.createUniqueName(r.name||"mesh_"+e),Li(p,r),f.extensions&&_s(s,p,f),t.assignFinalMaterial(p),u.push(p)}for(let m=0,g=u.length;m1?h=new Vi:c.length===1?h=c[0]:h=new dt,h!==c[0])for(let u=0,d=c.length;u1){const u=s.associations.get(h);s.associations.set(h,{...u})}return s.associations.get(h).nodes=e,h}),this.nodeCache[e]}loadScene(e){const t=this.extensions,i=this.json.scenes[e],s=this,r=new Vi;i.name&&(r.name=s.createUniqueName(i.name)),Li(r,i),i.extensions&&_s(t,r,i);const a=i.nodes||[],o=[];for(let l=0,c=a.length;l{const u=new Map;for(const[d,m]of s.associations)(d instanceof ti||d instanceof Rt)&&u.set(d,m);return h.traverse(d=>{const m=s.associations.get(d);m!=null&&u.set(d,m)}),u};return s.associations=c(r),r})}_createAnimationTracks(e,t,i,s,r){const a=[],o=e.name?e.name:e.uuid,l=[];rs[r.path]===rs.weights?e.traverse(function(d){d.morphTargetInfluences&&l.push(d.name?d.name:d.uuid)}):l.push(o);let c;switch(rs[r.path]){case rs.weights:c=Ks;break;case rs.rotation:c=$s;break;case rs.translation:case rs.scale:c=Qs;break;default:switch(i.itemSize){case 1:c=Ks;break;case 2:case 3:default:c=Qs;break}break}const h=s.interpolation!==void 0?cv[s.interpolation]:gn,u=this._getArrayFromAccessor(i);for(let d=0,m=l.length;d{this.loader.load(e,s=>{const r=s.scene;r.traverse(a=>{a instanceof rt&&(a.receiveShadow=!0,a.castShadow=!0)}),this.scene.add(r),this.models.push({children:this.extractMeshes(r)}),t(r)},void 0,s=>{console.error("An error happened loading the model:",s),i(s)})})}extractMeshes(e){const t=[];return e.traverse(i=>{i instanceof rt&&t.push(i)}),t}clearModels(){this.models=[]}}class xv{scene;highlightMaterial;originalMaterials=new Map;originalRenderOrders=new Map;selectedObjects=[];constructor(e,t,i,s){this.scene=e,this.highlightMaterial=new Ht({color:43775,depthTest:!1,depthWrite:!1,transparent:!0,opacity:.8,side:Xt})}setEventModule(e){}setSelectedWithMaterial(e){this.clearSelected(),e.forEach(t=>{t.isMesh&&(this.originalMaterials.has(t.uuid)||this.originalMaterials.set(t.uuid,t.material),this.originalRenderOrders.has(t.uuid)||this.originalRenderOrders.set(t.uuid,t.renderOrder),t.material=this.highlightMaterial,t.renderOrder=999,this.selectedObjects.push(t))})}clearSelected(){this.selectedObjects.forEach(e=>{const t=this.originalMaterials.get(e.uuid);t&&(e.material=t);const i=this.originalRenderOrders.get(e.uuid);i!==void 0&&(e.renderOrder=i)}),this.selectedObjects=[],this.originalMaterials.clear(),this.originalRenderOrders.clear()}highlight(e){this.setSelectedWithMaterial(e)}clearHighlight(){this.clearSelected()}setVisibility(e,t){this.scene.traverse(i=>{(e.includes(i.uuid)||e.includes(i.name))&&(i.visible=t)})}}class as extends ns{constructor(e,t,i,s){super(),this.renderScene=t,this.renderCamera=i,this.selectedObjects=s!==void 0?s:[],this.visibleEdgeColor=new xe(1,1,1),this.hiddenEdgeColor=new xe(.1,.04,.02),this.edgeGlow=0,this.usePatternTexture=!1,this.patternTexture=null,this.edgeThickness=1,this.edgeStrength=3,this.downSampleRatio=2,this.pulsePeriod=0,this._visibilityCache=new Map,this._selectionCache=new Set,this.resolution=e!==void 0?new oe(e.x,e.y):new oe(256,256);const r=Math.round(this.resolution.x/this.downSampleRatio),a=Math.round(this.resolution.y/this.downSampleRatio);this.renderTargetMaskBuffer=new Mt(this.resolution.x,this.resolution.y),this.renderTargetMaskBuffer.texture.name="OutlinePass.mask",this.renderTargetMaskBuffer.texture.generateMipmaps=!1,this.depthMaterial=new Ec,this.depthMaterial.side=Xt,this.depthMaterial.depthPacking=Il,this.depthMaterial.blending=bt,this.prepareMaskMaterial=this._getPrepareMaskMaterial(),this.prepareMaskMaterial.side=Xt,this.prepareMaskMaterial.fragmentShader=h(this.prepareMaskMaterial.fragmentShader,this.renderCamera),this.renderTargetDepthBuffer=new Mt(this.resolution.x,this.resolution.y,{type:ft}),this.renderTargetDepthBuffer.texture.name="OutlinePass.depth",this.renderTargetDepthBuffer.texture.generateMipmaps=!1,this.renderTargetMaskDownSampleBuffer=new Mt(r,a,{type:ft}),this.renderTargetMaskDownSampleBuffer.texture.name="OutlinePass.depthDownSample",this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps=!1,this.renderTargetBlurBuffer1=new Mt(r,a,{type:ft}),this.renderTargetBlurBuffer1.texture.name="OutlinePass.blur1",this.renderTargetBlurBuffer1.texture.generateMipmaps=!1,this.renderTargetBlurBuffer2=new Mt(Math.round(r/2),Math.round(a/2),{type:ft}),this.renderTargetBlurBuffer2.texture.name="OutlinePass.blur2",this.renderTargetBlurBuffer2.texture.generateMipmaps=!1,this.edgeDetectionMaterial=this._getEdgeDetectionMaterial(),this.renderTargetEdgeBuffer1=new Mt(r,a,{type:ft}),this.renderTargetEdgeBuffer1.texture.name="OutlinePass.edge1",this.renderTargetEdgeBuffer1.texture.generateMipmaps=!1,this.renderTargetEdgeBuffer2=new Mt(Math.round(r/2),Math.round(a/2),{type:ft}),this.renderTargetEdgeBuffer2.texture.name="OutlinePass.edge2",this.renderTargetEdgeBuffer2.texture.generateMipmaps=!1;const o=4,l=4;this.separableBlurMaterial1=this._getSeparableBlurMaterial(o),this.separableBlurMaterial1.uniforms.texSize.value.set(r,a),this.separableBlurMaterial1.uniforms.kernelRadius.value=1,this.separableBlurMaterial2=this._getSeparableBlurMaterial(l),this.separableBlurMaterial2.uniforms.texSize.value.set(Math.round(r/2),Math.round(a/2)),this.separableBlurMaterial2.uniforms.kernelRadius.value=l,this.overlayMaterial=this._getOverlayMaterial();const c=ss;this.copyUniforms=vi.clone(c.uniforms),this.materialCopy=new ct({uniforms:this.copyUniforms,vertexShader:c.vertexShader,fragmentShader:c.fragmentShader,blending:bt,depthTest:!1,depthWrite:!1}),this.enabled=!0,this.needsSwap=!1,this._oldClearColor=new xe,this.oldClearAlpha=1,this._fsQuad=new Nn(null),this.tempPulseColor1=new xe,this.tempPulseColor2=new xe,this.textureMatrix=new De;function h(u,d){const m=d.isPerspectiveCamera?"perspective":"orthographic";return u.replace(/DEPTH_TO_VIEW_Z/g,m+"DepthToViewZ")}}dispose(){this.renderTargetMaskBuffer.dispose(),this.renderTargetDepthBuffer.dispose(),this.renderTargetMaskDownSampleBuffer.dispose(),this.renderTargetBlurBuffer1.dispose(),this.renderTargetBlurBuffer2.dispose(),this.renderTargetEdgeBuffer1.dispose(),this.renderTargetEdgeBuffer2.dispose(),this.depthMaterial.dispose(),this.prepareMaskMaterial.dispose(),this.edgeDetectionMaterial.dispose(),this.separableBlurMaterial1.dispose(),this.separableBlurMaterial2.dispose(),this.overlayMaterial.dispose(),this.materialCopy.dispose(),this._fsQuad.dispose()}setSize(e,t){this.renderTargetMaskBuffer.setSize(e,t),this.renderTargetDepthBuffer.setSize(e,t);let i=Math.round(e/this.downSampleRatio),s=Math.round(t/this.downSampleRatio);this.renderTargetMaskDownSampleBuffer.setSize(i,s),this.renderTargetBlurBuffer1.setSize(i,s),this.renderTargetEdgeBuffer1.setSize(i,s),this.separableBlurMaterial1.uniforms.texSize.value.set(i,s),i=Math.round(i/2),s=Math.round(s/2),this.renderTargetBlurBuffer2.setSize(i,s),this.renderTargetEdgeBuffer2.setSize(i,s),this.separableBlurMaterial2.uniforms.texSize.value.set(i,s)}render(e,t,i,s,r){if(this.selectedObjects.length>0){e.getClearColor(this._oldClearColor),this.oldClearAlpha=e.getClearAlpha();const a=e.autoClear;e.autoClear=!1,r&&e.state.buffers.stencil.setTest(!1),e.setClearColor(16777215,1),this._updateSelectionCache(),this._changeVisibilityOfSelectedObjects(!1);const o=this.renderScene.background,l=this.renderScene.overrideMaterial;if(this.renderScene.background=null,this.renderScene.overrideMaterial=this.depthMaterial,e.setRenderTarget(this.renderTargetDepthBuffer),e.clear(),e.render(this.renderScene,this.renderCamera),this._changeVisibilityOfSelectedObjects(!0),this._visibilityCache.clear(),this._updateTextureMatrix(),this._changeVisibilityOfNonSelectedObjects(!1),this.renderScene.overrideMaterial=this.prepareMaskMaterial,this.prepareMaskMaterial.uniforms.cameraNearFar.value.set(this.renderCamera.near,this.renderCamera.far),this.prepareMaskMaterial.uniforms.depthTexture.value=this.renderTargetDepthBuffer.texture,this.prepareMaskMaterial.uniforms.textureMatrix.value=this.textureMatrix,e.setRenderTarget(this.renderTargetMaskBuffer),e.clear(),e.render(this.renderScene,this.renderCamera),this._changeVisibilityOfNonSelectedObjects(!0),this._visibilityCache.clear(),this._selectionCache.clear(),this.renderScene.background=o,this.renderScene.overrideMaterial=l,this._fsQuad.material=this.materialCopy,this.copyUniforms.tDiffuse.value=this.renderTargetMaskBuffer.texture,e.setRenderTarget(this.renderTargetMaskDownSampleBuffer),e.clear(),this._fsQuad.render(e),this.tempPulseColor1.copy(this.visibleEdgeColor),this.tempPulseColor2.copy(this.hiddenEdgeColor),this.pulsePeriod>0){const c=.625+Math.cos(performance.now()*.01/this.pulsePeriod)*.75/2;this.tempPulseColor1.multiplyScalar(c),this.tempPulseColor2.multiplyScalar(c)}this._fsQuad.material=this.edgeDetectionMaterial,this.edgeDetectionMaterial.uniforms.maskTexture.value=this.renderTargetMaskDownSampleBuffer.texture,this.edgeDetectionMaterial.uniforms.texSize.value.set(this.renderTargetMaskDownSampleBuffer.width,this.renderTargetMaskDownSampleBuffer.height),this.edgeDetectionMaterial.uniforms.visibleEdgeColor.value=this.tempPulseColor1,this.edgeDetectionMaterial.uniforms.hiddenEdgeColor.value=this.tempPulseColor2,e.setRenderTarget(this.renderTargetEdgeBuffer1),e.clear(),this._fsQuad.render(e),this._fsQuad.material=this.separableBlurMaterial1,this.separableBlurMaterial1.uniforms.colorTexture.value=this.renderTargetEdgeBuffer1.texture,this.separableBlurMaterial1.uniforms.direction.value=as.BlurDirectionX,this.separableBlurMaterial1.uniforms.kernelRadius.value=this.edgeThickness,e.setRenderTarget(this.renderTargetBlurBuffer1),e.clear(),this._fsQuad.render(e),this.separableBlurMaterial1.uniforms.colorTexture.value=this.renderTargetBlurBuffer1.texture,this.separableBlurMaterial1.uniforms.direction.value=as.BlurDirectionY,e.setRenderTarget(this.renderTargetEdgeBuffer1),e.clear(),this._fsQuad.render(e),this._fsQuad.material=this.separableBlurMaterial2,this.separableBlurMaterial2.uniforms.colorTexture.value=this.renderTargetEdgeBuffer1.texture,this.separableBlurMaterial2.uniforms.direction.value=as.BlurDirectionX,e.setRenderTarget(this.renderTargetBlurBuffer2),e.clear(),this._fsQuad.render(e),this.separableBlurMaterial2.uniforms.colorTexture.value=this.renderTargetBlurBuffer2.texture,this.separableBlurMaterial2.uniforms.direction.value=as.BlurDirectionY,e.setRenderTarget(this.renderTargetEdgeBuffer2),e.clear(),this._fsQuad.render(e),this._fsQuad.material=this.overlayMaterial,this.overlayMaterial.uniforms.maskTexture.value=this.renderTargetMaskBuffer.texture,this.overlayMaterial.uniforms.edgeTexture1.value=this.renderTargetEdgeBuffer1.texture,this.overlayMaterial.uniforms.edgeTexture2.value=this.renderTargetEdgeBuffer2.texture,this.overlayMaterial.uniforms.patternTexture.value=this.patternTexture,this.overlayMaterial.uniforms.edgeStrength.value=this.edgeStrength,this.overlayMaterial.uniforms.edgeGlow.value=this.edgeGlow,this.overlayMaterial.uniforms.usePatternTexture.value=this.usePatternTexture,r&&e.state.buffers.stencil.setTest(!0),e.setRenderTarget(i),this._fsQuad.render(e),e.setClearColor(this._oldClearColor,this.oldClearAlpha),e.autoClear=a}this.renderToScreen&&(this._fsQuad.material=this.materialCopy,this.copyUniforms.tDiffuse.value=i.texture,e.setRenderTarget(null),this._fsQuad.render(e))}_updateSelectionCache(){const e=this._selectionCache;function t(i){i.isMesh&&e.add(i)}e.clear();for(let i=0;i #include #include @@ -4890,10 +4890,10 @@ void main() { if(usePatternTexture) finalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r); gl_FragColor = finalColor; - }`,blending:zn,depthTest:!1,depthWrite:!1,transparent:!0})}}as.BlurDirectionX=new oe(1,0),as.BlurDirectionY=new oe(0,1);class bv{outlinePass;hoveredObjects=[];selectedObjects=[];constructor(e,t,i,s){this.outlinePass=new as(new oe(i,s),e,t),this.outlinePass.edgeStrength=3,this.outlinePass.edgeGlow=.5,this.outlinePass.edgeThickness=1,this.outlinePass.pulsePeriod=0,this.outlinePass.visibleEdgeColor.set("#ff9800"),this.outlinePass.hiddenEdgeColor.set("#ff9800")}getPass(){return this.outlinePass}setHoveredObjects(e){this.hoveredObjects=e,this.updateOutline(),e.length>0&&(this.outlinePass.edgeStrength=3,this.outlinePass.edgeGlow=.5,this.outlinePass.visibleEdgeColor.set("#ff9800"),this.outlinePass.hiddenEdgeColor.set("#ff9800"))}setSelectedObjects(e){this.selectedObjects=e,this.updateOutline(),e.length>0&&(this.outlinePass.edgeStrength=5,this.outlinePass.edgeGlow=1,this.outlinePass.visibleEdgeColor.set("#00aaff"),this.outlinePass.hiddenEdgeColor.set("#00aaff"))}clearHovered(){this.hoveredObjects=[],this.updateOutline()}clearSelected(){this.selectedObjects=[],this.updateOutline()}clearAll(){this.hoveredObjects=[],this.selectedObjects=[],this.updateOutline()}updateOutline(){this.selectedObjects.length>0?(this.outlinePass.selectedObjects=this.selectedObjects,this.outlinePass.edgeStrength=5,this.outlinePass.edgeGlow=1,this.outlinePass.visibleEdgeColor.set("#00aaff"),this.outlinePass.hiddenEdgeColor.set("#00aaff")):this.hoveredObjects.length>0?(this.outlinePass.selectedObjects=this.hoveredObjects,this.outlinePass.edgeStrength=3,this.outlinePass.edgeGlow=.5,this.outlinePass.visibleEdgeColor.set("#ff9800"),this.outlinePass.hiddenEdgeColor.set("#ff9800")):this.outlinePass.selectedObjects=[]}resize(e,t){this.outlinePass.setSize(e,t)}setHoverStyle(e){e.color&&(this.outlinePass.visibleEdgeColor.set(e.color),this.outlinePass.hiddenEdgeColor.set(e.color)),e.strength!==void 0&&(this.outlinePass.edgeStrength=e.strength),e.glow!==void 0&&(this.outlinePass.edgeGlow=e.glow),e.thickness!==void 0&&(this.outlinePass.edgeThickness=e.thickness)}setSelectedStyle(e){}}class yv{scene;camera;canvas;controls;outlineManager;isSelecting=!1;startPoint=new oe;endPoint=new oe;ctrlPressed=!1;controlsEnabled=!0;selectionBox=null;selectedObjects=[];constructor(e,t,i,s,r){this.scene=e,this.camera=t,this.canvas=i,this.controls=s,this.outlineManager=r,this.setupEventListeners(),this.createSelectionBoxElement()}createSelectionBoxElement(){this.selectionBox=document.createElement("div"),this.selectionBox.style.position="absolute",this.selectionBox.style.border="2px dashed #00aaff",this.selectionBox.style.backgroundColor="rgba(0, 170, 255, 0.1)",this.selectionBox.style.pointerEvents="none",this.selectionBox.style.display="none",this.selectionBox.style.zIndex="1000",this.canvas.parentElement&&this.canvas.parentElement.appendChild(this.selectionBox)}setupEventListeners(){window.addEventListener("keydown",this.onKeyDown.bind(this)),window.addEventListener("keyup",this.onKeyUp.bind(this)),this.canvas.addEventListener("mousedown",this.onMouseDown.bind(this)),this.canvas.addEventListener("mousemove",this.onMouseMove.bind(this)),this.canvas.addEventListener("mouseup",this.onMouseUp.bind(this))}onKeyDown(e){(e.key==="Control"||e.key==="Meta")&&(this.ctrlPressed=!0)}onKeyUp(e){(e.key==="Control"||e.key==="Meta")&&(this.ctrlPressed=!1,this.isSelecting&&this.endSelection())}onMouseDown(e){if(e.button!==0||!this.ctrlPressed)return;const t=this.canvas.getBoundingClientRect();this.startPoint.set(e.clientX-t.left,e.clientY-t.top),this.endPoint.copy(this.startPoint),this.isSelecting=!0,this.controls&&this.controls.enabled!==void 0&&(this.controlsEnabled=this.controls.enabled,this.controls.enabled=!1),this.selectionBox&&(this.selectionBox.style.display="block",this.updateSelectionBoxUI()),e.preventDefault(),e.stopPropagation()}onMouseMove(e){if(!this.isSelecting)return;const t=this.canvas.getBoundingClientRect();this.endPoint.set(e.clientX-t.left,e.clientY-t.top),this.updateSelectionBoxUI(),this.updateSelectedObjects(),e.preventDefault(),e.stopPropagation()}onMouseUp(e){this.isSelecting&&(this.endSelection(),e.preventDefault(),e.stopPropagation())}endSelection(){this.isSelecting&&(this.isSelecting=!1,this.controls&&this.controls.enabled!==void 0&&(this.controls.enabled=this.controlsEnabled),this.selectionBox&&(this.selectionBox.style.display="none"),this.updateSelectedObjects())}updateSelectionBoxUI(){if(!this.selectionBox)return;const e=Math.min(this.startPoint.x,this.endPoint.x),t=Math.min(this.startPoint.y,this.endPoint.y),i=Math.abs(this.endPoint.x-this.startPoint.x),s=Math.abs(this.endPoint.y-this.startPoint.y);this.selectionBox.style.left=`${e}px`,this.selectionBox.style.top=`${t}px`,this.selectionBox.style.width=`${i}px`,this.selectionBox.style.height=`${s}px`}updateSelectedObjects(){const e=this.endPoint.x>this.startPoint.x,t=this.endPoint.y>this.startPoint.y,i=e&&t,s=this.canvas.getBoundingClientRect(),r=s.width,a=s.height,o=new oe(Math.min(this.startPoint.x,this.endPoint.x)/r,Math.min(this.startPoint.y,this.endPoint.y)/a),l=new oe(Math.max(this.startPoint.x,this.endPoint.x)/r,Math.max(this.startPoint.y,this.endPoint.y)/a),c=[];this.scene.traverse(h=>{if(!h.isMesh||!h.visible)return;const u=h;if(!u.geometry)return;u.geometry.boundingBox||u.geometry.computeBoundingBox();const d=u.geometry.boundingBox;if(!d)return;const m=this.getBoundingBoxCorners(d,u).map(f=>this.worldToScreen(f)),g=this.getScreenBoundingBox(m);let v=!1;i?v=this.isFullyContained(g,o,l):v=this.isPartiallyContained(g,o,l),v&&c.push(h)}),this.selectedObjects=c,this.outlineManager.setSelectedObjects(this.selectedObjects)}getBoundingBoxCorners(e,t){const i=[],s=e.min,r=e.max;return i.push(new w(s.x,s.y,s.z)),i.push(new w(r.x,s.y,s.z)),i.push(new w(s.x,r.y,s.z)),i.push(new w(r.x,r.y,s.z)),i.push(new w(s.x,s.y,r.z)),i.push(new w(r.x,s.y,r.z)),i.push(new w(s.x,r.y,r.z)),i.push(new w(r.x,r.y,r.z)),i.forEach(a=>{a.applyMatrix4(t.matrixWorld)}),i}worldToScreen(e){const t=e.clone();t.project(this.camera);const i=(t.x+1)/2,s=(1-t.y)/2;return new oe(i,s)}getScreenBoundingBox(e){const t=new oe(1/0,1/0),i=new oe(-1/0,-1/0);return e.forEach(s=>{t.x=Math.min(t.x,s.x),t.y=Math.min(t.y,s.y),i.x=Math.max(i.x,s.x),i.y=Math.max(i.y,s.y)}),{min:t,max:i}}isFullyContained(e,t,i){return e.min.x>=t.x&&e.min.y>=t.y&&e.max.x<=i.x&&e.max.y<=i.y}isPartiallyContained(e,t,i){return!(e.max.xi.x||e.max.yi.y)}clearSelection(){this.selectedObjects=[],this.outlineManager.clearSelected()}getSelectedObjects(){return this.selectedObjects}dispose(){window.removeEventListener("keydown",this.onKeyDown.bind(this)),window.removeEventListener("keyup",this.onKeyUp.bind(this)),this.canvas.removeEventListener("mousedown",this.onMouseDown.bind(this)),this.canvas.removeEventListener("mousemove",this.onMouseMove.bind(this)),this.canvas.removeEventListener("mouseup",this.onMouseUp.bind(this)),this.selectionBox&&this.selectionBox.parentElement&&this.selectionBox.parentElement.removeChild(this.selectionBox),this.clearSelection()}}class Mv{scene;clippingPlane;stencilGroup=null;isEnabledFlag=!1;capMesh=null;planeInitialized=!1;tempCenter=new w;sceneBounds=new Rt;capColor=new xe(16711680);constructor(e){this.scene=e,this.clippingPlane=new Ai(new w(0,-1,0),0)}enable(){this.isEnabledFlag=!0,this.refresh()}disable(){this.isEnabledFlag=!1,this.cleanup()}refresh(){this.isEnabledFlag&&(this.cleanupStencilGroup(),this.ensurePlaneInitialized(),this.updateSceneMaterials(!0),this.createStencilGroup())}setPlane(e,t){this.planeInitialized=!0,this.clippingPlane.normal.copy(e).normalize(),this.clippingPlane.constant=t,this.isEnabledFlag&&this.updateCapPlane()}isEnabled(){return this.isEnabledFlag}setCapColor(e){if(this.capColor.set(e),this.capMesh){const t=this.capMesh.material;t.color.copy(this.capColor),t.needsUpdate=!0}}updateSceneMaterials(e){this.scene.traverse(t=>{if(t instanceof rt){if(t.userData.isStencilCap)return;(Array.isArray(t.material)?t.material:[t.material]).forEach(i=>{i&&(e?((!i.clippingPlanes||i.clippingPlanes.indexOf(this.clippingPlane)===-1)&&(i.clippingPlanes=[this.clippingPlane]),i.clipShadows=!0):i.clippingPlanes=[],i.needsUpdate=!0)})}})}createStencilGroup(){this.stencilGroup=new Vi,this.stencilGroup.name="ClippingStencilGroup",this.scene.add(this.stencilGroup);let e=0;this.scene.traverse(t=>{if(t instanceof rt&&t.visible&&!t.userData.isStencilCap){if(!t.geometry)return;this.createStencilMeshesForObject(t),e++}}),console.log(`ClippingManager: Generated stencil geometry for ${e} meshes.`),this.addCapPlane(),this.updateCapPlane()}createStencilMeshesForObject(e){const t=e.geometry;e.updateMatrixWorld(!0);const i=e.matrixWorld,s=new Ht({depthWrite:!1,depthTest:!1,colorWrite:!1,stencilWrite:!0,stencilFunc:Ha,clippingPlanes:[this.clippingPlane]}),r=s.clone();r.side=zt,r.stencilFail=Fa,r.stencilZFail=Fa,r.stencilZPass=Fa;const a=new rt(t,r);a.applyMatrix4(i),a.matrixAutoUpdate=!1,a.userData.isStencilCap=!0,a.renderOrder=1,this.stencilGroup.add(a);const o=s.clone();o.side=Si,o.stencilFail=za,o.stencilZFail=za,o.stencilZPass=za;const l=new rt(t,o);l.applyMatrix4(i),l.matrixAutoUpdate=!1,l.userData.isStencilCap=!0,l.renderOrder=1,this.stencilGroup.add(l)}addCapPlane(){const e=new Ht({color:this.capColor,side:Xt,stencilWrite:!0,transparent:!0,opacity:0,stencilFunc:Eu,stencilRef:0,clippingPlanes:[],depthTest:!0,polygonOffset:!0,polygonOffsetFactor:-1,polygonOffsetUnits:-1}),t=new An(1e5,1e5),i=new rt(t,e);i.userData.isCapPlane=!0,i.userData.isStencilCap=!0,i.renderOrder=2,this.capMesh=i,this.stencilGroup.add(i)}updateCapPlane(){if(!this.stencilGroup||!this.capMesh)return;const e=this.capMesh,t=this.clippingPlane.normal,i=-this.clippingPlane.constant;e.quaternion.setFromUnitVectors(new w(0,0,1),t),e.position.copy(t).multiplyScalar(i)}cleanupStencilGroup(){this.stencilGroup&&(this.scene.remove(this.stencilGroup),this.stencilGroup.traverse(e=>{e.material&&(Array.isArray(e.material)?e.material.forEach(t=>t.dispose()):e.material.dispose()),e.geometry&&e.userData.isCapPlane&&e.geometry.dispose()}),this.stencilGroup=null,this.capMesh=null)}cleanup(){this.updateSceneMaterials(!1),this.cleanupStencilGroup()}ensurePlaneInitialized(){if(this.planeInitialized||(this.sceneBounds.makeEmpty(),this.sceneBounds.setFromObject(this.scene),this.sceneBounds.isEmpty()))return;this.sceneBounds.getCenter(this.tempCenter);const e=this.clippingPlane.normal;this.clippingPlane.constant=-e.dot(this.tempCenter),this.planeInitialized=!0,this.updateCapPlane()}}class Sv{_lastClickWorldPosition=null;_lastClickScreenPosition=null;constructor(){}setLastClickWorldPosition(e){this._lastClickWorldPosition=e.clone()}getLastClickWorldPosition(){return this._lastClickWorldPosition}setLastClickScreenPosition(e){this._lastClickScreenPosition=e.clone()}getLastClickScreenPosition(){return this._lastClickScreenPosition}clearClickState(){this._lastClickWorldPosition=null,this._lastClickScreenPosition=null}}function Tv(n){let e=new Object;return e.updataSceneOctreeBox=function(){n.octreeBoxModels=[];let t=e.getBoundingBox();e.ocBox=e.splitBoxIntoAuto(t);let i=0;n.models.forEach(a=>{a.children.forEach(o=>{o.info.forEach(l=>{r(l,e.ocBox)})}),i=i+1}),s(e.ocBox);function s(a){for(let o=a.children.length-1;o>=0;o--){let l=a.children[o];l.isLeaf==!1&&s(l),l.children.length==0&&(l.isLeaf=!0),l.isLeaf&&(l.elements==null||l.elements.length==0)&&a.children.splice(o,1)}}function r(a,o){var l={min:a.box.min,max:a.box.max};if(e.boxContainBox(o,l)==!0)if(o.elements==null&&(o.elements=[]),o.isLeaf==!1){let c=!1;for(let h=0;h=t.min.x&&i.min.y>=t.min.y&&i.min.z>=t.min.z&&i.max.x<=t.max.x&&i.max.y<=t.max.y&&i.max.z<=t.max.z},e.splitBoxIntoAuto=function(t,i=10){let s=[],r=[],a=[],o=(t.max.x-t.min.x)*.5,l=(t.max.y-t.min.y)*.5,c=(t.max.z-t.min.z)*.5;if(o>i){let h=t,u={min:h.min,max:new w(h.min.x+o,h.max.y,h.max.z)},d={min:new w(h.min.x+o,h.min.y,h.min.z),max:h.max};s.push(u),s.push(d)}if(l>i)for(let h of s){let u={min:h.min,max:new w(h.max.x,h.min.y+l,h.max.z)},d={min:new w(h.min.x,h.min.y+l,h.min.z),max:h.max};r.push(u),r.push(d)}else r=s;if(c>i)for(let h of r){let u={min:h.min,max:new w(h.max.x,h.max.y,h.min.z+c)},d={min:new w(h.min.x,h.min.y,h.min.z+c),max:h.max};a.push(u),a.push(d)}else a=r;if(t.children=a,t.children.length>0){t.isLeaf=!1;for(let h=0;h{r.children.forEach(a=>{a.geometry.computeBoundingBox();let o=a.geometry.boundingBox.min,l=a.geometry.boundingBox.max;o.xs.x&&(s.x=l.x),l.y>s.y&&(s.y=l.y),l.z>s.z&&(s.z=l.z)})}),{min:i,max:s}},e}var ln=Object.freeze({Linear:Object.freeze({None:function(n){return n},In:function(n){return n},Out:function(n){return n},InOut:function(n){return n}}),Quadratic:Object.freeze({In:function(n){return n*n},Out:function(n){return n*(2-n)},InOut:function(n){return(n*=2)<1?.5*n*n:-.5*(--n*(n-2)-1)}}),Cubic:Object.freeze({In:function(n){return n*n*n},Out:function(n){return--n*n*n+1},InOut:function(n){return(n*=2)<1?.5*n*n*n:.5*((n-=2)*n*n+2)}}),Quartic:Object.freeze({In:function(n){return n*n*n*n},Out:function(n){return 1- --n*n*n*n},InOut:function(n){return(n*=2)<1?.5*n*n*n*n:-.5*((n-=2)*n*n*n-2)}}),Quintic:Object.freeze({In:function(n){return n*n*n*n*n},Out:function(n){return--n*n*n*n*n+1},InOut:function(n){return(n*=2)<1?.5*n*n*n*n*n:.5*((n-=2)*n*n*n*n+2)}}),Sinusoidal:Object.freeze({In:function(n){return 1-Math.sin((1-n)*Math.PI/2)},Out:function(n){return Math.sin(n*Math.PI/2)},InOut:function(n){return .5*(1-Math.sin(Math.PI*(.5-n)))}}),Exponential:Object.freeze({In:function(n){return 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Stop the Tween first.");return this._valuesEnd=e,this._propertiesAreSetUp=!1,this._duration=t<0?0:t,this},n.prototype.duration=function(e){return e===void 0&&(e=1e3),this._duration=e<0?0:e,this},n.prototype.dynamic=function(e){return e===void 0&&(e=!1),this._isDynamic=e,this},n.prototype.start=function(e,t){if(e===void 0&&(e=On()),t===void 0&&(t=!1),this._isPlaying)return this;if(this._group&&this._group.add(this),this._repeat=this._initialRepeat,this._reversed){this._reversed=!1;for(var i in this._valuesStartRepeat)this._swapEndStartRepeatValues(i),this._valuesStart[i]=this._valuesStartRepeat[i]}if(this._isPlaying=!0,this._isPaused=!1,this._onStartCallbackFired=!1,this._onEveryStartCallbackFired=!1,this._isChainStopped=!1,this._startTime=e,this._startTime+=this._delayTime,!this._propertiesAreSetUp||t){if(this._propertiesAreSetUp=!0,!this._isDynamic){var s={};for(var r in 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this._valuesEnd[r]=="string"&&(this._valuesStartRepeat[r]=this._valuesStartRepeat[r]+parseFloat(this._valuesEnd[r])),this._yoyo&&this._swapEndStartRepeatValues(r),this._valuesStart[r]=this._valuesStartRepeat[r];return this._yoyo&&(this._reversed=!this._reversed),this._startTime+=l*m,this._onRepeatCallback&&this._onRepeatCallback(this._object),this._onEveryStartCallbackFired=!1,!0}else{this._onCompleteCallback&&this._onCompleteCallback(this._object);for(var g=0,v=this._chainedTweens.length;g{f&&(E||(f(R),E=!0))}),f&&setTimeout(()=>{E||(f(!0),E=!0)},v+10)},i.CameraGoHome=function(){var g=n.octreeBox.getBoundingBox(),v=g.min.clone().add(g.max.clone()).multiplyScalar(.5);let f=new w(1,1,1);var p=v.clone().add(f.multiplyScalar(1*g.max.distanceTo(g.min)));l(e.camera.position,p,n.controls.target.clone(),v)};function l(g,v,f,p,b,_,E=1e3,R){var T;b&&_?(T=new tl.Tween({x1:g.x,y1:g.y,z1:g.z,x2:f.x,y2:f.y,z2:f.z,_x:b._x,_y:b._y,_z:b._z,_w:b._w}),T.to({x1:v.x,y1:v.y,z1:v.z,x2:p.x,y2:p.y,z2:p.z,_x:_._x,_y:_._y,_z:_._z,_w:_._w},E)):(T=new tl.Tween({x1:g.x,y1:g.y,z1:g.z,x2:f.x,y2:f.y,z2:f.z}),T.to({x1:v.x,y1:v.y,z1:v.z,x2:p.x,y2:p.y,z2:p.z},E)),T.onUpdate(function(I){b&&_?(e.camera.quaternion._x=I._x,e.camera.quaternion._y=I._y,e.camera.quaternion._z=I._z,e.camera.quaternion._w=I._w):n.controls.auto=!0,e.camera.position.x=I.x1,e.camera.position.y=I.y1,e.camera.position.z=I.z1,n.controls.target.x=I.x2,n.controls.target.y=I.y2,n.controls.target.z=I.z2,n.controls.update(),i.RenderScene()}),T.onComplete(function(I){n.controls.auto=!1,i.RenderScene(),R&&R(!0),cancelAnimationFrame(s),s=null}),T.easing(tl.Easing.Cubic.InOut);function A(I){s=requestAnimationFrame(A),T.update()}T.start(),A()}function c(){r=document.createElement("div"),r.className="ViewCube",t.appendChild(r),a=document.createElement("div"),a.className="ViewAttr",t.appendChild(a)}function h(){i.sceneOrtho=Cv();var f=window.innerWidth,p=window.innerHeight,g=f>p?f/p:p/f,v=150;i.camera=new ms(v*g/-2,v*g/2,2*v/2,1.4*v/-2,.01,1e4);var f=r.clientWidth,p=r.clientHeight,b=new Lr({alpha:!0});b.setSize(f,p),b.setClearAlpha(0),i.sceneOrtho.renderer=b;let _=new Bc(16777215,.8);i.sceneOrtho.add(_),Av(r,b)}function u(){let g=[{label:"右",icon:"cube/cn_right.png"},{label:"左",icon:"cube/cn_left.png"},{label:"顶",icon:"cube/cn_top.png"},{label:"底",icon:"cube/cn_bottom.png"},{label:"前",icon:"cube/cn_front.png"},{label:"后",icon:"cube/cn_back.png"}];var v=[];for(const p of g)v.push(new Ht({color:16777215,map:new Lc().load(p.icon)}));new Od({color:255});var f=new rt(new ds(110,110,110),v);i.sceneOrtho.add(f),d(122),r.addEventListener("mousedown",p=>{var b={};b.x=p.offsetX/r.clientWidth*2-1,b.y=-(p.offsetY/r.clientHeight)*2+1;var _=new kc;_.setFromCamera(b,i.camera);const E=_.intersectObjects(o,!1);E.length>0&&i.ToggleDirectionView(E[0].object.name)}),r.addEventListener("mousemove",p=>{var b={};b.x=p.offsetX/r.clientWidth*2-1,b.y=-(p.offsetY/r.clientHeight)*2+1;var _=new kc;_.setFromCamera(b,i.camera);const E=_.intersectObjects(o,!1);for(var R of o)R.material.opacity=.01;E.length>0&&(E[0].object.material.opacity=.2)})}function d(g){for(var v=g*.5-20,f=[{name:"right",a:30,b:75,c:75,point:new w(v,0,0)},{name:"back",a:75,b:75,c:30,point:new w(0,0,-v)},{name:"left",a:30,b:75,c:75,point:new w(-v,0,0)},{name:"front",a:75,b:75,c:30,point:new w(0,0,v)},{name:"top",a:75,b:30,c:75,point:new w(0,v,0)},{name:"button",a:75,b:30,c:75,point:new w(0,-v,0)}],p=[{name:"top_right_back",a:30,b:30,c:30,point:new w(-v,v,v)},{name:"button_front_right",a:30,b:30,c:30,point:new w(-v,-v,v)},{name:"top_front_right",a:30,b:30,c:30,point:new w(v,v,v)},{name:"button_right_back",a:30,b:30,c:30,point:new w(v,-v,v)},{name:"top_back_left",a:30,b:30,c:30,point:new w(-v,v,-v)},{name:"button_back_left",a:30,b:30,c:30,point:new w(-v,-v,-v)},{name:"top_left_front",a:30,b:30,c:30,point:new w(v,v,-v)},{name:"button_left_front",a:30,b:30,c:30,point:new w(v,-v,-v)}],b=[{name:"top_front",a:30,b:30,c:75,point:new w(v,v,0)},{name:"top_right",a:75,b:30,c:30,point:new w(0,v,v)},{name:"top_back",a:30,b:30,c:75,point:new w(-v,v,0)},{name:"top_left",a:75,b:30,c:30,point:new w(0,v,-v)},{name:"button_front",a:30,b:30,c:75,point:new w(v,-v,0)},{name:"button_right",a:75,b:30,c:30,point:new w(0,-v,v)},{name:"button_back",a:30,b:30,c:75,point:new w(-v,-v,0)},{name:"button_left",a:75,b:30,c:30,point:new w(0,-v,-v)},{name:"front_right",a:30,b:75,c:30,point:new w(v,0,v)},{name:"right_back",a:30,b:75,c:30,point:new w(-v,0,v)},{name:"back_left",a:30,b:75,c:30,point:new w(-v,0,-v)},{name:"left_front",a:30,b:75,c:30,point:new w(v,0,-v)}],_=0;_{t instanceof rt&&n.includes(t.name)&&e.push(t)}),this.manager.highlight(e)}addSelection(n){this.select(n)}removeSelection(n){this.manager.clearHighlight()}clearSelection(){this.manager.clearHighlight()}getHiddenComponents(){const n=[];return this.scene.traverse(e=>{e.visible||n.push(e.name)}),n}setVisibility(n,e){this.manager.setVisibility(n,e)}isolate(n){this.scene.traverse(e=>e.visible=!1),this.setVisibility(n,!0)}clearIsolation(){this.scene.traverse(n=>n.visible=!0)}setColor(n,e){console.warn("[V1] setColor not implemented")}restoreColor(n){console.warn("[V1] restoreColor not implemented")}setOpacity(n,e){console.warn("[V1] setOpacity not implemented")}restoreOpacity(n){console.warn("[V1] restoreOpacity not implemented")}clearAllOverrides(){}getBoundingBox(n){let e;if(this.scene.traverse(t=>{t.name===n&&(e=t)}),e){const t=new Rt().setFromObject(e);return{min:t.min,max:t.max}}return{min:{x:0,y:0,z:0},max:{x:0,y:0,z:0}}}},Iv=class{constructor(n,e){this.sceneManager=n,this.renderer=e}setBackgroundColor(n){this.sceneManager.setBackground(n)}setSkybox(n){const e=new Pc().load(n);this.sceneManager.scene.background=e}enableShadows(n){}enableAntialiasing(n){}enableAmbientOcclusion(n){}addSectionPlane(n,e){return""}removeSectionPlane(n){}clearSectionPlanes(){}enableSectioning(n){}captureScreen(n,e){return this.renderer.domElement.toDataURL()}getViewerConfig(){return{shadows:!1,ambientOcclusion:!1,sectioning:!1}}getRenderStatistics(){const n=this.renderer.info||{},e=n.render||{},t=n.memory||{};return{calls:e.calls||0,triangles:e.triangles||0,points:e.points||0,lines:e.lines||0,memory:{geometries:t.geometries||0,textures:t.textures||0}}}},Uv=class{async getProperties(n){return[{name:"Identity Data",properties:[{name:"Element ID",value:n},{name:"Version",value:"V1 Engine"}]}]}async getPropertyValue(n,e){return"Unknown"}async getModelTree(n){return[{id:"root",name:"Model Root (V1)",type:"Model",hasChildren:!1}]}async search(n){return[]}},Nv=class{activeTool=null;tools=new Map;activate(n,e){console.log(`[V1] Activating tool: ${n}`,e),this.activeTool=n}deactivate(){this.activeTool&&(console.log(`[V1] Deactivating tool: ${this.activeTool}`),this.activeTool=null)}getActiveTool(){return this.activeTool}registerTool(n,e){this.tools.set(n,e)}},Bv=class{listeners=new Map;on(n,e){this.listeners.has(n)||this.listeners.set(n,[]),this.listeners.get(n).push(e)}off(n,e){if(!this.listeners.has(n))return;const t=this.listeners.get(n),i=t.indexOf(e);i!==-1&&t.splice(i,1)}trigger(n,e){this.listeners.has(n)&&this.listeners.get(n).forEach(t=>{try{t(e)}catch(i){console.error(`Error in event listener for ${n}:`,i)}})}},Ov=class{container;renderer;composer=null;stats=null;engineState;sceneManager;cameraManager;loaderManager;interactionManager;outlineManager;selectionBoxManager=null;clippingManager;octreeBox;loader;cameraTool;components;data;viewer;tools;events;viewCube;scene;camera;models;controls;measure;animationId=null;constructor(n){const e=document.getElementById(n.containerId);if(!e)throw new Error(`Container ${n.containerId} not found`);this.container=e,this.models=[],this.engineState=new Sv,this.sceneManager=new S1(n);const{width:t,height:i}=this.getContainerSize();this.cameraManager=new O1(this.container,t,i,this.engineState);try{this.renderer=new Lr({antialias:n.antialias??!0}),console.log("Engine: Using WebGPURenderer")}catch(s){console.warn("WebGPURenderer failed",s),this.renderer=new Lr({antialias:n.antialias??!0})}this.renderer.setSize(t,i),this.renderer.setPixelRatio(window.devicePixelRatio),this.renderer.shadowMap.enabled=!0,this.renderer.shadowMap.type=hl,this.renderer.toneMapping=Qr,this.renderer.toneMappingExposure=1,this.renderer.localClippingEnabled=!0,this.container.appendChild(this.renderer.domElement),this.loaderManager=new _v(this.sceneManager.scene),this.outlineManager=new bv(this.sceneManager.scene,this.cameraManager.camera,t,i),this.interactionManager=new xv(this.sceneManager.scene,this.cameraManager.camera,this.renderer.domElement,this.engineState),this.selectionBoxManager=new yv(this.sceneManager.scene,this.cameraManager.camera,this.renderer.domElement,this.cameraManager.controls,this.outlineManager),this.clippingManager=new Mv(this.sceneManager.scene),setTimeout(()=>{this.clippingManager.enable()},1e3),this.events=new Bv,this.interactionManager.setEventModule(this.events),this.loader=new Pv(this.loaderManager,this.sceneManager.scene,this.clippingManager),this.cameraTool=new Lv(this.cameraManager),this.components=new Dv(this.interactionManager,this.sceneManager.scene),this.viewer=new Iv(this.sceneManager,this.renderer),this.data=new Uv,this.tools=new Nv,this.scene=this.sceneManager.scene,this.scene.camera=this.cameraManager.camera,this.camera=this.cameraManager.camera,this.controls=this.cameraManager.controls,this.octreeBox=Tv(this),this.viewCube=Rv(this,this.scene,this.container),this.viewCube.init(),this.setupVisuals(),this.setupPostProcessing(),n.showStats!==!1&&this.initStats(),this.setupResizeObserver(),this.animate()}initStats(){this.stats=new M1,this.stats.showPanel(0),this.stats.dom.style.position="absolute",this.stats.dom.style.top="0px",this.stats.dom.style.left="0px",this.stats.dom.style.zIndex="1000",this.container.appendChild(this.stats.dom)}toggleStats(n){n&&!this.stats?this.initStats():!n&&this.stats&&(this.container.removeChild(this.stats.dom),this.stats=null)}getVersion(){return"1.2.0 (WebGPU Experimental)"}setupVisuals(){const n=this.sceneManager.scene;n.children.filter(s=>s instanceof Pn).forEach(s=>n.remove(s));const e=new Nc(16777215,4.5);e.position.set(10,20,10),e.castShadow=!0,e.shadow.mapSize.width=4096,e.shadow.mapSize.height=4096,e.shadow.camera.near=.1,e.shadow.camera.far=500,e.shadow.bias=-5e-5,e.shadow.normalBias=.02;const t=50;e.shadow.camera.left=-t,e.shadow.camera.right=t,e.shadow.camera.top=t,e.shadow.camera.bottom=-t,e.shadow.radius=2,n.add(e);const i=new Bc(4210752,.4);n.add(i),new n1().load("https://raw.githubusercontent.com/mrdoob/three.js/master/examples/textures/equirectangular/royal_esplanade_1k.hdr",s=>{s.mapping=Hn,n.environment=s,n.environmentIntensity=1})}setupPostProcessing(){if(!this.renderer)return;const{width:n,height:e}=this.getContainerSize(),t=window.devicePixelRatio,i=this.sceneManager.scene,s=this.cameraManager.camera;this.composer=new c1(this.renderer),this.composer.setPixelRatio(t),this.composer.setSize(n,e);const r=new h1(i,s);this.composer.addPass(r);const a=new xi(i,s,n,e);a.output=xi.OUTPUT.Default,a.blendIntensity=1,a.updateGtaoMaterial&&a.updateGtaoMaterial({radius:3,distanceExponent:1,thickness:1,scale:1,distanceFallOff:1,screenSpaceRadius:!1}),this.composer.addPass(a);const o=this.outlineManager.getPass();this.composer.addPass(o);const l=new nn(new oe(n,e),.05,.1,.5);this.composer.addPass(l);const c=new g1;this.composer.addPass(c);const h=new Go(v1);h.material.uniforms.resolution.value.x=1/(n*t),h.material.uniforms.resolution.value.y=1/(e*t),this.composer.addPass(h)}resize(){const{width:n,height:e}=this.getContainerSize(),t=window.devicePixelRatio;if(this.cameraManager.updateAspect(n,e),this.renderer.setSize(n,e),this.renderer.setPixelRatio(t),this.outlineManager&&this.outlineManager.resize(n,e),this.composer){this.composer.setPixelRatio(t),this.composer.setSize(n,e);const i=this.composer.passes.find(s=>s instanceof Go&&s.material.uniforms.resolution);i&&(i.material.uniforms.resolution.value.x=1/(n*t),i.material.uniforms.resolution.value.y=1/(e*t))}}getContainerSize(){return{width:this.container.clientWidth,height:this.container.clientHeight}}setupResizeObserver(){new ResizeObserver(()=>{this.resize()}).observe(this.container)}animate=()=>{this.animationId=requestAnimationFrame(this.animate),this.viewCube.RenderScene(),this.stats&&this.stats.begin(),this.cameraManager.tick(),this.composer?this.composer.render():this.renderer.renderAsync?this.renderer.renderAsync(this.sceneManager.scene,this.cameraManager.camera):this.renderer.render(this.sceneManager.scene,this.cameraManager.camera),this.stats&&this.stats.end()};dispose(){this.animationId&&cancelAnimationFrame(this.animationId),this.selectionBoxManager&&this.selectionBoxManager.dispose(),this.renderer.dispose(),this.container.innerHTML=""}};class Ih{constructor(e,t,i){this.object=e,this.id=t,this.uuid=i,this.object.name=t}get name(){return this.object.name}set name(e){this.object.name=e}get visible(){return this.object.visible}set visible(e){this.object.visible=e}getBoundingBox(){const e=new Rt().setFromObject(this.object);return{min:e.min,max:e.max}}setMatrix(e){this.object.matrix.fromArray(e),this.object.matrix.decompose(this.object.position,this.object.quaternion,this.object.scale)}}class kv{scene;gltfLoader;models=new Map;constructor(e){this.scene=e,this.gltfLoader=new Th}async loadModel(e,t){return new Promise((i,s)=>{this.gltfLoader.load(e,r=>{const a=r.scene,o=t?.id||Wa.generateUUID();t?.position&&a.position.fromArray(t.position),t?.scale&&a.scale.fromArray(t.scale),t?.rotation&&a.rotation.setFromVector3(new w(...t.rotation)),this.scene.add(a);const l=new Ih(a,o,a.uuid);this.models.set(o,l),i(l)},r=>{t?.onProgress&&t.onProgress(r.loaded/r.total*100)},r=>s(r))})}unloadModel(e){const t=this.models.get(e);t&&t instanceof Ih&&(this.scene.remove(t.object),this.models.delete(e))}getAllModels(){return Array.from(this.models.values())}getModel(e){return this.models.get(e)}}class Fv{camera;controls;container;constructor(e,t,i){this.container=e,this.camera=new St(75,t/i,.1,1e3),this.camera.position.set(10,10,10),this.camera.lookAt(0,0,0),this.controls=new Mh(this.camera,this.container),this.controls.enableDamping=!0}getCamera(){return this.camera}update(){this.controls.update()}updateAspect(e,t){if(this.camera instanceof St)this.camera.aspect=e/t,this.camera.updateProjectionMatrix();else if(this.camera instanceof ms){const i=e/t,s=20;this.camera.left=-s*i/2,this.camera.right=s*i/2,this.camera.top=s/2,this.camera.bottom=-s/2,this.camera.updateProjectionMatrix()}}setView(e,t){switch(e){case rn.Top:this.camera.position.set(0,20,0);break;case rn.Front:this.camera.position.set(0,0,20);break;default:console.warn("View not fully implemented:",e)}this.camera.lookAt(0,0,0),this.controls.update()}fitToView(e,t){}goHome(e){this.camera.position.set(10,10,10),this.camera.lookAt(0,0,0),this.controls.update()}setProjection(e){e===an.Perspective&&!(this.camera instanceof St)||e===an.Orthographic&&this.camera instanceof ms}setNavigationMode(e){e===Or.Orbit?(this.controls.enabled=!0,this.controls.enableRotate=!0):e===Or.PanOnly&&(this.controls.enableRotate=!1)}getState(){const e=this.controls.target;return{position:this.camera.position.toArray(),target:e.toArray(),up:this.camera.up.toArray(),projection:this.camera instanceof St?an.Perspective:an.Orthographic}}restoreState(e,t){this.camera.position.fromArray(e.position),this.camera.up.fromArray(e.up),this.controls.target.fromArray(e.target),this.controls.update()}}class zv{scene;selectedIds=new Set;materialCache=new Map;constructor(e){this.scene=e}findObject(e){let t;return this.scene.traverse(i=>{i.name===e&&(t=i)}),t}getSelection(){return Array.from(this.selectedIds)}select(e){this.clearSelection(),this.addSelection(e)}addSelection(e){e.forEach(t=>{this.selectedIds.add(t),this.findObject(t)})}removeSelection(e){e.forEach(t=>this.selectedIds.delete(t))}clearSelection(){this.selectedIds.clear()}getHiddenComponents(){const e=[];return this.scene.traverse(t=>{t.visible||e.push(t.name)}),e}setVisibility(e,t){e.forEach(i=>{const s=this.findObject(i);s&&(s.visible=t)})}isolate(e){this.scene.traverse(t=>t.visible=!1),this.setVisibility(e,!0)}clearIsolation(){this.scene.traverse(e=>e.visible=!0)}setColor(e,t){e.forEach(i=>{const s=this.findObject(i);if(s&&s instanceof rt){this.materialCache.has(i)||this.materialCache.set(i,s.material);const r=new Ht({color:t});s.material=r}})}restoreColor(e){e.forEach(t=>{const i=this.findObject(t);i&&this.materialCache.has(t)&&(i.material=this.materialCache.get(t),this.materialCache.delete(t))})}setOpacity(e,t){}restoreOpacity(e){}clearAllOverrides(){this.materialCache.forEach((e,t)=>{const i=this.findObject(t);i&&i instanceof rt&&(i.material=e)}),this.materialCache.clear()}getBoundingBox(e){const t=this.findObject(e);if(t){const i=new Rt().setFromObject(t);return{min:i.min,max:i.max}}return{min:{x:0,y:0,z:0},max:{x:0,y:0,z:0}}}}class Hv{async getProperties(e){return[{name:"Identity Data",properties:[{name:"Element ID",value:e},{name:"Name",value:"Sample Element"}]}]}async getPropertyValue(e,t){return"Unknown"}async getModelTree(e){return[{id:"root",name:"Model Root",type:"Model",hasChildren:!0,children:[{id:"l1",name:"Level 1",type:"Level",hasChildren:!1}]}]}async search(e){return console.log("Searching for:",e),[]}}class Vv{scene;renderer;_shadowsEnabled=!1;_aoEnabled=!1;_sectioningEnabled=!1;constructor(e,t){this.scene=e,this.renderer=t}setBackgroundColor(e){this.scene.background=new xe(e)}setSkybox(e){const t=new Pc().load(e);this.scene.background=t}enableShadows(e){this._shadowsEnabled=e,this.renderer.shadowMap.enabled=e,this.scene.traverse(t=>{t instanceof rt&&(t.castShadow=e,t.receiveShadow=e)})}enableAntialiasing(e){console.warn("Changing antialiasing at runtime requires recreating the WebGL context, which is complex. Ignored.")}enableAmbientOcclusion(e){this._aoEnabled=e,console.log("AO enabled:",e,"(Requires PostProcessing pass - not implemented in this basic kernel)")}addSectionPlane(e,t){const i=new Ai(new w(...e),t);return this.renderer.clippingPlanes.push(i),"plane-"+(this.renderer.clippingPlanes.length-1)}removeSectionPlane(e){this.renderer.clippingPlanes.pop()}clearSectionPlanes(){this.renderer.clippingPlanes=[]}enableSectioning(e){this._sectioningEnabled=e,this.renderer.localClippingEnabled=e}captureScreen(e,t){return this.renderer.domElement.toDataURL()}getViewerConfig(){return{shadows:this._shadowsEnabled,ambientOcclusion:this._aoEnabled,sectioning:this._sectioningEnabled}}getRenderStatistics(){const e=this.renderer.info;return{calls:e.render.calls,triangles:e.render.triangles,points:e.render.points,lines:e.render.lines,memory:{geometries:e.memory.geometries,textures:e.memory.textures}}}}class Gv{activeTool=null;tools=new Map;activate(e,t){console.log(`Activating tool: ${e}`,t),this.activeTool=e}deactivate(){this.activeTool&&(console.log(`Deactivating tool: ${this.activeTool}`),this.activeTool=null)}getActiveTool(){return this.activeTool}registerTool(e,t){this.tools.set(e,t)}}class Wv{listeners=new Map;on(e,t){this.listeners.has(e)||this.listeners.set(e,[]),this.listeners.get(e).push(t)}off(e,t){if(!this.listeners.has(e))return;const i=this.listeners.get(e),s=i.indexOf(t);s!==-1&&i.splice(s,1)}trigger(e,t){this.listeners.has(e)&&this.listeners.get(e).forEach(i=>{try{i(t)}catch(s){console.error(`Error in event listener for ${e}:`,s)}})}}class Uh{loader;cameraTool;components;data;viewer;tools;events;viewCube;container;scene;renderer;_cameraModule;animationId=null;constructor(e){const t=document.getElementById(e.containerId);if(!t)throw new Error(`Container ${e.containerId} not found`);this.container=t,this.scene=new go,this.renderer=new Lr({antialias:e.antialias??!0,alpha:!0}),this.renderer.setPixelRatio(window.devicePixelRatio),this.container.appendChild(this.renderer.domElement),this.events=new Wv,this._cameraModule=new Fv(this.container,this.container.clientWidth,this.container.clientHeight),this.cameraTool=this._cameraModule,this.loader=new kv(this.scene),this.components=new zv(this.scene),this.data=new Hv,this.viewer=new Vv(this.scene,this.renderer),this.tools=new Gv,this.viewCube={show:()=>console.warn("[V2] ViewCube not implemented"),hide:()=>{},setDirection:()=>{},goHome:()=>{},isVisible:()=>!1,updateOptions:()=>{}},this.resize(),this.setupResizeObserver(),this.animate()}getVersion(){return"2.0.0"}resize(){const e=this.container.clientWidth,t=this.container.clientHeight;this.renderer.setSize(e,t),this._cameraModule.updateAspect(e,t)}dispose(){this.animationId&&cancelAnimationFrame(this.animationId),this.renderer.dispose(),this.container.innerHTML=""}setupResizeObserver(){new ResizeObserver(()=>{this.resize()}).observe(this.container)}animate=()=>{this.animationId=requestAnimationFrame(this.animate),this._cameraModule.update(),this.renderer.render(this.scene,this._cameraModule.getCamera())}}function jv(n){const e=n.version||"v1";switch(e){case"v2":return new Uh(n);case"v1":return new Ov(n);default:return console.warn(`Version '${e}' not found. Falling back to v2.`),new Uh(n)}}class Xv{engine=null;container;containerId;options;_isInitialized=!1;_isDestroyed=!1;unsubscribeTheme=null;constructor(e){this.container=e.container,this.container.id?this.containerId=this.container.id:(this.containerId=`engine-container-${Date.now()}-${Math.random().toString(36).substr(2,9)}`,this.container.id=this.containerId),this.options={backgroundColor:e.backgroundColor??1710618,version:e.version??"v1",showStats:e.showStats??!1,showViewCube:e.showViewCube??!0}}init(){if(this._isInitialized){console.warn("[Engine] Engine already initialized.");return}if(this._isDestroyed){console.error("[Engine] Cannot initialize destroyed engine.");return}try{const e={containerId:this.containerId,backgroundColor:this.options.backgroundColor,version:this.options.version,showStats:this.options.showStats,showViewCube:this.options.showViewCube};if(this.engine=jv(e),!this.engine)throw new Error("Failed to create engine instance");this._isInitialized=!0,this.unsubscribeTheme=Ze.subscribe(t=>{this.setTheme(t)}),this.setTheme(Ze.getTheme())}catch(e){throw console.error("[Engine] Failed to initialize engine:",e),this._isInitialized=!1,e}}setTheme(e){if(!this._isInitialized||!this.engine)return;let t;e.name==="dark"?t=1710618:e.name==="light"?t=16119285:t=this.options.backgroundColor??1710618,this.engine&&typeof this.engine.setBackgroundColor=="function"?this.engine.setBackgroundColor(t):this.engine&&this.engine.scene&&this.engine.scene.background&&this.engine.scene.background.setHex(t)}setLocales(){}isInitialized(){return this._isInitialized}loadModel(e,t){if(!this._isInitialized||!this.engine){console.error("[Engine] Engine not initialized. Please call init() first.");return}if(!e){console.error("[Engine] Model URL is required.");return}this.engine.loader.loadModel(e,t)}getEngine(){return this.engine}destroy(){this._isDestroyed||(this.unsubscribeTheme&&(this.unsubscribeTheme(),this.unsubscribeTheme=null),this.container.innerHTML="",this._isDestroyed=!0,this._isInitialized=!1)}}class qv{element;content=null;isVisible=!1;onCloseCallback;options;mouseDownTime=0;CLICK_THRESHOLD=200;constructor(e){this.options=e,this.element=document.createElement("div"),this.element.className=`bim-right-key ${e?.className||""}`,e?.zIndex&&(this.element.style.zIndex=e.zIndex.toString()),document.body.appendChild(this.element)}init(){document.addEventListener("mousedown",this.handleGlobalClick),this.element.addEventListener("contextmenu",e=>{e.preventDefault(),e.stopPropagation()}),this.options?.container&&(this.options.container.addEventListener("mousedown",this.handleContainerMouseDown),this.options.container.addEventListener("mouseup",this.handleContainerMouseUp),this.options.container.addEventListener("contextmenu",this.handleContainerContextMenu))}setTheme(e){}setLocales(){}destroy(){document.removeEventListener("mousedown",this.handleGlobalClick),this.options?.container&&(this.options.container.removeEventListener("mousedown",this.handleContainerMouseDown),this.options.container.removeEventListener("mouseup",this.handleContainerMouseUp),this.options.container.removeEventListener("contextmenu",this.handleContainerContextMenu)),this.unmountContent(),this.element.remove()}handleContainerMouseDown=e=>{e.button===2&&(this.mouseDownTime=Date.now())};handleContainerMouseUp=e=>{e.button!==2||Date.now()-this.mouseDownTime>this.CLICK_THRESHOLD||this.options?.onContext&&this.options.onContext(e)};handleContainerContextMenu=e=>{e.preventDefault()};setOnClose(e){this.onCloseCallback=e}mount(e){this.unmountContent(),this.content=e,this.element.appendChild(e.getElement())}unmountContent(){this.content&&(this.content.destroy(),this.element.innerHTML="",this.content=null)}show(e,t){this.element.classList.add("visible"),this.isVisible=!0,this.element.style.left=`${e}px`,this.element.style.top=`${t}px`;const i=this.element.getBoundingClientRect(),s=window.innerWidth,r=window.innerHeight;let a=e,o=t;e+i.width>s&&(a=e-i.width),t+i.height>r&&(o=t-i.height),this.element.style.left=`${a}px`,this.element.style.top=`${o}px`}hide(){this.element.classList.remove("visible"),this.isVisible=!1,this.unmountContent(),this.onCloseCallback&&this.onCloseCallback()}handleGlobalClick=e=>{this.isVisible&&(this.element.contains(e.target)||this.hide())}}class il{element;options;unsubscribeLocale=null;unsubscribeTheme=null;activeSubMenu=null;constructor(e){this.options=e,this.element=document.createElement("ul"),this.element.className="bim-menu"}init(){this.render(),this.unsubscribeLocale=Dt.subscribe(()=>{this.setLocales()}),this.unsubscribeTheme=Ze.subscribe(e=>{this.setTheme(e)})}setTheme(e){const t=this.element.style;t.setProperty("--bim-ui_bg_color",e.panelBackground),t.setProperty("--bim-ui_text_primary",e.textPrimary),t.setProperty("--bim-ui_border_color",e.border),t.setProperty("--bim-ui_bg_hover",e.componentHover)}setLocales(){this.element.innerHTML="",this.render()}destroy(){this.unsubscribeLocale&&(this.unsubscribeLocale(),this.unsubscribeLocale=null),this.unsubscribeTheme&&(this.unsubscribeTheme(),this.unsubscribeTheme=null),this.closeSubMenu(),this.element.remove()}getElement(){return this.element}render(){const{items:e,groupOrder:t}=this.options,i=new Map,s="default";e.forEach(a=>{const o=a.group||s;i.has(o)||i.set(o,[]),i.get(o).push(a)});let r=[];if(t){r=t.filter(a=>i.has(a));for(const a of i.keys())r.includes(a)||r.push(a)}else r=Array.from(i.keys());r.forEach((a,o)=>{if(o>0){const c=document.createElement("li");c.className="bim-menu-divider",this.element.appendChild(c)}const l=i.get(a);l.sort((c,h)=>(c.order||0)-(h.order||0)),l.forEach(c=>{c.visible!==!1&&this.element.appendChild(this.createItemElement(c))})})}createItemElement(e){const t=document.createElement("li"),i=!e.disabled;t.className=`bim-menu-item ${i?"":"disabled"}`;const s=document.createElement("div");s.className="bim-menu-item-icon",e.icon&&(s.innerHTML=e.icon),t.appendChild(s);const r=document.createElement("div");r.className="bim-menu-item-label",r.textContent=le(e.label),t.appendChild(r);const a=e.children,o=a&&a.length>0;if(o){const l=document.createElement("div");l.className="bim-menu-item-arrow",l.innerHTML='',t.appendChild(l),t.addEventListener("mouseenter",()=>this.openSubMenu(e,t))}else t.addEventListener("mouseenter",()=>this.closeSubMenu());return i&&t.addEventListener("click",l=>{l.stopPropagation(),console.log(`[BimMenu] Clicked item: ${e.id}`),o||(e.onClick?(console.log(`[BimMenu] Executing onClick for ${e.id}`),e.onClick()):console.warn(`[BimMenu] No onClick handler for ${e.id}`))}),t}openSubMenu(e,t){const i=e.children;if(!i||i.length===0)return;this.closeSubMenu();const s=document.createElement("div");s.style.position="fixed",s.style.zIndex="10001";const r=t.getBoundingClientRect();s.style.top=`${r.top}px`,s.style.left=`${r.right}px`,s.addEventListener("mousedown",l=>l.stopPropagation());const a=new il({items:i});a.init(),s.appendChild(a.element),document.body.appendChild(s),this.activeSubMenu={menu:a,container:s};const o=s.getBoundingClientRect();o.right>window.innerWidth&&(s.style.left=`${r.left-o.width}px`)}closeSubMenu(){this.activeSubMenu&&(this.activeSubMenu.menu.destroy(),this.activeSubMenu.container.remove(),this.activeSubMenu=null)}}class Nh extends jt{container;rightKeyPanel;contextHandlers=[];constructor(e,t){super(e),this.container=t,this.rightKeyPanel=new qv({zIndex:9e3,container:this.container,onContext:this.handleContextMenu}),this.rightKeyPanel.init()}destroy(){this.rightKeyPanel.destroy()}registerHandler(e){this.contextHandlers.push(e)}showMenu(e,t,i,s){if(!i||i.length===0)return;const r=new il({items:i,groupOrder:s});r.init(),this.rightKeyPanel.mount(r),this.rightKeyPanel.show(e,t)}hide(){this.rightKeyPanel.hide()}handleContextMenu=e=>{let t=null;for(const i of this.contextHandlers){const s=i(e);s&&s.length>0&&(t||(t=[]),t=t.concat(s))}t&&t.length>0?this.showMenu(e.clientX,e.clientY,t):this.hide()}}const Zv=n=>({id:"infoMenu",label:"menu.info",group:"info",icon:'',onClick:()=>{console.log("dianjile"),n.dialog?.showInfoDialog(),n.engine?.rightKey?.hide()}}),Yv=n=>({id:"fourMenu",label:"menu.info",icon:'',onClick:()=>{console.log("dianjile"),n.dialog?.showInfoDialog(),n.engine?.rightKey?.hide()}}),Kv=n=>({id:"infoMenu",label:"menu.info",icon:'',onClick:()=>{console.log("dianjile"),n.dialog?.showInfoDialog(),n.engine?.rightKey?.hide()}}),$v=n=>({id:"homeMenu",label:"menu.home",group:"home",children:[Kv(n),Yv(n)],icon:'',onClick:()=>{n.dialog?.showInfoDialog(),n.engine?.rightKey?.hide()}});class Jv extends jt{container;engineInstance=null;rightKey=null;constructor(e,t){super(e),this.container=t}initialize(e){this.engineInstance&&this.engineInstance.isInitialized()&&(console.warn("[EngineManager] 3D Engine already initialized. Destroying old instance..."),this.engineInstance.destroy(),this.engineInstance=null);try{return this.engineInstance=new Xv({container:this.container,...e}),this.engineInstance.init(),this.rightKey=new Nh(this.engine,this.container),this.rightKey.registerHandler(t=>[Zv(this.engine),$v(this.engine)]),this.engineInstance.isInitialized()}catch(t){return console.error("[EngineManager] Failed to initialize 3D engine:",t),this.engineInstance=null,!1}}isInitialized(){return this.engineInstance!==null&&this.engineInstance.isInitialized()}loadModel(e,t){if(!this.engineInstance||!this.engineInstance.isInitialized()){console.error("[EngineManager] 3D Engine not initialized. Please call initialize() first.");return}this.engineInstance.loadModel(e,t)}getEngine(){return this.engineInstance?this.engineInstance.getEngine():(console.warn("[EngineManager] 3D Engine not initialized."),null)}destroy(){this.engineInstance&&(this.engineInstance.destroy(),this.engineInstance=null),this.rightKey&&(this.rightKey.destroy(),this.rightKey=null)}}var gt=(n=>(n[n.Unchecked=0]="Unchecked",n[n.Checked=1]="Checked",n[n.Indeterminate=2]="Indeterminate",n))(gt||{});class Qv{config;element;children=[];parent=null;checkState=gt.Unchecked;contentEl;switcherEl;checkboxEl=null;titleEl;actionsEl;childrenContainer;onExpandChange;onCheckChange;onNodeClick;renderActions;constructor(e,t,i){this.config=e,this.onExpandChange=i.onExpand,this.onCheckChange=i.onCheck,this.onNodeClick=i.onClick,this.renderActions=t.renderActions,this.checkState=e.checked?gt.Checked:gt.Unchecked,this.element=this.createDom(t)}createDom(e){const t=document.createElement("div");t.className="bim-tree-node",this.config.disabled&&t.classList.add("is-disabled"),this.contentEl=document.createElement("div"),this.contentEl.className="bim-tree-node-content",this.switcherEl=document.createElement("span"),this.switcherEl.className="bim-tree-switcher",this.switcherEl.innerHTML='';const i=this.config.children&&this.config.children.length>0;if(i?this.config.expanded&&this.switcherEl.classList.add("is-expanded"):this.switcherEl.classList.add("is-hidden"),this.switcherEl.addEventListener("click",r=>{r.stopPropagation(),this.toggleExpand()}),this.contentEl.appendChild(this.switcherEl),e.checkable!==!1&&(this.checkboxEl=document.createElement("span"),this.checkboxEl.className="bim-tree-checkbox",this.updateCheckboxUI(),this.checkboxEl.addEventListener("click",r=>{r.stopPropagation(),!this.config.disabled&&this.toggleCheck()}),this.contentEl.appendChild(this.checkboxEl)),this.config.icon){const r=document.createElement("span");r.className="bim-tree-icon",r.innerHTML=this.config.icon.includes("`,this.contentEl.appendChild(r)}this.titleEl=document.createElement("span"),this.titleEl.className="bim-tree-title",this.updateLabel(),this.contentEl.appendChild(this.titleEl),this.actionsEl=document.createElement("div"),this.actionsEl.className="bim-tree-node-actions",this.actionsEl.addEventListener("click",r=>{r.stopPropagation()}),this.contentEl.appendChild(this.actionsEl),this.contentEl.addEventListener("click",r=>{if(r.stopPropagation(),this.config.disabled)return;(this.config.clickAction||"select")==="expand"?this.toggleExpand():this.onNodeClick(this)}),t.appendChild(this.contentEl),this.childrenContainer=document.createElement("div"),this.childrenContainer.className="bim-tree-children";const s=e.indent||24;return this.childrenContainer.style.paddingLeft=`${s}px`,this.config.expanded&&i&&this.childrenContainer.classList.add("is-visible"),t.appendChild(this.childrenContainer),t}setSelected(e){if(e){if(this.contentEl.classList.add("is-selected"),this.renderActions){const t=this.renderActions(this.config);this.actionsEl.innerHTML="",typeof t=="string"?this.actionsEl.innerHTML=t:t instanceof HTMLElement&&this.actionsEl.appendChild(t)}}else this.contentEl.classList.remove("is-selected"),this.actionsEl.innerHTML=""}updateLabel(){this.titleEl&&(this.titleEl.textContent=this.config.label)}toggleExpand(e){if(!this.config.children||this.config.children.length===0)return;const t=e!==void 0?e:!this.config.expanded;this.config.expanded=t,t?(this.switcherEl.classList.add("is-expanded"),this.childrenContainer.classList.add("is-visible")):(this.switcherEl.classList.remove("is-expanded"),this.childrenContainer.classList.remove("is-visible")),e===void 0&&this.onExpandChange(this)}toggleCheck(){const e=this.checkState!==gt.Checked;this.setChecked(e?gt.Checked:gt.Unchecked,!0)}setChecked(e,t=!1){this.checkState!==e&&(this.checkState=e,this.config.checked=e===gt.Checked,this.updateCheckboxUI(),t&&this.onCheckChange(this))}updateCheckboxUI(){this.checkboxEl&&(this.checkboxEl.classList.remove("is-checked","is-indeterminate"),this.checkState===gt.Checked?this.checkboxEl.classList.add("is-checked"):this.checkState===gt.Indeterminate&&this.checkboxEl.classList.add("is-indeterminate"))}appendChild(e){e.parent=this,this.children.push(e),this.childrenContainer.appendChild(e.element),this.children.length===1&&this.switcherEl.classList.remove("is-hidden")}destroy(){this.children.forEach(e=>e.destroy()),this.children=[],this.element.remove(),this.parent=null}}class e_{element;contentElement;searchInput=null;searchResults=null;options;nodeMap=new Map;rootNodes=[];selectedNode=null;unsubscribeLocale=null;unsubscribeTheme=null;clickOutsideHandler=null;onNodeCheck;onNodeSelect;onNodeExpand;constructor(e){this.options={checkable:!0,checkStrictly:!0,indent:24,defaultExpandAll:!0,enableSearch:!1,searchPlaceholder:"tree.searchPlaceholder",...e},this.element=document.createElement("div"),this.element.className="bim-tree",this.options.enableSearch&&this.createSearchDOM(),this.contentElement=document.createElement("div"),this.contentElement.className="bim-tree-content",this.element.appendChild(this.contentElement),e.onNodeCheck&&(this.onNodeCheck=e.onNodeCheck),e.onNodeSelect&&(this.onNodeSelect=e.onNodeSelect),e.onNodeExpand&&(this.onNodeExpand=e.onNodeExpand)}createSearchDOM(){const e=document.createElement("div");e.className="bim-tree-search";const t=document.createElement("div");t.className="bim-tree-search-wrapper";const i=document.createElement("span");i.className="bim-tree-search-icon",i.innerHTML='',t.appendChild(i),this.searchInput=document.createElement("input"),this.searchInput.className="bim-tree-search-input",this.searchInput.type="text",this.searchInput.placeholder=le(this.options.searchPlaceholder||"搜索..."),this.searchInput.addEventListener("input",s=>{const r=s.target.value;this.handleSearch(r)}),t.appendChild(this.searchInput),e.appendChild(t),this.searchResults=document.createElement("div"),this.searchResults.className="bim-tree-search-results",e.appendChild(this.searchResults),this.element.appendChild(e),this.clickOutsideHandler=s=>{this.searchResults&&!this.searchResults.contains(s.target)&&!this.searchInput?.contains(s.target)&&this.searchResults.classList.remove("is-visible")},document.addEventListener("click",this.clickOutsideHandler)}init(){this.render(),this.unsubscribeLocale=Dt.subscribe(()=>this.setLocales()),this.unsubscribeTheme=Ze.subscribe(e=>this.setTheme(e)),this.setTheme(Ze.getTheme())}handleSearch(e){if(!this.searchResults)return;if(!e.trim()){this.searchResults.classList.remove("is-visible"),this.searchResults.innerHTML="";return}const t=[],i=e.toLowerCase();this.nodeMap.forEach(s=>{const r=s.config.label;r.toLowerCase().includes(i)&&t.push({node:s,label:r,path:this.getNodePath(s)})}),this.renderSearchResults(t)}getNodePath(e){const t=[];let i=e.parent;for(;i;)t.unshift(i.config.label),i=i.parent;return t.join(" > ")}renderSearchResults(e){if(this.searchResults){if(this.searchResults.innerHTML="",e.length===0){const t=document.createElement("div");t.className="bim-tree-search-item",t.style.cursor="default",t.style.color="#999",t.textContent="No results",this.searchResults.appendChild(t)}else e.forEach(t=>{const i=document.createElement("div");i.className="bim-tree-search-item";const s=document.createElement("span");s.className="bim-tree-search-item-title",s.textContent=t.label;const r=document.createElement("span");r.className="bim-tree-search-item-path",r.textContent=t.path,i.appendChild(s),t.path&&i.appendChild(r),i.addEventListener("click",()=>{this.revealNode(t.node)}),this.searchResults.appendChild(i)});this.searchResults.classList.add("is-visible")}}revealNode(e){this.searchResults&&(this.searchResults.classList.remove("is-visible"),this.searchInput&&(this.searchInput.value=""));let t=e.parent;for(;t;)t.toggleExpand(!0),t=t.parent;this.handleNodeSelect(e),setTimeout(()=>{e.element.scrollIntoView({behavior:"smooth",block:"center"})},100)}setTheme(e){const t=this.element.style;t.setProperty("--bim-ui_bg_color",e.panelBackground),t.setProperty("--bim-ui_text_primary",e.textPrimary),t.setProperty("--bim-ui_text_secondary",e.textSecondary||"#999"),t.setProperty("--bim-ui_border_color",e.border),t.setProperty("--bim-ui_bg_hover",e.componentHover),t.setProperty("--bim-primary_color",e.primary)}setLocales(){this.nodeMap.forEach(e=>e.updateLabel()),this.searchInput&&(this.searchInput.placeholder=le(this.options.searchPlaceholder||"tree.searchPlaceholder"))}destroy(){this.unsubscribeLocale&&(this.unsubscribeLocale(),this.unsubscribeLocale=null),this.unsubscribeTheme&&(this.unsubscribeTheme(),this.unsubscribeTheme=null),this.clickOutsideHandler&&(document.removeEventListener("click",this.clickOutsideHandler),this.clickOutsideHandler=null),this.rootNodes.forEach(e=>e.destroy()),this.rootNodes=[],this.nodeMap.clear(),this.element.remove(),this.selectedNode=null}render(){this.contentElement.innerHTML="",this.nodeMap.clear(),this.rootNodes=[],this.options.data.forEach(e=>{this.createNodeRecursively(e,null)})}createNodeRecursively(e,t){e.expanded===void 0&&(e.expanded=this.options.defaultExpandAll);const i=new Qv(e,this.options,{onExpand:s=>{this.onNodeExpand&&this.onNodeExpand(s)},onCheck:s=>this.handleNodeCheck(s),onClick:s=>this.handleNodeSelect(s)});this.nodeMap.set(e.id,i),t?t.appendChild(i):(this.rootNodes.push(i),this.contentElement.appendChild(i.element)),e.children&&e.children.length>0&&e.children.forEach(s=>{this.createNodeRecursively(s,i)})}handleNodeSelect(e){this.selectedNode&&this.selectedNode!==e&&this.selectedNode.setSelected(!1),e.setSelected(!0),this.selectedNode=e,this.onNodeSelect&&this.onNodeSelect(e)}handleNodeCheck(e){const t=e.checkState===gt.Checked;if(this.onNodeCheck&&this.onNodeCheck(e),this.options.checkStrictly===!1)return;const i=(r,a)=>{r.children.forEach(o=>{o.config.disabled||(o.setChecked(a,!1),i(o,a))})};t?i(e,gt.Checked):i(e,gt.Unchecked);let s=e.parent;for(;s;){if(s.config.disabled){s=s.parent;continue}const r=s.children,a=r.every(l=>l.checkState===gt.Checked),o=r.every(l=>l.checkState===gt.Unchecked);a?s.setChecked(gt.Checked,!1):o?s.setChecked(gt.Unchecked,!1):s.setChecked(gt.Indeterminate,!1),s=s.parent}}getNode(e){return this.nodeMap.get(e)}checkNode(e,t){const i=this.nodeMap.get(e);i&&i.setChecked(t?gt.Checked:gt.Unchecked,!0)}expandAll(e){this.nodeMap.forEach(t=>t.toggleExpand(e))}getCheckedNodes(e=!1){const t=[];return this.nodeMap.forEach(i=>{(i.checkState===gt.Checked||e&&i.checkState===gt.Indeterminate)&&t.push(i.config)}),t}}class Bh{element;navElement;contentElement;options;activeId;tabMap=new Map;panelMap=new Map;unsubscribeLocale=null;unsubscribeTheme=null;navClickHandler=null;constructor(e){this.options=e,this.activeId=e.activeId||(e.tabs[0]?.id??null),e.tabs.forEach(t=>this.tabMap.set(t.id,t)),this.element=document.createElement("div"),this.element.className="bim-tab",this.navElement=document.createElement("div"),this.navElement.className="bim-tab__nav",this.navElement.setAttribute("role","tablist"),this.element.appendChild(this.navElement),this.contentElement=document.createElement("div"),this.contentElement.className="bim-tab__content",this.element.appendChild(this.contentElement),this.options.container.appendChild(this.element)}init(){this.renderNav(),this.renderPanels(),this.setLocales(),this.setTheme(Ze.getTheme()),this.unsubscribeLocale=Dt.subscribe(()=>this.setLocales()),this.unsubscribeTheme=Ze.subscribe(e=>this.setTheme(e))}renderNav(){this.navElement.innerHTML="",this.navClickHandler=e=>{const t=e.target.closest(".bim-tab__item");if(!t)return;const i=t.dataset.id;!i||this.tabMap.get(i)?.disabled||this.activateTab(i)},this.navElement.addEventListener("click",this.navClickHandler),this.options.tabs.forEach(e=>{const t=document.createElement("button");if(t.type="button",t.className="bim-tab__item",t.dataset.id=e.id,t.setAttribute("role","tab"),t.id=`tab-${e.id}`,t.setAttribute("aria-selected",`${e.id===this.activeId}`),e.disabled&&(t.disabled=!0,t.setAttribute("aria-disabled","true"),t.classList.add("is-disabled")),e.icon){const s=document.createElement("span");s.className="bim-tab__icon",s.innerHTML=e.icon,t.appendChild(s)}const i=document.createElement("span");i.className="bim-tab__title",i.textContent=this.resolveTitle(e.title),t.appendChild(i),e.id===this.activeId&&t.classList.add("is-active"),this.navElement.appendChild(t)})}renderPanels(){this.contentElement.innerHTML="",this.panelMap.clear(),this.options.tabs.forEach(e=>{const t=document.createElement("div");t.className="bim-tab__panel",t.dataset.id=e.id,t.setAttribute("role","tabpanel"),t.setAttribute("aria-labelledby",`tab-${e.id}`),e.content instanceof HTMLElement?t.appendChild(e.content):typeof e.content=="string"&&(t.innerHTML=e.content),e.id===this.activeId?t.classList.add("is-active"):t.style.display="none",this.panelMap.set(e.id,t),this.contentElement.appendChild(t)})}activateTab(e){if(this.activeId===e)return;const t=this.tabMap.get(e);if(!t||t.disabled)return;this.activeId=e,this.navElement.querySelectorAll(".bim-tab__item").forEach(s=>{const r=s.dataset.id===e;s.classList.toggle("is-active",r),s.setAttribute("aria-selected",`${r}`)}),this.panelMap.forEach((s,r)=>{const a=r===e;s.classList.toggle("is-active",a),s.style.display=a?"block":"none"}),this.options.onChange&&this.options.onChange(e,t)}setTheme(e){const t=this.element.style;t.setProperty("--bim-tab-bg",e.panelBackground),t.setProperty("--bim-tab-nav-bg",e.panelBackground),t.setProperty("--bim-tab-text",e.textPrimary),t.setProperty("--bim-tab-text-secondary",e.textSecondary),t.setProperty("--bim-tab-text-active",e.primary),t.setProperty("--bim-tab-border",e.border),t.setProperty("--bim-tab-hover-bg",e.componentHover),t.setProperty("--bim-tab-active-bg",e.componentActive),t.setProperty("--bim-tab-icon",e.icon)}setLocales(){this.navElement.querySelectorAll(".bim-tab__item").forEach(t=>{const i=t.dataset.id;if(!i)return;const s=this.tabMap.get(i);if(!s)return;const r=t.querySelector(".bim-tab__title");r&&(r.textContent=this.resolveTitle(s.title))})}destroy(){this.navClickHandler&&(this.navElement.removeEventListener("click",this.navClickHandler),this.navClickHandler=null),this.unsubscribeLocale&&(this.unsubscribeLocale(),this.unsubscribeLocale=null),this.unsubscribeTheme&&(this.unsubscribeTheme(),this.unsubscribeTheme=null),this.panelMap.clear(),this.tabMap.clear(),this.element.remove()}resolveTitle(e){try{return le(e)||e}catch{return e}}}const Oh={测量:'',地图:'',框选放大:'',漫游:'',目录树:'',剖切:'',剖切盒:'',全屏:'',设置:'',拾曲面剖切:'',轴向剖切:'',主视角:'',文档:'',标高:'',距离:'',最小距离:'',激光边距:'',角度:'',坡度:'',体积:'',空间体积:'',close:'',check:'',warning:'',error:'',success:'',plus:'',minus:'',arrowUp:'',arrowDown:'',arrowLeft:'',arrowRight:'',search:'',refresh:'',delete:'',edit:'',save:'',expand:'',collapse:'',default:''};function Ft(n){const e=Oh[n];return e||(console.warn(`[IconManager] Icon "${n}" not found, using default icon`),Oh.default)}const t_=[{id:"root",label:"全部构件",expanded:!0,clickAction:"expand",children:[{id:"level-1",label:"一层",expanded:!1,icon:'',clickAction:"expand",children:[{id:"l1-wall",label:"墙体(128)"},{id:"l1-column",label:"柱(46)"},{id:"l1-beam",label:"梁(82)"},{id:"l1-slab",label:"楼板(12)"},{id:"l1-door",label:"门(24)"},{id:"l1-window",label:"窗(36)"}]},{id:"level-2",label:"二层",expanded:!1,clickAction:"expand",children:[{id:"l2-wall",label:"墙体(141)"},{id:"l2-column",label:"柱(52)"},{id:"l2-beam",label:"梁(90)"},{id:"l2-slab",label:"楼板(12)"},{id:"l2-door",label:"门(18)"},{id:"l2-window",label:"窗(40)"}]},{id:"level-3",label:"三层",expanded:!1,clickAction:"expand",children:[{id:"l3-wall",label:"墙体(136)"},{id:"l3-column",label:"柱(48)"},{id:"l3-beam",label:"梁(88)"},{id:"l3-slab",label:"楼板(12)"},{id:"l3-door",label:"门(16)"},{id:"l3-window",label:"窗(38)"}]},{id:"level-roof",label:"屋面层",expanded:!1,clickAction:"expand",children:[{id:"rf-slab",label:"屋面板(6)"},{id:"rf-beam",label:"屋面梁(24)"},{id:"rf-parapet",label:"女儿墙(18)"}]}]}];class i_ extends jt{toolbar=null;toolbarContainer=null;container;dialog=null;constructor(e,t){super(e),this.container=t,this.init()}init(){this.toolbarContainer=document.createElement("div"),this.toolbarContainer.id="bim-construct-tree",this.container.appendChild(this.toolbarContainer),this.toolbar=new zr({container:this.toolbarContainer,showLabel:!1,direction:"column",position:"top-left",align:"vertical",expand:"up"}),this.toolbar.init(),this.toolbar.setEngine(this.engine),this.toolbar.addGroup("construct-tree"),this.toolbar.addButton({id:"construct-tree-btn",groupId:"construct-tree",type:"button",label:"construct-tree",icon:Ft("目录树"),onClick:()=>{this.openConstructTreeDialog()}}),this.toolbar.render()}openConstructTreeDialog(){this.setVisible(!1);const e=new e_({data:t_,checkable:!0,indent:0,enableSearch:!0,checkStrictly:!0,defaultExpandAll:!0,renderActions:o=>'',onNodeCheck:o=>{console.log("onNodeCheck",o)},onNodeSelect:o=>{console.log("onNodeSelect",o)},onNodeExpand:o=>{console.log("onNodeExpand",o),this.dialog?.fitWidth()}});e.init();const t=document.createElement("div");t.className="construct-tab__panel-content";const i=document.createElement("div");i.className="construct-tab__panel-content";const s=document.createElement("div");s.className="construct-tab__panel-content",s.appendChild(e.element);const r=document.createElement("div");r.className="construct-tab__container",r.style.height="100%",r.style.overflow="hidden";const a=new Bh({container:r,tabs:[{id:"component",title:"tab.component",content:s},{id:"system",title:"tab.system",content:t},{id:"space",title:"tab.space",content:i}],activeId:"component",onChange:()=>{this.dialog?.fitWidth()}});a.init(),this.dialog=this.engine.dialog.create({title:"constructTree.title",minWidth:320,height:420,content:r,position:{x:20,y:20},resizable:!1,onClose:()=>{a.destroy(),e.destroy(),this.setVisible(!0)}}),this.dialog?.fitWidth()}refresh(){this.toolbar?.render()}destroy(){this.toolbar?.destroy(),this.toolbar=null}addGroup(e,t){this.toolbar?.addGroup(e,t),this.toolbar?.render()}addButton(e){this.toolbar?.addButton(e),this.toolbar?.render()}setButtonVisibility(e,t){this.toolbar?.updateButtonVisibility(e,t)}setShowLabel(e){this.toolbar?.setShowLabel(e)}setVisible(e){this.toolbarContainer&&(this.toolbarContainer.style.visibility=e?"visible":"hidden")}setBackgroundColor(e){this.toolbar?.setBackgroundColor(e)}setColors(e){this.toolbar?.setColors(e)}}class s_{element;headerEl;contentEl;contentBoxEl;arrowEl;titleEl;config;parent;constructor(e,t){this.config=e,this.parent=t,this.element=this.createDom()}createDom(){const e=document.createElement("div");if(e.className=`bim-collapse-item ${this.config.className||""}`,this.config.disabled&&e.classList.add("is-disabled"),e.dataset.id=this.config.id,this.headerEl=document.createElement("div"),this.headerEl.className="bim-collapse-header",this.arrowEl=document.createElement("span"),this.arrowEl.className="bim-collapse-arrow",this.arrowEl.innerHTML='',this.headerEl.appendChild(this.arrowEl),this.config.icon){const t=document.createElement("span");t.className="bim-collapse-icon",t.innerHTML=this.config.icon,this.headerEl.appendChild(t)}if(this.titleEl=document.createElement("span"),this.titleEl.className="bim-collapse-title",this.titleEl.textContent=le(this.config.title),this.headerEl.appendChild(this.titleEl),this.config.extra){const t=document.createElement("div");t.className="bim-collapse-extra",typeof this.config.extra=="string"?t.innerHTML=this.config.extra:t.appendChild(this.config.extra),this.headerEl.appendChild(t)}return this.headerEl.addEventListener("click",()=>{this.config.disabled||this.parent.toggleItem(this.config.id)}),e.appendChild(this.headerEl),this.contentEl=document.createElement("div"),this.contentEl.className="bim-collapse-content is-hidden",this.contentBoxEl=document.createElement("div"),this.contentBoxEl.className="bim-collapse-content-box",typeof this.config.content=="string"?this.contentBoxEl.innerHTML=this.config.content:this.contentBoxEl.appendChild(this.config.content),this.contentEl.appendChild(this.contentBoxEl),e.appendChild(this.contentEl),e}updateLocale(){this.titleEl&&(this.titleEl.textContent=le(this.config.title))}setActive(e){e?(this.element.classList.add("is-active"),this.contentEl.classList.remove("is-hidden")):(this.element.classList.remove("is-active"),this.contentEl.classList.add("is-hidden"))}}class kh{element;options;items=new Map;activeIds=new Set;unsubscribeLocale=null;unsubscribeTheme=null;constructor(e){this.options={bordered:!0,accordion:!1,...e},this.element=document.createElement("div"),this.element.className=`bim-collapse ${this.options.className||""}`,this.options.bordered||(this.element.style.border="none"),this.options.ghost&&this.element.classList.add("is-ghost");const t=typeof this.options.container=="string"?document.getElementById(this.options.container):this.options.container;t&&t.appendChild(this.element),this.options.activeIds&&this.options.activeIds.forEach(i=>this.activeIds.add(i)),this.init()}init(){this.options.items.forEach(e=>{const t=new s_(e,this);this.items.set(e.id,t),this.element.appendChild(t.element),this.activeIds.has(e.id)&&t.setActive(!0)}),this.unsubscribeLocale=Dt.subscribe(()=>{this.setLocales()}),this.unsubscribeTheme=Ze.subscribe(e=>{this.setTheme(e)}),this.setTheme(Ze.getTheme())}toggleItem(e){const t=this.activeIds.has(e);this.options.accordion?(this.activeIds.clear(),t||this.activeIds.add(e)):t?this.activeIds.delete(e):this.activeIds.add(e),this.refreshState(),this.options.onChange&&this.options.onChange(Array.from(this.activeIds))}refreshState(){this.items.forEach((e,t)=>{e.setActive(this.activeIds.has(t))})}setTheme(e){const t=this.element.style;t.setProperty("--bim-bg-color",e.panelBackground),t.setProperty("--bim-border-color",e.border),t.setProperty("--bim-text-color",e.textPrimary),t.setProperty("--bim-header-bg-color",e.componentHover),t.setProperty("--bim-header-hover-bg-color",e.componentHover),t.setProperty("--bim-content-bg-color",e.panelBackground),t.setProperty("--bim-disabled-color",e.textSecondary)}setLocales(){this.items.forEach(e=>e.updateLocale())}destroy(){this.unsubscribeLocale&&(this.unsubscribeLocale(),this.unsubscribeLocale=null),this.unsubscribeTheme&&(this.unsubscribeTheme(),this.unsubscribeTheme=null),this.element.remove(),this.items.clear()}}class sl{element;options;unsubscribeTheme=null;constructor(e){this.options={bordered:!1,...e},this.element=this.createDom();const t=typeof this.options.container=="string"?document.getElementById(this.options.container):this.options.container;t&&t.appendChild(this.element),this.init()}init(){this.applyCustomStyles(),this.renderItems(),this.unsubscribeTheme=Ze.subscribe(e=>{this.setTheme(e)}),this.setTheme(Ze.getTheme())}createDom(){const e=document.createElement("div");return e.className=`bim-description ${this.options.className||""}`,this.options.bordered&&e.classList.add("is-bordered"),e}applyCustomStyles(){const e=this.element.style;this.options.fontSize&&e.setProperty("--bim-desc-font-size",this.options.fontSize),this.options.labelColor&&e.setProperty("--bim-desc-label-color",this.options.labelColor),this.options.valueColor&&e.setProperty("--bim-desc-value-color",this.options.valueColor),this.options.labelPadding&&e.setProperty("--bim-desc-label-padding",this.options.labelPadding),this.options.valuePadding&&e.setProperty("--bim-desc-value-padding",this.options.valuePadding)}renderItems(){this.element.innerHTML="",this.options.items.forEach(e=>{const t=document.createElement("div");t.className=`bim-description-item ${e.className||""}`;const i=document.createElement("div");i.className="bim-description-label",e.labelColor&&(i.style.color=e.labelColor),this.options.labelWidth&&(i.style.width=this.options.labelWidth),i.textContent=this.options.bordered?e.label:e.label+":";const s=document.createElement("div");s.className="bim-description-value",e.valueColor&&(s.style.color=e.valueColor),typeof e.value=="string"?s.innerHTML=e.value:s.appendChild(e.value),t.appendChild(i),t.appendChild(s),this.element.appendChild(t)})}setItems(e){this.options.items=e,this.renderItems()}setTheme(e){const t=this.element.style;t.setProperty("--bim-text-color",e.textPrimary),t.setProperty("--bim-label-color",e.textSecondary),t.setProperty("--bim-value-color",e.textPrimary),t.setProperty("--bim-border-color",e.border)}setLocales(){}destroy(){this.unsubscribeTheme&&(this.unsubscribeTheme(),this.unsubscribeTheme=null),this.element.remove()}}class n_ extends jt{dialogId="property-panel-dialog";dialog=null;constructor(e){super(e)}init(){document.addEventListener("bim-demo:open-property-panel",()=>{this.show()})}show(){if(!this.engine.dialog){console.warn("Dialog manager is not initialized");return}if(this.isOpen())return;const e=360,t=document.body.clientWidth-e-40;console.log("x",t),this.dialog=this.engine.dialog.create({id:this.dialogId,title:"panel.property.title",content:"",width:`${e}px`,height:"500px",position:{x:t,y:20},showMask:!1,resizable:!0,onClose:()=>{this.hide()}});const i=document.createElement("div");i.style.height="100%",i.style.display="flex",i.style.flexDirection="column",this.dialog.setContent(i),new Bh({container:i,tabs:[{id:"props",title:"panel.property.tab.props",content:this.createPropsTabContent()},{id:"material",title:"panel.property.tab.material",content:this.createMaterialTabContent()}]}).init()}createPropsTabContent(){const e=document.createElement("div");return e.style.height="100%",e.style.overflowY="auto",new kh({container:e,accordion:!0,activeIds:["base","location"],items:[{id:"base",title:"panel.property.base",content:this.createBaseInfoContent()},{id:"advanced",title:"panel.property.advanced",content:this.createAdvancedInfoContent(),disabled:!1}]}),e}createMaterialTabContent(){const e=document.createElement("div");return e.style.height="100%",e.style.overflowY="auto",new kh({container:e,accordion:!0,activeIds:["material"],items:[{id:"material",title:"panel.property.material",content:this.createMaterialContent()}]}),e}createBaseInfoContent(){const e=document.createElement("div");return new sl({container:e,labelWidth:"80px",bordered:!0,items:[{label:"Guid",value:'1f8d-4a2e-9c'},{label:"Name",value:"Basic Wall: Generic - 200mm"},{label:"Type",value:"Basic Wall"},{label:"Level",value:"Trane - Centrifugal Water Chiller - CVHF 2 Stage direct drive TAG(BP-RHS-1100RT) 0202104531 1"}]}),e}createAdvancedInfoContent(){const e=document.createElement("div");return new sl({container:e,labelWidth:"100px",bordered:!0,items:[{label:"Area",value:"32.5 m²"},{label:"Volume",value:"6.5 m³"},{label:"Length",value:"5000 mm"},{label:"Phase",value:"New Construction"}]}),e}createMaterialContent(){const e=document.createElement("div"),t=document.createElement("div");t.style.display="flex",t.style.alignItems="center",t.style.marginBottom="4px",t.innerHTML=` + }`,blending:zn,depthTest:!1,depthWrite:!1,transparent:!0})}}as.BlurDirectionX=new oe(1,0),as.BlurDirectionY=new oe(0,1);class bv{outlinePass;hoveredObjects=[];selectedObjects=[];constructor(e,t,i,s){this.outlinePass=new as(new oe(i,s),e,t),this.outlinePass.edgeStrength=3,this.outlinePass.edgeGlow=.5,this.outlinePass.edgeThickness=1,this.outlinePass.pulsePeriod=0,this.outlinePass.visibleEdgeColor.set("#ff9800"),this.outlinePass.hiddenEdgeColor.set("#ff9800")}getPass(){return this.outlinePass}setHoveredObjects(e){this.hoveredObjects=e,this.updateOutline(),e.length>0&&(this.outlinePass.edgeStrength=3,this.outlinePass.edgeGlow=.5,this.outlinePass.visibleEdgeColor.set("#ff9800"),this.outlinePass.hiddenEdgeColor.set("#ff9800"))}setSelectedObjects(e){this.selectedObjects=e,this.updateOutline(),e.length>0&&(this.outlinePass.edgeStrength=5,this.outlinePass.edgeGlow=1,this.outlinePass.visibleEdgeColor.set("#00aaff"),this.outlinePass.hiddenEdgeColor.set("#00aaff"))}clearHovered(){this.hoveredObjects=[],this.updateOutline()}clearSelected(){this.selectedObjects=[],this.updateOutline()}clearAll(){this.hoveredObjects=[],this.selectedObjects=[],this.updateOutline()}updateOutline(){this.selectedObjects.length>0?(this.outlinePass.selectedObjects=this.selectedObjects,this.outlinePass.edgeStrength=5,this.outlinePass.edgeGlow=1,this.outlinePass.visibleEdgeColor.set("#00aaff"),this.outlinePass.hiddenEdgeColor.set("#00aaff")):this.hoveredObjects.length>0?(this.outlinePass.selectedObjects=this.hoveredObjects,this.outlinePass.edgeStrength=3,this.outlinePass.edgeGlow=.5,this.outlinePass.visibleEdgeColor.set("#ff9800"),this.outlinePass.hiddenEdgeColor.set("#ff9800")):this.outlinePass.selectedObjects=[]}resize(e,t){this.outlinePass.setSize(e,t)}setHoverStyle(e){e.color&&(this.outlinePass.visibleEdgeColor.set(e.color),this.outlinePass.hiddenEdgeColor.set(e.color)),e.strength!==void 0&&(this.outlinePass.edgeStrength=e.strength),e.glow!==void 0&&(this.outlinePass.edgeGlow=e.glow),e.thickness!==void 0&&(this.outlinePass.edgeThickness=e.thickness)}setSelectedStyle(e){}}class yv{scene;camera;canvas;controls;outlineManager;isSelecting=!1;startPoint=new oe;endPoint=new oe;ctrlPressed=!1;controlsEnabled=!0;selectionBox=null;selectedObjects=[];constructor(e,t,i,s,r){this.scene=e,this.camera=t,this.canvas=i,this.controls=s,this.outlineManager=r,this.setupEventListeners(),this.createSelectionBoxElement()}createSelectionBoxElement(){this.selectionBox=document.createElement("div"),this.selectionBox.style.position="absolute",this.selectionBox.style.border="2px dashed #00aaff",this.selectionBox.style.backgroundColor="rgba(0, 170, 255, 0.1)",this.selectionBox.style.pointerEvents="none",this.selectionBox.style.display="none",this.selectionBox.style.zIndex="1000",this.canvas.parentElement&&this.canvas.parentElement.appendChild(this.selectionBox)}setupEventListeners(){window.addEventListener("keydown",this.onKeyDown.bind(this)),window.addEventListener("keyup",this.onKeyUp.bind(this)),this.canvas.addEventListener("mousedown",this.onMouseDown.bind(this)),this.canvas.addEventListener("mousemove",this.onMouseMove.bind(this)),this.canvas.addEventListener("mouseup",this.onMouseUp.bind(this))}onKeyDown(e){(e.key==="Control"||e.key==="Meta")&&(this.ctrlPressed=!0)}onKeyUp(e){(e.key==="Control"||e.key==="Meta")&&(this.ctrlPressed=!1,this.isSelecting&&this.endSelection())}onMouseDown(e){if(e.button!==0||!this.ctrlPressed)return;const t=this.canvas.getBoundingClientRect();this.startPoint.set(e.clientX-t.left,e.clientY-t.top),this.endPoint.copy(this.startPoint),this.isSelecting=!0,this.controls&&this.controls.enabled!==void 0&&(this.controlsEnabled=this.controls.enabled,this.controls.enabled=!1),this.selectionBox&&(this.selectionBox.style.display="block",this.updateSelectionBoxUI()),e.preventDefault(),e.stopPropagation()}onMouseMove(e){if(!this.isSelecting)return;const t=this.canvas.getBoundingClientRect();this.endPoint.set(e.clientX-t.left,e.clientY-t.top),this.updateSelectionBoxUI(),this.updateSelectedObjects(),e.preventDefault(),e.stopPropagation()}onMouseUp(e){this.isSelecting&&(this.endSelection(),e.preventDefault(),e.stopPropagation())}endSelection(){this.isSelecting&&(this.isSelecting=!1,this.controls&&this.controls.enabled!==void 0&&(this.controls.enabled=this.controlsEnabled),this.selectionBox&&(this.selectionBox.style.display="none"),this.updateSelectedObjects())}updateSelectionBoxUI(){if(!this.selectionBox)return;const e=Math.min(this.startPoint.x,this.endPoint.x),t=Math.min(this.startPoint.y,this.endPoint.y),i=Math.abs(this.endPoint.x-this.startPoint.x),s=Math.abs(this.endPoint.y-this.startPoint.y);this.selectionBox.style.left=`${e}px`,this.selectionBox.style.top=`${t}px`,this.selectionBox.style.width=`${i}px`,this.selectionBox.style.height=`${s}px`}updateSelectedObjects(){const e=this.endPoint.x>this.startPoint.x,t=this.endPoint.y>this.startPoint.y,i=e&&t,s=this.canvas.getBoundingClientRect(),r=s.width,a=s.height,o=new oe(Math.min(this.startPoint.x,this.endPoint.x)/r,Math.min(this.startPoint.y,this.endPoint.y)/a),l=new oe(Math.max(this.startPoint.x,this.endPoint.x)/r,Math.max(this.startPoint.y,this.endPoint.y)/a),c=[];this.scene.traverse(h=>{if(!h.isMesh||!h.visible)return;const u=h;if(!u.geometry)return;u.geometry.boundingBox||u.geometry.computeBoundingBox();const d=u.geometry.boundingBox;if(!d)return;const m=this.getBoundingBoxCorners(d,u).map(f=>this.worldToScreen(f)),g=this.getScreenBoundingBox(m);let v=!1;i?v=this.isFullyContained(g,o,l):v=this.isPartiallyContained(g,o,l),v&&c.push(h)}),this.selectedObjects=c,this.outlineManager.setSelectedObjects(this.selectedObjects)}getBoundingBoxCorners(e,t){const i=[],s=e.min,r=e.max;return i.push(new w(s.x,s.y,s.z)),i.push(new w(r.x,s.y,s.z)),i.push(new w(s.x,r.y,s.z)),i.push(new w(r.x,r.y,s.z)),i.push(new w(s.x,s.y,r.z)),i.push(new w(r.x,s.y,r.z)),i.push(new w(s.x,r.y,r.z)),i.push(new w(r.x,r.y,r.z)),i.forEach(a=>{a.applyMatrix4(t.matrixWorld)}),i}worldToScreen(e){const t=e.clone();t.project(this.camera);const i=(t.x+1)/2,s=(1-t.y)/2;return new oe(i,s)}getScreenBoundingBox(e){const t=new oe(1/0,1/0),i=new oe(-1/0,-1/0);return e.forEach(s=>{t.x=Math.min(t.x,s.x),t.y=Math.min(t.y,s.y),i.x=Math.max(i.x,s.x),i.y=Math.max(i.y,s.y)}),{min:t,max:i}}isFullyContained(e,t,i){return e.min.x>=t.x&&e.min.y>=t.y&&e.max.x<=i.x&&e.max.y<=i.y}isPartiallyContained(e,t,i){return!(e.max.xi.x||e.max.yi.y)}clearSelection(){this.selectedObjects=[],this.outlineManager.clearSelected()}getSelectedObjects(){return this.selectedObjects}dispose(){window.removeEventListener("keydown",this.onKeyDown.bind(this)),window.removeEventListener("keyup",this.onKeyUp.bind(this)),this.canvas.removeEventListener("mousedown",this.onMouseDown.bind(this)),this.canvas.removeEventListener("mousemove",this.onMouseMove.bind(this)),this.canvas.removeEventListener("mouseup",this.onMouseUp.bind(this)),this.selectionBox&&this.selectionBox.parentElement&&this.selectionBox.parentElement.removeChild(this.selectionBox),this.clearSelection()}}class Mv{scene;clippingPlane;stencilGroup=null;isEnabledFlag=!1;capMesh=null;planeInitialized=!1;tempCenter=new w;sceneBounds=new Pt;capColor=new xe(16711680);constructor(e){this.scene=e,this.clippingPlane=new Ai(new w(0,-1,0),0)}enable(){this.isEnabledFlag=!0,this.refresh()}disable(){this.isEnabledFlag=!1,this.cleanup()}refresh(){this.isEnabledFlag&&(this.cleanupStencilGroup(),this.ensurePlaneInitialized(),this.updateSceneMaterials(!0),this.createStencilGroup())}setPlane(e,t){this.planeInitialized=!0,this.clippingPlane.normal.copy(e).normalize(),this.clippingPlane.constant=t,this.isEnabledFlag&&this.updateCapPlane()}isEnabled(){return this.isEnabledFlag}setCapColor(e){if(this.capColor.set(e),this.capMesh){const t=this.capMesh.material;t.color.copy(this.capColor),t.needsUpdate=!0}}updateSceneMaterials(e){this.scene.traverse(t=>{if(t instanceof rt){if(t.userData.isStencilCap)return;(Array.isArray(t.material)?t.material:[t.material]).forEach(i=>{i&&(e?((!i.clippingPlanes||i.clippingPlanes.indexOf(this.clippingPlane)===-1)&&(i.clippingPlanes=[this.clippingPlane]),i.clipShadows=!0):i.clippingPlanes=[],i.needsUpdate=!0)})}})}createStencilGroup(){this.stencilGroup=new Vi,this.stencilGroup.name="ClippingStencilGroup",this.scene.add(this.stencilGroup);let e=0;this.scene.traverse(t=>{if(t instanceof rt&&t.visible&&!t.userData.isStencilCap){if(!t.geometry)return;this.createStencilMeshesForObject(t),e++}}),console.log(`ClippingManager: Generated stencil geometry for ${e} meshes.`),this.addCapPlane(),this.updateCapPlane()}createStencilMeshesForObject(e){const t=e.geometry;e.updateMatrixWorld(!0);const i=e.matrixWorld,s=new Ht({depthWrite:!1,depthTest:!1,colorWrite:!1,stencilWrite:!0,stencilFunc:Ha,clippingPlanes:[this.clippingPlane]}),r=s.clone();r.side=zt,r.stencilFail=Fa,r.stencilZFail=Fa,r.stencilZPass=Fa;const a=new rt(t,r);a.applyMatrix4(i),a.matrixAutoUpdate=!1,a.userData.isStencilCap=!0,a.renderOrder=1,this.stencilGroup.add(a);const o=s.clone();o.side=Si,o.stencilFail=za,o.stencilZFail=za,o.stencilZPass=za;const l=new rt(t,o);l.applyMatrix4(i),l.matrixAutoUpdate=!1,l.userData.isStencilCap=!0,l.renderOrder=1,this.stencilGroup.add(l)}addCapPlane(){const e=new Ht({color:this.capColor,side:Xt,stencilWrite:!0,transparent:!0,opacity:0,stencilFunc:Eu,stencilRef:0,clippingPlanes:[],depthTest:!0,polygonOffset:!0,polygonOffsetFactor:-1,polygonOffsetUnits:-1}),t=new An(1e5,1e5),i=new rt(t,e);i.userData.isCapPlane=!0,i.userData.isStencilCap=!0,i.renderOrder=2,this.capMesh=i,this.stencilGroup.add(i)}updateCapPlane(){if(!this.stencilGroup||!this.capMesh)return;const e=this.capMesh,t=this.clippingPlane.normal,i=-this.clippingPlane.constant;e.quaternion.setFromUnitVectors(new w(0,0,1),t),e.position.copy(t).multiplyScalar(i)}cleanupStencilGroup(){this.stencilGroup&&(this.scene.remove(this.stencilGroup),this.stencilGroup.traverse(e=>{e.material&&(Array.isArray(e.material)?e.material.forEach(t=>t.dispose()):e.material.dispose()),e.geometry&&e.userData.isCapPlane&&e.geometry.dispose()}),this.stencilGroup=null,this.capMesh=null)}cleanup(){this.updateSceneMaterials(!1),this.cleanupStencilGroup()}ensurePlaneInitialized(){if(this.planeInitialized||(this.sceneBounds.makeEmpty(),this.sceneBounds.setFromObject(this.scene),this.sceneBounds.isEmpty()))return;this.sceneBounds.getCenter(this.tempCenter);const e=this.clippingPlane.normal;this.clippingPlane.constant=-e.dot(this.tempCenter),this.planeInitialized=!0,this.updateCapPlane()}}class Sv{_lastClickWorldPosition=null;_lastClickScreenPosition=null;constructor(){}setLastClickWorldPosition(e){this._lastClickWorldPosition=e.clone()}getLastClickWorldPosition(){return this._lastClickWorldPosition}setLastClickScreenPosition(e){this._lastClickScreenPosition=e.clone()}getLastClickScreenPosition(){return this._lastClickScreenPosition}clearClickState(){this._lastClickWorldPosition=null,this._lastClickScreenPosition=null}}function Tv(n){let e=new Object;return e.updataSceneOctreeBox=function(){n.octreeBoxModels=[];let t=e.getBoundingBox();e.ocBox=e.splitBoxIntoAuto(t);let i=0;n.models.forEach(a=>{a.children.forEach(o=>{o.info.forEach(l=>{r(l,e.ocBox)})}),i=i+1}),s(e.ocBox);function s(a){for(let o=a.children.length-1;o>=0;o--){let l=a.children[o];l.isLeaf==!1&&s(l),l.children.length==0&&(l.isLeaf=!0),l.isLeaf&&(l.elements==null||l.elements.length==0)&&a.children.splice(o,1)}}function r(a,o){var l={min:a.box.min,max:a.box.max};if(e.boxContainBox(o,l)==!0)if(o.elements==null&&(o.elements=[]),o.isLeaf==!1){let c=!1;for(let h=0;h=t.min.x&&i.min.y>=t.min.y&&i.min.z>=t.min.z&&i.max.x<=t.max.x&&i.max.y<=t.max.y&&i.max.z<=t.max.z},e.splitBoxIntoAuto=function(t,i=10){let s=[],r=[],a=[],o=(t.max.x-t.min.x)*.5,l=(t.max.y-t.min.y)*.5,c=(t.max.z-t.min.z)*.5;if(o>i){let h=t,u={min:h.min,max:new w(h.min.x+o,h.max.y,h.max.z)},d={min:new w(h.min.x+o,h.min.y,h.min.z),max:h.max};s.push(u),s.push(d)}if(l>i)for(let h of s){let u={min:h.min,max:new w(h.max.x,h.min.y+l,h.max.z)},d={min:new w(h.min.x,h.min.y+l,h.min.z),max:h.max};r.push(u),r.push(d)}else r=s;if(c>i)for(let h of r){let u={min:h.min,max:new w(h.max.x,h.max.y,h.min.z+c)},d={min:new w(h.min.x,h.min.y,h.min.z+c),max:h.max};a.push(u),a.push(d)}else a=r;if(t.children=a,t.children.length>0){t.isLeaf=!1;for(let h=0;h{r.children.forEach(a=>{a.geometry.computeBoundingBox();let o=a.geometry.boundingBox.min,l=a.geometry.boundingBox.max;o.xs.x&&(s.x=l.x),l.y>s.y&&(s.y=l.y),l.z>s.z&&(s.z=l.z)})}),{min:i,max:s}},e}var ln=Object.freeze({Linear:Object.freeze({None:function(n){return n},In:function(n){return n},Out:function(n){return n},InOut:function(n){return n}}),Quadratic:Object.freeze({In:function(n){return n*n},Out:function(n){return n*(2-n)},InOut:function(n){return(n*=2)<1?.5*n*n:-.5*(--n*(n-2)-1)}}),Cubic:Object.freeze({In:function(n){return n*n*n},Out:function(n){return--n*n*n+1},InOut:function(n){return(n*=2)<1?.5*n*n*n:.5*((n-=2)*n*n+2)}}),Quartic:Object.freeze({In:function(n){return n*n*n*n},Out:function(n){return 1- --n*n*n*n},InOut:function(n){return(n*=2)<1?.5*n*n*n*n:-.5*((n-=2)*n*n*n-2)}}),Quintic:Object.freeze({In:function(n){return n*n*n*n*n},Out:function(n){return--n*n*n*n*n+1},InOut:function(n){return(n*=2)<1?.5*n*n*n*n*n:.5*((n-=2)*n*n*n*n+2)}}),Sinusoidal:Object.freeze({In:function(n){return 1-Math.sin((1-n)*Math.PI/2)},Out:function(n){return Math.sin(n*Math.PI/2)},InOut:function(n){return .5*(1-Math.sin(Math.PI*(.5-n)))}}),Exponential:Object.freeze({In:function(n){return 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e._tweens[t]})},n.prototype.removeAll=function(){this._tweens={}},n.prototype.add=function(e){this._tweens[e.getId()]=e,this._tweensAddedDuringUpdate[e.getId()]=e},n.prototype.remove=function(e){delete this._tweens[e.getId()],delete this._tweensAddedDuringUpdate[e.getId()]},n.prototype.update=function(e,t){e===void 0&&(e=On()),t===void 0&&(t=!1);var i=Object.keys(this._tweens);if(i.length===0)return!1;for(;i.length>0;){this._tweensAddedDuringUpdate={};for(var s=0;s1?r(n[t],n[t-1],t-i):r(n[s],n[s+1>t?t:s+1],i-s)},Utils:{Linear:function(n,e,t){return(e-n)*t+n}}},Lh=(function(){function n(){}return n.nextId=function(){return n._nextId++},n._nextId=0,n})(),el=new Ev,wv=(function(){function n(e,t){t===void 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Stop the Tween first.");return this._valuesEnd=e,this._propertiesAreSetUp=!1,this._duration=t<0?0:t,this},n.prototype.duration=function(e){return e===void 0&&(e=1e3),this._duration=e<0?0:e,this},n.prototype.dynamic=function(e){return e===void 0&&(e=!1),this._isDynamic=e,this},n.prototype.start=function(e,t){if(e===void 0&&(e=On()),t===void 0&&(t=!1),this._isPlaying)return this;if(this._group&&this._group.add(this),this._repeat=this._initialRepeat,this._reversed){this._reversed=!1;for(var i in this._valuesStartRepeat)this._swapEndStartRepeatValues(i),this._valuesStart[i]=this._valuesStartRepeat[i]}if(this._isPlaying=!0,this._isPaused=!1,this._onStartCallbackFired=!1,this._onEveryStartCallbackFired=!1,this._isChainStopped=!1,this._startTime=e,this._startTime+=this._delayTime,!this._propertiesAreSetUp||t){if(this._propertiesAreSetUp=!0,!this._isDynamic){var s={};for(var r in this._valuesEnd)s[r]=this._valuesEnd[r];this._valuesEnd=s}this._setupProperties(this._object,this._valuesStart,this._valuesEnd,this._valuesStartRepeat,t)}return this},n.prototype.startFromCurrentValues=function(e){return this.start(e,!0)},n.prototype._setupProperties=function(e,t,i,s,r){for(var a in i){var o=e[a],l=Array.isArray(o),c=l?"array":typeof o,h=!l&&Array.isArray(i[a]);if(!(c==="undefined"||c==="function")){if(h){var u=i[a];if(u.length===0)continue;for(var d=[o],m=0,g=u.length;m"u"||r)&&(t[a]=o),l||(t[a]*=1),h?s[a]=i[a].slice().reverse():s[a]=t[a]||0}}},n.prototype.stop=function(){return this._isChainStopped||(this._isChainStopped=!0,this.stopChainedTweens()),this._isPlaying?(this._group&&this._group.remove(this),this._isPlaying=!1,this._isPaused=!1,this._onStopCallback&&this._onStopCallback(this._object),this):this},n.prototype.end=function(){return this._goToEnd=!0,this.update(1/0),this},n.prototype.pause=function(e){return e===void 0&&(e=On()),this._isPaused||!this._isPlaying?this:(this._isPaused=!0,this._pauseStart=e,this._group&&this._group.remove(this),this)},n.prototype.resume=function(e){return e===void 0&&(e=On()),!this._isPaused||!this._isPlaying?this:(this._isPaused=!1,this._startTime+=e-this._pauseStart,this._pauseStart=0,this._group&&this._group.add(this),this)},n.prototype.stopChainedTweens=function(){for(var e=0,t=this._chainedTweens.length;ea)return!1;t&&this.start(e,!0)}if(this._goToEnd=!1,ec)return 1;var f=Math.trunc(o/l),p=o-f*l,b=Math.min(p/i._duration,1);return b===0&&o===i._duration?1:b},u=h(),d=this._easingFunction(u);if(this._updateProperties(this._object,this._valuesStart,this._valuesEnd,d),this._onUpdateCallback&&this._onUpdateCallback(this._object,u),this._duration===0||o>=this._duration)if(this._repeat>0){var m=Math.min(Math.trunc((o-this._duration)/l)+1,this._repeat);isFinite(this._repeat)&&(this._repeat-=m);for(r in this._valuesStartRepeat)!this._yoyo&&typeof this._valuesEnd[r]=="string"&&(this._valuesStartRepeat[r]=this._valuesStartRepeat[r]+parseFloat(this._valuesEnd[r])),this._yoyo&&this._swapEndStartRepeatValues(r),this._valuesStart[r]=this._valuesStartRepeat[r];return this._yoyo&&(this._reversed=!this._reversed),this._startTime+=l*m,this._onRepeatCallback&&this._onRepeatCallback(this._object),this._onEveryStartCallbackFired=!1,!0}else{this._onCompleteCallback&&this._onCompleteCallback(this._object);for(var g=0,v=this._chainedTweens.length;g{f&&(E||(f(R),E=!0))}),f&&setTimeout(()=>{E||(f(!0),E=!0)},v+10)},i.CameraGoHome=function(){var g=n.octreeBox.getBoundingBox(),v=g.min.clone().add(g.max.clone()).multiplyScalar(.5);let f=new w(1,1,1);var p=v.clone().add(f.multiplyScalar(1*g.max.distanceTo(g.min)));l(e.camera.position,p,n.controls.target.clone(),v)};function l(g,v,f,p,b,_,E=1e3,R){var T;b&&_?(T=new tl.Tween({x1:g.x,y1:g.y,z1:g.z,x2:f.x,y2:f.y,z2:f.z,_x:b._x,_y:b._y,_z:b._z,_w:b._w}),T.to({x1:v.x,y1:v.y,z1:v.z,x2:p.x,y2:p.y,z2:p.z,_x:_._x,_y:_._y,_z:_._z,_w:_._w},E)):(T=new tl.Tween({x1:g.x,y1:g.y,z1:g.z,x2:f.x,y2:f.y,z2:f.z}),T.to({x1:v.x,y1:v.y,z1:v.z,x2:p.x,y2:p.y,z2:p.z},E)),T.onUpdate(function(I){b&&_?(e.camera.quaternion._x=I._x,e.camera.quaternion._y=I._y,e.camera.quaternion._z=I._z,e.camera.quaternion._w=I._w):n.controls.auto=!0,e.camera.position.x=I.x1,e.camera.position.y=I.y1,e.camera.position.z=I.z1,n.controls.target.x=I.x2,n.controls.target.y=I.y2,n.controls.target.z=I.z2,n.controls.update(),i.RenderScene()}),T.onComplete(function(I){n.controls.auto=!1,i.RenderScene(),R&&R(!0),cancelAnimationFrame(s),s=null}),T.easing(tl.Easing.Cubic.InOut);function A(I){s=requestAnimationFrame(A),T.update()}T.start(),A()}function c(){r=document.createElement("div"),r.className="ViewCube",t.appendChild(r),a=document.createElement("div"),a.className="ViewAttr",t.appendChild(a)}function h(){i.sceneOrtho=Cv();var f=window.innerWidth,p=window.innerHeight,g=f>p?f/p:p/f,v=150;i.camera=new ms(v*g/-2,v*g/2,2*v/2,1.4*v/-2,.01,1e4);var f=r.clientWidth,p=r.clientHeight,b=new Lr({alpha:!0});b.setSize(f,p),b.setClearAlpha(0),i.sceneOrtho.renderer=b;let _=new Bc(16777215,.8);i.sceneOrtho.add(_),Av(r,b)}function u(){let g=[{label:"右",icon:"cube/cn_right.png"},{label:"左",icon:"cube/cn_left.png"},{label:"顶",icon:"cube/cn_top.png"},{label:"底",icon:"cube/cn_bottom.png"},{label:"前",icon:"cube/cn_front.png"},{label:"后",icon:"cube/cn_back.png"}];var v=[];for(const p of g)v.push(new Ht({color:16777215,map:new Lc().load(p.icon)}));new Od({color:255});var f=new rt(new ds(110,110,110),v);i.sceneOrtho.add(f),d(122),r.addEventListener("mousedown",p=>{var b={};b.x=p.offsetX/r.clientWidth*2-1,b.y=-(p.offsetY/r.clientHeight)*2+1;var _=new kc;_.setFromCamera(b,i.camera);const E=_.intersectObjects(o,!1);E.length>0&&i.ToggleDirectionView(E[0].object.name)}),r.addEventListener("mousemove",p=>{var b={};b.x=p.offsetX/r.clientWidth*2-1,b.y=-(p.offsetY/r.clientHeight)*2+1;var _=new kc;_.setFromCamera(b,i.camera);const E=_.intersectObjects(o,!1);for(var R of o)R.material.opacity=.01;E.length>0&&(E[0].object.material.opacity=.2)})}function d(g){for(var v=g*.5-20,f=[{name:"right",a:30,b:75,c:75,point:new w(v,0,0)},{name:"back",a:75,b:75,c:30,point:new w(0,0,-v)},{name:"left",a:30,b:75,c:75,point:new w(-v,0,0)},{name:"front",a:75,b:75,c:30,point:new w(0,0,v)},{name:"top",a:75,b:30,c:75,point:new w(0,v,0)},{name:"button",a:75,b:30,c:75,point:new w(0,-v,0)}],p=[{name:"top_right_back",a:30,b:30,c:30,point:new w(-v,v,v)},{name:"button_front_right",a:30,b:30,c:30,point:new w(-v,-v,v)},{name:"top_front_right",a:30,b:30,c:30,point:new w(v,v,v)},{name:"button_right_back",a:30,b:30,c:30,point:new w(v,-v,v)},{name:"top_back_left",a:30,b:30,c:30,point:new w(-v,v,-v)},{name:"button_back_left",a:30,b:30,c:30,point:new w(-v,-v,-v)},{name:"top_left_front",a:30,b:30,c:30,point:new w(v,v,-v)},{name:"button_left_front",a:30,b:30,c:30,point:new w(v,-v,-v)}],b=[{name:"top_front",a:30,b:30,c:75,point:new w(v,v,0)},{name:"top_right",a:75,b:30,c:30,point:new w(0,v,v)},{name:"top_back",a:30,b:30,c:75,point:new w(-v,v,0)},{name:"top_left",a:75,b:30,c:30,point:new w(0,v,-v)},{name:"button_front",a:30,b:30,c:75,point:new w(v,-v,0)},{name:"button_right",a:75,b:30,c:30,point:new w(0,-v,v)},{name:"button_back",a:30,b:30,c:75,point:new w(-v,-v,0)},{name:"button_left",a:75,b:30,c:30,point:new w(0,-v,-v)},{name:"front_right",a:30,b:75,c:30,point:new w(v,0,v)},{name:"right_back",a:30,b:75,c:30,point:new w(-v,0,v)},{name:"back_left",a:30,b:75,c:30,point:new w(-v,0,-v)},{name:"left_front",a:30,b:75,c:30,point:new w(v,0,-v)}],_=0;_{t instanceof rt&&n.includes(t.name)&&e.push(t)}),this.manager.highlight(e)}addSelection(n){this.select(n)}removeSelection(n){this.manager.clearHighlight()}clearSelection(){this.manager.clearHighlight()}getHiddenComponents(){const n=[];return this.scene.traverse(e=>{e.visible||n.push(e.name)}),n}setVisibility(n,e){this.manager.setVisibility(n,e)}isolate(n){this.scene.traverse(e=>e.visible=!1),this.setVisibility(n,!0)}clearIsolation(){this.scene.traverse(n=>n.visible=!0)}setColor(n,e){console.warn("[V1] setColor not implemented")}restoreColor(n){console.warn("[V1] restoreColor not implemented")}setOpacity(n,e){console.warn("[V1] setOpacity not implemented")}restoreOpacity(n){console.warn("[V1] restoreOpacity not implemented")}clearAllOverrides(){}getBoundingBox(n){let e;if(this.scene.traverse(t=>{t.name===n&&(e=t)}),e){const t=new Pt().setFromObject(e);return{min:t.min,max:t.max}}return{min:{x:0,y:0,z:0},max:{x:0,y:0,z:0}}}},Iv=class{constructor(n,e){this.sceneManager=n,this.renderer=e}setBackgroundColor(n){this.sceneManager.setBackground(n)}setSkybox(n){const e=new Pc().load(n);this.sceneManager.scene.background=e}enableShadows(n){}enableAntialiasing(n){}enableAmbientOcclusion(n){}addSectionPlane(n,e){return""}removeSectionPlane(n){}clearSectionPlanes(){}enableSectioning(n){}captureScreen(n,e){return this.renderer.domElement.toDataURL()}getViewerConfig(){return{shadows:!1,ambientOcclusion:!1,sectioning:!1}}getRenderStatistics(){const n=this.renderer.info||{},e=n.render||{},t=n.memory||{};return{calls:e.calls||0,triangles:e.triangles||0,points:e.points||0,lines:e.lines||0,memory:{geometries:t.geometries||0,textures:t.textures||0}}}},Uv=class{async getProperties(n){return[{name:"Identity Data",properties:[{name:"Element ID",value:n},{name:"Version",value:"V1 Engine"}]}]}async getPropertyValue(n,e){return"Unknown"}async getModelTree(n){return[{id:"root",name:"Model Root (V1)",type:"Model",hasChildren:!1}]}async search(n){return[]}},Nv=class{activeTool=null;tools=new Map;activate(n,e){console.log(`[V1] Activating tool: ${n}`,e),this.activeTool=n}deactivate(){this.activeTool&&(console.log(`[V1] Deactivating tool: ${this.activeTool}`),this.activeTool=null)}getActiveTool(){return this.activeTool}registerTool(n,e){this.tools.set(n,e)}},Bv=class{listeners=new Map;on(n,e){this.listeners.has(n)||this.listeners.set(n,[]),this.listeners.get(n).push(e)}off(n,e){if(!this.listeners.has(n))return;const t=this.listeners.get(n),i=t.indexOf(e);i!==-1&&t.splice(i,1)}trigger(n,e){this.listeners.has(n)&&this.listeners.get(n).forEach(t=>{try{t(e)}catch(i){console.error(`Error in event listener for ${n}:`,i)}})}},Ov=class{container;renderer;composer=null;stats=null;engineState;sceneManager;cameraManager;loaderManager;interactionManager;outlineManager;selectionBoxManager=null;clippingManager;octreeBox;loader;cameraTool;components;data;viewer;tools;events;viewCube;scene;camera;models;controls;measure;animationId=null;constructor(n){const e=document.getElementById(n.containerId);if(!e)throw new Error(`Container ${n.containerId} not found`);this.container=e,this.models=[],this.engineState=new Sv,this.sceneManager=new S1(n);const{width:t,height:i}=this.getContainerSize();this.cameraManager=new O1(this.container,t,i,this.engineState);try{this.renderer=new Lr({antialias:n.antialias??!0}),console.log("Engine: Using WebGPURenderer")}catch(s){console.warn("WebGPURenderer failed",s),this.renderer=new Lr({antialias:n.antialias??!0})}this.renderer.setSize(t,i),this.renderer.setPixelRatio(window.devicePixelRatio),this.renderer.shadowMap.enabled=!0,this.renderer.shadowMap.type=hl,this.renderer.toneMapping=Qr,this.renderer.toneMappingExposure=1,this.renderer.localClippingEnabled=!0,this.container.appendChild(this.renderer.domElement),this.loaderManager=new _v(this.sceneManager.scene),this.outlineManager=new bv(this.sceneManager.scene,this.cameraManager.camera,t,i),this.interactionManager=new xv(this.sceneManager.scene,this.cameraManager.camera,this.renderer.domElement,this.engineState),this.selectionBoxManager=new yv(this.sceneManager.scene,this.cameraManager.camera,this.renderer.domElement,this.cameraManager.controls,this.outlineManager),this.clippingManager=new Mv(this.sceneManager.scene),setTimeout(()=>{this.clippingManager.enable()},1e3),this.events=new Bv,this.interactionManager.setEventModule(this.events),this.loader=new Pv(this.loaderManager,this.sceneManager.scene,this.clippingManager),this.cameraTool=new Lv(this.cameraManager),this.components=new Dv(this.interactionManager,this.sceneManager.scene),this.viewer=new Iv(this.sceneManager,this.renderer),this.data=new Uv,this.tools=new Nv,this.scene=this.sceneManager.scene,this.scene.camera=this.cameraManager.camera,this.camera=this.cameraManager.camera,this.controls=this.cameraManager.controls,this.octreeBox=Tv(this),this.viewCube=Rv(this,this.scene,this.container),this.viewCube.init(),this.setupVisuals(),this.setupPostProcessing(),n.showStats!==!1&&this.initStats(),this.setupResizeObserver(),this.animate()}initStats(){this.stats=new M1,this.stats.showPanel(0),this.stats.dom.style.position="absolute",this.stats.dom.style.top="0px",this.stats.dom.style.left="0px",this.stats.dom.style.zIndex="1000",this.container.appendChild(this.stats.dom)}toggleStats(n){n&&!this.stats?this.initStats():!n&&this.stats&&(this.container.removeChild(this.stats.dom),this.stats=null)}getVersion(){return"1.2.0 (WebGPU Experimental)"}setupVisuals(){const n=this.sceneManager.scene;n.children.filter(s=>s instanceof Pn).forEach(s=>n.remove(s));const e=new Nc(16777215,4.5);e.position.set(10,20,10),e.castShadow=!0,e.shadow.mapSize.width=4096,e.shadow.mapSize.height=4096,e.shadow.camera.near=.1,e.shadow.camera.far=500,e.shadow.bias=-5e-5,e.shadow.normalBias=.02;const t=50;e.shadow.camera.left=-t,e.shadow.camera.right=t,e.shadow.camera.top=t,e.shadow.camera.bottom=-t,e.shadow.radius=2,n.add(e);const i=new Bc(4210752,.4);n.add(i),new n1().load("https://raw.githubusercontent.com/mrdoob/three.js/master/examples/textures/equirectangular/royal_esplanade_1k.hdr",s=>{s.mapping=Hn,n.environment=s,n.environmentIntensity=1})}setupPostProcessing(){if(!this.renderer)return;const{width:n,height:e}=this.getContainerSize(),t=window.devicePixelRatio,i=this.sceneManager.scene,s=this.cameraManager.camera;this.composer=new c1(this.renderer),this.composer.setPixelRatio(t),this.composer.setSize(n,e);const r=new h1(i,s);this.composer.addPass(r);const a=new xi(i,s,n,e);a.output=xi.OUTPUT.Default,a.blendIntensity=1,a.updateGtaoMaterial&&a.updateGtaoMaterial({radius:3,distanceExponent:1,thickness:1,scale:1,distanceFallOff:1,screenSpaceRadius:!1}),this.composer.addPass(a);const o=this.outlineManager.getPass();this.composer.addPass(o);const l=new nn(new oe(n,e),.05,.1,.5);this.composer.addPass(l);const c=new g1;this.composer.addPass(c);const h=new Go(v1);h.material.uniforms.resolution.value.x=1/(n*t),h.material.uniforms.resolution.value.y=1/(e*t),this.composer.addPass(h)}resize(){const{width:n,height:e}=this.getContainerSize(),t=window.devicePixelRatio;if(this.cameraManager.updateAspect(n,e),this.renderer.setSize(n,e),this.renderer.setPixelRatio(t),this.outlineManager&&this.outlineManager.resize(n,e),this.composer){this.composer.setPixelRatio(t),this.composer.setSize(n,e);const i=this.composer.passes.find(s=>s instanceof Go&&s.material.uniforms.resolution);i&&(i.material.uniforms.resolution.value.x=1/(n*t),i.material.uniforms.resolution.value.y=1/(e*t))}}getContainerSize(){return{width:this.container.clientWidth,height:this.container.clientHeight}}setupResizeObserver(){new ResizeObserver(()=>{this.resize()}).observe(this.container)}animate=()=>{this.animationId=requestAnimationFrame(this.animate),this.viewCube.RenderScene(),this.stats&&this.stats.begin(),this.cameraManager.tick(),this.composer?this.composer.render():this.renderer.renderAsync?this.renderer.renderAsync(this.sceneManager.scene,this.cameraManager.camera):this.renderer.render(this.sceneManager.scene,this.cameraManager.camera),this.stats&&this.stats.end()};dispose(){this.animationId&&cancelAnimationFrame(this.animationId),this.selectionBoxManager&&this.selectionBoxManager.dispose(),this.renderer.dispose(),this.container.innerHTML=""}};class Ih{constructor(e,t,i){this.object=e,this.id=t,this.uuid=i,this.object.name=t}get name(){return this.object.name}set name(e){this.object.name=e}get visible(){return this.object.visible}set visible(e){this.object.visible=e}getBoundingBox(){const e=new Pt().setFromObject(this.object);return{min:e.min,max:e.max}}setMatrix(e){this.object.matrix.fromArray(e),this.object.matrix.decompose(this.object.position,this.object.quaternion,this.object.scale)}}class kv{scene;gltfLoader;models=new Map;constructor(e){this.scene=e,this.gltfLoader=new Th}async loadModel(e,t){return new Promise((i,s)=>{this.gltfLoader.load(e,r=>{const a=r.scene,o=t?.id||Wa.generateUUID();t?.position&&a.position.fromArray(t.position),t?.scale&&a.scale.fromArray(t.scale),t?.rotation&&a.rotation.setFromVector3(new w(...t.rotation)),this.scene.add(a);const l=new Ih(a,o,a.uuid);this.models.set(o,l),i(l)},r=>{t?.onProgress&&t.onProgress(r.loaded/r.total*100)},r=>s(r))})}unloadModel(e){const t=this.models.get(e);t&&t instanceof Ih&&(this.scene.remove(t.object),this.models.delete(e))}getAllModels(){return Array.from(this.models.values())}getModel(e){return this.models.get(e)}}class Fv{camera;controls;container;constructor(e,t,i){this.container=e,this.camera=new Tt(75,t/i,.1,1e3),this.camera.position.set(10,10,10),this.camera.lookAt(0,0,0),this.controls=new Mh(this.camera,this.container),this.controls.enableDamping=!0}getCamera(){return this.camera}update(){this.controls.update()}updateAspect(e,t){if(this.camera instanceof Tt)this.camera.aspect=e/t,this.camera.updateProjectionMatrix();else if(this.camera instanceof ms){const i=e/t,s=20;this.camera.left=-s*i/2,this.camera.right=s*i/2,this.camera.top=s/2,this.camera.bottom=-s/2,this.camera.updateProjectionMatrix()}}setView(e,t){switch(e){case rn.Top:this.camera.position.set(0,20,0);break;case rn.Front:this.camera.position.set(0,0,20);break;default:console.warn("View not fully implemented:",e)}this.camera.lookAt(0,0,0),this.controls.update()}fitToView(e,t){}goHome(e){this.camera.position.set(10,10,10),this.camera.lookAt(0,0,0),this.controls.update()}setProjection(e){e===an.Perspective&&!(this.camera instanceof Tt)||e===an.Orthographic&&this.camera instanceof ms}setNavigationMode(e){e===Or.Orbit?(this.controls.enabled=!0,this.controls.enableRotate=!0):e===Or.PanOnly&&(this.controls.enableRotate=!1)}getState(){const e=this.controls.target;return{position:this.camera.position.toArray(),target:e.toArray(),up:this.camera.up.toArray(),projection:this.camera instanceof Tt?an.Perspective:an.Orthographic}}restoreState(e,t){this.camera.position.fromArray(e.position),this.camera.up.fromArray(e.up),this.controls.target.fromArray(e.target),this.controls.update()}}class zv{scene;selectedIds=new Set;materialCache=new Map;constructor(e){this.scene=e}findObject(e){let t;return this.scene.traverse(i=>{i.name===e&&(t=i)}),t}getSelection(){return Array.from(this.selectedIds)}select(e){this.clearSelection(),this.addSelection(e)}addSelection(e){e.forEach(t=>{this.selectedIds.add(t),this.findObject(t)})}removeSelection(e){e.forEach(t=>this.selectedIds.delete(t))}clearSelection(){this.selectedIds.clear()}getHiddenComponents(){const e=[];return this.scene.traverse(t=>{t.visible||e.push(t.name)}),e}setVisibility(e,t){e.forEach(i=>{const s=this.findObject(i);s&&(s.visible=t)})}isolate(e){this.scene.traverse(t=>t.visible=!1),this.setVisibility(e,!0)}clearIsolation(){this.scene.traverse(e=>e.visible=!0)}setColor(e,t){e.forEach(i=>{const s=this.findObject(i);if(s&&s instanceof rt){this.materialCache.has(i)||this.materialCache.set(i,s.material);const r=new Ht({color:t});s.material=r}})}restoreColor(e){e.forEach(t=>{const i=this.findObject(t);i&&this.materialCache.has(t)&&(i.material=this.materialCache.get(t),this.materialCache.delete(t))})}setOpacity(e,t){}restoreOpacity(e){}clearAllOverrides(){this.materialCache.forEach((e,t)=>{const i=this.findObject(t);i&&i instanceof rt&&(i.material=e)}),this.materialCache.clear()}getBoundingBox(e){const t=this.findObject(e);if(t){const i=new Pt().setFromObject(t);return{min:i.min,max:i.max}}return{min:{x:0,y:0,z:0},max:{x:0,y:0,z:0}}}}class Hv{async getProperties(e){return[{name:"Identity Data",properties:[{name:"Element ID",value:e},{name:"Name",value:"Sample Element"}]}]}async getPropertyValue(e,t){return"Unknown"}async getModelTree(e){return[{id:"root",name:"Model Root",type:"Model",hasChildren:!0,children:[{id:"l1",name:"Level 1",type:"Level",hasChildren:!1}]}]}async search(e){return console.log("Searching for:",e),[]}}class Vv{scene;renderer;_shadowsEnabled=!1;_aoEnabled=!1;_sectioningEnabled=!1;constructor(e,t){this.scene=e,this.renderer=t}setBackgroundColor(e){this.scene.background=new xe(e)}setSkybox(e){const t=new Pc().load(e);this.scene.background=t}enableShadows(e){this._shadowsEnabled=e,this.renderer.shadowMap.enabled=e,this.scene.traverse(t=>{t instanceof rt&&(t.castShadow=e,t.receiveShadow=e)})}enableAntialiasing(e){console.warn("Changing antialiasing at runtime requires recreating the WebGL context, which is complex. Ignored.")}enableAmbientOcclusion(e){this._aoEnabled=e,console.log("AO enabled:",e,"(Requires PostProcessing pass - not implemented in this basic kernel)")}addSectionPlane(e,t){const i=new Ai(new w(...e),t);return this.renderer.clippingPlanes.push(i),"plane-"+(this.renderer.clippingPlanes.length-1)}removeSectionPlane(e){this.renderer.clippingPlanes.pop()}clearSectionPlanes(){this.renderer.clippingPlanes=[]}enableSectioning(e){this._sectioningEnabled=e,this.renderer.localClippingEnabled=e}captureScreen(e,t){return this.renderer.domElement.toDataURL()}getViewerConfig(){return{shadows:this._shadowsEnabled,ambientOcclusion:this._aoEnabled,sectioning:this._sectioningEnabled}}getRenderStatistics(){const e=this.renderer.info;return{calls:e.render.calls,triangles:e.render.triangles,points:e.render.points,lines:e.render.lines,memory:{geometries:e.memory.geometries,textures:e.memory.textures}}}}class Gv{activeTool=null;tools=new Map;activate(e,t){console.log(`Activating tool: ${e}`,t),this.activeTool=e}deactivate(){this.activeTool&&(console.log(`Deactivating tool: ${this.activeTool}`),this.activeTool=null)}getActiveTool(){return this.activeTool}registerTool(e,t){this.tools.set(e,t)}}class Wv{listeners=new Map;on(e,t){this.listeners.has(e)||this.listeners.set(e,[]),this.listeners.get(e).push(t)}off(e,t){if(!this.listeners.has(e))return;const i=this.listeners.get(e),s=i.indexOf(t);s!==-1&&i.splice(s,1)}trigger(e,t){this.listeners.has(e)&&this.listeners.get(e).forEach(i=>{try{i(t)}catch(s){console.error(`Error in event listener for ${e}:`,s)}})}}class Uh{loader;cameraTool;components;data;viewer;tools;events;viewCube;container;scene;renderer;_cameraModule;animationId=null;constructor(e){const t=document.getElementById(e.containerId);if(!t)throw new Error(`Container ${e.containerId} not found`);this.container=t,this.scene=new go,this.renderer=new Lr({antialias:e.antialias??!0,alpha:!0}),this.renderer.setPixelRatio(window.devicePixelRatio),this.container.appendChild(this.renderer.domElement),this.events=new Wv,this._cameraModule=new Fv(this.container,this.container.clientWidth,this.container.clientHeight),this.cameraTool=this._cameraModule,this.loader=new kv(this.scene),this.components=new zv(this.scene),this.data=new Hv,this.viewer=new Vv(this.scene,this.renderer),this.tools=new Gv,this.viewCube={show:()=>console.warn("[V2] ViewCube not implemented"),hide:()=>{},setDirection:()=>{},goHome:()=>{},isVisible:()=>!1,updateOptions:()=>{}},this.resize(),this.setupResizeObserver(),this.animate()}getVersion(){return"2.0.0"}resize(){const e=this.container.clientWidth,t=this.container.clientHeight;this.renderer.setSize(e,t),this._cameraModule.updateAspect(e,t)}dispose(){this.animationId&&cancelAnimationFrame(this.animationId),this.renderer.dispose(),this.container.innerHTML=""}setupResizeObserver(){new ResizeObserver(()=>{this.resize()}).observe(this.container)}animate=()=>{this.animationId=requestAnimationFrame(this.animate),this._cameraModule.update(),this.renderer.render(this.scene,this._cameraModule.getCamera())}}function jv(n){const e=n.version||"v1";switch(e){case"v2":return new Uh(n);case"v1":return new Ov(n);default:return console.warn(`Version '${e}' not found. Falling back to v2.`),new Uh(n)}}class Xv{engine=null;container;containerId;options;_isInitialized=!1;_isDestroyed=!1;unsubscribeTheme=null;constructor(e){this.container=e.container,this.container.id?this.containerId=this.container.id:(this.containerId=`engine-container-${Date.now()}-${Math.random().toString(36).substr(2,9)}`,this.container.id=this.containerId),this.options={backgroundColor:e.backgroundColor??1710618,version:e.version??"v1",showStats:e.showStats??!1,showViewCube:e.showViewCube??!0}}init(){if(this._isInitialized){console.warn("[Engine] Engine already initialized.");return}if(this._isDestroyed){console.error("[Engine] Cannot initialize destroyed engine.");return}try{const e={containerId:this.containerId,backgroundColor:this.options.backgroundColor,version:this.options.version,showStats:this.options.showStats,showViewCube:this.options.showViewCube};if(this.engine=jv(e),!this.engine)throw new Error("Failed to create engine instance");this._isInitialized=!0,this.unsubscribeTheme=Ze.subscribe(t=>{this.setTheme(t)}),this.setTheme(Ze.getTheme())}catch(e){throw console.error("[Engine] Failed to initialize engine:",e),this._isInitialized=!1,e}}setTheme(e){if(!this._isInitialized||!this.engine)return;let t;e.name==="dark"?t=1710618:e.name==="light"?t=16119285:t=this.options.backgroundColor??1710618,this.engine&&typeof this.engine.setBackgroundColor=="function"?this.engine.setBackgroundColor(t):this.engine&&this.engine.scene&&this.engine.scene.background&&this.engine.scene.background.setHex(t)}setLocales(){}isInitialized(){return this._isInitialized}loadModel(e,t){if(!this._isInitialized||!this.engine){console.error("[Engine] Engine not initialized. Please call init() first.");return}if(!e){console.error("[Engine] Model URL is required.");return}this.engine.loader.loadModel(e,t)}getEngine(){return this.engine}destroy(){this._isDestroyed||(this.unsubscribeTheme&&(this.unsubscribeTheme(),this.unsubscribeTheme=null),this.container.innerHTML="",this._isDestroyed=!0,this._isInitialized=!1)}}class qv{element;content=null;isVisible=!1;onCloseCallback;options;mouseDownTime=0;CLICK_THRESHOLD=200;constructor(e){this.options=e,this.element=document.createElement("div"),this.element.className=`bim-right-key ${e?.className||""}`,e?.zIndex&&(this.element.style.zIndex=e.zIndex.toString()),document.body.appendChild(this.element)}init(){document.addEventListener("mousedown",this.handleGlobalClick),this.element.addEventListener("contextmenu",e=>{e.preventDefault(),e.stopPropagation()}),this.options?.container&&(this.options.container.addEventListener("mousedown",this.handleContainerMouseDown),this.options.container.addEventListener("mouseup",this.handleContainerMouseUp),this.options.container.addEventListener("contextmenu",this.handleContainerContextMenu))}setTheme(e){}setLocales(){}destroy(){document.removeEventListener("mousedown",this.handleGlobalClick),this.options?.container&&(this.options.container.removeEventListener("mousedown",this.handleContainerMouseDown),this.options.container.removeEventListener("mouseup",this.handleContainerMouseUp),this.options.container.removeEventListener("contextmenu",this.handleContainerContextMenu)),this.unmountContent(),this.element.remove()}handleContainerMouseDown=e=>{e.button===2&&(this.mouseDownTime=Date.now())};handleContainerMouseUp=e=>{e.button!==2||Date.now()-this.mouseDownTime>this.CLICK_THRESHOLD||this.options?.onContext&&this.options.onContext(e)};handleContainerContextMenu=e=>{e.preventDefault()};setOnClose(e){this.onCloseCallback=e}mount(e){this.unmountContent(),this.content=e,this.element.appendChild(e.getElement())}unmountContent(){this.content&&(this.content.destroy(),this.element.innerHTML="",this.content=null)}show(e,t){this.element.classList.add("visible"),this.isVisible=!0,this.element.style.left=`${e}px`,this.element.style.top=`${t}px`;const i=this.element.getBoundingClientRect(),s=window.innerWidth,r=window.innerHeight;let a=e,o=t;e+i.width>s&&(a=e-i.width),t+i.height>r&&(o=t-i.height),this.element.style.left=`${a}px`,this.element.style.top=`${o}px`}hide(){this.element.classList.remove("visible"),this.isVisible=!1,this.unmountContent(),this.onCloseCallback&&this.onCloseCallback()}handleGlobalClick=e=>{this.isVisible&&(this.element.contains(e.target)||this.hide())}}class il{element;options;unsubscribeLocale=null;unsubscribeTheme=null;activeSubMenu=null;constructor(e){this.options=e,this.element=document.createElement("ul"),this.element.className="bim-menu"}init(){this.render(),this.unsubscribeLocale=It.subscribe(()=>{this.setLocales()}),this.unsubscribeTheme=Ze.subscribe(e=>{this.setTheme(e)})}setTheme(e){const t=this.element.style;t.setProperty("--bim-ui_bg_color",e.panelBackground),t.setProperty("--bim-ui_text_primary",e.textPrimary),t.setProperty("--bim-ui_border_color",e.border),t.setProperty("--bim-ui_bg_hover",e.componentHover)}setLocales(){this.element.innerHTML="",this.render()}destroy(){this.unsubscribeLocale&&(this.unsubscribeLocale(),this.unsubscribeLocale=null),this.unsubscribeTheme&&(this.unsubscribeTheme(),this.unsubscribeTheme=null),this.closeSubMenu(),this.element.remove()}getElement(){return this.element}render(){const{items:e,groupOrder:t}=this.options,i=new Map,s="default";e.forEach(a=>{const o=a.group||s;i.has(o)||i.set(o,[]),i.get(o).push(a)});let r=[];if(t){r=t.filter(a=>i.has(a));for(const a of i.keys())r.includes(a)||r.push(a)}else r=Array.from(i.keys());r.forEach((a,o)=>{if(o>0){const c=document.createElement("li");c.className="bim-menu-divider",this.element.appendChild(c)}const l=i.get(a);l.sort((c,h)=>(c.order||0)-(h.order||0)),l.forEach(c=>{c.visible!==!1&&this.element.appendChild(this.createItemElement(c))})})}createItemElement(e){const t=document.createElement("li"),i=!e.disabled;t.className=`bim-menu-item ${i?"":"disabled"}`;const s=document.createElement("div");s.className="bim-menu-item-icon",e.icon&&(s.innerHTML=e.icon),t.appendChild(s);const r=document.createElement("div");r.className="bim-menu-item-label",r.textContent=le(e.label),t.appendChild(r);const a=e.children,o=a&&a.length>0;if(o){const l=document.createElement("div");l.className="bim-menu-item-arrow",l.innerHTML='',t.appendChild(l),t.addEventListener("mouseenter",()=>this.openSubMenu(e,t))}else t.addEventListener("mouseenter",()=>this.closeSubMenu());return i&&t.addEventListener("click",l=>{l.stopPropagation(),console.log(`[BimMenu] Clicked item: ${e.id}`),o||(e.onClick?(console.log(`[BimMenu] Executing onClick for ${e.id}`),e.onClick()):console.warn(`[BimMenu] No onClick handler for ${e.id}`))}),t}openSubMenu(e,t){const i=e.children;if(!i||i.length===0)return;this.closeSubMenu();const s=document.createElement("div");s.style.position="fixed",s.style.zIndex="10001";const r=t.getBoundingClientRect();s.style.top=`${r.top}px`,s.style.left=`${r.right}px`,s.addEventListener("mousedown",l=>l.stopPropagation());const a=new il({items:i});a.init(),s.appendChild(a.element),document.body.appendChild(s),this.activeSubMenu={menu:a,container:s};const o=s.getBoundingClientRect();o.right>window.innerWidth&&(s.style.left=`${r.left-o.width}px`)}closeSubMenu(){this.activeSubMenu&&(this.activeSubMenu.menu.destroy(),this.activeSubMenu.container.remove(),this.activeSubMenu=null)}}class Nh extends jt{container;rightKeyPanel;contextHandlers=[];constructor(e,t){super(e),this.container=t,this.rightKeyPanel=new qv({zIndex:9e3,container:this.container,onContext:this.handleContextMenu}),this.rightKeyPanel.init()}destroy(){this.rightKeyPanel.destroy()}registerHandler(e){this.contextHandlers.push(e)}showMenu(e,t,i,s){if(!i||i.length===0)return;const r=new il({items:i,groupOrder:s});r.init(),this.rightKeyPanel.mount(r),this.rightKeyPanel.show(e,t)}hide(){this.rightKeyPanel.hide()}handleContextMenu=e=>{let t=null;for(const i of this.contextHandlers){const s=i(e);s&&s.length>0&&(t||(t=[]),t=t.concat(s))}t&&t.length>0?this.showMenu(e.clientX,e.clientY,t):this.hide()}}const Zv=n=>({id:"infoMenu",label:"menu.info",group:"info",icon:'',onClick:()=>{console.log("dianjile"),n.dialog?.showInfoDialog(),n.engine?.rightKey?.hide()}}),Yv=n=>({id:"fourMenu",label:"menu.info",icon:'',onClick:()=>{console.log("dianjile"),n.dialog?.showInfoDialog(),n.engine?.rightKey?.hide()}}),Kv=n=>({id:"infoMenu",label:"menu.info",icon:'',onClick:()=>{console.log("dianjile"),n.dialog?.showInfoDialog(),n.engine?.rightKey?.hide()}}),$v=n=>({id:"homeMenu",label:"menu.home",group:"home",children:[Kv(n),Yv(n)],icon:'',onClick:()=>{n.dialog?.showInfoDialog(),n.engine?.rightKey?.hide()}});class Jv extends jt{container;engineInstance=null;rightKey=null;constructor(e,t){super(e),this.container=t}initialize(e){this.engineInstance&&this.engineInstance.isInitialized()&&(console.warn("[EngineManager] 3D Engine already initialized. Destroying old instance..."),this.engineInstance.destroy(),this.engineInstance=null);try{return this.engineInstance=new Xv({container:this.container,...e}),this.engineInstance.init(),this.rightKey=new Nh(this.engine,this.container),this.rightKey.registerHandler(t=>[Zv(this.engine),$v(this.engine)]),this.engineInstance.isInitialized()}catch(t){return console.error("[EngineManager] Failed to initialize 3D engine:",t),this.engineInstance=null,!1}}isInitialized(){return this.engineInstance!==null&&this.engineInstance.isInitialized()}loadModel(e,t){if(!this.engineInstance||!this.engineInstance.isInitialized()){console.error("[EngineManager] 3D Engine not initialized. Please call initialize() first.");return}this.engineInstance.loadModel(e,t)}getEngine(){return this.engineInstance?this.engineInstance.getEngine():(console.warn("[EngineManager] 3D Engine not initialized."),null)}destroy(){this.engineInstance&&(this.engineInstance.destroy(),this.engineInstance=null),this.rightKey&&(this.rightKey.destroy(),this.rightKey=null)}}var gt=(n=>(n[n.Unchecked=0]="Unchecked",n[n.Checked=1]="Checked",n[n.Indeterminate=2]="Indeterminate",n))(gt||{});class Qv{config;element;children=[];parent=null;checkState=gt.Unchecked;contentEl;switcherEl;checkboxEl=null;titleEl;actionsEl;childrenContainer;onExpandChange;onCheckChange;onNodeClick;renderActions;constructor(e,t,i){this.config=e,this.onExpandChange=i.onExpand,this.onCheckChange=i.onCheck,this.onNodeClick=i.onClick,this.renderActions=t.renderActions,this.checkState=e.checked?gt.Checked:gt.Unchecked,this.element=this.createDom(t)}createDom(e){const t=document.createElement("div");t.className="bim-tree-node",this.config.disabled&&t.classList.add("is-disabled"),this.contentEl=document.createElement("div"),this.contentEl.className="bim-tree-node-content",this.switcherEl=document.createElement("span"),this.switcherEl.className="bim-tree-switcher",this.switcherEl.innerHTML='';const i=this.config.children&&this.config.children.length>0;if(i?this.config.expanded&&this.switcherEl.classList.add("is-expanded"):this.switcherEl.classList.add("is-hidden"),this.switcherEl.addEventListener("click",r=>{r.stopPropagation(),this.toggleExpand()}),this.contentEl.appendChild(this.switcherEl),e.checkable!==!1&&(this.checkboxEl=document.createElement("span"),this.checkboxEl.className="bim-tree-checkbox",this.updateCheckboxUI(),this.checkboxEl.addEventListener("click",r=>{r.stopPropagation(),!this.config.disabled&&this.toggleCheck()}),this.contentEl.appendChild(this.checkboxEl)),this.config.icon){const r=document.createElement("span");r.className="bim-tree-icon",r.innerHTML=this.config.icon.includes("`,this.contentEl.appendChild(r)}this.titleEl=document.createElement("span"),this.titleEl.className="bim-tree-title",this.updateLabel(),this.contentEl.appendChild(this.titleEl),this.actionsEl=document.createElement("div"),this.actionsEl.className="bim-tree-node-actions",this.actionsEl.addEventListener("click",r=>{r.stopPropagation()}),this.contentEl.appendChild(this.actionsEl),this.contentEl.addEventListener("click",r=>{if(r.stopPropagation(),this.config.disabled)return;(this.config.clickAction||"select")==="expand"?this.toggleExpand():this.onNodeClick(this)}),t.appendChild(this.contentEl),this.childrenContainer=document.createElement("div"),this.childrenContainer.className="bim-tree-children";const s=e.indent||24;return this.childrenContainer.style.paddingLeft=`${s}px`,this.config.expanded&&i&&this.childrenContainer.classList.add("is-visible"),t.appendChild(this.childrenContainer),t}setSelected(e){if(e){if(this.contentEl.classList.add("is-selected"),this.renderActions){const t=this.renderActions(this.config);this.actionsEl.innerHTML="",typeof t=="string"?this.actionsEl.innerHTML=t:t instanceof HTMLElement&&this.actionsEl.appendChild(t)}}else this.contentEl.classList.remove("is-selected"),this.actionsEl.innerHTML=""}updateLabel(){this.titleEl&&(this.titleEl.textContent=this.config.label)}toggleExpand(e){if(!this.config.children||this.config.children.length===0)return;const t=e!==void 0?e:!this.config.expanded;this.config.expanded=t,t?(this.switcherEl.classList.add("is-expanded"),this.childrenContainer.classList.add("is-visible")):(this.switcherEl.classList.remove("is-expanded"),this.childrenContainer.classList.remove("is-visible")),e===void 0&&this.onExpandChange(this)}toggleCheck(){const e=this.checkState!==gt.Checked;this.setChecked(e?gt.Checked:gt.Unchecked,!0)}setChecked(e,t=!1){this.checkState!==e&&(this.checkState=e,this.config.checked=e===gt.Checked,this.updateCheckboxUI(),t&&this.onCheckChange(this))}updateCheckboxUI(){this.checkboxEl&&(this.checkboxEl.classList.remove("is-checked","is-indeterminate"),this.checkState===gt.Checked?this.checkboxEl.classList.add("is-checked"):this.checkState===gt.Indeterminate&&this.checkboxEl.classList.add("is-indeterminate"))}appendChild(e){e.parent=this,this.children.push(e),this.childrenContainer.appendChild(e.element),this.children.length===1&&this.switcherEl.classList.remove("is-hidden")}destroy(){this.children.forEach(e=>e.destroy()),this.children=[],this.element.remove(),this.parent=null}}class e_{element;contentElement;searchInput=null;searchResults=null;options;nodeMap=new Map;rootNodes=[];selectedNode=null;unsubscribeLocale=null;unsubscribeTheme=null;clickOutsideHandler=null;onNodeCheck;onNodeSelect;onNodeExpand;constructor(e){this.options={checkable:!0,checkStrictly:!0,indent:24,defaultExpandAll:!0,enableSearch:!1,searchPlaceholder:"tree.searchPlaceholder",...e},this.element=document.createElement("div"),this.element.className="bim-tree",this.options.enableSearch&&this.createSearchDOM(),this.contentElement=document.createElement("div"),this.contentElement.className="bim-tree-content",this.element.appendChild(this.contentElement),e.onNodeCheck&&(this.onNodeCheck=e.onNodeCheck),e.onNodeSelect&&(this.onNodeSelect=e.onNodeSelect),e.onNodeExpand&&(this.onNodeExpand=e.onNodeExpand)}createSearchDOM(){const e=document.createElement("div");e.className="bim-tree-search";const t=document.createElement("div");t.className="bim-tree-search-wrapper";const i=document.createElement("span");i.className="bim-tree-search-icon",i.innerHTML='',t.appendChild(i),this.searchInput=document.createElement("input"),this.searchInput.className="bim-tree-search-input",this.searchInput.type="text",this.searchInput.placeholder=le(this.options.searchPlaceholder||"搜索..."),this.searchInput.addEventListener("input",s=>{const r=s.target.value;this.handleSearch(r)}),t.appendChild(this.searchInput),e.appendChild(t),this.searchResults=document.createElement("div"),this.searchResults.className="bim-tree-search-results",e.appendChild(this.searchResults),this.element.appendChild(e),this.clickOutsideHandler=s=>{this.searchResults&&!this.searchResults.contains(s.target)&&!this.searchInput?.contains(s.target)&&this.searchResults.classList.remove("is-visible")},document.addEventListener("click",this.clickOutsideHandler)}init(){this.render(),this.unsubscribeLocale=It.subscribe(()=>this.setLocales()),this.unsubscribeTheme=Ze.subscribe(e=>this.setTheme(e)),this.setTheme(Ze.getTheme())}handleSearch(e){if(!this.searchResults)return;if(!e.trim()){this.searchResults.classList.remove("is-visible"),this.searchResults.innerHTML="";return}const t=[],i=e.toLowerCase();this.nodeMap.forEach(s=>{const r=s.config.label;r.toLowerCase().includes(i)&&t.push({node:s,label:r,path:this.getNodePath(s)})}),this.renderSearchResults(t)}getNodePath(e){const t=[];let i=e.parent;for(;i;)t.unshift(i.config.label),i=i.parent;return t.join(" > ")}renderSearchResults(e){if(this.searchResults){if(this.searchResults.innerHTML="",e.length===0){const t=document.createElement("div");t.className="bim-tree-search-item",t.style.cursor="default",t.style.color="#999",t.textContent="No results",this.searchResults.appendChild(t)}else e.forEach(t=>{const i=document.createElement("div");i.className="bim-tree-search-item";const s=document.createElement("span");s.className="bim-tree-search-item-title",s.textContent=t.label;const r=document.createElement("span");r.className="bim-tree-search-item-path",r.textContent=t.path,i.appendChild(s),t.path&&i.appendChild(r),i.addEventListener("click",()=>{this.revealNode(t.node)}),this.searchResults.appendChild(i)});this.searchResults.classList.add("is-visible")}}revealNode(e){this.searchResults&&(this.searchResults.classList.remove("is-visible"),this.searchInput&&(this.searchInput.value=""));let t=e.parent;for(;t;)t.toggleExpand(!0),t=t.parent;this.handleNodeSelect(e),setTimeout(()=>{e.element.scrollIntoView({behavior:"smooth",block:"center"})},100)}setTheme(e){const t=this.element.style;t.setProperty("--bim-ui_bg_color",e.panelBackground),t.setProperty("--bim-ui_text_primary",e.textPrimary),t.setProperty("--bim-ui_text_secondary",e.textSecondary||"#999"),t.setProperty("--bim-ui_border_color",e.border),t.setProperty("--bim-ui_bg_hover",e.componentHover),t.setProperty("--bim-primary_color",e.primary)}setLocales(){this.nodeMap.forEach(e=>e.updateLabel()),this.searchInput&&(this.searchInput.placeholder=le(this.options.searchPlaceholder||"tree.searchPlaceholder"))}destroy(){this.unsubscribeLocale&&(this.unsubscribeLocale(),this.unsubscribeLocale=null),this.unsubscribeTheme&&(this.unsubscribeTheme(),this.unsubscribeTheme=null),this.clickOutsideHandler&&(document.removeEventListener("click",this.clickOutsideHandler),this.clickOutsideHandler=null),this.rootNodes.forEach(e=>e.destroy()),this.rootNodes=[],this.nodeMap.clear(),this.element.remove(),this.selectedNode=null}render(){this.contentElement.innerHTML="",this.nodeMap.clear(),this.rootNodes=[],this.options.data.forEach(e=>{this.createNodeRecursively(e,null)})}createNodeRecursively(e,t){e.expanded===void 0&&(e.expanded=this.options.defaultExpandAll);const i=new Qv(e,this.options,{onExpand:s=>{this.onNodeExpand&&this.onNodeExpand(s)},onCheck:s=>this.handleNodeCheck(s),onClick:s=>this.handleNodeSelect(s)});this.nodeMap.set(e.id,i),t?t.appendChild(i):(this.rootNodes.push(i),this.contentElement.appendChild(i.element)),e.children&&e.children.length>0&&e.children.forEach(s=>{this.createNodeRecursively(s,i)})}handleNodeSelect(e){this.selectedNode&&this.selectedNode!==e&&this.selectedNode.setSelected(!1),e.setSelected(!0),this.selectedNode=e,this.onNodeSelect&&this.onNodeSelect(e)}handleNodeCheck(e){const t=e.checkState===gt.Checked;if(this.onNodeCheck&&this.onNodeCheck(e),this.options.checkStrictly===!1)return;const i=(r,a)=>{r.children.forEach(o=>{o.config.disabled||(o.setChecked(a,!1),i(o,a))})};t?i(e,gt.Checked):i(e,gt.Unchecked);let s=e.parent;for(;s;){if(s.config.disabled){s=s.parent;continue}const r=s.children,a=r.every(l=>l.checkState===gt.Checked),o=r.every(l=>l.checkState===gt.Unchecked);a?s.setChecked(gt.Checked,!1):o?s.setChecked(gt.Unchecked,!1):s.setChecked(gt.Indeterminate,!1),s=s.parent}}getNode(e){return this.nodeMap.get(e)}checkNode(e,t){const i=this.nodeMap.get(e);i&&i.setChecked(t?gt.Checked:gt.Unchecked,!0)}expandAll(e){this.nodeMap.forEach(t=>t.toggleExpand(e))}getCheckedNodes(e=!1){const t=[];return this.nodeMap.forEach(i=>{(i.checkState===gt.Checked||e&&i.checkState===gt.Indeterminate)&&t.push(i.config)}),t}}class Bh{element;navElement;contentElement;options;activeId;tabMap=new Map;panelMap=new Map;unsubscribeLocale=null;unsubscribeTheme=null;navClickHandler=null;constructor(e){this.options=e,this.activeId=e.activeId||(e.tabs[0]?.id??null),e.tabs.forEach(t=>this.tabMap.set(t.id,t)),this.element=document.createElement("div"),this.element.className="bim-tab",this.navElement=document.createElement("div"),this.navElement.className="bim-tab__nav",this.navElement.setAttribute("role","tablist"),this.element.appendChild(this.navElement),this.contentElement=document.createElement("div"),this.contentElement.className="bim-tab__content",this.element.appendChild(this.contentElement),this.options.container.appendChild(this.element)}init(){this.renderNav(),this.renderPanels(),this.setLocales(),this.setTheme(Ze.getTheme()),this.unsubscribeLocale=It.subscribe(()=>this.setLocales()),this.unsubscribeTheme=Ze.subscribe(e=>this.setTheme(e))}renderNav(){this.navElement.innerHTML="",this.navClickHandler=e=>{const t=e.target.closest(".bim-tab__item");if(!t)return;const i=t.dataset.id;!i||this.tabMap.get(i)?.disabled||this.activateTab(i)},this.navElement.addEventListener("click",this.navClickHandler),this.options.tabs.forEach(e=>{const t=document.createElement("button");if(t.type="button",t.className="bim-tab__item",t.dataset.id=e.id,t.setAttribute("role","tab"),t.id=`tab-${e.id}`,t.setAttribute("aria-selected",`${e.id===this.activeId}`),e.disabled&&(t.disabled=!0,t.setAttribute("aria-disabled","true"),t.classList.add("is-disabled")),e.icon){const s=document.createElement("span");s.className="bim-tab__icon",s.innerHTML=e.icon,t.appendChild(s)}const i=document.createElement("span");i.className="bim-tab__title",i.textContent=this.resolveTitle(e.title),t.appendChild(i),e.id===this.activeId&&t.classList.add("is-active"),this.navElement.appendChild(t)})}renderPanels(){this.contentElement.innerHTML="",this.panelMap.clear(),this.options.tabs.forEach(e=>{const t=document.createElement("div");t.className="bim-tab__panel",t.dataset.id=e.id,t.setAttribute("role","tabpanel"),t.setAttribute("aria-labelledby",`tab-${e.id}`),e.content instanceof HTMLElement?t.appendChild(e.content):typeof e.content=="string"&&(t.innerHTML=e.content),e.id===this.activeId?t.classList.add("is-active"):t.style.display="none",this.panelMap.set(e.id,t),this.contentElement.appendChild(t)})}activateTab(e){if(this.activeId===e)return;const t=this.tabMap.get(e);if(!t||t.disabled)return;this.activeId=e,this.navElement.querySelectorAll(".bim-tab__item").forEach(s=>{const r=s.dataset.id===e;s.classList.toggle("is-active",r),s.setAttribute("aria-selected",`${r}`)}),this.panelMap.forEach((s,r)=>{const a=r===e;s.classList.toggle("is-active",a),s.style.display=a?"block":"none"}),this.options.onChange&&this.options.onChange(e,t)}setTheme(e){const t=this.element.style;t.setProperty("--bim-tab-bg",e.panelBackground),t.setProperty("--bim-tab-nav-bg",e.panelBackground),t.setProperty("--bim-tab-text",e.textPrimary),t.setProperty("--bim-tab-text-secondary",e.textSecondary),t.setProperty("--bim-tab-text-active",e.primary),t.setProperty("--bim-tab-border",e.border),t.setProperty("--bim-tab-hover-bg",e.componentHover),t.setProperty("--bim-tab-active-bg",e.componentActive),t.setProperty("--bim-tab-icon",e.icon)}setLocales(){this.navElement.querySelectorAll(".bim-tab__item").forEach(t=>{const i=t.dataset.id;if(!i)return;const s=this.tabMap.get(i);if(!s)return;const r=t.querySelector(".bim-tab__title");r&&(r.textContent=this.resolveTitle(s.title))})}destroy(){this.navClickHandler&&(this.navElement.removeEventListener("click",this.navClickHandler),this.navClickHandler=null),this.unsubscribeLocale&&(this.unsubscribeLocale(),this.unsubscribeLocale=null),this.unsubscribeTheme&&(this.unsubscribeTheme(),this.unsubscribeTheme=null),this.panelMap.clear(),this.tabMap.clear(),this.element.remove()}resolveTitle(e){try{return le(e)||e}catch{return e}}}const Oh={测量:'',地图:'',框选放大:'',漫游:'',目录树:'',剖切:'',剖切盒:'',全屏:'',设置:'',拾曲面剖切:'',轴向剖切:'',主视角:'',文档:'',第一人称漫游:'',反向:'',路径漫游:'',适应到模型:'',隐藏:'',重置:'',标高:'',距离:'',最小距离:'',激光边距:'',角度:'',坡度:'',体积:'',空间体积:'',close:'',check:'',warning:'',error:'',success:'',plus:'',minus:'',arrowUp:'',arrowDown:'',arrowLeft:'',arrowRight:'',search:'',refresh:'',delete:'',edit:'',save:'',expand:'',collapse:'',default:''};function vt(n){const e=Oh[n];return e||(console.warn(`[IconManager] Icon "${n}" not found, using default icon`),Oh.default)}const t_=[{id:"root",label:"全部构件",expanded:!0,clickAction:"expand",children:[{id:"level-1",label:"一层",expanded:!1,icon:'',clickAction:"expand",children:[{id:"l1-wall",label:"墙体(128)"},{id:"l1-column",label:"柱(46)"},{id:"l1-beam",label:"梁(82)"},{id:"l1-slab",label:"楼板(12)"},{id:"l1-door",label:"门(24)"},{id:"l1-window",label:"窗(36)"}]},{id:"level-2",label:"二层",expanded:!1,clickAction:"expand",children:[{id:"l2-wall",label:"墙体(141)"},{id:"l2-column",label:"柱(52)"},{id:"l2-beam",label:"梁(90)"},{id:"l2-slab",label:"楼板(12)"},{id:"l2-door",label:"门(18)"},{id:"l2-window",label:"窗(40)"}]},{id:"level-3",label:"三层",expanded:!1,clickAction:"expand",children:[{id:"l3-wall",label:"墙体(136)"},{id:"l3-column",label:"柱(48)"},{id:"l3-beam",label:"梁(88)"},{id:"l3-slab",label:"楼板(12)"},{id:"l3-door",label:"门(16)"},{id:"l3-window",label:"窗(38)"}]},{id:"level-roof",label:"屋面层",expanded:!1,clickAction:"expand",children:[{id:"rf-slab",label:"屋面板(6)"},{id:"rf-beam",label:"屋面梁(24)"},{id:"rf-parapet",label:"女儿墙(18)"}]}]}];class i_ extends jt{toolbar=null;toolbarContainer=null;container;dialog=null;constructor(e,t){super(e),this.container=t,this.init()}init(){this.toolbarContainer=document.createElement("div"),this.toolbarContainer.id="bim-construct-tree",this.container.appendChild(this.toolbarContainer),this.toolbar=new zr({container:this.toolbarContainer,showLabel:!1,direction:"column",position:"top-left",align:"vertical",expand:"up"}),this.toolbar.init(),this.toolbar.setEngine(this.engine),this.toolbar.addGroup("construct-tree"),this.toolbar.addButton({id:"construct-tree-btn",groupId:"construct-tree",type:"button",label:"construct-tree",icon:vt("目录树"),onClick:()=>{this.openConstructTreeDialog()}}),this.toolbar.render()}openConstructTreeDialog(){this.setVisible(!1);const e=new e_({data:t_,checkable:!0,indent:0,enableSearch:!0,checkStrictly:!0,defaultExpandAll:!0,renderActions:o=>'',onNodeCheck:o=>{console.log("onNodeCheck",o)},onNodeSelect:o=>{console.log("onNodeSelect",o)},onNodeExpand:o=>{console.log("onNodeExpand",o),this.dialog?.fitWidth()}});e.init();const t=document.createElement("div");t.className="construct-tab__panel-content";const i=document.createElement("div");i.className="construct-tab__panel-content";const s=document.createElement("div");s.className="construct-tab__panel-content",s.appendChild(e.element);const r=document.createElement("div");r.className="construct-tab__container",r.style.height="100%",r.style.overflow="hidden";const a=new Bh({container:r,tabs:[{id:"component",title:"tab.component",content:s},{id:"system",title:"tab.system",content:t},{id:"space",title:"tab.space",content:i}],activeId:"component",onChange:()=>{this.dialog?.fitWidth()}});a.init(),this.dialog=this.engine.dialog.create({title:"constructTree.title",minWidth:320,height:420,content:r,position:{x:20,y:20},resizable:!1,onClose:()=>{a.destroy(),e.destroy(),this.setVisible(!0)}}),this.dialog?.fitWidth()}refresh(){this.toolbar?.render()}destroy(){this.toolbar?.destroy(),this.toolbar=null}addGroup(e,t){this.toolbar?.addGroup(e,t),this.toolbar?.render()}addButton(e){this.toolbar?.addButton(e),this.toolbar?.render()}setButtonVisibility(e,t){this.toolbar?.updateButtonVisibility(e,t)}setShowLabel(e){this.toolbar?.setShowLabel(e)}setVisible(e){this.toolbarContainer&&(this.toolbarContainer.style.visibility=e?"visible":"hidden")}setBackgroundColor(e){this.toolbar?.setBackgroundColor(e)}setColors(e){this.toolbar?.setColors(e)}}class s_{element;headerEl;contentEl;contentBoxEl;arrowEl;titleEl;config;parent;constructor(e,t){this.config=e,this.parent=t,this.element=this.createDom()}createDom(){const e=document.createElement("div");if(e.className=`bim-collapse-item ${this.config.className||""}`,this.config.disabled&&e.classList.add("is-disabled"),e.dataset.id=this.config.id,this.headerEl=document.createElement("div"),this.headerEl.className="bim-collapse-header",this.arrowEl=document.createElement("span"),this.arrowEl.className="bim-collapse-arrow",this.arrowEl.innerHTML='',this.headerEl.appendChild(this.arrowEl),this.config.icon){const t=document.createElement("span");t.className="bim-collapse-icon",t.innerHTML=this.config.icon,this.headerEl.appendChild(t)}if(this.titleEl=document.createElement("span"),this.titleEl.className="bim-collapse-title",this.titleEl.textContent=le(this.config.title),this.headerEl.appendChild(this.titleEl),this.config.extra){const t=document.createElement("div");t.className="bim-collapse-extra",typeof this.config.extra=="string"?t.innerHTML=this.config.extra:t.appendChild(this.config.extra),this.headerEl.appendChild(t)}return this.headerEl.addEventListener("click",()=>{this.config.disabled||this.parent.toggleItem(this.config.id)}),e.appendChild(this.headerEl),this.contentEl=document.createElement("div"),this.contentEl.className="bim-collapse-content is-hidden",this.contentBoxEl=document.createElement("div"),this.contentBoxEl.className="bim-collapse-content-box",typeof this.config.content=="string"?this.contentBoxEl.innerHTML=this.config.content:this.contentBoxEl.appendChild(this.config.content),this.contentEl.appendChild(this.contentBoxEl),e.appendChild(this.contentEl),e}updateLocale(){this.titleEl&&(this.titleEl.textContent=le(this.config.title))}setActive(e){e?(this.element.classList.add("is-active"),this.contentEl.classList.remove("is-hidden")):(this.element.classList.remove("is-active"),this.contentEl.classList.add("is-hidden"))}}class kh{element;options;items=new Map;activeIds=new Set;unsubscribeLocale=null;unsubscribeTheme=null;constructor(e){this.options={bordered:!0,accordion:!1,...e},this.element=document.createElement("div"),this.element.className=`bim-collapse ${this.options.className||""}`,this.options.bordered||(this.element.style.border="none"),this.options.ghost&&this.element.classList.add("is-ghost");const t=typeof this.options.container=="string"?document.getElementById(this.options.container):this.options.container;t&&t.appendChild(this.element),this.options.activeIds&&this.options.activeIds.forEach(i=>this.activeIds.add(i)),this.init()}init(){this.options.items.forEach(e=>{const t=new s_(e,this);this.items.set(e.id,t),this.element.appendChild(t.element),this.activeIds.has(e.id)&&t.setActive(!0)}),this.unsubscribeLocale=It.subscribe(()=>{this.setLocales()}),this.unsubscribeTheme=Ze.subscribe(e=>{this.setTheme(e)}),this.setTheme(Ze.getTheme())}toggleItem(e){const t=this.activeIds.has(e);this.options.accordion?(this.activeIds.clear(),t||this.activeIds.add(e)):t?this.activeIds.delete(e):this.activeIds.add(e),this.refreshState(),this.options.onChange&&this.options.onChange(Array.from(this.activeIds))}refreshState(){this.items.forEach((e,t)=>{e.setActive(this.activeIds.has(t))})}setTheme(e){const t=this.element.style;t.setProperty("--bim-bg-color",e.panelBackground),t.setProperty("--bim-border-color",e.border),t.setProperty("--bim-text-color",e.textPrimary),t.setProperty("--bim-header-bg-color",e.componentHover),t.setProperty("--bim-header-hover-bg-color",e.componentHover),t.setProperty("--bim-content-bg-color",e.panelBackground),t.setProperty("--bim-disabled-color",e.textSecondary)}setLocales(){this.items.forEach(e=>e.updateLocale())}destroy(){this.unsubscribeLocale&&(this.unsubscribeLocale(),this.unsubscribeLocale=null),this.unsubscribeTheme&&(this.unsubscribeTheme(),this.unsubscribeTheme=null),this.element.remove(),this.items.clear()}}class sl{element;options;unsubscribeTheme=null;constructor(e){this.options={bordered:!1,...e},this.element=this.createDom();const t=typeof this.options.container=="string"?document.getElementById(this.options.container):this.options.container;t&&t.appendChild(this.element),this.init()}init(){this.applyCustomStyles(),this.renderItems(),this.unsubscribeTheme=Ze.subscribe(e=>{this.setTheme(e)}),this.setTheme(Ze.getTheme())}createDom(){const e=document.createElement("div");return e.className=`bim-description ${this.options.className||""}`,this.options.bordered&&e.classList.add("is-bordered"),e}applyCustomStyles(){const e=this.element.style;this.options.fontSize&&e.setProperty("--bim-desc-font-size",this.options.fontSize),this.options.labelColor&&e.setProperty("--bim-desc-label-color",this.options.labelColor),this.options.valueColor&&e.setProperty("--bim-desc-value-color",this.options.valueColor),this.options.labelPadding&&e.setProperty("--bim-desc-label-padding",this.options.labelPadding),this.options.valuePadding&&e.setProperty("--bim-desc-value-padding",this.options.valuePadding)}renderItems(){this.element.innerHTML="",this.options.items.forEach(e=>{const t=document.createElement("div");t.className=`bim-description-item ${e.className||""}`;const i=document.createElement("div");i.className="bim-description-label",e.labelColor&&(i.style.color=e.labelColor),this.options.labelWidth&&(i.style.width=this.options.labelWidth),i.textContent=this.options.bordered?e.label:e.label+":";const s=document.createElement("div");s.className="bim-description-value",e.valueColor&&(s.style.color=e.valueColor),typeof e.value=="string"?s.innerHTML=e.value:s.appendChild(e.value),t.appendChild(i),t.appendChild(s),this.element.appendChild(t)})}setItems(e){this.options.items=e,this.renderItems()}setTheme(e){const t=this.element.style;t.setProperty("--bim-text-color",e.textPrimary),t.setProperty("--bim-label-color",e.textSecondary),t.setProperty("--bim-value-color",e.textPrimary),t.setProperty("--bim-border-color",e.border)}setLocales(){}destroy(){this.unsubscribeTheme&&(this.unsubscribeTheme(),this.unsubscribeTheme=null),this.element.remove()}}class n_ extends jt{dialogId="property-panel-dialog";dialog=null;constructor(e){super(e)}init(){document.addEventListener("bim-demo:open-property-panel",()=>{this.show()})}show(){if(!this.engine.dialog){console.warn("Dialog manager is not initialized");return}if(this.isOpen())return;const e=360,t=document.body.clientWidth-e-40;console.log("x",t),this.dialog=this.engine.dialog.create({id:this.dialogId,title:"panel.property.title",content:"",width:`${e}px`,height:"500px",position:{x:t,y:20},showMask:!1,resizable:!0,onClose:()=>{this.hide()}});const i=document.createElement("div");i.style.height="100%",i.style.display="flex",i.style.flexDirection="column",this.dialog.setContent(i),new Bh({container:i,tabs:[{id:"props",title:"panel.property.tab.props",content:this.createPropsTabContent()},{id:"material",title:"panel.property.tab.material",content:this.createMaterialTabContent()}]}).init()}createPropsTabContent(){const e=document.createElement("div");return e.style.height="100%",e.style.overflowY="auto",new kh({container:e,accordion:!0,activeIds:["base","location"],items:[{id:"base",title:"panel.property.base",content:this.createBaseInfoContent()},{id:"advanced",title:"panel.property.advanced",content:this.createAdvancedInfoContent(),disabled:!1}]}),e}createMaterialTabContent(){const e=document.createElement("div");return e.style.height="100%",e.style.overflowY="auto",new kh({container:e,accordion:!0,activeIds:["material"],items:[{id:"material",title:"panel.property.material",content:this.createMaterialContent()}]}),e}createBaseInfoContent(){const e=document.createElement("div");return new sl({container:e,labelWidth:"80px",bordered:!0,items:[{label:"Guid",value:'1f8d-4a2e-9c'},{label:"Name",value:"Basic Wall: Generic - 200mm"},{label:"Type",value:"Basic Wall"},{label:"Level",value:"Trane - Centrifugal Water Chiller - CVHF 2 Stage direct drive TAG(BP-RHS-1100RT) 0202104531 1"}]}),e}createAdvancedInfoContent(){const e=document.createElement("div");return new sl({container:e,labelWidth:"100px",bordered:!0,items:[{label:"Area",value:"32.5 m²"},{label:"Volume",value:"6.5 m³"},{label:"Length",value:"5000 mm"},{label:"Phase",value:"New Construction"}]}),e}createMaterialContent(){const e=document.createElement("div"),t=document.createElement("div");t.style.display="flex",t.style.alignItems="center",t.style.marginBottom="4px",t.innerHTML=`
    Concrete - Cast-in-Place Gray - `;const i=document.createElement("div");return new sl({container:i,items:[{label:"Preview",value:t},{label:"Class",value:"Concrete"},{label:"Density",value:"2400 kg/m³"},{label:"Thermal",value:"0.6 W/(m·K)"}]}),e.appendChild(i),e}isOpen(){return this.dialog!==null}hide(){this.dialog&&(this.dialog.destroy(),this.dialog=null)}destroy(){this.hide()}}const r_={distance:'',minDistance:'',angle:'',elevation:'',volume:'',laserDistance:'',slope:'',spaceVolume:''};class kn{element;options;activeMode;isExpanded;result=null;config;draftConfig=null;view="main";static CONFIG_CACHE_KEY="bim-engine:measure:config";static DEFAULT_CONFIG={unit:"mm",precision:2};toolButtons=new Map;toggleBtn;toggleTextEl;mainValueValueEl;mainValueLabelEl;mainNumberEl;mainUnitEl;xyzBoxEl;xyzXEl;xyzYEl;xyzZEl;clearBtn;settingsBtn;mainViewEl;settingsViewEl;unitSelectEl;precisionSelectEl;saveSettingsBtn;cancelSettingsBtn;unsubscribeLocale=null;unsubscribeTheme=null;constructor(e={}){this.options=e,this.activeMode=e.defaultMode??"distance",this.isExpanded=e.defaultExpanded??!1,this.config=this.loadConfigFromCache()??{...kn.DEFAULT_CONFIG},this.element=this.createDom()}init(){this.unsubscribeLocale=Dt.subscribe(()=>{this.setLocales()}),this.unsubscribeTheme=Ze.subscribe(e=>{this.setTheme(e)}),this.setLocales(),this.setTheme(Ze.getTheme()),this.applyExpandedState(),this.applyActiveModeState(),this.applyViewState(),this.renderResult()}setTheme(e){const t=this.element.style;t.setProperty("--bim-measure-border",e.border??"rgba(255, 255, 255, 0.12)"),t.setProperty("--bim-measure-divider",e.border??"rgba(255, 255, 255, 0.10)"),t.setProperty("--bim-measure-icon-color",e.icon??"#ddd"),t.setProperty("--bim-measure-label-color",e.textSecondary??"rgba(255, 255, 255, 0.70)"),t.setProperty("--bim-measure-value-color",e.textPrimary??"rgba(255, 255, 255, 0.90)"),t.setProperty("--bim-measure-danger",e.primary??"#46d369"),t.setProperty("--bim-measure-primary",e.primary??"#0078d4"),t.setProperty("--bim-measure-primary-hover",e.primaryHover??"#0063b1"),t.setProperty("--bim-measure-btn-bg",e.componentBackground??"rgba(255, 255, 255, 0.06)"),t.setProperty("--bim-measure-btn-hover-bg",e.componentHover??"rgba(255, 255, 255, 0.10)"),t.setProperty("--bim-measure-btn-active-bg",e.componentActive??"rgba(255, 255, 255, 0.14)")}setLocales(){for(const[t,i]of this.toolButtons.entries())i.title=le(this.getModeI18nKey(t)),i.setAttribute("aria-label",i.title);this.toggleBtn.title=this.isExpanded?le("measure.actions.collapse"):le("measure.actions.expand"),this.toggleBtn.setAttribute("aria-label",this.toggleBtn.title),this.toggleTextEl&&(this.toggleTextEl.textContent=this.toggleBtn.title),this.clearBtn.textContent=le("measure.actions.clearAll"),this.settingsBtn.title=le("measure.actions.settings"),this.settingsBtn.setAttribute("aria-label",this.settingsBtn.title),this.mainValueLabelEl.textContent=le(this.getModeValueLabelI18nKey(this.activeMode)),this.element.querySelectorAll("[data-i18n-key]").forEach(t=>{const i=t.dataset.i18nKey;i&&(t.textContent=le(i))}),this.saveSettingsBtn.textContent=le("measure.settings.save"),this.cancelSettingsBtn.textContent=le("measure.settings.cancel")}destroy(){this.unsubscribeLocale&&(this.unsubscribeLocale(),this.unsubscribeLocale=null),this.unsubscribeTheme&&(this.unsubscribeTheme(),this.unsubscribeTheme=null),this.element.remove()}getActiveMode(){return this.activeMode}switchMode(e){this.setActiveMode(e)}setActiveMode(e){this.activeMode!==e&&(this.activeMode=e,this.applyActiveModeState(),this.mainValueLabelEl.textContent=le(this.getModeValueLabelI18nKey(this.activeMode)),this.options.onModeChange&&this.options.onModeChange(e),this.renderResult(),this.options.onExpandedChange&&this.options.onExpandedChange(this.isExpanded))}setResult(e){this.result=e,this.renderResult()}clearAll(){this.result=null,this.renderResult(),this.options.onClearAll&&this.options.onClearAll()}openSettings(){this.enterSettingsView(),this.options.onSettings&&this.options.onSettings()}getConfig(){return{...this.config}}setConfig(e,t=!1){const i={unit:e.unit??this.config.unit,precision:e.precision??this.config.precision};this.config=i,t&&this.saveConfigToCache(i),this.renderResult(),this.view==="settings"&&this.syncSettingsFormFromConfig(i)}setExpanded(e){this.isExpanded!==e&&(this.isExpanded=e,this.applyExpandedState(),this.setLocales(),this.options.onExpandedChange&&this.options.onExpandedChange(this.isExpanded))}getExpanded(){return this.isExpanded}createDom(){const e=document.createElement("div");e.className="bim-measure-panel",this.mainViewEl=document.createElement("div"),this.mainViewEl.className="bim-measure-main";const t=document.createElement("div");t.className="bim-measure-tools";const i=document.createElement("div");i.className="bim-measure-tool-grid";const s=["distance","minDistance","angle","elevation","volume","laserDistance","slope","spaceVolume"],r=` + `;const i=document.createElement("div");return new sl({container:i,items:[{label:"Preview",value:t},{label:"Class",value:"Concrete"},{label:"Density",value:"2400 kg/m³"},{label:"Thermal",value:"0.6 W/(m·K)"}]}),e.appendChild(i),e}isOpen(){return this.dialog!==null}hide(){this.dialog&&(this.dialog.destroy(),this.dialog=null)}destroy(){this.hide()}}const r_={distance:'',minDistance:'',angle:'',elevation:'',volume:'',laserDistance:'',slope:'',spaceVolume:''};class kn{element;options;activeMode;isExpanded;result=null;config;draftConfig=null;view="main";static CONFIG_CACHE_KEY="bim-engine:measure:config";static DEFAULT_CONFIG={unit:"mm",precision:2};toolButtons=new Map;toggleBtn;toggleTextEl;mainValueValueEl;mainValueLabelEl;mainNumberEl;mainUnitEl;xyzBoxEl;xyzXEl;xyzYEl;xyzZEl;clearBtn;settingsBtn;mainViewEl;settingsViewEl;unitSelectEl;precisionSelectEl;saveSettingsBtn;cancelSettingsBtn;unsubscribeLocale=null;unsubscribeTheme=null;constructor(e={}){this.options=e,this.activeMode=e.defaultMode??"distance",this.isExpanded=e.defaultExpanded??!1,this.config=this.loadConfigFromCache()??{...kn.DEFAULT_CONFIG},this.element=this.createDom()}init(){this.unsubscribeLocale=It.subscribe(()=>{this.setLocales()}),this.unsubscribeTheme=Ze.subscribe(e=>{this.setTheme(e)}),this.setLocales(),this.setTheme(Ze.getTheme()),this.applyExpandedState(),this.applyActiveModeState(),this.applyViewState(),this.renderResult()}setTheme(e){const t=this.element.style;t.setProperty("--bim-measure-border",e.border??"rgba(255, 255, 255, 0.12)"),t.setProperty("--bim-measure-divider",e.border??"rgba(255, 255, 255, 0.10)"),t.setProperty("--bim-measure-icon-color",e.icon??"#ddd"),t.setProperty("--bim-measure-label-color",e.textSecondary??"rgba(255, 255, 255, 0.70)"),t.setProperty("--bim-measure-value-color",e.textPrimary??"rgba(255, 255, 255, 0.90)"),t.setProperty("--bim-measure-danger",e.primary??"#46d369"),t.setProperty("--bim-measure-primary",e.primary??"#0078d4"),t.setProperty("--bim-measure-primary-hover",e.primaryHover??"#0063b1"),t.setProperty("--bim-measure-btn-bg",e.componentBackground??"rgba(255, 255, 255, 0.06)"),t.setProperty("--bim-measure-btn-hover-bg",e.componentHover??"rgba(255, 255, 255, 0.10)"),t.setProperty("--bim-measure-btn-active-bg",e.componentActive??"rgba(255, 255, 255, 0.14)")}setLocales(){for(const[t,i]of this.toolButtons.entries())i.title=le(this.getModeI18nKey(t)),i.setAttribute("aria-label",i.title);this.toggleBtn.title=this.isExpanded?le("measure.actions.collapse"):le("measure.actions.expand"),this.toggleBtn.setAttribute("aria-label",this.toggleBtn.title),this.toggleTextEl&&(this.toggleTextEl.textContent=this.toggleBtn.title),this.clearBtn.textContent=le("measure.actions.clearAll"),this.settingsBtn.title=le("measure.actions.settings"),this.settingsBtn.setAttribute("aria-label",this.settingsBtn.title),this.mainValueLabelEl.textContent=le(this.getModeValueLabelI18nKey(this.activeMode)),this.element.querySelectorAll("[data-i18n-key]").forEach(t=>{const i=t.dataset.i18nKey;i&&(t.textContent=le(i))}),this.saveSettingsBtn.textContent=le("measure.settings.save"),this.cancelSettingsBtn.textContent=le("measure.settings.cancel")}destroy(){this.unsubscribeLocale&&(this.unsubscribeLocale(),this.unsubscribeLocale=null),this.unsubscribeTheme&&(this.unsubscribeTheme(),this.unsubscribeTheme=null),this.element.remove()}getActiveMode(){return this.activeMode}switchMode(e){this.setActiveMode(e)}setActiveMode(e){this.activeMode!==e&&(this.activeMode=e,this.applyActiveModeState(),this.mainValueLabelEl.textContent=le(this.getModeValueLabelI18nKey(this.activeMode)),this.options.onModeChange&&this.options.onModeChange(e),this.renderResult(),this.options.onExpandedChange&&this.options.onExpandedChange(this.isExpanded))}setResult(e){this.result=e,this.renderResult()}clearAll(){this.result=null,this.renderResult(),this.options.onClearAll&&this.options.onClearAll()}openSettings(){this.enterSettingsView(),this.options.onSettings&&this.options.onSettings()}getConfig(){return{...this.config}}setConfig(e,t=!1){const i={unit:e.unit??this.config.unit,precision:e.precision??this.config.precision};this.config=i,t&&this.saveConfigToCache(i),this.renderResult(),this.view==="settings"&&this.syncSettingsFormFromConfig(i)}setExpanded(e){this.isExpanded!==e&&(this.isExpanded=e,this.applyExpandedState(),this.setLocales(),this.options.onExpandedChange&&this.options.onExpandedChange(this.isExpanded))}getExpanded(){return this.isExpanded}createDom(){const e=document.createElement("div");e.className="bim-measure-panel",this.mainViewEl=document.createElement("div"),this.mainViewEl.className="bim-measure-main";const t=document.createElement("div");t.className="bim-measure-tools";const i=document.createElement("div");i.className="bim-measure-tool-grid";const s=["distance","minDistance","angle","elevation","volume","laserDistance","slope","spaceVolume"],r=` @@ -4905,5 +4905,5 @@ void main() { - `,this.settingsBtn.addEventListener("click",()=>{this.openSettings()}),g.appendChild(this.clearBtn),g.appendChild(this.settingsBtn),this.mainViewEl.appendChild(g),this.settingsViewEl=this.createSettingsDom(),e.appendChild(this.mainViewEl),e.appendChild(this.settingsViewEl),e}createSettingsDom(){const e=document.createElement("div");e.className="bim-measure-settings";const t=document.createElement("div");t.className="bim-measure-settings-title",t.dataset.i18nKey="measure.settings.title",e.appendChild(t);const i=document.createElement("div");i.className="bim-measure-settings-row";const s=document.createElement("div");s.className="label",s.dataset.i18nKey="measure.settings.unit",this.unitSelectEl=document.createElement("select"),this.unitSelectEl.className="bim-measure-settings-select",this.unitSelectEl.appendChild(this.makeOption("m")),this.unitSelectEl.appendChild(this.makeOption("cm")),this.unitSelectEl.appendChild(this.makeOption("mm")),this.unitSelectEl.appendChild(this.makeOption("km")),i.appendChild(s),i.appendChild(this.unitSelectEl),e.appendChild(i);const r=document.createElement("div");r.className="bim-measure-settings-hint",r.dataset.i18nKey="measure.settings.hint",e.appendChild(r);const a=document.createElement("div");a.className="bim-measure-settings-row";const o=document.createElement("div");o.className="label",o.dataset.i18nKey="measure.settings.precision",this.precisionSelectEl=document.createElement("select"),this.precisionSelectEl.className="bim-measure-settings-select",this.precisionSelectEl.appendChild(this.makePrecisionOption(0)),this.precisionSelectEl.appendChild(this.makePrecisionOption(1)),this.precisionSelectEl.appendChild(this.makePrecisionOption(2)),this.precisionSelectEl.appendChild(this.makePrecisionOption(3)),a.appendChild(o),a.appendChild(this.precisionSelectEl),e.appendChild(a);const l=document.createElement("div");return l.className="bim-measure-settings-actions",this.saveSettingsBtn=document.createElement("button"),this.saveSettingsBtn.type="button",this.saveSettingsBtn.className="bim-measure-settings-save",this.saveSettingsBtn.addEventListener("click",()=>{this.saveSettings()}),this.cancelSettingsBtn=document.createElement("button"),this.cancelSettingsBtn.type="button",this.cancelSettingsBtn.className="bim-measure-settings-cancel",this.cancelSettingsBtn.addEventListener("click",()=>{this.cancelSettings()}),l.appendChild(this.saveSettingsBtn),l.appendChild(this.cancelSettingsBtn),e.appendChild(l),this.syncSettingsFormFromConfig(this.config),e}makeOption(e){const t=document.createElement("option");return t.value=e,t.textContent=e,t}makePrecisionOption(e){const t=document.createElement("option");return t.value=String(e),t.textContent=e===0?"0":`0.${"0".repeat(e)}`,t}enterSettingsView(){this.draftConfig={...this.config},this.view="settings",this.syncSettingsFormFromConfig(this.config),this.applyViewState()}saveSettings(){const e=this.unitSelectEl.value||this.config.unit,t=Number(this.precisionSelectEl.value),i={unit:e,precision:this.isValidPrecision(t)?t:this.config.precision};this.config=i,this.saveConfigToCache(i),this.draftConfig=null,this.view="main",this.applyViewState(),this.renderResult(),this.options.onExpandedChange&&this.options.onExpandedChange(this.isExpanded)}cancelSettings(){this.draftConfig&&(this.config={...this.draftConfig}),this.draftConfig=null,this.view="main",this.applyViewState(),this.renderResult(),this.options.onExpandedChange&&this.options.onExpandedChange(this.isExpanded)}syncSettingsFormFromConfig(e){this.unitSelectEl.value=e.unit,this.precisionSelectEl.value=String(e.precision)}applyViewState(){this.view==="settings"?(this.mainViewEl.style.display="none",this.settingsViewEl.style.display="block"):(this.mainViewEl.style.display="block",this.settingsViewEl.style.display="none")}loadConfigFromCache(){try{const e=localStorage.getItem(kn.CONFIG_CACHE_KEY);if(!e)return null;const t=JSON.parse(e);if(!t||typeof t!="object")return null;const i=t.unit,s=t.precision;return!this.isValidUnit(i)||!this.isValidPrecision(s)?null:{unit:i,precision:s}}catch{return null}}saveConfigToCache(e){try{localStorage.setItem(kn.CONFIG_CACHE_KEY,JSON.stringify(e))}catch{}}isValidUnit(e){return e==="m"||e==="cm"||e==="mm"||e==="km"}isValidPrecision(e){return e===0||e===1||e===2||e===3}applyExpandedState(){let e=0;for(const t of this.toolButtons.values())e>=4?t.style.display=this.isExpanded?"":"none":t.style.display="",e++;this.isExpanded?this.toggleBtn.classList.add("is-expanded"):this.toggleBtn.classList.remove("is-expanded")}applyActiveModeState(){for(const[e,t]of this.toolButtons.entries())e===this.activeMode?t.classList.add("is-active"):t.classList.remove("is-active")}renderResult(){if(this.activeMode==="laserDistance")this.mainValueLabelEl.style.display="none",this.mainNumberEl.textContent=le(this.getModeI18nKey("laserDistance")),this.mainUnitEl.textContent="",this.mainNumberEl.classList.add("is-laser-text");else{this.mainValueLabelEl.style.display="",this.mainValueLabelEl.textContent=le(this.getModeValueLabelI18nKey(this.activeMode));const e=this.formatMainValueParts(this.activeMode,this.result);this.mainNumberEl.textContent=e.numberText,this.mainUnitEl.textContent=e.unitText,this.mainNumberEl.classList.remove("is-laser-text")}if(this.activeMode==="distance"){this.xyzBoxEl.style.display="";const e=this.result?.xyz;if(!e){this.xyzXEl.textContent="--",this.xyzYEl.textContent="--",this.xyzZEl.textContent="--";return}this.xyzXEl.textContent=this.formatNumberWithPrecision(e.x,this.config.precision),this.xyzYEl.textContent=this.formatNumberWithPrecision(e.y,this.config.precision),this.xyzZEl.textContent=this.formatNumberWithPrecision(e.z,this.config.precision);return}this.xyzBoxEl.style.display="none"}getModeI18nKey(e){return`measure.modes.${e}`}getModeValueLabelI18nKey(e){return`measure.labels.value.${e}`}formatNumberWithPrecision(e,t){return e.toFixed(t)}convertMmToUnit(e,t){switch(t){case"mm":return e;case"cm":return e/10;case"m":return e/1e3;case"km":return e/1e6;default:return e}}getUnitI18nKey(e){return`measure.units.${e}`}convertMm3ToUnit3(e,t){switch(t){case"mm":return e;case"cm":return e/1e3;case"m":return e/1e9;case"km":return e/1e18;default:return e}}formatMainValueParts(e,t){if(e==="laserDistance")return{numberText:le(this.getModeI18nKey("laserDistance")),unitText:""};if(!t)return this.getEmptyValuePartsByMode(e);switch(e){case"distance":return this.formatLengthParts(t.distanceMm);case"minDistance":return this.formatLengthParts(t.minDistanceMm);case"angle":return this.formatFixedUnitParts(t.angleDeg,le("measure.units.deg"));case"elevation":return this.formatFixedUnitParts(t.elevationMm===void 0?void 0:t.elevationMm/1e3,le("measure.units.m"));case"volume":return this.formatVolumeParts(t.volumeM3);case"slope":return this.formatFixedUnitParts(t.slopePercent,le("measure.units.percent"));case"spaceVolume":return this.formatVolumeParts(t.spaceVolumeM3);default:return{numberText:"--",unitText:""}}}getEmptyValuePartsByMode(e){switch(e){case"distance":case"minDistance":return{numberText:"--",unitText:le(this.getUnitI18nKey(this.config.unit))};case"angle":return{numberText:"--",unitText:le("measure.units.deg")};case"elevation":return{numberText:"--",unitText:le("measure.units.m")};case"volume":case"spaceVolume":return{numberText:"--",unitText:`${this.config.unit}³`};case"slope":return{numberText:"--",unitText:le("measure.units.percent")};default:return{numberText:"--",unitText:""}}}formatFixedUnitParts(e,t){return e==null||Number.isNaN(e)?{numberText:"--",unitText:t}:{numberText:this.formatNumberWithPrecision(e,this.config.precision),unitText:t}}formatLengthParts(e){const t=le(this.getUnitI18nKey(this.config.unit));if(e==null||Number.isNaN(e))return{numberText:"--",unitText:t};const i=this.convertMmToUnit(e,this.config.unit);return{numberText:this.formatNumberWithPrecision(i,this.config.precision),unitText:t}}formatVolumeParts(e){const t=`${this.config.unit}³`;if(e==null||Number.isNaN(e))return{numberText:"--",unitText:t};const i=this.convertMm3ToUnit3(e,this.config.unit);return{numberText:this.formatNumberWithPrecision(i,this.config.precision),unitText:t}}}class a_ extends jt{dialogId="measure-dialog";dialog=null;panel=null;config=null;constructor(e){super(e)}init(){}show(){if(!this.engine.dialog||!this.engine.container){console.warn("Dialog manager or container is not initialized");return}const e=250,t=300,i=20,s=this.engine.container,r=s.clientWidth,a=s.clientHeight,o=r-e-i,l=(a-t)/2;this.destroy(),this.panel=new kn({defaultMode:"distance",defaultExpanded:!1,onModeChange:h=>{console.log("[MeasureDialogManager] 当前测量方式已切换:",h)},onClearAll:()=>{console.log("[MeasureDialogManager] 删除全部(仅 UI 清空,本次不清理引擎侧内容)")},onSettings:()=>{console.log("[MeasureDialogManager] 打开设置(仅预留接口)")},onExpandedChange:()=>{this.dialog?.fitHeight(!1)}}),this.panel.init(),this.config=this.panel.getConfig();const c=document.createElement("div");c.style.padding="12px",c.appendChild(this.panel.element),this.dialog=this.engine.dialog.create({id:this.dialogId,title:"measure.dialogTitle",content:c,width:e,height:"auto",position:{x:o,y:l},onClose:()=>{this.engine.toolbar?.setBtnActive("measure",!1)}}),this.dialog.init(),this.dialog.fitHeight(!1)}getActiveMode(){return this.panel?this.panel.getActiveMode():null}switchMode(e){this.panel&&this.panel.switchMode(e)}setMeasureResult(e){this.panel&&this.panel.setResult(e)}getConfig(){return this.panel&&(this.config=this.panel.getConfig()),this.config?{...this.config}:null}setConfig(e,t=!0){if(this.panel){this.panel.setConfig(e,t),this.config=this.panel.getConfig(),this.dialog?.fitHeight(!1);return}const i=this.config,s={unit:e.unit??i?.unit??"mm",precision:e.precision??i?.precision??2};this.config=s}clearAll(){this.panel&&this.panel.clearAll()}openSettings(){this.panel&&this.panel.openSettings()}destroy(){this.dialog&&(this.dialog.destroy(),this.dialog=null),this.panel&&(this.panel.destroy(),this.panel=null)}}class o_{element;options;hideBtn;reverseBtn;resetBtn;hideLabelEl;reverseLabelEl;resetLabelEl;unsubscribeLocale=null;unsubscribeTheme=null;constructor(e={}){this.options=e,this.element=this.createDom()}init(){this.unsubscribeLocale=Dt.subscribe(()=>{this.setLocales()}),this.unsubscribeTheme=Ze.subscribe(e=>{this.setTheme(e)}),this.setLocales(),this.setTheme(Ze.getTheme())}setTheme(e){const t=this.element.style;t.setProperty("--bim-section-btn-bg",e.componentBackground??"rgba(255, 255, 255, 0.06)"),t.setProperty("--bim-section-btn-hover",e.componentHover??"rgba(255, 255, 255, 0.10)"),t.setProperty("--bim-section-btn-active",e.componentActive??"rgba(255, 255, 255, 0.14)"),t.setProperty("--bim-primary-color",e.primary??"#1890ff"),t.setProperty("--bim-icon-color",e.icon??"#ccc"),t.setProperty("--bim-text-color",e.textSecondary??"rgba(255, 255, 255, 0.90)"),t.setProperty("--bim-text-active-color",e.textPrimary??"#fff")}setLocales(){this.hideLabelEl.textContent=le("sectionPlane.actions.hide"),this.reverseLabelEl.textContent=le("sectionPlane.actions.reverse"),this.resetLabelEl.textContent=le("sectionPlane.actions.reset"),this.hideBtn.title=le("sectionPlane.actions.hide"),this.reverseBtn.title=le("sectionPlane.actions.reverse"),this.resetBtn.title=le("sectionPlane.actions.reset")}destroy(){this.unsubscribeLocale&&(this.unsubscribeLocale(),this.unsubscribeLocale=null),this.unsubscribeTheme&&(this.unsubscribeTheme(),this.unsubscribeTheme=null),this.element.remove()}createDom(){const e=document.createElement("div");return e.className="section-plane-panel",this.hideBtn=this.createButton("hide",'',()=>{this.options.onHide&&this.options.onHide()}),this.reverseBtn=this.createButton("reverse",'',()=>{this.options.onReverse&&this.options.onReverse()}),this.resetBtn=this.createButton("reset",'',()=>{this.options.onReset&&this.options.onReset()}),e.appendChild(this.hideBtn),e.appendChild(this.reverseBtn),e.appendChild(this.resetBtn),e}createButton(e,t,i){const s=document.createElement("button");s.type="button",s.className="section-plane-btn";const r=document.createElement("div");r.className="section-plane-btn-icon",r.innerHTML=t,s.appendChild(r);const a=document.createElement("div");return a.className="section-plane-btn-label",s.appendChild(a),e==="hide"?this.hideLabelEl=a:e==="reverse"?this.reverseLabelEl=a:this.resetLabelEl=a,s.addEventListener("click",i),s}}class l_ extends jt{dialogId="section-plane-dialog";dialog=null;panel=null;constructor(e){super(e)}init(){}show(){if(!this.engine.dialog||!this.engine.container){console.warn("Dialog manager or container is not initialized");return}this.destroy(),this.panel=new o_({onHide:()=>{console.log("[SectionPlaneDialogManager] 隐藏")},onReverse:()=>{console.log("[SectionPlaneDialogManager] 反向")},onReset:()=>{console.log("[SectionPlaneDialogManager] 重置")}}),this.panel.init();const e=240,t=120,i=20,s=50,r=this.engine.container,a=r.clientWidth,o=r.clientHeight,l=a-e-i,c=o-t-s;this.dialog=this.engine.dialog.create({id:this.dialogId,title:"sectionPlane.dialogTitle",width:e,height:t,position:{x:l,y:c},draggable:!0,resizable:!1,content:this.panel.element,onClose:()=>{this.engine.toolbar?.setBtnActive("section-plane",!1),this.hide()}})}hide(){this.destroy()}destroy(){this.dialog&&(this.dialog.destroy(),this.dialog=null),this.panel&&(this.panel.destroy(),this.panel=null)}}class c_{element;options;isHidden=!1;activeAxis="x";hideBtn;reverseBtn;hideLabelEl;reverseLabelEl;axisXBtn;axisYBtn;axisZBtn;unsubscribeLocale=null;unsubscribeTheme=null;constructor(e={}){this.options=e,this.isHidden=e.defaultHidden??!1,this.activeAxis=e.defaultAxis??"x",this.element=this.createDom()}init(){this.unsubscribeLocale=Dt.subscribe(()=>{this.setLocales()}),this.unsubscribeTheme=Ze.subscribe(e=>{this.setTheme(e)}),this.setLocales(),this.setTheme(Ze.getTheme()),this.updateHideButtonState(),this.updateAxisButtonsState()}setTheme(e){const t=this.element.style;t.setProperty("--bim-section-axis-btn-bg",e.componentBackground??"rgba(255, 255, 255, 0.06)"),t.setProperty("--bim-section-axis-btn-hover",e.componentHover??"rgba(255, 255, 255, 0.10)"),t.setProperty("--bim-section-axis-btn-active",e.componentActive??"rgba(255, 255, 255, 0.14)"),t.setProperty("--bim-primary-color",e.primary??"#1890ff"),t.setProperty("--bim-icon-color",e.icon??"#ccc"),t.setProperty("--bim-text-color",e.textSecondary??"rgba(255, 255, 255, 0.90)"),t.setProperty("--bim-text-active-color",e.textPrimary??"#fff")}setLocales(){this.hideLabelEl.textContent=le("sectionAxis.actions.hide"),this.reverseLabelEl.textContent=le("sectionAxis.actions.reverse"),this.hideBtn.title=le("sectionAxis.actions.hide"),this.reverseBtn.title=le("sectionAxis.actions.reverse"),this.axisXBtn.title=le("sectionAxis.actions.axisX"),this.axisYBtn.title=le("sectionAxis.actions.axisY"),this.axisZBtn.title=le("sectionAxis.actions.axisZ")}setHiddenState(e){this.isHidden=e,this.updateHideButtonState()}getHiddenState(){return this.isHidden}setActiveAxis(e){this.activeAxis=e,this.updateAxisButtonsState()}getActiveAxis(){return this.activeAxis}destroy(){this.unsubscribeLocale&&(this.unsubscribeLocale(),this.unsubscribeLocale=null),this.unsubscribeTheme&&(this.unsubscribeTheme(),this.unsubscribeTheme=null),this.element.remove()}createDom(){const e=document.createElement("div");e.className="section-axis-panel";const t=document.createElement("div");t.className="section-axis-row-1",this.hideBtn=this.createButton("hide",'',()=>this.handleHideToggle()),this.reverseBtn=this.createButton("reverse",'',()=>this.handleReverse()),t.appendChild(this.hideBtn),t.appendChild(this.reverseBtn);const i=document.createElement("div");return i.className="section-axis-row-2",this.axisXBtn=this.createAxisButton("axisX","X",()=>this.handleAxisChange("x")),this.axisYBtn=this.createAxisButton("axisY","Y",()=>this.handleAxisChange("y")),this.axisZBtn=this.createAxisButton("axisZ","Z",()=>this.handleAxisChange("z")),i.appendChild(this.axisXBtn),i.appendChild(this.axisYBtn),i.appendChild(this.axisZBtn),e.appendChild(t),e.appendChild(i),e}createButton(e,t,i){const s=document.createElement("button");s.type="button",s.className="section-axis-btn";const r=document.createElement("div");r.className="section-axis-btn-icon",r.innerHTML=t,s.appendChild(r);const a=document.createElement("div");return a.className="section-axis-btn-label",s.appendChild(a),e==="hide"?this.hideLabelEl=a:e==="reverse"&&(this.reverseLabelEl=a),s.addEventListener("click",i),s}createAxisButton(e,t,i){const s=document.createElement("button");s.type="button",s.className="section-axis-btn section-axis-btn-text";const r=document.createElement("div");return r.className="section-axis-btn-label",r.textContent=t,s.appendChild(r),s.addEventListener("click",i),s}handleHideToggle(){this.isHidden=!this.isHidden,this.updateHideButtonState(),this.options.onHideToggle&&this.options.onHideToggle(this.isHidden)}handleReverse(){this.options.onReverse&&this.options.onReverse()}handleAxisChange(e){this.activeAxis!==e&&(this.activeAxis=e,this.updateAxisButtonsState(),this.options.onAxisChange&&this.options.onAxisChange(e))}updateHideButtonState(){this.isHidden?this.hideBtn.classList.add("active"):this.hideBtn.classList.remove("active")}updateAxisButtonsState(){this.axisXBtn.classList.toggle("active",this.activeAxis==="x"),this.axisYBtn.classList.toggle("active",this.activeAxis==="y"),this.axisZBtn.classList.toggle("active",this.activeAxis==="z")}}class h_ extends jt{dialogId="section-axis-dialog";dialog=null;panel=null;constructor(e){super(e)}init(){}show(){if(!this.engine.dialog||!this.engine.container){console.warn("Dialog manager or container is not initialized");return}this.destroy(),this.panel=new c_({defaultAxis:"x",defaultHidden:!1,onHideToggle:c=>{console.log("[SectionAxisDialogManager] 隐藏切换:",c)},onReverse:()=>{console.log("[SectionAxisDialogManager] 反向剖切")},onAxisChange:c=>{console.log("[SectionAxisDialogManager] 切换轴向:",c)}}),this.panel.init();const e=240,t=20,i=50,s=this.engine.container,r=s.clientWidth,a=s.clientHeight,o=r-e-t,l=a-i-200;this.dialog=this.engine.dialog.create({id:this.dialogId,title:"sectionAxis.dialogTitle",width:e,height:"auto",position:{x:o,y:l},draggable:!0,resizable:!1,content:this.panel.element,onClose:()=>{this.engine.toolbar?.setBtnActive("section-axis",!1),this.hide()}}),this.dialog.init(),this.dialog.fitHeight(!1)}hide(){this.destroy()}getHiddenState(){return this.panel?.getHiddenState()??!1}setHiddenState(e){this.panel?.setHiddenState(e)}getActiveAxis(){return this.panel?.getActiveAxis()??"x"}setActiveAxis(e){this.panel?.setActiveAxis(e)}destroy(){this.dialog&&(this.dialog.destroy(),this.dialog=null),this.panel&&(this.panel.destroy(),this.panel=null)}}const Fh={x:{min:0,max:100},y:{min:0,max:100},z:{min:0,max:100}};class u_{element;options;isHidden=!1;isReversed=!1;range;hideBtn;reverseBtn;fitBtn;resetBtn;hideLabelEl;reverseLabelEl;fitLabelEl;resetLabelEl;xLabelEl;yLabelEl;zLabelEl;unsubscribeLocale=null;unsubscribeTheme=null;xSlider;ySlider;zSlider;xMinHandle;xMaxHandle;yMinHandle;yMaxHandle;zMinHandle;zMaxHandle;dragState={isDragging:!1,axis:null,handleType:null,pointerId:null};constructor(e={}){this.options=e,this.isHidden=e.defaultHidden??!1,this.isReversed=e.defaultReversed??!1,this.range=JSON.parse(JSON.stringify(e.defaultRange??Fh))}init(){this.element=this.createPanel(),this.unsubscribeLocale=Dt.subscribe(()=>this.setLocales()),this.unsubscribeTheme=Ze.subscribe(e=>this.setTheme(e)),this.setLocales(),this.setTheme(Ze.getTheme()),this.updateButtonStates(),this.updateAllSlidersUI(),this.setupDragListeners()}setHiddenState(e){this.isHidden=e,this.updateButtonStates()}getHiddenState(){return this.isHidden}setReversedState(e){this.isReversed=e,this.updateButtonStates()}getReversedState(){return this.isReversed}setRange(e){e.x&&(this.range.x={...this.range.x,...e.x}),e.y&&(this.range.y={...this.range.y,...e.y}),e.z&&(this.range.z={...this.range.z,...e.z}),this.updateAllSlidersUI()}getRange(){return JSON.parse(JSON.stringify(this.range))}reset(){this.isHidden=this.options.defaultHidden??!1,this.isReversed=this.options.defaultReversed??!1,this.range=JSON.parse(JSON.stringify(this.options.defaultRange??Fh)),this.updateButtonStates(),this.updateAllSlidersUI(),this.options.onReset?.(),this.options.onRangeChange?.(this.range)}createPanel(){const e=document.createElement("div");e.className="section-box-panel";const t=document.createElement("div");t.className="section-box-row-buttons",this.hideBtn=this.createButton("hide",le("sectionBox.actions.hide"),()=>{this.isHidden=!this.isHidden,this.updateButtonStates(),this.options.onHideToggle?.(this.isHidden)},"hide"),this.reverseBtn=this.createButton("reverse",le("sectionBox.actions.reverse"),()=>{this.isReversed=!this.isReversed,this.updateButtonStates(),this.options.onReverseToggle?.(this.isReversed)},"reverse"),this.fitBtn=this.createButton("fit",le("sectionBox.actions.fitToModel"),()=>{this.options.onFitToModel?.()},"fit"),this.resetBtn=this.createButton("reset",le("sectionBox.actions.reset"),()=>this.reset(),"reset"),[this.hideBtn,this.reverseBtn,this.fitBtn,this.resetBtn].forEach(s=>t.appendChild(s));const i=document.createElement("div");return i.className="section-box-sliders",i.addEventListener("pointerdown",s=>s.stopPropagation()),this.xSlider=this.createSlider("x",le("sectionBox.axes.x")),this.ySlider=this.createSlider("y",le("sectionBox.axes.y")),this.zSlider=this.createSlider("z",le("sectionBox.axes.z")),[this.xSlider,this.ySlider,this.zSlider].forEach(s=>i.appendChild(s)),e.appendChild(t),e.appendChild(i),e}createButton(e,t,i,s){const r=document.createElement("button");r.className="section-box-btn",r.title=t;const a=document.createElement("div");a.className="section-box-btn-icon",a.innerHTML=this.getIconSVG(e);const o=document.createElement("div");return o.className="section-box-btn-label",o.textContent=t,s==="hide"?this.hideLabelEl=o:s==="reverse"?this.reverseLabelEl=o:s==="fit"?this.fitLabelEl=o:s==="reset"&&(this.resetLabelEl=o),r.appendChild(a),r.appendChild(o),r.addEventListener("click",i),r}createSlider(e,t){const i=document.createElement("div");i.className="section-box-slider";const s=document.createElement("div");s.className="section-box-slider-label",s.textContent=t,e==="x"?this.xLabelEl=s:e==="y"?this.yLabelEl=s:this.zLabelEl=s;const r=document.createElement("div");r.className="section-box-slider-track";const a=document.createElement("div");a.className="section-box-slider-range";const o=document.createElement("div");o.className="section-box-slider-handle",o.setAttribute("data-axis",e),o.setAttribute("data-handle","min");const l=document.createElement("div");return l.className="section-box-slider-handle",l.setAttribute("data-axis",e),l.setAttribute("data-handle","max"),r.append(a,o,l),i.append(s,r),e==="x"?(this.xMinHandle=o,this.xMaxHandle=l):e==="y"?(this.yMinHandle=o,this.yMaxHandle=l):(this.zMinHandle=o,this.zMaxHandle=l),i}setupDragListeners(){[this.xMinHandle,this.xMaxHandle,this.yMinHandle,this.yMaxHandle,this.zMinHandle,this.zMaxHandle].forEach(t=>{t.addEventListener("pointerdown",s=>{s.preventDefault(),s.stopPropagation(),t.setPointerCapture(s.pointerId),this.dragState={isDragging:!0,axis:t.getAttribute("data-axis"),handleType:t.getAttribute("data-handle"),pointerId:s.pointerId},t.classList.add("dragging"),t.closest(".section-box-slider").style.zIndex="100"}),t.addEventListener("pointermove",s=>{this.dragState.isDragging&&this.dragState.pointerId===s.pointerId&&this.onDragging(s)});const i=s=>{this.dragState.isDragging&&this.dragState.pointerId===s.pointerId&&(t.releasePointerCapture(s.pointerId),t.closest(".section-box-slider").style.zIndex="",t.classList.remove("dragging"),this.dragState.isDragging=!1,this.dragState.pointerId=null)};t.addEventListener("pointerup",i),t.addEventListener("pointercancel",i)})}onDragging(e){const{axis:t,handleType:i}=this.dragState;if(!t||!i)return;const a=(t==="x"?this.xSlider:t==="y"?this.ySlider:this.zSlider).querySelector(".section-box-slider-track").getBoundingClientRect();let o=(e.clientX-a.left)/a.width*100;o=Math.max(0,Math.min(100,o));const l=this.range[t];i==="min"?l.min=Math.min(o,l.max):l.max=Math.max(o,l.min),this.updateSliderUI(t),this.options.onRangeChange?.(this.range)}updateSliderUI(e){const t=this.range[e],i=e==="x"?this.xMinHandle:e==="y"?this.yMinHandle:this.zMinHandle,s=e==="x"?this.xMaxHandle:e==="y"?this.yMaxHandle:this.zMaxHandle,a=(e==="x"?this.xSlider:e==="y"?this.ySlider:this.zSlider).querySelector(".section-box-slider-range");i.style.left=`${t.min}%`,s.style.left=`${t.max}%`,a.style.left=`${t.min}%`,a.style.width=`${t.max-t.min}%`,i.setAttribute("data-value",Math.round(t.min).toString()),s.setAttribute("data-value",Math.round(t.max).toString())}updateAllSlidersUI(){["x","y","z"].forEach(e=>this.updateSliderUI(e))}updateButtonStates(){this.hideBtn&&this.hideBtn.classList.toggle("active",this.isHidden),this.reverseBtn&&this.reverseBtn.classList.toggle("active",this.isReversed)}getIconSVG(e){return{hide:'',reverse:'',fit:'',reset:''}[e]||""}setLocales(){this.hideLabelEl&&(this.hideLabelEl.textContent=le("sectionBox.actions.hide"),this.reverseLabelEl.textContent=le("sectionBox.actions.reverse"),this.fitLabelEl.textContent=le("sectionBox.actions.fitToModel"),this.resetLabelEl.textContent=le("sectionBox.actions.reset"),this.xLabelEl.textContent=le("sectionBox.axes.x"),this.yLabelEl.textContent=le("sectionBox.axes.y"),this.zLabelEl.textContent=le("sectionBox.axes.z"),this.hideBtn.title=le("sectionBox.actions.hide"),this.reverseBtn.title=le("sectionBox.actions.reverse"),this.fitBtn.title=le("sectionBox.actions.fitToModel"),this.resetBtn.title=le("sectionBox.actions.reset"))}setTheme(e){if(!this.element)return;const t=this.element.style;t.setProperty("--bim-section-box-btn-bg",e.componentBackground??"rgba(255, 255, 255, 0.06)"),t.setProperty("--bim-section-box-btn-hover",e.componentHover??"rgba(255, 255, 255, 0.10)"),t.setProperty("--bim-section-box-btn-active",e.componentActive??"rgba(255, 255, 255, 0.14)"),t.setProperty("--bim-primary-color",e.primary??"#1890ff"),t.setProperty("--bim-icon-color",e.icon??"#ccc"),t.setProperty("--bim-text-color",e.textSecondary??"rgba(255, 255, 255, 0.90)"),t.setProperty("--bim-text-active-color",e.textPrimary??"#fff")}destroy(){this.unsubscribeLocale?.(),this.unsubscribeTheme?.(),this.element&&this.element.parentElement&&this.element.parentElement.removeChild(this.element)}}class d_ extends jt{dialogId="section-box-dialog";dialog=null;panel=null;constructor(e){super(e)}init(){}show(){if(!this.engine.dialog||!this.engine.container){console.warn("Dialog manager or container is not initialized");return}this.destroy(),this.panel=new u_({defaultHidden:!1,defaultReversed:!1,onHideToggle:c=>{console.log("[SectionBoxDialogManager] 隐藏切换:",c)},onReverseToggle:c=>{console.log("[SectionBoxDialogManager] 反向切换:",c)},onFitToModel:()=>{console.log("[SectionBoxDialogManager] 适应到模型")},onReset:()=>{console.log("[SectionBoxDialogManager] 重置")},onRangeChange:c=>{console.log("[SectionBoxDialogManager] 范围变化:",c)}}),this.panel.init();const e=280,t=20,i=50,s=this.engine.container,r=s.clientWidth,a=s.clientHeight,o=r-e-t,l=a-i-300;this.dialog=this.engine.dialog.create({id:this.dialogId,title:"sectionBox.dialogTitle",width:e,height:"auto",position:{x:o,y:l},draggable:!0,resizable:!1,content:this.panel.element,onClose:()=>{this.engine.toolbar?.setBtnActive("section-box",!1),this.hide()}}),this.dialog.init(),this.dialog.fitHeight(!1)}hide(){this.destroy()}getHiddenState(){return this.panel?.getHiddenState()??!1}setHiddenState(e){this.panel?.setHiddenState(e)}getReversedState(){return this.panel?.getReversedState()??!1}setReversedState(e){this.panel?.setReversedState(e)}getRange(){return this.panel?.getRange()??null}setRange(e){this.panel?.setRange(e)}destroy(){this.dialog&&(this.dialog.destroy(),this.dialog=null),this.panel&&(this.panel.destroy(),this.panel=null)}}class p_{element;options;state={mode:"none",isPlanViewActive:!1,speed:1,gravity:!1,collision:!1,characterModel:"construction-worker",walkMode:"walk"};planViewBtn;pathModeBtn;walkModeBtn;settingsContainer;speedControl;speedDecreaseBtn;speedIncreaseBtn;speedDisplay;gravityCheckbox;gravityLabel;collisionCheckbox;collisionLabel;characterModelSelect;characterModelLabel;walkModeSelect;walkModeLabel;exitBtn;unsubscribeLocale=null;unsubscribeTheme=null;constructor(e={}){this.options=e,this.state.speed=e.defaultSpeed??1,this.state.gravity=e.defaultGravity??!1,this.state.collision=e.defaultCollision??!1,this.state.characterModel=e.defaultCharacterModel??"construction-worker",this.state.walkMode=e.defaultWalkMode??"walk"}init(){this.element=this.createPanel(),this.updateSettingsView(),this.unsubscribeLocale=Dt.subscribe(()=>this.setLocales()),this.unsubscribeTheme=Ze.subscribe(e=>this.setTheme(e)),this.setLocales(),this.setTheme(Ze.getTheme())}setPlanViewActive(e){this.state.isPlanViewActive=e,this.updateButtonStates()}setPathModeActive(e){if(!e&&this.state.mode!=="path")return;const t=e?"path":"none";this.setMode(t)}getState(){return{...this.state}}createPanel(){const e=document.createElement("div");e.className="walk-control-panel";const t=this.createLeftButtons(),i=document.createElement("div");i.className="walk-divider",this.settingsContainer=this.createSettingsContainer();const s=document.createElement("div");s.className="walk-divider";const r=this.createExitButton();return e.appendChild(t),e.appendChild(i),e.appendChild(this.settingsContainer),e.appendChild(s),e.appendChild(r),e}createLeftButtons(){const e=document.createElement("div");return e.className="walk-control-left",this.planViewBtn=this.createIconButton("plan-view",()=>{this.state.isPlanViewActive=!this.state.isPlanViewActive,this.updateButtonStates(),this.options.onPlanViewToggle?.(this.state.isPlanViewActive)}),this.pathModeBtn=this.createIconButton("path",()=>{const t=this.state.mode==="path"?"none":"path";this.setMode(t),this.options.onPathModeToggle?.(t==="path")}),this.walkModeBtn=this.createIconButton("walk",()=>{const t=this.state.mode==="walk"?"none":"walk";this.setMode(t),this.options.onWalkModeToggle?.(t==="walk")}),e.appendChild(this.planViewBtn),e.appendChild(this.pathModeBtn),e.appendChild(this.walkModeBtn),e}createSettingsContainer(){const e=document.createElement("div");e.className="walk-control-settings",this.speedControl=this.createSpeedControl();const t=document.createElement("label");t.className="walk-checkbox-wrapper walk-checkbox-gravity",this.gravityCheckbox=document.createElement("input"),this.gravityCheckbox.type="checkbox",this.gravityCheckbox.className="walk-checkbox",this.gravityCheckbox.checked=this.state.gravity,this.gravityCheckbox.addEventListener("change",()=>{this.state.gravity=this.gravityCheckbox.checked,this.options.onGravityToggle?.(this.state.gravity)}),this.gravityLabel=document.createElement("span"),this.gravityLabel.className="walk-checkbox-label",t.appendChild(this.gravityCheckbox),t.appendChild(this.gravityLabel);const i=document.createElement("label");i.className="walk-checkbox-wrapper walk-checkbox-collision",this.collisionCheckbox=document.createElement("input"),this.collisionCheckbox.type="checkbox",this.collisionCheckbox.className="walk-checkbox",this.collisionCheckbox.checked=this.state.collision,this.collisionCheckbox.addEventListener("change",()=>{this.state.collision=this.collisionCheckbox.checked,this.options.onCollisionToggle?.(this.state.collision)}),this.collisionLabel=document.createElement("span"),this.collisionLabel.className="walk-checkbox-label",i.appendChild(this.collisionCheckbox),i.appendChild(this.collisionLabel);const s=document.createElement("div");s.className="walk-select-wrapper walk-select-wrapper-character-model",this.characterModelLabel=document.createElement("label"),this.characterModelLabel.className="walk-select-label",this.characterModelSelect=document.createElement("select"),this.characterModelSelect.className="walk-select walk-select-character-model",this.characterModelSelect.addEventListener("change",()=>{this.state.characterModel=this.characterModelSelect.value,this.options.onCharacterModelChange?.(this.state.characterModel)}),s.appendChild(this.characterModelLabel),s.appendChild(this.characterModelSelect);const r=document.createElement("div");return r.className="walk-select-wrapper walk-select-wrapper-walk-mode",this.walkModeLabel=document.createElement("label"),this.walkModeLabel.className="walk-select-label",this.walkModeSelect=document.createElement("select"),this.walkModeSelect.className="walk-select walk-select-walk-mode",this.walkModeSelect.addEventListener("change",()=>{this.state.walkMode=this.walkModeSelect.value,this.options.onWalkModeChange?.(this.state.walkMode)}),r.appendChild(this.walkModeLabel),r.appendChild(this.walkModeSelect),e.appendChild(this.speedControl),e.appendChild(s),e.appendChild(r),e.appendChild(t),e.appendChild(i),e}createSpeedControl(){const e=document.createElement("div");e.className="walk-speed-control";const t=document.createElement("label");t.className="walk-speed-label",t.textContent=le("walkControl.speed");const i=document.createElement("div");return i.className="walk-speed-group",this.speedDecreaseBtn=document.createElement("button"),this.speedDecreaseBtn.className="walk-speed-btn",this.speedDecreaseBtn.textContent="-",this.speedDecreaseBtn.addEventListener("click",()=>{this.state.speed>1&&(this.state.speed--,this.updateSpeedDisplay(),this.options.onSpeedChange?.(this.state.speed))}),this.speedDisplay=document.createElement("div"),this.speedDisplay.className="walk-speed-display",this.speedDisplay.textContent=`${this.state.speed}X`,this.speedIncreaseBtn=document.createElement("button"),this.speedIncreaseBtn.className="walk-speed-btn",this.speedIncreaseBtn.textContent="+",this.speedIncreaseBtn.addEventListener("click",()=>{this.state.speed<10&&(this.state.speed++,this.updateSpeedDisplay(),this.options.onSpeedChange?.(this.state.speed))}),i.appendChild(this.speedDecreaseBtn),i.appendChild(this.speedDisplay),i.appendChild(this.speedIncreaseBtn),e.appendChild(t),e.appendChild(i),e}createIconButton(e,t){const i=document.createElement("button");return i.className=`walk-icon-btn walk-icon-btn-${e}`,i.innerHTML=this.getIconSVG(e),i.addEventListener("click",t),i}createExitButton(){const e=document.createElement("button");return e.className="walk-exit-btn",e.addEventListener("click",()=>{this.options.onExit?.()}),this.exitBtn=e,e}setMode(e){const t=this.state.mode;t==="walk"&&e!=="walk"&&this.options.onWalkModeToggle?.(!1),t==="path"&&e!=="path"&&this.options.onPathModeToggle?.(!1),this.state.mode=e,e==="path"?(this.state.gravity=!1,this.state.collision=!1,this.gravityCheckbox.checked=!1,this.gravityCheckbox.disabled=!0,this.collisionCheckbox.checked=!1,this.collisionCheckbox.disabled=!0):(this.gravityCheckbox.disabled=!1,this.collisionCheckbox.disabled=!1),this.updateButtonStates(),this.updateSettingsView(),this.updateSpeedButtonStates()}updateButtonStates(){this.planViewBtn.classList.toggle("active",this.state.isPlanViewActive),this.pathModeBtn.classList.toggle("active",this.state.mode==="path"),this.walkModeBtn.classList.toggle("active",this.state.mode==="walk")}updateSettingsView(){const e=this.speedControl,t=this.gravityCheckbox.parentElement,i=this.collisionCheckbox.parentElement,s=this.characterModelSelect.parentElement,r=this.walkModeSelect.parentElement;this.state.mode==="walk"?(e.style.display="none",t.style.display="flex",i.style.display="flex",s.style.display="flex",r.style.display="flex"):(e.style.display="flex",t.style.display="flex",i.style.display="flex",s.style.display="none",r.style.display="none")}updateSpeedDisplay(){this.speedDisplay.textContent=`${this.state.speed}X`,this.updateSpeedButtonStates()}updateSpeedButtonStates(){this.speedDecreaseBtn.disabled=this.state.speed<=1,this.speedIncreaseBtn.disabled=this.state.speed>=10}getIconSVG(e){return{"plan-view":Ft("地图"),path:Ft("地图"),walk:Ft("漫游")}[e]||""}setLocales(){const e=this.speedControl.querySelector(".walk-speed-label");e&&(e.textContent=le("walkControl.speed")),this.gravityLabel.textContent=le("walkControl.gravity"),this.collisionLabel.textContent=le("walkControl.collision"),this.characterModelLabel.textContent=le("walkControl.characterModel.label"),this.characterModelSelect.innerHTML="";const t=document.createElement("option");t.value="construction-worker",t.textContent=le("walkControl.characterModel.constructionWorker"),t.selected=this.state.characterModel==="construction-worker",this.characterModelSelect.appendChild(t);const i=document.createElement("option");i.value="office-male",i.textContent=le("walkControl.characterModel.officeMale"),i.selected=this.state.characterModel==="office-male",this.characterModelSelect.appendChild(i),this.walkModeLabel.textContent=le("walkControl.walkMode.label"),this.walkModeSelect.innerHTML="";const s=document.createElement("option");s.value="walk",s.textContent=le("walkControl.walkMode.walk"),s.selected=this.state.walkMode==="walk",this.walkModeSelect.appendChild(s);const r=document.createElement("option");r.value="run",r.textContent=le("walkControl.walkMode.run"),r.selected=this.state.walkMode==="run",this.walkModeSelect.appendChild(r),this.exitBtn.textContent=le("walkControl.exit")}setTheme(e){if(!this.element)return;const t=this.element.style;t.setProperty("--bim-walk-control-bg",e.panelBackground??"rgba(0, 0, 0, 0.8)"),t.setProperty("--bim-walk-btn-hover",e.componentHover??"rgba(255, 255, 255, 0.15)"),t.setProperty("--bim-walk-btn-active",e.componentActive??"rgba(255, 255, 255, 0.3)"),t.setProperty("--bim-primary-color",e.primary??"#1890ff"),t.setProperty("--bim-primary-hover",e.primaryHover??"#40a9ff"),t.setProperty("--bim-icon-color",e.icon??"#ccc"),t.setProperty("--bim-text-color",e.textPrimary??"#fff"),t.setProperty("--bim-divider-color",e.border??"rgba(255, 255, 255, 0.2)"),t.setProperty("--bim-speed-group-bg",e.componentHover??"rgba(255, 255, 255, 0.1)"),t.setProperty("--bim-speed-btn-bg",e.componentHover??"rgba(255, 255, 255, 0.1)"),t.setProperty("--bim-speed-btn-hover",e.componentActive??"rgba(255, 255, 255, 0.2)"),t.setProperty("--bim-select-bg",e.componentHover??"rgba(255, 255, 255, 0.1)"),t.setProperty("--bim-select-border",e.border??"rgba(255, 255, 255, 0.2)"),t.setProperty("--bim-select-option-bg",e.panelBackground??"#333")}destroy(){this.unsubscribeLocale?.(),this.unsubscribeTheme?.(),this.element&&this.element.parentElement&&this.element.parentElement.removeChild(this.element)}}class m_{element;unsubscribeLocale=null;unsubscribeTheme=null;constructor(){}init(){this.element=this.createPanel(),this.unsubscribeLocale=Dt.subscribe(()=>this.setLocales()),this.unsubscribeTheme=Ze.subscribe(e=>this.setTheme(e)),this.setLocales(),this.setTheme(Ze.getTheme())}createPanel(){const e=document.createElement("div");return e.className="walk-path-panel",e.style.padding="20px",e.style.color="var(--bim-text-color, #fff)",e.textContent="路径漫游内容待实现",e}setLocales(){}setTheme(e){}destroy(){this.unsubscribeLocale?.(),this.unsubscribeTheme?.(),this.element&&this.element.parentElement&&this.element.parentElement.removeChild(this.element)}}class f_ extends jt{dialogId="walk-path-dialog";dialog=null;panel=null;constructor(e){super(e)}init(){}show(){if(!this.engine.dialog||!this.engine.container){console.warn("Dialog manager or container is not initialized");return}this.destroy(),this.panel=new m_,this.panel.init();const e=300,t=400,i=20,s=this.engine.container,r=s.clientHeight,o=s.clientWidth-e-i,l=(r-t)/2;this.dialog=this.engine.dialog.create({id:this.dialogId,title:"walkControl.path.dialogTitle",width:e,height:t,position:{x:o,y:l},draggable:!0,resizable:!1,content:this.panel.element,onClose:()=>{this.engine.walkControl&&this.engine.walkControl.panel&&this.engine.walkControl.panel.setPathModeActive(!1),this.hide()}}),this.dialog.init()}hide(){this.destroy()}destroy(){const e=this.dialog;this.dialog=null,e&&e.destroy(),this.panel&&(this.panel.destroy(),this.panel=null)}}class g_ extends jt{panel=null;pathManager=null;constructor(e){super(e)}init(){this.pathManager=new f_(this.engine),this.pathManager.init()}show(){if(!this.engine.toolbar){console.warn("Toolbar not initialized");return}this.engine.toolbar.hide(),this.panel=new p_({onPlanViewToggle:e=>{console.log("[WalkControl] 地图:",e),e?this.engine.map?.show():this.engine.map?.hide(),this.emit("walk:plan-view-toggle",{isActive:e})},onPathModeToggle:e=>{console.log("[WalkControl] 路径漫游:",e),e?this.pathManager?.show():this.pathManager?.hide(),this.emit("walk:path-mode-toggle",{isActive:e})},onWalkModeToggle:e=>{console.log("[WalkControl] 漫游模式:",e),e&&this.pathManager?.hide(),this.emit("walk:walk-mode-toggle",{isActive:e})},onSpeedChange:e=>{console.log("[WalkControl] 速度变化:",e),this.emit("walk:speed-change",{speed:e})},onGravityToggle:e=>{console.log("[WalkControl] 重力:",e),this.emit("walk:gravity-toggle",{enabled:e})},onCollisionToggle:e=>{console.log("[WalkControl] 碰撞:",e),this.emit("walk:collision-toggle",{enabled:e})},onCharacterModelChange:e=>{console.log("[WalkControl] 角色模型:",e)},onWalkModeChange:e=>{console.log("[WalkControl] 行走模式:",e)},onExit:()=>{this.hide()}}),this.panel.init(),this.engine.map?.isOpen()&&this.panel.setPlanViewActive(!0),this.engine.on("map:opened",()=>{this.panel?.setPlanViewActive(!0)}),this.engine.on("map:closed",()=>{this.panel?.setPlanViewActive(!1)}),this.engine.container?(this.panel.element.style.position="absolute",this.panel.element.style.bottom="20px",this.panel.element.style.left="50%",this.panel.element.style.transform="translateX(-50%)",this.panel.element.style.zIndex="1000",this.engine.container.appendChild(this.panel.element)):console.warn("[WalkControlManager] Container not found")}hide(){this.pathManager?.hide(),this.panel&&(this.panel.destroy(),this.panel=null),this.engine.toolbar&&this.engine.toolbar.show()}destroy(){this.hide(),this.pathManager?.destroy(),this.pathManager=null}}class v_{element;unsubscribeLocale=null;unsubscribeTheme=null;constructor(){}init(){this.element=this.createPanel(),this.unsubscribeLocale=Dt.subscribe(()=>this.setLocales()),this.unsubscribeTheme=Ze.subscribe(e=>this.setTheme(e)),this.setLocales(),this.setTheme(Ze.getTheme())}createPanel(){const e=document.createElement("div");return e.className="map-panel",e.style.padding="20px",e.style.color="#fff",e.textContent="地图内容待实现",e}setLocales(){}setTheme(e){}destroy(){this.unsubscribeLocale?.(),this.unsubscribeTheme?.(),this.element&&this.element.parentElement&&this.element.parentElement.removeChild(this.element)}}class __ extends jt{dialogId="map-dialog";dialog=null;panel=null;constructor(e){super(e)}init(){}show(){if(!this.engine.dialog||!this.engine.container){console.warn("Dialog manager or container is not initialized");return}if(this.isOpen())return;this.panel=new v_,this.panel.init();const e=300,t=400,i=20,s=20,a=this.engine.container.clientHeight,o=i,l=a-t-s;this.dialog=this.engine.dialog.create({id:this.dialogId,title:"map.dialogTitle",width:e,height:t,position:{x:o,y:l},draggable:!0,resizable:!1,content:this.panel.element,onClose:()=>{this.hide()}}),this.dialog.init(),this.emit("map:opened",{})}hide(){this.destroy(),this.emit("map:closed",{})}isOpen(){return this.dialog!==null}destroy(){const e=this.dialog;this.dialog=null,e&&e.destroy(),this.panel&&(this.panel.destroy(),this.panel=null)}}class x_{events=new Map;on(e,t){return this.events.has(e)||this.events.set(e,[]),this.events.get(e).push(t),()=>this.off(e,t)}off(e,t){const i=this.events.get(e);if(!i)return;const s=i.indexOf(t);s!==-1&&i.splice(s,1)}emit(e,t){const i=this.events.get(e);i&&i.forEach(s=>{try{s(t)}catch(r){console.error(`[EventEmitter] Error in listener for event "${e}":`,r)}})}clear(){this.events.clear()}}class b_ extends x_{container;wrapper=null;toolbar=null;constructTreeBtn=null;buttonGroup=null;dialog=null;engine=null;rightKey=null;propertyPanel=null;measure=null;sectionPlane=null;sectionAxis=null;sectionBox=null;walkControl=null;map=null;constructor(e,t){super();const i=typeof e=="string"?document.getElementById(e):e;if(!i)throw new Error("Container not found");this.container=i,t?.locale&&Dt.setLocale(t.locale),t?.theme&&(t.theme==="custom"?console.warn("Custom theme should be set via setCustomTheme()."):Ze.setTheme(t.theme)),this.init()}emit(e,t){super.emit(e,t)}on(e,t){return super.on(e,t)}setLocale(e){Dt.setLocale(e)}getLocale(){return Dt.getLocale()}setTheme(e){Ze.setTheme(e)}setCustomTheme(e){Ze.setCustomTheme(e)}init(){this.container.innerHTML="",this.wrapper=document.createElement("div"),this.wrapper.className="bim-engine-wrapper",this.container.appendChild(this.wrapper),this.engine=new Jv(this,this.wrapper),this.dialog=new tu(this,this.wrapper),this.toolbar=new Jh(this,this.wrapper),this.buttonGroup=new Qh(this,this.wrapper),this.rightKey=new Nh(this,this.wrapper),this.constructTreeBtn=new i_(this,this.wrapper),this.propertyPanel=new n_(this),this.measure=new a_(this),this.sectionPlane=new l_(this),this.sectionAxis=new h_(this),this.sectionBox=new d_(this),this.walkControl=new g_(this),this.walkControl.init(),this.map=new __(this),this.map.init(),this.updateTheme(Ze.getTheme()),Ze.subscribe(e=>{this.updateTheme(e)})}updateTheme(e){this.wrapper&&(this.wrapper.style.backgroundColor=e.background,this.wrapper.style.color=e.textPrimary)}destroy(){this.toolbar?.destroy(),this.buttonGroup?.destroy(),this.engine?.destroy(),this.dialog?.destroy(),this.rightKey?.destroy(),this.propertyPanel?.destroy(),this.measure?.destroy(),this.sectionPlane?.destroy(),this.sectionAxis?.destroy(),this.sectionBox?.destroy(),this.walkControl?.destroy(),this.container.innerHTML="",this.clear()}}const y_=Object.freeze(Object.defineProperty({__proto__:null,createHomeButton:n=>({id:"home",groupId:"group-1",type:"button",label:"toolbar.home",icon:Ft("主视角"),keepActive:!0,onClick:e=>{console.log("首页按钮被点击:",e.id),n.emit("ui:open-dialog",{id:"home-info"})}})},Symbol.toStringTag,{value:"Module"})),M_=Object.freeze(Object.defineProperty({__proto__:null,createZoomBoxButton:n=>({id:"zoom-box",groupId:"group-1",keepActive:!0,type:"button",label:"toolbar.zoomBox",icon:Ft("框选放大"),onClick:()=>{}})},Symbol.toStringTag,{value:"Module"})),S_=Object.freeze(Object.defineProperty({__proto__:null,createWalkMenuButton:n=>({id:"walk",groupId:"group-1",type:"button",label:"toolbar.walk",align:"vertical",icon:Ft("漫游"),onClick:()=>{console.log("漫游按钮被点击"),n.walkControl?.show()}})},Symbol.toStringTag,{value:"Module"})),T_=Object.freeze(Object.defineProperty({__proto__:null,createMapButton:n=>(n.on("map:opened",()=>{n.toolbar?.setBtnActive("map",!0)}),n.on("map:closed",()=>{n.toolbar?.setBtnActive("map",!1)}),{id:"map",groupId:"group-1",type:"button",label:"toolbar.map",align:"vertical",keepActive:!0,icon:Ft("地图"),onClick:()=>{n.map?.isOpen()?n.map?.hide():n.map?.show()}})},Symbol.toStringTag,{value:"Module"})),E_=Object.freeze(Object.defineProperty({__proto__:null,createPropertyButton:n=>({id:"property",groupId:"group-1",type:"button",label:"toolbar.property",align:"vertical",icon:Ft("文档"),onClick:()=>{console.log("构件详情按钮被点击"),n.propertyPanel?.show()}})},Symbol.toStringTag,{value:"Module"})),w_=Object.freeze(Object.defineProperty({__proto__:null,createSettingButton:n=>({id:"setting",groupId:"group-2",type:"button",label:"toolbar.setting",icon:Ft("设置"),keepActive:!1,onClick:e=>{console.log("设置按钮被点击:",e.id)}})},Symbol.toStringTag,{value:"Module"})),C_='',A_=Object.freeze(Object.defineProperty({__proto__:null,createInfoButton:n=>({id:"toolbar-info",groupId:"group-2",type:"button",label:"toolbar.info",icon:C_,onClick:()=>{document.dispatchEvent(new CustomEvent("bim-demo:open-property-panel"))}})},Symbol.toStringTag,{value:"Module"})),R_=Object.freeze(Object.defineProperty({__proto__:null,createFullscreenButton:n=>({id:"fullscreen",groupId:"group-2",type:"button",label:"toolbar.fullscreen",align:"vertical",icon:Ft("全屏"),onClick:async()=>{console.log("全屏按钮被点击"),window.self!==window.top&&console.warn('检测到在 Iframe 中运行,请确保父级 iframe 标签拥有 allow="fullscreen" 属性');try{const t=document,s=!!(t.fullscreenElement||t.webkitFullscreenElement||t.mozFullScreenElement||t.msFullscreenElement);console.log("当前是否全屏:",s);const a=document.querySelector(".bim-engine-container")||document.body,o=a;if(s){console.log("准备退出全屏...");const l=t.exitFullscreen||t.webkitExitFullscreen||t.mozCancelFullScreen||t.msExitFullscreen;l&&(await l.call(t),console.log("退出全屏请求已发送"))}else{console.log("准备进入全屏..."),(a.style.backgroundColor===""||a.style.backgroundColor==="transparent")&&(a.style.backgroundColor="#ffffff");const l=o.requestFullscreen||o.webkitRequestFullscreen||o.mozRequestFullScreen||o.msRequestFullscreen;l?(await l.call(o,{navigationUI:"hide"}),console.log("全屏请求已发送")):(console.warn("当前浏览器不支持全屏 API"),alert("当前浏览器不支持全屏功能"))}}catch(t){console.error("全屏操作失败:",t),t&&t.message&&t.message.includes("denied")&&console.error('全屏请求被拒绝。如果是 Iframe,请检查 allow="fullscreen"。如果是自动触发,请确保由用户点击触发。')}}})},Symbol.toStringTag,{value:"Module"})),P_=Object.freeze(Object.defineProperty({__proto__:null,createMeasureButton:n=>({id:"measure",groupId:"group-1",type:"button",label:"toolbar.measure",icon:Ft("测量"),keepActive:!0,onClick:e=>{e.isActive?n.measure?.show():n.measure?.destroy()}})},Symbol.toStringTag,{value:"Module"})),L_=Object.freeze(Object.defineProperty({__proto__:null,createSectionMenuButton:n=>({id:"section",groupId:"group-1",type:"menu",label:"toolbar.section",align:"vertical",icon:Ft("剖切"),keepActive:!0,onClick:e=>{console.log("剖切按钮被点击:",e.id)}})},Symbol.toStringTag,{value:"Module"})),D_=Object.freeze(Object.defineProperty({__proto__:null,createSectionPlaneButton:n=>({id:"section-plane",groupId:"group-1",parentId:"section",type:"button",keepActive:!0,exclusive:!0,align:"vertical",label:"toolbar.sectionPlane",icon:Ft("拾曲面剖切"),onClick:e=>{console.log("拾取面剖切被点击:",e.id,"激活状态:",e.isActive),e.isActive?n.sectionPlane?.show():n.sectionPlane?.hide()}})},Symbol.toStringTag,{value:"Module"})),I_=Object.freeze(Object.defineProperty({__proto__:null,createSectionAxisButton:n=>({id:"section-axis",groupId:"group-1",parentId:"section",type:"button",keepActive:!0,exclusive:!0,align:"vertical",label:"toolbar.sectionAxis",icon:Ft("轴向剖切"),onClick:e=>{e.isActive?n.sectionAxis?.show():n.sectionAxis?.destroy()}})},Symbol.toStringTag,{value:"Module"})),U_=Object.freeze(Object.defineProperty({__proto__:null,createSectionBoxButton:n=>({id:"section-box",groupId:"group-1",parentId:"section",type:"button",keepActive:!0,exclusive:!0,align:"vertical",label:"toolbar.sectionBox",icon:Ft("剖切盒"),onClick:e=>{console.log("剖切盒被点击:",e.id,"激活状态:",e.isActive),e.isActive?n.sectionBox?.show():n.sectionBox?.hide()}})},Symbol.toStringTag,{value:"Module"}));ys.BimEngine=b_,Object.defineProperty(ys,Symbol.toStringTag,{value:"Module"})})); + `,this.settingsBtn.addEventListener("click",()=>{this.openSettings()}),g.appendChild(this.clearBtn),g.appendChild(this.settingsBtn),this.mainViewEl.appendChild(g),this.settingsViewEl=this.createSettingsDom(),e.appendChild(this.mainViewEl),e.appendChild(this.settingsViewEl),e}createSettingsDom(){const e=document.createElement("div");e.className="bim-measure-settings";const t=document.createElement("div");t.className="bim-measure-settings-title",t.dataset.i18nKey="measure.settings.title",e.appendChild(t);const i=document.createElement("div");i.className="bim-measure-settings-row";const s=document.createElement("div");s.className="label",s.dataset.i18nKey="measure.settings.unit",this.unitSelectEl=document.createElement("select"),this.unitSelectEl.className="bim-measure-settings-select",this.unitSelectEl.appendChild(this.makeOption("m")),this.unitSelectEl.appendChild(this.makeOption("cm")),this.unitSelectEl.appendChild(this.makeOption("mm")),this.unitSelectEl.appendChild(this.makeOption("km")),i.appendChild(s),i.appendChild(this.unitSelectEl),e.appendChild(i);const r=document.createElement("div");r.className="bim-measure-settings-hint",r.dataset.i18nKey="measure.settings.hint",e.appendChild(r);const a=document.createElement("div");a.className="bim-measure-settings-row";const o=document.createElement("div");o.className="label",o.dataset.i18nKey="measure.settings.precision",this.precisionSelectEl=document.createElement("select"),this.precisionSelectEl.className="bim-measure-settings-select",this.precisionSelectEl.appendChild(this.makePrecisionOption(0)),this.precisionSelectEl.appendChild(this.makePrecisionOption(1)),this.precisionSelectEl.appendChild(this.makePrecisionOption(2)),this.precisionSelectEl.appendChild(this.makePrecisionOption(3)),a.appendChild(o),a.appendChild(this.precisionSelectEl),e.appendChild(a);const l=document.createElement("div");return l.className="bim-measure-settings-actions",this.saveSettingsBtn=document.createElement("button"),this.saveSettingsBtn.type="button",this.saveSettingsBtn.className="bim-measure-settings-save",this.saveSettingsBtn.addEventListener("click",()=>{this.saveSettings()}),this.cancelSettingsBtn=document.createElement("button"),this.cancelSettingsBtn.type="button",this.cancelSettingsBtn.className="bim-measure-settings-cancel",this.cancelSettingsBtn.addEventListener("click",()=>{this.cancelSettings()}),l.appendChild(this.saveSettingsBtn),l.appendChild(this.cancelSettingsBtn),e.appendChild(l),this.syncSettingsFormFromConfig(this.config),e}makeOption(e){const t=document.createElement("option");return t.value=e,t.textContent=e,t}makePrecisionOption(e){const t=document.createElement("option");return t.value=String(e),t.textContent=e===0?"0":`0.${"0".repeat(e)}`,t}enterSettingsView(){this.draftConfig={...this.config},this.view="settings",this.syncSettingsFormFromConfig(this.config),this.applyViewState()}saveSettings(){const e=this.unitSelectEl.value||this.config.unit,t=Number(this.precisionSelectEl.value),i={unit:e,precision:this.isValidPrecision(t)?t:this.config.precision};this.config=i,this.saveConfigToCache(i),this.draftConfig=null,this.view="main",this.applyViewState(),this.renderResult(),this.options.onExpandedChange&&this.options.onExpandedChange(this.isExpanded)}cancelSettings(){this.draftConfig&&(this.config={...this.draftConfig}),this.draftConfig=null,this.view="main",this.applyViewState(),this.renderResult(),this.options.onExpandedChange&&this.options.onExpandedChange(this.isExpanded)}syncSettingsFormFromConfig(e){this.unitSelectEl.value=e.unit,this.precisionSelectEl.value=String(e.precision)}applyViewState(){this.view==="settings"?(this.mainViewEl.style.display="none",this.settingsViewEl.style.display="block"):(this.mainViewEl.style.display="block",this.settingsViewEl.style.display="none")}loadConfigFromCache(){try{const e=localStorage.getItem(kn.CONFIG_CACHE_KEY);if(!e)return null;const t=JSON.parse(e);if(!t||typeof t!="object")return null;const i=t.unit,s=t.precision;return!this.isValidUnit(i)||!this.isValidPrecision(s)?null:{unit:i,precision:s}}catch{return null}}saveConfigToCache(e){try{localStorage.setItem(kn.CONFIG_CACHE_KEY,JSON.stringify(e))}catch{}}isValidUnit(e){return e==="m"||e==="cm"||e==="mm"||e==="km"}isValidPrecision(e){return e===0||e===1||e===2||e===3}applyExpandedState(){let e=0;for(const t of this.toolButtons.values())e>=4?t.style.display=this.isExpanded?"":"none":t.style.display="",e++;this.isExpanded?this.toggleBtn.classList.add("is-expanded"):this.toggleBtn.classList.remove("is-expanded")}applyActiveModeState(){for(const[e,t]of this.toolButtons.entries())e===this.activeMode?t.classList.add("is-active"):t.classList.remove("is-active")}renderResult(){if(this.activeMode==="laserDistance")this.mainValueLabelEl.style.display="none",this.mainNumberEl.textContent=le(this.getModeI18nKey("laserDistance")),this.mainUnitEl.textContent="",this.mainNumberEl.classList.add("is-laser-text");else{this.mainValueLabelEl.style.display="",this.mainValueLabelEl.textContent=le(this.getModeValueLabelI18nKey(this.activeMode));const e=this.formatMainValueParts(this.activeMode,this.result);this.mainNumberEl.textContent=e.numberText,this.mainUnitEl.textContent=e.unitText,this.mainNumberEl.classList.remove("is-laser-text")}if(this.activeMode==="distance"){this.xyzBoxEl.style.display="";const e=this.result?.xyz;if(!e){this.xyzXEl.textContent="--",this.xyzYEl.textContent="--",this.xyzZEl.textContent="--";return}this.xyzXEl.textContent=this.formatNumberWithPrecision(e.x,this.config.precision),this.xyzYEl.textContent=this.formatNumberWithPrecision(e.y,this.config.precision),this.xyzZEl.textContent=this.formatNumberWithPrecision(e.z,this.config.precision);return}this.xyzBoxEl.style.display="none"}getModeI18nKey(e){return`measure.modes.${e}`}getModeValueLabelI18nKey(e){return`measure.labels.value.${e}`}formatNumberWithPrecision(e,t){return e.toFixed(t)}convertMmToUnit(e,t){switch(t){case"mm":return e;case"cm":return e/10;case"m":return e/1e3;case"km":return e/1e6;default:return e}}getUnitI18nKey(e){return`measure.units.${e}`}convertMm3ToUnit3(e,t){switch(t){case"mm":return e;case"cm":return e/1e3;case"m":return e/1e9;case"km":return e/1e18;default:return e}}formatMainValueParts(e,t){if(e==="laserDistance")return{numberText:le(this.getModeI18nKey("laserDistance")),unitText:""};if(!t)return this.getEmptyValuePartsByMode(e);switch(e){case"distance":return this.formatLengthParts(t.distanceMm);case"minDistance":return this.formatLengthParts(t.minDistanceMm);case"angle":return this.formatFixedUnitParts(t.angleDeg,le("measure.units.deg"));case"elevation":return this.formatFixedUnitParts(t.elevationMm===void 0?void 0:t.elevationMm/1e3,le("measure.units.m"));case"volume":return this.formatVolumeParts(t.volumeM3);case"slope":return this.formatFixedUnitParts(t.slopePercent,le("measure.units.percent"));case"spaceVolume":return this.formatVolumeParts(t.spaceVolumeM3);default:return{numberText:"--",unitText:""}}}getEmptyValuePartsByMode(e){switch(e){case"distance":case"minDistance":return{numberText:"--",unitText:le(this.getUnitI18nKey(this.config.unit))};case"angle":return{numberText:"--",unitText:le("measure.units.deg")};case"elevation":return{numberText:"--",unitText:le("measure.units.m")};case"volume":case"spaceVolume":return{numberText:"--",unitText:`${this.config.unit}³`};case"slope":return{numberText:"--",unitText:le("measure.units.percent")};default:return{numberText:"--",unitText:""}}}formatFixedUnitParts(e,t){return e==null||Number.isNaN(e)?{numberText:"--",unitText:t}:{numberText:this.formatNumberWithPrecision(e,this.config.precision),unitText:t}}formatLengthParts(e){const t=le(this.getUnitI18nKey(this.config.unit));if(e==null||Number.isNaN(e))return{numberText:"--",unitText:t};const i=this.convertMmToUnit(e,this.config.unit);return{numberText:this.formatNumberWithPrecision(i,this.config.precision),unitText:t}}formatVolumeParts(e){const t=`${this.config.unit}³`;if(e==null||Number.isNaN(e))return{numberText:"--",unitText:t};const i=this.convertMm3ToUnit3(e,this.config.unit);return{numberText:this.formatNumberWithPrecision(i,this.config.precision),unitText:t}}}class a_ extends jt{dialogId="measure-dialog";dialog=null;panel=null;config=null;constructor(e){super(e)}init(){}show(){if(!this.engine.dialog||!this.engine.container){console.warn("Dialog manager or container is not initialized");return}const e=250,t=300,i=20,s=this.engine.container,r=s.clientWidth,a=s.clientHeight,o=r-e-i,l=(a-t)/2;this.destroy(),this.panel=new kn({defaultMode:"distance",defaultExpanded:!1,onModeChange:h=>{console.log("[MeasureDialogManager] 当前测量方式已切换:",h)},onClearAll:()=>{console.log("[MeasureDialogManager] 删除全部(仅 UI 清空,本次不清理引擎侧内容)")},onSettings:()=>{console.log("[MeasureDialogManager] 打开设置(仅预留接口)")},onExpandedChange:()=>{this.dialog?.fitHeight(!1)}}),this.panel.init(),this.config=this.panel.getConfig();const c=document.createElement("div");c.style.padding="12px",c.appendChild(this.panel.element),this.dialog=this.engine.dialog.create({id:this.dialogId,title:"measure.dialogTitle",content:c,width:e,height:"auto",position:{x:o,y:l},onClose:()=>{this.engine.toolbar?.setBtnActive("measure",!1)}}),this.dialog.init(),this.dialog.fitHeight(!1)}getActiveMode(){return this.panel?this.panel.getActiveMode():null}switchMode(e){this.panel&&this.panel.switchMode(e)}setMeasureResult(e){this.panel&&this.panel.setResult(e)}getConfig(){return this.panel&&(this.config=this.panel.getConfig()),this.config?{...this.config}:null}setConfig(e,t=!0){if(this.panel){this.panel.setConfig(e,t),this.config=this.panel.getConfig(),this.dialog?.fitHeight(!1);return}const i=this.config,s={unit:e.unit??i?.unit??"mm",precision:e.precision??i?.precision??2};this.config=s}clearAll(){this.panel&&this.panel.clearAll()}openSettings(){this.panel&&this.panel.openSettings()}destroy(){this.dialog&&(this.dialog.destroy(),this.dialog=null),this.panel&&(this.panel.destroy(),this.panel=null)}}class o_{element;options;hideBtn;reverseBtn;resetBtn;hideLabelEl;reverseLabelEl;resetLabelEl;unsubscribeLocale=null;unsubscribeTheme=null;constructor(e={}){this.options=e,this.element=this.createDom()}init(){this.unsubscribeLocale=It.subscribe(()=>{this.setLocales()}),this.unsubscribeTheme=Ze.subscribe(e=>{this.setTheme(e)}),this.setLocales(),this.setTheme(Ze.getTheme())}setTheme(e){const t=this.element.style;t.setProperty("--bim-section-btn-bg",e.componentBackground??"rgba(255, 255, 255, 0.06)"),t.setProperty("--bim-section-btn-hover",e.componentHover??"rgba(255, 255, 255, 0.10)"),t.setProperty("--bim-section-btn-active",e.componentActive??"rgba(255, 255, 255, 0.14)"),t.setProperty("--bim-primary-color",e.primary??"#1890ff"),t.setProperty("--bim-icon-color",e.icon??"#ccc"),t.setProperty("--bim-text-color",e.textSecondary??"rgba(255, 255, 255, 0.90)"),t.setProperty("--bim-text-active-color",e.textPrimary??"#fff")}setLocales(){this.hideLabelEl.textContent=le("sectionPlane.actions.hide"),this.reverseLabelEl.textContent=le("sectionPlane.actions.reverse"),this.resetLabelEl.textContent=le("sectionPlane.actions.reset"),this.hideBtn.title=le("sectionPlane.actions.hide"),this.reverseBtn.title=le("sectionPlane.actions.reverse"),this.resetBtn.title=le("sectionPlane.actions.reset")}destroy(){this.unsubscribeLocale&&(this.unsubscribeLocale(),this.unsubscribeLocale=null),this.unsubscribeTheme&&(this.unsubscribeTheme(),this.unsubscribeTheme=null),this.element.remove()}createDom(){const e=document.createElement("div");return e.className="section-plane-panel",this.hideBtn=this.createButton("hide",vt("隐藏"),()=>{this.options.onHide&&this.options.onHide()}),this.reverseBtn=this.createButton("reverse",vt("反向"),()=>{this.options.onReverse&&this.options.onReverse()}),this.resetBtn=this.createButton("reset",vt("重置"),()=>{this.options.onReset&&this.options.onReset()}),e.appendChild(this.hideBtn),e.appendChild(this.reverseBtn),e.appendChild(this.resetBtn),e}createButton(e,t,i){const s=document.createElement("button");s.type="button",s.className="section-plane-btn";const r=document.createElement("div");r.className="section-plane-btn-icon",r.innerHTML=t,s.appendChild(r);const a=document.createElement("div");return a.className="section-plane-btn-label",s.appendChild(a),e==="hide"?this.hideLabelEl=a:e==="reverse"?this.reverseLabelEl=a:this.resetLabelEl=a,s.addEventListener("click",i),s}}class l_ extends jt{dialogId="section-plane-dialog";dialog=null;panel=null;constructor(e){super(e)}init(){}show(){if(!this.engine.dialog||!this.engine.container){console.warn("Dialog manager or container is not initialized");return}this.destroy(),this.panel=new o_({onHide:()=>{console.log("[SectionPlaneDialogManager] 隐藏")},onReverse:()=>{console.log("[SectionPlaneDialogManager] 反向")},onReset:()=>{console.log("[SectionPlaneDialogManager] 重置")}}),this.panel.init();const e=240,t=120,i=20,s=50,r=this.engine.container,a=r.clientWidth,o=r.clientHeight,l=a-e-i,c=o-t-s;this.dialog=this.engine.dialog.create({id:this.dialogId,title:"sectionPlane.dialogTitle",width:e,height:t,position:{x:l,y:c},draggable:!0,resizable:!1,content:this.panel.element,onClose:()=>{this.engine.toolbar?.setBtnActive("section-plane",!1),this.hide()}})}hide(){this.destroy()}destroy(){this.dialog&&(this.dialog.destroy(),this.dialog=null),this.panel&&(this.panel.destroy(),this.panel=null)}}class c_{element;options;isHidden=!1;activeAxis="x";hideBtn;reverseBtn;hideLabelEl;reverseLabelEl;axisXBtn;axisYBtn;axisZBtn;unsubscribeLocale=null;unsubscribeTheme=null;constructor(e={}){this.options=e,this.isHidden=e.defaultHidden??!1,this.activeAxis=e.defaultAxis??"x",this.element=this.createDom()}init(){this.unsubscribeLocale=It.subscribe(()=>{this.setLocales()}),this.unsubscribeTheme=Ze.subscribe(e=>{this.setTheme(e)}),this.setLocales(),this.setTheme(Ze.getTheme()),this.updateHideButtonState(),this.updateAxisButtonsState()}setTheme(e){const t=this.element.style;t.setProperty("--bim-section-axis-btn-bg",e.componentBackground??"rgba(255, 255, 255, 0.06)"),t.setProperty("--bim-section-axis-btn-hover",e.componentHover??"rgba(255, 255, 255, 0.10)"),t.setProperty("--bim-section-axis-btn-active",e.componentActive??"rgba(255, 255, 255, 0.14)"),t.setProperty("--bim-primary-color",e.primary??"#1890ff"),t.setProperty("--bim-icon-color",e.icon??"#ccc"),t.setProperty("--bim-text-color",e.textSecondary??"rgba(255, 255, 255, 0.90)"),t.setProperty("--bim-text-active-color",e.textPrimary??"#fff")}setLocales(){this.hideLabelEl.textContent=le("sectionAxis.actions.hide"),this.reverseLabelEl.textContent=le("sectionAxis.actions.reverse"),this.hideBtn.title=le("sectionAxis.actions.hide"),this.reverseBtn.title=le("sectionAxis.actions.reverse"),this.axisXBtn.title=le("sectionAxis.actions.axisX"),this.axisYBtn.title=le("sectionAxis.actions.axisY"),this.axisZBtn.title=le("sectionAxis.actions.axisZ")}setHiddenState(e){this.isHidden=e,this.updateHideButtonState()}getHiddenState(){return this.isHidden}setActiveAxis(e){this.activeAxis=e,this.updateAxisButtonsState()}getActiveAxis(){return this.activeAxis}destroy(){this.unsubscribeLocale&&(this.unsubscribeLocale(),this.unsubscribeLocale=null),this.unsubscribeTheme&&(this.unsubscribeTheme(),this.unsubscribeTheme=null),this.element.remove()}createDom(){const e=document.createElement("div");e.className="section-axis-panel";const t=document.createElement("div");t.className="section-axis-row-1",this.hideBtn=this.createButton("hide",vt("隐藏"),()=>this.handleHideToggle()),this.reverseBtn=this.createButton("reverse",vt("反向"),()=>this.handleReverse()),t.appendChild(this.hideBtn),t.appendChild(this.reverseBtn);const i=document.createElement("div");return i.className="section-axis-row-2",this.axisXBtn=this.createAxisButton("axisX","X",()=>this.handleAxisChange("x")),this.axisYBtn=this.createAxisButton("axisY","Y",()=>this.handleAxisChange("y")),this.axisZBtn=this.createAxisButton("axisZ","Z",()=>this.handleAxisChange("z")),i.appendChild(this.axisXBtn),i.appendChild(this.axisYBtn),i.appendChild(this.axisZBtn),e.appendChild(t),e.appendChild(i),e}createButton(e,t,i){const s=document.createElement("button");s.type="button",s.className="section-axis-btn";const r=document.createElement("div");r.className="section-axis-btn-icon",r.innerHTML=t,s.appendChild(r);const a=document.createElement("div");return a.className="section-axis-btn-label",s.appendChild(a),e==="hide"?this.hideLabelEl=a:e==="reverse"&&(this.reverseLabelEl=a),s.addEventListener("click",i),s}createAxisButton(e,t,i){const s=document.createElement("button");s.type="button",s.className="section-axis-btn section-axis-btn-text";const r=document.createElement("div");return r.className="section-axis-btn-label",r.textContent=t,s.appendChild(r),s.addEventListener("click",i),s}handleHideToggle(){this.isHidden=!this.isHidden,this.updateHideButtonState(),this.options.onHideToggle&&this.options.onHideToggle(this.isHidden)}handleReverse(){this.options.onReverse&&this.options.onReverse()}handleAxisChange(e){this.activeAxis!==e&&(this.activeAxis=e,this.updateAxisButtonsState(),this.options.onAxisChange&&this.options.onAxisChange(e))}updateHideButtonState(){this.isHidden?this.hideBtn.classList.add("active"):this.hideBtn.classList.remove("active")}updateAxisButtonsState(){this.axisXBtn.classList.toggle("active",this.activeAxis==="x"),this.axisYBtn.classList.toggle("active",this.activeAxis==="y"),this.axisZBtn.classList.toggle("active",this.activeAxis==="z")}}class h_ extends jt{dialogId="section-axis-dialog";dialog=null;panel=null;constructor(e){super(e)}init(){}show(){if(!this.engine.dialog||!this.engine.container){console.warn("Dialog manager or container is not initialized");return}this.destroy(),this.panel=new c_({defaultAxis:"x",defaultHidden:!1,onHideToggle:c=>{console.log("[SectionAxisDialogManager] 隐藏切换:",c)},onReverse:()=>{console.log("[SectionAxisDialogManager] 反向剖切")},onAxisChange:c=>{console.log("[SectionAxisDialogManager] 切换轴向:",c)}}),this.panel.init();const e=240,t=20,i=50,s=this.engine.container,r=s.clientWidth,a=s.clientHeight,o=r-e-t,l=a-i-200;this.dialog=this.engine.dialog.create({id:this.dialogId,title:"sectionAxis.dialogTitle",width:e,height:"auto",position:{x:o,y:l},draggable:!0,resizable:!1,content:this.panel.element,onClose:()=>{this.engine.toolbar?.setBtnActive("section-axis",!1),this.hide()}}),this.dialog.init(),this.dialog.fitHeight(!1)}hide(){this.destroy()}getHiddenState(){return this.panel?.getHiddenState()??!1}setHiddenState(e){this.panel?.setHiddenState(e)}getActiveAxis(){return this.panel?.getActiveAxis()??"x"}setActiveAxis(e){this.panel?.setActiveAxis(e)}destroy(){this.dialog&&(this.dialog.destroy(),this.dialog=null),this.panel&&(this.panel.destroy(),this.panel=null)}}const Fh={x:{min:0,max:100},y:{min:0,max:100},z:{min:0,max:100}};class u_{element;options;isHidden=!1;isReversed=!1;range;hideBtn;reverseBtn;fitBtn;resetBtn;hideLabelEl;reverseLabelEl;fitLabelEl;resetLabelEl;xLabelEl;yLabelEl;zLabelEl;unsubscribeLocale=null;unsubscribeTheme=null;xSlider;ySlider;zSlider;xMinHandle;xMaxHandle;yMinHandle;yMaxHandle;zMinHandle;zMaxHandle;dragState={isDragging:!1,axis:null,handleType:null,pointerId:null};constructor(e={}){this.options=e,this.isHidden=e.defaultHidden??!1,this.isReversed=e.defaultReversed??!1,this.range=JSON.parse(JSON.stringify(e.defaultRange??Fh))}init(){this.element=this.createPanel(),this.unsubscribeLocale=It.subscribe(()=>this.setLocales()),this.unsubscribeTheme=Ze.subscribe(e=>this.setTheme(e)),this.setLocales(),this.setTheme(Ze.getTheme()),this.updateButtonStates(),this.updateAllSlidersUI(),this.setupDragListeners()}setHiddenState(e){this.isHidden=e,this.updateButtonStates()}getHiddenState(){return this.isHidden}setReversedState(e){this.isReversed=e,this.updateButtonStates()}getReversedState(){return this.isReversed}setRange(e){e.x&&(this.range.x={...this.range.x,...e.x}),e.y&&(this.range.y={...this.range.y,...e.y}),e.z&&(this.range.z={...this.range.z,...e.z}),this.updateAllSlidersUI()}getRange(){return JSON.parse(JSON.stringify(this.range))}reset(){this.isHidden=this.options.defaultHidden??!1,this.isReversed=this.options.defaultReversed??!1,this.range=JSON.parse(JSON.stringify(this.options.defaultRange??Fh)),this.updateButtonStates(),this.updateAllSlidersUI(),this.options.onReset?.(),this.options.onRangeChange?.(this.range)}createPanel(){const e=document.createElement("div");e.className="section-box-panel";const t=document.createElement("div");t.className="section-box-row-buttons",this.hideBtn=this.createButton("hide",le("sectionBox.actions.hide"),()=>{this.isHidden=!this.isHidden,this.updateButtonStates(),this.options.onHideToggle?.(this.isHidden)},"hide"),this.reverseBtn=this.createButton("reverse",le("sectionBox.actions.reverse"),()=>{this.isReversed=!this.isReversed,this.updateButtonStates(),this.options.onReverseToggle?.(this.isReversed)},"reverse"),this.fitBtn=this.createButton("fit",le("sectionBox.actions.fitToModel"),()=>{this.options.onFitToModel?.()},"fit"),this.resetBtn=this.createButton("reset",le("sectionBox.actions.reset"),()=>this.reset(),"reset"),[this.hideBtn,this.reverseBtn,this.fitBtn,this.resetBtn].forEach(s=>t.appendChild(s));const i=document.createElement("div");return i.className="section-box-sliders",i.addEventListener("pointerdown",s=>s.stopPropagation()),this.xSlider=this.createSlider("x",le("sectionBox.axes.x")),this.ySlider=this.createSlider("y",le("sectionBox.axes.y")),this.zSlider=this.createSlider("z",le("sectionBox.axes.z")),[this.xSlider,this.ySlider,this.zSlider].forEach(s=>i.appendChild(s)),e.appendChild(t),e.appendChild(i),e}createButton(e,t,i,s){const r=document.createElement("button");r.className="section-box-btn",r.title=t;const a={hide:"隐藏",reverse:"反向",fit:"适应到模型",reset:"重置"},o=document.createElement("div");o.className="section-box-btn-icon",o.innerHTML=vt(a[e]||e);const l=document.createElement("div");return l.className="section-box-btn-label",l.textContent=t,s==="hide"?this.hideLabelEl=l:s==="reverse"?this.reverseLabelEl=l:s==="fit"?this.fitLabelEl=l:s==="reset"&&(this.resetLabelEl=l),r.appendChild(o),r.appendChild(l),r.addEventListener("click",i),r}createSlider(e,t){const i=document.createElement("div");i.className="section-box-slider";const s=document.createElement("div");s.className="section-box-slider-label",s.textContent=t,e==="x"?this.xLabelEl=s:e==="y"?this.yLabelEl=s:this.zLabelEl=s;const r=document.createElement("div");r.className="section-box-slider-track";const a=document.createElement("div");a.className="section-box-slider-range";const o=document.createElement("div");o.className="section-box-slider-handle",o.setAttribute("data-axis",e),o.setAttribute("data-handle","min");const l=document.createElement("div");return l.className="section-box-slider-handle",l.setAttribute("data-axis",e),l.setAttribute("data-handle","max"),r.append(a,o,l),i.append(s,r),e==="x"?(this.xMinHandle=o,this.xMaxHandle=l):e==="y"?(this.yMinHandle=o,this.yMaxHandle=l):(this.zMinHandle=o,this.zMaxHandle=l),i}setupDragListeners(){[this.xMinHandle,this.xMaxHandle,this.yMinHandle,this.yMaxHandle,this.zMinHandle,this.zMaxHandle].forEach(t=>{t.addEventListener("pointerdown",s=>{s.preventDefault(),s.stopPropagation(),t.setPointerCapture(s.pointerId),this.dragState={isDragging:!0,axis:t.getAttribute("data-axis"),handleType:t.getAttribute("data-handle"),pointerId:s.pointerId},t.classList.add("dragging"),t.closest(".section-box-slider").style.zIndex="100"}),t.addEventListener("pointermove",s=>{this.dragState.isDragging&&this.dragState.pointerId===s.pointerId&&this.onDragging(s)});const i=s=>{this.dragState.isDragging&&this.dragState.pointerId===s.pointerId&&(t.releasePointerCapture(s.pointerId),t.closest(".section-box-slider").style.zIndex="",t.classList.remove("dragging"),this.dragState.isDragging=!1,this.dragState.pointerId=null)};t.addEventListener("pointerup",i),t.addEventListener("pointercancel",i)})}onDragging(e){const{axis:t,handleType:i}=this.dragState;if(!t||!i)return;const a=(t==="x"?this.xSlider:t==="y"?this.ySlider:this.zSlider).querySelector(".section-box-slider-track").getBoundingClientRect();let o=(e.clientX-a.left)/a.width*100;o=Math.max(0,Math.min(100,o));const l=this.range[t];i==="min"?l.min=Math.min(o,l.max):l.max=Math.max(o,l.min),this.updateSliderUI(t),this.options.onRangeChange?.(this.range)}updateSliderUI(e){const t=this.range[e],i=e==="x"?this.xMinHandle:e==="y"?this.yMinHandle:this.zMinHandle,s=e==="x"?this.xMaxHandle:e==="y"?this.yMaxHandle:this.zMaxHandle,a=(e==="x"?this.xSlider:e==="y"?this.ySlider:this.zSlider).querySelector(".section-box-slider-range");i.style.left=`${t.min}%`,s.style.left=`${t.max}%`,a.style.left=`${t.min}%`,a.style.width=`${t.max-t.min}%`,i.setAttribute("data-value",Math.round(t.min).toString()),s.setAttribute("data-value",Math.round(t.max).toString())}updateAllSlidersUI(){["x","y","z"].forEach(e=>this.updateSliderUI(e))}updateButtonStates(){this.hideBtn&&this.hideBtn.classList.toggle("active",this.isHidden),this.reverseBtn&&this.reverseBtn.classList.toggle("active",this.isReversed)}setLocales(){this.hideLabelEl&&(this.hideLabelEl.textContent=le("sectionBox.actions.hide"),this.reverseLabelEl.textContent=le("sectionBox.actions.reverse"),this.fitLabelEl.textContent=le("sectionBox.actions.fitToModel"),this.resetLabelEl.textContent=le("sectionBox.actions.reset"),this.xLabelEl.textContent=le("sectionBox.axes.x"),this.yLabelEl.textContent=le("sectionBox.axes.y"),this.zLabelEl.textContent=le("sectionBox.axes.z"),this.hideBtn.title=le("sectionBox.actions.hide"),this.reverseBtn.title=le("sectionBox.actions.reverse"),this.fitBtn.title=le("sectionBox.actions.fitToModel"),this.resetBtn.title=le("sectionBox.actions.reset"))}setTheme(e){if(!this.element)return;const t=this.element.style;t.setProperty("--bim-section-box-btn-bg",e.componentBackground??"rgba(255, 255, 255, 0.06)"),t.setProperty("--bim-section-box-btn-hover",e.componentHover??"rgba(255, 255, 255, 0.10)"),t.setProperty("--bim-section-box-btn-active",e.componentActive??"rgba(255, 255, 255, 0.14)"),t.setProperty("--bim-primary-color",e.primary??"#1890ff"),t.setProperty("--bim-icon-color",e.icon??"#ccc"),t.setProperty("--bim-text-color",e.textSecondary??"rgba(255, 255, 255, 0.90)"),t.setProperty("--bim-text-active-color",e.textPrimary??"#fff")}destroy(){this.unsubscribeLocale?.(),this.unsubscribeTheme?.(),this.element&&this.element.parentElement&&this.element.parentElement.removeChild(this.element)}}class d_ extends jt{dialogId="section-box-dialog";dialog=null;panel=null;constructor(e){super(e)}init(){}show(){if(!this.engine.dialog||!this.engine.container){console.warn("Dialog manager or container is not initialized");return}this.destroy(),this.panel=new u_({defaultHidden:!1,defaultReversed:!1,onHideToggle:c=>{console.log("[SectionBoxDialogManager] 隐藏切换:",c)},onReverseToggle:c=>{console.log("[SectionBoxDialogManager] 反向切换:",c)},onFitToModel:()=>{console.log("[SectionBoxDialogManager] 适应到模型")},onReset:()=>{console.log("[SectionBoxDialogManager] 重置")},onRangeChange:c=>{console.log("[SectionBoxDialogManager] 范围变化:",c)}}),this.panel.init();const e=280,t=20,i=50,s=this.engine.container,r=s.clientWidth,a=s.clientHeight,o=r-e-t,l=a-i-300;this.dialog=this.engine.dialog.create({id:this.dialogId,title:"sectionBox.dialogTitle",width:e,height:"auto",position:{x:o,y:l},draggable:!0,resizable:!1,content:this.panel.element,onClose:()=>{this.engine.toolbar?.setBtnActive("section-box",!1),this.hide()}}),this.dialog.init(),this.dialog.fitHeight(!1)}hide(){this.destroy()}getHiddenState(){return this.panel?.getHiddenState()??!1}setHiddenState(e){this.panel?.setHiddenState(e)}getReversedState(){return this.panel?.getReversedState()??!1}setReversedState(e){this.panel?.setReversedState(e)}getRange(){return this.panel?.getRange()??null}setRange(e){this.panel?.setRange(e)}destroy(){this.dialog&&(this.dialog.destroy(),this.dialog=null),this.panel&&(this.panel.destroy(),this.panel=null)}}class p_{element;options;state={mode:"none",isPlanViewActive:!1,speed:1,gravity:!1,collision:!1,characterModel:"construction-worker",walkMode:"walk"};planViewBtn;pathModeBtn;walkModeBtn;settingsContainer;speedControl;speedDecreaseBtn;speedIncreaseBtn;speedDisplay;gravityCheckbox;gravityLabel;collisionCheckbox;collisionLabel;characterModelSelect;characterModelLabel;walkModeSelect;walkModeLabel;exitBtn;unsubscribeLocale=null;unsubscribeTheme=null;constructor(e={}){this.options=e,this.state.speed=e.defaultSpeed??1,this.state.gravity=e.defaultGravity??!1,this.state.collision=e.defaultCollision??!1,this.state.characterModel=e.defaultCharacterModel??"construction-worker",this.state.walkMode=e.defaultWalkMode??"walk"}init(){this.element=this.createPanel(),this.updateSettingsView(),this.unsubscribeLocale=It.subscribe(()=>this.setLocales()),this.unsubscribeTheme=Ze.subscribe(e=>this.setTheme(e)),this.setLocales(),this.setTheme(Ze.getTheme())}setPlanViewActive(e){this.state.isPlanViewActive=e,this.updateButtonStates()}setPathModeActive(e){if(!e&&this.state.mode!=="path")return;const t=e?"path":"none";this.setMode(t)}getState(){return{...this.state}}createPanel(){const e=document.createElement("div");e.className="walk-control-panel";const t=this.createLeftButtons(),i=document.createElement("div");i.className="walk-divider",this.settingsContainer=this.createSettingsContainer();const s=document.createElement("div");s.className="walk-divider";const r=this.createExitButton();return e.appendChild(t),e.appendChild(i),e.appendChild(this.settingsContainer),e.appendChild(s),e.appendChild(r),e}createLeftButtons(){const e=document.createElement("div");return e.className="walk-control-left",this.planViewBtn=this.createIconButton("plan-view",()=>{this.state.isPlanViewActive=!this.state.isPlanViewActive,this.updateButtonStates(),this.options.onPlanViewToggle?.(this.state.isPlanViewActive)}),this.pathModeBtn=this.createIconButton("path",()=>{const t=this.state.mode==="path"?"none":"path";this.setMode(t),this.options.onPathModeToggle?.(t==="path")}),this.walkModeBtn=this.createIconButton("walk",()=>{const t=this.state.mode==="walk"?"none":"walk";this.setMode(t),this.options.onWalkModeToggle?.(t==="walk")}),e.appendChild(this.planViewBtn),e.appendChild(this.pathModeBtn),e.appendChild(this.walkModeBtn),e}createSettingsContainer(){const e=document.createElement("div");e.className="walk-control-settings",this.speedControl=this.createSpeedControl();const t=document.createElement("label");t.className="walk-checkbox-wrapper walk-checkbox-gravity",this.gravityCheckbox=document.createElement("input"),this.gravityCheckbox.type="checkbox",this.gravityCheckbox.className="walk-checkbox",this.gravityCheckbox.checked=this.state.gravity,this.gravityCheckbox.addEventListener("change",()=>{this.state.gravity=this.gravityCheckbox.checked,this.options.onGravityToggle?.(this.state.gravity)}),this.gravityLabel=document.createElement("span"),this.gravityLabel.className="walk-checkbox-label",t.appendChild(this.gravityCheckbox),t.appendChild(this.gravityLabel);const i=document.createElement("label");i.className="walk-checkbox-wrapper walk-checkbox-collision",this.collisionCheckbox=document.createElement("input"),this.collisionCheckbox.type="checkbox",this.collisionCheckbox.className="walk-checkbox",this.collisionCheckbox.checked=this.state.collision,this.collisionCheckbox.addEventListener("change",()=>{this.state.collision=this.collisionCheckbox.checked,this.options.onCollisionToggle?.(this.state.collision)}),this.collisionLabel=document.createElement("span"),this.collisionLabel.className="walk-checkbox-label",i.appendChild(this.collisionCheckbox),i.appendChild(this.collisionLabel);const s=document.createElement("div");s.className="walk-select-wrapper walk-select-wrapper-character-model",this.characterModelLabel=document.createElement("label"),this.characterModelLabel.className="walk-select-label",this.characterModelSelect=document.createElement("select"),this.characterModelSelect.className="walk-select walk-select-character-model",this.characterModelSelect.addEventListener("change",()=>{this.state.characterModel=this.characterModelSelect.value,this.options.onCharacterModelChange?.(this.state.characterModel)}),s.appendChild(this.characterModelLabel),s.appendChild(this.characterModelSelect);const r=document.createElement("div");return r.className="walk-select-wrapper walk-select-wrapper-walk-mode",this.walkModeLabel=document.createElement("label"),this.walkModeLabel.className="walk-select-label",this.walkModeSelect=document.createElement("select"),this.walkModeSelect.className="walk-select walk-select-walk-mode",this.walkModeSelect.addEventListener("change",()=>{this.state.walkMode=this.walkModeSelect.value,this.options.onWalkModeChange?.(this.state.walkMode)}),r.appendChild(this.walkModeLabel),r.appendChild(this.walkModeSelect),e.appendChild(this.speedControl),e.appendChild(s),e.appendChild(r),e.appendChild(t),e.appendChild(i),e}createSpeedControl(){const e=document.createElement("div");e.className="walk-speed-control";const t=document.createElement("label");t.className="walk-speed-label",t.textContent=le("walkControl.speed");const i=document.createElement("div");return i.className="walk-speed-group",this.speedDecreaseBtn=document.createElement("button"),this.speedDecreaseBtn.className="walk-speed-btn",this.speedDecreaseBtn.textContent="-",this.speedDecreaseBtn.addEventListener("click",()=>{this.state.speed>1&&(this.state.speed--,this.updateSpeedDisplay(),this.options.onSpeedChange?.(this.state.speed))}),this.speedDisplay=document.createElement("div"),this.speedDisplay.className="walk-speed-display",this.speedDisplay.textContent=`${this.state.speed}X`,this.speedIncreaseBtn=document.createElement("button"),this.speedIncreaseBtn.className="walk-speed-btn",this.speedIncreaseBtn.textContent="+",this.speedIncreaseBtn.addEventListener("click",()=>{this.state.speed<10&&(this.state.speed++,this.updateSpeedDisplay(),this.options.onSpeedChange?.(this.state.speed))}),i.appendChild(this.speedDecreaseBtn),i.appendChild(this.speedDisplay),i.appendChild(this.speedIncreaseBtn),e.appendChild(t),e.appendChild(i),e}createIconButton(e,t){const i=document.createElement("button");return i.className=`walk-icon-btn walk-icon-btn-${e}`,i.innerHTML=this.getIconSVG(e),i.addEventListener("click",t),i}createExitButton(){const e=document.createElement("button");return e.className="walk-exit-btn",e.addEventListener("click",()=>{this.options.onExit?.()}),this.exitBtn=e,e}setMode(e){const t=this.state.mode;t==="walk"&&e!=="walk"&&this.options.onWalkModeToggle?.(!1),t==="path"&&e!=="path"&&this.options.onPathModeToggle?.(!1),this.state.mode=e,e==="path"?(this.state.gravity=!1,this.state.collision=!1,this.gravityCheckbox.checked=!1,this.gravityCheckbox.disabled=!0,this.collisionCheckbox.checked=!1,this.collisionCheckbox.disabled=!0):(this.gravityCheckbox.disabled=!1,this.collisionCheckbox.disabled=!1),this.updateButtonStates(),this.updateSettingsView(),this.updateSpeedButtonStates()}updateButtonStates(){this.planViewBtn.classList.toggle("active",this.state.isPlanViewActive),this.pathModeBtn.classList.toggle("active",this.state.mode==="path"),this.walkModeBtn.classList.toggle("active",this.state.mode==="walk")}updateSettingsView(){const e=this.speedControl,t=this.gravityCheckbox.parentElement,i=this.collisionCheckbox.parentElement,s=this.characterModelSelect.parentElement,r=this.walkModeSelect.parentElement;this.state.mode==="walk"?(e.style.display="none",t.style.display="flex",i.style.display="flex",s.style.display="flex",r.style.display="flex"):(e.style.display="flex",t.style.display="flex",i.style.display="flex",s.style.display="none",r.style.display="none")}updateSpeedDisplay(){this.speedDisplay.textContent=`${this.state.speed}X`,this.updateSpeedButtonStates()}updateSpeedButtonStates(){this.speedDecreaseBtn.disabled=this.state.speed<=1,this.speedIncreaseBtn.disabled=this.state.speed>=10}getIconSVG(e){return{"plan-view":vt("地图"),path:vt("路径漫游"),walk:vt("第一人称漫游")}[e]||""}setLocales(){const e=this.speedControl.querySelector(".walk-speed-label");e&&(e.textContent=le("walkControl.speed")),this.gravityLabel.textContent=le("walkControl.gravity"),this.collisionLabel.textContent=le("walkControl.collision"),this.characterModelLabel.textContent=le("walkControl.characterModel.label"),this.characterModelSelect.innerHTML="";const t=document.createElement("option");t.value="construction-worker",t.textContent=le("walkControl.characterModel.constructionWorker"),t.selected=this.state.characterModel==="construction-worker",this.characterModelSelect.appendChild(t);const i=document.createElement("option");i.value="office-male",i.textContent=le("walkControl.characterModel.officeMale"),i.selected=this.state.characterModel==="office-male",this.characterModelSelect.appendChild(i),this.walkModeLabel.textContent=le("walkControl.walkMode.label"),this.walkModeSelect.innerHTML="";const s=document.createElement("option");s.value="walk",s.textContent=le("walkControl.walkMode.walk"),s.selected=this.state.walkMode==="walk",this.walkModeSelect.appendChild(s);const r=document.createElement("option");r.value="run",r.textContent=le("walkControl.walkMode.run"),r.selected=this.state.walkMode==="run",this.walkModeSelect.appendChild(r),this.exitBtn.textContent=le("walkControl.exit")}setTheme(e){if(!this.element)return;const t=this.element.style;t.setProperty("--bim-walk-control-bg",e.panelBackground??"rgba(0, 0, 0, 0.8)"),t.setProperty("--bim-walk-btn-hover",e.componentHover??"rgba(255, 255, 255, 0.15)"),t.setProperty("--bim-walk-btn-active",e.componentActive??"rgba(255, 255, 255, 0.3)"),t.setProperty("--bim-primary-color",e.primary??"#1890ff"),t.setProperty("--bim-primary-hover",e.primaryHover??"#40a9ff"),t.setProperty("--bim-icon-color",e.icon??"#ccc"),t.setProperty("--bim-text-color",e.textPrimary??"#fff"),t.setProperty("--bim-divider-color",e.border??"rgba(255, 255, 255, 0.2)"),t.setProperty("--bim-speed-group-bg",e.componentHover??"rgba(255, 255, 255, 0.1)"),t.setProperty("--bim-speed-btn-bg",e.componentHover??"rgba(255, 255, 255, 0.1)"),t.setProperty("--bim-speed-btn-hover",e.componentActive??"rgba(255, 255, 255, 0.2)"),t.setProperty("--bim-select-bg",e.componentHover??"rgba(255, 255, 255, 0.1)"),t.setProperty("--bim-select-border",e.border??"rgba(255, 255, 255, 0.2)"),t.setProperty("--bim-select-option-bg",e.panelBackground??"#333")}destroy(){this.unsubscribeLocale?.(),this.unsubscribeTheme?.(),this.element&&this.element.parentElement&&this.element.parentElement.removeChild(this.element)}}class m_{element;unsubscribeLocale=null;unsubscribeTheme=null;constructor(){}init(){this.element=this.createPanel(),this.unsubscribeLocale=It.subscribe(()=>this.setLocales()),this.unsubscribeTheme=Ze.subscribe(e=>this.setTheme(e)),this.setLocales(),this.setTheme(Ze.getTheme())}createPanel(){const e=document.createElement("div");return e.className="walk-path-panel",e.style.padding="20px",e.style.color="var(--bim-text-color, #fff)",e.textContent="路径漫游内容待实现",e}setLocales(){}setTheme(e){}destroy(){this.unsubscribeLocale?.(),this.unsubscribeTheme?.(),this.element&&this.element.parentElement&&this.element.parentElement.removeChild(this.element)}}class f_ extends jt{dialogId="walk-path-dialog";dialog=null;panel=null;constructor(e){super(e)}init(){}show(){if(!this.engine.dialog||!this.engine.container){console.warn("Dialog manager or container is not initialized");return}this.destroy(),this.panel=new m_,this.panel.init();const e=300,t=400,i=20,s=this.engine.container,r=s.clientHeight,o=s.clientWidth-e-i,l=(r-t)/2;this.dialog=this.engine.dialog.create({id:this.dialogId,title:"walkControl.path.dialogTitle",width:e,height:t,position:{x:o,y:l},draggable:!0,resizable:!1,content:this.panel.element,onClose:()=>{this.engine.walkControl&&this.engine.walkControl.panel&&this.engine.walkControl.panel.setPathModeActive(!1),this.hide()}}),this.dialog.init()}hide(){this.destroy()}destroy(){const e=this.dialog;this.dialog=null,e&&e.destroy(),this.panel&&(this.panel.destroy(),this.panel=null)}}class g_ extends jt{panel=null;pathManager=null;constructor(e){super(e)}init(){this.pathManager=new f_(this.engine),this.pathManager.init()}show(){if(!this.engine.toolbar){console.warn("Toolbar not initialized");return}this.engine.toolbar.hide(),this.panel=new p_({onPlanViewToggle:e=>{console.log("[WalkControl] 地图:",e),e?this.engine.map?.show():this.engine.map?.hide(),this.emit("walk:plan-view-toggle",{isActive:e})},onPathModeToggle:e=>{console.log("[WalkControl] 路径漫游:",e),e?this.pathManager?.show():this.pathManager?.hide(),this.emit("walk:path-mode-toggle",{isActive:e})},onWalkModeToggle:e=>{console.log("[WalkControl] 漫游模式:",e),e&&this.pathManager?.hide(),this.emit("walk:walk-mode-toggle",{isActive:e})},onSpeedChange:e=>{console.log("[WalkControl] 速度变化:",e),this.emit("walk:speed-change",{speed:e})},onGravityToggle:e=>{console.log("[WalkControl] 重力:",e),this.emit("walk:gravity-toggle",{enabled:e})},onCollisionToggle:e=>{console.log("[WalkControl] 碰撞:",e),this.emit("walk:collision-toggle",{enabled:e})},onCharacterModelChange:e=>{console.log("[WalkControl] 角色模型:",e)},onWalkModeChange:e=>{console.log("[WalkControl] 行走模式:",e)},onExit:()=>{this.hide()}}),this.panel.init(),this.engine.map?.isOpen()&&this.panel.setPlanViewActive(!0),this.engine.on("map:opened",()=>{this.panel?.setPlanViewActive(!0)}),this.engine.on("map:closed",()=>{this.panel?.setPlanViewActive(!1)}),this.engine.container?(this.panel.element.style.position="absolute",this.panel.element.style.bottom="20px",this.panel.element.style.left="50%",this.panel.element.style.transform="translateX(-50%)",this.panel.element.style.zIndex="1000",this.engine.container.appendChild(this.panel.element)):console.warn("[WalkControlManager] Container not found")}hide(){this.pathManager?.hide(),this.panel&&(this.panel.destroy(),this.panel=null),this.engine.toolbar&&this.engine.toolbar.show()}destroy(){this.hide(),this.pathManager?.destroy(),this.pathManager=null}}class v_{element;unsubscribeLocale=null;unsubscribeTheme=null;constructor(){}init(){this.element=this.createPanel(),this.unsubscribeLocale=It.subscribe(()=>this.setLocales()),this.unsubscribeTheme=Ze.subscribe(e=>this.setTheme(e)),this.setLocales(),this.setTheme(Ze.getTheme())}createPanel(){const e=document.createElement("div");return e.className="map-panel",e.style.padding="20px",e.style.color="#fff",e.textContent="地图内容待实现",e}setLocales(){}setTheme(e){}destroy(){this.unsubscribeLocale?.(),this.unsubscribeTheme?.(),this.element&&this.element.parentElement&&this.element.parentElement.removeChild(this.element)}}class __ extends jt{dialogId="map-dialog";dialog=null;panel=null;constructor(e){super(e)}init(){}show(){if(!this.engine.dialog||!this.engine.container){console.warn("Dialog manager or container is not initialized");return}if(this.isOpen())return;this.panel=new v_,this.panel.init();const e=300,t=400,i=20,s=20,a=this.engine.container.clientHeight,o=i,l=a-t-s;this.dialog=this.engine.dialog.create({id:this.dialogId,title:"map.dialogTitle",width:e,height:t,position:{x:o,y:l},draggable:!0,resizable:!1,content:this.panel.element,onClose:()=>{this.hide()}}),this.dialog.init(),this.emit("map:opened",{})}hide(){this.destroy(),this.emit("map:closed",{})}isOpen(){return this.dialog!==null}destroy(){const e=this.dialog;this.dialog=null,e&&e.destroy(),this.panel&&(this.panel.destroy(),this.panel=null)}}class x_{events=new Map;on(e,t){return this.events.has(e)||this.events.set(e,[]),this.events.get(e).push(t),()=>this.off(e,t)}off(e,t){const i=this.events.get(e);if(!i)return;const s=i.indexOf(t);s!==-1&&i.splice(s,1)}emit(e,t){const i=this.events.get(e);i&&i.forEach(s=>{try{s(t)}catch(r){console.error(`[EventEmitter] Error in listener for event "${e}":`,r)}})}clear(){this.events.clear()}}class b_ extends x_{container;wrapper=null;toolbar=null;constructTreeBtn=null;buttonGroup=null;dialog=null;engine=null;rightKey=null;propertyPanel=null;measure=null;sectionPlane=null;sectionAxis=null;sectionBox=null;walkControl=null;map=null;constructor(e,t){super();const i=typeof e=="string"?document.getElementById(e):e;if(!i)throw new Error("Container not found");this.container=i,t?.locale&&It.setLocale(t.locale),t?.theme&&(t.theme==="custom"?console.warn("Custom theme should be set via setCustomTheme()."):Ze.setTheme(t.theme)),this.init()}emit(e,t){super.emit(e,t)}on(e,t){return super.on(e,t)}setLocale(e){It.setLocale(e)}getLocale(){return It.getLocale()}setTheme(e){Ze.setTheme(e)}setCustomTheme(e){Ze.setCustomTheme(e)}init(){this.container.innerHTML="",this.wrapper=document.createElement("div"),this.wrapper.className="bim-engine-wrapper",this.container.appendChild(this.wrapper),this.engine=new Jv(this,this.wrapper),this.dialog=new tu(this,this.wrapper),this.toolbar=new Jh(this,this.wrapper),this.buttonGroup=new Qh(this,this.wrapper),this.rightKey=new Nh(this,this.wrapper),this.constructTreeBtn=new i_(this,this.wrapper),this.propertyPanel=new n_(this),this.measure=new a_(this),this.sectionPlane=new l_(this),this.sectionAxis=new h_(this),this.sectionBox=new d_(this),this.walkControl=new g_(this),this.walkControl.init(),this.map=new __(this),this.map.init(),this.updateTheme(Ze.getTheme()),Ze.subscribe(e=>{this.updateTheme(e)})}updateTheme(e){this.wrapper&&(this.wrapper.style.backgroundColor=e.background,this.wrapper.style.color=e.textPrimary)}destroy(){this.toolbar?.destroy(),this.buttonGroup?.destroy(),this.engine?.destroy(),this.dialog?.destroy(),this.rightKey?.destroy(),this.propertyPanel?.destroy(),this.measure?.destroy(),this.sectionPlane?.destroy(),this.sectionAxis?.destroy(),this.sectionBox?.destroy(),this.walkControl?.destroy(),this.container.innerHTML="",this.clear()}}const y_=Object.freeze(Object.defineProperty({__proto__:null,createHomeButton:n=>({id:"home",groupId:"group-1",type:"button",label:"toolbar.home",icon:vt("主视角"),keepActive:!0,onClick:e=>{console.log("首页按钮被点击:",e.id),n.emit("ui:open-dialog",{id:"home-info"})}})},Symbol.toStringTag,{value:"Module"})),M_=Object.freeze(Object.defineProperty({__proto__:null,createZoomBoxButton:n=>({id:"zoom-box",groupId:"group-1",keepActive:!0,type:"button",label:"toolbar.zoomBox",icon:vt("框选放大"),onClick:()=>{}})},Symbol.toStringTag,{value:"Module"})),S_=Object.freeze(Object.defineProperty({__proto__:null,createWalkMenuButton:n=>({id:"walk",groupId:"group-1",type:"button",label:"toolbar.walk",align:"vertical",icon:vt("漫游"),onClick:()=>{console.log("漫游按钮被点击"),n.walkControl?.show()}})},Symbol.toStringTag,{value:"Module"})),T_=Object.freeze(Object.defineProperty({__proto__:null,createMapButton:n=>(n.on("map:opened",()=>{n.toolbar?.setBtnActive("map",!0)}),n.on("map:closed",()=>{n.toolbar?.setBtnActive("map",!1)}),{id:"map",groupId:"group-1",type:"button",label:"toolbar.map",align:"vertical",keepActive:!0,icon:vt("地图"),onClick:()=>{n.map?.isOpen()?n.map?.hide():n.map?.show()}})},Symbol.toStringTag,{value:"Module"})),E_=Object.freeze(Object.defineProperty({__proto__:null,createPropertyButton:n=>({id:"property",groupId:"group-1",type:"button",label:"toolbar.property",align:"vertical",icon:vt("文档"),onClick:()=>{console.log("构件详情按钮被点击"),n.propertyPanel?.show()}})},Symbol.toStringTag,{value:"Module"})),w_=Object.freeze(Object.defineProperty({__proto__:null,createSettingButton:n=>({id:"setting",groupId:"group-2",type:"button",label:"toolbar.setting",icon:vt("设置"),keepActive:!1,onClick:e=>{console.log("设置按钮被点击:",e.id)}})},Symbol.toStringTag,{value:"Module"})),C_='',A_=Object.freeze(Object.defineProperty({__proto__:null,createInfoButton:n=>({id:"toolbar-info",groupId:"group-2",type:"button",label:"toolbar.info",icon:C_,onClick:()=>{document.dispatchEvent(new CustomEvent("bim-demo:open-property-panel"))}})},Symbol.toStringTag,{value:"Module"})),R_=Object.freeze(Object.defineProperty({__proto__:null,createFullscreenButton:n=>({id:"fullscreen",groupId:"group-2",type:"button",label:"toolbar.fullscreen",align:"vertical",icon:vt("全屏"),onClick:async()=>{console.log("全屏按钮被点击"),window.self!==window.top&&console.warn('检测到在 Iframe 中运行,请确保父级 iframe 标签拥有 allow="fullscreen" 属性');try{const t=document,s=!!(t.fullscreenElement||t.webkitFullscreenElement||t.mozFullScreenElement||t.msFullscreenElement);console.log("当前是否全屏:",s);const a=document.querySelector(".bim-engine-container")||document.body,o=a;if(s){console.log("准备退出全屏...");const l=t.exitFullscreen||t.webkitExitFullscreen||t.mozCancelFullScreen||t.msExitFullscreen;l&&(await l.call(t),console.log("退出全屏请求已发送"))}else{console.log("准备进入全屏..."),(a.style.backgroundColor===""||a.style.backgroundColor==="transparent")&&(a.style.backgroundColor="#ffffff");const l=o.requestFullscreen||o.webkitRequestFullscreen||o.mozRequestFullScreen||o.msRequestFullscreen;l?(await l.call(o,{navigationUI:"hide"}),console.log("全屏请求已发送")):(console.warn("当前浏览器不支持全屏 API"),alert("当前浏览器不支持全屏功能"))}}catch(t){console.error("全屏操作失败:",t),t&&t.message&&t.message.includes("denied")&&console.error('全屏请求被拒绝。如果是 Iframe,请检查 allow="fullscreen"。如果是自动触发,请确保由用户点击触发。')}}})},Symbol.toStringTag,{value:"Module"})),P_=Object.freeze(Object.defineProperty({__proto__:null,createMeasureButton:n=>({id:"measure",groupId:"group-1",type:"button",label:"toolbar.measure",icon:vt("测量"),keepActive:!0,onClick:e=>{e.isActive?n.measure?.show():n.measure?.destroy()}})},Symbol.toStringTag,{value:"Module"})),L_=Object.freeze(Object.defineProperty({__proto__:null,createSectionMenuButton:n=>({id:"section",groupId:"group-1",type:"menu",label:"toolbar.section",align:"vertical",icon:vt("剖切"),keepActive:!0,onClick:e=>{console.log("剖切按钮被点击:",e.id)}})},Symbol.toStringTag,{value:"Module"})),D_=Object.freeze(Object.defineProperty({__proto__:null,createSectionPlaneButton:n=>({id:"section-plane",groupId:"group-1",parentId:"section",type:"button",keepActive:!0,exclusive:!0,align:"vertical",label:"toolbar.sectionPlane",icon:vt("拾曲面剖切"),onClick:e=>{console.log("拾取面剖切被点击:",e.id,"激活状态:",e.isActive),e.isActive?n.sectionPlane?.show():n.sectionPlane?.hide()}})},Symbol.toStringTag,{value:"Module"})),I_=Object.freeze(Object.defineProperty({__proto__:null,createSectionAxisButton:n=>({id:"section-axis",groupId:"group-1",parentId:"section",type:"button",keepActive:!0,exclusive:!0,align:"vertical",label:"toolbar.sectionAxis",icon:vt("轴向剖切"),onClick:e=>{e.isActive?n.sectionAxis?.show():n.sectionAxis?.destroy()}})},Symbol.toStringTag,{value:"Module"})),U_=Object.freeze(Object.defineProperty({__proto__:null,createSectionBoxButton:n=>({id:"section-box",groupId:"group-1",parentId:"section",type:"button",keepActive:!0,exclusive:!0,align:"vertical",label:"toolbar.sectionBox",icon:vt("剖切盒"),onClick:e=>{console.log("剖切盒被点击:",e.id,"激活状态:",e.isActive),e.isActive?n.sectionBox?.show():n.sectionBox?.hide()}})},Symbol.toStringTag,{value:"Module"}));ys.BimEngine=b_,Object.defineProperty(ys,Symbol.toStringTag,{value:"Module"})})); //# sourceMappingURL=bim-engine-sdk.umd.js.map diff --git a/dist/bim-engine-sdk.umd.js.map b/dist/bim-engine-sdk.umd.js.map index 5923e2f..472b739 100644 --- a/dist/bim-engine-sdk.umd.js.map +++ b/dist/bim-engine-sdk.umd.js.map @@ -1 +1 @@ -{"version":3,"file":"bim-engine-sdk.umd.js","sources":["../src/locales/zh-CN.ts","../src/locales/en-US.ts","../src/services/locale.ts","../src/themes/presets.ts","../src/services/theme.ts","../src/components/button-group/index.ts","../src/components/button-group/toolbar/index.ts","../src/core/component.ts","../src/managers/toolbar-manager.ts","../src/managers/button-group-manager.ts","../src/components/dialog/index.ts","../src/components/dialog/bimInfoDialog/index.ts","../src/managers/dialog-manager.ts","../src/bim-engine-sdk.es.js","../src/components/engine/index.ts","../src/components/right-key/index.ts","../src/components/menu/index.ts","../src/managers/right-key-manager.ts","../src/components/menu/buttons/info.ts","../src/components/menu/buttons/four.ts","../src/components/menu/buttons/second.ts","../src/components/menu/buttons/home.ts","../src/managers/engine-manager.ts","../src/components/tree/types.ts","../src/components/tree/tree-node.ts","../src/components/tree/index.ts","../src/components/tab/index.ts","../src/utils/icon-manager.ts","../src/managers/construct-tree-manager-btn.ts","../src/components/collapse/index.ts","../src/components/description/index.ts","../src/managers/property-panel-manager.ts","../src/components/measure-panel/index.ts","../src/managers/measure-dialog-manager.ts","../src/components/section-plane-panel/index.ts","../src/managers/section-plane-dialog-manager.ts","../src/components/section-axis-panel/index.ts","../src/managers/section-axis-dialog-manager.ts","../src/components/section-box-panel/index.ts","../src/managers/section-box-dialog-manager.ts","../src/components/walk-control-panel/index.ts","../src/components/walk-path-panel/index.ts","../src/managers/walk-path-dialog-manager.ts","../src/managers/walk-control-manager.ts","../src/components/map-panel/index.ts","../src/managers/map-dialog-manager.ts","../src/core/event-emitter.ts","../src/bim-engine.ts","../src/components/button-group/toolbar/buttons/home/index.ts","../src/components/button-group/toolbar/buttons/zoom-box/index.ts","../src/components/button-group/toolbar/buttons/walk/walk-menu/index.ts","../src/components/button-group/toolbar/buttons/map/index.ts","../src/components/button-group/toolbar/buttons/property/index.ts","../src/components/button-group/toolbar/buttons/setting/index.ts","../src/components/button-group/toolbar/buttons/info/icon.ts","../src/components/button-group/toolbar/buttons/info/index.ts","../src/components/button-group/toolbar/buttons/fullscreen/index.ts","../src/components/button-group/toolbar/buttons/measure/index.ts","../src/components/button-group/toolbar/buttons/section/section-menu/index.ts","../src/components/button-group/toolbar/buttons/section/section-plane/index.ts","../src/components/button-group/toolbar/buttons/section/section-axis/index.ts","../src/components/button-group/toolbar/buttons/section/section-box/index.ts"],"sourcesContent":["import {TranslationDictionary} from './types';\n\nexport const zhCN: TranslationDictionary = {\n common: {\n title: 'BimEngine',\n description: '这是一个使用 BIM-ENGINE。',\n openTestDialog: '打开测试弹窗',\n openInfoDialog: '打开信息弹窗 (封装版)',\n },\n toolbar: {\n home: '首页',\n measure: '测量',\n zoomBox: '选框放大',\n info: '信息',\n location: '定位',\n setting: '设置',\n walk: '漫游',\n map: '地图',\n property: '构件详情',\n fullscreen: '全屏',\n walkMenu: '漫游菜单',\n walkPerson: '第一人称',\n walkBird: '第三人称',\n tree: '模型树',\n section: '剖切',\n sectionPlane: '拾取面剖切',\n sectionAxis: '轴向剖切',\n sectionBox: '剖切盒'\n },\n dialog: {\n testTitle: '测试弹窗',\n testContent: '
    这是一个 可拖拽可缩放 的弹窗。

    你可以尝试拖动标题栏,或者拖动右下角改变大小。
    ',\n },\n menu: {\n info: '信息',\n home: '首页'\n },\n tree: {\n searchPlaceholder: '请输入要搜索的内容',\n },\n constructTree: {\n title: '目录树',\n },\n tab: {\n component: '构件',\n system: '系统',\n space: '空间',\n },\n panel: {\n property: {\n title: '构件详情',\n base: '基本属性',\n material: '材质信息',\n advanced: '高级设置',\n tab: {\n props: '属性',\n material: '材质'\n }\n }\n },\n measure: {\n btnName: '测量',\n dialogTitle: '测量',\n modes: {\n distance: '距离',\n minDistance: '最小距离',\n angle: '角度',\n elevation: '标高',\n volume: '体积',\n laserDistance: '激光测距',\n slope: '坡度',\n spaceVolume: '空间体积',\n },\n actions: {\n expand: '展开',\n collapse: '收起',\n clearAll: '删除全部',\n settings: '设置',\n },\n labels: {\n currentMode: '当前测量方式:',\n x: 'X:',\n y: 'Y:',\n z: 'Z:',\n value: {\n distance: '距离:',\n minDistance: '最小距离:',\n angle: '角度:',\n elevation: '标高:',\n volume: '体积:',\n laserDistance: '激光测距:',\n slope: '坡度:',\n spaceVolume: '空间体积:',\n }\n },\n units: {\n mm: 'mm',\n cm: 'cm',\n m: 'm',\n km: 'km',\n deg: '°',\n m3: 'm³',\n percent: '%',\n },\n settings: {\n title: '设置',\n unit: '单位:',\n precision: '精度:',\n hint: '距离、最小距离和标高默认使用该单位;角度和体积有各自默认单位。',\n save: '保存设置',\n cancel: '取消',\n }\n },\n sectionPlane: {\n dialogTitle: '拾取面剖切',\n actions: {\n hide: '隐藏',\n reverse: '反向',\n reset: '重置'\n }\n },\n sectionAxis: {\n dialogTitle: '轴向剖切',\n actions: {\n hide: '隐藏',\n reverse: '反向',\n axisX: 'X',\n axisY: 'Y',\n axisZ: 'Z'\n }\n },\n sectionBox: {\n dialogTitle: '剖切盒',\n actions: {\n hide: '隐藏',\n reverse: '反向',\n fitToModel: '适应',\n reset: '重置'\n },\n axes: {\n x: 'X',\n y: 'Y',\n z: 'Z'\n }\n },\n walkControl: {\n speed: '移动速度:',\n gravity: '重力',\n collision: '碰撞',\n characterModel: {\n label: '建筑工人',\n constructionWorker: '建筑工人',\n officeMale: '办公室男性'\n },\n walkMode: {\n label: '行走模式',\n walk: '行走模式',\n run: '奔跑模式'\n },\n exit: '退出',\n path: {\n dialogTitle: '路径漫游'\n }\n },\n map: {\n dialogTitle: '地图'\n }\n};\n","import {TranslationDictionary} from './types';\n\nexport const enUS: TranslationDictionary = {\n common: {\n title: 'BimEngine',\n description: 'This is a BIM-ENGINE demo.',\n openTestDialog: 'Open Test Dialog',\n openInfoDialog: 'Open Info Dialog (Wrapped)',\n },\n toolbar: {\n home: 'Home',\n measure: 'Measure',\n zoomBox: 'Zoom Box',\n info: 'Info',\n location: 'Location',\n setting: 'Settings',\n walk: 'Walk',\n map: 'Map',\n property: 'Property',\n fullscreen: 'Fullscreen',\n walkPerson: 'Person',\n walkBird: 'Bird Eye',\n walkMenu: 'Menu',\n tree: 'Tree',\n section: 'Section',\n sectionPlane: 'Plane Section',\n sectionAxis: 'Axis Section',\n sectionBox: 'Section Box'\n },\n dialog: {\n testTitle: 'Test Dialog',\n testContent: '
    This is a draggable and resizable dialog.

    Try dragging the title bar or resizing from the bottom-right corner.
    ',\n },\n menu: {\n info: 'Info',\n home: 'Home',\n },\n tree: {\n searchPlaceholder: 'Please enter content to search',\n },\n constructTree: {\n title: 'Construct Tree',\n },\n tab: {\n component: 'Component',\n system: 'System',\n space: 'Space',\n },\n panel: {\n property: {\n title: 'Component Details',\n base: 'Basic Info',\n material: 'Material',\n advanced: 'Advanced',\n tab: {\n props: 'Properties',\n material: 'Material'\n }\n }\n },\n measure: {\n btnName: 'Measure',\n dialogTitle: 'Measure',\n modes: {\n distance: 'Distance',\n minDistance: 'Min Distance',\n angle: 'Angle',\n elevation: 'Elevation',\n volume: 'Volume',\n laserDistance: 'Laser Distance',\n slope: 'Slope',\n spaceVolume: 'Space Volume',\n },\n actions: {\n expand: 'Expand',\n collapse: 'Collapse',\n clearAll: 'Clear All',\n settings: 'Settings',\n },\n labels: {\n currentMode: 'Mode:',\n x: 'X:',\n y: 'Y:',\n z: 'Z:',\n value: {\n distance: 'Distance:',\n minDistance: 'Min Distance:',\n angle: 'Angle:',\n elevation: 'Elevation:',\n volume: 'Volume:',\n laserDistance: 'Laser Distance:',\n slope: 'Slope:',\n spaceVolume: 'Space Volume:',\n }\n },\n units: {\n mm: 'mm',\n cm: 'cm',\n m: 'm',\n km: 'km',\n deg: '°',\n m3: 'm³',\n percent: '%',\n },\n settings: {\n title: 'Settings',\n unit: 'Unit:',\n precision: 'Precision:',\n hint: 'Distance, min distance and elevation use this unit by default; angle and volume use their own units.',\n save: 'Save',\n cancel: 'Cancel',\n }\n },\n sectionPlane: {\n dialogTitle: 'Plane Section',\n actions: {\n hide: 'Hide',\n reverse: 'Reverse',\n reset: 'Reset'\n }\n },\n sectionAxis: {\n dialogTitle: 'Axis Section',\n actions: {\n hide: 'Hide',\n reverse: 'Reverse',\n axisX: 'X',\n axisY: 'Y',\n axisZ: 'Z'\n }\n },\n sectionBox: {\n dialogTitle: 'Section Box',\n actions: {\n hide: 'Hide',\n reverse: 'Reverse',\n fitToModel: 'Fit',\n reset: 'Reset'\n },\n axes: {\n x: 'X',\n y: 'Y',\n z: 'Z'\n }\n },\n walkControl: {\n speed: 'Speed:',\n gravity: 'Gravity',\n collision: 'Collision',\n characterModel: {\n label: 'Construction Worker',\n constructionWorker: 'Construction Worker',\n officeMale: 'Office Male'\n },\n walkMode: {\n label: 'Walk Mode',\n walk: 'Walk',\n run: 'Run'\n },\n exit: 'Exit',\n path: {\n dialogTitle: 'Path Walk'\n }\n },\n map: {\n dialogTitle: 'Map'\n }\n};\n","import { LocaleType, TranslationDictionary } from '../locales/types';\nimport { zhCN } from '../locales/zh-CN';\nimport { enUS } from '../locales/en-US';\n\ntype LocaleChangeListener = (locale: LocaleType) => void;\n\n/**\n * 语言管理器类\n */\nexport class LocaleManager {\n private currentLocale: LocaleType = 'zh-CN';\n private messages: Record = {\n 'zh-CN': zhCN,\n 'en-US': enUS,\n };\n private listeners: LocaleChangeListener[] = [];\n\n constructor() {\n // 默认初始化\n }\n\n /**\n * 获取当前语言\n */\n public getLocale(): LocaleType {\n return this.currentLocale;\n }\n\n /**\n * 切换语言\n */\n public setLocale(locale: LocaleType) {\n if (this.currentLocale === locale) return;\n this.currentLocale = locale;\n this.notifyListeners();\n }\n\n /**\n * 翻译核心方法\n */\n public t(key: string): string {\n if (!key) return '';\n \n const keys = key.split('.');\n let value: any = this.messages[this.currentLocale];\n \n for (const k of keys) {\n if (value && typeof value === 'object' && k in value) {\n value = value[k];\n } else {\n return key;\n }\n }\n return value as string;\n }\n\n /**\n * 订阅变更\n */\n public subscribe(listener: LocaleChangeListener): () => void {\n this.listeners.push(listener);\n return () => {\n this.listeners = this.listeners.filter(l => l !== listener);\n };\n }\n\n private notifyListeners() {\n this.listeners.forEach(listener => listener(this.currentLocale));\n }\n}\n\n// --- 导出单例 ---\nexport const localeManager = new LocaleManager();\n\n// --- 导出便捷方法 ---\n/**\n * 全局翻译函数\n * @param key 键路径 (如 'toolbar.home')\n */\nexport const t = (key: string): string => localeManager.t(key);\n","import { ThemeConfig } from './types';\n\n/**\n * 深色主题 (默认)\n */\nexport const darkTheme: ThemeConfig = {\n name: 'dark',\n primary: '#0078d4',\n primaryHover: '#0063b1',\n\n // 修改:背景色统一为浅灰,不再跟随深色模式变黑\n background: '#f5f5f5',\n panelBackground: 'rgba(30, 30, 30, 0.9)',\n\n textPrimary: '#ffffff',\n textSecondary: '#cccccc',\n\n border: '#444444',\n\n icon: '#cccccc',\n iconActive: '#ffffff',\n\n componentBackground: 'transparent',\n componentHover: '#4e4d4dff',\n componentActive: 'rgba(255, 255, 255, 0.1)'\n};\n\n/**\n * 浅色主题\n */\nexport const lightTheme: ThemeConfig = {\n name: 'light',\n primary: '#0078d4',\n primaryHover: '#106ebe',\n\n // 统一为浅灰\n background: '#f5f5f5',\n panelBackground: '#ffffff',\n\n textPrimary: '#333333',\n textSecondary: '#666666',\n\n border: '#e0e0e0',\n\n icon: '#555555',\n iconActive: '#0078d4',\n\n componentBackground: 'transparent',\n componentHover: '#f0f0f0',\n componentActive: '#e0e0e0'\n};","import { ThemeConfig } from '../themes/types';\nimport { darkTheme, lightTheme } from '../themes/presets';\n\ntype ThemeChangeListener = (theme: ThemeConfig) => void;\n\n/**\n * 主题管理器 (单例)\n */\nexport class ThemeManager {\n private currentTheme: ThemeConfig = darkTheme;\n private listeners: ThemeChangeListener[] = [];\n\n constructor() {\n // 默认初始化\n }\n\n /**\n * 获取当前主题配置\n */\n public getTheme(): ThemeConfig {\n return this.currentTheme;\n }\n\n /**\n * 切换预设主题\n * @param themeName 'dark' | 'light'\n */\n public setTheme(themeName: 'dark' | 'light') {\n if (themeName === 'light') {\n this.applyTheme(lightTheme);\n } else {\n this.applyTheme(darkTheme);\n }\n }\n\n /**\n * 应用自定义主题配置\n * @param theme 配置对象\n */\n public setCustomTheme(theme: ThemeConfig) {\n this.applyTheme(theme);\n }\n\n /**\n * 内部应用主题逻辑\n */\n private applyTheme(theme: ThemeConfig) {\n this.currentTheme = theme;\n this.notifyListeners();\n }\n\n /**\n * 订阅主题变更\n */\n public subscribe(listener: ThemeChangeListener): () => void {\n this.listeners.push(listener);\n // 立即回调一次当前状态\n listener(this.currentTheme);\n return () => {\n this.listeners = this.listeners.filter(l => l !== listener);\n };\n }\n\n private notifyListeners() {\n this.listeners.forEach(listener => listener(this.currentTheme));\n }\n}\n\n// 导出单例\nexport const themeManager = new ThemeManager();","import './index.css';\nimport type {\n OptButton,\n ButtonGroup,\n ButtonGroupOptions,\n ButtonConfig,\n ButtonGroupColors\n} from './index.type';\nimport { t, localeManager } from '../../services/locale';\nimport { themeManager } from '../../services/theme';\nimport type { ThemeConfig } from '../../themes/types';\nimport { IBimComponent } from '../../types/component';\nimport type { BimEngine } from '../../bim-engine';\nimport { EngineEvents } from '../../types/events';\n\n/**\n * 通用按钮组组件 (BimButtonGroup)\n */\nexport class BimButtonGroup implements IBimComponent {\n private container: HTMLElement;\n private options: ButtonGroupOptions;\n private groups: ButtonGroup[] = [];\n private activeBtnIds: Set = new Set();\n private btnRefs: Map = new Map();\n private dropdownElement: HTMLElement | null = null;\n private hoverTimeout: number | null = null;\n private customColors: Set = new Set(); // 记录用户自定义的颜色属性\n private unsubscribeLocale: (() => void) | null = null;\n private unsubscribeTheme: (() => void) | null = null;\n\n protected engine: BimEngine | null = null;\n\n private readonly DEFAULT_ICON = '';\n\n constructor(options: ButtonGroupOptions) {\n const el = typeof options.container === 'string'\n ? document.getElementById(options.container)\n : options.container;\n\n if (!el) throw new Error('Container not found');\n\n this.container = el;\n // 合并默认配置\n this.options = {\n showLabel: true,\n visibility: {},\n direction: 'row', // 默认横向\n position: 'static', // 默认静态定位\n align: 'vertical', // 默认图标在上\n expand: 'down', // 默认向下展开\n ...options\n };\n\n // 记录初始传入的自定义颜色\n const colorKeys: (keyof ButtonGroupColors)[] = [\n 'backgroundColor', 'btnBackgroundColor', 'btnHoverColor',\n 'btnActiveColor', 'iconColor', 'iconActiveColor',\n 'textColor', 'textActiveColor'\n ];\n colorKeys.forEach(key => {\n if (options[key]) {\n this.customColors.add(key);\n }\n });\n\n this.initContainer();\n this.applyStyles();\n }\n\n public setEngine(engine: BimEngine) {\n this.engine = engine;\n }\n\n protected emit(event: K, payload: EngineEvents[K]) {\n if (this.engine) {\n this.engine.emit(event, payload);\n } else {\n console.warn('[BimButtonGroup] Engine not set, cannot emit event:', event);\n }\n }\n\n private initContainer(): void {\n this.container.innerHTML = '';\n this.container.classList.add('bim-btn-group-root');\n\n if (this.options.direction === 'column') {\n this.container.classList.add('dir-column');\n } else {\n this.container.classList.add('dir-row');\n }\n\n if (this.options.className) {\n this.container.classList.add(this.options.className);\n }\n\n this.updatePosition();\n\n // 添加事件拦截,防止点击穿透到 3D 引擎\n this.setupEventInterception(this.container);\n }\n\n /**\n * 设置事件拦截,防止事件冒泡到下层元素(如 3D 引擎)\n */\n private setupEventInterception(el: HTMLElement): void {\n const stopPropagation = (e: Event) => {\n e.stopPropagation();\n };\n\n const events = [\n 'click', 'dblclick', 'contextmenu', 'wheel',\n 'mousedown', 'mouseup', 'mousemove',\n 'touchstart', 'touchend', 'touchmove',\n 'pointerdown', 'pointerup', 'pointermove', 'pointerenter', 'pointerleave', 'pointerover', 'pointerout'\n ];\n\n events.forEach(eventType => {\n el.addEventListener(eventType, stopPropagation, { passive: false });\n });\n }\n\n private updatePosition() {\n const pos = this.options.position;\n const style = this.container.style;\n\n style.top = ''; style.bottom = ''; style.left = ''; style.right = ''; style.transform = '';\n\n if (pos === 'static') {\n this.container.classList.add('static');\n return;\n }\n\n this.container.classList.remove('static');\n this.container.style.position = 'absolute';\n\n if (typeof pos === 'object' && 'x' in pos) {\n style.left = `${pos.x}px`;\n style.top = `${pos.y}px`;\n } else {\n const margin = '20px';\n switch (pos) {\n case 'top-left':\n style.top = margin; style.left = margin;\n break;\n case 'top-center':\n style.top = margin; style.left = '50%'; style.transform = 'translateX(-50%)';\n break;\n case 'top-right':\n style.top = margin; style.right = margin;\n break;\n case 'bottom-left':\n style.bottom = margin; style.left = margin;\n break;\n case 'bottom-center':\n style.bottom = margin; style.left = '50%'; style.transform = 'translateX(-50%)';\n break;\n case 'bottom-right':\n style.bottom = margin; style.right = margin;\n break;\n case 'left-center':\n style.left = margin; style.top = '50%'; style.transform = 'translateY(-50%)';\n break;\n case 'right-center':\n style.right = margin; style.top = '50%'; style.transform = 'translateY(-50%)';\n break;\n case 'center':\n style.top = '50%'; style.left = '50%'; style.transform = 'translate(-50%, -50%)';\n break;\n }\n }\n }\n\n /**\n * 应用样式到容器\n */\n private applyStyles(): void {\n const style = this.container.style;\n if (this.options.backgroundColor) style.setProperty('--bim-btn-group-section-bg', this.options.backgroundColor);\n if (this.options.btnBackgroundColor) style.setProperty('--bim-btn-bg', this.options.btnBackgroundColor);\n if (this.options.btnHoverColor) style.setProperty('--bim-btn-hover-bg', this.options.btnHoverColor);\n if (this.options.btnActiveColor) style.setProperty('--bim-btn-active-bg', this.options.btnActiveColor);\n if (this.options.iconColor) style.setProperty('--bim-icon-color', this.options.iconColor);\n if (this.options.iconActiveColor) style.setProperty('--bim-icon-active-color', this.options.iconActiveColor);\n if (this.options.textColor) style.setProperty('--bim-btn-text-color', this.options.textColor);\n if (this.options.textActiveColor) style.setProperty('--bim-btn-text-active-color', this.options.textActiveColor);\n\n // 同步更新所有已存在的dropdown元素的CSS变量(dropdown被添加到body,无法继承容器的CSS变量)\n const dropdowns = document.querySelectorAll('.opt-btn-dropdown');\n dropdowns.forEach(dropdown => {\n const dropdownStyle = (dropdown as HTMLElement).style;\n if (this.options.iconColor) dropdownStyle.setProperty('--bim-icon-color', this.options.iconColor);\n if (this.options.iconActiveColor) dropdownStyle.setProperty('--bim-icon-active-color', this.options.iconActiveColor);\n if (this.options.textColor) dropdownStyle.setProperty('--bim-btn-text-color', this.options.textColor);\n if (this.options.textActiveColor) dropdownStyle.setProperty('--bim-btn-text-active-color', this.options.textActiveColor);\n if (this.options.btnBackgroundColor) dropdownStyle.setProperty('--bim-btn-bg', this.options.btnBackgroundColor);\n if (this.options.btnHoverColor) dropdownStyle.setProperty('--bim-btn-hover-bg', this.options.btnHoverColor);\n if (this.options.btnActiveColor) dropdownStyle.setProperty('--bim-btn-active-bg', this.options.btnActiveColor);\n });\n }\n\n /**\n * 设置主题的primary颜色(用于边框等)\n */\n private setPrimaryColor(color: string): void {\n this.container.style.setProperty('--bim-primary-color', color);\n\n // 同步更新所有dropdown(dropdown被添加到body,无法继承容器的CSS变量)\n const dropdowns = document.querySelectorAll('.opt-btn-dropdown');\n dropdowns.forEach(dropdown => {\n (dropdown as HTMLElement).style.setProperty('--bim-primary-color', color);\n });\n }\n\n /**\n * 设置主题颜色\n * 只会应用到没有被用户自定义的颜色属性上\n */\n public setTheme(theme: ThemeConfig): void {\n const themeColors: ButtonGroupColors = {\n backgroundColor: theme.panelBackground,\n btnBackgroundColor: theme.componentBackground,\n btnHoverColor: theme.componentHover,\n btnActiveColor: theme.componentActive,\n iconColor: theme.icon,\n iconActiveColor: theme.iconActive,\n textColor: theme.textSecondary,\n textActiveColor: theme.textPrimary\n };\n\n // 只应用没有被自定义的颜色\n Object.entries(themeColors).forEach(([key, value]) => {\n const colorKey = key as keyof ButtonGroupColors;\n if (!this.customColors.has(colorKey)) {\n this.options[colorKey] = value;\n }\n });\n\n this.applyStyles();\n this.setPrimaryColor(theme.primary);\n }\n\n /**\n * 直接设置颜色(强制覆盖)\n * 设置的颜色会被标记为自定义,后续的 setTheme 不会覆盖它们\n */\n public setColors(colors: ButtonGroupColors): void {\n // 更新 options\n this.options = { ...this.options, ...colors };\n\n // 标记这些颜色为自定义\n Object.keys(colors).forEach(key => {\n this.customColors.add(key as keyof ButtonGroupColors);\n });\n\n this.applyStyles();\n }\n\n public async init(): Promise {\n this.render();\n\n // 自动订阅语言变更\n this.unsubscribeLocale = localeManager.subscribe(() => {\n this.setLocales();\n });\n\n // 自动订阅主题变更\n this.unsubscribeTheme = themeManager.subscribe((theme) => {\n this.setTheme(theme);\n });\n }\n\n public setLocales(): void {\n this.render();\n }\n\n public addGroup(groupId: string, beforeGroupId?: string): void {\n if (this.groups.some(g => g.id === groupId)) return;\n const newGroup: ButtonGroup = { id: groupId, buttons: [] };\n if (beforeGroupId) {\n const index = this.groups.findIndex(g => g.id === beforeGroupId);\n index !== -1 ? this.groups.splice(index, 0, newGroup) : this.groups.push(newGroup);\n } else {\n this.groups.push(newGroup);\n }\n }\n\n public addButton(config: ButtonConfig): void {\n const { groupId, parentId } = config;\n const group = this.groups.find(g => g.id === groupId);\n if (!group) return;\n\n const button: OptButton = { ...config, children: config.children || [] };\n if (parentId) {\n const parentBtn = this.findButton(group.buttons, parentId);\n if (parentBtn) {\n if (!parentBtn.children) parentBtn.children = [];\n parentBtn.children.push(button);\n }\n } else {\n group.buttons.push(button);\n }\n }\n\n private findButton(buttons: OptButton[], id: string): OptButton | undefined {\n for (const btn of buttons) {\n if (btn.id === id) return btn;\n if (btn.children) {\n const found = this.findButton(btn.children, id);\n if (found) return found;\n }\n }\n return undefined;\n }\n\n public render(): void {\n this.container.innerHTML = '';\n this.btnRefs.clear();\n\n this.groups.forEach((group, index) => {\n const groupElement = this.renderGroup(group, index, this.groups.length);\n this.container.appendChild(groupElement);\n });\n }\n\n private renderGroup(group: ButtonGroup, index: number, total: number): HTMLElement {\n const groupEl = document.createElement('div');\n groupEl.className = 'bim-btn-group-section';\n\n if (index < total - 1) {\n groupEl.classList.add('has-divider');\n }\n\n group.buttons.forEach(button => {\n if (this.isVisible(button.id)) {\n const btnWrapper = this.renderButton(button);\n groupEl.appendChild(btnWrapper);\n }\n });\n return groupEl;\n }\n\n private renderButton(button: OptButton): HTMLElement {\n const wrapper = document.createElement('div');\n wrapper.className = 'opt-btn-wrapper';\n\n const btnEl = document.createElement('div');\n btnEl.className = 'opt-btn';\n\n // 初始化时根据 button 自身的属性同步 active 状态\n if (button.isActive) {\n this.activeBtnIds.add(button.id);\n }\n\n // 按钮优先使用自己的 align,否则使用全局配置,默认为 vertical\n const align = button.align || this.options.align || 'vertical';\n if (align === 'horizontal') {\n btnEl.classList.add('align-horizontal');\n } else {\n btnEl.classList.add('align-vertical');\n }\n\n if (this.activeBtnIds.has(button.id)) btnEl.classList.add('active');\n if (button.disabled) btnEl.classList.add('disabled');\n\n // 判断是否显示 label\n const hasLabel = this.options.showLabel && button.label;\n if (!hasLabel) {\n btnEl.classList.add('no-label');\n // 当不显示 label 时,添加 title 属性作为 tooltip\n if (button.label) {\n btnEl.title = t(button.label);\n }\n }\n\n // 应用按钮的自定义样式\n const iconSize = button.iconSize || 32;\n const minWidth = button.minWidth || 50;\n btnEl.style.minWidth = `${minWidth}px`;\n\n const icon = document.createElement('div');\n icon.className = 'opt-btn-icon';\n icon.style.width = `${iconSize}px`;\n icon.style.height = `${iconSize}px`;\n icon.innerHTML = this.getIcon(button.icon);\n btnEl.appendChild(icon);\n\n // 创建文字和箭头的容器,确保它们始终在一起(无论主轴是横是竖)\n const textWrapper = document.createElement('div');\n textWrapper.className = 'opt-btn-text-wrapper';\n\n if (this.options.showLabel && button.label) {\n const label = document.createElement('span');\n label.className = 'opt-btn-label';\n label.textContent = t(button.label);\n textWrapper.appendChild(label);\n }\n\n if (button.children && button.children.length > 0) {\n const arrow = document.createElement('span');\n arrow.className = 'opt-btn-arrow';\n arrow.textContent = '▼';\n textWrapper.appendChild(arrow);\n }\n\n // 只有当有内容时才添加 wrapper\n if (textWrapper.hasChildNodes()) {\n btnEl.appendChild(textWrapper);\n }\n\n btnEl.addEventListener('click', () => this.handleClick(button));\n btnEl.addEventListener('mouseenter', () => this.handleMouseEnter(button, btnEl));\n btnEl.addEventListener('mouseleave', () => this.handleMouseLeave());\n\n this.btnRefs.set(button.id, btnEl);\n wrapper.appendChild(btnEl);\n return wrapper;\n }\n\n /**\n * 设置按钮的激活状态\n * @param id 按钮 ID\n * @param active 可选,如果不传则切换(toggle)当前状态\n */\n public setBtnActive(id: string, active?: boolean): void {\n const button = this.findButtonById(id);\n if (!button) return;\n\n // 确定最终状态\n const newState = active !== undefined ? active : !this.activeBtnIds.has(id);\n\n if (newState) {\n this.activeBtnIds.add(id);\n } else {\n this.activeBtnIds.delete(id);\n }\n\n // 同步对象状态并更新 DOM\n button.isActive = newState;\n this.updateButtonState(id);\n }\n\n private handleClick(button: OptButton): void {\n if (button.disabled) return;\n if (!button.children || button.children.length === 0) {\n if (button.keepActive) {\n // 1) 先切换自身激活状态(onClick 里通常会根据 isActive 决定“打开/关闭”逻辑)\n const wasActive = this.activeBtnIds.has(button.id);\n const newState = !wasActive;\n this.setBtnActive(button.id, newState);\n\n // 2) 互斥逻辑:仅在“本次切换为激活”时触发\n // - 一级按钮:同 groupId 下其它一级按钮互斥\n // - 二级按钮:同 groupId + 同 parentId 下其它二级按钮互斥\n // - 被关闭的按钮需要触发 onClick(用于执行关闭逻辑)\n if (newState && button.exclusive && button.groupId) {\n this.deactivateExclusiveSiblings(button);\n }\n }\n this.closeDropdown();\n if (button.onClick) button.onClick(button);\n }\n }\n\n /**\n * 互斥关闭同范围内的其它已激活按钮,并触发它们的 onClick\n * @param button 当前被激活的按钮\n */\n private deactivateExclusiveSiblings(button: OptButton): void {\n const group = this.groups.find(g => g.id === button.groupId);\n if (!group) return;\n\n // 二级按钮:同 groupId + 同 parentId\n if (button.parentId) {\n const parent = this.findButton(group.buttons, button.parentId);\n const siblings = parent?.children || [];\n for (const sib of siblings) {\n if (!sib) continue;\n if (sib.id === button.id) continue;\n if (sib.parentId !== button.parentId) continue;\n if (sib.groupId !== button.groupId) continue;\n\n if (this.activeBtnIds.has(sib.id)) {\n this.setBtnActive(sib.id, false);\n // 触发被关闭按钮的 onClick(此时 sib.isActive 已经同步为 false)\n if (sib.onClick) sib.onClick(sib);\n }\n }\n return;\n }\n\n // 一级按钮:同 groupId 下其它一级按钮(不包含二级)\n for (const sib of group.buttons) {\n if (sib.id === button.id) continue;\n if (sib.groupId !== button.groupId) continue;\n if (sib.parentId) continue; // 只处理一级按钮\n\n if (this.activeBtnIds.has(sib.id)) {\n this.setBtnActive(sib.id, false);\n if (sib.onClick) sib.onClick(sib);\n }\n }\n }\n\n private handleMouseEnter(button: OptButton, btnEl: HTMLElement): void {\n if (this.hoverTimeout) clearTimeout(this.hoverTimeout);\n if (button.children && button.children.length > 0) {\n this.showDropdown(button, btnEl);\n } else {\n this.closeDropdown();\n }\n }\n\n private handleMouseLeave(): void {\n this.hoverTimeout = window.setTimeout(() => this.closeDropdown(), 200);\n }\n\n private showDropdown(button: OptButton, btnEl: HTMLElement): void {\n this.closeDropdown();\n if (!button.children) return;\n\n const dropdown = document.createElement('div');\n dropdown.className = 'opt-btn-dropdown';\n if (this.options.backgroundColor) dropdown.style.setProperty('--bim-toolbar-bg', this.options.backgroundColor);\n\n // 将主题CSS变量复制到dropdown元素上(因为dropdown被添加到body,无法继承容器的CSS变量)\n const dropdownStyle = dropdown.style;\n if (this.options.iconColor) dropdownStyle.setProperty('--bim-icon-color', this.options.iconColor);\n if (this.options.iconActiveColor) dropdownStyle.setProperty('--bim-icon-active-color', this.options.iconActiveColor);\n if (this.options.textColor) dropdownStyle.setProperty('--bim-btn-text-color', this.options.textColor);\n if (this.options.textActiveColor) dropdownStyle.setProperty('--bim-btn-text-active-color', this.options.textActiveColor);\n if (this.options.btnBackgroundColor) dropdownStyle.setProperty('--bim-btn-bg', this.options.btnBackgroundColor);\n if (this.options.btnHoverColor) dropdownStyle.setProperty('--bim-btn-hover-bg', this.options.btnHoverColor);\n if (this.options.btnActiveColor) dropdownStyle.setProperty('--bim-btn-active-bg', this.options.btnActiveColor);\n\n // 获取按钮的位置信息\n const btnRect = btnEl.getBoundingClientRect();\n const expand = this.options.expand || 'down';\n\n // 根据主按钮组的方向设置下拉菜单的布局方向\n if (this.options.direction === 'row') {\n dropdown.style.flexDirection = 'column'; // 横向按钮组,菜单纵向排列\n } else {\n dropdown.style.flexDirection = 'row'; // 纵向按钮组,菜单横向排列\n }\n\n // 先添加到 DOM 以便计算尺寸\n document.body.appendChild(dropdown);\n\n // 添加事件拦截\n this.setupEventInterception(dropdown);\n\n // 添加菜单项\n button.children.forEach(subBtn => {\n if (this.isVisible(subBtn.id)) {\n const item = this.renderDropdownItem(subBtn);\n dropdown.appendChild(item);\n }\n });\n\n // 获取下拉菜单的实际尺寸\n const dropdownRect = dropdown.getBoundingClientRect();\n\n if (expand === 'up') {\n // 向上展开,与按钮水平居中对齐\n dropdown.style.bottom = (window.innerHeight - btnRect.top + 8) + 'px';\n dropdown.style.left = (btnRect.left + (btnRect.width - dropdownRect.width) / 2) + 'px';\n } else if (expand === 'down') {\n // 向下展开,与按钮水平居中对齐\n dropdown.style.top = (btnRect.bottom + 8) + 'px';\n dropdown.style.left = (btnRect.left + (btnRect.width - dropdownRect.width) / 2) + 'px';\n } else if (expand === 'right') {\n // 向右展开,与按钮垂直居中对齐\n dropdown.style.top = (btnRect.top + (btnRect.height - dropdownRect.height) / 2) + 'px';\n dropdown.style.left = (btnRect.right + 8) + 'px';\n } else if (expand === 'left') {\n // 向左展开,与按钮垂直居中对齐\n dropdown.style.top = (btnRect.top + (btnRect.height - dropdownRect.height) / 2) + 'px';\n dropdown.style.right = (window.innerWidth - btnRect.left + 8) + 'px';\n }\n\n dropdown.addEventListener('mouseenter', () => { if (this.hoverTimeout) clearTimeout(this.hoverTimeout); });\n dropdown.addEventListener('mouseleave', () => this.handleMouseLeave());\n this.dropdownElement = dropdown;\n }\n\n private renderDropdownItem(button: OptButton): HTMLElement {\n const item = document.createElement('div');\n item.className = 'opt-btn-dropdown-item';\n\n // 应用按钮的 align 设置,默认为 horizontal(图标在左)\n const align = button.align || 'horizontal';\n if (align === 'horizontal') {\n item.classList.add('align-horizontal');\n } else {\n item.classList.add('align-vertical');\n }\n\n // 二级菜单项的 active 状态渲染(修复 keepActive 在二级按钮“看起来不生效”的问题)\n // 说明:\n // - keepActive 的状态会记录在 activeBtnIds / button.isActive 上\n // - 下拉菜单每次打开都会重新渲染,因此必须在这里同步一次 active 样式\n if (this.activeBtnIds.has(button.id) || button.isActive) {\n item.classList.add('active');\n }\n\n // 应用按钮的自定义样式\n const iconSize = button.iconSize || 32; // 二级菜单默认图标更小\n const minWidth = button.minWidth; // 不设置默认值,让下拉菜单项保持紧凑\n if (minWidth) {\n item.style.minWidth = `${minWidth}px`;\n }\n\n const icon = document.createElement('div');\n icon.className = 'opt-btn-icon';\n icon.style.width = `${iconSize}px`;\n icon.style.height = `${iconSize}px`;\n icon.innerHTML = this.getIcon(button.icon);\n item.appendChild(icon);\n\n // 只有在 showLabel 为 true 时才显示 label\n if (this.options.showLabel && button.label) {\n const label = document.createElement('span');\n label.className = 'opt-btn-dropdown-label';\n label.textContent = t(button.label);\n item.appendChild(label);\n } else if (button.label) {\n // 当不显示 label 时,添加 title 属性作为 tooltip\n item.title = t(button.label);\n }\n\n item.addEventListener('click', (e) => { e.stopPropagation(); this.handleClick(button); });\n return item;\n }\n\n private closeDropdown(): void {\n if (this.dropdownElement) {\n this.dropdownElement.remove();\n this.dropdownElement = null;\n }\n this.btnRefs.forEach(btnEl => {\n const arrow = btnEl.querySelector('.opt-btn-arrow');\n if (arrow) arrow.classList.remove('rotated');\n });\n }\n\n private updateButtonState(buttonId: string): void {\n const btnEl = this.btnRefs.get(buttonId);\n if (btnEl) {\n if (this.activeBtnIds.has(buttonId)) {\n btnEl.classList.add('active');\n } else {\n btnEl.classList.remove('active');\n }\n }\n }\n\n private getIcon(icon?: string): string { return icon || this.DEFAULT_ICON; }\n\n public updateButtonVisibility(id: string, visible: boolean): void {\n if (!this.options.visibility) this.options.visibility = {};\n this.options.visibility[id] = visible;\n this.render();\n }\n\n public setShowLabel(show: boolean): void {\n this.options.showLabel = show;\n this.updateLabelsVisibility();\n }\n\n private updateLabelsVisibility(): void {\n this.btnRefs.forEach((btnEl, buttonId) => {\n // 查找按钮配置\n const button = this.findButtonById(buttonId);\n if (!button) return;\n\n const hasLabel = this.options.showLabel && button.label;\n\n // 更新 no-label 类和 title 属性\n if (hasLabel) {\n btnEl.classList.remove('no-label');\n // 显示标签时,移除 title(避免重复显示)\n btnEl.removeAttribute('title');\n } else {\n btnEl.classList.add('no-label');\n // 隐藏标签时,添加 title 作为 tooltip\n if (button.label) {\n btnEl.title = t(button.label);\n }\n }\n });\n }\n\n private findButtonById(id: string): OptButton | undefined {\n for (const group of this.groups) {\n const found = this.findButton(group.buttons, id);\n if (found) return found;\n }\n return undefined;\n }\n\n public setBackgroundColor(color: string): void { this.setColors({ backgroundColor: color }); }\n private isVisible(id: string): boolean { return this.options.visibility?.[id] !== false; }\n\n public destroy(): void {\n if (this.unsubscribeLocale) {\n this.unsubscribeLocale();\n this.unsubscribeLocale = null;\n }\n if (this.unsubscribeTheme) {\n this.unsubscribeTheme();\n this.unsubscribeTheme = null;\n }\n this.closeDropdown();\n this.container.innerHTML = '';\n this.btnRefs.clear();\n }\n}\n","import { BimButtonGroup } from '../index';\n\n/**\n * 底部工具栏 (Toolbar)\n * BimButtonGroup 的子类,专门用于加载工具栏默认按钮。\n */\nexport class Toolbar extends BimButtonGroup {\n /**\n * 重写初始化,加载默认按钮\n */\n public async init(): Promise {\n await super.init();\n\n // 动态加载默认按钮配置\n const { createHomeButton } = await import('./buttons/home');\n const { createZoomBoxButton } = await import('./buttons/zoom-box');\n const { createWalkMenuButton } = await import('./buttons/walk/walk-menu');\n const { createMapButton } = await import('./buttons/map');\n const { createPropertyButton } = await import('./buttons/property');\n const { createSettingButton } = await import('./buttons/setting');\n const { createInfoButton } = await import('./buttons/info');\n const { createFullscreenButton } = await import('./buttons/fullscreen');\n const { createMeasureButton } = await import('./buttons/measure');\n const { createSectionMenuButton } = await import('./buttons/section/section-menu');\n const { createSectionPlaneButton } = await import('./buttons/section/section-plane');\n const { createSectionAxisButton } = await import('./buttons/section/section-axis');\n const { createSectionBoxButton } = await import('./buttons/section/section-box');\n\n this.addGroup('group-1');\n\n // 使用工厂函数创建按钮,并注入 engine\n if (this.engine) {\n this.addButton(createHomeButton(this.engine));\n // 你要求:在\"首页\"后面添加\"选框放大\"\n this.addButton(createZoomBoxButton(this.engine));\n this.addButton(createMeasureButton(this.engine));\n this.addButton(createSectionMenuButton(this.engine));\n this.addButton(createSectionPlaneButton(this.engine));\n this.addButton(createSectionAxisButton(this.engine));\n this.addButton(createSectionBoxButton(this.engine));\n this.addButton(createWalkMenuButton(this.engine));\n this.addButton(createMapButton(this.engine));\n this.addButton(createPropertyButton(this.engine));\n this.addGroup('group-2');\n this.addButton(createSettingButton(this.engine));\n this.addButton(createInfoButton(this.engine));\n this.addButton(createFullscreenButton(this.engine));\n } else {\n console.warn('[Toolbar] Engine not available when creating buttons.');\n }\n\n this.render();\n }\n}\n","import { BimEngine } from '../bim-engine';\nimport { EngineEvents } from '../types/events';\n\nexport abstract class BimComponent {\n protected engine: BimEngine;\n\n constructor(engine: BimEngine) {\n this.engine = engine;\n }\n\n /**\n * Helper to send events easily\n */\n protected emit(event: K, payload: EngineEvents[K]): void {\n this.engine.emit(event, payload);\n }\n\n /**\n * Helper to listen to events easily\n * Returns an unsubscribe function\n */\n protected on(event: K, listener: (payload: EngineEvents[K]) => void): () => void {\n return this.engine.on(event, listener);\n }\n\n abstract destroy(): void;\n}\n","import type { ButtonGroupColors, ButtonConfig } from '../components/button-group/index.type';\nimport { Toolbar } from '../components/button-group/toolbar';\nimport type { ThemeConfig } from '../themes/types';\nimport { BimComponent } from '../core/component';\nimport type { BimEngine } from '../bim-engine';\n\n/**\n * 底部工具栏管理器 (ToolbarManager)\n * 仅负责管理底部工具栏实例。\n */\nexport class ToolbarManager extends BimComponent {\n private toolbar: Toolbar | null = null;\n private toolbarContainer: HTMLElement | null = null;\n private container: HTMLElement;\n\n constructor(engine: BimEngine, container: HTMLElement) {\n super(engine);\n this.container = container;\n this.init();\n }\n\n private init() {\n // 创建底部工具栏专用容器\n this.toolbarContainer = document.createElement('div');\n this.toolbarContainer.id = 'opt-btn-groups';\n this.toolbarContainer.className = 'bim-engine-opt-btn-container is-bottom-toolbar';\n this.container.appendChild(this.toolbarContainer);\n\n this.toolbar = new Toolbar({\n container: this.toolbarContainer,\n showLabel: true,\n direction: 'row',\n position: 'bottom-center', // 底部居中\n align: 'vertical', // 图标在上\n expand: 'up' // 向上展开\n });\n\n // 注入 engine 到 Toolbar\n // @ts-ignore - Toolbar 还没更新类型,暂时忽略\n this.toolbar.setEngine(this.engine);\n\n this.toolbar.init();\n }\n\n public updateTheme(theme: ThemeConfig) {\n this.toolbar?.setTheme(theme);\n }\n\n public refresh() {\n this.toolbar?.render();\n }\n\n public destroy() {\n this.toolbar?.destroy();\n this.toolbar = null;\n }\n\n // --- 转发 API ---\n public addGroup(groupId: string, beforeGroupId?: string) { this.toolbar?.addGroup(groupId, beforeGroupId); this.toolbar?.render(); }\n public addButton(config: ButtonConfig) { this.toolbar?.addButton(config); this.toolbar?.render(); }\n public setButtonVisibility(id: string, v: boolean) { this.toolbar?.updateButtonVisibility(id, v); }\n public setShowLabel(show: boolean) { this.toolbar?.setShowLabel(show); }\n public setBtnActive(id: string, active?: boolean) { this.toolbar?.setBtnActive(id, active); }\n public setVisible(visible: boolean) {\n if (this.toolbarContainer) {\n this.toolbarContainer.style.visibility = visible ? 'visible' : 'hidden';\n }\n }\n public setBackgroundColor(color: string) { this.toolbar?.setBackgroundColor(color); }\n public setColors(colors: ButtonGroupColors) { this.toolbar?.setColors(colors); }\n\n /**\n * 隐藏工具栏\n */\n public hide(): void {\n if (this.toolbarContainer) {\n this.toolbarContainer.style.display = 'none';\n }\n }\n\n /**\n * 显示工具栏\n */\n public show(): void {\n if (this.toolbarContainer) {\n this.toolbarContainer.style.display = '';\n }\n }\n\n /**\n * 获取工具栏容器\n */\n public getContainer(): HTMLElement | null {\n return this.toolbarContainer;\n }\n}\n","import { BimButtonGroup } from '../components/button-group';\nimport type { ButtonGroupOptions } from '../components/button-group/index.type';\nimport type { ThemeConfig } from '../themes/types';\nimport { BimComponent } from '../core/component';\nimport type { BimEngine } from '../bim-engine';\n\n/**\n * 通用按钮组管理器 (ButtonGroupManager)\n * 负责创建和管理通用的按钮组实例。\n */\nexport class ButtonGroupManager extends BimComponent {\n private groups: Map = new Map();\n private container: HTMLElement;\n\n constructor(engine: BimEngine, container: HTMLElement) {\n super(engine);\n this.container = container;\n }\n\n public create(id: string, options: Omit): BimButtonGroup {\n const group = new BimButtonGroup({\n container: this.container,\n ...options\n });\n\n // @ts-ignore\n group.setEngine(this.engine);\n\n group.init();\n this.groups.set(id, group);\n return group;\n }\n\n public get(id: string): BimButtonGroup | undefined {\n return this.groups.get(id);\n }\n\n public updateTheme(theme: ThemeConfig) {\n this.groups.forEach(group => group.setTheme(theme));\n }\n\n public destroy() {\n this.groups.forEach(group => group.destroy());\n this.groups.clear();\n }\n}\n","import './index.css';\nimport type { DialogOptions } from './index.type';\nimport type { ThemeConfig } from '../../themes/types';\nimport { IBimComponent } from '../../types/component';\nimport { themeManager } from '../../services/theme';\nimport { t, localeManager } from '../../services/locale';\n\n/**\n * 通用弹窗组件类\n * 支持拖拽、缩放、自定义内容和位置。\n */\nexport class BimDialog implements IBimComponent {\n private element: HTMLElement;\n private options: DialogOptions;\n private container: HTMLElement;\n private header: HTMLElement;\n private contentArea: HTMLElement;\n private _isDestroyed = false;\n private _isInitialized = false;\n private unsubscribeTheme: (() => void) | null = null;\n private unsubscribeLocale: (() => void) | null = null;\n\n // 性能优化:用于存储 requestAnimationFrame 的 ID\n private rafId: number | null = null;\n\n /**\n * 构造函数\n * @param options 弹窗配置选项\n */\n constructor(options: DialogOptions) {\n // 合并默认配置\n this.options = {\n title: 'Dialog',\n width: 300,\n height: 'auto',\n position: 'center',\n draggable: true,\n resizable: false,\n minWidth: 200,\n minHeight: 100,\n ...options\n };\n this.container = options.container;\n\n // 创建 DOM 结构\n this.element = this.createDom();\n this.header = this.element.querySelector('.bim-dialog-header') as HTMLElement;\n this.contentArea = this.element.querySelector('.bim-dialog-content') as HTMLElement;\n\n // 自动初始化 (为了兼容现有逻辑)\n this.init();\n }\n\n /**\n * 设置主题\n * @param theme 全局主题配置\n */\n public setTheme(theme: ThemeConfig) {\n const style = this.element.style;\n if (!this.options.backgroundColor) style.setProperty('--bim-dialog-bg', theme.panelBackground);\n if (!this.options.headerBackgroundColor) style.setProperty('--bim-dialog-header-bg', theme.componentHover);\n if (!this.options.titleColor) style.setProperty('--bim-dialog-title-color', theme.textPrimary);\n if (!this.options.textColor) style.setProperty('--bim-dialog-text-color', theme.textPrimary);\n if (!this.options.borderColor) style.setProperty('--bim-dialog-border-color', theme.border);\n }\n\n /**\n * 初始化组件功能 (接口实现)\n */\n public init() {\n if (this._isInitialized) return;\n\n this.container.appendChild(this.element);\n\n // 必须先挂载才能计算尺寸进行定位\n this.initPosition();\n\n if (this.options.draggable) {\n this.initDrag();\n }\n\n if (this.options.resizable) {\n this.initResize();\n }\n\n this._isInitialized = true;\n\n // 调用弹窗开启后回调\n if (this.options.onOpen) {\n this.options.onOpen();\n }\n\n // 自动订阅主题变更\n this.unsubscribeTheme = themeManager.subscribe((theme) => {\n this.setTheme(theme);\n });\n\n // 自动订阅语言变更\n this.unsubscribeLocale = localeManager.subscribe(() => {\n this.setLocales();\n });\n }\n\n public setLocales(): void {\n if (this.options.title) {\n const titleEl = this.header.querySelector('.bim-dialog-title');\n if (titleEl) {\n titleEl.textContent = t(this.options.title);\n }\n }\n }\n\n /**\n * 创建弹窗的 DOM 结构\n */\n private createDom(): HTMLElement {\n const el = document.createElement('div');\n el.className = 'bim-dialog';\n\n if (this.options.id) el.id = this.options.id;\n\n // 应用颜色配置到 CSS 变量\n const style = el.style;\n if (this.options.backgroundColor) style.setProperty('--bim-dialog-bg', this.options.backgroundColor);\n if (this.options.headerBackgroundColor) style.setProperty('--bim-dialog-header-bg', this.options.headerBackgroundColor);\n if (this.options.titleColor) style.setProperty('--bim-dialog-title-color', this.options.titleColor);\n if (this.options.textColor) style.setProperty('--bim-dialog-text-color', this.options.textColor);\n if (this.options.borderColor) style.setProperty('--bim-dialog-border-color', this.options.borderColor);\n\n // 设置初始尺寸\n this.setSize(el, this.options.width, this.options.height);\n // 确保最小尺寸生效\n if (this.options.minWidth) el.style.minWidth = `${this.options.minWidth}px`;\n\n // 创建标题栏 (Header)\n const header = document.createElement('div');\n header.className = 'bim-dialog-header';\n if (this.options.draggable) header.classList.add('draggable');\n\n const title = document.createElement('span');\n title.className = 'bim-dialog-title';\n title.textContent = this.options.title ? t(this.options.title) : '';\n\n const closeBtn = document.createElement('span');\n closeBtn.className = 'bim-dialog-close';\n closeBtn.innerHTML = '×';\n // 修复 TS 报错:去掉未使用的参数 e\n closeBtn.onclick = () => {\n this.close();\n };\n\n header.appendChild(title);\n header.appendChild(closeBtn);\n\n // 创建内容区域 (Content)\n const content = document.createElement('div');\n content.className = 'bim-dialog-content';\n if (typeof this.options.content === 'string') {\n content.innerHTML = this.options.content;\n } else if (this.options.content instanceof HTMLElement) {\n content.appendChild(this.options.content);\n }\n\n el.appendChild(header);\n el.appendChild(content);\n\n // 如果允许缩放,创建缩放手柄\n if (this.options.resizable) {\n const resizeHandle = document.createElement('div');\n resizeHandle.className = 'bim-dialog-resize-handle';\n el.appendChild(resizeHandle);\n }\n\n // ==================== 事件拦截核心逻辑 ====================\n // 定义阻断逻辑:只阻止冒泡,不阻止捕获,也不阻止默认行为(除非显式阻止)\n const stopPropagation = (e: Event) => {\n e.stopPropagation();\n };\n\n // 现代浏览器和 3D 引擎 (Three.js/Cesium) 交互事件\n const events = [\n 'click', 'dblclick', 'contextmenu', 'wheel',\n 'mousedown', 'mouseup', 'mousemove',\n 'touchstart', 'touchend', 'touchmove',\n 'pointerdown', 'pointerup', 'pointermove', 'pointerenter', 'pointerleave', 'pointerover', 'pointerout'\n ];\n\n // 绑定监听器 (默认冒泡阶段)\n // 这样内部元素(如关闭按钮)先触发,然后冒泡到这里被拦截,不再传给地图\n events.forEach(eventType => {\n el.addEventListener(eventType, stopPropagation, { passive: false });\n });\n\n return el;\n }\n\n /**\n * 设置元素尺寸\n */\n private setSize(el: HTMLElement, width?: number | string, height?: number | string) {\n if (width !== undefined) {\n if (width === 'auto' || width === 'fit-content') {\n el.style.width = width;\n } else {\n el.style.width = typeof width === 'number' ? `${width}px` : width;\n }\n }\n if (height !== undefined) {\n if (height === 'auto' || height === 'fit-content') {\n el.style.height = height;\n } else {\n el.style.height = typeof height === 'number' ? `${height}px` : height;\n }\n }\n }\n\n /**\n * 根据内容自动调整弹窗宽度\n * @param recenter 是否重新计算定位(例如保持居中),默认 true\n */\n public fitWidth(recenter: boolean = false) {\n // 1. 设置为 fit-content 以获取自然宽度,高度保持不变\n this.element.style.width = 'fit-content';\n\n // 2. 如果需要重新定位\n if (recenter) {\n this.initPosition();\n }\n }\n\n /**\n * 根据内容自动调整弹窗高度\n *\n * 设计说明:\n * - 主要用于“内容展开/收起”场景(比如测量面板展开后,Dialog 高度跟随变化)\n * - 默认不改变用户拖拽后的当前位置,只做边界夹紧,避免弹窗超出容器\n *\n * @param recenter 是否根据 options.position 重新定位(默认 false)\n */\n public fitHeight(recenter: boolean = false) {\n // 1) 先让高度由内容自然撑开,便于测量真实高度\n this.element.style.height = 'auto';\n\n // 2) 获取自然高度并做约束(最小高度 + 不超过容器)\n const naturalHeight = this.element.getBoundingClientRect().height;\n const minHeight = this.options.minHeight ?? 100;\n const containerHeight = this.container.clientHeight || 0;\n\n // 如果容器高度不可用,至少保证最小高度\n let targetHeight = Math.max(minHeight, naturalHeight);\n\n // 约束最大高度:不超过容器高度(避免完全溢出)\n if (containerHeight > 0) {\n targetHeight = Math.min(targetHeight, containerHeight);\n }\n\n this.element.style.height = `${targetHeight}px`;\n\n // 3) 定位修正:recenter 则重新按 position 计算,否则只做边界夹紧\n if (recenter) {\n this.initPosition();\n } else {\n this.clampToContainer();\n }\n }\n\n /**\n * 边界夹紧:保持当前 left/top 不变的前提下,确保弹窗不超出容器\n * 说明:用于 fitHeight / fitWidth 后的“尺寸变化”场景,避免弹窗被裁切。\n */\n private clampToContainer(): void {\n const containerW = this.container.clientWidth;\n const containerH = this.container.clientHeight;\n const elW = this.element.offsetWidth;\n const elH = this.element.offsetHeight;\n\n // 当前 left/top(优先从 style 读取,避免 NaN)\n const currentLeft = this.element.offsetLeft;\n const currentTop = this.element.offsetTop;\n\n const maxLeft = Math.max(0, containerW - elW);\n const maxTop = Math.max(0, containerH - elH);\n\n const nextLeft = Math.max(0, Math.min(currentLeft, maxLeft));\n const nextTop = Math.max(0, Math.min(currentTop, maxTop));\n\n this.element.style.left = `${nextLeft}px`;\n this.element.style.top = `${nextTop}px`;\n }\n\n /**\n * 初始化弹窗位置\n */\n private initPosition() {\n const pos = this.options.position;\n const elRect = this.element.getBoundingClientRect();\n\n // 计算相对父容器的定位\n let left = 0;\n let top = 0;\n\n const pW = this.container.clientWidth;\n const pH = this.container.clientHeight;\n const elW = elRect.width;\n const elH = elRect.height;\n\n if (typeof pos === 'object' && 'x' in pos) {\n left = pos.x;\n top = pos.y;\n } else {\n switch (pos) {\n case 'center':\n left = (pW - elW) / 2;\n top = (pH - elH) / 2;\n break;\n case 'top-left': left = 0; top = 0; break;\n case 'top-center': left = (pW - elW) / 2; top = 0; break;\n case 'top-right': left = pW - elW; top = 0; break;\n case 'left-center': left = 0; top = (pH - elH) / 2; break;\n case 'right-center': left = pW - elW; top = (pH - elH) / 2; break;\n case 'bottom-left': left = 0; top = pH - elH; break;\n case 'bottom-center': left = (pW - elW) / 2; top = pH - elH; break;\n case 'bottom-right': left = pW - elW; top = pH - elH; break;\n default:\n left = (pW - elW) / 2;\n top = (pH - elH) / 2;\n }\n }\n\n left = Math.max(0, Math.min(left, pW - elW));\n top = Math.max(0, Math.min(top, pH - elH));\n\n this.element.style.left = `${left}px`;\n this.element.style.top = `${top}px`;\n }\n\n /**\n * 初始化拖拽功能 (性能优化 + 解决粘手)\n */\n private initDrag() {\n let startX = 0;\n let startY = 0;\n let startLeft = 0;\n let startTop = 0;\n let containerW = 0;\n let containerH = 0;\n let elW = 0;\n let elH = 0;\n\n const onMouseDown = (e: MouseEvent) => {\n e.preventDefault(); // 阻止默认行为(如选中文本),非常重要,防止卡顿\n e.stopPropagation(); // 阻止传递给 Three.js\n\n startX = e.clientX;\n startY = e.clientY;\n startLeft = this.element.offsetLeft;\n startTop = this.element.offsetTop;\n\n // 缓存尺寸,减少 reflow\n containerW = this.container.clientWidth;\n containerH = this.container.clientHeight;\n elW = this.element.offsetWidth;\n elH = this.element.offsetHeight;\n\n // 关键:使用 capture: true\n // 确保即使 createDom 阻止了冒泡,document 也能在捕获阶段收到事件\n document.addEventListener('mousemove', onMouseMove, { capture: true });\n document.addEventListener('mouseup', onMouseUp, { capture: true });\n };\n\n const onMouseMove = (e: MouseEvent) => {\n e.preventDefault();\n e.stopPropagation();\n\n // 节流优化:使用 requestAnimationFrame\n if (this.rafId) return;\n\n this.rafId = requestAnimationFrame(() => {\n const dx = e.clientX - startX;\n const dy = e.clientY - startY;\n\n let newLeft = startLeft + dx;\n let newTop = startTop + dy;\n\n const maxLeft = containerW - elW;\n const maxTop = containerH - elH;\n\n newLeft = Math.max(0, Math.min(newLeft, maxLeft));\n newTop = Math.max(0, Math.min(newTop, maxTop));\n\n this.element.style.left = `${newLeft}px`;\n this.element.style.top = `${newTop}px`;\n\n this.rafId = null;\n });\n };\n\n const onMouseUp = () => {\n if (this.rafId) {\n cancelAnimationFrame(this.rafId);\n this.rafId = null;\n }\n // 移除监听\n document.removeEventListener('mousemove', onMouseMove, { capture: true });\n document.removeEventListener('mouseup', onMouseUp, { capture: true });\n };\n\n this.header.addEventListener('mousedown', onMouseDown);\n }\n\n /**\n * 初始化缩放功能 (性能优化 + 解决粘手)\n */\n private initResize() {\n const handle = this.element.querySelector('.bim-dialog-resize-handle') as HTMLElement;\n if (!handle) return;\n\n let startX = 0;\n let startY = 0;\n let startW = 0;\n let startH = 0;\n\n const onMouseDown = (e: MouseEvent) => {\n e.preventDefault();\n e.stopPropagation();\n startX = e.clientX;\n startY = e.clientY;\n startW = this.element.offsetWidth;\n startH = this.element.offsetHeight;\n\n // 关键:使用 capture: true\n document.addEventListener('mousemove', onMouseMove, { capture: true });\n document.addEventListener('mouseup', onMouseUp, { capture: true });\n };\n\n const onMouseMove = (e: MouseEvent) => {\n e.preventDefault();\n e.stopPropagation();\n\n if (this.rafId) return;\n\n this.rafId = requestAnimationFrame(() => {\n const dx = e.clientX - startX;\n const dy = e.clientY - startY;\n\n const newW = Math.max(this.options.minWidth || 100, startW + dx);\n const newH = Math.max(this.options.minHeight || 50, startH + dy);\n\n this.element.style.width = `${newW}px`;\n this.element.style.height = `${newH}px`;\n\n this.rafId = null;\n });\n };\n\n const onMouseUp = () => {\n if (this.rafId) {\n cancelAnimationFrame(this.rafId);\n this.rafId = null;\n }\n document.removeEventListener('mousemove', onMouseMove, { capture: true });\n document.removeEventListener('mouseup', onMouseUp, { capture: true });\n };\n\n handle.addEventListener('mousedown', onMouseDown);\n }\n\n /**\n * 动态设置内容\n * @param content 内容元素或 HTML 字符串\n */\n public setContent(content: HTMLElement | string) {\n this.contentArea.innerHTML = '';\n if (typeof content === 'string') {\n this.contentArea.innerHTML = content;\n } else {\n this.contentArea.appendChild(content);\n }\n }\n\n /**\n * 关闭弹窗并销毁\n */\n public close() {\n if (this._isDestroyed) return;\n\n // 清理可能存在的动画帧,防止报错\n if (this.rafId) {\n cancelAnimationFrame(this.rafId);\n this.rafId = null;\n }\n\n if (this.unsubscribeTheme) {\n this.unsubscribeTheme();\n this.unsubscribeTheme = null;\n }\n if (this.unsubscribeLocale) {\n this.unsubscribeLocale();\n this.unsubscribeLocale = null;\n }\n this.element.remove();\n this._isDestroyed = true;\n if (this.options.onClose) {\n this.options.onClose();\n }\n }\n\n /**\n * 销毁组件 (接口实现)\n */\n public destroy() {\n this.close();\n }\n}\n","import './index.css';\nimport { BimDialog } from '../index';\n\n/**\n * BimInfoDialog (继承版)\n * 这是一个展示项目信息的业务弹窗组件,直接继承自 BimDialog。\n */\nexport class BimInfoDialog extends BimDialog {\n /**\n * 构造函数\n * @param container 父容器\n */\n constructor(container: HTMLElement) {\n // 1. 准备内容 DOM\n const contentEl = document.createElement('div');\n contentEl.className = 'bim-info-dialog-content';\n\n const infoTitle = document.createElement('h3');\n infoTitle.textContent = 'Model Information';\n\n const infoList = document.createElement('ul');\n infoList.innerHTML = `\n
  • Name: Sample Project
  • \n
  • Version: 1.0.0
  • \n
  • Date: ${new Date().toLocaleDateString()}
  • \n
  • Status: Active
  • \n `;\n\n const actionBtn = document.createElement('button');\n actionBtn.textContent = 'Update Status';\n actionBtn.style.marginTop = '10px';\n actionBtn.onclick = () => {\n alert('Status updated!');\n };\n\n contentEl.appendChild(infoTitle);\n contentEl.appendChild(infoList);\n contentEl.appendChild(actionBtn);\n\n // 2. 调用父类构造函数,传入特定的配置\n super({\n container: container,\n title: 'dialog.testTitle',\n content: contentEl,\n width: 320,\n height: 'auto',\n position: 'center',\n resizable: true,\n draggable: true,\n // 可以在这里添加特定的 onClose 逻辑\n onClose: () => {\n console.log('Info dialog closed');\n },\n onOpen: () => {\n console.log('Info dialog opened');\n }\n });\n\n // 3. 如果有特定于子类的初始化逻辑,可以在 super() 之后执行\n // 例如:this.element.classList.add('my-special-class');\n }\n\n // 不需要再手动实现 setTheme, destroy, close, init\n // 它们都已从 BimDialog 继承\n}","import { BimDialog } from '../components/dialog';\nimport { BimInfoDialog } from '../components/dialog/bimInfoDialog';\nimport type { DialogOptions } from '../components/dialog/index.type';\nimport type { ThemeConfig } from '../themes/types';\nimport { themeManager } from '../services/theme';\nimport { BimComponent } from '../core/component';\nimport type { BimEngine } from '../bim-engine';\n\n/**\n * 弹窗管理器\n * 负责创建和管理应用中的各类弹窗。\n */\nexport class DialogManager extends BimComponent {\n /** 弹窗挂载的父容器 */\n private container: HTMLElement;\n /** 活跃的弹窗实例列表 */\n private activeDialogs: BimDialog[] = [];\n\n /**\n * 构造函数\n * @param engine 引擎实例\n * @param container 弹窗挂载的目标容器\n */\n constructor(engine: BimEngine, container: HTMLElement) {\n super(engine);\n this.container = container;\n\n // 监听打开弹窗事件\n this.on('ui:open-dialog', (payload) => {\n // 这里可以根据 payload.id 做更复杂的逻辑,目前简单演示\n console.log('[DialogManager] Received open-dialog event:', payload);\n // 示例:如果 payload.id 是 'info',则打开 info dialog\n if (payload.id === 'info') {\n this.showInfoDialog();\n }\n });\n }\n\n /**\n * 创建一个通用弹窗\n * @param options 弹窗配置选项(不需要传 container,自动使用管理器绑定的容器)\n * @returns BimDialog 实例\n */\n public create(options: Omit): BimDialog {\n const dialog = new BimDialog({\n container: this.container,\n ...options,\n onClose: () => {\n // 从活跃列表中移除\n this.activeDialogs = this.activeDialogs.filter(d => d !== dialog);\n if (options.onClose) options.onClose();\n }\n });\n\n // 应用当前主题\n dialog.setTheme(themeManager.getTheme());\n\n this.activeDialogs.push(dialog);\n return dialog;\n }\n\n /**\n * 显示二次封装的模型信息弹窗\n * 演示如何调用特定的业务弹窗组件\n */\n public showInfoDialog() {\n // 最佳实践:所有弹窗应通过 create 统一管理,或者手动加入管理。\n new BimInfoDialog(this.container);\n // 暂时不做主题追踪,作为遗留逻辑保留\n }\n\n /**\n * 响应全局主题变更\n * @param theme 全局主题配置\n */\n public updateTheme(theme: ThemeConfig) {\n this.activeDialogs.forEach(dialog => {\n if (dialog.setTheme) {\n dialog.setTheme(theme);\n }\n });\n }\n\n public destroy() {\n this.activeDialogs.forEach(d => d.destroy());\n this.activeDialogs = [];\n }\n}\n","const Ni = { ROTATE: 0, DOLLY: 1, PAN: 2 }, Ii = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 }, Nh = 0, tl = 1, Fh = 2, Dc = 1, Lc = 2, On = 3, En = 0, zt = 1, Wt = 2, Mt = 0, Fi = 1, _r = 2, nl = 3, il = 4, Ic = 5, cn = 100, Oh = 101, Bh = 102, zh = 103, kh = 104, ps = 200, Vh = 201, Gh = 202, Hh = 203, ba = 204, ya = 205, Ta = 206, Wh = 207, Ea = 208, Xh = 209, jh = 210, qh = 211, Yh = 212, Kh = 213, Zh = 214, wa = 0, Aa = 1, Ra = 2, Vi = 3, Ca = 4, Pa = 5, Da = 6, La = 7, So = 0, $h = 1, Jh = 2, Jn = 0, Uc = 1, Nc = 2, Fc = 3, bo = 4, Oc = 5, Bc = 6, zc = 7, sl = \"attached\", Qh = \"detached\", kc = 300, Gi = 301, Hi = 302, vr = 303, Ia = 304, Rr = 306, wn = 1e3, en = 1001, Mr = 1002, Dt = 1003, Vc = 1004, ms = 1005, bt = 1006, ur = 1007, yn = 1008, mn = 1009, Gc = 1010, Hc = 1011, Ss = 1012, yo = 1013, di = 1014, Xt = 1015, xt = 1016, To = 1017, Eo = 1018, Wi = 1020, Wc = 35902, Xc = 35899, jc = 1021, qc = 1022, Zt = 1023, bs = 1026, Xi = 1027, wo = 1028, Ao = 1029, Ro = 1030, Co = 1031, Po = 1033, dr = 33776, fr = 33777, pr = 33778, mr = 33779, Ua = 35840, Na = 35841, Fa = 35842, Oa = 35843, Ba = 36196, za = 37492, ka = 37496, Va = 37808, Ga = 37809, Ha = 37810, Wa = 37811, Xa = 37812, ja = 37813, qa = 37814, Ya = 37815, Ka = 37816, Za = 37817, $a = 37818, Ja = 37819, Qa = 37820, eo = 37821, to = 36492, no = 36494, io = 36495, so = 36283, ro = 36284, ao = 36285, oo = 36286, ys = 2300, Ts = 2301, Ur = 2302, rl = 2400, al = 2401, ol = 2402, eu = 2500, tu = 0, Yc = 1, lo = 2, nu = 3200, Kc = 3201, Cr = 0, iu = 1, Kn = \"\", Rt = \"srgb\", Ut = \"srgb-linear\", Sr = \"linear\", et = \"srgb\", xi = 7680, Nr = 34055, Fr = 34056, su = 517, co = 519, ru = 512, au = 513, ou = 514, Zc = 515, lu = 516, cu = 517, hu = 518, uu = 519, ho = 35044, ll = \"300 es\", Tn = 2e3, br = 2001;\nfunction $c(i) {\n for (let e = i.length - 1; e >= 0; --e)\n if (i[e] >= 65535) return !0;\n return !1;\n}\nfunction Es(i) {\n return document.createElementNS(\"http://www.w3.org/1999/xhtml\", i);\n}\nfunction du() {\n const i = Es(\"canvas\");\n return i.style.display = \"block\", i;\n}\nconst cl = {};\nfunction yr(...i) {\n const e = \"THREE.\" + i.shift();\n console.log(e, ...i);\n}\nfunction Te(...i) {\n const e = \"THREE.\" + i.shift();\n console.warn(e, ...i);\n}\nfunction Xe(...i) {\n const e = \"THREE.\" + i.shift();\n console.error(e, ...i);\n}\nfunction ws(...i) {\n const e = i.join(\" \");\n e in cl || (cl[e] = !0, Te(...i));\n}\nfunction fu(i, e, t) {\n return new Promise(function(n, s) {\n function r() {\n switch (i.clientWaitSync(e, i.SYNC_FLUSH_COMMANDS_BIT, 0)) {\n case i.WAIT_FAILED:\n s();\n break;\n case i.TIMEOUT_EXPIRED:\n setTimeout(r, t);\n break;\n default:\n n();\n }\n }\n setTimeout(r, t);\n });\n}\nclass mi {\n /**\n * Adds the given event listener to the given event type.\n *\n * @param {string} type - The type of event to listen to.\n * @param {Function} listener - The function that gets called when the event is fired.\n */\n addEventListener(e, t) {\n this._listeners === void 0 && (this._listeners = {});\n const n = this._listeners;\n n[e] === void 0 && (n[e] = []), n[e].indexOf(t) === -1 && n[e].push(t);\n }\n /**\n * Returns `true` if the given event listener has been added to the given event type.\n *\n * @param {string} type - The type of event.\n * @param {Function} listener - The listener to check.\n * @return {boolean} Whether the given event listener has been added to the given event type.\n */\n hasEventListener(e, t) {\n const n = this._listeners;\n return n === void 0 ? !1 : n[e] !== void 0 && n[e].indexOf(t) !== -1;\n }\n /**\n * Removes the given event listener from the given event type.\n *\n * @param {string} type - The type of event.\n * @param {Function} listener - The listener to remove.\n */\n removeEventListener(e, t) {\n const n = this._listeners;\n if (n === void 0) return;\n const s = n[e];\n if (s !== void 0) {\n const r = s.indexOf(t);\n r !== -1 && s.splice(r, 1);\n }\n }\n /**\n * Dispatches an event object.\n *\n * @param {Object} event - The event that gets fired.\n */\n dispatchEvent(e) {\n const t = this._listeners;\n if (t === void 0) return;\n const n = t[e.type];\n if (n !== void 0) {\n e.target = this;\n const s = n.slice(0);\n for (let r = 0, a = s.length; r < a; r++)\n s[r].call(this, e);\n e.target = null;\n }\n }\n}\nconst Lt = [\"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\"];\nlet hl = 1234567;\nconst _s = Math.PI / 180, ji = 180 / Math.PI;\nfunction fn() {\n const i = Math.random() * 4294967295 | 0, e = Math.random() * 4294967295 | 0, t = Math.random() * 4294967295 | 0, n = Math.random() * 4294967295 | 0;\n return (Lt[i & 255] + Lt[i >> 8 & 255] + Lt[i >> 16 & 255] + Lt[i >> 24 & 255] + \"-\" + Lt[e & 255] + Lt[e >> 8 & 255] + \"-\" + Lt[e >> 16 & 15 | 64] + Lt[e >> 24 & 255] + \"-\" + Lt[t & 63 | 128] + Lt[t >> 8 & 255] + \"-\" + Lt[t >> 16 & 255] + Lt[t >> 24 & 255] + Lt[n & 255] + Lt[n >> 8 & 255] + Lt[n >> 16 & 255] + Lt[n >> 24 & 255]).toLowerCase();\n}\nfunction He(i, e, t) {\n return Math.max(e, Math.min(t, i));\n}\nfunction Do(i, e) {\n return (i % e + e) % e;\n}\nfunction pu(i, e, t, n, s) {\n return n + (i - e) * (s - n) / (t - e);\n}\nfunction mu(i, e, t) {\n return i !== e ? (t - i) / (e - i) : 0;\n}\nfunction vs(i, e, t) {\n return (1 - t) * i + t * e;\n}\nfunction gu(i, e, t, n) {\n return vs(i, e, 1 - Math.exp(-t * n));\n}\nfunction xu(i, e = 1) {\n return e - Math.abs(Do(i, e * 2) - e);\n}\nfunction _u(i, e, t) {\n return i <= e ? 0 : i >= t ? 1 : (i = (i - e) / (t - e), i * i * (3 - 2 * i));\n}\nfunction vu(i, e, t) {\n return i <= e ? 0 : i >= t ? 1 : (i = (i - e) / (t - e), i * i * i * (i * (i * 6 - 15) + 10));\n}\nfunction Mu(i, e) {\n return i + Math.floor(Math.random() * (e - i + 1));\n}\nfunction Su(i, e) {\n return i + Math.random() * (e - i);\n}\nfunction bu(i) {\n return i * (0.5 - Math.random());\n}\nfunction yu(i) {\n i !== void 0 && (hl = i);\n let e = hl += 1831565813;\n return e = Math.imul(e ^ e >>> 15, e | 1), e ^= e + Math.imul(e ^ e >>> 7, e | 61), ((e ^ e >>> 14) >>> 0) / 4294967296;\n}\nfunction Tu(i) {\n return i * _s;\n}\nfunction Eu(i) {\n return i * ji;\n}\nfunction wu(i) {\n return (i & i - 1) === 0 && i !== 0;\n}\nfunction Au(i) {\n return Math.pow(2, Math.ceil(Math.log(i) / Math.LN2));\n}\nfunction Ru(i) {\n return Math.pow(2, Math.floor(Math.log(i) / Math.LN2));\n}\nfunction Cu(i, e, t, n, s) {\n const r = Math.cos, a = Math.sin, o = r(t / 2), l = a(t / 2), c = r((e + n) / 2), h = a((e + n) / 2), u = r((e - n) / 2), d = a((e - n) / 2), p = r((n - e) / 2), g = a((n - e) / 2);\n switch (s) {\n case \"XYX\":\n i.set(o * h, l * u, l * d, o * c);\n break;\n case \"YZY\":\n i.set(l * d, o * h, l * u, o * c);\n break;\n case \"ZXZ\":\n i.set(l * u, l * d, o * h, o * c);\n break;\n case \"XZX\":\n i.set(o * h, l * g, l * p, o * c);\n break;\n case \"YXY\":\n i.set(l * p, o * h, l * g, o * c);\n break;\n case \"ZYZ\":\n i.set(l * g, l * p, o * h, o * c);\n break;\n default:\n Te(\"MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: \" + s);\n }\n}\nfunction hn(i, e) {\n switch (e.constructor) {\n case Float32Array:\n return i;\n case Uint32Array:\n return i / 4294967295;\n case Uint16Array:\n return i / 65535;\n case Uint8Array:\n return i / 255;\n case Int32Array:\n return Math.max(i / 2147483647, -1);\n case Int16Array:\n return Math.max(i / 32767, -1);\n case Int8Array:\n return Math.max(i / 127, -1);\n default:\n throw new Error(\"Invalid component type.\");\n }\n}\nfunction tt(i, e) {\n switch (e.constructor) {\n case Float32Array:\n return i;\n case Uint32Array:\n return Math.round(i * 4294967295);\n case Uint16Array:\n return Math.round(i * 65535);\n case Uint8Array:\n return Math.round(i * 255);\n case Int32Array:\n return Math.round(i * 2147483647);\n case Int16Array:\n return Math.round(i * 32767);\n case Int8Array:\n return Math.round(i * 127);\n default:\n throw new Error(\"Invalid component type.\");\n }\n}\nconst Lo = {\n DEG2RAD: _s,\n RAD2DEG: ji,\n /**\n * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)\n * (universally unique identifier).\n *\n * @static\n * @method\n * @return {string} The UUID.\n */\n generateUUID: fn,\n /**\n * Clamps the given value between min and max.\n *\n * @static\n * @method\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 */\n clamp: He,\n /**\n * Computes the Euclidean modulo of the given parameters that\n * is `( ( n % m ) + m ) % m`.\n *\n * @static\n * @method\n * @param {number} n - The first parameter.\n * @param {number} m - The second parameter.\n * @return {number} The Euclidean modulo.\n */\n euclideanModulo: Do,\n /**\n * Performs a linear mapping from range `` to range ``\n * for the given value.\n *\n * @static\n * @method\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 */\n mapLinear: pu,\n /**\n * Returns the percentage in the closed interval `[0, 1]` of the given value\n * between the start and end point.\n *\n * @static\n * @method\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 */\n inverseLerp: mu,\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 * @static\n * @method\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 */\n lerp: vs,\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 * @static\n * @method\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 */\n damp: gu,\n /**\n * Returns a value that alternates between `0` and the given `length` parameter.\n *\n * @static\n * @method\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 */\n pingpong: xu,\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 * @static\n * @method\n * @param {number} x - The value to evaluate based on its position between min and max.\n * @param {number} min - The min value. Any x value below min will be `0`.\n * @param {number} max - The max value. Any x value above max will be `1`.\n * @return {number} The alternated value.\n */\n smoothstep: _u,\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 * @static\n * @method\n * @param {number} x - The value to evaluate based on its position between min and max.\n * @param {number} min - The min value. Any x value below min will be `0`.\n * @param {number} max - The max value. Any x value above max will be `1`.\n * @return {number} The alternated value.\n */\n smootherstep: vu,\n /**\n * Returns a random integer from `` interval.\n *\n * @static\n * @method\n * @param {number} low - The lower value boundary.\n * @param {number} high - The upper value boundary\n * @return {number} A random integer.\n */\n randInt: Mu,\n /**\n * Returns a random float from `` interval.\n *\n * @static\n * @method\n * @param {number} low - The lower value boundary.\n * @param {number} high - The upper value boundary\n * @return {number} A random float.\n */\n randFloat: Su,\n /**\n * Returns a random integer from `<-range/2, range/2>` interval.\n *\n * @static\n * @method\n * @param {number} range - Defines the value range.\n * @return {number} A random float.\n */\n randFloatSpread: bu,\n /**\n * Returns a deterministic pseudo-random float in the interval `[0, 1]`.\n *\n * @static\n * @method\n * @param {number} [s] - The integer seed.\n * @return {number} A random float.\n */\n seededRandom: yu,\n /**\n * Converts degrees to radians.\n *\n * @static\n * @method\n * @param {number} degrees - A value in degrees.\n * @return {number} The converted value in radians.\n */\n degToRad: Tu,\n /**\n * Converts radians to degrees.\n *\n * @static\n * @method\n * @param {number} radians - A value in radians.\n * @return {number} The converted value in degrees.\n */\n radToDeg: Eu,\n /**\n * Returns `true` if the given number is a power of two.\n *\n * @static\n * @method\n * @param {number} value - The value to check.\n * @return {boolean} Whether the given number is a power of two or not.\n */\n isPowerOfTwo: wu,\n /**\n * Returns the smallest power of two that is greater than or equal to the given number.\n *\n * @static\n * @method\n * @param {number} value - The value to find a POT for.\n * @return {number} The smallest power of two that is greater than or equal to the given number.\n */\n ceilPowerOfTwo: Au,\n /**\n * Returns the largest power of two that is less than or equal to the given number.\n *\n * @static\n * @method\n * @param {number} value - The value to find a POT for.\n * @return {number} The largest power of two that is less than or equal to the given number.\n */\n floorPowerOfTwo: Ru,\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 * @static\n * @method\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 */\n setQuaternionFromProperEuler: Cu,\n /**\n * Normalizes the given value according to the given typed array.\n *\n * @static\n * @method\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 */\n normalize: tt,\n /**\n * Denormalizes the given value according to the given typed array.\n *\n * @static\n * @method\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 */\n denormalize: hn\n};\nclass le {\n /**\n * Constructs a new 2D vector.\n *\n * @param {number} [x=0] - The x value of this vector.\n * @param {number} [y=0] - The y value of this vector.\n */\n constructor(e = 0, t = 0) {\n le.prototype.isVector2 = !0, this.x = e, this.y = t;\n }\n /**\n * Alias for {@link Vector2#x}.\n *\n * @type {number}\n */\n get width() {\n return this.x;\n }\n set width(e) {\n this.x = e;\n }\n /**\n * Alias for {@link Vector2#y}.\n *\n * @type {number}\n */\n get height() {\n return this.y;\n }\n set height(e) {\n this.y = e;\n }\n /**\n * Sets the vector components.\n *\n * @param {number} x - The value of the x component.\n * @param {number} y - The value of the y component.\n * @return {Vector2} A reference to this vector.\n */\n set(e, t) {\n return this.x = e, this.y = t, this;\n }\n /**\n * Sets the vector components to the same value.\n *\n * @param {number} scalar - The value to set for all vector components.\n * @return {Vector2} A reference to this vector.\n */\n setScalar(e) {\n return this.x = e, this.y = e, this;\n }\n /**\n * Sets the vector's x component to the given value\n *\n * @param {number} x - The value to set.\n * @return {Vector2} A reference to this vector.\n */\n setX(e) {\n return this.x = e, this;\n }\n /**\n * Sets the vector's y component to the given value\n *\n * @param {number} y - The value to set.\n * @return {Vector2} A reference to this vector.\n */\n setY(e) {\n return this.y = e, this;\n }\n /**\n * Allows to set a vector component with an index.\n *\n * @param {number} index - The component index. `0` equals to x, `1` equals to y.\n * @param {number} value - The value to set.\n * @return {Vector2} A reference to this vector.\n */\n setComponent(e, t) {\n switch (e) {\n case 0:\n this.x = t;\n break;\n case 1:\n this.y = t;\n break;\n default:\n throw new Error(\"index is out of range: \" + e);\n }\n return this;\n }\n /**\n * Returns the value of the vector component which matches the given index.\n *\n * @param {number} index - The component index. `0` equals to x, `1` equals to y.\n * @return {number} A vector component value.\n */\n getComponent(e) {\n switch (e) {\n case 0:\n return this.x;\n case 1:\n return this.y;\n default:\n throw new Error(\"index is out of range: \" + e);\n }\n }\n /**\n * Returns a new vector with copied values from this instance.\n *\n * @return {Vector2} A clone of this instance.\n */\n clone() {\n return new this.constructor(this.x, this.y);\n }\n /**\n * Copies the values of the given vector to this instance.\n *\n * @param {Vector2} v - The vector to copy.\n * @return {Vector2} A reference to this vector.\n */\n copy(e) {\n return this.x = e.x, this.y = e.y, this;\n }\n /**\n * Adds the given vector to this instance.\n *\n * @param {Vector2} v - The vector to add.\n * @return {Vector2} A reference to this vector.\n */\n add(e) {\n return this.x += e.x, this.y += e.y, this;\n }\n /**\n * Adds the given scalar value to all components of this instance.\n *\n * @param {number} s - The scalar to add.\n * @return {Vector2} A reference to this vector.\n */\n addScalar(e) {\n return this.x += e, this.y += e, this;\n }\n /**\n * Adds the given vectors and stores the result in this instance.\n *\n * @param {Vector2} a - The first vector.\n * @param {Vector2} b - The second vector.\n * @return {Vector2} A reference to this vector.\n */\n addVectors(e, t) {\n return this.x = e.x + t.x, this.y = e.y + t.y, this;\n }\n /**\n * Adds the given vector scaled by the given factor to this instance.\n *\n * @param {Vector2} v - The vector.\n * @param {number} s - The factor that scales `v`.\n * @return {Vector2} A reference to this vector.\n */\n addScaledVector(e, t) {\n return this.x += e.x * t, this.y += e.y * t, this;\n }\n /**\n * Subtracts the given vector from this instance.\n *\n * @param {Vector2} v - The vector to subtract.\n * @return {Vector2} A reference to this vector.\n */\n sub(e) {\n return this.x -= e.x, this.y -= e.y, this;\n }\n /**\n * Subtracts the given scalar value from all components of this instance.\n *\n * @param {number} s - The scalar to subtract.\n * @return {Vector2} A reference to this vector.\n */\n subScalar(e) {\n return this.x -= e, this.y -= e, this;\n }\n /**\n * Subtracts the given vectors and stores the result in this instance.\n *\n * @param {Vector2} a - The first vector.\n * @param {Vector2} b - The second vector.\n * @return {Vector2} A reference to this vector.\n */\n subVectors(e, t) {\n return this.x = e.x - t.x, this.y = e.y - t.y, this;\n }\n /**\n * Multiplies the given vector with this instance.\n *\n * @param {Vector2} v - The vector to multiply.\n * @return {Vector2} A reference to this vector.\n */\n multiply(e) {\n return this.x *= e.x, this.y *= e.y, this;\n }\n /**\n * Multiplies the given scalar value with all components of this instance.\n *\n * @param {number} scalar - The scalar to multiply.\n * @return {Vector2} A reference to this vector.\n */\n multiplyScalar(e) {\n return this.x *= e, this.y *= e, this;\n }\n /**\n * Divides this instance by the given vector.\n *\n * @param {Vector2} v - The vector to divide.\n * @return {Vector2} A reference to this vector.\n */\n divide(e) {\n return this.x /= e.x, this.y /= e.y, this;\n }\n /**\n * Divides this vector by the given scalar.\n *\n * @param {number} scalar - The scalar to divide.\n * @return {Vector2} A reference to this vector.\n */\n divideScalar(e) {\n return this.multiplyScalar(1 / e);\n }\n /**\n * Multiplies this vector (with an implicit 1 as the 3rd component) by\n * the given 3x3 matrix.\n *\n * @param {Matrix3} m - The matrix to apply.\n * @return {Vector2} A reference to this vector.\n */\n applyMatrix3(e) {\n const t = this.x, n = this.y, s = e.elements;\n return this.x = s[0] * t + s[3] * n + s[6], this.y = s[1] * t + s[4] * n + s[7], this;\n }\n /**\n * If this vector's x or y value is greater than the given vector's x or y\n * value, replace that value with the corresponding min value.\n *\n * @param {Vector2} v - The vector.\n * @return {Vector2} A reference to this vector.\n */\n min(e) {\n return this.x = Math.min(this.x, e.x), this.y = Math.min(this.y, e.y), this;\n }\n /**\n * If this vector's x or y value is less than the given vector's x or y\n * value, replace that value with the corresponding max value.\n *\n * @param {Vector2} v - The vector.\n * @return {Vector2} A reference to this vector.\n */\n max(e) {\n return this.x = Math.max(this.x, e.x), this.y = Math.max(this.y, e.y), this;\n }\n /**\n * If this vector's x or y value is greater than the max vector's x or y\n * value, it is replaced by the corresponding value.\n * If this vector's x or y value is less than the min vector's x or y value,\n * it is replaced by the corresponding value.\n *\n * @param {Vector2} min - The minimum x and y values.\n * @param {Vector2} max - The maximum x and y values in the desired range.\n * @return {Vector2} A reference to this vector.\n */\n clamp(e, t) {\n return this.x = He(this.x, e.x, t.x), this.y = He(this.y, e.y, t.y), this;\n }\n /**\n * If this vector's x or y values are greater than the max value, they are\n * replaced by the max value.\n * If this vector's x or y values are less than the min value, they are\n * replaced by the min value.\n *\n * @param {number} minVal - The minimum value the components will be clamped to.\n * @param {number} maxVal - The maximum value the components will be clamped to.\n * @return {Vector2} A reference to this vector.\n */\n clampScalar(e, t) {\n return this.x = He(this.x, e, t), this.y = He(this.y, e, t), this;\n }\n /**\n * If this vector's length is greater than the max value, it is replaced by\n * the max value.\n * If this vector's length is less than the min value, it is replaced by the\n * min value.\n *\n * @param {number} min - The minimum value the vector length will be clamped to.\n * @param {number} max - The maximum value the vector length will be clamped to.\n * @return {Vector2} A reference to this vector.\n */\n clampLength(e, t) {\n const n = this.length();\n return this.divideScalar(n || 1).multiplyScalar(He(n, e, t));\n }\n /**\n * The components of this vector are rounded down to the nearest integer value.\n *\n * @return {Vector2} A reference to this vector.\n */\n floor() {\n return this.x = Math.floor(this.x), this.y = Math.floor(this.y), this;\n }\n /**\n * The components of this vector are rounded up to the nearest integer value.\n *\n * @return {Vector2} A reference to this vector.\n */\n ceil() {\n return this.x = Math.ceil(this.x), this.y = Math.ceil(this.y), this;\n }\n /**\n * The components of this vector are rounded to the nearest integer value\n *\n * @return {Vector2} A reference to this vector.\n */\n round() {\n return this.x = Math.round(this.x), this.y = Math.round(this.y), this;\n }\n /**\n * The components of this vector are rounded towards zero (up if negative,\n * down if positive) to an integer value.\n *\n * @return {Vector2} A reference to this vector.\n */\n roundToZero() {\n return this.x = Math.trunc(this.x), this.y = Math.trunc(this.y), this;\n }\n /**\n * Inverts this vector - i.e. sets x = -x and y = -y.\n *\n * @return {Vector2} A reference to this vector.\n */\n negate() {\n return this.x = -this.x, this.y = -this.y, this;\n }\n /**\n * Calculates the dot product of the given vector with this instance.\n *\n * @param {Vector2} v - The vector to compute the dot product with.\n * @return {number} The result of the dot product.\n */\n dot(e) {\n return this.x * e.x + this.y * e.y;\n }\n /**\n * Calculates the cross product of the given vector with this instance.\n *\n * @param {Vector2} v - The vector to compute the cross product with.\n * @return {number} The result of the cross product.\n */\n cross(e) {\n return this.x * e.y - this.y * e.x;\n }\n /**\n * Computes the square of the Euclidean length (straight-line length) from\n * (0, 0) to (x, y). If you are comparing the lengths of vectors, you should\n * compare the length squared instead as it is slightly more efficient to calculate.\n *\n * @return {number} The square length of this vector.\n */\n lengthSq() {\n return this.x * this.x + this.y * this.y;\n }\n /**\n * Computes the Euclidean length (straight-line length) from (0, 0) to (x, y).\n *\n * @return {number} The length of this vector.\n */\n length() {\n return Math.sqrt(this.x * this.x + this.y * this.y);\n }\n /**\n * Computes the Manhattan length of this vector.\n *\n * @return {number} The length of this vector.\n */\n manhattanLength() {\n return Math.abs(this.x) + Math.abs(this.y);\n }\n /**\n * Converts this vector to a unit vector - that is, sets it equal to a vector\n * with the same direction as this one, but with a vector length of `1`.\n *\n * @return {Vector2} A reference to this vector.\n */\n normalize() {\n return this.divideScalar(this.length() || 1);\n }\n /**\n * Computes the angle in radians of this vector with respect to the positive x-axis.\n *\n * @return {number} The angle in radians.\n */\n angle() {\n return Math.atan2(-this.y, -this.x) + Math.PI;\n }\n /**\n * Returns the angle between the given vector and this instance in radians.\n *\n * @param {Vector2} v - The vector to compute the angle with.\n * @return {number} The angle in radians.\n */\n angleTo(e) {\n const t = Math.sqrt(this.lengthSq() * e.lengthSq());\n if (t === 0) return Math.PI / 2;\n const n = this.dot(e) / t;\n return Math.acos(He(n, -1, 1));\n }\n /**\n * Computes the distance from the given vector to this instance.\n *\n * @param {Vector2} v - The vector to compute the distance to.\n * @return {number} The distance.\n */\n distanceTo(e) {\n return Math.sqrt(this.distanceToSquared(e));\n }\n /**\n * Computes the squared distance from the given vector to this instance.\n * If you are just comparing the distance with another distance, you should compare\n * the distance squared instead as it is slightly more efficient to calculate.\n *\n * @param {Vector2} v - The vector to compute the squared distance to.\n * @return {number} The squared distance.\n */\n distanceToSquared(e) {\n const t = this.x - e.x, n = this.y - e.y;\n return t * t + n * n;\n }\n /**\n * Computes the Manhattan distance from the given vector to this instance.\n *\n * @param {Vector2} v - The vector to compute the Manhattan distance to.\n * @return {number} The Manhattan distance.\n */\n manhattanDistanceTo(e) {\n return Math.abs(this.x - e.x) + Math.abs(this.y - e.y);\n }\n /**\n * Sets this vector to a vector with the same direction as this one, but\n * with the specified length.\n *\n * @param {number} length - The new length of this vector.\n * @return {Vector2} A reference to this vector.\n */\n setLength(e) {\n return this.normalize().multiplyScalar(e);\n }\n /**\n * Linearly interpolates between the given vector and this instance, where\n * alpha is the percent distance along the line - alpha = 0 will be this\n * vector, and alpha = 1 will be the given one.\n *\n * @param {Vector2} v - The vector to interpolate towards.\n * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.\n * @return {Vector2} A reference to this vector.\n */\n lerp(e, t) {\n return this.x += (e.x - this.x) * t, this.y += (e.y - this.y) * t, this;\n }\n /**\n * Linearly interpolates between the given vectors, where alpha is the percent\n * distance along the line - alpha = 0 will be first vector, and alpha = 1 will\n * be the second one. The result is stored in this instance.\n *\n * @param {Vector2} v1 - The first vector.\n * @param {Vector2} v2 - The second vector.\n * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.\n * @return {Vector2} A reference to this vector.\n */\n lerpVectors(e, t, n) {\n return this.x = e.x + (t.x - e.x) * n, this.y = e.y + (t.y - e.y) * n, this;\n }\n /**\n * Returns `true` if this vector is equal with the given one.\n *\n * @param {Vector2} v - The vector to test for equality.\n * @return {boolean} Whether this vector is equal with the given one.\n */\n equals(e) {\n return e.x === this.x && e.y === this.y;\n }\n /**\n * Sets this vector's x value to be `array[ offset ]` and y\n * value to be `array[ offset + 1 ]`.\n *\n * @param {Array} array - An array holding the vector component values.\n * @param {number} [offset=0] - The offset into the array.\n * @return {Vector2} A reference to this vector.\n */\n fromArray(e, t = 0) {\n return this.x = e[t], this.y = e[t + 1], this;\n }\n /**\n * Writes the components of this vector to the given array. If no array is provided,\n * the method returns a new instance.\n *\n * @param {Array} [array=[]] - The target array holding the vector components.\n * @param {number} [offset=0] - Index of the first element in the array.\n * @return {Array} The vector components.\n */\n toArray(e = [], t = 0) {\n return e[t] = this.x, e[t + 1] = this.y, e;\n }\n /**\n * Sets the components of this vector from the given buffer attribute.\n *\n * @param {BufferAttribute} attribute - The buffer attribute holding vector data.\n * @param {number} index - The index into the attribute.\n * @return {Vector2} A reference to this vector.\n */\n fromBufferAttribute(e, t) {\n return this.x = e.getX(t), this.y = e.getY(t), this;\n }\n /**\n * Rotates this vector around the given center by the given angle.\n *\n * @param {Vector2} center - The point around which to rotate.\n * @param {number} angle - The angle to rotate, in radians.\n * @return {Vector2} A reference to this vector.\n */\n rotateAround(e, t) {\n const n = Math.cos(t), s = Math.sin(t), r = this.x - e.x, a = this.y - e.y;\n return this.x = r * n - a * s + e.x, this.y = r * s + a * n + e.y, this;\n }\n /**\n * Sets each component of this vector to a pseudo-random value between `0` and\n * `1`, excluding `1`.\n *\n * @return {Vector2} A reference to this vector.\n */\n random() {\n return this.x = Math.random(), this.y = Math.random(), this;\n }\n *[Symbol.iterator]() {\n yield this.x, yield this.y;\n }\n}\nclass gn {\n /**\n * Constructs a new quaternion.\n *\n * @param {number} [x=0] - The x value of this quaternion.\n * @param {number} [y=0] - The y value of this quaternion.\n * @param {number} [z=0] - The z value of this quaternion.\n * @param {number} [w=1] - The w value of this quaternion.\n */\n constructor(e = 0, t = 0, n = 0, s = 1) {\n this.isQuaternion = !0, this._x = e, this._y = t, this._z = n, this._w = s;\n }\n /**\n * Interpolates between two quaternions via SLERP. This implementation assumes the\n * quaternion data are managed in flat arrays.\n *\n * @param {Array} dst - The destination array.\n * @param {number} dstOffset - An offset into the destination array.\n * @param {Array} src0 - The source array of the first quaternion.\n * @param {number} srcOffset0 - An offset into the first source array.\n * @param {Array} src1 - The source array of the second quaternion.\n * @param {number} srcOffset1 - An offset into the second source array.\n * @param {number} t - The interpolation factor in the range `[0,1]`.\n * @see {@link Quaternion#slerp}\n */\n static slerpFlat(e, t, n, s, r, a, o) {\n let l = n[s + 0], c = n[s + 1], h = n[s + 2], u = n[s + 3], d = r[a + 0], p = r[a + 1], g = r[a + 2], x = r[a + 3];\n if (o <= 0) {\n e[t + 0] = l, e[t + 1] = c, e[t + 2] = h, e[t + 3] = u;\n return;\n }\n if (o >= 1) {\n e[t + 0] = d, e[t + 1] = p, e[t + 2] = g, e[t + 3] = x;\n return;\n }\n if (u !== x || l !== d || c !== p || h !== g) {\n let m = l * d + c * p + h * g + u * x;\n m < 0 && (d = -d, p = -p, g = -g, x = -x, m = -m);\n let f = 1 - o;\n if (m < 0.9995) {\n const y = Math.acos(m), v = Math.sin(y);\n f = Math.sin(f * y) / v, o = Math.sin(o * y) / v, l = l * f + d * o, c = c * f + p * o, h = h * f + g * o, u = u * f + x * o;\n } else {\n l = l * f + d * o, c = c * f + p * o, h = h * f + g * o, u = u * f + x * o;\n const y = 1 / Math.sqrt(l * l + c * c + h * h + u * u);\n l *= y, c *= y, h *= y, u *= y;\n }\n }\n e[t] = l, e[t + 1] = c, e[t + 2] = h, e[t + 3] = u;\n }\n /**\n * Multiplies two quaternions. This implementation assumes the quaternion data are managed\n * in flat arrays.\n *\n * @param {Array} dst - The destination array.\n * @param {number} dstOffset - An offset into the destination array.\n * @param {Array} src0 - The source array of the first quaternion.\n * @param {number} srcOffset0 - An offset into the first source array.\n * @param {Array} src1 - The source array of the second quaternion.\n * @param {number} srcOffset1 - An offset into the second source array.\n * @return {Array} The destination array.\n * @see {@link Quaternion#multiplyQuaternions}.\n */\n static multiplyQuaternionsFlat(e, t, n, s, r, a) {\n const o = n[s], l = n[s + 1], c = n[s + 2], h = n[s + 3], u = r[a], d = r[a + 1], p = r[a + 2], g = r[a + 3];\n return e[t] = o * g + h * u + l * p - c * d, e[t + 1] = l * g + h * d + c * u - o * p, e[t + 2] = c * g + h * p + o * d - l * u, e[t + 3] = h * g - o * u - l * d - c * p, e;\n }\n /**\n * The x value of this quaternion.\n *\n * @type {number}\n * @default 0\n */\n get x() {\n return this._x;\n }\n set x(e) {\n this._x = e, this._onChangeCallback();\n }\n /**\n * The y value of this quaternion.\n *\n * @type {number}\n * @default 0\n */\n get y() {\n return this._y;\n }\n set y(e) {\n this._y = e, this._onChangeCallback();\n }\n /**\n * The z value of this quaternion.\n *\n * @type {number}\n * @default 0\n */\n get z() {\n return this._z;\n }\n set z(e) {\n this._z = e, this._onChangeCallback();\n }\n /**\n * The w value of this quaternion.\n *\n * @type {number}\n * @default 1\n */\n get w() {\n return this._w;\n }\n set w(e) {\n this._w = e, this._onChangeCallback();\n }\n /**\n * Sets the quaternion components.\n *\n * @param {number} x - The x value of this quaternion.\n * @param {number} y - The y value of this quaternion.\n * @param {number} z - The z value of this quaternion.\n * @param {number} w - The w value of this quaternion.\n * @return {Quaternion} A reference to this quaternion.\n */\n set(e, t, n, s) {\n return this._x = e, this._y = t, this._z = n, this._w = s, this._onChangeCallback(), this;\n }\n /**\n * Returns a new quaternion with copied values from this instance.\n *\n * @return {Quaternion} A clone of this instance.\n */\n clone() {\n return new this.constructor(this._x, this._y, this._z, this._w);\n }\n /**\n * Copies the values of the given quaternion to this instance.\n *\n * @param {Quaternion} quaternion - The quaternion to copy.\n * @return {Quaternion} A reference to this quaternion.\n */\n copy(e) {\n return this._x = e.x, this._y = e.y, this._z = e.z, this._w = e.w, this._onChangeCallback(), this;\n }\n /**\n * Sets this quaternion from the rotation specified by the given\n * Euler angles.\n *\n * @param {Euler} euler - The Euler angles.\n * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.\n * @return {Quaternion} A reference to this quaternion.\n */\n setFromEuler(e, t = !0) {\n const n = e._x, s = e._y, r = e._z, a = e._order, o = Math.cos, l = Math.sin, c = o(n / 2), h = o(s / 2), u = o(r / 2), d = l(n / 2), p = l(s / 2), g = l(r / 2);\n switch (a) {\n case \"XYZ\":\n this._x = d * h * u + c * p * g, this._y = c * p * u - d * h * g, this._z = c * h * g + d * p * u, this._w = c * h * u - d * p * g;\n break;\n case \"YXZ\":\n this._x = d * h * u + c * p * g, this._y = c * p * u - d * h * g, this._z = c * h * g - d * p * u, this._w = c * h * u + d * p * g;\n break;\n case \"ZXY\":\n this._x = d * h * u - c * p * g, this._y = c * p * u + d * h * g, this._z = c * h * g + d * p * u, this._w = c * h * u - d * p * g;\n break;\n case \"ZYX\":\n this._x = d * h * u - c * p * g, this._y = c * p * u + d * h * g, this._z = c * h * g - d * p * u, this._w = c * h * u + d * p * g;\n break;\n case \"YZX\":\n this._x = d * h * u + c * p * g, this._y = c * p * u + d * h * g, this._z = c * h * g - d * p * u, this._w = c * h * u - d * p * g;\n break;\n case \"XZY\":\n this._x = d * h * u - c * p * g, this._y = c * p * u - d * h * g, this._z = c * h * g + d * p * u, this._w = c * h * u + d * p * g;\n break;\n default:\n Te(\"Quaternion: .setFromEuler() encountered an unknown order: \" + a);\n }\n return t === !0 && this._onChangeCallback(), this;\n }\n /**\n * Sets this quaternion from the given axis and angle.\n *\n * @param {Vector3} axis - The normalized axis.\n * @param {number} angle - The angle in radians.\n * @return {Quaternion} A reference to this quaternion.\n */\n setFromAxisAngle(e, t) {\n const n = t / 2, s = Math.sin(n);\n return this._x = e.x * s, this._y = e.y * s, this._z = e.z * s, this._w = Math.cos(n), this._onChangeCallback(), this;\n }\n /**\n * Sets this quaternion from the given rotation matrix.\n *\n * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).\n * @return {Quaternion} A reference to this quaternion.\n */\n setFromRotationMatrix(e) {\n const t = e.elements, n = t[0], s = t[4], r = t[8], a = t[1], o = t[5], l = t[9], c = t[2], h = t[6], u = t[10], d = n + o + u;\n if (d > 0) {\n const p = 0.5 / Math.sqrt(d + 1);\n this._w = 0.25 / p, this._x = (h - l) * p, this._y = (r - c) * p, this._z = (a - s) * p;\n } else if (n > o && n > u) {\n const p = 2 * Math.sqrt(1 + n - o - u);\n this._w = (h - l) / p, this._x = 0.25 * p, this._y = (s + a) / p, this._z = (r + c) / p;\n } else if (o > u) {\n const p = 2 * Math.sqrt(1 + o - n - u);\n this._w = (r - c) / p, this._x = (s + a) / p, this._y = 0.25 * p, this._z = (l + h) / p;\n } else {\n const p = 2 * Math.sqrt(1 + u - n - o);\n this._w = (a - s) / p, this._x = (r + c) / p, this._y = (l + h) / p, this._z = 0.25 * p;\n }\n return this._onChangeCallback(), this;\n }\n /**\n * Sets this quaternion to the rotation required to rotate the direction vector\n * `vFrom` to the direction vector `vTo`.\n *\n * @param {Vector3} vFrom - The first (normalized) direction vector.\n * @param {Vector3} vTo - The second (normalized) direction vector.\n * @return {Quaternion} A reference to this quaternion.\n */\n setFromUnitVectors(e, t) {\n let n = e.dot(t) + 1;\n return n < 1e-8 ? (n = 0, Math.abs(e.x) > Math.abs(e.z) ? (this._x = -e.y, this._y = e.x, this._z = 0, this._w = n) : (this._x = 0, this._y = -e.z, this._z = e.y, this._w = n)) : (this._x = e.y * t.z - e.z * t.y, this._y = e.z * t.x - e.x * t.z, this._z = e.x * t.y - e.y * t.x, this._w = n), this.normalize();\n }\n /**\n * Returns the angle between this quaternion and the given one in radians.\n *\n * @param {Quaternion} q - The quaternion to compute the angle with.\n * @return {number} The angle in radians.\n */\n angleTo(e) {\n return 2 * Math.acos(Math.abs(He(this.dot(e), -1, 1)));\n }\n /**\n * Rotates this quaternion by a given angular step to the given quaternion.\n * The method ensures that the final quaternion will not overshoot `q`.\n *\n * @param {Quaternion} q - The target quaternion.\n * @param {number} step - The angular step in radians.\n * @return {Quaternion} A reference to this quaternion.\n */\n rotateTowards(e, t) {\n const n = this.angleTo(e);\n if (n === 0) return this;\n const s = Math.min(1, t / n);\n return this.slerp(e, s), this;\n }\n /**\n * Sets this quaternion to the identity quaternion; that is, to the\n * quaternion that represents \"no rotation\".\n *\n * @return {Quaternion} A reference to this quaternion.\n */\n identity() {\n return this.set(0, 0, 0, 1);\n }\n /**\n * Inverts this quaternion via {@link Quaternion#conjugate}. The\n * quaternion is assumed to have unit length.\n *\n * @return {Quaternion} A reference to this quaternion.\n */\n invert() {\n return this.conjugate();\n }\n /**\n * Returns the rotational conjugate of this quaternion. The conjugate of a\n * quaternion represents the same rotation in the opposite direction about\n * the rotational axis.\n *\n * @return {Quaternion} A reference to this quaternion.\n */\n conjugate() {\n return this._x *= -1, this._y *= -1, this._z *= -1, this._onChangeCallback(), this;\n }\n /**\n * Calculates the dot product of this quaternion and the given one.\n *\n * @param {Quaternion} v - The quaternion to compute the dot product with.\n * @return {number} The result of the dot product.\n */\n dot(e) {\n return this._x * e._x + this._y * e._y + this._z * e._z + this._w * e._w;\n }\n /**\n * Computes the squared Euclidean length (straight-line length) of this quaternion,\n * considered as a 4 dimensional vector. This can be useful if you are comparing the\n * lengths of two quaternions, as this is a slightly more efficient calculation than\n * {@link Quaternion#length}.\n *\n * @return {number} The squared Euclidean length.\n */\n lengthSq() {\n return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;\n }\n /**\n * Computes the Euclidean length (straight-line length) of this quaternion,\n * considered as a 4 dimensional vector.\n *\n * @return {number} The Euclidean length.\n */\n length() {\n return Math.sqrt(this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w);\n }\n /**\n * Normalizes this quaternion - that is, calculated the quaternion that performs\n * the same rotation as this one, but has a length equal to `1`.\n *\n * @return {Quaternion} A reference to this quaternion.\n */\n normalize() {\n let e = this.length();\n return e === 0 ? (this._x = 0, this._y = 0, this._z = 0, this._w = 1) : (e = 1 / e, this._x = this._x * e, this._y = this._y * e, this._z = this._z * e, this._w = this._w * e), this._onChangeCallback(), this;\n }\n /**\n * Multiplies this quaternion by the given one.\n *\n * @param {Quaternion} q - The quaternion.\n * @return {Quaternion} A reference to this quaternion.\n */\n multiply(e) {\n return this.multiplyQuaternions(this, e);\n }\n /**\n * Pre-multiplies this quaternion by the given one.\n *\n * @param {Quaternion} q - The quaternion.\n * @return {Quaternion} A reference to this quaternion.\n */\n premultiply(e) {\n return this.multiplyQuaternions(e, this);\n }\n /**\n * Multiplies the given quaternions and stores the result in this instance.\n *\n * @param {Quaternion} a - The first quaternion.\n * @param {Quaternion} b - The second quaternion.\n * @return {Quaternion} A reference to this quaternion.\n */\n multiplyQuaternions(e, t) {\n const n = e._x, s = e._y, r = e._z, a = e._w, o = t._x, l = t._y, c = t._z, h = t._w;\n return this._x = n * h + a * o + s * c - r * l, this._y = s * h + a * l + r * o - n * c, this._z = r * h + a * c + n * l - s * o, this._w = a * h - n * o - s * l - r * c, this._onChangeCallback(), this;\n }\n /**\n * Performs a spherical linear interpolation between quaternions.\n *\n * @param {Quaternion} qb - The target quaternion.\n * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.\n * @return {Quaternion} A reference to this quaternion.\n */\n slerp(e, t) {\n if (t <= 0) return this;\n if (t >= 1) return this.copy(e);\n let n = e._x, s = e._y, r = e._z, a = e._w, o = this.dot(e);\n o < 0 && (n = -n, s = -s, r = -r, a = -a, o = -o);\n let l = 1 - t;\n if (o < 0.9995) {\n const c = Math.acos(o), h = Math.sin(c);\n l = Math.sin(l * c) / h, t = Math.sin(t * c) / h, this._x = this._x * l + n * t, this._y = this._y * l + s * t, this._z = this._z * l + r * t, this._w = this._w * l + a * t, this._onChangeCallback();\n } else\n this._x = this._x * l + n * t, this._y = this._y * l + s * t, this._z = this._z * l + r * t, this._w = this._w * l + a * t, this.normalize();\n return this;\n }\n /**\n * Performs a spherical linear interpolation between the given quaternions\n * and stores the result in this quaternion.\n *\n * @param {Quaternion} qa - The source quaternion.\n * @param {Quaternion} qb - The target quaternion.\n * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.\n * @return {Quaternion} A reference to this quaternion.\n */\n slerpQuaternions(e, t, n) {\n return this.copy(e).slerp(t, n);\n }\n /**\n * Sets this quaternion to a uniformly random, normalized quaternion.\n *\n * @return {Quaternion} A reference to this quaternion.\n */\n random() {\n const e = 2 * Math.PI * Math.random(), t = 2 * Math.PI * Math.random(), n = Math.random(), s = Math.sqrt(1 - n), r = Math.sqrt(n);\n return this.set(\n s * Math.sin(e),\n s * Math.cos(e),\n r * Math.sin(t),\n r * Math.cos(t)\n );\n }\n /**\n * Returns `true` if this quaternion is equal with the given one.\n *\n * @param {Quaternion} quaternion - The quaternion to test for equality.\n * @return {boolean} Whether this quaternion is equal with the given one.\n */\n equals(e) {\n return e._x === this._x && e._y === this._y && e._z === this._z && e._w === this._w;\n }\n /**\n * Sets this quaternion's components from the given array.\n *\n * @param {Array} array - An array holding the quaternion component values.\n * @param {number} [offset=0] - The offset into the array.\n * @return {Quaternion} A reference to this quaternion.\n */\n fromArray(e, t = 0) {\n return this._x = e[t], this._y = e[t + 1], this._z = e[t + 2], this._w = e[t + 3], this._onChangeCallback(), this;\n }\n /**\n * Writes the components of this quaternion to the given array. If no array is provided,\n * the method returns a new instance.\n *\n * @param {Array} [array=[]] - The target array holding the quaternion components.\n * @param {number} [offset=0] - Index of the first element in the array.\n * @return {Array} The quaternion components.\n */\n toArray(e = [], t = 0) {\n return e[t] = this._x, e[t + 1] = this._y, e[t + 2] = this._z, e[t + 3] = this._w, e;\n }\n /**\n * Sets the components of this quaternion from the given buffer attribute.\n *\n * @param {BufferAttribute} attribute - The buffer attribute holding quaternion data.\n * @param {number} index - The index into the attribute.\n * @return {Quaternion} A reference to this quaternion.\n */\n fromBufferAttribute(e, t) {\n return this._x = e.getX(t), this._y = e.getY(t), this._z = e.getZ(t), this._w = e.getW(t), this._onChangeCallback(), this;\n }\n /**\n * This methods defines the serialization result of this class. Returns the\n * numerical elements of this quaternion in an array of format `[x, y, z, w]`.\n *\n * @return {Array} The serialized quaternion.\n */\n toJSON() {\n return this.toArray();\n }\n _onChange(e) {\n return this._onChangeCallback = e, this;\n }\n _onChangeCallback() {\n }\n *[Symbol.iterator]() {\n yield this._x, yield this._y, yield this._z, yield this._w;\n }\n}\nclass w {\n /**\n * Constructs a new 3D vector.\n *\n * @param {number} [x=0] - The x value of this vector.\n * @param {number} [y=0] - The y value of this vector.\n * @param {number} [z=0] - The z value of this vector.\n */\n constructor(e = 0, t = 0, n = 0) {\n w.prototype.isVector3 = !0, this.x = e, this.y = t, this.z = n;\n }\n /**\n * Sets the vector components.\n *\n * @param {number} x - The value of the x component.\n * @param {number} y - The value of the y component.\n * @param {number} z - The value of the z component.\n * @return {Vector3} A reference to this vector.\n */\n set(e, t, n) {\n return n === void 0 && (n = this.z), this.x = e, this.y = t, this.z = n, this;\n }\n /**\n * Sets the vector components to the same value.\n *\n * @param {number} scalar - The value to set for all vector components.\n * @return {Vector3} A reference to this vector.\n */\n setScalar(e) {\n return this.x = e, this.y = e, this.z = e, this;\n }\n /**\n * Sets the vector's x component to the given value\n *\n * @param {number} x - The value to set.\n * @return {Vector3} A reference to this vector.\n */\n setX(e) {\n return this.x = e, this;\n }\n /**\n * Sets the vector's y component to the given value\n *\n * @param {number} y - The value to set.\n * @return {Vector3} A reference to this vector.\n */\n setY(e) {\n return this.y = e, this;\n }\n /**\n * Sets the vector's z component to the given value\n *\n * @param {number} z - The value to set.\n * @return {Vector3} A reference to this vector.\n */\n setZ(e) {\n return this.z = e, this;\n }\n /**\n * Allows to set a vector component with an index.\n *\n * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.\n * @param {number} value - The value to set.\n * @return {Vector3} A reference to this vector.\n */\n setComponent(e, t) {\n switch (e) {\n case 0:\n this.x = t;\n break;\n case 1:\n this.y = t;\n break;\n case 2:\n this.z = t;\n break;\n default:\n throw new Error(\"index is out of range: \" + e);\n }\n return this;\n }\n /**\n * Returns the value of the vector component which matches the given index.\n *\n * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.\n * @return {number} A vector component value.\n */\n getComponent(e) {\n switch (e) {\n case 0:\n return this.x;\n case 1:\n return this.y;\n case 2:\n return this.z;\n default:\n throw new Error(\"index is out of range: \" + e);\n }\n }\n /**\n * Returns a new vector with copied values from this instance.\n *\n * @return {Vector3} A clone of this instance.\n */\n clone() {\n return new this.constructor(this.x, this.y, this.z);\n }\n /**\n * Copies the values of the given vector to this instance.\n *\n * @param {Vector3} v - The vector to copy.\n * @return {Vector3} A reference to this vector.\n */\n copy(e) {\n return this.x = e.x, this.y = e.y, this.z = e.z, this;\n }\n /**\n * Adds the given vector to this instance.\n *\n * @param {Vector3} v - The vector to add.\n * @return {Vector3} A reference to this vector.\n */\n add(e) {\n return this.x += e.x, this.y += e.y, this.z += e.z, this;\n }\n /**\n * Adds the given scalar value to all components of this instance.\n *\n * @param {number} s - The scalar to add.\n * @return {Vector3} A reference to this vector.\n */\n addScalar(e) {\n return this.x += e, this.y += e, this.z += e, this;\n }\n /**\n * Adds the given vectors and stores the result in this instance.\n *\n * @param {Vector3} a - The first vector.\n * @param {Vector3} b - The second vector.\n * @return {Vector3} A reference to this vector.\n */\n addVectors(e, t) {\n return this.x = e.x + t.x, this.y = e.y + t.y, this.z = e.z + t.z, this;\n }\n /**\n * Adds the given vector scaled by the given factor to this instance.\n *\n * @param {Vector3|Vector4} v - The vector.\n * @param {number} s - The factor that scales `v`.\n * @return {Vector3} A reference to this vector.\n */\n addScaledVector(e, t) {\n return this.x += e.x * t, this.y += e.y * t, this.z += e.z * t, this;\n }\n /**\n * Subtracts the given vector from this instance.\n *\n * @param {Vector3} v - The vector to subtract.\n * @return {Vector3} A reference to this vector.\n */\n sub(e) {\n return this.x -= e.x, this.y -= e.y, this.z -= e.z, this;\n }\n /**\n * Subtracts the given scalar value from all components of this instance.\n *\n * @param {number} s - The scalar to subtract.\n * @return {Vector3} A reference to this vector.\n */\n subScalar(e) {\n return this.x -= e, this.y -= e, this.z -= e, this;\n }\n /**\n * Subtracts the given vectors and stores the result in this instance.\n *\n * @param {Vector3} a - The first vector.\n * @param {Vector3} b - The second vector.\n * @return {Vector3} A reference to this vector.\n */\n subVectors(e, t) {\n return this.x = e.x - t.x, this.y = e.y - t.y, this.z = e.z - t.z, this;\n }\n /**\n * Multiplies the given vector with this instance.\n *\n * @param {Vector3} v - The vector to multiply.\n * @return {Vector3} A reference to this vector.\n */\n multiply(e) {\n return this.x *= e.x, this.y *= e.y, this.z *= e.z, this;\n }\n /**\n * Multiplies the given scalar value with all components of this instance.\n *\n * @param {number} scalar - The scalar to multiply.\n * @return {Vector3} A reference to this vector.\n */\n multiplyScalar(e) {\n return this.x *= e, this.y *= e, this.z *= e, this;\n }\n /**\n * Multiplies the given vectors and stores the result in this instance.\n *\n * @param {Vector3} a - The first vector.\n * @param {Vector3} b - The second vector.\n * @return {Vector3} A reference to this vector.\n */\n multiplyVectors(e, t) {\n return this.x = e.x * t.x, this.y = e.y * t.y, this.z = e.z * t.z, this;\n }\n /**\n * Applies the given Euler rotation to this vector.\n *\n * @param {Euler} euler - The Euler angles.\n * @return {Vector3} A reference to this vector.\n */\n applyEuler(e) {\n return this.applyQuaternion(ul.setFromEuler(e));\n }\n /**\n * Applies a rotation specified by an axis and an angle to this vector.\n *\n * @param {Vector3} axis - A normalized vector representing the rotation axis.\n * @param {number} angle - The angle in radians.\n * @return {Vector3} A reference to this vector.\n */\n applyAxisAngle(e, t) {\n return this.applyQuaternion(ul.setFromAxisAngle(e, t));\n }\n /**\n * Multiplies this vector with the given 3x3 matrix.\n *\n * @param {Matrix3} m - The 3x3 matrix.\n * @return {Vector3} A reference to this vector.\n */\n applyMatrix3(e) {\n const t = this.x, n = this.y, s = this.z, r = e.elements;\n return this.x = r[0] * t + r[3] * n + r[6] * s, this.y = r[1] * t + r[4] * n + r[7] * s, this.z = r[2] * t + r[5] * n + r[8] * s, this;\n }\n /**\n * Multiplies this vector by the given normal matrix and normalizes\n * the result.\n *\n * @param {Matrix3} m - The normal matrix.\n * @return {Vector3} A reference to this vector.\n */\n applyNormalMatrix(e) {\n return this.applyMatrix3(e).normalize();\n }\n /**\n * Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and\n * divides by perspective.\n *\n * @param {Matrix4} m - The matrix to apply.\n * @return {Vector3} A reference to this vector.\n */\n applyMatrix4(e) {\n const t = this.x, n = this.y, s = this.z, r = e.elements, a = 1 / (r[3] * t + r[7] * n + r[11] * s + r[15]);\n return this.x = (r[0] * t + r[4] * n + r[8] * s + r[12]) * a, this.y = (r[1] * t + r[5] * n + r[9] * s + r[13]) * a, this.z = (r[2] * t + r[6] * n + r[10] * s + r[14]) * a, this;\n }\n /**\n * Applies the given Quaternion to this vector.\n *\n * @param {Quaternion} q - The Quaternion.\n * @return {Vector3} A reference to this vector.\n */\n applyQuaternion(e) {\n const t = this.x, n = this.y, s = this.z, r = e.x, a = e.y, o = e.z, l = e.w, c = 2 * (a * s - o * n), h = 2 * (o * t - r * s), u = 2 * (r * n - a * t);\n return this.x = t + l * c + a * u - o * h, this.y = n + l * h + o * c - r * u, this.z = s + l * u + r * h - a * c, this;\n }\n /**\n * Projects this vector from world space into the camera's normalized\n * device coordinate (NDC) space.\n *\n * @param {Camera} camera - The camera.\n * @return {Vector3} A reference to this vector.\n */\n project(e) {\n return this.applyMatrix4(e.matrixWorldInverse).applyMatrix4(e.projectionMatrix);\n }\n /**\n * Unprojects this vector from the camera's normalized device coordinate (NDC)\n * space into world space.\n *\n * @param {Camera} camera - The camera.\n * @return {Vector3} A reference to this vector.\n */\n unproject(e) {\n return this.applyMatrix4(e.projectionMatrixInverse).applyMatrix4(e.matrixWorld);\n }\n /**\n * Transforms the direction of this vector by a matrix (the upper left 3 x 3\n * subset of the given 4x4 matrix and then normalizes the result.\n *\n * @param {Matrix4} m - The matrix.\n * @return {Vector3} A reference to this vector.\n */\n transformDirection(e) {\n const t = this.x, n = this.y, s = this.z, r = e.elements;\n return this.x = r[0] * t + r[4] * n + r[8] * s, this.y = r[1] * t + r[5] * n + r[9] * s, this.z = r[2] * t + r[6] * n + r[10] * s, this.normalize();\n }\n /**\n * Divides this instance by the given vector.\n *\n * @param {Vector3} v - The vector to divide.\n * @return {Vector3} A reference to this vector.\n */\n divide(e) {\n return this.x /= e.x, this.y /= e.y, this.z /= e.z, this;\n }\n /**\n * Divides this vector by the given scalar.\n *\n * @param {number} scalar - The scalar to divide.\n * @return {Vector3} A reference to this vector.\n */\n divideScalar(e) {\n return this.multiplyScalar(1 / e);\n }\n /**\n * If this vector's x, y or z value is greater than the given vector's x, y or z\n * value, replace that value with the corresponding min value.\n *\n * @param {Vector3} v - The vector.\n * @return {Vector3} A reference to this vector.\n */\n min(e) {\n return this.x = Math.min(this.x, e.x), this.y = Math.min(this.y, e.y), this.z = Math.min(this.z, e.z), this;\n }\n /**\n * If this vector's x, y or z value is less than the given vector's x, y or z\n * value, replace that value with the corresponding max value.\n *\n * @param {Vector3} v - The vector.\n * @return {Vector3} A reference to this vector.\n */\n max(e) {\n return this.x = Math.max(this.x, e.x), this.y = Math.max(this.y, e.y), this.z = Math.max(this.z, e.z), this;\n }\n /**\n * If this vector's x, y or z value is greater than the max vector's x, y or z\n * value, it is replaced by the corresponding value.\n * If this vector's x, y or z value is less than the min vector's x, y or z value,\n * it is replaced by the corresponding value.\n *\n * @param {Vector3} min - The minimum x, y and z values.\n * @param {Vector3} max - The maximum x, y and z values in the desired range.\n * @return {Vector3} A reference to this vector.\n */\n clamp(e, t) {\n return this.x = He(this.x, e.x, t.x), this.y = He(this.y, e.y, t.y), this.z = He(this.z, e.z, t.z), this;\n }\n /**\n * If this vector's x, y or z values are greater than the max value, they are\n * replaced by the max value.\n * If this vector's x, y or z values are less than the min value, they are\n * replaced by the min value.\n *\n * @param {number} minVal - The minimum value the components will be clamped to.\n * @param {number} maxVal - The maximum value the components will be clamped to.\n * @return {Vector3} A reference to this vector.\n */\n clampScalar(e, t) {\n return this.x = He(this.x, e, t), this.y = He(this.y, e, t), this.z = He(this.z, e, t), this;\n }\n /**\n * If this vector's length is greater than the max value, it is replaced by\n * the max value.\n * If this vector's length is less than the min value, it is replaced by the\n * min value.\n *\n * @param {number} min - The minimum value the vector length will be clamped to.\n * @param {number} max - The maximum value the vector length will be clamped to.\n * @return {Vector3} A reference to this vector.\n */\n clampLength(e, t) {\n const n = this.length();\n return this.divideScalar(n || 1).multiplyScalar(He(n, e, t));\n }\n /**\n * The components of this vector are rounded down to the nearest integer value.\n *\n * @return {Vector3} A reference to this vector.\n */\n floor() {\n return this.x = Math.floor(this.x), this.y = Math.floor(this.y), this.z = Math.floor(this.z), this;\n }\n /**\n * The components of this vector are rounded up to the nearest integer value.\n *\n * @return {Vector3} A reference to this vector.\n */\n ceil() {\n return this.x = Math.ceil(this.x), this.y = Math.ceil(this.y), this.z = Math.ceil(this.z), this;\n }\n /**\n * The components of this vector are rounded to the nearest integer value\n *\n * @return {Vector3} A reference to this vector.\n */\n round() {\n return this.x = Math.round(this.x), this.y = Math.round(this.y), this.z = Math.round(this.z), this;\n }\n /**\n * The components of this vector are rounded towards zero (up if negative,\n * down if positive) to an integer value.\n *\n * @return {Vector3} A reference to this vector.\n */\n roundToZero() {\n return this.x = Math.trunc(this.x), this.y = Math.trunc(this.y), this.z = Math.trunc(this.z), this;\n }\n /**\n * Inverts this vector - i.e. sets x = -x, y = -y and z = -z.\n *\n * @return {Vector3} A reference to this vector.\n */\n negate() {\n return this.x = -this.x, this.y = -this.y, this.z = -this.z, this;\n }\n /**\n * Calculates the dot product of the given vector with this instance.\n *\n * @param {Vector3} v - The vector to compute the dot product with.\n * @return {number} The result of the dot product.\n */\n dot(e) {\n return this.x * e.x + this.y * e.y + this.z * e.z;\n }\n // TODO lengthSquared?\n /**\n * Computes the square of the Euclidean length (straight-line length) from\n * (0, 0, 0) to (x, y, z). If you are comparing the lengths of vectors, you should\n * compare the length squared instead as it is slightly more efficient to calculate.\n *\n * @return {number} The square length of this vector.\n */\n lengthSq() {\n return this.x * this.x + this.y * this.y + this.z * this.z;\n }\n /**\n * Computes the Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z).\n *\n * @return {number} The length of this vector.\n */\n length() {\n return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);\n }\n /**\n * Computes the Manhattan length of this vector.\n *\n * @return {number} The length of this vector.\n */\n manhattanLength() {\n return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z);\n }\n /**\n * Converts this vector to a unit vector - that is, sets it equal to a vector\n * with the same direction as this one, but with a vector length of `1`.\n *\n * @return {Vector3} A reference to this vector.\n */\n normalize() {\n return this.divideScalar(this.length() || 1);\n }\n /**\n * Sets this vector to a vector with the same direction as this one, but\n * with the specified length.\n *\n * @param {number} length - The new length of this vector.\n * @return {Vector3} A reference to this vector.\n */\n setLength(e) {\n return this.normalize().multiplyScalar(e);\n }\n /**\n * Linearly interpolates between the given vector and this instance, where\n * alpha is the percent distance along the line - alpha = 0 will be this\n * vector, and alpha = 1 will be the given one.\n *\n * @param {Vector3} v - The vector to interpolate towards.\n * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.\n * @return {Vector3} A reference to this vector.\n */\n lerp(e, t) {\n return this.x += (e.x - this.x) * t, this.y += (e.y - this.y) * t, this.z += (e.z - this.z) * t, this;\n }\n /**\n * Linearly interpolates between the given vectors, where alpha is the percent\n * distance along the line - alpha = 0 will be first vector, and alpha = 1 will\n * be the second one. The result is stored in this instance.\n *\n * @param {Vector3} v1 - The first vector.\n * @param {Vector3} v2 - The second vector.\n * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.\n * @return {Vector3} A reference to this vector.\n */\n lerpVectors(e, t, n) {\n return this.x = e.x + (t.x - e.x) * n, this.y = e.y + (t.y - e.y) * n, this.z = e.z + (t.z - e.z) * n, this;\n }\n /**\n * Calculates the cross product of the given vector with this instance.\n *\n * @param {Vector3} v - The vector to compute the cross product with.\n * @return {Vector3} The result of the cross product.\n */\n cross(e) {\n return this.crossVectors(this, e);\n }\n /**\n * Calculates the cross product of the given vectors and stores the result\n * in this instance.\n *\n * @param {Vector3} a - The first vector.\n * @param {Vector3} b - The second vector.\n * @return {Vector3} A reference to this vector.\n */\n crossVectors(e, t) {\n const n = e.x, s = e.y, r = e.z, a = t.x, o = t.y, l = t.z;\n return this.x = s * l - r * o, this.y = r * a - n * l, this.z = n * o - s * a, this;\n }\n /**\n * Projects this vector onto the given one.\n *\n * @param {Vector3} v - The vector to project to.\n * @return {Vector3} A reference to this vector.\n */\n projectOnVector(e) {\n const t = e.lengthSq();\n if (t === 0) return this.set(0, 0, 0);\n const n = e.dot(this) / t;\n return this.copy(e).multiplyScalar(n);\n }\n /**\n * Projects this vector onto a plane by subtracting this\n * vector projected onto the plane's normal from this vector.\n *\n * @param {Vector3} planeNormal - The plane normal.\n * @return {Vector3} A reference to this vector.\n */\n projectOnPlane(e) {\n return Or.copy(this).projectOnVector(e), this.sub(Or);\n }\n /**\n * Reflects this vector off a plane orthogonal to the given normal vector.\n *\n * @param {Vector3} normal - The (normalized) normal vector.\n * @return {Vector3} A reference to this vector.\n */\n reflect(e) {\n return this.sub(Or.copy(e).multiplyScalar(2 * this.dot(e)));\n }\n /**\n * Returns the angle between the given vector and this instance in radians.\n *\n * @param {Vector3} v - The vector to compute the angle with.\n * @return {number} The angle in radians.\n */\n angleTo(e) {\n const t = Math.sqrt(this.lengthSq() * e.lengthSq());\n if (t === 0) return Math.PI / 2;\n const n = this.dot(e) / t;\n return Math.acos(He(n, -1, 1));\n }\n /**\n * Computes the distance from the given vector to this instance.\n *\n * @param {Vector3} v - The vector to compute the distance to.\n * @return {number} The distance.\n */\n distanceTo(e) {\n return Math.sqrt(this.distanceToSquared(e));\n }\n /**\n * Computes the squared distance from the given vector to this instance.\n * If you are just comparing the distance with another distance, you should compare\n * the distance squared instead as it is slightly more efficient to calculate.\n *\n * @param {Vector3} v - The vector to compute the squared distance to.\n * @return {number} The squared distance.\n */\n distanceToSquared(e) {\n const t = this.x - e.x, n = this.y - e.y, s = this.z - e.z;\n return t * t + n * n + s * s;\n }\n /**\n * Computes the Manhattan distance from the given vector to this instance.\n *\n * @param {Vector3} v - The vector to compute the Manhattan distance to.\n * @return {number} The Manhattan distance.\n */\n manhattanDistanceTo(e) {\n return Math.abs(this.x - e.x) + Math.abs(this.y - e.y) + Math.abs(this.z - e.z);\n }\n /**\n * Sets the vector components from the given spherical coordinates.\n *\n * @param {Spherical} s - The spherical coordinates.\n * @return {Vector3} A reference to this vector.\n */\n setFromSpherical(e) {\n return this.setFromSphericalCoords(e.radius, e.phi, e.theta);\n }\n /**\n * Sets the vector components from the given spherical coordinates.\n *\n * @param {number} radius - The radius.\n * @param {number} phi - The phi angle in radians.\n * @param {number} theta - The theta angle in radians.\n * @return {Vector3} A reference to this vector.\n */\n setFromSphericalCoords(e, t, n) {\n const s = Math.sin(t) * e;\n return this.x = s * Math.sin(n), this.y = Math.cos(t) * e, this.z = s * Math.cos(n), this;\n }\n /**\n * Sets the vector components from the given cylindrical coordinates.\n *\n * @param {Cylindrical} c - The cylindrical coordinates.\n * @return {Vector3} A reference to this vector.\n */\n setFromCylindrical(e) {\n return this.setFromCylindricalCoords(e.radius, e.theta, e.y);\n }\n /**\n * Sets the vector components from the given cylindrical coordinates.\n *\n * @param {number} radius - The radius.\n * @param {number} theta - The theta angle in radians.\n * @param {number} y - The y value.\n * @return {Vector3} A reference to this vector.\n */\n setFromCylindricalCoords(e, t, n) {\n return this.x = e * Math.sin(t), this.y = n, this.z = e * Math.cos(t), this;\n }\n /**\n * Sets the vector components to the position elements of the\n * given transformation matrix.\n *\n * @param {Matrix4} m - The 4x4 matrix.\n * @return {Vector3} A reference to this vector.\n */\n setFromMatrixPosition(e) {\n const t = e.elements;\n return this.x = t[12], this.y = t[13], this.z = t[14], this;\n }\n /**\n * Sets the vector components to the scale elements of the\n * given transformation matrix.\n *\n * @param {Matrix4} m - The 4x4 matrix.\n * @return {Vector3} A reference to this vector.\n */\n setFromMatrixScale(e) {\n const t = this.setFromMatrixColumn(e, 0).length(), n = this.setFromMatrixColumn(e, 1).length(), s = this.setFromMatrixColumn(e, 2).length();\n return this.x = t, this.y = n, this.z = s, this;\n }\n /**\n * Sets the vector components from the specified matrix column.\n *\n * @param {Matrix4} m - The 4x4 matrix.\n * @param {number} index - The column index.\n * @return {Vector3} A reference to this vector.\n */\n setFromMatrixColumn(e, t) {\n return this.fromArray(e.elements, t * 4);\n }\n /**\n * Sets the vector components from the specified matrix column.\n *\n * @param {Matrix3} m - The 3x3 matrix.\n * @param {number} index - The column index.\n * @return {Vector3} A reference to this vector.\n */\n setFromMatrix3Column(e, t) {\n return this.fromArray(e.elements, t * 3);\n }\n /**\n * Sets the vector components from the given Euler angles.\n *\n * @param {Euler} e - The Euler angles to set.\n * @return {Vector3} A reference to this vector.\n */\n setFromEuler(e) {\n return this.x = e._x, this.y = e._y, this.z = e._z, this;\n }\n /**\n * Sets the vector components from the RGB components of the\n * given color.\n *\n * @param {Color} c - The color to set.\n * @return {Vector3} A reference to this vector.\n */\n setFromColor(e) {\n return this.x = e.r, this.y = e.g, this.z = e.b, this;\n }\n /**\n * Returns `true` if this vector is equal with the given one.\n *\n * @param {Vector3} v - The vector to test for equality.\n * @return {boolean} Whether this vector is equal with the given one.\n */\n equals(e) {\n return e.x === this.x && e.y === this.y && e.z === this.z;\n }\n /**\n * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`\n * and z value to be `array[ offset + 2 ]`.\n *\n * @param {Array} array - An array holding the vector component values.\n * @param {number} [offset=0] - The offset into the array.\n * @return {Vector3} A reference to this vector.\n */\n fromArray(e, t = 0) {\n return this.x = e[t], this.y = e[t + 1], this.z = e[t + 2], this;\n }\n /**\n * Writes the components of this vector to the given array. If no array is provided,\n * the method returns a new instance.\n *\n * @param {Array} [array=[]] - The target array holding the vector components.\n * @param {number} [offset=0] - Index of the first element in the array.\n * @return {Array} The vector components.\n */\n toArray(e = [], t = 0) {\n return e[t] = this.x, e[t + 1] = this.y, e[t + 2] = this.z, e;\n }\n /**\n * Sets the components of this vector from the given buffer attribute.\n *\n * @param {BufferAttribute} attribute - The buffer attribute holding vector data.\n * @param {number} index - The index into the attribute.\n * @return {Vector3} A reference to this vector.\n */\n fromBufferAttribute(e, t) {\n return this.x = e.getX(t), this.y = e.getY(t), this.z = e.getZ(t), this;\n }\n /**\n * Sets each component of this vector to a pseudo-random value between `0` and\n * `1`, excluding `1`.\n *\n * @return {Vector3} A reference to this vector.\n */\n random() {\n return this.x = Math.random(), this.y = Math.random(), this.z = Math.random(), this;\n }\n /**\n * Sets this vector to a uniformly random point on a unit sphere.\n *\n * @return {Vector3} A reference to this vector.\n */\n randomDirection() {\n const e = Math.random() * Math.PI * 2, t = Math.random() * 2 - 1, n = Math.sqrt(1 - t * t);\n return this.x = n * Math.cos(e), this.y = t, this.z = n * Math.sin(e), this;\n }\n *[Symbol.iterator]() {\n yield this.x, yield this.y, yield this.z;\n }\n}\nconst Or = /* @__PURE__ */ new w(), ul = /* @__PURE__ */ new gn();\nclass ze {\n /**\n * Constructs a new 3x3 matrix. The arguments are supposed to be\n * in row-major order. If no arguments are provided, the constructor\n * initializes the matrix as an identity matrix.\n *\n * @param {number} [n11] - 1-1 matrix element.\n * @param {number} [n12] - 1-2 matrix element.\n * @param {number} [n13] - 1-3 matrix element.\n * @param {number} [n21] - 2-1 matrix element.\n * @param {number} [n22] - 2-2 matrix element.\n * @param {number} [n23] - 2-3 matrix element.\n * @param {number} [n31] - 3-1 matrix element.\n * @param {number} [n32] - 3-2 matrix element.\n * @param {number} [n33] - 3-3 matrix element.\n */\n constructor(e, t, n, s, r, a, o, l, c) {\n ze.prototype.isMatrix3 = !0, this.elements = [\n 1,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 1\n ], e !== void 0 && this.set(e, t, n, s, r, a, o, l, c);\n }\n /**\n * Sets the elements of the matrix.The arguments are supposed to be\n * in row-major order.\n *\n * @param {number} [n11] - 1-1 matrix element.\n * @param {number} [n12] - 1-2 matrix element.\n * @param {number} [n13] - 1-3 matrix element.\n * @param {number} [n21] - 2-1 matrix element.\n * @param {number} [n22] - 2-2 matrix element.\n * @param {number} [n23] - 2-3 matrix element.\n * @param {number} [n31] - 3-1 matrix element.\n * @param {number} [n32] - 3-2 matrix element.\n * @param {number} [n33] - 3-3 matrix element.\n * @return {Matrix3} A reference to this matrix.\n */\n set(e, t, n, s, r, a, o, l, c) {\n const h = this.elements;\n return h[0] = e, h[1] = s, h[2] = o, h[3] = t, h[4] = r, h[5] = l, h[6] = n, h[7] = a, h[8] = c, this;\n }\n /**\n * Sets this matrix to the 3x3 identity matrix.\n *\n * @return {Matrix3} A reference to this matrix.\n */\n identity() {\n return this.set(\n 1,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n /**\n * Copies the values of the given matrix to this instance.\n *\n * @param {Matrix3} m - The matrix to copy.\n * @return {Matrix3} A reference to this matrix.\n */\n copy(e) {\n const t = this.elements, n = e.elements;\n return t[0] = n[0], t[1] = n[1], t[2] = n[2], t[3] = n[3], t[4] = n[4], t[5] = n[5], t[6] = n[6], t[7] = n[7], t[8] = n[8], this;\n }\n /**\n * Extracts the basis of this matrix into the three axis vectors provided.\n *\n * @param {Vector3} xAxis - The basis's x axis.\n * @param {Vector3} yAxis - The basis's y axis.\n * @param {Vector3} zAxis - The basis's z axis.\n * @return {Matrix3} A reference to this matrix.\n */\n extractBasis(e, t, n) {\n return e.setFromMatrix3Column(this, 0), t.setFromMatrix3Column(this, 1), n.setFromMatrix3Column(this, 2), this;\n }\n /**\n * Set this matrix to the upper 3x3 matrix of the given 4x4 matrix.\n *\n * @param {Matrix4} m - The 4x4 matrix.\n * @return {Matrix3} A reference to this matrix.\n */\n setFromMatrix4(e) {\n const t = e.elements;\n return this.set(\n t[0],\n t[4],\n t[8],\n t[1],\n t[5],\n t[9],\n t[2],\n t[6],\n t[10]\n ), this;\n }\n /**\n * Post-multiplies this matrix by the given 3x3 matrix.\n *\n * @param {Matrix3} m - The matrix to multiply with.\n * @return {Matrix3} A reference to this matrix.\n */\n multiply(e) {\n return this.multiplyMatrices(this, e);\n }\n /**\n * Pre-multiplies this matrix by the given 3x3 matrix.\n *\n * @param {Matrix3} m - The matrix to multiply with.\n * @return {Matrix3} A reference to this matrix.\n */\n premultiply(e) {\n return this.multiplyMatrices(e, this);\n }\n /**\n * Multiples the given 3x3 matrices and stores the result\n * in this matrix.\n *\n * @param {Matrix3} a - The first matrix.\n * @param {Matrix3} b - The second matrix.\n * @return {Matrix3} A reference to this matrix.\n */\n multiplyMatrices(e, t) {\n const n = e.elements, s = t.elements, r = this.elements, a = n[0], o = n[3], l = n[6], c = n[1], h = n[4], u = n[7], d = n[2], p = n[5], g = n[8], x = s[0], m = s[3], f = s[6], y = s[1], v = s[4], T = s[7], R = s[2], E = s[5], P = s[8];\n return r[0] = a * x + o * y + l * R, r[3] = a * m + o * v + l * E, r[6] = a * f + o * T + l * P, r[1] = c * x + h * y + u * R, r[4] = c * m + h * v + u * E, r[7] = c * f + h * T + u * P, r[2] = d * x + p * y + g * R, r[5] = d * m + p * v + g * E, r[8] = d * f + p * T + g * P, this;\n }\n /**\n * Multiplies every component of the matrix by the given scalar.\n *\n * @param {number} s - The scalar.\n * @return {Matrix3} A reference to this matrix.\n */\n multiplyScalar(e) {\n const t = this.elements;\n return t[0] *= e, t[3] *= e, t[6] *= e, t[1] *= e, t[4] *= e, t[7] *= e, t[2] *= e, t[5] *= e, t[8] *= e, this;\n }\n /**\n * Computes and returns the determinant of this matrix.\n *\n * @return {number} The determinant.\n */\n determinant() {\n const e = this.elements, t = e[0], n = e[1], s = e[2], r = e[3], a = e[4], o = e[5], l = e[6], c = e[7], h = e[8];\n return t * a * h - t * o * c - n * r * h + n * o * l + s * r * c - s * a * l;\n }\n /**\n * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).\n * You can not invert with a determinant of zero. If you attempt this, the method produces\n * a zero matrix instead.\n *\n * @return {Matrix3} A reference to this matrix.\n */\n invert() {\n const e = this.elements, t = e[0], n = e[1], s = e[2], r = e[3], a = e[4], o = e[5], l = e[6], c = e[7], h = e[8], u = h * a - o * c, d = o * l - h * r, p = c * r - a * l, g = t * u + n * d + s * p;\n if (g === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0);\n const x = 1 / g;\n return e[0] = u * x, e[1] = (s * c - h * n) * x, e[2] = (o * n - s * a) * x, e[3] = d * x, e[4] = (h * t - s * l) * x, e[5] = (s * r - o * t) * x, e[6] = p * x, e[7] = (n * l - c * t) * x, e[8] = (a * t - n * r) * x, this;\n }\n /**\n * Transposes this matrix in place.\n *\n * @return {Matrix3} A reference to this matrix.\n */\n transpose() {\n let e;\n const t = this.elements;\n return e = t[1], t[1] = t[3], t[3] = e, e = t[2], t[2] = t[6], t[6] = e, e = t[5], t[5] = t[7], t[7] = e, this;\n }\n /**\n * Computes the normal matrix which is the inverse transpose of the upper\n * left 3x3 portion of the given 4x4 matrix.\n *\n * @param {Matrix4} matrix4 - The 4x4 matrix.\n * @return {Matrix3} A reference to this matrix.\n */\n getNormalMatrix(e) {\n return this.setFromMatrix4(e).invert().transpose();\n }\n /**\n * Transposes this matrix into the supplied array, and returns itself unchanged.\n *\n * @param {Array} r - An array to store the transposed matrix elements.\n * @return {Matrix3} A reference to this matrix.\n */\n transposeIntoArray(e) {\n const t = this.elements;\n return e[0] = t[0], e[1] = t[3], e[2] = t[6], e[3] = t[1], e[4] = t[4], e[5] = t[7], e[6] = t[2], e[7] = t[5], e[8] = t[8], this;\n }\n /**\n * Sets the UV transform matrix from offset, repeat, rotation, and center.\n *\n * @param {number} tx - Offset x.\n * @param {number} ty - Offset y.\n * @param {number} sx - Repeat x.\n * @param {number} sy - Repeat y.\n * @param {number} rotation - Rotation, in radians. Positive values rotate counterclockwise.\n * @param {number} cx - Center x of rotation.\n * @param {number} cy - Center y of rotation\n * @return {Matrix3} A reference to this matrix.\n */\n setUvTransform(e, t, n, s, r, a, o) {\n const l = Math.cos(r), c = Math.sin(r);\n return this.set(\n n * l,\n n * c,\n -n * (l * a + c * o) + a + e,\n -s * c,\n s * l,\n -s * (-c * a + l * o) + o + t,\n 0,\n 0,\n 1\n ), this;\n }\n /**\n * Scales this matrix with the given scalar values.\n *\n * @param {number} sx - The amount to scale in the X axis.\n * @param {number} sy - The amount to scale in the Y axis.\n * @return {Matrix3} A reference to this matrix.\n */\n scale(e, t) {\n return this.premultiply(Br.makeScale(e, t)), this;\n }\n /**\n * Rotates this matrix by the given angle.\n *\n * @param {number} theta - The rotation in radians.\n * @return {Matrix3} A reference to this matrix.\n */\n rotate(e) {\n return this.premultiply(Br.makeRotation(-e)), this;\n }\n /**\n * Translates this matrix by the given scalar values.\n *\n * @param {number} tx - The amount to translate in the X axis.\n * @param {number} ty - The amount to translate in the Y axis.\n * @return {Matrix3} A reference to this matrix.\n */\n translate(e, t) {\n return this.premultiply(Br.makeTranslation(e, t)), this;\n }\n // for 2D Transforms\n /**\n * Sets this matrix as a 2D translation transform.\n *\n * @param {number|Vector2} x - The amount to translate in the X axis or alternatively a translation vector.\n * @param {number} y - The amount to translate in the Y axis.\n * @return {Matrix3} A reference to this matrix.\n */\n makeTranslation(e, t) {\n return e.isVector2 ? this.set(\n 1,\n 0,\n e.x,\n 0,\n 1,\n e.y,\n 0,\n 0,\n 1\n ) : this.set(\n 1,\n 0,\n e,\n 0,\n 1,\n t,\n 0,\n 0,\n 1\n ), this;\n }\n /**\n * Sets this matrix as a 2D rotational transformation.\n *\n * @param {number} theta - The rotation in radians.\n * @return {Matrix3} A reference to this matrix.\n */\n makeRotation(e) {\n const t = Math.cos(e), n = Math.sin(e);\n return this.set(\n t,\n -n,\n 0,\n n,\n t,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n /**\n * Sets this matrix as a 2D scale transform.\n *\n * @param {number} x - The amount to scale in the X axis.\n * @param {number} y - The amount to scale in the Y axis.\n * @return {Matrix3} A reference to this matrix.\n */\n makeScale(e, t) {\n return this.set(\n e,\n 0,\n 0,\n 0,\n t,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n /**\n * Returns `true` if this matrix is equal with the given one.\n *\n * @param {Matrix3} matrix - The matrix to test for equality.\n * @return {boolean} Whether this matrix is equal with the given one.\n */\n equals(e) {\n const t = this.elements, n = e.elements;\n for (let s = 0; s < 9; s++)\n if (t[s] !== n[s]) return !1;\n return !0;\n }\n /**\n * Sets the elements of the matrix from the given array.\n *\n * @param {Array} array - The matrix elements in column-major order.\n * @param {number} [offset=0] - Index of the first element in the array.\n * @return {Matrix3} A reference to this matrix.\n */\n fromArray(e, t = 0) {\n for (let n = 0; n < 9; n++)\n this.elements[n] = e[n + t];\n return this;\n }\n /**\n * Writes the elements of this matrix to the given array. If no array is provided,\n * the method returns a new instance.\n *\n * @param {Array} [array=[]] - The target array holding the matrix elements in column-major order.\n * @param {number} [offset=0] - Index of the first element in the array.\n * @return {Array} The matrix elements in column-major order.\n */\n toArray(e = [], t = 0) {\n const n = this.elements;\n return e[t] = n[0], e[t + 1] = n[1], e[t + 2] = n[2], e[t + 3] = n[3], e[t + 4] = n[4], e[t + 5] = n[5], e[t + 6] = n[6], e[t + 7] = n[7], e[t + 8] = n[8], e;\n }\n /**\n * Returns a matrix with copied values from this instance.\n *\n * @return {Matrix3} A clone of this instance.\n */\n clone() {\n return new this.constructor().fromArray(this.elements);\n }\n}\nconst Br = /* @__PURE__ */ new ze(), dl = /* @__PURE__ */ new ze().set(\n 0.4123908,\n 0.3575843,\n 0.1804808,\n 0.212639,\n 0.7151687,\n 0.0721923,\n 0.0193308,\n 0.1191948,\n 0.9505322\n), fl = /* @__PURE__ */ new ze().set(\n 3.2409699,\n -1.5373832,\n -0.4986108,\n -0.9692436,\n 1.8759675,\n 0.0415551,\n 0.0556301,\n -0.203977,\n 1.0569715\n);\nfunction Pu() {\n const i = {\n enabled: !0,\n workingColorSpace: Ut,\n /**\n * Implementations of supported color spaces.\n *\n * Required:\n *\t- primaries: chromaticity coordinates [ rx ry gx gy bx by ]\n *\t- whitePoint: reference white [ x y ]\n *\t- transfer: transfer function (pre-defined)\n *\t- toXYZ: Matrix3 RGB to XYZ transform\n *\t- fromXYZ: Matrix3 XYZ to RGB transform\n *\t- luminanceCoefficients: RGB luminance coefficients\n *\n * Optional:\n * - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace, toneMappingMode: 'extended' | 'standard' }\n * - workingColorSpaceConfig: { unpackColorSpace: ColorSpace }\n *\n * Reference:\n * - https://www.russellcottrell.com/photo/matrixCalculator.htm\n */\n spaces: {},\n convert: function(s, r, a) {\n return this.enabled === !1 || r === a || !r || !a || (this.spaces[r].transfer === et && (s.r = Vn(s.r), s.g = Vn(s.g), s.b = Vn(s.b)), this.spaces[r].primaries !== this.spaces[a].primaries && (s.applyMatrix3(this.spaces[r].toXYZ), s.applyMatrix3(this.spaces[a].fromXYZ)), this.spaces[a].transfer === et && (s.r = Oi(s.r), s.g = Oi(s.g), s.b = Oi(s.b))), s;\n },\n workingToColorSpace: function(s, r) {\n return this.convert(s, this.workingColorSpace, r);\n },\n colorSpaceToWorking: function(s, r) {\n return this.convert(s, r, this.workingColorSpace);\n },\n getPrimaries: function(s) {\n return this.spaces[s].primaries;\n },\n getTransfer: function(s) {\n return s === Kn ? Sr : this.spaces[s].transfer;\n },\n getToneMappingMode: function(s) {\n return this.spaces[s].outputColorSpaceConfig.toneMappingMode || \"standard\";\n },\n getLuminanceCoefficients: function(s, r = this.workingColorSpace) {\n return s.fromArray(this.spaces[r].luminanceCoefficients);\n },\n define: function(s) {\n Object.assign(this.spaces, s);\n },\n // Internal APIs\n _getMatrix: function(s, r, a) {\n return s.copy(this.spaces[r].toXYZ).multiply(this.spaces[a].fromXYZ);\n },\n _getDrawingBufferColorSpace: function(s) {\n return this.spaces[s].outputColorSpaceConfig.drawingBufferColorSpace;\n },\n _getUnpackColorSpace: function(s = this.workingColorSpace) {\n return this.spaces[s].workingColorSpaceConfig.unpackColorSpace;\n },\n // Deprecated\n fromWorkingColorSpace: function(s, r) {\n return ws(\"ColorManagement: .fromWorkingColorSpace() has been renamed to .workingToColorSpace().\"), i.workingToColorSpace(s, r);\n },\n toWorkingColorSpace: function(s, r) {\n return ws(\"ColorManagement: .toWorkingColorSpace() has been renamed to .colorSpaceToWorking().\"), i.colorSpaceToWorking(s, r);\n }\n }, e = [0.64, 0.33, 0.3, 0.6, 0.15, 0.06], t = [0.2126, 0.7152, 0.0722], n = [0.3127, 0.329];\n return i.define({\n [Ut]: {\n primaries: e,\n whitePoint: n,\n transfer: Sr,\n toXYZ: dl,\n fromXYZ: fl,\n luminanceCoefficients: t,\n workingColorSpaceConfig: { unpackColorSpace: Rt },\n outputColorSpaceConfig: { drawingBufferColorSpace: Rt }\n },\n [Rt]: {\n primaries: e,\n whitePoint: n,\n transfer: et,\n toXYZ: dl,\n fromXYZ: fl,\n luminanceCoefficients: t,\n outputColorSpaceConfig: { drawingBufferColorSpace: Rt }\n }\n }), i;\n}\nconst Ye = /* @__PURE__ */ Pu();\nfunction Vn(i) {\n return i < 0.04045 ? i * 0.0773993808 : Math.pow(i * 0.9478672986 + 0.0521327014, 2.4);\n}\nfunction Oi(i) {\n return i < 31308e-7 ? i * 12.92 : 1.055 * Math.pow(i, 0.41666) - 0.055;\n}\nlet _i;\nclass Du {\n /**\n * Returns a data URI containing a representation of the given image.\n *\n * @param {(HTMLImageElement|HTMLCanvasElement)} image - The image object.\n * @param {string} [type='image/png'] - Indicates the image format.\n * @return {string} The data URI.\n */\n static getDataURL(e, t = \"image/png\") {\n if (/^data:/i.test(e.src) || typeof HTMLCanvasElement > \"u\")\n return e.src;\n let n;\n if (e instanceof HTMLCanvasElement)\n n = e;\n else {\n _i === void 0 && (_i = Es(\"canvas\")), _i.width = e.width, _i.height = e.height;\n const s = _i.getContext(\"2d\");\n e instanceof ImageData ? s.putImageData(e, 0, 0) : s.drawImage(e, 0, 0, e.width, e.height), n = _i;\n }\n return n.toDataURL(t);\n }\n /**\n * Converts the given sRGB image data to linear color space.\n *\n * @param {(HTMLImageElement|HTMLCanvasElement|ImageBitmap|Object)} image - The image object.\n * @return {HTMLCanvasElement|Object} The converted image.\n */\n static sRGBToLinear(e) {\n if (typeof HTMLImageElement < \"u\" && e instanceof HTMLImageElement || typeof HTMLCanvasElement < \"u\" && e instanceof HTMLCanvasElement || typeof ImageBitmap < \"u\" && e instanceof ImageBitmap) {\n const t = Es(\"canvas\");\n t.width = e.width, t.height = e.height;\n const n = t.getContext(\"2d\");\n n.drawImage(e, 0, 0, e.width, e.height);\n const s = n.getImageData(0, 0, e.width, e.height), r = s.data;\n for (let a = 0; a < r.length; a++)\n r[a] = Vn(r[a] / 255) * 255;\n return n.putImageData(s, 0, 0), t;\n } else if (e.data) {\n const t = e.data.slice(0);\n for (let n = 0; n < t.length; n++)\n t instanceof Uint8Array || t instanceof Uint8ClampedArray ? t[n] = Math.floor(Vn(t[n] / 255) * 255) : t[n] = Vn(t[n]);\n return {\n data: t,\n width: e.width,\n height: e.height\n };\n } else\n return Te(\"ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.\"), e;\n }\n}\nlet Lu = 0;\nclass Io {\n /**\n * Constructs a new video texture.\n *\n * @param {any} [data=null] - The data definition of a texture.\n */\n constructor(e = null) {\n this.isSource = !0, Object.defineProperty(this, \"id\", { value: Lu++ }), this.uuid = fn(), this.data = e, this.dataReady = !0, this.version = 0;\n }\n /**\n * Returns the dimensions of the source into the given target vector.\n *\n * @param {(Vector2|Vector3)} target - The target object the result is written into.\n * @return {(Vector2|Vector3)} The dimensions of the source.\n */\n getSize(e) {\n const t = this.data;\n return typeof HTMLVideoElement < \"u\" && t instanceof HTMLVideoElement ? e.set(t.videoWidth, t.videoHeight, 0) : t instanceof VideoFrame ? e.set(t.displayHeight, t.displayWidth, 0) : t !== null ? e.set(t.width, t.height, t.depth || 0) : e.set(0, 0, 0), e;\n }\n /**\n * When the property is set to `true`, the engine allocates the memory\n * for the texture (if necessary) and triggers the actual texture upload\n * to the GPU next time the source is used.\n *\n * @type {boolean}\n * @default false\n * @param {boolean} value\n */\n set needsUpdate(e) {\n e === !0 && this.version++;\n }\n /**\n * Serializes the source into JSON.\n *\n * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.\n * @return {Object} A JSON object representing the serialized source.\n * @see {@link ObjectLoader#parse}\n */\n toJSON(e) {\n const t = e === void 0 || typeof e == \"string\";\n if (!t && e.images[this.uuid] !== void 0)\n return e.images[this.uuid];\n const n = {\n uuid: this.uuid,\n url: \"\"\n }, s = this.data;\n if (s !== null) {\n let r;\n if (Array.isArray(s)) {\n r = [];\n for (let a = 0, o = s.length; a < o; a++)\n s[a].isDataTexture ? r.push(zr(s[a].image)) : r.push(zr(s[a]));\n } else\n r = zr(s);\n n.url = r;\n }\n return t || (e.images[this.uuid] = n), n;\n }\n}\nfunction zr(i) {\n return typeof HTMLImageElement < \"u\" && i instanceof HTMLImageElement || typeof HTMLCanvasElement < \"u\" && i instanceof HTMLCanvasElement || typeof ImageBitmap < \"u\" && i instanceof ImageBitmap ? Du.getDataURL(i) : i.data ? {\n data: Array.from(i.data),\n width: i.width,\n height: i.height,\n type: i.data.constructor.name\n } : (Te(\"Texture: Unable to serialize Texture.\"), {});\n}\nlet Iu = 0;\nconst kr = /* @__PURE__ */ new w();\nclass Ct extends mi {\n /**\n * Constructs a new texture.\n *\n * @param {?Object} [image=Texture.DEFAULT_IMAGE] - The image holding the texture data.\n * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.\n * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.\n * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.\n * @param {number} [magFilter=LinearFilter] - The mag filter value.\n * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.\n * @param {number} [format=RGBAFormat] - The texture format.\n * @param {number} [type=UnsignedByteType] - The texture type.\n * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.\n * @param {string} [colorSpace=NoColorSpace] - The color space.\n */\n constructor(e = Ct.DEFAULT_IMAGE, t = Ct.DEFAULT_MAPPING, n = en, s = en, r = bt, a = yn, o = Zt, l = mn, c = Ct.DEFAULT_ANISOTROPY, h = Kn) {\n super(), this.isTexture = !0, Object.defineProperty(this, \"id\", { value: Iu++ }), this.uuid = fn(), this.name = \"\", this.source = new Io(e), this.mipmaps = [], this.mapping = t, this.channel = 0, this.wrapS = n, this.wrapT = s, this.magFilter = r, this.minFilter = a, this.anisotropy = c, this.format = o, this.internalFormat = null, this.type = l, this.offset = new le(0, 0), this.repeat = new le(1, 1), this.center = new le(0, 0), this.rotation = 0, this.matrixAutoUpdate = !0, this.matrix = new ze(), this.generateMipmaps = !0, this.premultiplyAlpha = !1, this.flipY = !0, this.unpackAlignment = 4, this.colorSpace = h, this.userData = {}, this.updateRanges = [], this.version = 0, this.onUpdate = null, this.renderTarget = null, this.isRenderTargetTexture = !1, this.isArrayTexture = !!(e && e.depth && e.depth > 1), this.pmremVersion = 0;\n }\n /**\n * The width of the texture in pixels.\n */\n get width() {\n return this.source.getSize(kr).x;\n }\n /**\n * The height of the texture in pixels.\n */\n get height() {\n return this.source.getSize(kr).y;\n }\n /**\n * The depth of the texture in pixels.\n */\n get depth() {\n return this.source.getSize(kr).z;\n }\n /**\n * The image object holding the texture data.\n *\n * @type {?Object}\n */\n get image() {\n return this.source.data;\n }\n set image(e = null) {\n this.source.data = e;\n }\n /**\n * Updates the texture transformation matrix from the from the properties {@link Texture#offset},\n * {@link Texture#repeat}, {@link Texture#rotation}, and {@link Texture#center}.\n */\n updateMatrix() {\n this.matrix.setUvTransform(this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y);\n }\n /**\n * Adds a range of data in the data texture to be updated on the GPU.\n *\n * @param {number} start - Position at which to start update.\n * @param {number} count - The number of components to update.\n */\n addUpdateRange(e, t) {\n this.updateRanges.push({ start: e, count: t });\n }\n /**\n * Clears the update ranges.\n */\n clearUpdateRanges() {\n this.updateRanges.length = 0;\n }\n /**\n * Returns a new texture with copied values from this instance.\n *\n * @return {Texture} A clone of this instance.\n */\n clone() {\n return new this.constructor().copy(this);\n }\n /**\n * Copies the values of the given texture to this instance.\n *\n * @param {Texture} source - The texture to copy.\n * @return {Texture} A reference to this instance.\n */\n copy(e) {\n return this.name = e.name, this.source = e.source, this.mipmaps = e.mipmaps.slice(0), this.mapping = e.mapping, this.channel = e.channel, this.wrapS = e.wrapS, this.wrapT = e.wrapT, this.magFilter = e.magFilter, this.minFilter = e.minFilter, this.anisotropy = e.anisotropy, this.format = e.format, this.internalFormat = e.internalFormat, this.type = e.type, this.offset.copy(e.offset), this.repeat.copy(e.repeat), this.center.copy(e.center), this.rotation = e.rotation, this.matrixAutoUpdate = e.matrixAutoUpdate, this.matrix.copy(e.matrix), this.generateMipmaps = e.generateMipmaps, this.premultiplyAlpha = e.premultiplyAlpha, this.flipY = e.flipY, this.unpackAlignment = e.unpackAlignment, this.colorSpace = e.colorSpace, this.renderTarget = e.renderTarget, this.isRenderTargetTexture = e.isRenderTargetTexture, this.isArrayTexture = e.isArrayTexture, this.userData = JSON.parse(JSON.stringify(e.userData)), this.needsUpdate = !0, this;\n }\n /**\n * Sets this texture's properties based on `values`.\n * @param {Object} values - A container with texture parameters.\n */\n setValues(e) {\n for (const t in e) {\n const n = e[t];\n if (n === void 0) {\n Te(`Texture.setValues(): parameter '${t}' has value of undefined.`);\n continue;\n }\n const s = this[t];\n if (s === void 0) {\n Te(`Texture.setValues(): property '${t}' does not exist.`);\n continue;\n }\n s && n && s.isVector2 && n.isVector2 || s && n && s.isVector3 && n.isVector3 || s && n && s.isMatrix3 && n.isMatrix3 ? s.copy(n) : this[t] = n;\n }\n }\n /**\n * Serializes the texture into JSON.\n *\n * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.\n * @return {Object} A JSON object representing the serialized texture.\n * @see {@link ObjectLoader#parse}\n */\n toJSON(e) {\n const t = e === void 0 || typeof e == \"string\";\n if (!t && e.textures[this.uuid] !== void 0)\n return e.textures[this.uuid];\n const n = {\n metadata: {\n version: 4.7,\n type: \"Texture\",\n generator: \"Texture.toJSON\"\n },\n uuid: this.uuid,\n name: this.name,\n image: this.source.toJSON(e).uuid,\n mapping: this.mapping,\n channel: this.channel,\n repeat: [this.repeat.x, this.repeat.y],\n offset: [this.offset.x, this.offset.y],\n center: [this.center.x, this.center.y],\n rotation: this.rotation,\n wrap: [this.wrapS, this.wrapT],\n format: this.format,\n internalFormat: this.internalFormat,\n type: this.type,\n colorSpace: this.colorSpace,\n minFilter: this.minFilter,\n magFilter: this.magFilter,\n anisotropy: this.anisotropy,\n flipY: this.flipY,\n generateMipmaps: this.generateMipmaps,\n premultiplyAlpha: this.premultiplyAlpha,\n unpackAlignment: this.unpackAlignment\n };\n return Object.keys(this.userData).length > 0 && (n.userData = this.userData), t || (e.textures[this.uuid] = n), n;\n }\n /**\n * Frees the GPU-related resources allocated by this instance. Call this\n * method whenever this instance is no longer used in your app.\n *\n * @fires Texture#dispose\n */\n dispose() {\n this.dispatchEvent({ type: \"dispose\" });\n }\n /**\n * Transforms the given uv vector with the textures uv transformation matrix.\n *\n * @param {Vector2} uv - The uv vector.\n * @return {Vector2} The transformed uv vector.\n */\n transformUv(e) {\n if (this.mapping !== kc) return e;\n if (e.applyMatrix3(this.matrix), e.x < 0 || e.x > 1)\n switch (this.wrapS) {\n case wn:\n e.x = e.x - Math.floor(e.x);\n break;\n case en:\n e.x = e.x < 0 ? 0 : 1;\n break;\n case Mr:\n Math.abs(Math.floor(e.x) % 2) === 1 ? e.x = Math.ceil(e.x) - e.x : e.x = e.x - Math.floor(e.x);\n break;\n }\n if (e.y < 0 || e.y > 1)\n switch (this.wrapT) {\n case wn:\n e.y = e.y - Math.floor(e.y);\n break;\n case en:\n e.y = e.y < 0 ? 0 : 1;\n break;\n case Mr:\n Math.abs(Math.floor(e.y) % 2) === 1 ? e.y = Math.ceil(e.y) - e.y : e.y = e.y - Math.floor(e.y);\n break;\n }\n return this.flipY && (e.y = 1 - e.y), e;\n }\n /**\n * Setting this property to `true` indicates the engine the texture\n * must be updated in the next render. This triggers a texture upload\n * to the GPU and ensures correct texture parameter configuration.\n *\n * @type {boolean}\n * @default false\n * @param {boolean} value\n */\n set needsUpdate(e) {\n e === !0 && (this.version++, this.source.needsUpdate = !0);\n }\n /**\n * Setting this property to `true` indicates the engine the PMREM\n * must be regenerated.\n *\n * @type {boolean}\n * @default false\n * @param {boolean} value\n */\n set needsPMREMUpdate(e) {\n e === !0 && this.pmremVersion++;\n }\n}\nCt.DEFAULT_IMAGE = null;\nCt.DEFAULT_MAPPING = kc;\nCt.DEFAULT_ANISOTROPY = 1;\nclass Je {\n /**\n * Constructs a new 4D vector.\n *\n * @param {number} [x=0] - The x value of this vector.\n * @param {number} [y=0] - The y value of this vector.\n * @param {number} [z=0] - The z value of this vector.\n * @param {number} [w=1] - The w value of this vector.\n */\n constructor(e = 0, t = 0, n = 0, s = 1) {\n Je.prototype.isVector4 = !0, this.x = e, this.y = t, this.z = n, this.w = s;\n }\n /**\n * Alias for {@link Vector4#z}.\n *\n * @type {number}\n */\n get width() {\n return this.z;\n }\n set width(e) {\n this.z = e;\n }\n /**\n * Alias for {@link Vector4#w}.\n *\n * @type {number}\n */\n get height() {\n return this.w;\n }\n set height(e) {\n this.w = e;\n }\n /**\n * Sets the vector components.\n *\n * @param {number} x - The value of the x component.\n * @param {number} y - The value of the y component.\n * @param {number} z - The value of the z component.\n * @param {number} w - The value of the w component.\n * @return {Vector4} A reference to this vector.\n */\n set(e, t, n, s) {\n return this.x = e, this.y = t, this.z = n, this.w = s, this;\n }\n /**\n * Sets the vector components to the same value.\n *\n * @param {number} scalar - The value to set for all vector components.\n * @return {Vector4} A reference to this vector.\n */\n setScalar(e) {\n return this.x = e, this.y = e, this.z = e, this.w = e, this;\n }\n /**\n * Sets the vector's x component to the given value\n *\n * @param {number} x - The value to set.\n * @return {Vector4} A reference to this vector.\n */\n setX(e) {\n return this.x = e, this;\n }\n /**\n * Sets the vector's y component to the given value\n *\n * @param {number} y - The value to set.\n * @return {Vector4} A reference to this vector.\n */\n setY(e) {\n return this.y = e, this;\n }\n /**\n * Sets the vector's z component to the given value\n *\n * @param {number} z - The value to set.\n * @return {Vector4} A reference to this vector.\n */\n setZ(e) {\n return this.z = e, this;\n }\n /**\n * Sets the vector's w component to the given value\n *\n * @param {number} w - The value to set.\n * @return {Vector4} A reference to this vector.\n */\n setW(e) {\n return this.w = e, this;\n }\n /**\n * Allows to set a vector component with an index.\n *\n * @param {number} index - The component index. `0` equals to x, `1` equals to y,\n * `2` equals to z, `3` equals to w.\n * @param {number} value - The value to set.\n * @return {Vector4} A reference to this vector.\n */\n setComponent(e, t) {\n switch (e) {\n case 0:\n this.x = t;\n break;\n case 1:\n this.y = t;\n break;\n case 2:\n this.z = t;\n break;\n case 3:\n this.w = t;\n break;\n default:\n throw new Error(\"index is out of range: \" + e);\n }\n return this;\n }\n /**\n * Returns the value of the vector component which matches the given index.\n *\n * @param {number} index - The component index. `0` equals to x, `1` equals to y,\n * `2` equals to z, `3` equals to w.\n * @return {number} A vector component value.\n */\n getComponent(e) {\n switch (e) {\n case 0:\n return this.x;\n case 1:\n return this.y;\n case 2:\n return this.z;\n case 3:\n return this.w;\n default:\n throw new Error(\"index is out of range: \" + e);\n }\n }\n /**\n * Returns a new vector with copied values from this instance.\n *\n * @return {Vector4} A clone of this instance.\n */\n clone() {\n return new this.constructor(this.x, this.y, this.z, this.w);\n }\n /**\n * Copies the values of the given vector to this instance.\n *\n * @param {Vector3|Vector4} v - The vector to copy.\n * @return {Vector4} A reference to this vector.\n */\n copy(e) {\n return this.x = e.x, this.y = e.y, this.z = e.z, this.w = e.w !== void 0 ? e.w : 1, this;\n }\n /**\n * Adds the given vector to this instance.\n *\n * @param {Vector4} v - The vector to add.\n * @return {Vector4} A reference to this vector.\n */\n add(e) {\n return this.x += e.x, this.y += e.y, this.z += e.z, this.w += e.w, this;\n }\n /**\n * Adds the given scalar value to all components of this instance.\n *\n * @param {number} s - The scalar to add.\n * @return {Vector4} A reference to this vector.\n */\n addScalar(e) {\n return this.x += e, this.y += e, this.z += e, this.w += e, this;\n }\n /**\n * Adds the given vectors and stores the result in this instance.\n *\n * @param {Vector4} a - The first vector.\n * @param {Vector4} b - The second vector.\n * @return {Vector4} A reference to this vector.\n */\n addVectors(e, t) {\n return this.x = e.x + t.x, this.y = e.y + t.y, this.z = e.z + t.z, this.w = e.w + t.w, this;\n }\n /**\n * Adds the given vector scaled by the given factor to this instance.\n *\n * @param {Vector4} v - The vector.\n * @param {number} s - The factor that scales `v`.\n * @return {Vector4} A reference to this vector.\n */\n addScaledVector(e, t) {\n return this.x += e.x * t, this.y += e.y * t, this.z += e.z * t, this.w += e.w * t, this;\n }\n /**\n * Subtracts the given vector from this instance.\n *\n * @param {Vector4} v - The vector to subtract.\n * @return {Vector4} A reference to this vector.\n */\n sub(e) {\n return this.x -= e.x, this.y -= e.y, this.z -= e.z, this.w -= e.w, this;\n }\n /**\n * Subtracts the given scalar value from all components of this instance.\n *\n * @param {number} s - The scalar to subtract.\n * @return {Vector4} A reference to this vector.\n */\n subScalar(e) {\n return this.x -= e, this.y -= e, this.z -= e, this.w -= e, this;\n }\n /**\n * Subtracts the given vectors and stores the result in this instance.\n *\n * @param {Vector4} a - The first vector.\n * @param {Vector4} b - The second vector.\n * @return {Vector4} A reference to this vector.\n */\n subVectors(e, t) {\n return this.x = e.x - t.x, this.y = e.y - t.y, this.z = e.z - t.z, this.w = e.w - t.w, this;\n }\n /**\n * Multiplies the given vector with this instance.\n *\n * @param {Vector4} v - The vector to multiply.\n * @return {Vector4} A reference to this vector.\n */\n multiply(e) {\n return this.x *= e.x, this.y *= e.y, this.z *= e.z, this.w *= e.w, this;\n }\n /**\n * Multiplies the given scalar value with all components of this instance.\n *\n * @param {number} scalar - The scalar to multiply.\n * @return {Vector4} A reference to this vector.\n */\n multiplyScalar(e) {\n return this.x *= e, this.y *= e, this.z *= e, this.w *= e, this;\n }\n /**\n * Multiplies this vector with the given 4x4 matrix.\n *\n * @param {Matrix4} m - The 4x4 matrix.\n * @return {Vector4} A reference to this vector.\n */\n applyMatrix4(e) {\n const t = this.x, n = this.y, s = this.z, r = this.w, a = e.elements;\n return this.x = a[0] * t + a[4] * n + a[8] * s + a[12] * r, this.y = a[1] * t + a[5] * n + a[9] * s + a[13] * r, this.z = a[2] * t + a[6] * n + a[10] * s + a[14] * r, this.w = a[3] * t + a[7] * n + a[11] * s + a[15] * r, this;\n }\n /**\n * Divides this instance by the given vector.\n *\n * @param {Vector4} v - The vector to divide.\n * @return {Vector4} A reference to this vector.\n */\n divide(e) {\n return this.x /= e.x, this.y /= e.y, this.z /= e.z, this.w /= e.w, this;\n }\n /**\n * Divides this vector by the given scalar.\n *\n * @param {number} scalar - The scalar to divide.\n * @return {Vector4} A reference to this vector.\n */\n divideScalar(e) {\n return this.multiplyScalar(1 / e);\n }\n /**\n * Sets the x, y and z components of this\n * vector to the quaternion's axis and w to the angle.\n *\n * @param {Quaternion} q - The Quaternion to set.\n * @return {Vector4} A reference to this vector.\n */\n setAxisAngleFromQuaternion(e) {\n this.w = 2 * Math.acos(e.w);\n const t = Math.sqrt(1 - e.w * e.w);\n return t < 1e-4 ? (this.x = 1, this.y = 0, this.z = 0) : (this.x = e.x / t, this.y = e.y / t, this.z = e.z / t), this;\n }\n /**\n * Sets the x, y and z components of this\n * vector to the axis of rotation and w to the angle.\n *\n * @param {Matrix4} m - A 4x4 matrix of which the upper left 3x3 matrix is a pure rotation matrix.\n * @return {Vector4} A reference to this vector.\n */\n setAxisAngleFromRotationMatrix(e) {\n let t, n, s, r;\n const l = e.elements, c = l[0], h = l[4], u = l[8], d = l[1], p = l[5], g = l[9], x = l[2], m = l[6], f = l[10];\n if (Math.abs(h - d) < 0.01 && Math.abs(u - x) < 0.01 && Math.abs(g - m) < 0.01) {\n if (Math.abs(h + d) < 0.1 && Math.abs(u + x) < 0.1 && Math.abs(g + m) < 0.1 && Math.abs(c + p + f - 3) < 0.1)\n return this.set(1, 0, 0, 0), this;\n t = Math.PI;\n const v = (c + 1) / 2, T = (p + 1) / 2, R = (f + 1) / 2, E = (h + d) / 4, P = (u + x) / 4, I = (g + m) / 4;\n return v > T && v > R ? v < 0.01 ? (n = 0, s = 0.707106781, r = 0.707106781) : (n = Math.sqrt(v), s = E / n, r = P / n) : T > R ? T < 0.01 ? (n = 0.707106781, s = 0, r = 0.707106781) : (s = Math.sqrt(T), n = E / s, r = I / s) : R < 0.01 ? (n = 0.707106781, s = 0.707106781, r = 0) : (r = Math.sqrt(R), n = P / r, s = I / r), this.set(n, s, r, t), this;\n }\n let y = Math.sqrt((m - g) * (m - g) + (u - x) * (u - x) + (d - h) * (d - h));\n return Math.abs(y) < 1e-3 && (y = 1), this.x = (m - g) / y, this.y = (u - x) / y, this.z = (d - h) / y, this.w = Math.acos((c + p + f - 1) / 2), this;\n }\n /**\n * Sets the vector components to the position elements of the\n * given transformation matrix.\n *\n * @param {Matrix4} m - The 4x4 matrix.\n * @return {Vector4} A reference to this vector.\n */\n setFromMatrixPosition(e) {\n const t = e.elements;\n return this.x = t[12], this.y = t[13], this.z = t[14], this.w = t[15], this;\n }\n /**\n * If this vector's x, y, z or w value is greater than the given vector's x, y, z or w\n * value, replace that value with the corresponding min value.\n *\n * @param {Vector4} v - The vector.\n * @return {Vector4} A reference to this vector.\n */\n min(e) {\n return this.x = Math.min(this.x, e.x), this.y = Math.min(this.y, e.y), this.z = Math.min(this.z, e.z), this.w = Math.min(this.w, e.w), this;\n }\n /**\n * If this vector's x, y, z or w value is less than the given vector's x, y, z or w\n * value, replace that value with the corresponding max value.\n *\n * @param {Vector4} v - The vector.\n * @return {Vector4} A reference to this vector.\n */\n max(e) {\n return this.x = Math.max(this.x, e.x), this.y = Math.max(this.y, e.y), this.z = Math.max(this.z, e.z), this.w = Math.max(this.w, e.w), this;\n }\n /**\n * If this vector's x, y, z or w value is greater than the max vector's x, y, z or w\n * value, it is replaced by the corresponding value.\n * If this vector's x, y, z or w value is less than the min vector's x, y, z or w value,\n * it is replaced by the corresponding value.\n *\n * @param {Vector4} min - The minimum x, y and z values.\n * @param {Vector4} max - The maximum x, y and z values in the desired range.\n * @return {Vector4} A reference to this vector.\n */\n clamp(e, t) {\n return this.x = He(this.x, e.x, t.x), this.y = He(this.y, e.y, t.y), this.z = He(this.z, e.z, t.z), this.w = He(this.w, e.w, t.w), this;\n }\n /**\n * If this vector's x, y, z or w values are greater than the max value, they are\n * replaced by the max value.\n * If this vector's x, y, z or w values are less than the min value, they are\n * replaced by the min value.\n *\n * @param {number} minVal - The minimum value the components will be clamped to.\n * @param {number} maxVal - The maximum value the components will be clamped to.\n * @return {Vector4} A reference to this vector.\n */\n clampScalar(e, t) {\n return this.x = He(this.x, e, t), this.y = He(this.y, e, t), this.z = He(this.z, e, t), this.w = He(this.w, e, t), this;\n }\n /**\n * If this vector's length is greater than the max value, it is replaced by\n * the max value.\n * If this vector's length is less than the min value, it is replaced by the\n * min value.\n *\n * @param {number} min - The minimum value the vector length will be clamped to.\n * @param {number} max - The maximum value the vector length will be clamped to.\n * @return {Vector4} A reference to this vector.\n */\n clampLength(e, t) {\n const n = this.length();\n return this.divideScalar(n || 1).multiplyScalar(He(n, e, t));\n }\n /**\n * The components of this vector are rounded down to the nearest integer value.\n *\n * @return {Vector4} A reference to this vector.\n */\n floor() {\n return this.x = Math.floor(this.x), this.y = Math.floor(this.y), this.z = Math.floor(this.z), this.w = Math.floor(this.w), this;\n }\n /**\n * The components of this vector are rounded up to the nearest integer value.\n *\n * @return {Vector4} A reference to this vector.\n */\n ceil() {\n return this.x = Math.ceil(this.x), this.y = Math.ceil(this.y), this.z = Math.ceil(this.z), this.w = Math.ceil(this.w), this;\n }\n /**\n * The components of this vector are rounded to the nearest integer value\n *\n * @return {Vector4} A reference to this vector.\n */\n round() {\n return this.x = Math.round(this.x), this.y = Math.round(this.y), this.z = Math.round(this.z), this.w = Math.round(this.w), this;\n }\n /**\n * The components of this vector are rounded towards zero (up if negative,\n * down if positive) to an integer value.\n *\n * @return {Vector4} A reference to this vector.\n */\n roundToZero() {\n return this.x = Math.trunc(this.x), this.y = Math.trunc(this.y), this.z = Math.trunc(this.z), this.w = Math.trunc(this.w), this;\n }\n /**\n * Inverts this vector - i.e. sets x = -x, y = -y, z = -z, w = -w.\n *\n * @return {Vector4} A reference to this vector.\n */\n negate() {\n return this.x = -this.x, this.y = -this.y, this.z = -this.z, this.w = -this.w, this;\n }\n /**\n * Calculates the dot product of the given vector with this instance.\n *\n * @param {Vector4} v - The vector to compute the dot product with.\n * @return {number} The result of the dot product.\n */\n dot(e) {\n return this.x * e.x + this.y * e.y + this.z * e.z + this.w * e.w;\n }\n /**\n * Computes the square of the Euclidean length (straight-line length) from\n * (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of vectors, you should\n * compare the length squared instead as it is slightly more efficient to calculate.\n *\n * @return {number} The square length of this vector.\n */\n lengthSq() {\n return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;\n }\n /**\n * Computes the Euclidean length (straight-line length) from (0, 0, 0, 0) to (x, y, z, w).\n *\n * @return {number} The length of this vector.\n */\n length() {\n return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);\n }\n /**\n * Computes the Manhattan length of this vector.\n *\n * @return {number} The length of this vector.\n */\n manhattanLength() {\n return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z) + Math.abs(this.w);\n }\n /**\n * Converts this vector to a unit vector - that is, sets it equal to a vector\n * with the same direction as this one, but with a vector length of `1`.\n *\n * @return {Vector4} A reference to this vector.\n */\n normalize() {\n return this.divideScalar(this.length() || 1);\n }\n /**\n * Sets this vector to a vector with the same direction as this one, but\n * with the specified length.\n *\n * @param {number} length - The new length of this vector.\n * @return {Vector4} A reference to this vector.\n */\n setLength(e) {\n return this.normalize().multiplyScalar(e);\n }\n /**\n * Linearly interpolates between the given vector and this instance, where\n * alpha is the percent distance along the line - alpha = 0 will be this\n * vector, and alpha = 1 will be the given one.\n *\n * @param {Vector4} v - The vector to interpolate towards.\n * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.\n * @return {Vector4} A reference to this vector.\n */\n lerp(e, t) {\n return this.x += (e.x - this.x) * t, this.y += (e.y - this.y) * t, this.z += (e.z - this.z) * t, this.w += (e.w - this.w) * t, this;\n }\n /**\n * Linearly interpolates between the given vectors, where alpha is the percent\n * distance along the line - alpha = 0 will be first vector, and alpha = 1 will\n * be the second one. The result is stored in this instance.\n *\n * @param {Vector4} v1 - The first vector.\n * @param {Vector4} v2 - The second vector.\n * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.\n * @return {Vector4} A reference to this vector.\n */\n lerpVectors(e, t, n) {\n return this.x = e.x + (t.x - e.x) * n, this.y = e.y + (t.y - e.y) * n, this.z = e.z + (t.z - e.z) * n, this.w = e.w + (t.w - e.w) * n, this;\n }\n /**\n * Returns `true` if this vector is equal with the given one.\n *\n * @param {Vector4} v - The vector to test for equality.\n * @return {boolean} Whether this vector is equal with the given one.\n */\n equals(e) {\n return e.x === this.x && e.y === this.y && e.z === this.z && e.w === this.w;\n }\n /**\n * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`,\n * z value to be `array[ offset + 2 ]`, w value to be `array[ offset + 3 ]`.\n *\n * @param {Array} array - An array holding the vector component values.\n * @param {number} [offset=0] - The offset into the array.\n * @return {Vector4} A reference to this vector.\n */\n fromArray(e, t = 0) {\n return this.x = e[t], this.y = e[t + 1], this.z = e[t + 2], this.w = e[t + 3], this;\n }\n /**\n * Writes the components of this vector to the given array. If no array is provided,\n * the method returns a new instance.\n *\n * @param {Array} [array=[]] - The target array holding the vector components.\n * @param {number} [offset=0] - Index of the first element in the array.\n * @return {Array} The vector components.\n */\n toArray(e = [], t = 0) {\n return e[t] = this.x, e[t + 1] = this.y, e[t + 2] = this.z, e[t + 3] = this.w, e;\n }\n /**\n * Sets the components of this vector from the given buffer attribute.\n *\n * @param {BufferAttribute} attribute - The buffer attribute holding vector data.\n * @param {number} index - The index into the attribute.\n * @return {Vector4} A reference to this vector.\n */\n fromBufferAttribute(e, t) {\n return this.x = e.getX(t), this.y = e.getY(t), this.z = e.getZ(t), this.w = e.getW(t), this;\n }\n /**\n * Sets each component of this vector to a pseudo-random value between `0` and\n * `1`, excluding `1`.\n *\n * @return {Vector4} A reference to this vector.\n */\n random() {\n return this.x = Math.random(), this.y = Math.random(), this.z = Math.random(), this.w = Math.random(), this;\n }\n *[Symbol.iterator]() {\n yield this.x, yield this.y, yield this.z, yield this.w;\n }\n}\nclass Uu extends mi {\n /**\n * Render target options.\n *\n * @typedef {Object} RenderTarget~Options\n * @property {boolean} [generateMipmaps=false] - Whether to generate mipmaps or not.\n * @property {number} [magFilter=LinearFilter] - The mag filter.\n * @property {number} [minFilter=LinearFilter] - The min filter.\n * @property {number} [format=RGBAFormat] - The texture format.\n * @property {number} [type=UnsignedByteType] - The texture type.\n * @property {?string} [internalFormat=null] - The texture's internal format.\n * @property {number} [wrapS=ClampToEdgeWrapping] - The texture's uv wrapping mode.\n * @property {number} [wrapT=ClampToEdgeWrapping] - The texture's uv wrapping mode.\n * @property {number} [anisotropy=1] - The texture's anisotropy value.\n * @property {string} [colorSpace=NoColorSpace] - The texture's color space.\n * @property {boolean} [depthBuffer=true] - Whether to allocate a depth buffer or not.\n * @property {boolean} [stencilBuffer=false] - Whether to allocate a stencil buffer or not.\n * @property {boolean} [resolveDepthBuffer=true] - Whether to resolve the depth buffer or not.\n * @property {boolean} [resolveStencilBuffer=true] - Whether to resolve the stencil buffer or not.\n * @property {?Texture} [depthTexture=null] - Reference to a depth texture.\n * @property {number} [samples=0] - The MSAA samples count.\n * @property {number} [count=1] - Defines the number of color attachments . Must be at least `1`.\n * @property {number} [depth=1] - The texture depth.\n * @property {boolean} [multiview=false] - Whether this target is used for multiview rendering.\n */\n /**\n * Constructs a new render target.\n *\n * @param {number} [width=1] - The width of the render target.\n * @param {number} [height=1] - The height of the render target.\n * @param {RenderTarget~Options} [options] - The configuration object.\n */\n constructor(e = 1, t = 1, n = {}) {\n super(), n = Object.assign({\n generateMipmaps: !1,\n internalFormat: null,\n minFilter: bt,\n depthBuffer: !0,\n stencilBuffer: !1,\n resolveDepthBuffer: !0,\n resolveStencilBuffer: !0,\n depthTexture: null,\n samples: 0,\n count: 1,\n depth: 1,\n multiview: !1\n }, n), this.isRenderTarget = !0, this.width = e, this.height = t, this.depth = n.depth, this.scissor = new Je(0, 0, e, t), this.scissorTest = !1, this.viewport = new Je(0, 0, e, t);\n const s = { width: e, height: t, depth: n.depth }, r = new Ct(s);\n this.textures = [];\n const a = n.count;\n for (let o = 0; o < a; o++)\n this.textures[o] = r.clone(), this.textures[o].isRenderTargetTexture = !0, this.textures[o].renderTarget = this;\n this._setTextureOptions(n), this.depthBuffer = n.depthBuffer, this.stencilBuffer = n.stencilBuffer, this.resolveDepthBuffer = n.resolveDepthBuffer, this.resolveStencilBuffer = n.resolveStencilBuffer, this._depthTexture = null, this.depthTexture = n.depthTexture, this.samples = n.samples, this.multiview = n.multiview;\n }\n _setTextureOptions(e = {}) {\n const t = {\n minFilter: bt,\n generateMipmaps: !1,\n flipY: !1,\n internalFormat: null\n };\n e.mapping !== void 0 && (t.mapping = e.mapping), e.wrapS !== void 0 && (t.wrapS = e.wrapS), e.wrapT !== void 0 && (t.wrapT = e.wrapT), e.wrapR !== void 0 && (t.wrapR = e.wrapR), e.magFilter !== void 0 && (t.magFilter = e.magFilter), e.minFilter !== void 0 && (t.minFilter = e.minFilter), e.format !== void 0 && (t.format = e.format), e.type !== void 0 && (t.type = e.type), e.anisotropy !== void 0 && (t.anisotropy = e.anisotropy), e.colorSpace !== void 0 && (t.colorSpace = e.colorSpace), e.flipY !== void 0 && (t.flipY = e.flipY), e.generateMipmaps !== void 0 && (t.generateMipmaps = e.generateMipmaps), e.internalFormat !== void 0 && (t.internalFormat = e.internalFormat);\n for (let n = 0; n < this.textures.length; n++)\n this.textures[n].setValues(t);\n }\n /**\n * The texture representing the default color attachment.\n *\n * @type {Texture}\n */\n get texture() {\n return this.textures[0];\n }\n set texture(e) {\n this.textures[0] = e;\n }\n set depthTexture(e) {\n this._depthTexture !== null && (this._depthTexture.renderTarget = null), e !== null && (e.renderTarget = this), this._depthTexture = e;\n }\n /**\n * Instead of saving the depth in a renderbuffer, a texture\n * can be used instead which is useful for further processing\n * e.g. in context of post-processing.\n *\n * @type {?DepthTexture}\n * @default null\n */\n get depthTexture() {\n return this._depthTexture;\n }\n /**\n * Sets the size of this render target.\n *\n * @param {number} width - The width.\n * @param {number} height - The height.\n * @param {number} [depth=1] - The depth.\n */\n setSize(e, t, n = 1) {\n if (this.width !== e || this.height !== t || this.depth !== n) {\n this.width = e, this.height = t, this.depth = n;\n for (let s = 0, r = this.textures.length; s < r; s++)\n this.textures[s].image.width = e, this.textures[s].image.height = t, this.textures[s].image.depth = n, this.textures[s].isData3DTexture !== !0 && (this.textures[s].isArrayTexture = this.textures[s].image.depth > 1);\n this.dispose();\n }\n this.viewport.set(0, 0, e, t), this.scissor.set(0, 0, e, t);\n }\n /**\n * Returns a new render target with copied values from this instance.\n *\n * @return {RenderTarget} A clone of this instance.\n */\n clone() {\n return new this.constructor().copy(this);\n }\n /**\n * Copies the settings of the given render target. This is a structural copy so\n * no resources are shared between render targets after the copy. That includes\n * all MRT textures and the depth texture.\n *\n * @param {RenderTarget} source - The render target to copy.\n * @return {RenderTarget} A reference to this instance.\n */\n copy(e) {\n this.width = e.width, this.height = e.height, this.depth = e.depth, this.scissor.copy(e.scissor), this.scissorTest = e.scissorTest, this.viewport.copy(e.viewport), this.textures.length = 0;\n for (let t = 0, n = e.textures.length; t < n; t++) {\n this.textures[t] = e.textures[t].clone(), this.textures[t].isRenderTargetTexture = !0, this.textures[t].renderTarget = this;\n const s = Object.assign({}, e.textures[t].image);\n this.textures[t].source = new Io(s);\n }\n return this.depthBuffer = e.depthBuffer, this.stencilBuffer = e.stencilBuffer, this.resolveDepthBuffer = e.resolveDepthBuffer, this.resolveStencilBuffer = e.resolveStencilBuffer, e.depthTexture !== null && (this.depthTexture = e.depthTexture.clone()), this.samples = e.samples, this;\n }\n /**\n * Frees the GPU-related resources allocated by this instance. Call this\n * method whenever this instance is no longer used in your app.\n *\n * @fires RenderTarget#dispose\n */\n dispose() {\n this.dispatchEvent({ type: \"dispose\" });\n }\n}\nclass St extends Uu {\n /**\n * Constructs a new 3D render target.\n *\n * @param {number} [width=1] - The width of the render target.\n * @param {number} [height=1] - The height of the render target.\n * @param {RenderTarget~Options} [options] - The configuration object.\n */\n constructor(e = 1, t = 1, n = {}) {\n super(e, t, n), this.isWebGLRenderTarget = !0;\n }\n}\nclass Jc extends Ct {\n /**\n * Constructs a new data array texture.\n *\n * @param {?TypedArray} [data=null] - The buffer data.\n * @param {number} [width=1] - The width of the texture.\n * @param {number} [height=1] - The height of the texture.\n * @param {number} [depth=1] - The depth of the texture.\n */\n constructor(e = null, t = 1, n = 1, s = 1) {\n super(null), this.isDataArrayTexture = !0, this.image = { data: e, width: t, height: n, depth: s }, this.magFilter = Dt, this.minFilter = Dt, this.wrapR = en, this.generateMipmaps = !1, this.flipY = !1, this.unpackAlignment = 1, this.layerUpdates = /* @__PURE__ */ new Set();\n }\n /**\n * Describes that a specific layer of the texture needs to be updated.\n * Normally when {@link Texture#needsUpdate} is set to `true`, the\n * entire data texture array is sent to the GPU. Marking specific\n * layers will only transmit subsets of all mipmaps associated with a\n * specific depth in the array which is often much more performant.\n *\n * @param {number} layerIndex - The layer index that should be updated.\n */\n addLayerUpdate(e) {\n this.layerUpdates.add(e);\n }\n /**\n * Resets the layer updates registry.\n */\n clearLayerUpdates() {\n this.layerUpdates.clear();\n }\n}\nclass Nu extends Ct {\n /**\n * Constructs a new data array texture.\n *\n * @param {?TypedArray} [data=null] - The buffer data.\n * @param {number} [width=1] - The width of the texture.\n * @param {number} [height=1] - The height of the texture.\n * @param {number} [depth=1] - The depth of the texture.\n */\n constructor(e = null, t = 1, n = 1, s = 1) {\n super(null), this.isData3DTexture = !0, this.image = { data: e, width: t, height: n, depth: s }, this.magFilter = Dt, this.minFilter = Dt, this.wrapR = en, this.generateMipmaps = !1, this.flipY = !1, this.unpackAlignment = 1;\n }\n}\nclass Pt {\n /**\n * Constructs a new bounding box.\n *\n * @param {Vector3} [min=(Infinity,Infinity,Infinity)] - A vector representing the lower boundary of the box.\n * @param {Vector3} [max=(-Infinity,-Infinity,-Infinity)] - A vector representing the upper boundary of the box.\n */\n constructor(e = new w(1 / 0, 1 / 0, 1 / 0), t = new w(-1 / 0, -1 / 0, -1 / 0)) {\n this.isBox3 = !0, this.min = e, this.max = t;\n }\n /**\n * Sets the lower and upper boundaries of this box.\n * Please note that this method only copies the values from the given objects.\n *\n * @param {Vector3} min - The lower boundary of the box.\n * @param {Vector3} max - The upper boundary of the box.\n * @return {Box3} A reference to this bounding box.\n */\n set(e, t) {\n return this.min.copy(e), this.max.copy(t), this;\n }\n /**\n * Sets the upper and lower bounds of this box so it encloses the position data\n * in the given array.\n *\n * @param {Array} array - An array holding 3D position data.\n * @return {Box3} A reference to this bounding box.\n */\n setFromArray(e) {\n this.makeEmpty();\n for (let t = 0, n = e.length; t < n; t += 3)\n this.expandByPoint(rn.fromArray(e, t));\n return this;\n }\n /**\n * Sets the upper and lower bounds of this box so it encloses the position data\n * in the given buffer attribute.\n *\n * @param {BufferAttribute} attribute - A buffer attribute holding 3D position data.\n * @return {Box3} A reference to this bounding box.\n */\n setFromBufferAttribute(e) {\n this.makeEmpty();\n for (let t = 0, n = e.count; t < n; t++)\n this.expandByPoint(rn.fromBufferAttribute(e, t));\n return this;\n }\n /**\n * Sets the upper and lower bounds of this box so it encloses the position data\n * in the given array.\n *\n * @param {Array} points - An array holding 3D position data as instances of {@link Vector3}.\n * @return {Box3} A reference to this bounding box.\n */\n setFromPoints(e) {\n this.makeEmpty();\n for (let t = 0, n = e.length; t < n; t++)\n this.expandByPoint(e[t]);\n return this;\n }\n /**\n * Centers this box on the given center vector and sets this box's width, height and\n * depth to the given size values.\n *\n * @param {Vector3} center - The center of the box.\n * @param {Vector3} size - The x, y and z dimensions of the box.\n * @return {Box3} A reference to this bounding box.\n */\n setFromCenterAndSize(e, t) {\n const n = rn.copy(t).multiplyScalar(0.5);\n return this.min.copy(e).sub(n), this.max.copy(e).add(n), this;\n }\n /**\n * Computes the world-axis-aligned bounding box for the given 3D object\n * (including its children), accounting for the object's, and children's,\n * world transforms. The function may result in a larger box than strictly necessary.\n *\n * @param {Object3D} object - The 3D object to compute the bounding box for.\n * @param {boolean} [precise=false] - If set to `true`, the method computes the smallest\n * world-axis-aligned bounding box at the expense of more computation.\n * @return {Box3} A reference to this bounding box.\n */\n setFromObject(e, t = !1) {\n return this.makeEmpty(), this.expandByObject(e, t);\n }\n /**\n * Returns a new box with copied values from this instance.\n *\n * @return {Box3} A clone of this instance.\n */\n clone() {\n return new this.constructor().copy(this);\n }\n /**\n * Copies the values of the given box to this instance.\n *\n * @param {Box3} box - The box to copy.\n * @return {Box3} A reference to this bounding box.\n */\n copy(e) {\n return this.min.copy(e.min), this.max.copy(e.max), this;\n }\n /**\n * Makes this box empty which means in encloses a zero space in 3D.\n *\n * @return {Box3} A reference to this bounding box.\n */\n makeEmpty() {\n return this.min.x = this.min.y = this.min.z = 1 / 0, this.max.x = this.max.y = this.max.z = -1 / 0, this;\n }\n /**\n * Returns true if this box includes zero points within its bounds.\n * Note that a box with equal lower and upper bounds still includes one\n * point, the one both bounds share.\n *\n * @return {boolean} Whether this box is empty or not.\n */\n isEmpty() {\n return this.max.x < this.min.x || this.max.y < this.min.y || this.max.z < this.min.z;\n }\n /**\n * Returns the center point of this box.\n *\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {Vector3} The center point.\n */\n getCenter(e) {\n return this.isEmpty() ? e.set(0, 0, 0) : e.addVectors(this.min, this.max).multiplyScalar(0.5);\n }\n /**\n * Returns the dimensions of this box.\n *\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {Vector3} The size.\n */\n getSize(e) {\n return this.isEmpty() ? e.set(0, 0, 0) : e.subVectors(this.max, this.min);\n }\n /**\n * Expands the boundaries of this box to include the given point.\n *\n * @param {Vector3} point - The point that should be included by the bounding box.\n * @return {Box3} A reference to this bounding box.\n */\n expandByPoint(e) {\n return this.min.min(e), this.max.max(e), this;\n }\n /**\n * Expands this box equilaterally by the given vector. The width of this\n * box will be expanded by the x component of the vector in both\n * directions. The height of this box will be expanded by the y component of\n * the vector in both directions. The depth of this box will be\n * expanded by the z component of the vector in both directions.\n *\n * @param {Vector3} vector - The vector that should expand the bounding box.\n * @return {Box3} A reference to this bounding box.\n */\n expandByVector(e) {\n return this.min.sub(e), this.max.add(e), this;\n }\n /**\n * Expands each dimension of the box by the given scalar. If negative, the\n * dimensions of the box will be contracted.\n *\n * @param {number} scalar - The scalar value that should expand the bounding box.\n * @return {Box3} A reference to this bounding box.\n */\n expandByScalar(e) {\n return this.min.addScalar(-e), this.max.addScalar(e), this;\n }\n /**\n * Expands the boundaries of this box to include the given 3D object and\n * its children, accounting for the object's, and children's, world\n * transforms. The function may result in a larger box than strictly\n * necessary (unless the precise parameter is set to true).\n *\n * @param {Object3D} object - The 3D object that should expand the bounding box.\n * @param {boolean} precise - If set to `true`, the method expands the bounding box\n * as little as necessary at the expense of more computation.\n * @return {Box3} A reference to this bounding box.\n */\n expandByObject(e, t = !1) {\n e.updateWorldMatrix(!1, !1);\n const n = e.geometry;\n if (n !== void 0) {\n const r = n.getAttribute(\"position\");\n if (t === !0 && r !== void 0 && e.isInstancedMesh !== !0)\n for (let a = 0, o = r.count; a < o; a++)\n e.isMesh === !0 ? e.getVertexPosition(a, rn) : rn.fromBufferAttribute(r, a), rn.applyMatrix4(e.matrixWorld), this.expandByPoint(rn);\n else\n e.boundingBox !== void 0 ? (e.boundingBox === null && e.computeBoundingBox(), Is.copy(e.boundingBox)) : (n.boundingBox === null && n.computeBoundingBox(), Is.copy(n.boundingBox)), Is.applyMatrix4(e.matrixWorld), this.union(Is);\n }\n const s = e.children;\n for (let r = 0, a = s.length; r < a; r++)\n this.expandByObject(s[r], t);\n return this;\n }\n /**\n * Returns `true` if the given point lies within or on the boundaries of this box.\n *\n * @param {Vector3} point - The point to test.\n * @return {boolean} Whether the bounding box contains the given point or not.\n */\n containsPoint(e) {\n return e.x >= this.min.x && e.x <= this.max.x && e.y >= this.min.y && e.y <= this.max.y && e.z >= this.min.z && e.z <= this.max.z;\n }\n /**\n * Returns `true` if this bounding box includes the entirety of the given bounding box.\n * If this box and the given one are identical, this function also returns `true`.\n *\n * @param {Box3} box - The bounding box to test.\n * @return {boolean} Whether the bounding box contains the given bounding box or not.\n */\n containsBox(e) {\n return this.min.x <= e.min.x && e.max.x <= this.max.x && this.min.y <= e.min.y && e.max.y <= this.max.y && this.min.z <= e.min.z && e.max.z <= this.max.z;\n }\n /**\n * Returns a point as a proportion of this box's width, height and depth.\n *\n * @param {Vector3} point - A point in 3D space.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {Vector3} A point as a proportion of this box's width, height and depth.\n */\n getParameter(e, t) {\n return t.set(\n (e.x - this.min.x) / (this.max.x - this.min.x),\n (e.y - this.min.y) / (this.max.y - this.min.y),\n (e.z - this.min.z) / (this.max.z - this.min.z)\n );\n }\n /**\n * Returns `true` if the given bounding box intersects with this bounding box.\n *\n * @param {Box3} box - The bounding box to test.\n * @return {boolean} Whether the given bounding box intersects with this bounding box.\n */\n intersectsBox(e) {\n return e.max.x >= this.min.x && e.min.x <= this.max.x && e.max.y >= this.min.y && e.min.y <= this.max.y && e.max.z >= this.min.z && e.min.z <= this.max.z;\n }\n /**\n * Returns `true` if the given bounding sphere intersects with this bounding box.\n *\n * @param {Sphere} sphere - The bounding sphere to test.\n * @return {boolean} Whether the given bounding sphere intersects with this bounding box.\n */\n intersectsSphere(e) {\n return this.clampPoint(e.center, rn), rn.distanceToSquared(e.center) <= e.radius * e.radius;\n }\n /**\n * Returns `true` if the given plane intersects with this bounding box.\n *\n * @param {Plane} plane - The plane to test.\n * @return {boolean} Whether the given plane intersects with this bounding box.\n */\n intersectsPlane(e) {\n let t, n;\n return e.normal.x > 0 ? (t = e.normal.x * this.min.x, n = e.normal.x * this.max.x) : (t = e.normal.x * this.max.x, n = e.normal.x * this.min.x), e.normal.y > 0 ? (t += e.normal.y * this.min.y, n += e.normal.y * this.max.y) : (t += e.normal.y * this.max.y, n += e.normal.y * this.min.y), e.normal.z > 0 ? (t += e.normal.z * this.min.z, n += e.normal.z * this.max.z) : (t += e.normal.z * this.max.z, n += e.normal.z * this.min.z), t <= -e.constant && n >= -e.constant;\n }\n /**\n * Returns `true` if the given triangle intersects with this bounding box.\n *\n * @param {Triangle} triangle - The triangle to test.\n * @return {boolean} Whether the given triangle intersects with this bounding box.\n */\n intersectsTriangle(e) {\n if (this.isEmpty())\n return !1;\n this.getCenter(ss), Us.subVectors(this.max, ss), vi.subVectors(e.a, ss), Mi.subVectors(e.b, ss), Si.subVectors(e.c, ss), Gn.subVectors(Mi, vi), Hn.subVectors(Si, Mi), si.subVectors(vi, Si);\n let t = [\n 0,\n -Gn.z,\n Gn.y,\n 0,\n -Hn.z,\n Hn.y,\n 0,\n -si.z,\n si.y,\n Gn.z,\n 0,\n -Gn.x,\n Hn.z,\n 0,\n -Hn.x,\n si.z,\n 0,\n -si.x,\n -Gn.y,\n Gn.x,\n 0,\n -Hn.y,\n Hn.x,\n 0,\n -si.y,\n si.x,\n 0\n ];\n return !Vr(t, vi, Mi, Si, Us) || (t = [1, 0, 0, 0, 1, 0, 0, 0, 1], !Vr(t, vi, Mi, Si, Us)) ? !1 : (Ns.crossVectors(Gn, Hn), t = [Ns.x, Ns.y, Ns.z], Vr(t, vi, Mi, Si, Us));\n }\n /**\n * Clamps the given point within the bounds of this box.\n *\n * @param {Vector3} point - The point to clamp.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {Vector3} The clamped point.\n */\n clampPoint(e, t) {\n return t.copy(e).clamp(this.min, this.max);\n }\n /**\n * Returns the euclidean distance from any edge of this box to the specified point. If\n * the given point lies inside of this box, the distance will be `0`.\n *\n * @param {Vector3} point - The point to compute the distance to.\n * @return {number} The euclidean distance.\n */\n distanceToPoint(e) {\n return this.clampPoint(e, rn).distanceTo(e);\n }\n /**\n * Returns a bounding sphere that encloses this bounding box.\n *\n * @param {Sphere} target - The target sphere that is used to store the method's result.\n * @return {Sphere} The bounding sphere that encloses this bounding box.\n */\n getBoundingSphere(e) {\n return this.isEmpty() ? e.makeEmpty() : (this.getCenter(e.center), e.radius = this.getSize(rn).length() * 0.5), e;\n }\n /**\n * Computes the intersection of this bounding box and the given one, setting the upper\n * bound of this box to the lesser of the two boxes' upper bounds and the\n * lower bound of this box to the greater of the two boxes' lower bounds. If\n * there's no overlap, makes this box empty.\n *\n * @param {Box3} box - The bounding box to intersect with.\n * @return {Box3} A reference to this bounding box.\n */\n intersect(e) {\n return this.min.max(e.min), this.max.min(e.max), this.isEmpty() && this.makeEmpty(), this;\n }\n /**\n * Computes the union of this box and another and the given one, setting the upper\n * bound of this box to the greater of the two boxes' upper bounds and the\n * lower bound of this box to the lesser of the two boxes' lower bounds.\n *\n * @param {Box3} box - The bounding box that will be unioned with this instance.\n * @return {Box3} A reference to this bounding box.\n */\n union(e) {\n return this.min.min(e.min), this.max.max(e.max), this;\n }\n /**\n * Transforms this bounding box by the given 4x4 transformation matrix.\n *\n * @param {Matrix4} matrix - The transformation matrix.\n * @return {Box3} A reference to this bounding box.\n */\n applyMatrix4(e) {\n return this.isEmpty() ? this : (Pn[0].set(this.min.x, this.min.y, this.min.z).applyMatrix4(e), Pn[1].set(this.min.x, this.min.y, this.max.z).applyMatrix4(e), Pn[2].set(this.min.x, this.max.y, this.min.z).applyMatrix4(e), Pn[3].set(this.min.x, this.max.y, this.max.z).applyMatrix4(e), Pn[4].set(this.max.x, this.min.y, this.min.z).applyMatrix4(e), Pn[5].set(this.max.x, this.min.y, this.max.z).applyMatrix4(e), Pn[6].set(this.max.x, this.max.y, this.min.z).applyMatrix4(e), Pn[7].set(this.max.x, this.max.y, this.max.z).applyMatrix4(e), this.setFromPoints(Pn), this);\n }\n /**\n * Adds the given offset to both the upper and lower bounds of this bounding box,\n * effectively moving it in 3D space.\n *\n * @param {Vector3} offset - The offset that should be used to translate the bounding box.\n * @return {Box3} A reference to this bounding box.\n */\n translate(e) {\n return this.min.add(e), this.max.add(e), this;\n }\n /**\n * Returns `true` if this bounding box is equal with the given one.\n *\n * @param {Box3} box - The box to test for equality.\n * @return {boolean} Whether this bounding box is equal with the given one.\n */\n equals(e) {\n return e.min.equals(this.min) && e.max.equals(this.max);\n }\n /**\n * Returns a serialized structure of the bounding box.\n *\n * @return {Object} Serialized structure with fields representing the object state.\n */\n toJSON() {\n return {\n min: this.min.toArray(),\n max: this.max.toArray()\n };\n }\n /**\n * Returns a serialized structure of the bounding box.\n *\n * @param {Object} json - The serialized json to set the box from.\n * @return {Box3} A reference to this bounding box.\n */\n fromJSON(e) {\n return this.min.fromArray(e.min), this.max.fromArray(e.max), this;\n }\n}\nconst Pn = [\n /* @__PURE__ */ new w(),\n /* @__PURE__ */ new w(),\n /* @__PURE__ */ new w(),\n /* @__PURE__ */ new w(),\n /* @__PURE__ */ new w(),\n /* @__PURE__ */ new w(),\n /* @__PURE__ */ new w(),\n /* @__PURE__ */ new w()\n], rn = /* @__PURE__ */ new w(), Is = /* @__PURE__ */ new Pt(), vi = /* @__PURE__ */ new w(), Mi = /* @__PURE__ */ new w(), Si = /* @__PURE__ */ new w(), Gn = /* @__PURE__ */ new w(), Hn = /* @__PURE__ */ new w(), si = /* @__PURE__ */ new w(), ss = /* @__PURE__ */ new w(), Us = /* @__PURE__ */ new w(), Ns = /* @__PURE__ */ new w(), ri = /* @__PURE__ */ new w();\nfunction Vr(i, e, t, n, s) {\n for (let r = 0, a = i.length - 3; r <= a; r += 3) {\n ri.fromArray(i, r);\n const o = s.x * Math.abs(ri.x) + s.y * Math.abs(ri.y) + s.z * Math.abs(ri.z), l = e.dot(ri), c = t.dot(ri), h = n.dot(ri);\n if (Math.max(-Math.max(l, c, h), Math.min(l, c, h)) > o)\n return !1;\n }\n return !0;\n}\nconst Fu = /* @__PURE__ */ new Pt(), rs = /* @__PURE__ */ new w(), Gr = /* @__PURE__ */ new w();\nclass Rn {\n /**\n * Constructs a new sphere.\n *\n * @param {Vector3} [center=(0,0,0)] - The center of the sphere\n * @param {number} [radius=-1] - The radius of the sphere.\n */\n constructor(e = new w(), t = -1) {\n this.isSphere = !0, this.center = e, this.radius = t;\n }\n /**\n * Sets the sphere's components by copying the given values.\n *\n * @param {Vector3} center - The center.\n * @param {number} radius - The radius.\n * @return {Sphere} A reference to this sphere.\n */\n set(e, t) {\n return this.center.copy(e), this.radius = t, this;\n }\n /**\n * Computes the minimum bounding sphere for list of points.\n * If the optional center point is given, it is used as the sphere's\n * center. Otherwise, the center of the axis-aligned bounding box\n * encompassing the points is calculated.\n *\n * @param {Array} points - A list of points in 3D space.\n * @param {Vector3} [optionalCenter] - The center of the sphere.\n * @return {Sphere} A reference to this sphere.\n */\n setFromPoints(e, t) {\n const n = this.center;\n t !== void 0 ? n.copy(t) : Fu.setFromPoints(e).getCenter(n);\n let s = 0;\n for (let r = 0, a = e.length; r < a; r++)\n s = Math.max(s, n.distanceToSquared(e[r]));\n return this.radius = Math.sqrt(s), this;\n }\n /**\n * Copies the values of the given sphere to this instance.\n *\n * @param {Sphere} sphere - The sphere to copy.\n * @return {Sphere} A reference to this sphere.\n */\n copy(e) {\n return this.center.copy(e.center), this.radius = e.radius, this;\n }\n /**\n * Returns `true` if the sphere is empty (the radius set to a negative number).\n *\n * Spheres with a radius of `0` contain only their center point and are not\n * considered to be empty.\n *\n * @return {boolean} Whether this sphere is empty or not.\n */\n isEmpty() {\n return this.radius < 0;\n }\n /**\n * Makes this sphere empty which means in encloses a zero space in 3D.\n *\n * @return {Sphere} A reference to this sphere.\n */\n makeEmpty() {\n return this.center.set(0, 0, 0), this.radius = -1, this;\n }\n /**\n * Returns `true` if this sphere contains the given point inclusive of\n * the surface of the sphere.\n *\n * @param {Vector3} point - The point to check.\n * @return {boolean} Whether this sphere contains the given point or not.\n */\n containsPoint(e) {\n return e.distanceToSquared(this.center) <= this.radius * this.radius;\n }\n /**\n * Returns the closest distance from the boundary of the sphere to the\n * given point. If the sphere contains the point, the distance will\n * be negative.\n *\n * @param {Vector3} point - The point to compute the distance to.\n * @return {number} The distance to the point.\n */\n distanceToPoint(e) {\n return e.distanceTo(this.center) - this.radius;\n }\n /**\n * Returns `true` if this sphere intersects with the given one.\n *\n * @param {Sphere} sphere - The sphere to test.\n * @return {boolean} Whether this sphere intersects with the given one or not.\n */\n intersectsSphere(e) {\n const t = this.radius + e.radius;\n return e.center.distanceToSquared(this.center) <= t * t;\n }\n /**\n * Returns `true` if this sphere intersects with the given box.\n *\n * @param {Box3} box - The box to test.\n * @return {boolean} Whether this sphere intersects with the given box or not.\n */\n intersectsBox(e) {\n return e.intersectsSphere(this);\n }\n /**\n * Returns `true` if this sphere intersects with the given plane.\n *\n * @param {Plane} plane - The plane to test.\n * @return {boolean} Whether this sphere intersects with the given plane or not.\n */\n intersectsPlane(e) {\n return Math.abs(e.distanceToPoint(this.center)) <= this.radius;\n }\n /**\n * Clamps a point within the sphere. If the point is outside the sphere, it\n * will clamp it to the closest point on the edge of the sphere. Points\n * already inside the sphere will not be affected.\n *\n * @param {Vector3} point - The plane to clamp.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {Vector3} The clamped point.\n */\n clampPoint(e, t) {\n const n = this.center.distanceToSquared(e);\n return t.copy(e), n > this.radius * this.radius && (t.sub(this.center).normalize(), t.multiplyScalar(this.radius).add(this.center)), t;\n }\n /**\n * Returns a bounding box that encloses this sphere.\n *\n * @param {Box3} target - The target box that is used to store the method's result.\n * @return {Box3} The bounding box that encloses this sphere.\n */\n getBoundingBox(e) {\n return this.isEmpty() ? (e.makeEmpty(), e) : (e.set(this.center, this.center), e.expandByScalar(this.radius), e);\n }\n /**\n * Transforms this sphere with the given 4x4 transformation matrix.\n *\n * @param {Matrix4} matrix - The transformation matrix.\n * @return {Sphere} A reference to this sphere.\n */\n applyMatrix4(e) {\n return this.center.applyMatrix4(e), this.radius = this.radius * e.getMaxScaleOnAxis(), this;\n }\n /**\n * Translates the sphere's center by the given offset.\n *\n * @param {Vector3} offset - The offset.\n * @return {Sphere} A reference to this sphere.\n */\n translate(e) {\n return this.center.add(e), this;\n }\n /**\n * Expands the boundaries of this sphere to include the given point.\n *\n * @param {Vector3} point - The point to include.\n * @return {Sphere} A reference to this sphere.\n */\n expandByPoint(e) {\n if (this.isEmpty())\n return this.center.copy(e), this.radius = 0, this;\n rs.subVectors(e, this.center);\n const t = rs.lengthSq();\n if (t > this.radius * this.radius) {\n const n = Math.sqrt(t), s = (n - this.radius) * 0.5;\n this.center.addScaledVector(rs, s / n), this.radius += s;\n }\n return this;\n }\n /**\n * Expands this sphere to enclose both the original sphere and the given sphere.\n *\n * @param {Sphere} sphere - The sphere to include.\n * @return {Sphere} A reference to this sphere.\n */\n union(e) {\n return e.isEmpty() ? this : this.isEmpty() ? (this.copy(e), this) : (this.center.equals(e.center) === !0 ? this.radius = Math.max(this.radius, e.radius) : (Gr.subVectors(e.center, this.center).setLength(e.radius), this.expandByPoint(rs.copy(e.center).add(Gr)), this.expandByPoint(rs.copy(e.center).sub(Gr))), this);\n }\n /**\n * Returns `true` if this sphere is equal with the given one.\n *\n * @param {Sphere} sphere - The sphere to test for equality.\n * @return {boolean} Whether this bounding sphere is equal with the given one.\n */\n equals(e) {\n return e.center.equals(this.center) && e.radius === this.radius;\n }\n /**\n * Returns a new sphere with copied values from this instance.\n *\n * @return {Sphere} A clone of this instance.\n */\n clone() {\n return new this.constructor().copy(this);\n }\n /**\n * Returns a serialized structure of the bounding sphere.\n *\n * @return {Object} Serialized structure with fields representing the object state.\n */\n toJSON() {\n return {\n radius: this.radius,\n center: this.center.toArray()\n };\n }\n /**\n * Returns a serialized structure of the bounding sphere.\n *\n * @param {Object} json - The serialized json to set the sphere from.\n * @return {Box3} A reference to this bounding sphere.\n */\n fromJSON(e) {\n return this.radius = e.radius, this.center.fromArray(e.center), this;\n }\n}\nconst Dn = /* @__PURE__ */ new w(), Hr = /* @__PURE__ */ new w(), Fs = /* @__PURE__ */ new w(), Wn = /* @__PURE__ */ new w(), Wr = /* @__PURE__ */ new w(), Os = /* @__PURE__ */ new w(), Xr = /* @__PURE__ */ new w();\nclass Ji {\n /**\n * Constructs a new ray.\n *\n * @param {Vector3} [origin=(0,0,0)] - The origin of the ray.\n * @param {Vector3} [direction=(0,0,-1)] - The (normalized) direction of the ray.\n */\n constructor(e = new w(), t = new w(0, 0, -1)) {\n this.origin = e, this.direction = t;\n }\n /**\n * Sets the ray's components by copying the given values.\n *\n * @param {Vector3} origin - The origin.\n * @param {Vector3} direction - The direction.\n * @return {Ray} A reference to this ray.\n */\n set(e, t) {\n return this.origin.copy(e), this.direction.copy(t), this;\n }\n /**\n * Copies the values of the given ray to this instance.\n *\n * @param {Ray} ray - The ray to copy.\n * @return {Ray} A reference to this ray.\n */\n copy(e) {\n return this.origin.copy(e.origin), this.direction.copy(e.direction), this;\n }\n /**\n * Returns a vector that is located at a given distance along this ray.\n *\n * @param {number} t - The distance along the ray to retrieve a position for.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {Vector3} A position on the ray.\n */\n at(e, t) {\n return t.copy(this.origin).addScaledVector(this.direction, e);\n }\n /**\n * Adjusts the direction of the ray to point at the given vector in world space.\n *\n * @param {Vector3} v - The target position.\n * @return {Ray} A reference to this ray.\n */\n lookAt(e) {\n return this.direction.copy(e).sub(this.origin).normalize(), this;\n }\n /**\n * Shift the origin of this ray along its direction by the given distance.\n *\n * @param {number} t - The distance along the ray to interpolate.\n * @return {Ray} A reference to this ray.\n */\n recast(e) {\n return this.origin.copy(this.at(e, Dn)), this;\n }\n /**\n * Returns the point along this ray that is closest to the given point.\n *\n * @param {Vector3} point - A point in 3D space to get the closet location on the ray for.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {Vector3} The closest point on this ray.\n */\n closestPointToPoint(e, t) {\n t.subVectors(e, this.origin);\n const n = t.dot(this.direction);\n return n < 0 ? t.copy(this.origin) : t.copy(this.origin).addScaledVector(this.direction, n);\n }\n /**\n * Returns the distance of the closest approach between this ray and the given point.\n *\n * @param {Vector3} point - A point in 3D space to compute the distance to.\n * @return {number} The distance.\n */\n distanceToPoint(e) {\n return Math.sqrt(this.distanceSqToPoint(e));\n }\n /**\n * Returns the squared distance of the closest approach between this ray and the given point.\n *\n * @param {Vector3} point - A point in 3D space to compute the distance to.\n * @return {number} The squared distance.\n */\n distanceSqToPoint(e) {\n const t = Dn.subVectors(e, this.origin).dot(this.direction);\n return t < 0 ? this.origin.distanceToSquared(e) : (Dn.copy(this.origin).addScaledVector(this.direction, t), Dn.distanceToSquared(e));\n }\n /**\n * Returns the squared distance between this ray and the given line segment.\n *\n * @param {Vector3} v0 - The start point of the line segment.\n * @param {Vector3} v1 - The end point of the line segment.\n * @param {Vector3} [optionalPointOnRay] - When provided, it receives the point on this ray that is closest to the segment.\n * @param {Vector3} [optionalPointOnSegment] - When provided, it receives the point on the line segment that is closest to this ray.\n * @return {number} The squared distance.\n */\n distanceSqToSegment(e, t, n, s) {\n Hr.copy(e).add(t).multiplyScalar(0.5), Fs.copy(t).sub(e).normalize(), Wn.copy(this.origin).sub(Hr);\n const r = e.distanceTo(t) * 0.5, a = -this.direction.dot(Fs), o = Wn.dot(this.direction), l = -Wn.dot(Fs), c = Wn.lengthSq(), h = Math.abs(1 - a * a);\n let u, d, p, g;\n if (h > 0)\n if (u = a * l - o, d = a * o - l, g = r * h, u >= 0)\n if (d >= -g)\n if (d <= g) {\n const x = 1 / h;\n u *= x, d *= x, p = u * (u + a * d + 2 * o) + d * (a * u + d + 2 * l) + c;\n } else\n d = r, u = Math.max(0, -(a * d + o)), p = -u * u + d * (d + 2 * l) + c;\n else\n d = -r, u = Math.max(0, -(a * d + o)), p = -u * u + d * (d + 2 * l) + c;\n else\n d <= -g ? (u = Math.max(0, -(-a * r + o)), d = u > 0 ? -r : Math.min(Math.max(-r, -l), r), p = -u * u + d * (d + 2 * l) + c) : d <= g ? (u = 0, d = Math.min(Math.max(-r, -l), r), p = d * (d + 2 * l) + c) : (u = Math.max(0, -(a * r + o)), d = u > 0 ? r : Math.min(Math.max(-r, -l), r), p = -u * u + d * (d + 2 * l) + c);\n else\n d = a > 0 ? -r : r, u = Math.max(0, -(a * d + o)), p = -u * u + d * (d + 2 * l) + c;\n return n && n.copy(this.origin).addScaledVector(this.direction, u), s && s.copy(Hr).addScaledVector(Fs, d), p;\n }\n /**\n * Intersects this ray with the given sphere, returning the intersection\n * point or `null` if there is no intersection.\n *\n * @param {Sphere} sphere - The sphere to intersect.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {?Vector3} The intersection point.\n */\n intersectSphere(e, t) {\n Dn.subVectors(e.center, this.origin);\n const n = Dn.dot(this.direction), s = Dn.dot(Dn) - n * n, r = e.radius * e.radius;\n if (s > r) return null;\n const a = Math.sqrt(r - s), o = n - a, l = n + a;\n return l < 0 ? null : o < 0 ? this.at(l, t) : this.at(o, t);\n }\n /**\n * Returns `true` if this ray intersects with the given sphere.\n *\n * @param {Sphere} sphere - The sphere to intersect.\n * @return {boolean} Whether this ray intersects with the given sphere or not.\n */\n intersectsSphere(e) {\n return e.radius < 0 ? !1 : this.distanceSqToPoint(e.center) <= e.radius * e.radius;\n }\n /**\n * Computes the distance from the ray's origin to the given plane. Returns `null` if the ray\n * does not intersect with the plane.\n *\n * @param {Plane} plane - The plane to compute the distance to.\n * @return {?number} Whether this ray intersects with the given sphere or not.\n */\n distanceToPlane(e) {\n const t = e.normal.dot(this.direction);\n if (t === 0)\n return e.distanceToPoint(this.origin) === 0 ? 0 : null;\n const n = -(this.origin.dot(e.normal) + e.constant) / t;\n return n >= 0 ? n : null;\n }\n /**\n * Intersects this ray with the given plane, returning the intersection\n * point or `null` if there is no intersection.\n *\n * @param {Plane} plane - The plane to intersect.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {?Vector3} The intersection point.\n */\n intersectPlane(e, t) {\n const n = this.distanceToPlane(e);\n return n === null ? null : this.at(n, t);\n }\n /**\n * Returns `true` if this ray intersects with the given plane.\n *\n * @param {Plane} plane - The plane to intersect.\n * @return {boolean} Whether this ray intersects with the given plane or not.\n */\n intersectsPlane(e) {\n const t = e.distanceToPoint(this.origin);\n return t === 0 || e.normal.dot(this.direction) * t < 0;\n }\n /**\n * Intersects this ray with the given bounding box, returning the intersection\n * point or `null` if there is no intersection.\n *\n * @param {Box3} box - The box to intersect.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {?Vector3} The intersection point.\n */\n intersectBox(e, t) {\n let n, s, r, a, o, l;\n const c = 1 / this.direction.x, h = 1 / this.direction.y, u = 1 / this.direction.z, d = this.origin;\n return c >= 0 ? (n = (e.min.x - d.x) * c, s = (e.max.x - d.x) * c) : (n = (e.max.x - d.x) * c, s = (e.min.x - d.x) * c), h >= 0 ? (r = (e.min.y - d.y) * h, a = (e.max.y - d.y) * h) : (r = (e.max.y - d.y) * h, a = (e.min.y - d.y) * h), n > a || r > s || ((r > n || isNaN(n)) && (n = r), (a < s || isNaN(s)) && (s = a), u >= 0 ? (o = (e.min.z - d.z) * u, l = (e.max.z - d.z) * u) : (o = (e.max.z - d.z) * u, l = (e.min.z - d.z) * u), n > l || o > s) || ((o > n || n !== n) && (n = o), (l < s || s !== s) && (s = l), s < 0) ? null : this.at(n >= 0 ? n : s, t);\n }\n /**\n * Returns `true` if this ray intersects with the given box.\n *\n * @param {Box3} box - The box to intersect.\n * @return {boolean} Whether this ray intersects with the given box or not.\n */\n intersectsBox(e) {\n return this.intersectBox(e, Dn) !== null;\n }\n /**\n * Intersects this ray with the given triangle, returning the intersection\n * point or `null` if there is no intersection.\n *\n * @param {Vector3} a - The first vertex of the triangle.\n * @param {Vector3} b - The second vertex of the triangle.\n * @param {Vector3} c - The third vertex of the triangle.\n * @param {boolean} backfaceCulling - Whether to use backface culling or not.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {?Vector3} The intersection point.\n */\n intersectTriangle(e, t, n, s, r) {\n Wr.subVectors(t, e), Os.subVectors(n, e), Xr.crossVectors(Wr, Os);\n let a = this.direction.dot(Xr), o;\n if (a > 0) {\n if (s) return null;\n o = 1;\n } else if (a < 0)\n o = -1, a = -a;\n else\n return null;\n Wn.subVectors(this.origin, e);\n const l = o * this.direction.dot(Os.crossVectors(Wn, Os));\n if (l < 0)\n return null;\n const c = o * this.direction.dot(Wr.cross(Wn));\n if (c < 0 || l + c > a)\n return null;\n const h = -o * Wn.dot(Xr);\n return h < 0 ? null : this.at(h / a, r);\n }\n /**\n * Transforms this ray with the given 4x4 transformation matrix.\n *\n * @param {Matrix4} matrix4 - The transformation matrix.\n * @return {Ray} A reference to this ray.\n */\n applyMatrix4(e) {\n return this.origin.applyMatrix4(e), this.direction.transformDirection(e), this;\n }\n /**\n * Returns `true` if this ray is equal with the given one.\n *\n * @param {Ray} ray - The ray to test for equality.\n * @return {boolean} Whether this ray is equal with the given one.\n */\n equals(e) {\n return e.origin.equals(this.origin) && e.direction.equals(this.direction);\n }\n /**\n * Returns a new ray with copied values from this instance.\n *\n * @return {Ray} A clone of this instance.\n */\n clone() {\n return new this.constructor().copy(this);\n }\n}\nclass Ne {\n /**\n * Constructs a new 4x4 matrix. The arguments are supposed to be\n * in row-major order. If no arguments are provided, the constructor\n * initializes the matrix as an identity matrix.\n *\n * @param {number} [n11] - 1-1 matrix element.\n * @param {number} [n12] - 1-2 matrix element.\n * @param {number} [n13] - 1-3 matrix element.\n * @param {number} [n14] - 1-4 matrix element.\n * @param {number} [n21] - 2-1 matrix element.\n * @param {number} [n22] - 2-2 matrix element.\n * @param {number} [n23] - 2-3 matrix element.\n * @param {number} [n24] - 2-4 matrix element.\n * @param {number} [n31] - 3-1 matrix element.\n * @param {number} [n32] - 3-2 matrix element.\n * @param {number} [n33] - 3-3 matrix element.\n * @param {number} [n34] - 3-4 matrix element.\n * @param {number} [n41] - 4-1 matrix element.\n * @param {number} [n42] - 4-2 matrix element.\n * @param {number} [n43] - 4-3 matrix element.\n * @param {number} [n44] - 4-4 matrix element.\n */\n constructor(e, t, n, s, r, a, o, l, c, h, u, d, p, g, x, m) {\n Ne.prototype.isMatrix4 = !0, this.elements = [\n 1,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 1\n ], e !== void 0 && this.set(e, t, n, s, r, a, o, l, c, h, u, d, p, g, x, m);\n }\n /**\n * Sets the elements of the matrix.The arguments are supposed to be\n * in row-major order.\n *\n * @param {number} [n11] - 1-1 matrix element.\n * @param {number} [n12] - 1-2 matrix element.\n * @param {number} [n13] - 1-3 matrix element.\n * @param {number} [n14] - 1-4 matrix element.\n * @param {number} [n21] - 2-1 matrix element.\n * @param {number} [n22] - 2-2 matrix element.\n * @param {number} [n23] - 2-3 matrix element.\n * @param {number} [n24] - 2-4 matrix element.\n * @param {number} [n31] - 3-1 matrix element.\n * @param {number} [n32] - 3-2 matrix element.\n * @param {number} [n33] - 3-3 matrix element.\n * @param {number} [n34] - 3-4 matrix element.\n * @param {number} [n41] - 4-1 matrix element.\n * @param {number} [n42] - 4-2 matrix element.\n * @param {number} [n43] - 4-3 matrix element.\n * @param {number} [n44] - 4-4 matrix element.\n * @return {Matrix4} A reference to this matrix.\n */\n set(e, t, n, s, r, a, o, l, c, h, u, d, p, g, x, m) {\n const f = this.elements;\n return f[0] = e, f[4] = t, f[8] = n, f[12] = s, f[1] = r, f[5] = a, f[9] = o, f[13] = l, f[2] = c, f[6] = h, f[10] = u, f[14] = d, f[3] = p, f[7] = g, f[11] = x, f[15] = m, this;\n }\n /**\n * Sets this matrix to the 4x4 identity matrix.\n *\n * @return {Matrix4} A reference to this matrix.\n */\n identity() {\n return this.set(\n 1,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n /**\n * Returns a matrix with copied values from this instance.\n *\n * @return {Matrix4} A clone of this instance.\n */\n clone() {\n return new Ne().fromArray(this.elements);\n }\n /**\n * Copies the values of the given matrix to this instance.\n *\n * @param {Matrix4} m - The matrix to copy.\n * @return {Matrix4} A reference to this matrix.\n */\n copy(e) {\n const t = this.elements, n = e.elements;\n return t[0] = n[0], t[1] = n[1], t[2] = n[2], t[3] = n[3], t[4] = n[4], t[5] = n[5], t[6] = n[6], t[7] = n[7], t[8] = n[8], t[9] = n[9], t[10] = n[10], t[11] = n[11], t[12] = n[12], t[13] = n[13], t[14] = n[14], t[15] = n[15], this;\n }\n /**\n * Copies the translation component of the given matrix\n * into this matrix's translation component.\n *\n * @param {Matrix4} m - The matrix to copy the translation component.\n * @return {Matrix4} A reference to this matrix.\n */\n copyPosition(e) {\n const t = this.elements, n = e.elements;\n return t[12] = n[12], t[13] = n[13], t[14] = n[14], this;\n }\n /**\n * Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix.\n *\n * @param {Matrix3} m - The 3x3 matrix.\n * @return {Matrix4} A reference to this matrix.\n */\n setFromMatrix3(e) {\n const t = e.elements;\n return this.set(\n t[0],\n t[3],\n t[6],\n 0,\n t[1],\n t[4],\n t[7],\n 0,\n t[2],\n t[5],\n t[8],\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n /**\n * Extracts the basis of this matrix into the three axis vectors provided.\n *\n * @param {Vector3} xAxis - The basis's x axis.\n * @param {Vector3} yAxis - The basis's y axis.\n * @param {Vector3} zAxis - The basis's z axis.\n * @return {Matrix4} A reference to this matrix.\n */\n extractBasis(e, t, n) {\n return e.setFromMatrixColumn(this, 0), t.setFromMatrixColumn(this, 1), n.setFromMatrixColumn(this, 2), this;\n }\n /**\n * Sets the given basis vectors to this matrix.\n *\n * @param {Vector3} xAxis - The basis's x axis.\n * @param {Vector3} yAxis - The basis's y axis.\n * @param {Vector3} zAxis - The basis's z axis.\n * @return {Matrix4} A reference to this matrix.\n */\n makeBasis(e, t, n) {\n return this.set(\n e.x,\n t.x,\n n.x,\n 0,\n e.y,\n t.y,\n n.y,\n 0,\n e.z,\n t.z,\n n.z,\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n /**\n * Extracts the rotation component of the given matrix\n * into this matrix's rotation component.\n *\n * Note: This method does not support reflection matrices.\n *\n * @param {Matrix4} m - The matrix.\n * @return {Matrix4} A reference to this matrix.\n */\n extractRotation(e) {\n const t = this.elements, n = e.elements, s = 1 / bi.setFromMatrixColumn(e, 0).length(), r = 1 / bi.setFromMatrixColumn(e, 1).length(), a = 1 / bi.setFromMatrixColumn(e, 2).length();\n return t[0] = n[0] * s, t[1] = n[1] * s, t[2] = n[2] * s, t[3] = 0, t[4] = n[4] * r, t[5] = n[5] * r, t[6] = n[6] * r, t[7] = 0, t[8] = n[8] * a, t[9] = n[9] * a, t[10] = n[10] * a, t[11] = 0, t[12] = 0, t[13] = 0, t[14] = 0, t[15] = 1, this;\n }\n /**\n * Sets the rotation component (the upper left 3x3 matrix) of this matrix to\n * the rotation specified by the given Euler angles. The rest of\n * the matrix is set to the identity. Depending on the {@link Euler#order},\n * there are six possible outcomes. See [this page](https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix)\n * for a complete list.\n *\n * @param {Euler} euler - The Euler angles.\n * @return {Matrix4} A reference to this matrix.\n */\n makeRotationFromEuler(e) {\n const t = this.elements, n = e.x, s = e.y, r = e.z, a = Math.cos(n), o = Math.sin(n), l = Math.cos(s), c = Math.sin(s), h = Math.cos(r), u = Math.sin(r);\n if (e.order === \"XYZ\") {\n const d = a * h, p = a * u, g = o * h, x = o * u;\n t[0] = l * h, t[4] = -l * u, t[8] = c, t[1] = p + g * c, t[5] = d - x * c, t[9] = -o * l, t[2] = x - d * c, t[6] = g + p * c, t[10] = a * l;\n } else if (e.order === \"YXZ\") {\n const d = l * h, p = l * u, g = c * h, x = c * u;\n t[0] = d + x * o, t[4] = g * o - p, t[8] = a * c, t[1] = a * u, t[5] = a * h, t[9] = -o, t[2] = p * o - g, t[6] = x + d * o, t[10] = a * l;\n } else if (e.order === \"ZXY\") {\n const d = l * h, p = l * u, g = c * h, x = c * u;\n t[0] = d - x * o, t[4] = -a * u, t[8] = g + p * o, t[1] = p + g * o, t[5] = a * h, t[9] = x - d * o, t[2] = -a * c, t[6] = o, t[10] = a * l;\n } else if (e.order === \"ZYX\") {\n const d = a * h, p = a * u, g = o * h, x = o * u;\n t[0] = l * h, t[4] = g * c - p, t[8] = d * c + x, t[1] = l * u, t[5] = x * c + d, t[9] = p * c - g, t[2] = -c, t[6] = o * l, t[10] = a * l;\n } else if (e.order === \"YZX\") {\n const d = a * l, p = a * c, g = o * l, x = o * c;\n t[0] = l * h, t[4] = x - d * u, t[8] = g * u + p, t[1] = u, t[5] = a * h, t[9] = -o * h, t[2] = -c * h, t[6] = p * u + g, t[10] = d - x * u;\n } else if (e.order === \"XZY\") {\n const d = a * l, p = a * c, g = o * l, x = o * c;\n t[0] = l * h, t[4] = -u, t[8] = c * h, t[1] = d * u + x, t[5] = a * h, t[9] = p * u - g, t[2] = g * u - p, t[6] = o * h, t[10] = x * u + d;\n }\n return t[3] = 0, t[7] = 0, t[11] = 0, t[12] = 0, t[13] = 0, t[14] = 0, t[15] = 1, this;\n }\n /**\n * Sets the rotation component of this matrix to the rotation specified by\n * the given Quaternion as outlined [here](https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion)\n * The rest of the matrix is set to the identity.\n *\n * @param {Quaternion} q - The Quaternion.\n * @return {Matrix4} A reference to this matrix.\n */\n makeRotationFromQuaternion(e) {\n return this.compose(Ou, e, Bu);\n }\n /**\n * Sets the rotation component of the transformation matrix, looking from `eye` towards\n * `target`, and oriented by the up-direction.\n *\n * @param {Vector3} eye - The eye vector.\n * @param {Vector3} target - The target vector.\n * @param {Vector3} up - The up vector.\n * @return {Matrix4} A reference to this matrix.\n */\n lookAt(e, t, n) {\n const s = this.elements;\n return Yt.subVectors(e, t), Yt.lengthSq() === 0 && (Yt.z = 1), Yt.normalize(), Xn.crossVectors(n, Yt), Xn.lengthSq() === 0 && (Math.abs(n.z) === 1 ? Yt.x += 1e-4 : Yt.z += 1e-4, Yt.normalize(), Xn.crossVectors(n, Yt)), Xn.normalize(), Bs.crossVectors(Yt, Xn), s[0] = Xn.x, s[4] = Bs.x, s[8] = Yt.x, s[1] = Xn.y, s[5] = Bs.y, s[9] = Yt.y, s[2] = Xn.z, s[6] = Bs.z, s[10] = Yt.z, this;\n }\n /**\n * Post-multiplies this matrix by the given 4x4 matrix.\n *\n * @param {Matrix4} m - The matrix to multiply with.\n * @return {Matrix4} A reference to this matrix.\n */\n multiply(e) {\n return this.multiplyMatrices(this, e);\n }\n /**\n * Pre-multiplies this matrix by the given 4x4 matrix.\n *\n * @param {Matrix4} m - The matrix to multiply with.\n * @return {Matrix4} A reference to this matrix.\n */\n premultiply(e) {\n return this.multiplyMatrices(e, this);\n }\n /**\n * Multiples the given 4x4 matrices and stores the result\n * in this matrix.\n *\n * @param {Matrix4} a - The first matrix.\n * @param {Matrix4} b - The second matrix.\n * @return {Matrix4} A reference to this matrix.\n */\n multiplyMatrices(e, t) {\n const n = e.elements, s = t.elements, r = this.elements, a = n[0], o = n[4], l = n[8], c = n[12], h = n[1], u = n[5], d = n[9], p = n[13], g = n[2], x = n[6], m = n[10], f = n[14], y = n[3], v = n[7], T = n[11], R = n[15], E = s[0], P = s[4], I = s[8], S = s[12], M = s[1], C = s[5], U = s[9], B = s[13], z = s[2], W = s[6], k = s[10], ee = s[14], X = s[3], $ = s[7], Q = s[11], ge = s[15];\n return r[0] = a * E + o * M + l * z + c * X, r[4] = a * P + o * C + l * W + c * $, r[8] = a * I + o * U + l * k + c * Q, r[12] = a * S + o * B + l * ee + c * ge, r[1] = h * E + u * M + d * z + p * X, r[5] = h * P + u * C + d * W + p * $, r[9] = h * I + u * U + d * k + p * Q, r[13] = h * S + u * B + d * ee + p * ge, r[2] = g * E + x * M + m * z + f * X, r[6] = g * P + x * C + m * W + f * $, r[10] = g * I + x * U + m * k + f * Q, r[14] = g * S + x * B + m * ee + f * ge, r[3] = y * E + v * M + T * z + R * X, r[7] = y * P + v * C + T * W + R * $, r[11] = y * I + v * U + T * k + R * Q, r[15] = y * S + v * B + T * ee + R * ge, this;\n }\n /**\n * Multiplies every component of the matrix by the given scalar.\n *\n * @param {number} s - The scalar.\n * @return {Matrix4} A reference to this matrix.\n */\n multiplyScalar(e) {\n const t = this.elements;\n return t[0] *= e, t[4] *= e, t[8] *= e, t[12] *= e, t[1] *= e, t[5] *= e, t[9] *= e, t[13] *= e, t[2] *= e, t[6] *= e, t[10] *= e, t[14] *= e, t[3] *= e, t[7] *= e, t[11] *= e, t[15] *= e, this;\n }\n /**\n * Computes and returns the determinant of this matrix.\n *\n * Based on the method outlined [here](http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html).\n *\n * @return {number} The determinant.\n */\n determinant() {\n const e = this.elements, t = e[0], n = e[4], s = e[8], r = e[12], a = e[1], o = e[5], l = e[9], c = e[13], h = e[2], u = e[6], d = e[10], p = e[14], g = e[3], x = e[7], m = e[11], f = e[15];\n return g * (+r * l * u - s * c * u - r * o * d + n * c * d + s * o * p - n * l * p) + x * (+t * l * p - t * c * d + r * a * d - s * a * p + s * c * h - r * l * h) + m * (+t * c * u - t * o * p - r * a * u + n * a * p + r * o * h - n * c * h) + f * (-s * o * h - t * l * u + t * o * d + s * a * u - n * a * d + n * l * h);\n }\n /**\n * Transposes this matrix in place.\n *\n * @return {Matrix4} A reference to this matrix.\n */\n transpose() {\n const e = this.elements;\n let t;\n return t = e[1], e[1] = e[4], e[4] = t, t = e[2], e[2] = e[8], e[8] = t, t = e[6], e[6] = e[9], e[9] = t, t = e[3], e[3] = e[12], e[12] = t, t = e[7], e[7] = e[13], e[13] = t, t = e[11], e[11] = e[14], e[14] = t, this;\n }\n /**\n * Sets the position component for this matrix from the given vector,\n * without affecting the rest of the matrix.\n *\n * @param {number|Vector3} x - The x component of the vector or alternatively the vector object.\n * @param {number} y - The y component of the vector.\n * @param {number} z - The z component of the vector.\n * @return {Matrix4} A reference to this matrix.\n */\n setPosition(e, t, n) {\n const s = this.elements;\n return e.isVector3 ? (s[12] = e.x, s[13] = e.y, s[14] = e.z) : (s[12] = e, s[13] = t, s[14] = n), this;\n }\n /**\n * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).\n * You can not invert with a determinant of zero. If you attempt this, the method produces\n * a zero matrix instead.\n *\n * @return {Matrix4} A reference to this matrix.\n */\n invert() {\n const e = this.elements, t = e[0], n = e[1], s = e[2], r = e[3], a = e[4], o = e[5], l = e[6], c = e[7], h = e[8], u = e[9], d = e[10], p = e[11], g = e[12], x = e[13], m = e[14], f = e[15], y = u * m * c - x * d * c + x * l * p - o * m * p - u * l * f + o * d * f, v = g * d * c - h * m * c - g * l * p + a * m * p + h * l * f - a * d * f, T = h * x * c - g * u * c + g * o * p - a * x * p - h * o * f + a * u * f, R = g * u * l - h * x * l - g * o * d + a * x * d + h * o * m - a * u * m, E = t * y + n * v + s * T + r * R;\n if (E === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);\n const P = 1 / E;\n return e[0] = y * P, e[1] = (x * d * r - u * m * r - x * s * p + n * m * p + u * s * f - n * d * f) * P, e[2] = (o * m * r - x * l * r + x * s * c - n * m * c - o * s * f + n * l * f) * P, e[3] = (u * l * r - o * d * r - u * s * c + n * d * c + o * s * p - n * l * p) * P, e[4] = v * P, e[5] = (h * m * r - g * d * r + g * s * p - t * m * p - h * s * f + t * d * f) * P, e[6] = (g * l * r - a * m * r - g * s * c + t * m * c + a * s * f - t * l * f) * P, e[7] = (a * d * r - h * l * r + h * s * c - t * d * c - a * s * p + t * l * p) * P, e[8] = T * P, e[9] = (g * u * r - h * x * r - g * n * p + t * x * p + h * n * f - t * u * f) * P, e[10] = (a * x * r - g * o * r + g * n * c - t * x * c - a * n * f + t * o * f) * P, e[11] = (h * o * r - a * u * r - h * n * c + t * u * c + a * n * p - t * o * p) * P, e[12] = R * P, e[13] = (h * x * s - g * u * s + g * n * d - t * x * d - h * n * m + t * u * m) * P, e[14] = (g * o * s - a * x * s - g * n * l + t * x * l + a * n * m - t * o * m) * P, e[15] = (a * u * s - h * o * s + h * n * l - t * u * l - a * n * d + t * o * d) * P, this;\n }\n /**\n * Multiplies the columns of this matrix by the given vector.\n *\n * @param {Vector3} v - The scale vector.\n * @return {Matrix4} A reference to this matrix.\n */\n scale(e) {\n const t = this.elements, n = e.x, s = e.y, r = e.z;\n return t[0] *= n, t[4] *= s, t[8] *= r, t[1] *= n, t[5] *= s, t[9] *= r, t[2] *= n, t[6] *= s, t[10] *= r, t[3] *= n, t[7] *= s, t[11] *= r, this;\n }\n /**\n * Gets the maximum scale value of the three axes.\n *\n * @return {number} The maximum scale.\n */\n getMaxScaleOnAxis() {\n const e = this.elements, t = e[0] * e[0] + e[1] * e[1] + e[2] * e[2], n = e[4] * e[4] + e[5] * e[5] + e[6] * e[6], s = e[8] * e[8] + e[9] * e[9] + e[10] * e[10];\n return Math.sqrt(Math.max(t, n, s));\n }\n /**\n * Sets this matrix as a translation transform from the given vector.\n *\n * @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector.\n * @param {number} y - The amount to translate in the Y axis.\n * @param {number} z - The amount to translate in the z axis.\n * @return {Matrix4} A reference to this matrix.\n */\n makeTranslation(e, t, n) {\n return e.isVector3 ? this.set(\n 1,\n 0,\n 0,\n e.x,\n 0,\n 1,\n 0,\n e.y,\n 0,\n 0,\n 1,\n e.z,\n 0,\n 0,\n 0,\n 1\n ) : this.set(\n 1,\n 0,\n 0,\n e,\n 0,\n 1,\n 0,\n t,\n 0,\n 0,\n 1,\n n,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n /**\n * Sets this matrix as a rotational transformation around the X axis by\n * the given angle.\n *\n * @param {number} theta - The rotation in radians.\n * @return {Matrix4} A reference to this matrix.\n */\n makeRotationX(e) {\n const t = Math.cos(e), n = Math.sin(e);\n return this.set(\n 1,\n 0,\n 0,\n 0,\n 0,\n t,\n -n,\n 0,\n 0,\n n,\n t,\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n /**\n * Sets this matrix as a rotational transformation around the Y axis by\n * the given angle.\n *\n * @param {number} theta - The rotation in radians.\n * @return {Matrix4} A reference to this matrix.\n */\n makeRotationY(e) {\n const t = Math.cos(e), n = Math.sin(e);\n return this.set(\n t,\n 0,\n n,\n 0,\n 0,\n 1,\n 0,\n 0,\n -n,\n 0,\n t,\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n /**\n * Sets this matrix as a rotational transformation around the Z axis by\n * the given angle.\n *\n * @param {number} theta - The rotation in radians.\n * @return {Matrix4} A reference to this matrix.\n */\n makeRotationZ(e) {\n const t = Math.cos(e), n = Math.sin(e);\n return this.set(\n t,\n -n,\n 0,\n 0,\n n,\n t,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n /**\n * Sets this matrix as a rotational transformation around the given axis by\n * the given angle.\n *\n * This is a somewhat controversial but mathematically sound alternative to\n * rotating via Quaternions. See the discussion [here](https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199).\n *\n * @param {Vector3} axis - The normalized rotation axis.\n * @param {number} angle - The rotation in radians.\n * @return {Matrix4} A reference to this matrix.\n */\n makeRotationAxis(e, t) {\n const n = Math.cos(t), s = Math.sin(t), r = 1 - n, a = e.x, o = e.y, l = e.z, c = r * a, h = r * o;\n return this.set(\n c * a + n,\n c * o - s * l,\n c * l + s * o,\n 0,\n c * o + s * l,\n h * o + n,\n h * l - s * a,\n 0,\n c * l - s * o,\n h * l + s * a,\n r * l * l + n,\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n /**\n * Sets this matrix as a scale transformation.\n *\n * @param {number} x - The amount to scale in the X axis.\n * @param {number} y - The amount to scale in the Y axis.\n * @param {number} z - The amount to scale in the Z axis.\n * @return {Matrix4} A reference to this matrix.\n */\n makeScale(e, t, n) {\n return this.set(\n e,\n 0,\n 0,\n 0,\n 0,\n t,\n 0,\n 0,\n 0,\n 0,\n n,\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n /**\n * Sets this matrix as a shear transformation.\n *\n * @param {number} xy - The amount to shear X by Y.\n * @param {number} xz - The amount to shear X by Z.\n * @param {number} yx - The amount to shear Y by X.\n * @param {number} yz - The amount to shear Y by Z.\n * @param {number} zx - The amount to shear Z by X.\n * @param {number} zy - The amount to shear Z by Y.\n * @return {Matrix4} A reference to this matrix.\n */\n makeShear(e, t, n, s, r, a) {\n return this.set(\n 1,\n n,\n r,\n 0,\n e,\n 1,\n a,\n 0,\n t,\n s,\n 1,\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n /**\n * Sets this matrix to the transformation composed of the given position,\n * rotation (Quaternion) and scale.\n *\n * @param {Vector3} position - The position vector.\n * @param {Quaternion} quaternion - The rotation as a Quaternion.\n * @param {Vector3} scale - The scale vector.\n * @return {Matrix4} A reference to this matrix.\n */\n compose(e, t, n) {\n const s = this.elements, r = t._x, a = t._y, o = t._z, l = t._w, c = r + r, h = a + a, u = o + o, d = r * c, p = r * h, g = r * u, x = a * h, m = a * u, f = o * u, y = l * c, v = l * h, T = l * u, R = n.x, E = n.y, P = n.z;\n return s[0] = (1 - (x + f)) * R, s[1] = (p + T) * R, s[2] = (g - v) * R, s[3] = 0, s[4] = (p - T) * E, s[5] = (1 - (d + f)) * E, s[6] = (m + y) * E, s[7] = 0, s[8] = (g + v) * P, s[9] = (m - y) * P, s[10] = (1 - (d + x)) * P, s[11] = 0, s[12] = e.x, s[13] = e.y, s[14] = e.z, s[15] = 1, this;\n }\n /**\n * Decomposes this matrix into its position, rotation and scale components\n * and provides the result in the given objects.\n *\n * Note: Not all matrices are decomposable in this way. For example, if an\n * object has a non-uniformly scaled parent, then the object's world matrix\n * may not be decomposable, and this method may not be appropriate.\n *\n * @param {Vector3} position - The position vector.\n * @param {Quaternion} quaternion - The rotation as a Quaternion.\n * @param {Vector3} scale - The scale vector.\n * @return {Matrix4} A reference to this matrix.\n */\n decompose(e, t, n) {\n const s = this.elements;\n let r = bi.set(s[0], s[1], s[2]).length();\n const a = bi.set(s[4], s[5], s[6]).length(), o = bi.set(s[8], s[9], s[10]).length();\n this.determinant() < 0 && (r = -r), e.x = s[12], e.y = s[13], e.z = s[14], an.copy(this);\n const c = 1 / r, h = 1 / a, u = 1 / o;\n return an.elements[0] *= c, an.elements[1] *= c, an.elements[2] *= c, an.elements[4] *= h, an.elements[5] *= h, an.elements[6] *= h, an.elements[8] *= u, an.elements[9] *= u, an.elements[10] *= u, t.setFromRotationMatrix(an), n.x = r, n.y = a, n.z = o, this;\n }\n /**\n \t * Creates a perspective projection matrix. This is used internally by\n \t * {@link PerspectiveCamera#updateProjectionMatrix}.\n \n \t * @param {number} left - Left boundary of the viewing frustum at the near plane.\n \t * @param {number} right - Right boundary of the viewing frustum at the near plane.\n \t * @param {number} top - Top boundary of the viewing frustum at the near plane.\n \t * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.\n \t * @param {number} near - The distance from the camera to the near plane.\n \t * @param {number} far - The distance from the camera to the far plane.\n \t * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.\n \t * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.\n \t * @return {Matrix4} A reference to this matrix.\n \t */\n makePerspective(e, t, n, s, r, a, o = Tn, l = !1) {\n const c = this.elements, h = 2 * r / (t - e), u = 2 * r / (n - s), d = (t + e) / (t - e), p = (n + s) / (n - s);\n let g, x;\n if (l)\n g = r / (a - r), x = a * r / (a - r);\n else if (o === Tn)\n g = -(a + r) / (a - r), x = -2 * a * r / (a - r);\n else if (o === br)\n g = -a / (a - r), x = -a * r / (a - r);\n else\n throw new Error(\"THREE.Matrix4.makePerspective(): Invalid coordinate system: \" + o);\n return c[0] = h, c[4] = 0, c[8] = d, c[12] = 0, c[1] = 0, c[5] = u, c[9] = p, c[13] = 0, c[2] = 0, c[6] = 0, c[10] = g, c[14] = x, c[3] = 0, c[7] = 0, c[11] = -1, c[15] = 0, this;\n }\n /**\n \t * Creates a orthographic projection matrix. This is used internally by\n \t * {@link OrthographicCamera#updateProjectionMatrix}.\n \n \t * @param {number} left - Left boundary of the viewing frustum at the near plane.\n \t * @param {number} right - Right boundary of the viewing frustum at the near plane.\n \t * @param {number} top - Top boundary of the viewing frustum at the near plane.\n \t * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.\n \t * @param {number} near - The distance from the camera to the near plane.\n \t * @param {number} far - The distance from the camera to the far plane.\n \t * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.\n \t * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.\n \t * @return {Matrix4} A reference to this matrix.\n \t */\n makeOrthographic(e, t, n, s, r, a, o = Tn, l = !1) {\n const c = this.elements, h = 2 / (t - e), u = 2 / (n - s), d = -(t + e) / (t - e), p = -(n + s) / (n - s);\n let g, x;\n if (l)\n g = 1 / (a - r), x = a / (a - r);\n else if (o === Tn)\n g = -2 / (a - r), x = -(a + r) / (a - r);\n else if (o === br)\n g = -1 / (a - r), x = -r / (a - r);\n else\n throw new Error(\"THREE.Matrix4.makeOrthographic(): Invalid coordinate system: \" + o);\n return c[0] = h, c[4] = 0, c[8] = 0, c[12] = d, c[1] = 0, c[5] = u, c[9] = 0, c[13] = p, c[2] = 0, c[6] = 0, c[10] = g, c[14] = x, c[3] = 0, c[7] = 0, c[11] = 0, c[15] = 1, this;\n }\n /**\n * Returns `true` if this matrix is equal with the given one.\n *\n * @param {Matrix4} matrix - The matrix to test for equality.\n * @return {boolean} Whether this matrix is equal with the given one.\n */\n equals(e) {\n const t = this.elements, n = e.elements;\n for (let s = 0; s < 16; s++)\n if (t[s] !== n[s]) return !1;\n return !0;\n }\n /**\n * Sets the elements of the matrix from the given array.\n *\n * @param {Array} array - The matrix elements in column-major order.\n * @param {number} [offset=0] - Index of the first element in the array.\n * @return {Matrix4} A reference to this matrix.\n */\n fromArray(e, t = 0) {\n for (let n = 0; n < 16; n++)\n this.elements[n] = e[n + t];\n return this;\n }\n /**\n * Writes the elements of this matrix to the given array. If no array is provided,\n * the method returns a new instance.\n *\n * @param {Array} [array=[]] - The target array holding the matrix elements in column-major order.\n * @param {number} [offset=0] - Index of the first element in the array.\n * @return {Array} The matrix elements in column-major order.\n */\n toArray(e = [], t = 0) {\n const n = this.elements;\n return e[t] = n[0], e[t + 1] = n[1], e[t + 2] = n[2], e[t + 3] = n[3], e[t + 4] = n[4], e[t + 5] = n[5], e[t + 6] = n[6], e[t + 7] = n[7], e[t + 8] = n[8], e[t + 9] = n[9], e[t + 10] = n[10], e[t + 11] = n[11], e[t + 12] = n[12], e[t + 13] = n[13], e[t + 14] = n[14], e[t + 15] = n[15], e;\n }\n}\nconst bi = /* @__PURE__ */ new w(), an = /* @__PURE__ */ new Ne(), Ou = /* @__PURE__ */ new w(0, 0, 0), Bu = /* @__PURE__ */ new w(1, 1, 1), Xn = /* @__PURE__ */ new w(), Bs = /* @__PURE__ */ new w(), Yt = /* @__PURE__ */ new w(), pl = /* @__PURE__ */ new Ne(), ml = /* @__PURE__ */ new gn();\nclass xn {\n /**\n * Constructs a new euler instance.\n *\n * @param {number} [x=0] - The angle of the x axis in radians.\n * @param {number} [y=0] - The angle of the y axis in radians.\n * @param {number} [z=0] - The angle of the z axis in radians.\n * @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied.\n */\n constructor(e = 0, t = 0, n = 0, s = xn.DEFAULT_ORDER) {\n this.isEuler = !0, this._x = e, this._y = t, this._z = n, this._order = s;\n }\n /**\n * The angle of the x axis in radians.\n *\n * @type {number}\n * @default 0\n */\n get x() {\n return this._x;\n }\n set x(e) {\n this._x = e, this._onChangeCallback();\n }\n /**\n * The angle of the y axis in radians.\n *\n * @type {number}\n * @default 0\n */\n get y() {\n return this._y;\n }\n set y(e) {\n this._y = e, this._onChangeCallback();\n }\n /**\n * The angle of the z axis in radians.\n *\n * @type {number}\n * @default 0\n */\n get z() {\n return this._z;\n }\n set z(e) {\n this._z = e, this._onChangeCallback();\n }\n /**\n * A string representing the order that the rotations are applied.\n *\n * @type {string}\n * @default 'XYZ'\n */\n get order() {\n return this._order;\n }\n set order(e) {\n this._order = e, this._onChangeCallback();\n }\n /**\n * Sets the Euler components.\n *\n * @param {number} x - The angle of the x axis in radians.\n * @param {number} y - The angle of the y axis in radians.\n * @param {number} z - The angle of the z axis in radians.\n * @param {string} [order] - A string representing the order that the rotations are applied.\n * @return {Euler} A reference to this Euler instance.\n */\n set(e, t, n, s = this._order) {\n return this._x = e, this._y = t, this._z = n, this._order = s, this._onChangeCallback(), this;\n }\n /**\n * Returns a new Euler instance with copied values from this instance.\n *\n * @return {Euler} A clone of this instance.\n */\n clone() {\n return new this.constructor(this._x, this._y, this._z, this._order);\n }\n /**\n * Copies the values of the given Euler instance to this instance.\n *\n * @param {Euler} euler - The Euler instance to copy.\n * @return {Euler} A reference to this Euler instance.\n */\n copy(e) {\n return this._x = e._x, this._y = e._y, this._z = e._z, this._order = e._order, this._onChangeCallback(), this;\n }\n /**\n * Sets the angles of this Euler instance from a pure rotation matrix.\n *\n * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).\n * @param {string} [order] - A string representing the order that the rotations are applied.\n * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.\n * @return {Euler} A reference to this Euler instance.\n */\n setFromRotationMatrix(e, t = this._order, n = !0) {\n const s = e.elements, r = s[0], a = s[4], o = s[8], l = s[1], c = s[5], h = s[9], u = s[2], d = s[6], p = s[10];\n switch (t) {\n case \"XYZ\":\n this._y = Math.asin(He(o, -1, 1)), Math.abs(o) < 0.9999999 ? (this._x = Math.atan2(-h, p), this._z = Math.atan2(-a, r)) : (this._x = Math.atan2(d, c), this._z = 0);\n break;\n case \"YXZ\":\n this._x = Math.asin(-He(h, -1, 1)), Math.abs(h) < 0.9999999 ? (this._y = Math.atan2(o, p), this._z = Math.atan2(l, c)) : (this._y = Math.atan2(-u, r), this._z = 0);\n break;\n case \"ZXY\":\n this._x = Math.asin(He(d, -1, 1)), Math.abs(d) < 0.9999999 ? (this._y = Math.atan2(-u, p), this._z = Math.atan2(-a, c)) : (this._y = 0, this._z = Math.atan2(l, r));\n break;\n case \"ZYX\":\n this._y = Math.asin(-He(u, -1, 1)), Math.abs(u) < 0.9999999 ? (this._x = Math.atan2(d, p), this._z = Math.atan2(l, r)) : (this._x = 0, this._z = Math.atan2(-a, c));\n break;\n case \"YZX\":\n this._z = Math.asin(He(l, -1, 1)), Math.abs(l) < 0.9999999 ? (this._x = Math.atan2(-h, c), this._y = Math.atan2(-u, r)) : (this._x = 0, this._y = Math.atan2(o, p));\n break;\n case \"XZY\":\n this._z = Math.asin(-He(a, -1, 1)), Math.abs(a) < 0.9999999 ? (this._x = Math.atan2(d, c), this._y = Math.atan2(o, r)) : (this._x = Math.atan2(-h, p), this._y = 0);\n break;\n default:\n Te(\"Euler: .setFromRotationMatrix() encountered an unknown order: \" + t);\n }\n return this._order = t, n === !0 && this._onChangeCallback(), this;\n }\n /**\n * Sets the angles of this Euler instance from a normalized quaternion.\n *\n * @param {Quaternion} q - A normalized Quaternion.\n * @param {string} [order] - A string representing the order that the rotations are applied.\n * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.\n * @return {Euler} A reference to this Euler instance.\n */\n setFromQuaternion(e, t, n) {\n return pl.makeRotationFromQuaternion(e), this.setFromRotationMatrix(pl, t, n);\n }\n /**\n * Sets the angles of this Euler instance from the given vector.\n *\n * @param {Vector3} v - The vector.\n * @param {string} [order] - A string representing the order that the rotations are applied.\n * @return {Euler} A reference to this Euler instance.\n */\n setFromVector3(e, t = this._order) {\n return this.set(e.x, e.y, e.z, t);\n }\n /**\n * Resets the euler angle with a new order by creating a quaternion from this\n * euler angle and then setting this euler angle with the quaternion and the\n * new order.\n *\n * Warning: This discards revolution information.\n *\n * @param {string} [newOrder] - A string representing the new order that the rotations are applied.\n * @return {Euler} A reference to this Euler instance.\n */\n reorder(e) {\n return ml.setFromEuler(this), this.setFromQuaternion(ml, e);\n }\n /**\n * Returns `true` if this Euler instance is equal with the given one.\n *\n * @param {Euler} euler - The Euler instance to test for equality.\n * @return {boolean} Whether this Euler instance is equal with the given one.\n */\n equals(e) {\n return e._x === this._x && e._y === this._y && e._z === this._z && e._order === this._order;\n }\n /**\n * Sets this Euler instance's components to values from the given array. The first three\n * entries of the array are assign to the x,y and z components. An optional fourth entry\n * defines the Euler order.\n *\n * @param {Array} array - An array holding the Euler component values.\n * @return {Euler} A reference to this Euler instance.\n */\n fromArray(e) {\n return this._x = e[0], this._y = e[1], this._z = e[2], e[3] !== void 0 && (this._order = e[3]), this._onChangeCallback(), this;\n }\n /**\n * Writes the components of this Euler instance to the given array. If no array is provided,\n * the method returns a new instance.\n *\n * @param {Array} [array=[]] - The target array holding the Euler components.\n * @param {number} [offset=0] - Index of the first element in the array.\n * @return {Array} The Euler components.\n */\n toArray(e = [], t = 0) {\n return e[t] = this._x, e[t + 1] = this._y, e[t + 2] = this._z, e[t + 3] = this._order, e;\n }\n _onChange(e) {\n return this._onChangeCallback = e, this;\n }\n _onChangeCallback() {\n }\n *[Symbol.iterator]() {\n yield this._x, yield this._y, yield this._z, yield this._order;\n }\n}\nxn.DEFAULT_ORDER = \"XYZ\";\nclass Uo {\n /**\n * Constructs a new layers instance, with membership\n * initially set to layer `0`.\n */\n constructor() {\n this.mask = 1;\n }\n /**\n * Sets membership to the given layer, and remove membership all other layers.\n *\n * @param {number} layer - The layer to set.\n */\n set(e) {\n this.mask = (1 << e | 0) >>> 0;\n }\n /**\n * Adds membership of the given layer.\n *\n * @param {number} layer - The layer to enable.\n */\n enable(e) {\n this.mask |= 1 << e | 0;\n }\n /**\n * Adds membership to all layers.\n */\n enableAll() {\n this.mask = -1;\n }\n /**\n * Toggles the membership of the given layer.\n *\n * @param {number} layer - The layer to toggle.\n */\n toggle(e) {\n this.mask ^= 1 << e | 0;\n }\n /**\n * Removes membership of the given layer.\n *\n * @param {number} layer - The layer to enable.\n */\n disable(e) {\n this.mask &= ~(1 << e | 0);\n }\n /**\n * Removes the membership from all layers.\n */\n disableAll() {\n this.mask = 0;\n }\n /**\n * Returns `true` if this and the given layers object have at least one\n * layer in common.\n *\n * @param {Layers} layers - The layers to test.\n * @return {boolean } Whether this and the given layers object have at least one layer in common or not.\n */\n test(e) {\n return (this.mask & e.mask) !== 0;\n }\n /**\n * Returns `true` if the given layer is enabled.\n *\n * @param {number} layer - The layer to test.\n * @return {boolean } Whether the given layer is enabled or not.\n */\n isEnabled(e) {\n return (this.mask & (1 << e | 0)) !== 0;\n }\n}\nlet zu = 0;\nconst gl = /* @__PURE__ */ new w(), yi = /* @__PURE__ */ new gn(), Ln = /* @__PURE__ */ new Ne(), zs = /* @__PURE__ */ new w(), as = /* @__PURE__ */ new w(), ku = /* @__PURE__ */ new w(), Vu = /* @__PURE__ */ new gn(), xl = /* @__PURE__ */ new w(1, 0, 0), _l = /* @__PURE__ */ new w(0, 1, 0), vl = /* @__PURE__ */ new w(0, 0, 1), Ml = { type: \"added\" }, Gu = { type: \"removed\" }, Ti = { type: \"childadded\", child: null }, jr = { type: \"childremoved\", child: null };\nclass pt extends mi {\n /**\n * Constructs a new 3D object.\n */\n constructor() {\n super(), this.isObject3D = !0, Object.defineProperty(this, \"id\", { value: zu++ }), this.uuid = fn(), this.name = \"\", this.type = \"Object3D\", this.parent = null, this.children = [], this.up = pt.DEFAULT_UP.clone();\n const e = new w(), t = new xn(), n = new gn(), s = new w(1, 1, 1);\n function r() {\n n.setFromEuler(t, !1);\n }\n function a() {\n t.setFromQuaternion(n, void 0, !1);\n }\n t._onChange(r), n._onChange(a), Object.defineProperties(this, {\n /**\n * Represents the object's local position.\n *\n * @name Object3D#position\n * @type {Vector3}\n * @default (0,0,0)\n */\n position: {\n configurable: !0,\n enumerable: !0,\n value: e\n },\n /**\n * Represents the object's local rotation as Euler angles, in radians.\n *\n * @name Object3D#rotation\n * @type {Euler}\n * @default (0,0,0)\n */\n rotation: {\n configurable: !0,\n enumerable: !0,\n value: t\n },\n /**\n * Represents the object's local rotation as Quaternions.\n *\n * @name Object3D#quaternion\n * @type {Quaternion}\n */\n quaternion: {\n configurable: !0,\n enumerable: !0,\n value: n\n },\n /**\n * Represents the object's local scale.\n *\n * @name Object3D#scale\n * @type {Vector3}\n * @default (1,1,1)\n */\n scale: {\n configurable: !0,\n enumerable: !0,\n value: s\n },\n /**\n * Represents the object's model-view matrix.\n *\n * @name Object3D#modelViewMatrix\n * @type {Matrix4}\n */\n modelViewMatrix: {\n value: new Ne()\n },\n /**\n * Represents the object's normal matrix.\n *\n * @name Object3D#normalMatrix\n * @type {Matrix3}\n */\n normalMatrix: {\n value: new ze()\n }\n }), this.matrix = new Ne(), this.matrixWorld = new Ne(), this.matrixAutoUpdate = pt.DEFAULT_MATRIX_AUTO_UPDATE, this.matrixWorldAutoUpdate = pt.DEFAULT_MATRIX_WORLD_AUTO_UPDATE, this.matrixWorldNeedsUpdate = !1, this.layers = new Uo(), this.visible = !0, this.castShadow = !1, this.receiveShadow = !1, this.frustumCulled = !0, this.renderOrder = 0, this.animations = [], this.customDepthMaterial = void 0, this.customDistanceMaterial = void 0, this.userData = {};\n }\n /**\n * A callback that is executed immediately before a 3D object is rendered to a shadow map.\n *\n * @param {Renderer|WebGLRenderer} renderer - The renderer.\n * @param {Object3D} object - The 3D object.\n * @param {Camera} camera - The camera that is used to render the scene.\n * @param {Camera} shadowCamera - The shadow camera.\n * @param {BufferGeometry} geometry - The 3D object's geometry.\n * @param {Material} depthMaterial - The depth material.\n * @param {Object} group - The geometry group data.\n */\n onBeforeShadow() {\n }\n /**\n * A callback that is executed immediately after a 3D object is rendered to a shadow map.\n *\n * @param {Renderer|WebGLRenderer} renderer - The renderer.\n * @param {Object3D} object - The 3D object.\n * @param {Camera} camera - The camera that is used to render the scene.\n * @param {Camera} shadowCamera - The shadow camera.\n * @param {BufferGeometry} geometry - The 3D object's geometry.\n * @param {Material} depthMaterial - The depth material.\n * @param {Object} group - The geometry group data.\n */\n onAfterShadow() {\n }\n /**\n * A callback that is executed immediately before a 3D object is rendered.\n *\n * @param {Renderer|WebGLRenderer} renderer - The renderer.\n * @param {Object3D} object - The 3D object.\n * @param {Camera} camera - The camera that is used to render the scene.\n * @param {BufferGeometry} geometry - The 3D object's geometry.\n * @param {Material} material - The 3D object's material.\n * @param {Object} group - The geometry group data.\n */\n onBeforeRender() {\n }\n /**\n * A callback that is executed immediately after a 3D object is rendered.\n *\n * @param {Renderer|WebGLRenderer} renderer - The renderer.\n * @param {Object3D} object - The 3D object.\n * @param {Camera} camera - The camera that is used to render the scene.\n * @param {BufferGeometry} geometry - The 3D object's geometry.\n * @param {Material} material - The 3D object's material.\n * @param {Object} group - The geometry group data.\n */\n onAfterRender() {\n }\n /**\n * Applies the given transformation matrix to the object and updates the object's position,\n * rotation and scale.\n *\n * @param {Matrix4} matrix - The transformation matrix.\n */\n applyMatrix4(e) {\n this.matrixAutoUpdate && this.updateMatrix(), this.matrix.premultiply(e), this.matrix.decompose(this.position, this.quaternion, this.scale);\n }\n /**\n * Applies a rotation represented by given the quaternion to the 3D object.\n *\n * @param {Quaternion} q - The quaternion.\n * @return {Object3D} A reference to this instance.\n */\n applyQuaternion(e) {\n return this.quaternion.premultiply(e), this;\n }\n /**\n * Sets the given rotation represented as an axis/angle couple to the 3D object.\n *\n * @param {Vector3} axis - The (normalized) axis vector.\n * @param {number} angle - The angle in radians.\n */\n setRotationFromAxisAngle(e, t) {\n this.quaternion.setFromAxisAngle(e, t);\n }\n /**\n * Sets the given rotation represented as Euler angles to the 3D object.\n *\n * @param {Euler} euler - The Euler angles.\n */\n setRotationFromEuler(e) {\n this.quaternion.setFromEuler(e, !0);\n }\n /**\n * Sets the given rotation represented as rotation matrix to the 3D object.\n *\n * @param {Matrix4} m - Although a 4x4 matrix is expected, the upper 3x3 portion must be\n * a pure rotation matrix (i.e, unscaled).\n */\n setRotationFromMatrix(e) {\n this.quaternion.setFromRotationMatrix(e);\n }\n /**\n * Sets the given rotation represented as a Quaternion to the 3D object.\n *\n * @param {Quaternion} q - The Quaternion\n */\n setRotationFromQuaternion(e) {\n this.quaternion.copy(e);\n }\n /**\n * Rotates the 3D object along an axis in local space.\n *\n * @param {Vector3} axis - The (normalized) axis vector.\n * @param {number} angle - The angle in radians.\n * @return {Object3D} A reference to this instance.\n */\n rotateOnAxis(e, t) {\n return yi.setFromAxisAngle(e, t), this.quaternion.multiply(yi), this;\n }\n /**\n * Rotates the 3D object along an axis in world space.\n *\n * @param {Vector3} axis - The (normalized) axis vector.\n * @param {number} angle - The angle in radians.\n * @return {Object3D} A reference to this instance.\n */\n rotateOnWorldAxis(e, t) {\n return yi.setFromAxisAngle(e, t), this.quaternion.premultiply(yi), this;\n }\n /**\n * Rotates the 3D object around its X axis in local space.\n *\n * @param {number} angle - The angle in radians.\n * @return {Object3D} A reference to this instance.\n */\n rotateX(e) {\n return this.rotateOnAxis(xl, e);\n }\n /**\n * Rotates the 3D object around its Y axis in local space.\n *\n * @param {number} angle - The angle in radians.\n * @return {Object3D} A reference to this instance.\n */\n rotateY(e) {\n return this.rotateOnAxis(_l, e);\n }\n /**\n * Rotates the 3D object around its Z axis in local space.\n *\n * @param {number} angle - The angle in radians.\n * @return {Object3D} A reference to this instance.\n */\n rotateZ(e) {\n return this.rotateOnAxis(vl, e);\n }\n /**\n * Translate the 3D object by a distance along the given axis in local space.\n *\n * @param {Vector3} axis - The (normalized) axis vector.\n * @param {number} distance - The distance in world units.\n * @return {Object3D} A reference to this instance.\n */\n translateOnAxis(e, t) {\n return gl.copy(e).applyQuaternion(this.quaternion), this.position.add(gl.multiplyScalar(t)), this;\n }\n /**\n * Translate the 3D object by a distance along its X-axis in local space.\n *\n * @param {number} distance - The distance in world units.\n * @return {Object3D} A reference to this instance.\n */\n translateX(e) {\n return this.translateOnAxis(xl, e);\n }\n /**\n * Translate the 3D object by a distance along its Y-axis in local space.\n *\n * @param {number} distance - The distance in world units.\n * @return {Object3D} A reference to this instance.\n */\n translateY(e) {\n return this.translateOnAxis(_l, e);\n }\n /**\n * Translate the 3D object by a distance along its Z-axis in local space.\n *\n * @param {number} distance - The distance in world units.\n * @return {Object3D} A reference to this instance.\n */\n translateZ(e) {\n return this.translateOnAxis(vl, e);\n }\n /**\n * Converts the given vector from this 3D object's local space to world space.\n *\n * @param {Vector3} vector - The vector to convert.\n * @return {Vector3} The converted vector.\n */\n localToWorld(e) {\n return this.updateWorldMatrix(!0, !1), e.applyMatrix4(this.matrixWorld);\n }\n /**\n * Converts the given vector from this 3D object's word space to local space.\n *\n * @param {Vector3} vector - The vector to convert.\n * @return {Vector3} The converted vector.\n */\n worldToLocal(e) {\n return this.updateWorldMatrix(!0, !1), e.applyMatrix4(Ln.copy(this.matrixWorld).invert());\n }\n /**\n * Rotates the object to face a point in world space.\n *\n * This method does not support objects having non-uniformly-scaled parent(s).\n *\n * @param {number|Vector3} x - The x coordinate in world space. Alternatively, a vector representing a position in world space\n * @param {number} [y] - The y coordinate in world space.\n * @param {number} [z] - The z coordinate in world space.\n */\n lookAt(e, t, n) {\n e.isVector3 ? zs.copy(e) : zs.set(e, t, n);\n const s = this.parent;\n this.updateWorldMatrix(!0, !1), as.setFromMatrixPosition(this.matrixWorld), this.isCamera || this.isLight ? Ln.lookAt(as, zs, this.up) : Ln.lookAt(zs, as, this.up), this.quaternion.setFromRotationMatrix(Ln), s && (Ln.extractRotation(s.matrixWorld), yi.setFromRotationMatrix(Ln), this.quaternion.premultiply(yi.invert()));\n }\n /**\n * Adds the given 3D object as a child to this 3D object. An arbitrary number of\n * objects may be added. Any current parent on an object passed in here will be\n * removed, since an object can have at most one parent.\n *\n * @fires Object3D#added\n * @fires Object3D#childadded\n * @param {Object3D} object - The 3D object to add.\n * @return {Object3D} A reference to this instance.\n */\n add(e) {\n if (arguments.length > 1) {\n for (let t = 0; t < arguments.length; t++)\n this.add(arguments[t]);\n return this;\n }\n return e === this ? (Xe(\"Object3D.add: object can't be added as a child of itself.\", e), this) : (e && e.isObject3D ? (e.removeFromParent(), e.parent = this, this.children.push(e), e.dispatchEvent(Ml), Ti.child = e, this.dispatchEvent(Ti), Ti.child = null) : Xe(\"Object3D.add: object not an instance of THREE.Object3D.\", e), this);\n }\n /**\n * Removes the given 3D object as child from this 3D object.\n * An arbitrary number of objects may be removed.\n *\n * @fires Object3D#removed\n * @fires Object3D#childremoved\n * @param {Object3D} object - The 3D object to remove.\n * @return {Object3D} A reference to this instance.\n */\n remove(e) {\n if (arguments.length > 1) {\n for (let n = 0; n < arguments.length; n++)\n this.remove(arguments[n]);\n return this;\n }\n const t = this.children.indexOf(e);\n return t !== -1 && (e.parent = null, this.children.splice(t, 1), e.dispatchEvent(Gu), jr.child = e, this.dispatchEvent(jr), jr.child = null), this;\n }\n /**\n * Removes this 3D object from its current parent.\n *\n * @fires Object3D#removed\n * @fires Object3D#childremoved\n * @return {Object3D} A reference to this instance.\n */\n removeFromParent() {\n const e = this.parent;\n return e !== null && e.remove(this), this;\n }\n /**\n * Removes all child objects.\n *\n * @fires Object3D#removed\n * @fires Object3D#childremoved\n * @return {Object3D} A reference to this instance.\n */\n clear() {\n return this.remove(...this.children);\n }\n /**\n * Adds the given 3D object as a child of this 3D object, while maintaining the object's world\n * transform. This method does not support scene graphs having non-uniformly-scaled nodes(s).\n *\n * @fires Object3D#added\n * @fires Object3D#childadded\n * @param {Object3D} object - The 3D object to attach.\n * @return {Object3D} A reference to this instance.\n */\n attach(e) {\n return this.updateWorldMatrix(!0, !1), Ln.copy(this.matrixWorld).invert(), e.parent !== null && (e.parent.updateWorldMatrix(!0, !1), Ln.multiply(e.parent.matrixWorld)), e.applyMatrix4(Ln), e.removeFromParent(), e.parent = this, this.children.push(e), e.updateWorldMatrix(!1, !0), e.dispatchEvent(Ml), Ti.child = e, this.dispatchEvent(Ti), Ti.child = null, this;\n }\n /**\n * Searches through the 3D object and its children, starting with the 3D object\n * itself, and returns the first with a matching ID.\n *\n * @param {number} id - The id.\n * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.\n */\n getObjectById(e) {\n return this.getObjectByProperty(\"id\", e);\n }\n /**\n * Searches through the 3D object and its children, starting with the 3D object\n * itself, and returns the first with a matching name.\n *\n * @param {string} name - The name.\n * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.\n */\n getObjectByName(e) {\n return this.getObjectByProperty(\"name\", e);\n }\n /**\n * Searches through the 3D object and its children, starting with the 3D object\n * itself, and returns the first with a matching property value.\n *\n * @param {string} name - The name of the property.\n * @param {any} value - The value.\n * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.\n */\n getObjectByProperty(e, t) {\n if (this[e] === t) return this;\n for (let n = 0, s = this.children.length; n < s; n++) {\n const a = this.children[n].getObjectByProperty(e, t);\n if (a !== void 0)\n return a;\n }\n }\n /**\n * Searches through the 3D object and its children, starting with the 3D object\n * itself, and returns all 3D objects with a matching property value.\n *\n * @param {string} name - The name of the property.\n * @param {any} value - The value.\n * @param {Array} result - The method stores the result in this array.\n * @return {Array} The found 3D objects.\n */\n getObjectsByProperty(e, t, n = []) {\n this[e] === t && n.push(this);\n const s = this.children;\n for (let r = 0, a = s.length; r < a; r++)\n s[r].getObjectsByProperty(e, t, n);\n return n;\n }\n /**\n * Returns a vector representing the position of the 3D object in world space.\n *\n * @param {Vector3} target - The target vector the result is stored to.\n * @return {Vector3} The 3D object's position in world space.\n */\n getWorldPosition(e) {\n return this.updateWorldMatrix(!0, !1), e.setFromMatrixPosition(this.matrixWorld);\n }\n /**\n * Returns a Quaternion representing the position of the 3D object in world space.\n *\n * @param {Quaternion} target - The target Quaternion the result is stored to.\n * @return {Quaternion} The 3D object's rotation in world space.\n */\n getWorldQuaternion(e) {\n return this.updateWorldMatrix(!0, !1), this.matrixWorld.decompose(as, e, ku), e;\n }\n /**\n * Returns a vector representing the scale of the 3D object in world space.\n *\n * @param {Vector3} target - The target vector the result is stored to.\n * @return {Vector3} The 3D object's scale in world space.\n */\n getWorldScale(e) {\n return this.updateWorldMatrix(!0, !1), this.matrixWorld.decompose(as, Vu, e), e;\n }\n /**\n * Returns a vector representing the (\"look\") direction of the 3D object in world space.\n *\n * @param {Vector3} target - The target vector the result is stored to.\n * @return {Vector3} The 3D object's direction in world space.\n */\n getWorldDirection(e) {\n this.updateWorldMatrix(!0, !1);\n const t = this.matrixWorld.elements;\n return e.set(t[8], t[9], t[10]).normalize();\n }\n /**\n * Abstract method to get intersections between a casted ray and this\n * 3D object. Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points}\n * implement this method in order to use raycasting.\n *\n * @abstract\n * @param {Raycaster} raycaster - The raycaster.\n * @param {Array} intersects - An array holding the result of the method.\n */\n raycast() {\n }\n /**\n * Executes the callback on this 3D object and all descendants.\n *\n * Note: Modifying the scene graph inside the callback is discouraged.\n *\n * @param {Function} callback - A callback function that allows to process the current 3D object.\n */\n traverse(e) {\n e(this);\n const t = this.children;\n for (let n = 0, s = t.length; n < s; n++)\n t[n].traverse(e);\n }\n /**\n * Like {@link Object3D#traverse}, but the callback will only be executed for visible 3D objects.\n * Descendants of invisible 3D objects are not traversed.\n *\n * Note: Modifying the scene graph inside the callback is discouraged.\n *\n * @param {Function} callback - A callback function that allows to process the current 3D object.\n */\n traverseVisible(e) {\n if (this.visible === !1) return;\n e(this);\n const t = this.children;\n for (let n = 0, s = t.length; n < s; n++)\n t[n].traverseVisible(e);\n }\n /**\n * Like {@link Object3D#traverse}, but the callback will only be executed for all ancestors.\n *\n * Note: Modifying the scene graph inside the callback is discouraged.\n *\n * @param {Function} callback - A callback function that allows to process the current 3D object.\n */\n traverseAncestors(e) {\n const t = this.parent;\n t !== null && (e(t), t.traverseAncestors(e));\n }\n /**\n * Updates the transformation matrix in local space by computing it from the current\n * position, rotation and scale values.\n */\n updateMatrix() {\n this.matrix.compose(this.position, this.quaternion, this.scale), this.matrixWorldNeedsUpdate = !0;\n }\n /**\n * Updates the transformation matrix in world space of this 3D objects and its descendants.\n *\n * To ensure correct results, this method also recomputes the 3D object's transformation matrix in\n * local space. The computation of the local and world matrix can be controlled with the\n * {@link Object3D#matrixAutoUpdate} and {@link Object3D#matrixWorldAutoUpdate} flags which are both\n * `true` by default. Set these flags to `false` if you need more control over the update matrix process.\n *\n * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even\n * when {@link Object3D#matrixWorldAutoUpdate} is set to `false`.\n */\n updateMatrixWorld(e) {\n this.matrixAutoUpdate && this.updateMatrix(), (this.matrixWorldNeedsUpdate || e) && (this.matrixWorldAutoUpdate === !0 && (this.parent === null ? this.matrixWorld.copy(this.matrix) : this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix)), this.matrixWorldNeedsUpdate = !1, e = !0);\n const t = this.children;\n for (let n = 0, s = t.length; n < s; n++)\n t[n].updateMatrixWorld(e);\n }\n /**\n * An alternative version of {@link Object3D#updateMatrixWorld} with more control over the\n * update of ancestor and descendant nodes.\n *\n * @param {boolean} [updateParents=false] Whether ancestor nodes should be updated or not.\n * @param {boolean} [updateChildren=false] Whether descendant nodes should be updated or not.\n */\n updateWorldMatrix(e, t) {\n const n = this.parent;\n if (e === !0 && n !== null && n.updateWorldMatrix(!0, !1), this.matrixAutoUpdate && this.updateMatrix(), this.matrixWorldAutoUpdate === !0 && (this.parent === null ? this.matrixWorld.copy(this.matrix) : this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix)), t === !0) {\n const s = this.children;\n for (let r = 0, a = s.length; r < a; r++)\n s[r].updateWorldMatrix(!1, !0);\n }\n }\n /**\n * Serializes the 3D object into JSON.\n *\n * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.\n * @return {Object} A JSON object representing the serialized 3D object.\n * @see {@link ObjectLoader#parse}\n */\n toJSON(e) {\n const t = e === void 0 || typeof e == \"string\", n = {};\n t && (e = {\n geometries: {},\n materials: {},\n textures: {},\n images: {},\n shapes: {},\n skeletons: {},\n animations: {},\n nodes: {}\n }, n.metadata = {\n version: 4.7,\n type: \"Object\",\n generator: \"Object3D.toJSON\"\n });\n const s = {};\n s.uuid = this.uuid, s.type = this.type, this.name !== \"\" && (s.name = this.name), this.castShadow === !0 && (s.castShadow = !0), this.receiveShadow === !0 && (s.receiveShadow = !0), this.visible === !1 && (s.visible = !1), this.frustumCulled === !1 && (s.frustumCulled = !1), this.renderOrder !== 0 && (s.renderOrder = this.renderOrder), Object.keys(this.userData).length > 0 && (s.userData = this.userData), s.layers = this.layers.mask, s.matrix = this.matrix.toArray(), s.up = this.up.toArray(), this.matrixAutoUpdate === !1 && (s.matrixAutoUpdate = !1), this.isInstancedMesh && (s.type = \"InstancedMesh\", s.count = this.count, s.instanceMatrix = this.instanceMatrix.toJSON(), this.instanceColor !== null && (s.instanceColor = this.instanceColor.toJSON())), this.isBatchedMesh && (s.type = \"BatchedMesh\", s.perObjectFrustumCulled = this.perObjectFrustumCulled, s.sortObjects = this.sortObjects, s.drawRanges = this._drawRanges, s.reservedRanges = this._reservedRanges, s.geometryInfo = this._geometryInfo.map((o) => ({\n ...o,\n boundingBox: o.boundingBox ? o.boundingBox.toJSON() : void 0,\n boundingSphere: o.boundingSphere ? o.boundingSphere.toJSON() : void 0\n })), s.instanceInfo = this._instanceInfo.map((o) => ({ ...o })), s.availableInstanceIds = this._availableInstanceIds.slice(), s.availableGeometryIds = this._availableGeometryIds.slice(), s.nextIndexStart = this._nextIndexStart, s.nextVertexStart = this._nextVertexStart, s.geometryCount = this._geometryCount, s.maxInstanceCount = this._maxInstanceCount, s.maxVertexCount = this._maxVertexCount, s.maxIndexCount = this._maxIndexCount, s.geometryInitialized = this._geometryInitialized, s.matricesTexture = this._matricesTexture.toJSON(e), s.indirectTexture = this._indirectTexture.toJSON(e), this._colorsTexture !== null && (s.colorsTexture = this._colorsTexture.toJSON(e)), this.boundingSphere !== null && (s.boundingSphere = this.boundingSphere.toJSON()), this.boundingBox !== null && (s.boundingBox = this.boundingBox.toJSON()));\n function r(o, l) {\n return o[l.uuid] === void 0 && (o[l.uuid] = l.toJSON(e)), l.uuid;\n }\n if (this.isScene)\n this.background && (this.background.isColor ? s.background = this.background.toJSON() : this.background.isTexture && (s.background = this.background.toJSON(e).uuid)), this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== !0 && (s.environment = this.environment.toJSON(e).uuid);\n else if (this.isMesh || this.isLine || this.isPoints) {\n s.geometry = r(e.geometries, this.geometry);\n const o = this.geometry.parameters;\n if (o !== void 0 && o.shapes !== void 0) {\n const l = o.shapes;\n if (Array.isArray(l))\n for (let c = 0, h = l.length; c < h; c++) {\n const u = l[c];\n r(e.shapes, u);\n }\n else\n r(e.shapes, l);\n }\n }\n if (this.isSkinnedMesh && (s.bindMode = this.bindMode, s.bindMatrix = this.bindMatrix.toArray(), this.skeleton !== void 0 && (r(e.skeletons, this.skeleton), s.skeleton = this.skeleton.uuid)), this.material !== void 0)\n if (Array.isArray(this.material)) {\n const o = [];\n for (let l = 0, c = this.material.length; l < c; l++)\n o.push(r(e.materials, this.material[l]));\n s.material = o;\n } else\n s.material = r(e.materials, this.material);\n if (this.children.length > 0) {\n s.children = [];\n for (let o = 0; o < this.children.length; o++)\n s.children.push(this.children[o].toJSON(e).object);\n }\n if (this.animations.length > 0) {\n s.animations = [];\n for (let o = 0; o < this.animations.length; o++) {\n const l = this.animations[o];\n s.animations.push(r(e.animations, l));\n }\n }\n if (t) {\n const o = a(e.geometries), l = a(e.materials), c = a(e.textures), h = a(e.images), u = a(e.shapes), d = a(e.skeletons), p = a(e.animations), g = a(e.nodes);\n o.length > 0 && (n.geometries = o), l.length > 0 && (n.materials = l), c.length > 0 && (n.textures = c), h.length > 0 && (n.images = h), u.length > 0 && (n.shapes = u), d.length > 0 && (n.skeletons = d), p.length > 0 && (n.animations = p), g.length > 0 && (n.nodes = g);\n }\n return n.object = s, n;\n function a(o) {\n const l = [];\n for (const c in o) {\n const h = o[c];\n delete h.metadata, l.push(h);\n }\n return l;\n }\n }\n /**\n * Returns a new 3D object with copied values from this instance.\n *\n * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are also cloned.\n * @return {Object3D} A clone of this instance.\n */\n clone(e) {\n return new this.constructor().copy(this, e);\n }\n /**\n * Copies the values of the given 3D object to this instance.\n *\n * @param {Object3D} source - The 3D object to copy.\n * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are cloned.\n * @return {Object3D} A reference to this instance.\n */\n copy(e, t = !0) {\n if (this.name = e.name, this.up.copy(e.up), this.position.copy(e.position), this.rotation.order = e.rotation.order, this.quaternion.copy(e.quaternion), this.scale.copy(e.scale), this.matrix.copy(e.matrix), this.matrixWorld.copy(e.matrixWorld), this.matrixAutoUpdate = e.matrixAutoUpdate, this.matrixWorldAutoUpdate = e.matrixWorldAutoUpdate, this.matrixWorldNeedsUpdate = e.matrixWorldNeedsUpdate, this.layers.mask = e.layers.mask, this.visible = e.visible, this.castShadow = e.castShadow, this.receiveShadow = e.receiveShadow, this.frustumCulled = e.frustumCulled, this.renderOrder = e.renderOrder, this.animations = e.animations.slice(), this.userData = JSON.parse(JSON.stringify(e.userData)), t === !0)\n for (let n = 0; n < e.children.length; n++) {\n const s = e.children[n];\n this.add(s.clone());\n }\n return this;\n }\n}\npt.DEFAULT_UP = /* @__PURE__ */ new w(0, 1, 0);\npt.DEFAULT_MATRIX_AUTO_UPDATE = !0;\npt.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = !0;\nconst on = /* @__PURE__ */ new w(), In = /* @__PURE__ */ new w(), qr = /* @__PURE__ */ new w(), Un = /* @__PURE__ */ new w(), Ei = /* @__PURE__ */ new w(), wi = /* @__PURE__ */ new w(), Sl = /* @__PURE__ */ new w(), Yr = /* @__PURE__ */ new w(), Kr = /* @__PURE__ */ new w(), Zr = /* @__PURE__ */ new w(), $r = /* @__PURE__ */ new Je(), Jr = /* @__PURE__ */ new Je(), Qr = /* @__PURE__ */ new Je();\nclass un {\n /**\n * Constructs a new triangle.\n *\n * @param {Vector3} [a=(0,0,0)] - The first corner of the triangle.\n * @param {Vector3} [b=(0,0,0)] - The second corner of the triangle.\n * @param {Vector3} [c=(0,0,0)] - The third corner of the triangle.\n */\n constructor(e = new w(), t = new w(), n = new w()) {\n this.a = e, this.b = t, this.c = n;\n }\n /**\n * Computes the normal vector of a triangle.\n *\n * @param {Vector3} a - The first corner of the triangle.\n * @param {Vector3} b - The second corner of the triangle.\n * @param {Vector3} c - The third corner of the triangle.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {Vector3} The triangle's normal.\n */\n static getNormal(e, t, n, s) {\n s.subVectors(n, t), on.subVectors(e, t), s.cross(on);\n const r = s.lengthSq();\n return r > 0 ? s.multiplyScalar(1 / Math.sqrt(r)) : s.set(0, 0, 0);\n }\n /**\n * Computes a barycentric coordinates from the given vector.\n * Returns `null` if the triangle is degenerate.\n *\n * @param {Vector3} point - A point in 3D space.\n * @param {Vector3} a - The first corner of the triangle.\n * @param {Vector3} b - The second corner of the triangle.\n * @param {Vector3} c - The third corner of the triangle.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {?Vector3} The barycentric coordinates for the given point\n */\n static getBarycoord(e, t, n, s, r) {\n on.subVectors(s, t), In.subVectors(n, t), qr.subVectors(e, t);\n const a = on.dot(on), o = on.dot(In), l = on.dot(qr), c = In.dot(In), h = In.dot(qr), u = a * c - o * o;\n if (u === 0)\n return r.set(0, 0, 0), null;\n const d = 1 / u, p = (c * l - o * h) * d, g = (a * h - o * l) * d;\n return r.set(1 - p - g, g, p);\n }\n /**\n * Returns `true` if the given point, when projected onto the plane of the\n * triangle, lies within the triangle.\n *\n * @param {Vector3} point - The point in 3D space to test.\n * @param {Vector3} a - The first corner of the triangle.\n * @param {Vector3} b - The second corner of the triangle.\n * @param {Vector3} c - The third corner of the triangle.\n * @return {boolean} Whether the given point, when projected onto the plane of the\n * triangle, lies within the triangle or not.\n */\n static containsPoint(e, t, n, s) {\n return this.getBarycoord(e, t, n, s, Un) === null ? !1 : Un.x >= 0 && Un.y >= 0 && Un.x + Un.y <= 1;\n }\n /**\n * Computes the value barycentrically interpolated for the given point on the\n * triangle. Returns `null` if the triangle is degenerate.\n *\n * @param {Vector3} point - Position of interpolated point.\n * @param {Vector3} p1 - The first corner of the triangle.\n * @param {Vector3} p2 - The second corner of the triangle.\n * @param {Vector3} p3 - The third corner of the triangle.\n * @param {Vector3} v1 - Value to interpolate of first vertex.\n * @param {Vector3} v2 - Value to interpolate of second vertex.\n * @param {Vector3} v3 - Value to interpolate of third vertex.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {?Vector3} The interpolated value.\n */\n static getInterpolation(e, t, n, s, r, a, o, l) {\n return this.getBarycoord(e, t, n, s, Un) === null ? (l.x = 0, l.y = 0, \"z\" in l && (l.z = 0), \"w\" in l && (l.w = 0), null) : (l.setScalar(0), l.addScaledVector(r, Un.x), l.addScaledVector(a, Un.y), l.addScaledVector(o, Un.z), l);\n }\n /**\n * Computes the value barycentrically interpolated for the given attribute and indices.\n *\n * @param {BufferAttribute} attr - The attribute to interpolate.\n * @param {number} i1 - Index of first vertex.\n * @param {number} i2 - Index of second vertex.\n * @param {number} i3 - Index of third vertex.\n * @param {Vector3} barycoord - The barycoordinate value to use to interpolate.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {Vector3} The interpolated attribute value.\n */\n static getInterpolatedAttribute(e, t, n, s, r, a) {\n return $r.setScalar(0), Jr.setScalar(0), Qr.setScalar(0), $r.fromBufferAttribute(e, t), Jr.fromBufferAttribute(e, n), Qr.fromBufferAttribute(e, s), a.setScalar(0), a.addScaledVector($r, r.x), a.addScaledVector(Jr, r.y), a.addScaledVector(Qr, r.z), a;\n }\n /**\n * Returns `true` if the triangle is oriented towards the given direction.\n *\n * @param {Vector3} a - The first corner of the triangle.\n * @param {Vector3} b - The second corner of the triangle.\n * @param {Vector3} c - The third corner of the triangle.\n * @param {Vector3} direction - The (normalized) direction vector.\n * @return {boolean} Whether the triangle is oriented towards the given direction or not.\n */\n static isFrontFacing(e, t, n, s) {\n return on.subVectors(n, t), In.subVectors(e, t), on.cross(In).dot(s) < 0;\n }\n /**\n * Sets the triangle's vertices by copying the given values.\n *\n * @param {Vector3} a - The first corner of the triangle.\n * @param {Vector3} b - The second corner of the triangle.\n * @param {Vector3} c - The third corner of the triangle.\n * @return {Triangle} A reference to this triangle.\n */\n set(e, t, n) {\n return this.a.copy(e), this.b.copy(t), this.c.copy(n), this;\n }\n /**\n * Sets the triangle's vertices by copying the given array values.\n *\n * @param {Array} points - An array with 3D points.\n * @param {number} i0 - The array index representing the first corner of the triangle.\n * @param {number} i1 - The array index representing the second corner of the triangle.\n * @param {number} i2 - The array index representing the third corner of the triangle.\n * @return {Triangle} A reference to this triangle.\n */\n setFromPointsAndIndices(e, t, n, s) {\n return this.a.copy(e[t]), this.b.copy(e[n]), this.c.copy(e[s]), this;\n }\n /**\n * Sets the triangle's vertices by copying the given attribute values.\n *\n * @param {BufferAttribute} attribute - A buffer attribute with 3D points data.\n * @param {number} i0 - The attribute index representing the first corner of the triangle.\n * @param {number} i1 - The attribute index representing the second corner of the triangle.\n * @param {number} i2 - The attribute index representing the third corner of the triangle.\n * @return {Triangle} A reference to this triangle.\n */\n setFromAttributeAndIndices(e, t, n, s) {\n return this.a.fromBufferAttribute(e, t), this.b.fromBufferAttribute(e, n), this.c.fromBufferAttribute(e, s), this;\n }\n /**\n * Returns a new triangle with copied values from this instance.\n *\n * @return {Triangle} A clone of this instance.\n */\n clone() {\n return new this.constructor().copy(this);\n }\n /**\n * Copies the values of the given triangle to this instance.\n *\n * @param {Triangle} triangle - The triangle to copy.\n * @return {Triangle} A reference to this triangle.\n */\n copy(e) {\n return this.a.copy(e.a), this.b.copy(e.b), this.c.copy(e.c), this;\n }\n /**\n * Computes the area of the triangle.\n *\n * @return {number} The triangle's area.\n */\n getArea() {\n return on.subVectors(this.c, this.b), In.subVectors(this.a, this.b), on.cross(In).length() * 0.5;\n }\n /**\n * Computes the midpoint of the triangle.\n *\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {Vector3} The triangle's midpoint.\n */\n getMidpoint(e) {\n return e.addVectors(this.a, this.b).add(this.c).multiplyScalar(1 / 3);\n }\n /**\n * Computes the normal of the triangle.\n *\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {Vector3} The triangle's normal.\n */\n getNormal(e) {\n return un.getNormal(this.a, this.b, this.c, e);\n }\n /**\n * Computes a plane the triangle lies within.\n *\n * @param {Plane} target - The target vector that is used to store the method's result.\n * @return {Plane} The plane the triangle lies within.\n */\n getPlane(e) {\n return e.setFromCoplanarPoints(this.a, this.b, this.c);\n }\n /**\n * Computes a barycentric coordinates from the given vector.\n * Returns `null` if the triangle is degenerate.\n *\n * @param {Vector3} point - A point in 3D space.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {?Vector3} The barycentric coordinates for the given point\n */\n getBarycoord(e, t) {\n return un.getBarycoord(e, this.a, this.b, this.c, t);\n }\n /**\n * Computes the value barycentrically interpolated for the given point on the\n * triangle. Returns `null` if the triangle is degenerate.\n *\n * @param {Vector3} point - Position of interpolated point.\n * @param {Vector3} v1 - Value to interpolate of first vertex.\n * @param {Vector3} v2 - Value to interpolate of second vertex.\n * @param {Vector3} v3 - Value to interpolate of third vertex.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {?Vector3} The interpolated value.\n */\n getInterpolation(e, t, n, s, r) {\n return un.getInterpolation(e, this.a, this.b, this.c, t, n, s, r);\n }\n /**\n * Returns `true` if the given point, when projected onto the plane of the\n * triangle, lies within the triangle.\n *\n * @param {Vector3} point - The point in 3D space to test.\n * @return {boolean} Whether the given point, when projected onto the plane of the\n * triangle, lies within the triangle or not.\n */\n containsPoint(e) {\n return un.containsPoint(e, this.a, this.b, this.c);\n }\n /**\n * Returns `true` if the triangle is oriented towards the given direction.\n *\n * @param {Vector3} direction - The (normalized) direction vector.\n * @return {boolean} Whether the triangle is oriented towards the given direction or not.\n */\n isFrontFacing(e) {\n return un.isFrontFacing(this.a, this.b, this.c, e);\n }\n /**\n * Returns `true` if this triangle intersects with the given box.\n *\n * @param {Box3} box - The box to intersect.\n * @return {boolean} Whether this triangle intersects with the given box or not.\n */\n intersectsBox(e) {\n return e.intersectsTriangle(this);\n }\n /**\n * Returns the closest point on the triangle to the given point.\n *\n * @param {Vector3} p - The point to compute the closest point for.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {Vector3} The closest point on the triangle.\n */\n closestPointToPoint(e, t) {\n const n = this.a, s = this.b, r = this.c;\n let a, o;\n Ei.subVectors(s, n), wi.subVectors(r, n), Yr.subVectors(e, n);\n const l = Ei.dot(Yr), c = wi.dot(Yr);\n if (l <= 0 && c <= 0)\n return t.copy(n);\n Kr.subVectors(e, s);\n const h = Ei.dot(Kr), u = wi.dot(Kr);\n if (h >= 0 && u <= h)\n return t.copy(s);\n const d = l * u - h * c;\n if (d <= 0 && l >= 0 && h <= 0)\n return a = l / (l - h), t.copy(n).addScaledVector(Ei, a);\n Zr.subVectors(e, r);\n const p = Ei.dot(Zr), g = wi.dot(Zr);\n if (g >= 0 && p <= g)\n return t.copy(r);\n const x = p * c - l * g;\n if (x <= 0 && c >= 0 && g <= 0)\n return o = c / (c - g), t.copy(n).addScaledVector(wi, o);\n const m = h * g - p * u;\n if (m <= 0 && u - h >= 0 && p - g >= 0)\n return Sl.subVectors(r, s), o = (u - h) / (u - h + (p - g)), t.copy(s).addScaledVector(Sl, o);\n const f = 1 / (m + x + d);\n return a = x * f, o = d * f, t.copy(n).addScaledVector(Ei, a).addScaledVector(wi, o);\n }\n /**\n * Returns `true` if this triangle is equal with the given one.\n *\n * @param {Triangle} triangle - The triangle to test for equality.\n * @return {boolean} Whether this triangle is equal with the given one.\n */\n equals(e) {\n return e.a.equals(this.a) && e.b.equals(this.b) && e.c.equals(this.c);\n }\n}\nconst Qc = {\n aliceblue: 15792383,\n antiquewhite: 16444375,\n aqua: 65535,\n aquamarine: 8388564,\n azure: 15794175,\n beige: 16119260,\n bisque: 16770244,\n black: 0,\n blanchedalmond: 16772045,\n blue: 255,\n blueviolet: 9055202,\n brown: 10824234,\n burlywood: 14596231,\n cadetblue: 6266528,\n chartreuse: 8388352,\n chocolate: 13789470,\n coral: 16744272,\n cornflowerblue: 6591981,\n cornsilk: 16775388,\n crimson: 14423100,\n cyan: 65535,\n darkblue: 139,\n darkcyan: 35723,\n darkgoldenrod: 12092939,\n darkgray: 11119017,\n darkgreen: 25600,\n darkgrey: 11119017,\n darkkhaki: 12433259,\n darkmagenta: 9109643,\n darkolivegreen: 5597999,\n darkorange: 16747520,\n darkorchid: 10040012,\n darkred: 9109504,\n darksalmon: 15308410,\n darkseagreen: 9419919,\n darkslateblue: 4734347,\n darkslategray: 3100495,\n darkslategrey: 3100495,\n darkturquoise: 52945,\n darkviolet: 9699539,\n deeppink: 16716947,\n deepskyblue: 49151,\n dimgray: 6908265,\n dimgrey: 6908265,\n dodgerblue: 2003199,\n firebrick: 11674146,\n floralwhite: 16775920,\n forestgreen: 2263842,\n fuchsia: 16711935,\n gainsboro: 14474460,\n ghostwhite: 16316671,\n gold: 16766720,\n goldenrod: 14329120,\n gray: 8421504,\n green: 32768,\n greenyellow: 11403055,\n grey: 8421504,\n honeydew: 15794160,\n hotpink: 16738740,\n indianred: 13458524,\n indigo: 4915330,\n ivory: 16777200,\n khaki: 15787660,\n lavender: 15132410,\n lavenderblush: 16773365,\n lawngreen: 8190976,\n lemonchiffon: 16775885,\n lightblue: 11393254,\n lightcoral: 15761536,\n lightcyan: 14745599,\n lightgoldenrodyellow: 16448210,\n lightgray: 13882323,\n lightgreen: 9498256,\n lightgrey: 13882323,\n lightpink: 16758465,\n lightsalmon: 16752762,\n lightseagreen: 2142890,\n lightskyblue: 8900346,\n lightslategray: 7833753,\n lightslategrey: 7833753,\n lightsteelblue: 11584734,\n lightyellow: 16777184,\n lime: 65280,\n limegreen: 3329330,\n linen: 16445670,\n magenta: 16711935,\n maroon: 8388608,\n mediumaquamarine: 6737322,\n mediumblue: 205,\n mediumorchid: 12211667,\n mediumpurple: 9662683,\n mediumseagreen: 3978097,\n mediumslateblue: 8087790,\n mediumspringgreen: 64154,\n mediumturquoise: 4772300,\n mediumvioletred: 13047173,\n midnightblue: 1644912,\n mintcream: 16121850,\n mistyrose: 16770273,\n moccasin: 16770229,\n navajowhite: 16768685,\n navy: 128,\n oldlace: 16643558,\n olive: 8421376,\n olivedrab: 7048739,\n orange: 16753920,\n orangered: 16729344,\n orchid: 14315734,\n palegoldenrod: 15657130,\n palegreen: 10025880,\n paleturquoise: 11529966,\n palevioletred: 14381203,\n papayawhip: 16773077,\n peachpuff: 16767673,\n peru: 13468991,\n pink: 16761035,\n plum: 14524637,\n powderblue: 11591910,\n purple: 8388736,\n rebeccapurple: 6697881,\n red: 16711680,\n rosybrown: 12357519,\n royalblue: 4286945,\n saddlebrown: 9127187,\n salmon: 16416882,\n sandybrown: 16032864,\n seagreen: 3050327,\n seashell: 16774638,\n sienna: 10506797,\n silver: 12632256,\n skyblue: 8900331,\n slateblue: 6970061,\n slategray: 7372944,\n slategrey: 7372944,\n snow: 16775930,\n springgreen: 65407,\n steelblue: 4620980,\n tan: 13808780,\n teal: 32896,\n thistle: 14204888,\n tomato: 16737095,\n turquoise: 4251856,\n violet: 15631086,\n wheat: 16113331,\n white: 16777215,\n whitesmoke: 16119285,\n yellow: 16776960,\n yellowgreen: 10145074\n}, jn = { h: 0, s: 0, l: 0 }, ks = { h: 0, s: 0, l: 0 };\nfunction ea(i, e, t) {\n return t < 0 && (t += 1), t > 1 && (t -= 1), t < 1 / 6 ? i + (e - i) * 6 * t : t < 1 / 2 ? e : t < 2 / 3 ? i + (e - i) * 6 * (2 / 3 - t) : i;\n}\nclass Se {\n /**\n * Constructs a new color.\n *\n * Note that standard method of specifying color in three.js is with a hexadecimal triplet,\n * and that method is used throughout the rest of the documentation.\n *\n * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are\n * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.\n * @param {number} [g] - The green component.\n * @param {number} [b] - The blue component.\n */\n constructor(e, t, n) {\n return this.isColor = !0, this.r = 1, this.g = 1, this.b = 1, this.set(e, t, n);\n }\n /**\n * Sets the colors's components from the given values.\n *\n * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are\n * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.\n * @param {number} [g] - The green component.\n * @param {number} [b] - The blue component.\n * @return {Color} A reference to this color.\n */\n set(e, t, n) {\n if (t === void 0 && n === void 0) {\n const s = e;\n s && s.isColor ? this.copy(s) : typeof s == \"number\" ? this.setHex(s) : typeof s == \"string\" && this.setStyle(s);\n } else\n this.setRGB(e, t, n);\n return this;\n }\n /**\n * Sets the colors's components to the given scalar value.\n *\n * @param {number} scalar - The scalar value.\n * @return {Color} A reference to this color.\n */\n setScalar(e) {\n return this.r = e, this.g = e, this.b = e, this;\n }\n /**\n * Sets this color from a hexadecimal value.\n *\n * @param {number} hex - The hexadecimal value.\n * @param {string} [colorSpace=SRGBColorSpace] - The color space.\n * @return {Color} A reference to this color.\n */\n setHex(e, t = Rt) {\n return e = Math.floor(e), this.r = (e >> 16 & 255) / 255, this.g = (e >> 8 & 255) / 255, this.b = (e & 255) / 255, Ye.colorSpaceToWorking(this, t), this;\n }\n /**\n * Sets this color from RGB values.\n *\n * @param {number} r - Red channel value between `0.0` and `1.0`.\n * @param {number} g - Green channel value between `0.0` and `1.0`.\n * @param {number} b - Blue channel value between `0.0` and `1.0`.\n * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.\n * @return {Color} A reference to this color.\n */\n setRGB(e, t, n, s = Ye.workingColorSpace) {\n return this.r = e, this.g = t, this.b = n, Ye.colorSpaceToWorking(this, s), this;\n }\n /**\n * Sets this color from RGB values.\n *\n * @param {number} h - Hue value between `0.0` and `1.0`.\n * @param {number} s - Saturation value between `0.0` and `1.0`.\n * @param {number} l - Lightness value between `0.0` and `1.0`.\n * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.\n * @return {Color} A reference to this color.\n */\n setHSL(e, t, n, s = Ye.workingColorSpace) {\n if (e = Do(e, 1), t = He(t, 0, 1), n = He(n, 0, 1), t === 0)\n this.r = this.g = this.b = n;\n else {\n const r = n <= 0.5 ? n * (1 + t) : n + t - n * t, a = 2 * n - r;\n this.r = ea(a, r, e + 1 / 3), this.g = ea(a, r, e), this.b = ea(a, r, e - 1 / 3);\n }\n return Ye.colorSpaceToWorking(this, s), this;\n }\n /**\n * Sets this color from a CSS-style string. For example, `rgb(250, 0,0)`,\n * `rgb(100%, 0%, 0%)`, `hsl(0, 100%, 50%)`, `#ff0000`, `#f00`, or `red` ( or\n * any [X11 color name](https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart) -\n * all 140 color names are supported).\n *\n * @param {string} style - Color as a CSS-style string.\n * @param {string} [colorSpace=SRGBColorSpace] - The color space.\n * @return {Color} A reference to this color.\n */\n setStyle(e, t = Rt) {\n function n(r) {\n r !== void 0 && parseFloat(r) < 1 && Te(\"Color: Alpha component of \" + e + \" will be ignored.\");\n }\n let s;\n if (s = /^(\\w+)\\(([^\\)]*)\\)/.exec(e)) {\n let r;\n const a = s[1], o = s[2];\n switch (a) {\n case \"rgb\":\n case \"rgba\":\n if (r = /^\\s*(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec(o))\n return n(r[4]), this.setRGB(\n Math.min(255, parseInt(r[1], 10)) / 255,\n Math.min(255, parseInt(r[2], 10)) / 255,\n Math.min(255, parseInt(r[3], 10)) / 255,\n t\n );\n if (r = /^\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec(o))\n return n(r[4]), this.setRGB(\n Math.min(100, parseInt(r[1], 10)) / 100,\n Math.min(100, parseInt(r[2], 10)) / 100,\n Math.min(100, parseInt(r[3], 10)) / 100,\n t\n );\n break;\n case \"hsl\":\n case \"hsla\":\n if (r = /^\\s*(\\d*\\.?\\d+)\\s*,\\s*(\\d*\\.?\\d+)\\%\\s*,\\s*(\\d*\\.?\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec(o))\n return n(r[4]), this.setHSL(\n parseFloat(r[1]) / 360,\n parseFloat(r[2]) / 100,\n parseFloat(r[3]) / 100,\n t\n );\n break;\n default:\n Te(\"Color: Unknown color model \" + e);\n }\n } else if (s = /^\\#([A-Fa-f\\d]+)$/.exec(e)) {\n const r = s[1], a = r.length;\n if (a === 3)\n return this.setRGB(\n parseInt(r.charAt(0), 16) / 15,\n parseInt(r.charAt(1), 16) / 15,\n parseInt(r.charAt(2), 16) / 15,\n t\n );\n if (a === 6)\n return this.setHex(parseInt(r, 16), t);\n Te(\"Color: Invalid hex color \" + e);\n } else if (e && e.length > 0)\n return this.setColorName(e, t);\n return this;\n }\n /**\n * Sets this color from a color name. Faster than {@link Color#setStyle} if\n * you don't need the other CSS-style formats.\n *\n * For convenience, the list of names is exposed in `Color.NAMES` as a hash.\n * ```js\n * Color.NAMES.aliceblue // returns 0xF0F8FF\n * ```\n *\n * @param {string} style - The color name.\n * @param {string} [colorSpace=SRGBColorSpace] - The color space.\n * @return {Color} A reference to this color.\n */\n setColorName(e, t = Rt) {\n const n = Qc[e.toLowerCase()];\n return n !== void 0 ? this.setHex(n, t) : Te(\"Color: Unknown color \" + e), this;\n }\n /**\n * Returns a new color with copied values from this instance.\n *\n * @return {Color} A clone of this instance.\n */\n clone() {\n return new this.constructor(this.r, this.g, this.b);\n }\n /**\n * Copies the values of the given color to this instance.\n *\n * @param {Color} color - The color to copy.\n * @return {Color} A reference to this color.\n */\n copy(e) {\n return this.r = e.r, this.g = e.g, this.b = e.b, this;\n }\n /**\n * Copies the given color into this color, and then converts this color from\n * `SRGBColorSpace` to `LinearSRGBColorSpace`.\n *\n * @param {Color} color - The color to copy/convert.\n * @return {Color} A reference to this color.\n */\n copySRGBToLinear(e) {\n return this.r = Vn(e.r), this.g = Vn(e.g), this.b = Vn(e.b), this;\n }\n /**\n * Copies the given color into this color, and then converts this color from\n * `LinearSRGBColorSpace` to `SRGBColorSpace`.\n *\n * @param {Color} color - The color to copy/convert.\n * @return {Color} A reference to this color.\n */\n copyLinearToSRGB(e) {\n return this.r = Oi(e.r), this.g = Oi(e.g), this.b = Oi(e.b), this;\n }\n /**\n * Converts this color from `SRGBColorSpace` to `LinearSRGBColorSpace`.\n *\n * @return {Color} A reference to this color.\n */\n convertSRGBToLinear() {\n return this.copySRGBToLinear(this), this;\n }\n /**\n * Converts this color from `LinearSRGBColorSpace` to `SRGBColorSpace`.\n *\n * @return {Color} A reference to this color.\n */\n convertLinearToSRGB() {\n return this.copyLinearToSRGB(this), this;\n }\n /**\n * Returns the hexadecimal value of this color.\n *\n * @param {string} [colorSpace=SRGBColorSpace] - The color space.\n * @return {number} The hexadecimal value.\n */\n getHex(e = Rt) {\n return Ye.workingToColorSpace(It.copy(this), e), Math.round(He(It.r * 255, 0, 255)) * 65536 + Math.round(He(It.g * 255, 0, 255)) * 256 + Math.round(He(It.b * 255, 0, 255));\n }\n /**\n * Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').\n *\n * @param {string} [colorSpace=SRGBColorSpace] - The color space.\n * @return {string} The hexadecimal value as a string.\n */\n getHexString(e = Rt) {\n return (\"000000\" + this.getHex(e).toString(16)).slice(-6);\n }\n /**\n * Converts the colors RGB values into the HSL format and stores them into the\n * given target object.\n *\n * @param {{h:number,s:number,l:number}} target - The target object that is used to store the method's result.\n * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.\n * @return {{h:number,s:number,l:number}} The HSL representation of this color.\n */\n getHSL(e, t = Ye.workingColorSpace) {\n Ye.workingToColorSpace(It.copy(this), t);\n const n = It.r, s = It.g, r = It.b, a = Math.max(n, s, r), o = Math.min(n, s, r);\n let l, c;\n const h = (o + a) / 2;\n if (o === a)\n l = 0, c = 0;\n else {\n const u = a - o;\n switch (c = h <= 0.5 ? u / (a + o) : u / (2 - a - o), a) {\n case n:\n l = (s - r) / u + (s < r ? 6 : 0);\n break;\n case s:\n l = (r - n) / u + 2;\n break;\n case r:\n l = (n - s) / u + 4;\n break;\n }\n l /= 6;\n }\n return e.h = l, e.s = c, e.l = h, e;\n }\n /**\n * Returns the RGB values of this color and stores them into the given target object.\n *\n * @param {Color} target - The target color that is used to store the method's result.\n * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.\n * @return {Color} The RGB representation of this color.\n */\n getRGB(e, t = Ye.workingColorSpace) {\n return Ye.workingToColorSpace(It.copy(this), t), e.r = It.r, e.g = It.g, e.b = It.b, e;\n }\n /**\n * Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`.\n *\n * @param {string} [colorSpace=SRGBColorSpace] - The color space.\n * @return {string} The CSS representation of this color.\n */\n getStyle(e = Rt) {\n Ye.workingToColorSpace(It.copy(this), e);\n const t = It.r, n = It.g, s = It.b;\n return e !== Rt ? `color(${e} ${t.toFixed(3)} ${n.toFixed(3)} ${s.toFixed(3)})` : `rgb(${Math.round(t * 255)},${Math.round(n * 255)},${Math.round(s * 255)})`;\n }\n /**\n * Adds the given HSL values to this color's values.\n * Internally, this converts the color's RGB values to HSL, adds HSL\n * and then converts the color back to RGB.\n *\n * @param {number} h - Hue value between `0.0` and `1.0`.\n * @param {number} s - Saturation value between `0.0` and `1.0`.\n * @param {number} l - Lightness value between `0.0` and `1.0`.\n * @return {Color} A reference to this color.\n */\n offsetHSL(e, t, n) {\n return this.getHSL(jn), this.setHSL(jn.h + e, jn.s + t, jn.l + n);\n }\n /**\n * Adds the RGB values of the given color to the RGB values of this color.\n *\n * @param {Color} color - The color to add.\n * @return {Color} A reference to this color.\n */\n add(e) {\n return this.r += e.r, this.g += e.g, this.b += e.b, this;\n }\n /**\n * Adds the RGB values of the given colors and stores the result in this instance.\n *\n * @param {Color} color1 - The first color.\n * @param {Color} color2 - The second color.\n * @return {Color} A reference to this color.\n */\n addColors(e, t) {\n return this.r = e.r + t.r, this.g = e.g + t.g, this.b = e.b + t.b, this;\n }\n /**\n * Adds the given scalar value to the RGB values of this color.\n *\n * @param {number} s - The scalar to add.\n * @return {Color} A reference to this color.\n */\n addScalar(e) {\n return this.r += e, this.g += e, this.b += e, this;\n }\n /**\n * Subtracts the RGB values of the given color from the RGB values of this color.\n *\n * @param {Color} color - The color to subtract.\n * @return {Color} A reference to this color.\n */\n sub(e) {\n return this.r = Math.max(0, this.r - e.r), this.g = Math.max(0, this.g - e.g), this.b = Math.max(0, this.b - e.b), this;\n }\n /**\n * Multiplies the RGB values of the given color with the RGB values of this color.\n *\n * @param {Color} color - The color to multiply.\n * @return {Color} A reference to this color.\n */\n multiply(e) {\n return this.r *= e.r, this.g *= e.g, this.b *= e.b, this;\n }\n /**\n * Multiplies the given scalar value with the RGB values of this color.\n *\n * @param {number} s - The scalar to multiply.\n * @return {Color} A reference to this color.\n */\n multiplyScalar(e) {\n return this.r *= e, this.g *= e, this.b *= e, this;\n }\n /**\n * Linearly interpolates this color's RGB values toward the RGB values of the\n * given color. The alpha argument can be thought of as the ratio between\n * the two colors, where `0.0` is this color and `1.0` is the first argument.\n *\n * @param {Color} color - The color to converge on.\n * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.\n * @return {Color} A reference to this color.\n */\n lerp(e, t) {\n return this.r += (e.r - this.r) * t, this.g += (e.g - this.g) * t, this.b += (e.b - this.b) * t, this;\n }\n /**\n * Linearly interpolates between the given colors and stores the result in this instance.\n * The alpha argument can be thought of as the ratio between the two colors, where `0.0`\n * is the first and `1.0` is the second color.\n *\n * @param {Color} color1 - The first color.\n * @param {Color} color2 - The second color.\n * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.\n * @return {Color} A reference to this color.\n */\n lerpColors(e, t, n) {\n return this.r = e.r + (t.r - e.r) * n, this.g = e.g + (t.g - e.g) * n, this.b = e.b + (t.b - e.b) * n, this;\n }\n /**\n * Linearly interpolates this color's HSL values toward the HSL values of the\n * given color. It differs from {@link Color#lerp} by not interpolating straight\n * from one color to the other, but instead going through all the hues in between\n * those two colors. The alpha argument can be thought of as the ratio between\n * the two colors, where 0.0 is this color and 1.0 is the first argument.\n *\n * @param {Color} color - The color to converge on.\n * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.\n * @return {Color} A reference to this color.\n */\n lerpHSL(e, t) {\n this.getHSL(jn), e.getHSL(ks);\n const n = vs(jn.h, ks.h, t), s = vs(jn.s, ks.s, t), r = vs(jn.l, ks.l, t);\n return this.setHSL(n, s, r), this;\n }\n /**\n * Sets the color's RGB components from the given 3D vector.\n *\n * @param {Vector3} v - The vector to set.\n * @return {Color} A reference to this color.\n */\n setFromVector3(e) {\n return this.r = e.x, this.g = e.y, this.b = e.z, this;\n }\n /**\n * Transforms this color with the given 3x3 matrix.\n *\n * @param {Matrix3} m - The matrix.\n * @return {Color} A reference to this color.\n */\n applyMatrix3(e) {\n const t = this.r, n = this.g, s = this.b, r = e.elements;\n return this.r = r[0] * t + r[3] * n + r[6] * s, this.g = r[1] * t + r[4] * n + r[7] * s, this.b = r[2] * t + r[5] * n + r[8] * s, this;\n }\n /**\n * Returns `true` if this color is equal with the given one.\n *\n * @param {Color} c - The color to test for equality.\n * @return {boolean} Whether this bounding color is equal with the given one.\n */\n equals(e) {\n return e.r === this.r && e.g === this.g && e.b === this.b;\n }\n /**\n * Sets this color's RGB components from the given array.\n *\n * @param {Array} array - An array holding the RGB values.\n * @param {number} [offset=0] - The offset into the array.\n * @return {Color} A reference to this color.\n */\n fromArray(e, t = 0) {\n return this.r = e[t], this.g = e[t + 1], this.b = e[t + 2], this;\n }\n /**\n * Writes the RGB components of this color to the given array. If no array is provided,\n * the method returns a new instance.\n *\n * @param {Array} [array=[]] - The target array holding the color components.\n * @param {number} [offset=0] - Index of the first element in the array.\n * @return {Array} The color components.\n */\n toArray(e = [], t = 0) {\n return e[t] = this.r, e[t + 1] = this.g, e[t + 2] = this.b, e;\n }\n /**\n * Sets the components of this color from the given buffer attribute.\n *\n * @param {BufferAttribute} attribute - The buffer attribute holding color data.\n * @param {number} index - The index into the attribute.\n * @return {Color} A reference to this color.\n */\n fromBufferAttribute(e, t) {\n return this.r = e.getX(t), this.g = e.getY(t), this.b = e.getZ(t), this;\n }\n /**\n * This methods defines the serialization result of this class. Returns the color\n * as a hexadecimal value.\n *\n * @return {number} The hexadecimal value.\n */\n toJSON() {\n return this.getHex();\n }\n *[Symbol.iterator]() {\n yield this.r, yield this.g, yield this.b;\n }\n}\nconst It = /* @__PURE__ */ new Se();\nSe.NAMES = Qc;\nlet Hu = 0;\nclass tn extends mi {\n /**\n * Constructs a new material.\n */\n constructor() {\n super(), this.isMaterial = !0, Object.defineProperty(this, \"id\", { value: Hu++ }), this.uuid = fn(), this.name = \"\", this.type = \"Material\", this.blending = Fi, this.side = En, this.vertexColors = !1, this.opacity = 1, this.transparent = !1, this.alphaHash = !1, this.blendSrc = ba, this.blendDst = ya, this.blendEquation = cn, this.blendSrcAlpha = null, this.blendDstAlpha = null, this.blendEquationAlpha = null, this.blendColor = new Se(0, 0, 0), this.blendAlpha = 0, this.depthFunc = Vi, this.depthTest = !0, this.depthWrite = !0, this.stencilWriteMask = 255, this.stencilFunc = co, this.stencilRef = 0, this.stencilFuncMask = 255, this.stencilFail = xi, this.stencilZFail = xi, this.stencilZPass = xi, this.stencilWrite = !1, this.clippingPlanes = null, this.clipIntersection = !1, this.clipShadows = !1, this.shadowSide = null, this.colorWrite = !0, this.precision = null, this.polygonOffset = !1, this.polygonOffsetFactor = 0, this.polygonOffsetUnits = 0, this.dithering = !1, this.alphaToCoverage = !1, this.premultipliedAlpha = !1, this.forceSinglePass = !1, this.allowOverride = !0, this.visible = !0, this.toneMapped = !0, this.userData = {}, this.version = 0, this._alphaTest = 0;\n }\n /**\n * Sets the alpha value to be used when running an alpha test. The material\n * will not be rendered if the opacity is lower than this value.\n *\n * @type {number}\n * @readonly\n * @default 0\n */\n get alphaTest() {\n return this._alphaTest;\n }\n set alphaTest(e) {\n this._alphaTest > 0 != e > 0 && this.version++, this._alphaTest = e;\n }\n /**\n * An optional callback that is executed immediately before the material is used to render a 3D object.\n *\n * This method can only be used when rendering with {@link WebGLRenderer}.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Scene} scene - The scene.\n * @param {Camera} camera - The camera that is used to render the scene.\n * @param {BufferGeometry} geometry - The 3D object's geometry.\n * @param {Object3D} object - The 3D object.\n * @param {Object} group - The geometry group data.\n */\n onBeforeRender() {\n }\n /**\n * An optional callback that is executed immediately before the shader\n * program is compiled. This function is called with the shader source code\n * as a parameter. Useful for the modification of built-in materials.\n *\n * This method can only be used when rendering with {@link WebGLRenderer}. The\n * recommended approach when customizing materials is to use `WebGPURenderer` with the new\n * Node Material system and [TSL](https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language).\n *\n * @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source.\n * @param {WebGLRenderer} renderer - A reference to the renderer.\n */\n onBeforeCompile() {\n }\n /**\n * In case {@link Material#onBeforeCompile} is used, this callback can be used to identify\n * values of settings used in `onBeforeCompile()`, so three.js can reuse a cached\n * shader or recompile the shader for this material as needed.\n *\n * This method can only be used when rendering with {@link WebGLRenderer}.\n *\n * @return {string} The custom program cache key.\n */\n customProgramCacheKey() {\n return this.onBeforeCompile.toString();\n }\n /**\n * This method can be used to set default values from parameter objects.\n * It is a generic implementation so it can be used with different types\n * of materials.\n *\n * @param {Object} [values] - The material values to set.\n */\n setValues(e) {\n if (e !== void 0)\n for (const t in e) {\n const n = e[t];\n if (n === void 0) {\n Te(`Material: parameter '${t}' has value of undefined.`);\n continue;\n }\n const s = this[t];\n if (s === void 0) {\n Te(`Material: '${t}' is not a property of THREE.${this.type}.`);\n continue;\n }\n s && s.isColor ? s.set(n) : s && s.isVector3 && n && n.isVector3 ? s.copy(n) : this[t] = n;\n }\n }\n /**\n * Serializes the material into JSON.\n *\n * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.\n * @return {Object} A JSON object representing the serialized material.\n * @see {@link ObjectLoader#parse}\n */\n toJSON(e) {\n const t = e === void 0 || typeof e == \"string\";\n t && (e = {\n textures: {},\n images: {}\n });\n const n = {\n metadata: {\n version: 4.7,\n type: \"Material\",\n generator: \"Material.toJSON\"\n }\n };\n n.uuid = this.uuid, n.type = this.type, this.name !== \"\" && (n.name = this.name), this.color && this.color.isColor && (n.color = this.color.getHex()), this.roughness !== void 0 && (n.roughness = this.roughness), this.metalness !== void 0 && (n.metalness = this.metalness), this.sheen !== void 0 && (n.sheen = this.sheen), this.sheenColor && this.sheenColor.isColor && (n.sheenColor = this.sheenColor.getHex()), this.sheenRoughness !== void 0 && (n.sheenRoughness = this.sheenRoughness), this.emissive && this.emissive.isColor && (n.emissive = this.emissive.getHex()), this.emissiveIntensity !== void 0 && this.emissiveIntensity !== 1 && (n.emissiveIntensity = this.emissiveIntensity), this.specular && this.specular.isColor && (n.specular = this.specular.getHex()), this.specularIntensity !== void 0 && (n.specularIntensity = this.specularIntensity), this.specularColor && this.specularColor.isColor && (n.specularColor = this.specularColor.getHex()), this.shininess !== void 0 && (n.shininess = this.shininess), this.clearcoat !== void 0 && (n.clearcoat = this.clearcoat), this.clearcoatRoughness !== void 0 && (n.clearcoatRoughness = this.clearcoatRoughness), this.clearcoatMap && this.clearcoatMap.isTexture && (n.clearcoatMap = this.clearcoatMap.toJSON(e).uuid), this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture && (n.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON(e).uuid), this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture && (n.clearcoatNormalMap = this.clearcoatNormalMap.toJSON(e).uuid, n.clearcoatNormalScale = this.clearcoatNormalScale.toArray()), this.sheenColorMap && this.sheenColorMap.isTexture && (n.sheenColorMap = this.sheenColorMap.toJSON(e).uuid), this.sheenRoughnessMap && this.sheenRoughnessMap.isTexture && (n.sheenRoughnessMap = this.sheenRoughnessMap.toJSON(e).uuid), this.dispersion !== void 0 && (n.dispersion = this.dispersion), this.iridescence !== void 0 && (n.iridescence = this.iridescence), this.iridescenceIOR !== void 0 && (n.iridescenceIOR = this.iridescenceIOR), this.iridescenceThicknessRange !== void 0 && (n.iridescenceThicknessRange = this.iridescenceThicknessRange), this.iridescenceMap && this.iridescenceMap.isTexture && (n.iridescenceMap = this.iridescenceMap.toJSON(e).uuid), this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture && (n.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON(e).uuid), this.anisotropy !== void 0 && (n.anisotropy = this.anisotropy), this.anisotropyRotation !== void 0 && (n.anisotropyRotation = this.anisotropyRotation), this.anisotropyMap && this.anisotropyMap.isTexture && (n.anisotropyMap = this.anisotropyMap.toJSON(e).uuid), this.map && this.map.isTexture && (n.map = this.map.toJSON(e).uuid), this.matcap && this.matcap.isTexture && (n.matcap = this.matcap.toJSON(e).uuid), this.alphaMap && this.alphaMap.isTexture && (n.alphaMap = this.alphaMap.toJSON(e).uuid), this.lightMap && this.lightMap.isTexture && (n.lightMap = this.lightMap.toJSON(e).uuid, n.lightMapIntensity = this.lightMapIntensity), this.aoMap && this.aoMap.isTexture && (n.aoMap = this.aoMap.toJSON(e).uuid, n.aoMapIntensity = this.aoMapIntensity), this.bumpMap && this.bumpMap.isTexture && (n.bumpMap = this.bumpMap.toJSON(e).uuid, n.bumpScale = this.bumpScale), this.normalMap && this.normalMap.isTexture && (n.normalMap = this.normalMap.toJSON(e).uuid, n.normalMapType = this.normalMapType, n.normalScale = this.normalScale.toArray()), this.displacementMap && this.displacementMap.isTexture && (n.displacementMap = this.displacementMap.toJSON(e).uuid, n.displacementScale = this.displacementScale, n.displacementBias = this.displacementBias), this.roughnessMap && this.roughnessMap.isTexture && (n.roughnessMap = this.roughnessMap.toJSON(e).uuid), this.metalnessMap && this.metalnessMap.isTexture && (n.metalnessMap = this.metalnessMap.toJSON(e).uuid), this.emissiveMap && this.emissiveMap.isTexture && (n.emissiveMap = this.emissiveMap.toJSON(e).uuid), this.specularMap && this.specularMap.isTexture && (n.specularMap = this.specularMap.toJSON(e).uuid), this.specularIntensityMap && this.specularIntensityMap.isTexture && (n.specularIntensityMap = this.specularIntensityMap.toJSON(e).uuid), this.specularColorMap && this.specularColorMap.isTexture && (n.specularColorMap = this.specularColorMap.toJSON(e).uuid), this.envMap && this.envMap.isTexture && (n.envMap = this.envMap.toJSON(e).uuid, this.combine !== void 0 && (n.combine = this.combine)), this.envMapRotation !== void 0 && (n.envMapRotation = this.envMapRotation.toArray()), this.envMapIntensity !== void 0 && (n.envMapIntensity = this.envMapIntensity), this.reflectivity !== void 0 && (n.reflectivity = this.reflectivity), this.refractionRatio !== void 0 && (n.refractionRatio = this.refractionRatio), this.gradientMap && this.gradientMap.isTexture && (n.gradientMap = this.gradientMap.toJSON(e).uuid), this.transmission !== void 0 && (n.transmission = this.transmission), this.transmissionMap && this.transmissionMap.isTexture && (n.transmissionMap = this.transmissionMap.toJSON(e).uuid), this.thickness !== void 0 && (n.thickness = this.thickness), this.thicknessMap && this.thicknessMap.isTexture && (n.thicknessMap = this.thicknessMap.toJSON(e).uuid), this.attenuationDistance !== void 0 && this.attenuationDistance !== 1 / 0 && (n.attenuationDistance = this.attenuationDistance), this.attenuationColor !== void 0 && (n.attenuationColor = this.attenuationColor.getHex()), this.size !== void 0 && (n.size = this.size), this.shadowSide !== null && (n.shadowSide = this.shadowSide), this.sizeAttenuation !== void 0 && (n.sizeAttenuation = this.sizeAttenuation), this.blending !== Fi && (n.blending = this.blending), this.side !== En && (n.side = this.side), this.vertexColors === !0 && (n.vertexColors = !0), this.opacity < 1 && (n.opacity = this.opacity), this.transparent === !0 && (n.transparent = !0), this.blendSrc !== ba && (n.blendSrc = this.blendSrc), this.blendDst !== ya && (n.blendDst = this.blendDst), this.blendEquation !== cn && (n.blendEquation = this.blendEquation), this.blendSrcAlpha !== null && (n.blendSrcAlpha = this.blendSrcAlpha), this.blendDstAlpha !== null && (n.blendDstAlpha = this.blendDstAlpha), this.blendEquationAlpha !== null && (n.blendEquationAlpha = this.blendEquationAlpha), this.blendColor && this.blendColor.isColor && (n.blendColor = this.blendColor.getHex()), this.blendAlpha !== 0 && (n.blendAlpha = this.blendAlpha), this.depthFunc !== Vi && (n.depthFunc = this.depthFunc), this.depthTest === !1 && (n.depthTest = this.depthTest), this.depthWrite === !1 && (n.depthWrite = this.depthWrite), this.colorWrite === !1 && (n.colorWrite = this.colorWrite), this.stencilWriteMask !== 255 && (n.stencilWriteMask = this.stencilWriteMask), this.stencilFunc !== co && (n.stencilFunc = this.stencilFunc), this.stencilRef !== 0 && (n.stencilRef = this.stencilRef), this.stencilFuncMask !== 255 && (n.stencilFuncMask = this.stencilFuncMask), this.stencilFail !== xi && (n.stencilFail = this.stencilFail), this.stencilZFail !== xi && (n.stencilZFail = this.stencilZFail), this.stencilZPass !== xi && (n.stencilZPass = this.stencilZPass), this.stencilWrite === !0 && (n.stencilWrite = this.stencilWrite), this.rotation !== void 0 && this.rotation !== 0 && (n.rotation = this.rotation), this.polygonOffset === !0 && (n.polygonOffset = !0), this.polygonOffsetFactor !== 0 && (n.polygonOffsetFactor = this.polygonOffsetFactor), this.polygonOffsetUnits !== 0 && (n.polygonOffsetUnits = this.polygonOffsetUnits), this.linewidth !== void 0 && this.linewidth !== 1 && (n.linewidth = this.linewidth), this.dashSize !== void 0 && (n.dashSize = this.dashSize), this.gapSize !== void 0 && (n.gapSize = this.gapSize), this.scale !== void 0 && (n.scale = this.scale), this.dithering === !0 && (n.dithering = !0), this.alphaTest > 0 && (n.alphaTest = this.alphaTest), this.alphaHash === !0 && (n.alphaHash = !0), this.alphaToCoverage === !0 && (n.alphaToCoverage = !0), this.premultipliedAlpha === !0 && (n.premultipliedAlpha = !0), this.forceSinglePass === !0 && (n.forceSinglePass = !0), this.wireframe === !0 && (n.wireframe = !0), this.wireframeLinewidth > 1 && (n.wireframeLinewidth = this.wireframeLinewidth), this.wireframeLinecap !== \"round\" && (n.wireframeLinecap = this.wireframeLinecap), this.wireframeLinejoin !== \"round\" && (n.wireframeLinejoin = this.wireframeLinejoin), this.flatShading === !0 && (n.flatShading = !0), this.visible === !1 && (n.visible = !1), this.toneMapped === !1 && (n.toneMapped = !1), this.fog === !1 && (n.fog = !1), Object.keys(this.userData).length > 0 && (n.userData = this.userData);\n function s(r) {\n const a = [];\n for (const o in r) {\n const l = r[o];\n delete l.metadata, a.push(l);\n }\n return a;\n }\n if (t) {\n const r = s(e.textures), a = s(e.images);\n r.length > 0 && (n.textures = r), a.length > 0 && (n.images = a);\n }\n return n;\n }\n /**\n * Returns a new material with copied values from this instance.\n *\n * @return {Material} A clone of this instance.\n */\n clone() {\n return new this.constructor().copy(this);\n }\n /**\n * Copies the values of the given material to this instance.\n *\n * @param {Material} source - The material to copy.\n * @return {Material} A reference to this instance.\n */\n copy(e) {\n this.name = e.name, this.blending = e.blending, this.side = e.side, this.vertexColors = e.vertexColors, this.opacity = e.opacity, this.transparent = e.transparent, this.blendSrc = e.blendSrc, this.blendDst = e.blendDst, this.blendEquation = e.blendEquation, this.blendSrcAlpha = e.blendSrcAlpha, this.blendDstAlpha = e.blendDstAlpha, this.blendEquationAlpha = e.blendEquationAlpha, this.blendColor.copy(e.blendColor), this.blendAlpha = e.blendAlpha, this.depthFunc = e.depthFunc, this.depthTest = e.depthTest, this.depthWrite = e.depthWrite, this.stencilWriteMask = e.stencilWriteMask, this.stencilFunc = e.stencilFunc, this.stencilRef = e.stencilRef, this.stencilFuncMask = e.stencilFuncMask, this.stencilFail = e.stencilFail, this.stencilZFail = e.stencilZFail, this.stencilZPass = e.stencilZPass, this.stencilWrite = e.stencilWrite;\n const t = e.clippingPlanes;\n let n = null;\n if (t !== null) {\n const s = t.length;\n n = new Array(s);\n for (let r = 0; r !== s; ++r)\n n[r] = t[r].clone();\n }\n return this.clippingPlanes = n, this.clipIntersection = e.clipIntersection, this.clipShadows = e.clipShadows, this.shadowSide = e.shadowSide, this.colorWrite = e.colorWrite, this.precision = e.precision, this.polygonOffset = e.polygonOffset, this.polygonOffsetFactor = e.polygonOffsetFactor, this.polygonOffsetUnits = e.polygonOffsetUnits, this.dithering = e.dithering, this.alphaTest = e.alphaTest, this.alphaHash = e.alphaHash, this.alphaToCoverage = e.alphaToCoverage, this.premultipliedAlpha = e.premultipliedAlpha, this.forceSinglePass = e.forceSinglePass, this.visible = e.visible, this.toneMapped = e.toneMapped, this.userData = JSON.parse(JSON.stringify(e.userData)), this;\n }\n /**\n * Frees the GPU-related resources allocated by this instance. Call this\n * method whenever this instance is no longer used in your app.\n *\n * @fires Material#dispose\n */\n dispose() {\n this.dispatchEvent({ type: \"dispose\" });\n }\n /**\n * Setting this property to `true` indicates the engine the material\n * needs to be recompiled.\n *\n * @type {boolean}\n * @default false\n * @param {boolean} value\n */\n set needsUpdate(e) {\n e === !0 && this.version++;\n }\n}\nclass Bt extends tn {\n /**\n * Constructs a new mesh basic material.\n *\n * @param {Object} [parameters] - An object with one or more properties\n * defining the material's appearance. Any property of the material\n * (including any property from inherited materials) can be passed\n * in here. Color values can be passed any type of value accepted\n * by {@link Color#set}.\n */\n constructor(e) {\n super(), this.isMeshBasicMaterial = !0, this.type = \"MeshBasicMaterial\", this.color = new Se(16777215), this.map = null, this.lightMap = null, this.lightMapIntensity = 1, this.aoMap = null, this.aoMapIntensity = 1, this.specularMap = null, this.alphaMap = null, this.envMap = null, this.envMapRotation = new xn(), this.combine = So, this.reflectivity = 1, this.refractionRatio = 0.98, this.wireframe = !1, this.wireframeLinewidth = 1, this.wireframeLinecap = \"round\", this.wireframeLinejoin = \"round\", this.fog = !0, this.setValues(e);\n }\n copy(e) {\n return super.copy(e), this.color.copy(e.color), this.map = e.map, this.lightMap = e.lightMap, this.lightMapIntensity = e.lightMapIntensity, this.aoMap = e.aoMap, this.aoMapIntensity = e.aoMapIntensity, this.specularMap = e.specularMap, this.alphaMap = e.alphaMap, this.envMap = e.envMap, this.envMapRotation.copy(e.envMapRotation), this.combine = e.combine, this.reflectivity = e.reflectivity, this.refractionRatio = e.refractionRatio, this.wireframe = e.wireframe, this.wireframeLinewidth = e.wireframeLinewidth, this.wireframeLinecap = e.wireframeLinecap, this.wireframeLinejoin = e.wireframeLinejoin, this.fog = e.fog, this;\n }\n}\nconst Bn = /* @__PURE__ */ Wu();\nfunction Wu() {\n const i = new ArrayBuffer(4), e = new Float32Array(i), t = new Uint32Array(i), n = new Uint32Array(512), s = new Uint32Array(512);\n for (let l = 0; l < 256; ++l) {\n const c = l - 127;\n c < -27 ? (n[l] = 0, n[l | 256] = 32768, s[l] = 24, s[l | 256] = 24) : c < -14 ? (n[l] = 1024 >> -c - 14, n[l | 256] = 1024 >> -c - 14 | 32768, s[l] = -c - 1, s[l | 256] = -c - 1) : c <= 15 ? (n[l] = c + 15 << 10, n[l | 256] = c + 15 << 10 | 32768, s[l] = 13, s[l | 256] = 13) : c < 128 ? (n[l] = 31744, n[l | 256] = 64512, s[l] = 24, s[l | 256] = 24) : (n[l] = 31744, n[l | 256] = 64512, s[l] = 13, s[l | 256] = 13);\n }\n const r = new Uint32Array(2048), a = new Uint32Array(64), o = new Uint32Array(64);\n for (let l = 1; l < 1024; ++l) {\n let c = l << 13, h = 0;\n for (; (c & 8388608) === 0; )\n c <<= 1, h -= 8388608;\n c &= -8388609, h += 947912704, r[l] = c | h;\n }\n for (let l = 1024; l < 2048; ++l)\n r[l] = 939524096 + (l - 1024 << 13);\n for (let l = 1; l < 31; ++l)\n a[l] = l << 23;\n a[31] = 1199570944, a[32] = 2147483648;\n for (let l = 33; l < 63; ++l)\n a[l] = 2147483648 + (l - 32 << 23);\n a[63] = 3347054592;\n for (let l = 1; l < 64; ++l)\n l !== 32 && (o[l] = 1024);\n return {\n floatView: e,\n uint32View: t,\n baseTable: n,\n shiftTable: s,\n mantissaTable: r,\n exponentTable: a,\n offsetTable: o\n };\n}\nfunction Xu(i) {\n Math.abs(i) > 65504 && Te(\"DataUtils.toHalfFloat(): Value out of range.\"), i = He(i, -65504, 65504), Bn.floatView[0] = i;\n const e = Bn.uint32View[0], t = e >> 23 & 511;\n return Bn.baseTable[t] + ((e & 8388607) >> Bn.shiftTable[t]);\n}\nfunction ju(i) {\n const e = i >> 10;\n return Bn.uint32View[0] = Bn.mantissaTable[Bn.offsetTable[e] + (i & 1023)] + Bn.exponentTable[e], Bn.floatView[0];\n}\nclass Vs {\n /**\n * Returns a half precision floating point value (FP16) from the given single\n * precision floating point value (FP32).\n *\n * @param {number} val - A single precision floating point value.\n * @return {number} The FP16 value.\n */\n static toHalfFloat(e) {\n return Xu(e);\n }\n /**\n * Returns a single precision floating point value (FP32) from the given half\n * precision floating point value (FP16).\n *\n * @param {number} val - A half precision floating point value.\n * @return {number} The FP32 value.\n */\n static fromHalfFloat(e) {\n return ju(e);\n }\n}\nconst vt = /* @__PURE__ */ new w(), Gs = /* @__PURE__ */ new le();\nlet qu = 0;\nclass kt {\n /**\n * Constructs a new buffer attribute.\n *\n * @param {TypedArray} array - The array holding the attribute data.\n * @param {number} itemSize - The item size.\n * @param {boolean} [normalized=false] - Whether the data are normalized or not.\n */\n constructor(e, t, n = !1) {\n if (Array.isArray(e))\n throw new TypeError(\"THREE.BufferAttribute: array should be a Typed Array.\");\n this.isBufferAttribute = !0, Object.defineProperty(this, \"id\", { value: qu++ }), this.name = \"\", this.array = e, this.itemSize = t, this.count = e !== void 0 ? e.length / t : 0, this.normalized = n, this.usage = ho, this.updateRanges = [], this.gpuType = Xt, this.version = 0;\n }\n /**\n * A callback function that is executed after the renderer has transferred the attribute\n * array data to the GPU.\n */\n onUploadCallback() {\n }\n /**\n * Flag to indicate that this attribute has changed and should be re-sent to\n * the GPU. Set this to `true` when you modify the value of the array.\n *\n * @type {number}\n * @default false\n * @param {boolean} value\n */\n set needsUpdate(e) {\n e === !0 && this.version++;\n }\n /**\n * Sets the usage of this buffer attribute.\n *\n * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.\n * @return {BufferAttribute} A reference to this buffer attribute.\n */\n setUsage(e) {\n return this.usage = e, this;\n }\n /**\n * Adds a range of data in the data array to be updated on the GPU.\n *\n * @param {number} start - Position at which to start update.\n * @param {number} count - The number of components to update.\n */\n addUpdateRange(e, t) {\n this.updateRanges.push({ start: e, count: t });\n }\n /**\n * Clears the update ranges.\n */\n clearUpdateRanges() {\n this.updateRanges.length = 0;\n }\n /**\n * Copies the values of the given buffer attribute to this instance.\n *\n * @param {BufferAttribute} source - The buffer attribute to copy.\n * @return {BufferAttribute} A reference to this instance.\n */\n copy(e) {\n return this.name = e.name, this.array = new e.array.constructor(e.array), this.itemSize = e.itemSize, this.count = e.count, this.normalized = e.normalized, this.usage = e.usage, this.gpuType = e.gpuType, this;\n }\n /**\n * Copies a vector from the given buffer attribute to this one. The start\n * and destination position in the attribute buffers are represented by the\n * given indices.\n *\n * @param {number} index1 - The destination index into this buffer attribute.\n * @param {BufferAttribute} attribute - The buffer attribute to copy from.\n * @param {number} index2 - The source index into the given buffer attribute.\n * @return {BufferAttribute} A reference to this instance.\n */\n copyAt(e, t, n) {\n e *= this.itemSize, n *= t.itemSize;\n for (let s = 0, r = this.itemSize; s < r; s++)\n this.array[e + s] = t.array[n + s];\n return this;\n }\n /**\n * Copies the given array data into this buffer attribute.\n *\n * @param {(TypedArray|Array)} array - The array to copy.\n * @return {BufferAttribute} A reference to this instance.\n */\n copyArray(e) {\n return this.array.set(e), this;\n }\n /**\n * Applies the given 3x3 matrix to the given attribute. Works with\n * item size `2` and `3`.\n *\n * @param {Matrix3} m - The matrix to apply.\n * @return {BufferAttribute} A reference to this instance.\n */\n applyMatrix3(e) {\n if (this.itemSize === 2)\n for (let t = 0, n = this.count; t < n; t++)\n Gs.fromBufferAttribute(this, t), Gs.applyMatrix3(e), this.setXY(t, Gs.x, Gs.y);\n else if (this.itemSize === 3)\n for (let t = 0, n = this.count; t < n; t++)\n vt.fromBufferAttribute(this, t), vt.applyMatrix3(e), this.setXYZ(t, vt.x, vt.y, vt.z);\n return this;\n }\n /**\n * Applies the given 4x4 matrix to the given attribute. Only works with\n * item size `3`.\n *\n * @param {Matrix4} m - The matrix to apply.\n * @return {BufferAttribute} A reference to this instance.\n */\n applyMatrix4(e) {\n for (let t = 0, n = this.count; t < n; t++)\n vt.fromBufferAttribute(this, t), vt.applyMatrix4(e), this.setXYZ(t, vt.x, vt.y, vt.z);\n return this;\n }\n /**\n * Applies the given 3x3 normal matrix to the given attribute. Only works with\n * item size `3`.\n *\n * @param {Matrix3} m - The normal matrix to apply.\n * @return {BufferAttribute} A reference to this instance.\n */\n applyNormalMatrix(e) {\n for (let t = 0, n = this.count; t < n; t++)\n vt.fromBufferAttribute(this, t), vt.applyNormalMatrix(e), this.setXYZ(t, vt.x, vt.y, vt.z);\n return this;\n }\n /**\n * Applies the given 4x4 matrix to the given attribute. Only works with\n * item size `3` and with direction vectors.\n *\n * @param {Matrix4} m - The matrix to apply.\n * @return {BufferAttribute} A reference to this instance.\n */\n transformDirection(e) {\n for (let t = 0, n = this.count; t < n; t++)\n vt.fromBufferAttribute(this, t), vt.transformDirection(e), this.setXYZ(t, vt.x, vt.y, vt.z);\n return this;\n }\n /**\n * Sets the given array data in the buffer attribute.\n *\n * @param {(TypedArray|Array)} value - The array data to set.\n * @param {number} [offset=0] - The offset in this buffer attribute's array.\n * @return {BufferAttribute} A reference to this instance.\n */\n set(e, t = 0) {\n return this.array.set(e, t), this;\n }\n /**\n * Returns the given component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} component - The component index.\n * @return {number} The returned value.\n */\n getComponent(e, t) {\n let n = this.array[e * this.itemSize + t];\n return this.normalized && (n = hn(n, this.array)), n;\n }\n /**\n * Sets the given value to the given component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} component - The component index.\n * @param {number} value - The value to set.\n * @return {BufferAttribute} A reference to this instance.\n */\n setComponent(e, t, n) {\n return this.normalized && (n = tt(n, this.array)), this.array[e * this.itemSize + t] = n, this;\n }\n /**\n * Returns the x component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @return {number} The x component.\n */\n getX(e) {\n let t = this.array[e * this.itemSize];\n return this.normalized && (t = hn(t, this.array)), t;\n }\n /**\n * Sets the x component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} x - The value to set.\n * @return {BufferAttribute} A reference to this instance.\n */\n setX(e, t) {\n return this.normalized && (t = tt(t, this.array)), this.array[e * this.itemSize] = t, this;\n }\n /**\n * Returns the y component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @return {number} The y component.\n */\n getY(e) {\n let t = this.array[e * this.itemSize + 1];\n return this.normalized && (t = hn(t, this.array)), t;\n }\n /**\n * Sets the y component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} y - The value to set.\n * @return {BufferAttribute} A reference to this instance.\n */\n setY(e, t) {\n return this.normalized && (t = tt(t, this.array)), this.array[e * this.itemSize + 1] = t, this;\n }\n /**\n * Returns the z component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @return {number} The z component.\n */\n getZ(e) {\n let t = this.array[e * this.itemSize + 2];\n return this.normalized && (t = hn(t, this.array)), t;\n }\n /**\n * Sets the z component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} z - The value to set.\n * @return {BufferAttribute} A reference to this instance.\n */\n setZ(e, t) {\n return this.normalized && (t = tt(t, this.array)), this.array[e * this.itemSize + 2] = t, this;\n }\n /**\n * Returns the w component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @return {number} The w component.\n */\n getW(e) {\n let t = this.array[e * this.itemSize + 3];\n return this.normalized && (t = hn(t, this.array)), t;\n }\n /**\n * Sets the w component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} w - The value to set.\n * @return {BufferAttribute} A reference to this instance.\n */\n setW(e, t) {\n return this.normalized && (t = tt(t, this.array)), this.array[e * this.itemSize + 3] = t, this;\n }\n /**\n * Sets the x and y component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} x - The value for the x component to set.\n * @param {number} y - The value for the y component to set.\n * @return {BufferAttribute} A reference to this instance.\n */\n setXY(e, t, n) {\n return e *= this.itemSize, this.normalized && (t = tt(t, this.array), n = tt(n, this.array)), this.array[e + 0] = t, this.array[e + 1] = n, this;\n }\n /**\n * Sets the x, y and z component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} x - The value for the x component to set.\n * @param {number} y - The value for the y component to set.\n * @param {number} z - The value for the z component to set.\n * @return {BufferAttribute} A reference to this instance.\n */\n setXYZ(e, t, n, s) {\n return e *= this.itemSize, this.normalized && (t = tt(t, this.array), n = tt(n, this.array), s = tt(s, this.array)), this.array[e + 0] = t, this.array[e + 1] = n, this.array[e + 2] = s, this;\n }\n /**\n * Sets the x, y, z and w component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} x - The value for the x component to set.\n * @param {number} y - The value for the y component to set.\n * @param {number} z - The value for the z component to set.\n * @param {number} w - The value for the w component to set.\n * @return {BufferAttribute} A reference to this instance.\n */\n setXYZW(e, t, n, s, r) {\n return e *= this.itemSize, this.normalized && (t = tt(t, this.array), n = tt(n, this.array), s = tt(s, this.array), r = tt(r, this.array)), this.array[e + 0] = t, this.array[e + 1] = n, this.array[e + 2] = s, this.array[e + 3] = r, this;\n }\n /**\n * Sets the given callback function that is executed after the Renderer has transferred\n * the attribute array data to the GPU. Can be used to perform clean-up operations after\n * the upload when attribute data are not needed anymore on the CPU side.\n *\n * @param {Function} callback - The `onUpload()` callback.\n * @return {BufferAttribute} A reference to this instance.\n */\n onUpload(e) {\n return this.onUploadCallback = e, this;\n }\n /**\n * Returns a new buffer attribute with copied values from this instance.\n *\n * @return {BufferAttribute} A clone of this instance.\n */\n clone() {\n return new this.constructor(this.array, this.itemSize).copy(this);\n }\n /**\n * Serializes the buffer attribute into JSON.\n *\n * @return {Object} A JSON object representing the serialized buffer attribute.\n */\n toJSON() {\n const e = {\n itemSize: this.itemSize,\n type: this.array.constructor.name,\n array: Array.from(this.array),\n normalized: this.normalized\n };\n return this.name !== \"\" && (e.name = this.name), this.usage !== ho && (e.usage = this.usage), e;\n }\n}\nclass eh extends kt {\n /**\n * Constructs a new buffer attribute.\n *\n * @param {(Array|Uint16Array)} array - The array holding the attribute data.\n * @param {number} itemSize - The item size.\n * @param {boolean} [normalized=false] - Whether the data are normalized or not.\n */\n constructor(e, t, n) {\n super(new Uint16Array(e), t, n);\n }\n}\nclass th extends kt {\n /**\n * Constructs a new buffer attribute.\n *\n * @param {(Array|Uint32Array)} array - The array holding the attribute data.\n * @param {number} itemSize - The item size.\n * @param {boolean} [normalized=false] - Whether the data are normalized or not.\n */\n constructor(e, t, n) {\n super(new Uint32Array(e), t, n);\n }\n}\nclass pn extends kt {\n /**\n * Constructs a new buffer attribute.\n *\n * @param {(Array|Float32Array)} array - The array holding the attribute data.\n * @param {number} itemSize - The item size.\n * @param {boolean} [normalized=false] - Whether the data are normalized or not.\n */\n constructor(e, t, n) {\n super(new Float32Array(e), t, n);\n }\n}\nlet Yu = 0;\nconst Jt = /* @__PURE__ */ new Ne(), ta = /* @__PURE__ */ new pt(), Ai = /* @__PURE__ */ new w(), Kt = /* @__PURE__ */ new Pt(), os = /* @__PURE__ */ new Pt(), At = /* @__PURE__ */ new w();\nclass nn extends mi {\n /**\n * Constructs a new geometry.\n */\n constructor() {\n super(), this.isBufferGeometry = !0, Object.defineProperty(this, \"id\", { value: Yu++ }), this.uuid = fn(), this.name = \"\", this.type = \"BufferGeometry\", this.index = null, this.indirect = null, this.attributes = {}, this.morphAttributes = {}, this.morphTargetsRelative = !1, this.groups = [], this.boundingBox = null, this.boundingSphere = null, this.drawRange = { start: 0, count: 1 / 0 }, this.userData = {};\n }\n /**\n * Returns the index of this geometry.\n *\n * @return {?BufferAttribute} The index. Returns `null` if no index is defined.\n */\n getIndex() {\n return this.index;\n }\n /**\n * Sets the given index to this geometry.\n *\n * @param {Array|BufferAttribute} index - The index to set.\n * @return {BufferGeometry} A reference to this instance.\n */\n setIndex(e) {\n return Array.isArray(e) ? this.index = new ($c(e) ? th : eh)(e, 1) : this.index = e, this;\n }\n /**\n * Sets the given indirect attribute to this geometry.\n *\n * @param {BufferAttribute} indirect - The attribute holding indirect draw calls.\n * @return {BufferGeometry} A reference to this instance.\n */\n setIndirect(e) {\n return this.indirect = e, this;\n }\n /**\n * Returns the indirect attribute of this geometry.\n *\n * @return {?BufferAttribute} The indirect attribute. Returns `null` if no indirect attribute is defined.\n */\n getIndirect() {\n return this.indirect;\n }\n /**\n * Returns the buffer attribute for the given name.\n *\n * @param {string} name - The attribute name.\n * @return {BufferAttribute|InterleavedBufferAttribute|undefined} The buffer attribute.\n * Returns `undefined` if not attribute has been found.\n */\n getAttribute(e) {\n return this.attributes[e];\n }\n /**\n * Sets the given attribute for the given name.\n *\n * @param {string} name - The attribute name.\n * @param {BufferAttribute|InterleavedBufferAttribute} attribute - The attribute to set.\n * @return {BufferGeometry} A reference to this instance.\n */\n setAttribute(e, t) {\n return this.attributes[e] = t, this;\n }\n /**\n * Deletes the attribute for the given name.\n *\n * @param {string} name - The attribute name to delete.\n * @return {BufferGeometry} A reference to this instance.\n */\n deleteAttribute(e) {\n return delete this.attributes[e], this;\n }\n /**\n * Returns `true` if this geometry has an attribute for the given name.\n *\n * @param {string} name - The attribute name.\n * @return {boolean} Whether this geometry has an attribute for the given name or not.\n */\n hasAttribute(e) {\n return this.attributes[e] !== void 0;\n }\n /**\n * Adds a group to this geometry.\n *\n * @param {number} start - The first element in this draw call. That is the first\n * vertex for non-indexed geometry, otherwise the first triangle index.\n * @param {number} count - Specifies how many vertices (or indices) are part of this group.\n * @param {number} [materialIndex=0] - The material array index to use.\n */\n addGroup(e, t, n = 0) {\n this.groups.push({\n start: e,\n count: t,\n materialIndex: n\n });\n }\n /**\n * Clears all groups.\n */\n clearGroups() {\n this.groups = [];\n }\n /**\n * Sets the draw range for this geometry.\n *\n * @param {number} start - The first vertex for non-indexed geometry, otherwise the first triangle index.\n * @param {number} count - For non-indexed BufferGeometry, `count` is the number of vertices to render.\n * For indexed BufferGeometry, `count` is the number of indices to render.\n */\n setDrawRange(e, t) {\n this.drawRange.start = e, this.drawRange.count = t;\n }\n /**\n * Applies the given 4x4 transformation matrix to the geometry.\n *\n * @param {Matrix4} matrix - The matrix to apply.\n * @return {BufferGeometry} A reference to this instance.\n */\n applyMatrix4(e) {\n const t = this.attributes.position;\n t !== void 0 && (t.applyMatrix4(e), t.needsUpdate = !0);\n const n = this.attributes.normal;\n if (n !== void 0) {\n const r = new ze().getNormalMatrix(e);\n n.applyNormalMatrix(r), n.needsUpdate = !0;\n }\n const s = this.attributes.tangent;\n return s !== void 0 && (s.transformDirection(e), s.needsUpdate = !0), this.boundingBox !== null && this.computeBoundingBox(), this.boundingSphere !== null && this.computeBoundingSphere(), this;\n }\n /**\n * Applies the rotation represented by the Quaternion to the geometry.\n *\n * @param {Quaternion} q - The Quaternion to apply.\n * @return {BufferGeometry} A reference to this instance.\n */\n applyQuaternion(e) {\n return Jt.makeRotationFromQuaternion(e), this.applyMatrix4(Jt), this;\n }\n /**\n * Rotates the geometry about the X axis. This is typically done as a one time\n * operation, and not during a loop. Use {@link Object3D#rotation} for typical\n * real-time mesh rotation.\n *\n * @param {number} angle - The angle in radians.\n * @return {BufferGeometry} A reference to this instance.\n */\n rotateX(e) {\n return Jt.makeRotationX(e), this.applyMatrix4(Jt), this;\n }\n /**\n * Rotates the geometry about the Y axis. This is typically done as a one time\n * operation, and not during a loop. Use {@link Object3D#rotation} for typical\n * real-time mesh rotation.\n *\n * @param {number} angle - The angle in radians.\n * @return {BufferGeometry} A reference to this instance.\n */\n rotateY(e) {\n return Jt.makeRotationY(e), this.applyMatrix4(Jt), this;\n }\n /**\n * Rotates the geometry about the Z axis. This is typically done as a one time\n * operation, and not during a loop. Use {@link Object3D#rotation} for typical\n * real-time mesh rotation.\n *\n * @param {number} angle - The angle in radians.\n * @return {BufferGeometry} A reference to this instance.\n */\n rotateZ(e) {\n return Jt.makeRotationZ(e), this.applyMatrix4(Jt), this;\n }\n /**\n * Translates the geometry. This is typically done as a one time\n * operation, and not during a loop. Use {@link Object3D#position} for typical\n * real-time mesh rotation.\n *\n * @param {number} x - The x offset.\n * @param {number} y - The y offset.\n * @param {number} z - The z offset.\n * @return {BufferGeometry} A reference to this instance.\n */\n translate(e, t, n) {\n return Jt.makeTranslation(e, t, n), this.applyMatrix4(Jt), this;\n }\n /**\n * Scales the geometry. This is typically done as a one time\n * operation, and not during a loop. Use {@link Object3D#scale} for typical\n * real-time mesh rotation.\n *\n * @param {number} x - The x scale.\n * @param {number} y - The y scale.\n * @param {number} z - The z scale.\n * @return {BufferGeometry} A reference to this instance.\n */\n scale(e, t, n) {\n return Jt.makeScale(e, t, n), this.applyMatrix4(Jt), this;\n }\n /**\n * Rotates the geometry to face a point in 3D space. This is typically done as a one time\n * operation, and not during a loop. Use {@link Object3D#lookAt} for typical\n * real-time mesh rotation.\n *\n * @param {Vector3} vector - The target point.\n * @return {BufferGeometry} A reference to this instance.\n */\n lookAt(e) {\n return ta.lookAt(e), ta.updateMatrix(), this.applyMatrix4(ta.matrix), this;\n }\n /**\n * Center the geometry based on its bounding box.\n *\n * @return {BufferGeometry} A reference to this instance.\n */\n center() {\n return this.computeBoundingBox(), this.boundingBox.getCenter(Ai).negate(), this.translate(Ai.x, Ai.y, Ai.z), this;\n }\n /**\n * Defines a geometry by creating a `position` attribute based on the given array of points. The array\n * can hold 2D or 3D vectors. When using two-dimensional data, the `z` coordinate for all vertices is\n * set to `0`.\n *\n * If the method is used with an existing `position` attribute, the vertex data are overwritten with the\n * data from the array. The length of the array must match the vertex count.\n *\n * @param {Array|Array} points - The points.\n * @return {BufferGeometry} A reference to this instance.\n */\n setFromPoints(e) {\n const t = this.getAttribute(\"position\");\n if (t === void 0) {\n const n = [];\n for (let s = 0, r = e.length; s < r; s++) {\n const a = e[s];\n n.push(a.x, a.y, a.z || 0);\n }\n this.setAttribute(\"position\", new pn(n, 3));\n } else {\n const n = Math.min(e.length, t.count);\n for (let s = 0; s < n; s++) {\n const r = e[s];\n t.setXYZ(s, r.x, r.y, r.z || 0);\n }\n e.length > t.count && Te(\"BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.\"), t.needsUpdate = !0;\n }\n return this;\n }\n /**\n * Computes the bounding box of the geometry, and updates the `boundingBox` member.\n * The bounding box is not computed by the engine; it must be computed by your app.\n * You may need to recompute the bounding box if the geometry vertices are modified.\n */\n computeBoundingBox() {\n this.boundingBox === null && (this.boundingBox = new Pt());\n const e = this.attributes.position, t = this.morphAttributes.position;\n if (e && e.isGLBufferAttribute) {\n Xe(\"BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.\", this), this.boundingBox.set(\n new w(-1 / 0, -1 / 0, -1 / 0),\n new w(1 / 0, 1 / 0, 1 / 0)\n );\n return;\n }\n if (e !== void 0) {\n if (this.boundingBox.setFromBufferAttribute(e), t)\n for (let n = 0, s = t.length; n < s; n++) {\n const r = t[n];\n Kt.setFromBufferAttribute(r), this.morphTargetsRelative ? (At.addVectors(this.boundingBox.min, Kt.min), this.boundingBox.expandByPoint(At), At.addVectors(this.boundingBox.max, Kt.max), this.boundingBox.expandByPoint(At)) : (this.boundingBox.expandByPoint(Kt.min), this.boundingBox.expandByPoint(Kt.max));\n }\n } else\n this.boundingBox.makeEmpty();\n (isNaN(this.boundingBox.min.x) || isNaN(this.boundingBox.min.y) || isNaN(this.boundingBox.min.z)) && Xe('BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The \"position\" attribute is likely to have NaN values.', this);\n }\n /**\n * Computes the bounding sphere of the geometry, and updates the `boundingSphere` member.\n * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.\n * You may need to recompute the bounding sphere if the geometry vertices are modified.\n */\n computeBoundingSphere() {\n this.boundingSphere === null && (this.boundingSphere = new Rn());\n const e = this.attributes.position, t = this.morphAttributes.position;\n if (e && e.isGLBufferAttribute) {\n Xe(\"BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.\", this), this.boundingSphere.set(new w(), 1 / 0);\n return;\n }\n if (e) {\n const n = this.boundingSphere.center;\n if (Kt.setFromBufferAttribute(e), t)\n for (let r = 0, a = t.length; r < a; r++) {\n const o = t[r];\n os.setFromBufferAttribute(o), this.morphTargetsRelative ? (At.addVectors(Kt.min, os.min), Kt.expandByPoint(At), At.addVectors(Kt.max, os.max), Kt.expandByPoint(At)) : (Kt.expandByPoint(os.min), Kt.expandByPoint(os.max));\n }\n Kt.getCenter(n);\n let s = 0;\n for (let r = 0, a = e.count; r < a; r++)\n At.fromBufferAttribute(e, r), s = Math.max(s, n.distanceToSquared(At));\n if (t)\n for (let r = 0, a = t.length; r < a; r++) {\n const o = t[r], l = this.morphTargetsRelative;\n for (let c = 0, h = o.count; c < h; c++)\n At.fromBufferAttribute(o, c), l && (Ai.fromBufferAttribute(e, c), At.add(Ai)), s = Math.max(s, n.distanceToSquared(At));\n }\n this.boundingSphere.radius = Math.sqrt(s), isNaN(this.boundingSphere.radius) && Xe('BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The \"position\" attribute is likely to have NaN values.', this);\n }\n }\n /**\n * Calculates and adds a tangent attribute to this geometry.\n *\n * The computation is only supported for indexed geometries and if position, normal, and uv attributes\n * are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by\n * {@link BufferGeometryUtils#computeMikkTSpaceTangents} instead.\n */\n computeTangents() {\n const e = this.index, t = this.attributes;\n if (e === null || t.position === void 0 || t.normal === void 0 || t.uv === void 0) {\n Xe(\"BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)\");\n return;\n }\n const n = t.position, s = t.normal, r = t.uv;\n this.hasAttribute(\"tangent\") === !1 && this.setAttribute(\"tangent\", new kt(new Float32Array(4 * n.count), 4));\n const a = this.getAttribute(\"tangent\"), o = [], l = [];\n for (let I = 0; I < n.count; I++)\n o[I] = new w(), l[I] = new w();\n const c = new w(), h = new w(), u = new w(), d = new le(), p = new le(), g = new le(), x = new w(), m = new w();\n function f(I, S, M) {\n c.fromBufferAttribute(n, I), h.fromBufferAttribute(n, S), u.fromBufferAttribute(n, M), d.fromBufferAttribute(r, I), p.fromBufferAttribute(r, S), g.fromBufferAttribute(r, M), h.sub(c), u.sub(c), p.sub(d), g.sub(d);\n const C = 1 / (p.x * g.y - g.x * p.y);\n isFinite(C) && (x.copy(h).multiplyScalar(g.y).addScaledVector(u, -p.y).multiplyScalar(C), m.copy(u).multiplyScalar(p.x).addScaledVector(h, -g.x).multiplyScalar(C), o[I].add(x), o[S].add(x), o[M].add(x), l[I].add(m), l[S].add(m), l[M].add(m));\n }\n let y = this.groups;\n y.length === 0 && (y = [{\n start: 0,\n count: e.count\n }]);\n for (let I = 0, S = y.length; I < S; ++I) {\n const M = y[I], C = M.start, U = M.count;\n for (let B = C, z = C + U; B < z; B += 3)\n f(\n e.getX(B + 0),\n e.getX(B + 1),\n e.getX(B + 2)\n );\n }\n const v = new w(), T = new w(), R = new w(), E = new w();\n function P(I) {\n R.fromBufferAttribute(s, I), E.copy(R);\n const S = o[I];\n v.copy(S), v.sub(R.multiplyScalar(R.dot(S))).normalize(), T.crossVectors(E, S);\n const C = T.dot(l[I]) < 0 ? -1 : 1;\n a.setXYZW(I, v.x, v.y, v.z, C);\n }\n for (let I = 0, S = y.length; I < S; ++I) {\n const M = y[I], C = M.start, U = M.count;\n for (let B = C, z = C + U; B < z; B += 3)\n P(e.getX(B + 0)), P(e.getX(B + 1)), P(e.getX(B + 2));\n }\n }\n /**\n * Computes vertex normals for the given vertex data. For indexed geometries, the method sets\n * each vertex normal to be the average of the face normals of the faces that share that vertex.\n * For non-indexed geometries, vertices are not shared, and the method sets each vertex normal\n * to be the same as the face normal.\n */\n computeVertexNormals() {\n const e = this.index, t = this.getAttribute(\"position\");\n if (t !== void 0) {\n let n = this.getAttribute(\"normal\");\n if (n === void 0)\n n = new kt(new Float32Array(t.count * 3), 3), this.setAttribute(\"normal\", n);\n else\n for (let d = 0, p = n.count; d < p; d++)\n n.setXYZ(d, 0, 0, 0);\n const s = new w(), r = new w(), a = new w(), o = new w(), l = new w(), c = new w(), h = new w(), u = new w();\n if (e)\n for (let d = 0, p = e.count; d < p; d += 3) {\n const g = e.getX(d + 0), x = e.getX(d + 1), m = e.getX(d + 2);\n s.fromBufferAttribute(t, g), r.fromBufferAttribute(t, x), a.fromBufferAttribute(t, m), h.subVectors(a, r), u.subVectors(s, r), h.cross(u), o.fromBufferAttribute(n, g), l.fromBufferAttribute(n, x), c.fromBufferAttribute(n, m), o.add(h), l.add(h), c.add(h), n.setXYZ(g, o.x, o.y, o.z), n.setXYZ(x, l.x, l.y, l.z), n.setXYZ(m, c.x, c.y, c.z);\n }\n else\n for (let d = 0, p = t.count; d < p; d += 3)\n s.fromBufferAttribute(t, d + 0), r.fromBufferAttribute(t, d + 1), a.fromBufferAttribute(t, d + 2), h.subVectors(a, r), u.subVectors(s, r), h.cross(u), n.setXYZ(d + 0, h.x, h.y, h.z), n.setXYZ(d + 1, h.x, h.y, h.z), n.setXYZ(d + 2, h.x, h.y, h.z);\n this.normalizeNormals(), n.needsUpdate = !0;\n }\n }\n /**\n * Ensures every normal vector in a geometry will have a magnitude of `1`. This will\n * correct lighting on the geometry surfaces.\n */\n normalizeNormals() {\n const e = this.attributes.normal;\n for (let t = 0, n = e.count; t < n; t++)\n At.fromBufferAttribute(e, t), At.normalize(), e.setXYZ(t, At.x, At.y, At.z);\n }\n /**\n * Return a new non-index version of this indexed geometry. If the geometry\n * is already non-indexed, the method is a NOOP.\n *\n * @return {BufferGeometry} The non-indexed version of this indexed geometry.\n */\n toNonIndexed() {\n function e(o, l) {\n const c = o.array, h = o.itemSize, u = o.normalized, d = new c.constructor(l.length * h);\n let p = 0, g = 0;\n for (let x = 0, m = l.length; x < m; x++) {\n o.isInterleavedBufferAttribute ? p = l[x] * o.data.stride + o.offset : p = l[x] * h;\n for (let f = 0; f < h; f++)\n d[g++] = c[p++];\n }\n return new kt(d, h, u);\n }\n if (this.index === null)\n return Te(\"BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.\"), this;\n const t = new nn(), n = this.index.array, s = this.attributes;\n for (const o in s) {\n const l = s[o], c = e(l, n);\n t.setAttribute(o, c);\n }\n const r = this.morphAttributes;\n for (const o in r) {\n const l = [], c = r[o];\n for (let h = 0, u = c.length; h < u; h++) {\n const d = c[h], p = e(d, n);\n l.push(p);\n }\n t.morphAttributes[o] = l;\n }\n t.morphTargetsRelative = this.morphTargetsRelative;\n const a = this.groups;\n for (let o = 0, l = a.length; o < l; o++) {\n const c = a[o];\n t.addGroup(c.start, c.count, c.materialIndex);\n }\n return t;\n }\n /**\n * Serializes the geometry into JSON.\n *\n * @return {Object} A JSON object representing the serialized geometry.\n */\n toJSON() {\n const e = {\n metadata: {\n version: 4.7,\n type: \"BufferGeometry\",\n generator: \"BufferGeometry.toJSON\"\n }\n };\n if (e.uuid = this.uuid, e.type = this.type, this.name !== \"\" && (e.name = this.name), Object.keys(this.userData).length > 0 && (e.userData = this.userData), this.parameters !== void 0) {\n const l = this.parameters;\n for (const c in l)\n l[c] !== void 0 && (e[c] = l[c]);\n return e;\n }\n e.data = { attributes: {} };\n const t = this.index;\n t !== null && (e.data.index = {\n type: t.array.constructor.name,\n array: Array.prototype.slice.call(t.array)\n });\n const n = this.attributes;\n for (const l in n) {\n const c = n[l];\n e.data.attributes[l] = c.toJSON(e.data);\n }\n const s = {};\n let r = !1;\n for (const l in this.morphAttributes) {\n const c = this.morphAttributes[l], h = [];\n for (let u = 0, d = c.length; u < d; u++) {\n const p = c[u];\n h.push(p.toJSON(e.data));\n }\n h.length > 0 && (s[l] = h, r = !0);\n }\n r && (e.data.morphAttributes = s, e.data.morphTargetsRelative = this.morphTargetsRelative);\n const a = this.groups;\n a.length > 0 && (e.data.groups = JSON.parse(JSON.stringify(a)));\n const o = this.boundingSphere;\n return o !== null && (e.data.boundingSphere = o.toJSON()), e;\n }\n /**\n * Returns a new geometry with copied values from this instance.\n *\n * @return {BufferGeometry} A clone of this instance.\n */\n clone() {\n return new this.constructor().copy(this);\n }\n /**\n * Copies the values of the given geometry to this instance.\n *\n * @param {BufferGeometry} source - The geometry to copy.\n * @return {BufferGeometry} A reference to this instance.\n */\n copy(e) {\n this.index = null, this.attributes = {}, this.morphAttributes = {}, this.groups = [], this.boundingBox = null, this.boundingSphere = null;\n const t = {};\n this.name = e.name;\n const n = e.index;\n n !== null && this.setIndex(n.clone());\n const s = e.attributes;\n for (const c in s) {\n const h = s[c];\n this.setAttribute(c, h.clone(t));\n }\n const r = e.morphAttributes;\n for (const c in r) {\n const h = [], u = r[c];\n for (let d = 0, p = u.length; d < p; d++)\n h.push(u[d].clone(t));\n this.morphAttributes[c] = h;\n }\n this.morphTargetsRelative = e.morphTargetsRelative;\n const a = e.groups;\n for (let c = 0, h = a.length; c < h; c++) {\n const u = a[c];\n this.addGroup(u.start, u.count, u.materialIndex);\n }\n const o = e.boundingBox;\n o !== null && (this.boundingBox = o.clone());\n const l = e.boundingSphere;\n return l !== null && (this.boundingSphere = l.clone()), this.drawRange.start = e.drawRange.start, this.drawRange.count = e.drawRange.count, this.userData = e.userData, this;\n }\n /**\n * Frees the GPU-related resources allocated by this instance. Call this\n * method whenever this instance is no longer used in your app.\n *\n * @fires BufferGeometry#dispose\n */\n dispose() {\n this.dispatchEvent({ type: \"dispose\" });\n }\n}\nconst bl = /* @__PURE__ */ new Ne(), ai = /* @__PURE__ */ new Ji(), Hs = /* @__PURE__ */ new Rn(), yl = /* @__PURE__ */ new w(), Ws = /* @__PURE__ */ new w(), Xs = /* @__PURE__ */ new w(), js = /* @__PURE__ */ new w(), na = /* @__PURE__ */ new w(), qs = /* @__PURE__ */ new w(), Tl = /* @__PURE__ */ new w(), Ys = /* @__PURE__ */ new w();\nclass ot extends pt {\n /**\n * Constructs a new mesh.\n *\n * @param {BufferGeometry} [geometry] - The mesh geometry.\n * @param {Material|Array} [material] - The mesh material.\n */\n constructor(e = new nn(), t = new Bt()) {\n super(), this.isMesh = !0, this.type = \"Mesh\", this.geometry = e, this.material = t, this.morphTargetDictionary = void 0, this.morphTargetInfluences = void 0, this.count = 1, this.updateMorphTargets();\n }\n copy(e, t) {\n return super.copy(e, t), e.morphTargetInfluences !== void 0 && (this.morphTargetInfluences = e.morphTargetInfluences.slice()), e.morphTargetDictionary !== void 0 && (this.morphTargetDictionary = Object.assign({}, e.morphTargetDictionary)), this.material = Array.isArray(e.material) ? e.material.slice() : e.material, this.geometry = e.geometry, this;\n }\n /**\n * Sets the values of {@link Mesh#morphTargetDictionary} and {@link Mesh#morphTargetInfluences}\n * to make sure existing morph targets can influence this 3D object.\n */\n updateMorphTargets() {\n const t = this.geometry.morphAttributes, n = Object.keys(t);\n if (n.length > 0) {\n const s = t[n[0]];\n if (s !== void 0) {\n this.morphTargetInfluences = [], this.morphTargetDictionary = {};\n for (let r = 0, a = s.length; r < a; r++) {\n const o = s[r].name || String(r);\n this.morphTargetInfluences.push(0), this.morphTargetDictionary[o] = r;\n }\n }\n }\n }\n /**\n * Returns the local-space position of the vertex at the given index, taking into\n * account the current animation state of both morph targets and skinning.\n *\n * @param {number} index - The vertex index.\n * @param {Vector3} target - The target object that is used to store the method's result.\n * @return {Vector3} The vertex position in local space.\n */\n getVertexPosition(e, t) {\n const n = this.geometry, s = n.attributes.position, r = n.morphAttributes.position, a = n.morphTargetsRelative;\n t.fromBufferAttribute(s, e);\n const o = this.morphTargetInfluences;\n if (r && o) {\n qs.set(0, 0, 0);\n for (let l = 0, c = r.length; l < c; l++) {\n const h = o[l], u = r[l];\n h !== 0 && (na.fromBufferAttribute(u, e), a ? qs.addScaledVector(na, h) : qs.addScaledVector(na.sub(t), h));\n }\n t.add(qs);\n }\n return t;\n }\n /**\n * Computes intersection points between a casted ray and this line.\n *\n * @param {Raycaster} raycaster - The raycaster.\n * @param {Array} intersects - The target array that holds the intersection points.\n */\n raycast(e, t) {\n const n = this.geometry, s = this.material, r = this.matrixWorld;\n s !== void 0 && (n.boundingSphere === null && n.computeBoundingSphere(), Hs.copy(n.boundingSphere), Hs.applyMatrix4(r), ai.copy(e.ray).recast(e.near), !(Hs.containsPoint(ai.origin) === !1 && (ai.intersectSphere(Hs, yl) === null || ai.origin.distanceToSquared(yl) > (e.far - e.near) ** 2)) && (bl.copy(r).invert(), ai.copy(e.ray).applyMatrix4(bl), !(n.boundingBox !== null && ai.intersectsBox(n.boundingBox) === !1) && this._computeIntersections(e, t, ai)));\n }\n _computeIntersections(e, t, n) {\n let s;\n const r = this.geometry, a = this.material, o = r.index, l = r.attributes.position, c = r.attributes.uv, h = r.attributes.uv1, u = r.attributes.normal, d = r.groups, p = r.drawRange;\n if (o !== null)\n if (Array.isArray(a))\n for (let g = 0, x = d.length; g < x; g++) {\n const m = d[g], f = a[m.materialIndex], y = Math.max(m.start, p.start), v = Math.min(o.count, Math.min(m.start + m.count, p.start + p.count));\n for (let T = y, R = v; T < R; T += 3) {\n const E = o.getX(T), P = o.getX(T + 1), I = o.getX(T + 2);\n s = Ks(this, f, e, n, c, h, u, E, P, I), s && (s.faceIndex = Math.floor(T / 3), s.face.materialIndex = m.materialIndex, t.push(s));\n }\n }\n else {\n const g = Math.max(0, p.start), x = Math.min(o.count, p.start + p.count);\n for (let m = g, f = x; m < f; m += 3) {\n const y = o.getX(m), v = o.getX(m + 1), T = o.getX(m + 2);\n s = Ks(this, a, e, n, c, h, u, y, v, T), s && (s.faceIndex = Math.floor(m / 3), t.push(s));\n }\n }\n else if (l !== void 0)\n if (Array.isArray(a))\n for (let g = 0, x = d.length; g < x; g++) {\n const m = d[g], f = a[m.materialIndex], y = Math.max(m.start, p.start), v = Math.min(l.count, Math.min(m.start + m.count, p.start + p.count));\n for (let T = y, R = v; T < R; T += 3) {\n const E = T, P = T + 1, I = T + 2;\n s = Ks(this, f, e, n, c, h, u, E, P, I), s && (s.faceIndex = Math.floor(T / 3), s.face.materialIndex = m.materialIndex, t.push(s));\n }\n }\n else {\n const g = Math.max(0, p.start), x = Math.min(l.count, p.start + p.count);\n for (let m = g, f = x; m < f; m += 3) {\n const y = m, v = m + 1, T = m + 2;\n s = Ks(this, a, e, n, c, h, u, y, v, T), s && (s.faceIndex = Math.floor(m / 3), t.push(s));\n }\n }\n }\n}\nfunction Ku(i, e, t, n, s, r, a, o) {\n let l;\n if (e.side === zt ? l = n.intersectTriangle(a, r, s, !0, o) : l = n.intersectTriangle(s, r, a, e.side === En, o), l === null) return null;\n Ys.copy(o), Ys.applyMatrix4(i.matrixWorld);\n const c = t.ray.origin.distanceTo(Ys);\n return c < t.near || c > t.far ? null : {\n distance: c,\n point: Ys.clone(),\n object: i\n };\n}\nfunction Ks(i, e, t, n, s, r, a, o, l, c) {\n i.getVertexPosition(o, Ws), i.getVertexPosition(l, Xs), i.getVertexPosition(c, js);\n const h = Ku(i, e, t, n, Ws, Xs, js, Tl);\n if (h) {\n const u = new w();\n un.getBarycoord(Tl, Ws, Xs, js, u), s && (h.uv = un.getInterpolatedAttribute(s, o, l, c, u, new le())), r && (h.uv1 = un.getInterpolatedAttribute(r, o, l, c, u, new le())), a && (h.normal = un.getInterpolatedAttribute(a, o, l, c, u, new w()), h.normal.dot(n.direction) > 0 && h.normal.multiplyScalar(-1));\n const d = {\n a: o,\n b: l,\n c,\n normal: new w(),\n materialIndex: 0\n };\n un.getNormal(Ws, Xs, js, d.normal), h.face = d, h.barycoord = u;\n }\n return h;\n}\nclass fi extends nn {\n /**\n * Constructs a new box geometry.\n *\n * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis.\n * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis.\n * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis.\n * @param {number} [widthSegments=1] - Number of segmented rectangular faces along the width of the sides.\n * @param {number} [heightSegments=1] - Number of segmented rectangular faces along the height of the sides.\n * @param {number} [depthSegments=1] - Number of segmented rectangular faces along the depth of the sides.\n */\n constructor(e = 1, t = 1, n = 1, s = 1, r = 1, a = 1) {\n super(), this.type = \"BoxGeometry\", this.parameters = {\n width: e,\n height: t,\n depth: n,\n widthSegments: s,\n heightSegments: r,\n depthSegments: a\n };\n const o = this;\n s = Math.floor(s), r = Math.floor(r), a = Math.floor(a);\n const l = [], c = [], h = [], u = [];\n let d = 0, p = 0;\n g(\"z\", \"y\", \"x\", -1, -1, n, t, e, a, r, 0), g(\"z\", \"y\", \"x\", 1, -1, n, t, -e, a, r, 1), g(\"x\", \"z\", \"y\", 1, 1, e, n, t, s, a, 2), g(\"x\", \"z\", \"y\", 1, -1, e, n, -t, s, a, 3), g(\"x\", \"y\", \"z\", 1, -1, e, t, n, s, r, 4), g(\"x\", \"y\", \"z\", -1, -1, e, t, -n, s, r, 5), this.setIndex(l), this.setAttribute(\"position\", new pn(c, 3)), this.setAttribute(\"normal\", new pn(h, 3)), this.setAttribute(\"uv\", new pn(u, 2));\n function g(x, m, f, y, v, T, R, E, P, I, S) {\n const M = T / P, C = R / I, U = T / 2, B = R / 2, z = E / 2, W = P + 1, k = I + 1;\n let ee = 0, X = 0;\n const $ = new w();\n for (let Q = 0; Q < k; Q++) {\n const ge = Q * C - B;\n for (let we = 0; we < W; we++) {\n const Oe = we * M - U;\n $[x] = Oe * y, $[m] = ge * v, $[f] = z, c.push($.x, $.y, $.z), $[x] = 0, $[m] = 0, $[f] = E > 0 ? 1 : -1, h.push($.x, $.y, $.z), u.push(we / P), u.push(1 - Q / I), ee += 1;\n }\n }\n for (let Q = 0; Q < I; Q++)\n for (let ge = 0; ge < P; ge++) {\n const we = d + ge + W * Q, Oe = d + ge + W * (Q + 1), Ke = d + (ge + 1) + W * (Q + 1), $e = d + (ge + 1) + W * Q;\n l.push(we, Oe, $e), l.push(Oe, Ke, $e), X += 6;\n }\n o.addGroup(p, X, S), p += X, d += ee;\n }\n }\n copy(e) {\n return super.copy(e), this.parameters = Object.assign({}, e.parameters), this;\n }\n /**\n * Factory method for creating an instance of this class from the given\n * JSON object.\n *\n * @param {Object} data - A JSON object representing the serialized geometry.\n * @return {BoxGeometry} A new instance.\n */\n static fromJSON(e) {\n return new fi(e.width, e.height, e.depth, e.widthSegments, e.heightSegments, e.depthSegments);\n }\n}\nfunction qi(i) {\n const e = {};\n for (const t in i) {\n e[t] = {};\n for (const n in i[t]) {\n const s = i[t][n];\n s && (s.isColor || s.isMatrix3 || s.isMatrix4 || s.isVector2 || s.isVector3 || s.isVector4 || s.isTexture || s.isQuaternion) ? s.isRenderTargetTexture ? (Te(\"UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().\"), e[t][n] = null) : e[t][n] = s.clone() : Array.isArray(s) ? e[t][n] = s.slice() : e[t][n] = s;\n }\n }\n return e;\n}\nfunction Ot(i) {\n const e = {};\n for (let t = 0; t < i.length; t++) {\n const n = qi(i[t]);\n for (const s in n)\n e[s] = n[s];\n }\n return e;\n}\nfunction Zu(i) {\n const e = [];\n for (let t = 0; t < i.length; t++)\n e.push(i[t].clone());\n return e;\n}\nfunction nh(i) {\n const e = i.getRenderTarget();\n return e === null ? i.outputColorSpace : e.isXRRenderTarget === !0 ? e.texture.colorSpace : Ye.workingColorSpace;\n}\nconst dn = { clone: qi, merge: Ot };\nvar $u = `void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}`, Ju = `void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}`;\nclass ht extends tn {\n /**\n * Constructs a new shader material.\n *\n * @param {Object} [parameters] - An object with one or more properties\n * defining the material's appearance. Any property of the material\n * (including any property from inherited materials) can be passed\n * in here. Color values can be passed any type of value accepted\n * by {@link Color#set}.\n */\n constructor(e) {\n super(), this.isShaderMaterial = !0, this.type = \"ShaderMaterial\", this.defines = {}, this.uniforms = {}, this.uniformsGroups = [], this.vertexShader = $u, this.fragmentShader = Ju, this.linewidth = 1, this.wireframe = !1, this.wireframeLinewidth = 1, this.fog = !1, this.lights = !1, this.clipping = !1, this.forceSinglePass = !0, this.extensions = {\n clipCullDistance: !1,\n // set to use vertex shader clipping\n multiDraw: !1\n // set to use vertex shader multi_draw / enable gl_DrawID\n }, this.defaultAttributeValues = {\n color: [1, 1, 1],\n uv: [0, 0],\n uv1: [0, 0]\n }, this.index0AttributeName = void 0, this.uniformsNeedUpdate = !1, this.glslVersion = null, e !== void 0 && this.setValues(e);\n }\n copy(e) {\n return super.copy(e), this.fragmentShader = e.fragmentShader, this.vertexShader = e.vertexShader, this.uniforms = qi(e.uniforms), this.uniformsGroups = Zu(e.uniformsGroups), this.defines = Object.assign({}, e.defines), this.wireframe = e.wireframe, this.wireframeLinewidth = e.wireframeLinewidth, this.fog = e.fog, this.lights = e.lights, this.clipping = e.clipping, this.extensions = Object.assign({}, e.extensions), this.glslVersion = e.glslVersion, this;\n }\n toJSON(e) {\n const t = super.toJSON(e);\n t.glslVersion = this.glslVersion, t.uniforms = {};\n for (const s in this.uniforms) {\n const a = this.uniforms[s].value;\n a && a.isTexture ? t.uniforms[s] = {\n type: \"t\",\n value: a.toJSON(e).uuid\n } : a && a.isColor ? t.uniforms[s] = {\n type: \"c\",\n value: a.getHex()\n } : a && a.isVector2 ? t.uniforms[s] = {\n type: \"v2\",\n value: a.toArray()\n } : a && a.isVector3 ? t.uniforms[s] = {\n type: \"v3\",\n value: a.toArray()\n } : a && a.isVector4 ? t.uniforms[s] = {\n type: \"v4\",\n value: a.toArray()\n } : a && a.isMatrix3 ? t.uniforms[s] = {\n type: \"m3\",\n value: a.toArray()\n } : a && a.isMatrix4 ? t.uniforms[s] = {\n type: \"m4\",\n value: a.toArray()\n } : t.uniforms[s] = {\n value: a\n };\n }\n Object.keys(this.defines).length > 0 && (t.defines = this.defines), t.vertexShader = this.vertexShader, t.fragmentShader = this.fragmentShader, t.lights = this.lights, t.clipping = this.clipping;\n const n = {};\n for (const s in this.extensions)\n this.extensions[s] === !0 && (n[s] = !0);\n return Object.keys(n).length > 0 && (t.extensions = n), t;\n }\n}\nclass ih extends pt {\n /**\n * Constructs a new camera.\n */\n constructor() {\n super(), this.isCamera = !0, this.type = \"Camera\", this.matrixWorldInverse = new Ne(), this.projectionMatrix = new Ne(), this.projectionMatrixInverse = new Ne(), this.coordinateSystem = Tn, this._reversedDepth = !1;\n }\n /**\n * The flag that indicates whether the camera uses a reversed depth buffer.\n *\n * @type {boolean}\n * @default false\n */\n get reversedDepth() {\n return this._reversedDepth;\n }\n copy(e, t) {\n return super.copy(e, t), this.matrixWorldInverse.copy(e.matrixWorldInverse), this.projectionMatrix.copy(e.projectionMatrix), this.projectionMatrixInverse.copy(e.projectionMatrixInverse), this.coordinateSystem = e.coordinateSystem, this;\n }\n /**\n * Returns a vector representing the (\"look\") direction of the 3D object in world space.\n *\n * This method is overwritten since cameras have a different forward vector compared to other\n * 3D objects. A camera looks down its local, negative z-axis by default.\n *\n * @param {Vector3} target - The target vector the result is stored to.\n * @return {Vector3} The 3D object's direction in world space.\n */\n getWorldDirection(e) {\n return super.getWorldDirection(e).negate();\n }\n updateMatrixWorld(e) {\n super.updateMatrixWorld(e), this.matrixWorldInverse.copy(this.matrixWorld).invert();\n }\n updateWorldMatrix(e, t) {\n super.updateWorldMatrix(e, t), this.matrixWorldInverse.copy(this.matrixWorld).invert();\n }\n clone() {\n return new this.constructor().copy(this);\n }\n}\nconst qn = /* @__PURE__ */ new w(), El = /* @__PURE__ */ new le(), wl = /* @__PURE__ */ new le();\nclass Tt extends ih {\n /**\n * Constructs a new perspective camera.\n *\n * @param {number} [fov=50] - The vertical field of view.\n * @param {number} [aspect=1] - The aspect ratio.\n * @param {number} [near=0.1] - The camera's near plane.\n * @param {number} [far=2000] - The camera's far plane.\n */\n constructor(e = 50, t = 1, n = 0.1, s = 2e3) {\n super(), this.isPerspectiveCamera = !0, this.type = \"PerspectiveCamera\", this.fov = e, this.zoom = 1, this.near = n, this.far = s, this.focus = 10, this.aspect = t, this.view = null, this.filmGauge = 35, this.filmOffset = 0, this.updateProjectionMatrix();\n }\n copy(e, t) {\n return super.copy(e, t), this.fov = e.fov, this.zoom = e.zoom, this.near = e.near, this.far = e.far, this.focus = e.focus, this.aspect = e.aspect, this.view = e.view === null ? null : Object.assign({}, e.view), this.filmGauge = e.filmGauge, this.filmOffset = e.filmOffset, this;\n }\n /**\n * Sets the FOV by focal length in respect to the current {@link PerspectiveCamera#filmGauge}.\n *\n * The default film gauge is 35, so that the focal length can be specified for\n * a 35mm (full frame) camera.\n *\n * @param {number} focalLength - Values for focal length and film gauge must have the same unit.\n */\n setFocalLength(e) {\n const t = 0.5 * this.getFilmHeight() / e;\n this.fov = ji * 2 * Math.atan(t), this.updateProjectionMatrix();\n }\n /**\n * Returns the focal length from the current {@link PerspectiveCamera#fov} and\n * {@link PerspectiveCamera#filmGauge}.\n *\n * @return {number} The computed focal length.\n */\n getFocalLength() {\n const e = Math.tan(_s * 0.5 * this.fov);\n return 0.5 * this.getFilmHeight() / e;\n }\n /**\n * Returns the current vertical field of view angle in degrees considering {@link PerspectiveCamera#zoom}.\n *\n * @return {number} The effective FOV.\n */\n getEffectiveFOV() {\n return ji * 2 * Math.atan(\n Math.tan(_s * 0.5 * this.fov) / this.zoom\n );\n }\n /**\n * Returns the width of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or\n * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.\n *\n * @return {number} The film width.\n */\n getFilmWidth() {\n return this.filmGauge * Math.min(this.aspect, 1);\n }\n /**\n * Returns the height of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or\n * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.\n *\n * @return {number} The film width.\n */\n getFilmHeight() {\n return this.filmGauge / Math.max(this.aspect, 1);\n }\n /**\n * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.\n * Sets `minTarget` and `maxTarget` to the coordinates of the lower-left and upper-right corners of the view rectangle.\n *\n * @param {number} distance - The viewing distance.\n * @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector.\n * @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector.\n */\n getViewBounds(e, t, n) {\n qn.set(-1, -1, 0.5).applyMatrix4(this.projectionMatrixInverse), t.set(qn.x, qn.y).multiplyScalar(-e / qn.z), qn.set(1, 1, 0.5).applyMatrix4(this.projectionMatrixInverse), n.set(qn.x, qn.y).multiplyScalar(-e / qn.z);\n }\n /**\n * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.\n *\n * @param {number} distance - The viewing distance.\n * @param {Vector2} target - The target vector that is used to store result where x is width and y is height.\n * @returns {Vector2} The view size.\n */\n getViewSize(e, t) {\n return this.getViewBounds(e, El, wl), t.subVectors(wl, El);\n }\n /**\n * Sets an offset in a larger frustum. This is useful for multi-window or\n * multi-monitor/multi-machine setups.\n *\n * For example, if you have 3x2 monitors and each monitor is 1920x1080 and\n * the monitors are in grid like this\n *```\n * +---+---+---+\n * | A | B | C |\n * +---+---+---+\n * | D | E | F |\n * +---+---+---+\n *```\n * then for each monitor you would call it like this:\n *```js\n * const w = 1920;\n * const h = 1080;\n * const fullWidth = w * 3;\n * const fullHeight = h * 2;\n *\n * // --A--\n * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );\n * // --B--\n * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );\n * // --C--\n * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );\n * // --D--\n * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );\n * // --E--\n * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );\n * // --F--\n * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );\n * ```\n *\n * Note there is no reason monitors have to be the same size or in a grid.\n *\n * @param {number} fullWidth - The full width of multiview setup.\n * @param {number} fullHeight - The full height of multiview setup.\n * @param {number} x - The horizontal offset of the subcamera.\n * @param {number} y - The vertical offset of the subcamera.\n * @param {number} width - The width of subcamera.\n * @param {number} height - The height of subcamera.\n */\n setViewOffset(e, t, n, s, r, a) {\n this.aspect = e / t, this.view === null && (this.view = {\n enabled: !0,\n fullWidth: 1,\n fullHeight: 1,\n offsetX: 0,\n offsetY: 0,\n width: 1,\n height: 1\n }), this.view.enabled = !0, this.view.fullWidth = e, this.view.fullHeight = t, this.view.offsetX = n, this.view.offsetY = s, this.view.width = r, this.view.height = a, this.updateProjectionMatrix();\n }\n /**\n * Removes the view offset from the projection matrix.\n */\n clearViewOffset() {\n this.view !== null && (this.view.enabled = !1), this.updateProjectionMatrix();\n }\n /**\n * Updates the camera's projection matrix. Must be called after any change of\n * camera properties.\n */\n updateProjectionMatrix() {\n const e = this.near;\n let t = e * Math.tan(_s * 0.5 * this.fov) / this.zoom, n = 2 * t, s = this.aspect * n, r = -0.5 * s;\n const a = this.view;\n if (this.view !== null && this.view.enabled) {\n const l = a.fullWidth, c = a.fullHeight;\n r += a.offsetX * s / l, t -= a.offsetY * n / c, s *= a.width / l, n *= a.height / c;\n }\n const o = this.filmOffset;\n o !== 0 && (r += e * o / this.getFilmWidth()), this.projectionMatrix.makePerspective(r, r + s, t, t - n, e, this.far, this.coordinateSystem, this.reversedDepth), this.projectionMatrixInverse.copy(this.projectionMatrix).invert();\n }\n toJSON(e) {\n const t = super.toJSON(e);\n return t.object.fov = this.fov, t.object.zoom = this.zoom, t.object.near = this.near, t.object.far = this.far, t.object.focus = this.focus, t.object.aspect = this.aspect, this.view !== null && (t.object.view = Object.assign({}, this.view)), t.object.filmGauge = this.filmGauge, t.object.filmOffset = this.filmOffset, t;\n }\n}\nconst Ri = -90, Ci = 1;\nclass Qu extends pt {\n /**\n * Constructs a new cube camera.\n *\n * @param {number} near - The camera's near plane.\n * @param {number} far - The camera's far plane.\n * @param {WebGLCubeRenderTarget} renderTarget - The cube render target.\n */\n constructor(e, t, n) {\n super(), this.type = \"CubeCamera\", this.renderTarget = n, this.coordinateSystem = null, this.activeMipmapLevel = 0;\n const s = new Tt(Ri, Ci, e, t);\n s.layers = this.layers, this.add(s);\n const r = new Tt(Ri, Ci, e, t);\n r.layers = this.layers, this.add(r);\n const a = new Tt(Ri, Ci, e, t);\n a.layers = this.layers, this.add(a);\n const o = new Tt(Ri, Ci, e, t);\n o.layers = this.layers, this.add(o);\n const l = new Tt(Ri, Ci, e, t);\n l.layers = this.layers, this.add(l);\n const c = new Tt(Ri, Ci, e, t);\n c.layers = this.layers, this.add(c);\n }\n /**\n * Must be called when the coordinate system of the cube camera is changed.\n */\n updateCoordinateSystem() {\n const e = this.coordinateSystem, t = this.children.concat(), [n, s, r, a, o, l] = t;\n for (const c of t) this.remove(c);\n if (e === Tn)\n n.up.set(0, 1, 0), n.lookAt(1, 0, 0), s.up.set(0, 1, 0), s.lookAt(-1, 0, 0), r.up.set(0, 0, -1), r.lookAt(0, 1, 0), a.up.set(0, 0, 1), a.lookAt(0, -1, 0), o.up.set(0, 1, 0), o.lookAt(0, 0, 1), l.up.set(0, 1, 0), l.lookAt(0, 0, -1);\n else if (e === br)\n n.up.set(0, -1, 0), n.lookAt(-1, 0, 0), s.up.set(0, -1, 0), s.lookAt(1, 0, 0), r.up.set(0, 0, 1), r.lookAt(0, 1, 0), a.up.set(0, 0, -1), a.lookAt(0, -1, 0), o.up.set(0, -1, 0), o.lookAt(0, 0, 1), l.up.set(0, -1, 0), l.lookAt(0, 0, -1);\n else\n throw new Error(\"THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: \" + e);\n for (const c of t)\n this.add(c), c.updateMatrixWorld();\n }\n /**\n * Calling this method will render the given scene with the given renderer\n * into the cube render target of the camera.\n *\n * @param {(Renderer|WebGLRenderer)} renderer - The renderer.\n * @param {Scene} scene - The scene to render.\n */\n update(e, t) {\n this.parent === null && this.updateMatrixWorld();\n const { renderTarget: n, activeMipmapLevel: s } = this;\n this.coordinateSystem !== e.coordinateSystem && (this.coordinateSystem = e.coordinateSystem, this.updateCoordinateSystem());\n const [r, a, o, l, c, h] = this.children, u = e.getRenderTarget(), d = e.getActiveCubeFace(), p = e.getActiveMipmapLevel(), g = e.xr.enabled;\n e.xr.enabled = !1;\n const x = n.texture.generateMipmaps;\n n.texture.generateMipmaps = !1, e.setRenderTarget(n, 0, s), e.render(t, r), e.setRenderTarget(n, 1, s), e.render(t, a), e.setRenderTarget(n, 2, s), e.render(t, o), e.setRenderTarget(n, 3, s), e.render(t, l), e.setRenderTarget(n, 4, s), e.render(t, c), n.texture.generateMipmaps = x, e.setRenderTarget(n, 5, s), e.render(t, h), e.setRenderTarget(u, d, p), e.xr.enabled = g, n.texture.needsPMREMUpdate = !0;\n }\n}\nclass No extends Ct {\n /**\n * Constructs a new cube texture.\n *\n * @param {Array} [images=[]] - An array holding a image for each side of a cube.\n * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.\n * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.\n * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.\n * @param {number} [magFilter=LinearFilter] - The mag filter value.\n * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.\n * @param {number} [format=RGBAFormat] - The texture format.\n * @param {number} [type=UnsignedByteType] - The texture type.\n * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.\n * @param {string} [colorSpace=NoColorSpace] - The color space value.\n */\n constructor(e = [], t = Gi, n, s, r, a, o, l, c, h) {\n super(e, t, n, s, r, a, o, l, c, h), this.isCubeTexture = !0, this.flipY = !1;\n }\n /**\n * Alias for {@link CubeTexture#image}.\n *\n * @type {Array}\n */\n get images() {\n return this.image;\n }\n set images(e) {\n this.image = e;\n }\n}\nclass ed extends St {\n /**\n * Constructs a new cube render target.\n *\n * @param {number} [size=1] - The size of the render target.\n * @param {RenderTarget~Options} [options] - The configuration object.\n */\n constructor(e = 1, t = {}) {\n super(e, e, t), this.isWebGLCubeRenderTarget = !0;\n const n = { width: e, height: e, depth: 1 }, s = [n, n, n, n, n, n];\n this.texture = new No(s), this._setTextureOptions(t), this.texture.isRenderTargetTexture = !0;\n }\n /**\n * Converts the given equirectangular texture to a cube map.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Texture} texture - The equirectangular texture.\n * @return {WebGLCubeRenderTarget} A reference to this cube render target.\n */\n fromEquirectangularTexture(e, t) {\n this.texture.type = t.type, this.texture.colorSpace = t.colorSpace, this.texture.generateMipmaps = t.generateMipmaps, this.texture.minFilter = t.minFilter, this.texture.magFilter = t.magFilter;\n const n = {\n uniforms: {\n tEquirect: { value: null }\n },\n vertexShader: (\n /* glsl */\n `\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\n\t\t\t\t}\n\t\t\t`\n ),\n fragmentShader: (\n /* glsl */\n `\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include \n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t`\n )\n }, s = new fi(5, 5, 5), r = new ht({\n name: \"CubemapFromEquirect\",\n uniforms: qi(n.uniforms),\n vertexShader: n.vertexShader,\n fragmentShader: n.fragmentShader,\n side: zt,\n blending: Mt\n });\n r.uniforms.tEquirect.value = t;\n const a = new ot(s, r), o = t.minFilter;\n return t.minFilter === yn && (t.minFilter = bt), new Qu(1, 10, this).update(e, a), t.minFilter = o, a.geometry.dispose(), a.material.dispose(), this;\n }\n /**\n * Clears this cube render target.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {boolean} [color=true] - Whether the color buffer should be cleared or not.\n * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.\n * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.\n */\n clear(e, t = !0, n = !0, s = !0) {\n const r = e.getRenderTarget();\n for (let a = 0; a < 6; a++)\n e.setRenderTarget(this, a), e.clear(t, n, s);\n e.setRenderTarget(r);\n }\n}\nlet zn = class extends pt {\n constructor() {\n super(), this.isGroup = !0, this.type = \"Group\";\n }\n};\nconst td = { type: \"move\" };\nclass ia {\n /**\n * Constructs a new XR controller.\n */\n constructor() {\n this._targetRay = null, this._grip = null, this._hand = null;\n }\n /**\n * Returns a group representing the hand space of the XR controller.\n *\n * @return {Group} A group representing the hand space of the XR controller.\n */\n getHandSpace() {\n return this._hand === null && (this._hand = new zn(), this._hand.matrixAutoUpdate = !1, this._hand.visible = !1, this._hand.joints = {}, this._hand.inputState = { pinching: !1 }), this._hand;\n }\n /**\n * Returns a group representing the target ray space of the XR controller.\n *\n * @return {Group} A group representing the target ray space of the XR controller.\n */\n getTargetRaySpace() {\n return this._targetRay === null && (this._targetRay = new zn(), this._targetRay.matrixAutoUpdate = !1, this._targetRay.visible = !1, this._targetRay.hasLinearVelocity = !1, this._targetRay.linearVelocity = new w(), this._targetRay.hasAngularVelocity = !1, this._targetRay.angularVelocity = new w()), this._targetRay;\n }\n /**\n * Returns a group representing the grip space of the XR controller.\n *\n * @return {Group} A group representing the grip space of the XR controller.\n */\n getGripSpace() {\n return this._grip === null && (this._grip = new zn(), this._grip.matrixAutoUpdate = !1, this._grip.visible = !1, this._grip.hasLinearVelocity = !1, this._grip.linearVelocity = new w(), this._grip.hasAngularVelocity = !1, this._grip.angularVelocity = new w()), this._grip;\n }\n /**\n * Dispatches the given event to the groups representing\n * the different coordinate spaces of the XR controller.\n *\n * @param {Object} event - The event to dispatch.\n * @return {WebXRController} A reference to this instance.\n */\n dispatchEvent(e) {\n return this._targetRay !== null && this._targetRay.dispatchEvent(e), this._grip !== null && this._grip.dispatchEvent(e), this._hand !== null && this._hand.dispatchEvent(e), this;\n }\n /**\n * Connects the controller with the given XR input source.\n *\n * @param {XRInputSource} inputSource - The input source.\n * @return {WebXRController} A reference to this instance.\n */\n connect(e) {\n if (e && e.hand) {\n const t = this._hand;\n if (t)\n for (const n of e.hand.values())\n this._getHandJoint(t, n);\n }\n return this.dispatchEvent({ type: \"connected\", data: e }), this;\n }\n /**\n * Disconnects the controller from the given XR input source.\n *\n * @param {XRInputSource} inputSource - The input source.\n * @return {WebXRController} A reference to this instance.\n */\n disconnect(e) {\n return this.dispatchEvent({ type: \"disconnected\", data: e }), this._targetRay !== null && (this._targetRay.visible = !1), this._grip !== null && (this._grip.visible = !1), this._hand !== null && (this._hand.visible = !1), this;\n }\n /**\n * Updates the controller with the given input source, XR frame and reference space.\n * This updates the transformations of the groups that represent the different\n * coordinate systems of the controller.\n *\n * @param {XRInputSource} inputSource - The input source.\n * @param {XRFrame} frame - The XR frame.\n * @param {XRReferenceSpace} referenceSpace - The reference space.\n * @return {WebXRController} A reference to this instance.\n */\n update(e, t, n) {\n let s = null, r = null, a = null;\n const o = this._targetRay, l = this._grip, c = this._hand;\n if (e && t.session.visibilityState !== \"visible-blurred\") {\n if (c && e.hand) {\n a = !0;\n for (const x of e.hand.values()) {\n const m = t.getJointPose(x, n), f = this._getHandJoint(c, x);\n m !== null && (f.matrix.fromArray(m.transform.matrix), f.matrix.decompose(f.position, f.rotation, f.scale), f.matrixWorldNeedsUpdate = !0, f.jointRadius = m.radius), f.visible = m !== null;\n }\n const h = c.joints[\"index-finger-tip\"], u = c.joints[\"thumb-tip\"], d = h.position.distanceTo(u.position), p = 0.02, g = 5e-3;\n c.inputState.pinching && d > p + g ? (c.inputState.pinching = !1, this.dispatchEvent({\n type: \"pinchend\",\n handedness: e.handedness,\n target: this\n })) : !c.inputState.pinching && d <= p - g && (c.inputState.pinching = !0, this.dispatchEvent({\n type: \"pinchstart\",\n handedness: e.handedness,\n target: this\n }));\n } else\n l !== null && e.gripSpace && (r = t.getPose(e.gripSpace, n), r !== null && (l.matrix.fromArray(r.transform.matrix), l.matrix.decompose(l.position, l.rotation, l.scale), l.matrixWorldNeedsUpdate = !0, r.linearVelocity ? (l.hasLinearVelocity = !0, l.linearVelocity.copy(r.linearVelocity)) : l.hasLinearVelocity = !1, r.angularVelocity ? (l.hasAngularVelocity = !0, l.angularVelocity.copy(r.angularVelocity)) : l.hasAngularVelocity = !1));\n o !== null && (s = t.getPose(e.targetRaySpace, n), s === null && r !== null && (s = r), s !== null && (o.matrix.fromArray(s.transform.matrix), o.matrix.decompose(o.position, o.rotation, o.scale), o.matrixWorldNeedsUpdate = !0, s.linearVelocity ? (o.hasLinearVelocity = !0, o.linearVelocity.copy(s.linearVelocity)) : o.hasLinearVelocity = !1, s.angularVelocity ? (o.hasAngularVelocity = !0, o.angularVelocity.copy(s.angularVelocity)) : o.hasAngularVelocity = !1, this.dispatchEvent(td)));\n }\n return o !== null && (o.visible = s !== null), l !== null && (l.visible = r !== null), c !== null && (c.visible = a !== null), this;\n }\n /**\n * Returns a group representing the hand joint for the given input joint.\n *\n * @private\n * @param {Group} hand - The group representing the hand space.\n * @param {XRJointSpace} inputjoint - The hand joint data.\n * @return {Group} A group representing the hand joint for the given input joint.\n */\n _getHandJoint(e, t) {\n if (e.joints[t.jointName] === void 0) {\n const n = new zn();\n n.matrixAutoUpdate = !1, n.visible = !1, e.joints[t.jointName] = n, e.add(n);\n }\n return e.joints[t.jointName];\n }\n}\nclass Fo extends pt {\n /**\n * Constructs a new scene.\n */\n constructor() {\n super(), this.isScene = !0, this.type = \"Scene\", this.background = null, this.environment = null, this.fog = null, this.backgroundBlurriness = 0, this.backgroundIntensity = 1, this.backgroundRotation = new xn(), this.environmentIntensity = 1, this.environmentRotation = new xn(), this.overrideMaterial = null, typeof __THREE_DEVTOOLS__ < \"u\" && __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent(\"observe\", { detail: this }));\n }\n copy(e, t) {\n return super.copy(e, t), e.background !== null && (this.background = e.background.clone()), e.environment !== null && (this.environment = e.environment.clone()), e.fog !== null && (this.fog = e.fog.clone()), this.backgroundBlurriness = e.backgroundBlurriness, this.backgroundIntensity = e.backgroundIntensity, this.backgroundRotation.copy(e.backgroundRotation), this.environmentIntensity = e.environmentIntensity, this.environmentRotation.copy(e.environmentRotation), e.overrideMaterial !== null && (this.overrideMaterial = e.overrideMaterial.clone()), this.matrixAutoUpdate = e.matrixAutoUpdate, this;\n }\n toJSON(e) {\n const t = super.toJSON(e);\n return this.fog !== null && (t.object.fog = this.fog.toJSON()), this.backgroundBlurriness > 0 && (t.object.backgroundBlurriness = this.backgroundBlurriness), this.backgroundIntensity !== 1 && (t.object.backgroundIntensity = this.backgroundIntensity), t.object.backgroundRotation = this.backgroundRotation.toArray(), this.environmentIntensity !== 1 && (t.object.environmentIntensity = this.environmentIntensity), t.object.environmentRotation = this.environmentRotation.toArray(), t;\n }\n}\nclass nd {\n /**\n * Constructs a new interleaved buffer.\n *\n * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.\n * @param {number} stride - The number of typed-array elements per vertex.\n */\n constructor(e, t) {\n this.isInterleavedBuffer = !0, this.array = e, this.stride = t, this.count = e !== void 0 ? e.length / t : 0, this.usage = ho, this.updateRanges = [], this.version = 0, this.uuid = fn();\n }\n /**\n * A callback function that is executed after the renderer has transferred the attribute array\n * data to the GPU.\n */\n onUploadCallback() {\n }\n /**\n * Flag to indicate that this attribute has changed and should be re-sent to\n * the GPU. Set this to `true` when you modify the value of the array.\n *\n * @type {number}\n * @default false\n * @param {boolean} value\n */\n set needsUpdate(e) {\n e === !0 && this.version++;\n }\n /**\n * Sets the usage of this interleaved buffer.\n *\n * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.\n * @return {InterleavedBuffer} A reference to this interleaved buffer.\n */\n setUsage(e) {\n return this.usage = e, this;\n }\n /**\n * Adds a range of data in the data array to be updated on the GPU.\n *\n * @param {number} start - Position at which to start update.\n * @param {number} count - The number of components to update.\n */\n addUpdateRange(e, t) {\n this.updateRanges.push({ start: e, count: t });\n }\n /**\n * Clears the update ranges.\n */\n clearUpdateRanges() {\n this.updateRanges.length = 0;\n }\n /**\n * Copies the values of the given interleaved buffer to this instance.\n *\n * @param {InterleavedBuffer} source - The interleaved buffer to copy.\n * @return {InterleavedBuffer} A reference to this instance.\n */\n copy(e) {\n return this.array = new e.array.constructor(e.array), this.count = e.count, this.stride = e.stride, this.usage = e.usage, this;\n }\n /**\n * Copies a vector from the given interleaved buffer to this one. The start\n * and destination position in the attribute buffers are represented by the\n * given indices.\n *\n * @param {number} index1 - The destination index into this interleaved buffer.\n * @param {InterleavedBuffer} interleavedBuffer - The interleaved buffer to copy from.\n * @param {number} index2 - The source index into the given interleaved buffer.\n * @return {InterleavedBuffer} A reference to this instance.\n */\n copyAt(e, t, n) {\n e *= this.stride, n *= t.stride;\n for (let s = 0, r = this.stride; s < r; s++)\n this.array[e + s] = t.array[n + s];\n return this;\n }\n /**\n * Sets the given array data in the interleaved buffer.\n *\n * @param {(TypedArray|Array)} value - The array data to set.\n * @param {number} [offset=0] - The offset in this interleaved buffer's array.\n * @return {InterleavedBuffer} A reference to this instance.\n */\n set(e, t = 0) {\n return this.array.set(e, t), this;\n }\n /**\n * Returns a new interleaved buffer with copied values from this instance.\n *\n * @param {Object} [data] - An object with shared array buffers that allows to retain shared structures.\n * @return {InterleavedBuffer} A clone of this instance.\n */\n clone(e) {\n e.arrayBuffers === void 0 && (e.arrayBuffers = {}), this.array.buffer._uuid === void 0 && (this.array.buffer._uuid = fn()), e.arrayBuffers[this.array.buffer._uuid] === void 0 && (e.arrayBuffers[this.array.buffer._uuid] = this.array.slice(0).buffer);\n const t = new this.array.constructor(e.arrayBuffers[this.array.buffer._uuid]), n = new this.constructor(t, this.stride);\n return n.setUsage(this.usage), n;\n }\n /**\n * Sets the given callback function that is executed after the Renderer has transferred\n * the array data to the GPU. Can be used to perform clean-up operations after\n * the upload when data are not needed anymore on the CPU side.\n *\n * @param {Function} callback - The `onUpload()` callback.\n * @return {InterleavedBuffer} A reference to this instance.\n */\n onUpload(e) {\n return this.onUploadCallback = e, this;\n }\n /**\n * Serializes the interleaved buffer into JSON.\n *\n * @param {Object} [data] - An optional value holding meta information about the serialization.\n * @return {Object} A JSON object representing the serialized interleaved buffer.\n */\n toJSON(e) {\n return e.arrayBuffers === void 0 && (e.arrayBuffers = {}), this.array.buffer._uuid === void 0 && (this.array.buffer._uuid = fn()), e.arrayBuffers[this.array.buffer._uuid] === void 0 && (e.arrayBuffers[this.array.buffer._uuid] = Array.from(new Uint32Array(this.array.buffer))), {\n uuid: this.uuid,\n buffer: this.array.buffer._uuid,\n type: this.array.constructor.name,\n stride: this.stride\n };\n }\n}\nconst Ft = /* @__PURE__ */ new w();\nclass Oo {\n /**\n * Constructs a new interleaved buffer attribute.\n *\n * @param {InterleavedBuffer} interleavedBuffer - The buffer holding the interleaved data.\n * @param {number} itemSize - The item size.\n * @param {number} offset - The attribute offset into the buffer.\n * @param {boolean} [normalized=false] - Whether the data are normalized or not.\n */\n constructor(e, t, n, s = !1) {\n this.isInterleavedBufferAttribute = !0, this.name = \"\", this.data = e, this.itemSize = t, this.offset = n, this.normalized = s;\n }\n /**\n * The item count of this buffer attribute.\n *\n * @type {number}\n * @readonly\n */\n get count() {\n return this.data.count;\n }\n /**\n * The array holding the interleaved buffer attribute data.\n *\n * @type {TypedArray}\n */\n get array() {\n return this.data.array;\n }\n /**\n * Flag to indicate that this attribute has changed and should be re-sent to\n * the GPU. Set this to `true` when you modify the value of the array.\n *\n * @type {number}\n * @default false\n * @param {boolean} value\n */\n set needsUpdate(e) {\n this.data.needsUpdate = e;\n }\n /**\n * Applies the given 4x4 matrix to the given attribute. Only works with\n * item size `3`.\n *\n * @param {Matrix4} m - The matrix to apply.\n * @return {InterleavedBufferAttribute} A reference to this instance.\n */\n applyMatrix4(e) {\n for (let t = 0, n = this.data.count; t < n; t++)\n Ft.fromBufferAttribute(this, t), Ft.applyMatrix4(e), this.setXYZ(t, Ft.x, Ft.y, Ft.z);\n return this;\n }\n /**\n * Applies the given 3x3 normal matrix to the given attribute. Only works with\n * item size `3`.\n *\n * @param {Matrix3} m - The normal matrix to apply.\n * @return {InterleavedBufferAttribute} A reference to this instance.\n */\n applyNormalMatrix(e) {\n for (let t = 0, n = this.count; t < n; t++)\n Ft.fromBufferAttribute(this, t), Ft.applyNormalMatrix(e), this.setXYZ(t, Ft.x, Ft.y, Ft.z);\n return this;\n }\n /**\n * Applies the given 4x4 matrix to the given attribute. Only works with\n * item size `3` and with direction vectors.\n *\n * @param {Matrix4} m - The matrix to apply.\n * @return {InterleavedBufferAttribute} A reference to this instance.\n */\n transformDirection(e) {\n for (let t = 0, n = this.count; t < n; t++)\n Ft.fromBufferAttribute(this, t), Ft.transformDirection(e), this.setXYZ(t, Ft.x, Ft.y, Ft.z);\n return this;\n }\n /**\n * Returns the given component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} component - The component index.\n * @return {number} The returned value.\n */\n getComponent(e, t) {\n let n = this.array[e * this.data.stride + this.offset + t];\n return this.normalized && (n = hn(n, this.array)), n;\n }\n /**\n * Sets the given value to the given component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} component - The component index.\n * @param {number} value - The value to set.\n * @return {InterleavedBufferAttribute} A reference to this instance.\n */\n setComponent(e, t, n) {\n return this.normalized && (n = tt(n, this.array)), this.data.array[e * this.data.stride + this.offset + t] = n, this;\n }\n /**\n * Sets the x component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} x - The value to set.\n * @return {InterleavedBufferAttribute} A reference to this instance.\n */\n setX(e, t) {\n return this.normalized && (t = tt(t, this.array)), this.data.array[e * this.data.stride + this.offset] = t, this;\n }\n /**\n * Sets the y component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} y - The value to set.\n * @return {InterleavedBufferAttribute} A reference to this instance.\n */\n setY(e, t) {\n return this.normalized && (t = tt(t, this.array)), this.data.array[e * this.data.stride + this.offset + 1] = t, this;\n }\n /**\n * Sets the z component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} z - The value to set.\n * @return {InterleavedBufferAttribute} A reference to this instance.\n */\n setZ(e, t) {\n return this.normalized && (t = tt(t, this.array)), this.data.array[e * this.data.stride + this.offset + 2] = t, this;\n }\n /**\n * Sets the w component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} w - The value to set.\n * @return {InterleavedBufferAttribute} A reference to this instance.\n */\n setW(e, t) {\n return this.normalized && (t = tt(t, this.array)), this.data.array[e * this.data.stride + this.offset + 3] = t, this;\n }\n /**\n * Returns the x component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @return {number} The x component.\n */\n getX(e) {\n let t = this.data.array[e * this.data.stride + this.offset];\n return this.normalized && (t = hn(t, this.array)), t;\n }\n /**\n * Returns the y component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @return {number} The y component.\n */\n getY(e) {\n let t = this.data.array[e * this.data.stride + this.offset + 1];\n return this.normalized && (t = hn(t, this.array)), t;\n }\n /**\n * Returns the z component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @return {number} The z component.\n */\n getZ(e) {\n let t = this.data.array[e * this.data.stride + this.offset + 2];\n return this.normalized && (t = hn(t, this.array)), t;\n }\n /**\n * Returns the w component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @return {number} The w component.\n */\n getW(e) {\n let t = this.data.array[e * this.data.stride + this.offset + 3];\n return this.normalized && (t = hn(t, this.array)), t;\n }\n /**\n * Sets the x and y component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} x - The value for the x component to set.\n * @param {number} y - The value for the y component to set.\n * @return {InterleavedBufferAttribute} A reference to this instance.\n */\n setXY(e, t, n) {\n return e = e * this.data.stride + this.offset, this.normalized && (t = tt(t, this.array), n = tt(n, this.array)), this.data.array[e + 0] = t, this.data.array[e + 1] = n, this;\n }\n /**\n * Sets the x, y and z component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} x - The value for the x component to set.\n * @param {number} y - The value for the y component to set.\n * @param {number} z - The value for the z component to set.\n * @return {InterleavedBufferAttribute} A reference to this instance.\n */\n setXYZ(e, t, n, s) {\n return e = e * this.data.stride + this.offset, this.normalized && (t = tt(t, this.array), n = tt(n, this.array), s = tt(s, this.array)), this.data.array[e + 0] = t, this.data.array[e + 1] = n, this.data.array[e + 2] = s, this;\n }\n /**\n * Sets the x, y, z and w component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} x - The value for the x component to set.\n * @param {number} y - The value for the y component to set.\n * @param {number} z - The value for the z component to set.\n * @param {number} w - The value for the w component to set.\n * @return {InterleavedBufferAttribute} A reference to this instance.\n */\n setXYZW(e, t, n, s, r) {\n return e = e * this.data.stride + this.offset, this.normalized && (t = tt(t, this.array), n = tt(n, this.array), s = tt(s, this.array), r = tt(r, this.array)), this.data.array[e + 0] = t, this.data.array[e + 1] = n, this.data.array[e + 2] = s, this.data.array[e + 3] = r, this;\n }\n /**\n * Returns a new buffer attribute with copied values from this instance.\n *\n * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.\n *\n * @param {Object} [data] - An object with interleaved buffers that allows to retain the interleaved property.\n * @return {BufferAttribute|InterleavedBufferAttribute} A clone of this instance.\n */\n clone(e) {\n if (e === void 0) {\n yr(\"InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.\");\n const t = [];\n for (let n = 0; n < this.count; n++) {\n const s = n * this.data.stride + this.offset;\n for (let r = 0; r < this.itemSize; r++)\n t.push(this.data.array[s + r]);\n }\n return new kt(new this.array.constructor(t), this.itemSize, this.normalized);\n } else\n return e.interleavedBuffers === void 0 && (e.interleavedBuffers = {}), e.interleavedBuffers[this.data.uuid] === void 0 && (e.interleavedBuffers[this.data.uuid] = this.data.clone(e)), new Oo(e.interleavedBuffers[this.data.uuid], this.itemSize, this.offset, this.normalized);\n }\n /**\n * Serializes the buffer attribute into JSON.\n *\n * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.\n *\n * @param {Object} [data] - An optional value holding meta information about the serialization.\n * @return {Object} A JSON object representing the serialized buffer attribute.\n */\n toJSON(e) {\n if (e === void 0) {\n yr(\"InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.\");\n const t = [];\n for (let n = 0; n < this.count; n++) {\n const s = n * this.data.stride + this.offset;\n for (let r = 0; r < this.itemSize; r++)\n t.push(this.data.array[s + r]);\n }\n return {\n itemSize: this.itemSize,\n type: this.array.constructor.name,\n array: t,\n normalized: this.normalized\n };\n } else\n return e.interleavedBuffers === void 0 && (e.interleavedBuffers = {}), e.interleavedBuffers[this.data.uuid] === void 0 && (e.interleavedBuffers[this.data.uuid] = this.data.toJSON(e)), {\n isInterleavedBufferAttribute: !0,\n itemSize: this.itemSize,\n data: this.data.uuid,\n offset: this.offset,\n normalized: this.normalized\n };\n }\n}\nconst Al = /* @__PURE__ */ new w(), Rl = /* @__PURE__ */ new Je(), Cl = /* @__PURE__ */ new Je(), id = /* @__PURE__ */ new w(), Pl = /* @__PURE__ */ new Ne(), Zs = /* @__PURE__ */ new w(), sa = /* @__PURE__ */ new Rn(), Dl = /* @__PURE__ */ new Ne(), ra = /* @__PURE__ */ new Ji();\nclass sd extends ot {\n /**\n * Constructs a new skinned mesh.\n *\n * @param {BufferGeometry} [geometry] - The mesh geometry.\n * @param {Material|Array} [material] - The mesh material.\n */\n constructor(e, t) {\n super(e, t), this.isSkinnedMesh = !0, this.type = \"SkinnedMesh\", this.bindMode = sl, this.bindMatrix = new Ne(), this.bindMatrixInverse = new Ne(), this.boundingBox = null, this.boundingSphere = null;\n }\n /**\n * Computes the bounding box of the skinned mesh, and updates {@link SkinnedMesh#boundingBox}.\n * The bounding box is not automatically computed by the engine; this method must be called by your app.\n * If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect\n * the current animation state.\n */\n computeBoundingBox() {\n const e = this.geometry;\n this.boundingBox === null && (this.boundingBox = new Pt()), this.boundingBox.makeEmpty();\n const t = e.getAttribute(\"position\");\n for (let n = 0; n < t.count; n++)\n this.getVertexPosition(n, Zs), this.boundingBox.expandByPoint(Zs);\n }\n /**\n * Computes the bounding sphere of the skinned mesh, and updates {@link SkinnedMesh#boundingSphere}.\n * The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting\n * and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed\n * per frame in order to reflect the current animation state.\n */\n computeBoundingSphere() {\n const e = this.geometry;\n this.boundingSphere === null && (this.boundingSphere = new Rn()), this.boundingSphere.makeEmpty();\n const t = e.getAttribute(\"position\");\n for (let n = 0; n < t.count; n++)\n this.getVertexPosition(n, Zs), this.boundingSphere.expandByPoint(Zs);\n }\n copy(e, t) {\n return super.copy(e, t), this.bindMode = e.bindMode, this.bindMatrix.copy(e.bindMatrix), this.bindMatrixInverse.copy(e.bindMatrixInverse), this.skeleton = e.skeleton, e.boundingBox !== null && (this.boundingBox = e.boundingBox.clone()), e.boundingSphere !== null && (this.boundingSphere = e.boundingSphere.clone()), this;\n }\n raycast(e, t) {\n const n = this.material, s = this.matrixWorld;\n n !== void 0 && (this.boundingSphere === null && this.computeBoundingSphere(), sa.copy(this.boundingSphere), sa.applyMatrix4(s), e.ray.intersectsSphere(sa) !== !1 && (Dl.copy(s).invert(), ra.copy(e.ray).applyMatrix4(Dl), !(this.boundingBox !== null && ra.intersectsBox(this.boundingBox) === !1) && this._computeIntersections(e, t, ra)));\n }\n getVertexPosition(e, t) {\n return super.getVertexPosition(e, t), this.applyBoneTransform(e, t), t;\n }\n /**\n * Binds the given skeleton to the skinned mesh.\n *\n * @param {Skeleton} skeleton - The skeleton to bind.\n * @param {Matrix4} [bindMatrix] - The bind matrix. If no bind matrix is provided,\n * the skinned mesh's world matrix will be used instead.\n */\n bind(e, t) {\n this.skeleton = e, t === void 0 && (this.updateMatrixWorld(!0), this.skeleton.calculateInverses(), t = this.matrixWorld), this.bindMatrix.copy(t), this.bindMatrixInverse.copy(t).invert();\n }\n /**\n * This method sets the skinned mesh in the rest pose).\n */\n pose() {\n this.skeleton.pose();\n }\n /**\n * Normalizes the skin weights which are defined as a buffer attribute\n * in the skinned mesh's geometry.\n */\n normalizeSkinWeights() {\n const e = new Je(), t = this.geometry.attributes.skinWeight;\n for (let n = 0, s = t.count; n < s; n++) {\n e.fromBufferAttribute(t, n);\n const r = 1 / e.manhattanLength();\n r !== 1 / 0 ? e.multiplyScalar(r) : e.set(1, 0, 0, 0), t.setXYZW(n, e.x, e.y, e.z, e.w);\n }\n }\n updateMatrixWorld(e) {\n super.updateMatrixWorld(e), this.bindMode === sl ? this.bindMatrixInverse.copy(this.matrixWorld).invert() : this.bindMode === Qh ? this.bindMatrixInverse.copy(this.bindMatrix).invert() : Te(\"SkinnedMesh: Unrecognized bindMode: \" + this.bindMode);\n }\n /**\n * Applies the bone transform associated with the given index to the given\n * vertex position. Returns the updated vector.\n *\n * @param {number} index - The vertex index.\n * @param {Vector3} target - The target object that is used to store the method's result.\n * the skinned mesh's world matrix will be used instead.\n * @return {Vector3} The updated vertex position.\n */\n applyBoneTransform(e, t) {\n const n = this.skeleton, s = this.geometry;\n Rl.fromBufferAttribute(s.attributes.skinIndex, e), Cl.fromBufferAttribute(s.attributes.skinWeight, e), Al.copy(t).applyMatrix4(this.bindMatrix), t.set(0, 0, 0);\n for (let r = 0; r < 4; r++) {\n const a = Cl.getComponent(r);\n if (a !== 0) {\n const o = Rl.getComponent(r);\n Pl.multiplyMatrices(n.bones[o].matrixWorld, n.boneInverses[o]), t.addScaledVector(id.copy(Al).applyMatrix4(Pl), a);\n }\n }\n return t.applyMatrix4(this.bindMatrixInverse);\n }\n}\nclass sh extends pt {\n /**\n * Constructs a new bone.\n */\n constructor() {\n super(), this.isBone = !0, this.type = \"Bone\";\n }\n}\nclass Qi extends Ct {\n /**\n * Constructs a new data texture.\n *\n * @param {?TypedArray} [data=null] - The buffer data.\n * @param {number} [width=1] - The width of the texture.\n * @param {number} [height=1] - The height of the texture.\n * @param {number} [format=RGBAFormat] - The texture format.\n * @param {number} [type=UnsignedByteType] - The texture type.\n * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.\n * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.\n * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.\n * @param {number} [magFilter=NearestFilter] - The mag filter value.\n * @param {number} [minFilter=NearestFilter] - The min filter value.\n * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.\n * @param {string} [colorSpace=NoColorSpace] - The color space.\n */\n constructor(e = null, t = 1, n = 1, s, r, a, o, l, c = Dt, h = Dt, u, d) {\n super(null, a, o, l, c, h, s, r, u, d), this.isDataTexture = !0, this.image = { data: e, width: t, height: n }, this.generateMipmaps = !1, this.flipY = !1, this.unpackAlignment = 1;\n }\n}\nconst Ll = /* @__PURE__ */ new Ne(), rd = /* @__PURE__ */ new Ne();\nclass Bo {\n /**\n * Constructs a new skeleton.\n *\n * @param {Array} [bones] - An array of bones.\n * @param {Array} [boneInverses] - An array of bone inverse matrices.\n * If not provided, these matrices will be computed automatically via {@link Skeleton#calculateInverses}.\n */\n constructor(e = [], t = []) {\n this.uuid = fn(), this.bones = e.slice(0), this.boneInverses = t, this.boneMatrices = null, this.boneTexture = null, this.init();\n }\n /**\n * Initializes the skeleton. This method gets automatically called by the constructor\n * but depending on how the skeleton is created it might be necessary to call this method\n * manually.\n */\n init() {\n const e = this.bones, t = this.boneInverses;\n if (this.boneMatrices = new Float32Array(e.length * 16), t.length === 0)\n this.calculateInverses();\n else if (e.length !== t.length) {\n Te(\"Skeleton: Number of inverse bone matrices does not match amount of bones.\"), this.boneInverses = [];\n for (let n = 0, s = this.bones.length; n < s; n++)\n this.boneInverses.push(new Ne());\n }\n }\n /**\n * Computes the bone inverse matrices. This method resets {@link Skeleton#boneInverses}\n * and fills it with new matrices.\n */\n calculateInverses() {\n this.boneInverses.length = 0;\n for (let e = 0, t = this.bones.length; e < t; e++) {\n const n = new Ne();\n this.bones[e] && n.copy(this.bones[e].matrixWorld).invert(), this.boneInverses.push(n);\n }\n }\n /**\n * Resets the skeleton to the base pose.\n */\n pose() {\n for (let e = 0, t = this.bones.length; e < t; e++) {\n const n = this.bones[e];\n n && n.matrixWorld.copy(this.boneInverses[e]).invert();\n }\n for (let e = 0, t = this.bones.length; e < t; e++) {\n const n = this.bones[e];\n n && (n.parent && n.parent.isBone ? (n.matrix.copy(n.parent.matrixWorld).invert(), n.matrix.multiply(n.matrixWorld)) : n.matrix.copy(n.matrixWorld), n.matrix.decompose(n.position, n.quaternion, n.scale));\n }\n }\n /**\n * Resets the skeleton to the base pose.\n */\n update() {\n const e = this.bones, t = this.boneInverses, n = this.boneMatrices, s = this.boneTexture;\n for (let r = 0, a = e.length; r < a; r++) {\n const o = e[r] ? e[r].matrixWorld : rd;\n Ll.multiplyMatrices(o, t[r]), Ll.toArray(n, r * 16);\n }\n s !== null && (s.needsUpdate = !0);\n }\n /**\n * Returns a new skeleton with copied values from this instance.\n *\n * @return {Skeleton} A clone of this instance.\n */\n clone() {\n return new Bo(this.bones, this.boneInverses);\n }\n /**\n * Computes a data texture for passing bone data to the vertex shader.\n *\n * @return {Skeleton} A reference of this instance.\n */\n computeBoneTexture() {\n let e = Math.sqrt(this.bones.length * 4);\n e = Math.ceil(e / 4) * 4, e = Math.max(e, 4);\n const t = new Float32Array(e * e * 4);\n t.set(this.boneMatrices);\n const n = new Qi(t, e, e, Zt, Xt);\n return n.needsUpdate = !0, this.boneMatrices = t, this.boneTexture = n, this;\n }\n /**\n * Searches through the skeleton's bone array and returns the first with a\n * matching name.\n *\n * @param {string} name - The name of the bone.\n * @return {Bone|undefined} The found bone. `undefined` if no bone has been found.\n */\n getBoneByName(e) {\n for (let t = 0, n = this.bones.length; t < n; t++) {\n const s = this.bones[t];\n if (s.name === e)\n return s;\n }\n }\n /**\n * Frees the GPU-related resources allocated by this instance. Call this\n * method whenever this instance is no longer used in your app.\n */\n dispose() {\n this.boneTexture !== null && (this.boneTexture.dispose(), this.boneTexture = null);\n }\n /**\n * Setups the skeleton by the given JSON and bones.\n *\n * @param {Object} json - The skeleton as serialized JSON.\n * @param {Object} bones - An array of bones.\n * @return {Skeleton} A reference of this instance.\n */\n fromJSON(e, t) {\n this.uuid = e.uuid;\n for (let n = 0, s = e.bones.length; n < s; n++) {\n const r = e.bones[n];\n let a = t[r];\n a === void 0 && (Te(\"Skeleton: No bone found with UUID:\", r), a = new sh()), this.bones.push(a), this.boneInverses.push(new Ne().fromArray(e.boneInverses[n]));\n }\n return this.init(), this;\n }\n /**\n * Serializes the skeleton into JSON.\n *\n * @return {Object} A JSON object representing the serialized skeleton.\n * @see {@link ObjectLoader#parse}\n */\n toJSON() {\n const e = {\n metadata: {\n version: 4.7,\n type: \"Skeleton\",\n generator: \"Skeleton.toJSON\"\n },\n bones: [],\n boneInverses: []\n };\n e.uuid = this.uuid;\n const t = this.bones, n = this.boneInverses;\n for (let s = 0, r = t.length; s < r; s++) {\n const a = t[s];\n e.bones.push(a.uuid);\n const o = n[s];\n e.boneInverses.push(o.toArray());\n }\n return e;\n }\n}\nclass uo extends kt {\n /**\n * Constructs a new instanced buffer attribute.\n *\n * @param {TypedArray} array - The array holding the attribute data.\n * @param {number} itemSize - The item size.\n * @param {boolean} [normalized=false] - Whether the data are normalized or not.\n * @param {number} [meshPerAttribute=1] - How often a value of this buffer attribute should be repeated.\n */\n constructor(e, t, n, s = 1) {\n super(e, t, n), this.isInstancedBufferAttribute = !0, this.meshPerAttribute = s;\n }\n copy(e) {\n return super.copy(e), this.meshPerAttribute = e.meshPerAttribute, this;\n }\n toJSON() {\n const e = super.toJSON();\n return e.meshPerAttribute = this.meshPerAttribute, e.isInstancedBufferAttribute = !0, e;\n }\n}\nconst Pi = /* @__PURE__ */ new Ne(), Il = /* @__PURE__ */ new Ne(), $s = [], Ul = /* @__PURE__ */ new Pt(), ad = /* @__PURE__ */ new Ne(), ls = /* @__PURE__ */ new ot(), cs = /* @__PURE__ */ new Rn();\nclass od extends ot {\n /**\n * Constructs a new instanced mesh.\n *\n * @param {BufferGeometry} [geometry] - The mesh geometry.\n * @param {Material|Array} [material] - The mesh material.\n * @param {number} count - The number of instances.\n */\n constructor(e, t, n) {\n super(e, t), this.isInstancedMesh = !0, this.instanceMatrix = new uo(new Float32Array(n * 16), 16), this.instanceColor = null, this.morphTexture = null, this.count = n, this.boundingBox = null, this.boundingSphere = null;\n for (let s = 0; s < n; s++)\n this.setMatrixAt(s, ad);\n }\n /**\n * Computes the bounding box of the instanced mesh, and updates {@link InstancedMesh#boundingBox}.\n * The bounding box is not automatically computed by the engine; this method must be called by your app.\n * You may need to recompute the bounding box if an instance is transformed via {@link InstancedMesh#setMatrixAt}.\n */\n computeBoundingBox() {\n const e = this.geometry, t = this.count;\n this.boundingBox === null && (this.boundingBox = new Pt()), e.boundingBox === null && e.computeBoundingBox(), this.boundingBox.makeEmpty();\n for (let n = 0; n < t; n++)\n this.getMatrixAt(n, Pi), Ul.copy(e.boundingBox).applyMatrix4(Pi), this.boundingBox.union(Ul);\n }\n /**\n * Computes the bounding sphere of the instanced mesh, and updates {@link InstancedMesh#boundingSphere}\n * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.\n * You may need to recompute the bounding sphere if an instance is transformed via {@link InstancedMesh#setMatrixAt}.\n */\n computeBoundingSphere() {\n const e = this.geometry, t = this.count;\n this.boundingSphere === null && (this.boundingSphere = new Rn()), e.boundingSphere === null && e.computeBoundingSphere(), this.boundingSphere.makeEmpty();\n for (let n = 0; n < t; n++)\n this.getMatrixAt(n, Pi), cs.copy(e.boundingSphere).applyMatrix4(Pi), this.boundingSphere.union(cs);\n }\n copy(e, t) {\n return super.copy(e, t), this.instanceMatrix.copy(e.instanceMatrix), e.morphTexture !== null && (this.morphTexture = e.morphTexture.clone()), e.instanceColor !== null && (this.instanceColor = e.instanceColor.clone()), this.count = e.count, e.boundingBox !== null && (this.boundingBox = e.boundingBox.clone()), e.boundingSphere !== null && (this.boundingSphere = e.boundingSphere.clone()), this;\n }\n /**\n * Gets the color of the defined instance.\n *\n * @param {number} index - The instance index.\n * @param {Color} color - The target object that is used to store the method's result.\n */\n getColorAt(e, t) {\n t.fromArray(this.instanceColor.array, e * 3);\n }\n /**\n * Gets the local transformation matrix of the defined instance.\n *\n * @param {number} index - The instance index.\n * @param {Matrix4} matrix - The target object that is used to store the method's result.\n */\n getMatrixAt(e, t) {\n t.fromArray(this.instanceMatrix.array, e * 16);\n }\n /**\n * Gets the morph target weights of the defined instance.\n *\n * @param {number} index - The instance index.\n * @param {Mesh} object - The target object that is used to store the method's result.\n */\n getMorphAt(e, t) {\n const n = t.morphTargetInfluences, s = this.morphTexture.source.data.data, r = n.length + 1, a = e * r + 1;\n for (let o = 0; o < n.length; o++)\n n[o] = s[a + o];\n }\n raycast(e, t) {\n const n = this.matrixWorld, s = this.count;\n if (ls.geometry = this.geometry, ls.material = this.material, ls.material !== void 0 && (this.boundingSphere === null && this.computeBoundingSphere(), cs.copy(this.boundingSphere), cs.applyMatrix4(n), e.ray.intersectsSphere(cs) !== !1))\n for (let r = 0; r < s; r++) {\n this.getMatrixAt(r, Pi), Il.multiplyMatrices(n, Pi), ls.matrixWorld = Il, ls.raycast(e, $s);\n for (let a = 0, o = $s.length; a < o; a++) {\n const l = $s[a];\n l.instanceId = r, l.object = this, t.push(l);\n }\n $s.length = 0;\n }\n }\n /**\n * Sets the given color to the defined instance. Make sure you set the `needsUpdate` flag of\n * {@link InstancedMesh#instanceColor} to `true` after updating all the colors.\n *\n * @param {number} index - The instance index.\n * @param {Color} color - The instance color.\n */\n setColorAt(e, t) {\n this.instanceColor === null && (this.instanceColor = new uo(new Float32Array(this.instanceMatrix.count * 3).fill(1), 3)), t.toArray(this.instanceColor.array, e * 3);\n }\n /**\n * Sets the given local transformation matrix to the defined instance. Make sure you set the `needsUpdate` flag of\n * {@link InstancedMesh#instanceMatrix} to `true` after updating all the colors.\n *\n * @param {number} index - The instance index.\n * @param {Matrix4} matrix - The local transformation.\n */\n setMatrixAt(e, t) {\n t.toArray(this.instanceMatrix.array, e * 16);\n }\n /**\n * Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of\n * {@link InstancedMesh#morphTexture} to `true` after updating all the influences.\n *\n * @param {number} index - The instance index.\n * @param {Mesh} object - A mesh which `morphTargetInfluences` property containing the morph target weights\n * of a single instance.\n */\n setMorphAt(e, t) {\n const n = t.morphTargetInfluences, s = n.length + 1;\n this.morphTexture === null && (this.morphTexture = new Qi(new Float32Array(s * this.count), s, this.count, wo, Xt));\n const r = this.morphTexture.source.data.data;\n let a = 0;\n for (let c = 0; c < n.length; c++)\n a += n[c];\n const o = this.geometry.morphTargetsRelative ? 1 : 1 - a, l = s * e;\n r[l] = o, r.set(n, l + 1);\n }\n updateMorphTargets() {\n }\n /**\n * Frees the GPU-related resources allocated by this instance. Call this\n * method whenever this instance is no longer used in your app.\n */\n dispose() {\n this.dispatchEvent({ type: \"dispose\" }), this.morphTexture !== null && (this.morphTexture.dispose(), this.morphTexture = null);\n }\n}\nconst aa = /* @__PURE__ */ new w(), ld = /* @__PURE__ */ new w(), cd = /* @__PURE__ */ new ze();\nclass Sn {\n /**\n * Constructs a new plane.\n *\n * @param {Vector3} [normal=(1,0,0)] - A unit length vector defining the normal of the plane.\n * @param {number} [constant=0] - The signed distance from the origin to the plane.\n */\n constructor(e = new w(1, 0, 0), t = 0) {\n this.isPlane = !0, this.normal = e, this.constant = t;\n }\n /**\n * Sets the plane components by copying the given values.\n *\n * @param {Vector3} normal - The normal.\n * @param {number} constant - The constant.\n * @return {Plane} A reference to this plane.\n */\n set(e, t) {\n return this.normal.copy(e), this.constant = t, this;\n }\n /**\n * Sets the plane components by defining `x`, `y`, `z` as the\n * plane normal and `w` as the constant.\n *\n * @param {number} x - The value for the normal's x component.\n * @param {number} y - The value for the normal's y component.\n * @param {number} z - The value for the normal's z component.\n * @param {number} w - The constant value.\n * @return {Plane} A reference to this plane.\n */\n setComponents(e, t, n, s) {\n return this.normal.set(e, t, n), this.constant = s, this;\n }\n /**\n * Sets the plane from the given normal and coplanar point (that is a point\n * that lies onto the plane).\n *\n * @param {Vector3} normal - The normal.\n * @param {Vector3} point - A coplanar point.\n * @return {Plane} A reference to this plane.\n */\n setFromNormalAndCoplanarPoint(e, t) {\n return this.normal.copy(e), this.constant = -t.dot(this.normal), this;\n }\n /**\n * Sets the plane from three coplanar points. The winding order is\n * assumed to be counter-clockwise, and determines the direction of\n * the plane normal.\n *\n * @param {Vector3} a - The first coplanar point.\n * @param {Vector3} b - The second coplanar point.\n * @param {Vector3} c - The third coplanar point.\n * @return {Plane} A reference to this plane.\n */\n setFromCoplanarPoints(e, t, n) {\n const s = aa.subVectors(n, t).cross(ld.subVectors(e, t)).normalize();\n return this.setFromNormalAndCoplanarPoint(s, e), this;\n }\n /**\n * Copies the values of the given plane to this instance.\n *\n * @param {Plane} plane - The plane to copy.\n * @return {Plane} A reference to this plane.\n */\n copy(e) {\n return this.normal.copy(e.normal), this.constant = e.constant, this;\n }\n /**\n * Normalizes the plane normal and adjusts the constant accordingly.\n *\n * @return {Plane} A reference to this plane.\n */\n normalize() {\n const e = 1 / this.normal.length();\n return this.normal.multiplyScalar(e), this.constant *= e, this;\n }\n /**\n * Negates both the plane normal and the constant.\n *\n * @return {Plane} A reference to this plane.\n */\n negate() {\n return this.constant *= -1, this.normal.negate(), this;\n }\n /**\n * Returns the signed distance from the given point to this plane.\n *\n * @param {Vector3} point - The point to compute the distance for.\n * @return {number} The signed distance.\n */\n distanceToPoint(e) {\n return this.normal.dot(e) + this.constant;\n }\n /**\n * Returns the signed distance from the given sphere to this plane.\n *\n * @param {Sphere} sphere - The sphere to compute the distance for.\n * @return {number} The signed distance.\n */\n distanceToSphere(e) {\n return this.distanceToPoint(e.center) - e.radius;\n }\n /**\n * Projects a the given point onto the plane.\n *\n * @param {Vector3} point - The point to project.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {Vector3} The projected point on the plane.\n */\n projectPoint(e, t) {\n return t.copy(e).addScaledVector(this.normal, -this.distanceToPoint(e));\n }\n /**\n * Returns the intersection point of the passed line and the plane. Returns\n * `null` if the line does not intersect. Returns the line's starting point if\n * the line is coplanar with the plane.\n *\n * @param {Line3} line - The line to compute the intersection for.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {?Vector3} The intersection point.\n */\n intersectLine(e, t) {\n const n = e.delta(aa), s = this.normal.dot(n);\n if (s === 0)\n return this.distanceToPoint(e.start) === 0 ? t.copy(e.start) : null;\n const r = -(e.start.dot(this.normal) + this.constant) / s;\n return r < 0 || r > 1 ? null : t.copy(e.start).addScaledVector(n, r);\n }\n /**\n * Returns `true` if the given line segment intersects with (passes through) the plane.\n *\n * @param {Line3} line - The line to test.\n * @return {boolean} Whether the given line segment intersects with the plane or not.\n */\n intersectsLine(e) {\n const t = this.distanceToPoint(e.start), n = this.distanceToPoint(e.end);\n return t < 0 && n > 0 || n < 0 && t > 0;\n }\n /**\n * Returns `true` if the given bounding box intersects with the plane.\n *\n * @param {Box3} box - The bounding box to test.\n * @return {boolean} Whether the given bounding box intersects with the plane or not.\n */\n intersectsBox(e) {\n return e.intersectsPlane(this);\n }\n /**\n * Returns `true` if the given bounding sphere intersects with the plane.\n *\n * @param {Sphere} sphere - The bounding sphere to test.\n * @return {boolean} Whether the given bounding sphere intersects with the plane or not.\n */\n intersectsSphere(e) {\n return e.intersectsPlane(this);\n }\n /**\n * Returns a coplanar vector to the plane, by calculating the\n * projection of the normal at the origin onto the plane.\n *\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {Vector3} The coplanar point.\n */\n coplanarPoint(e) {\n return e.copy(this.normal).multiplyScalar(-this.constant);\n }\n /**\n * Apply a 4x4 matrix to the plane. The matrix must be an affine, homogeneous transform.\n *\n * The optional normal matrix can be pre-computed like so:\n * ```js\n * const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );\n * ```\n *\n * @param {Matrix4} matrix - The transformation matrix.\n * @param {Matrix4} [optionalNormalMatrix] - A pre-computed normal matrix.\n * @return {Plane} A reference to this plane.\n */\n applyMatrix4(e, t) {\n const n = t || cd.getNormalMatrix(e), s = this.coplanarPoint(aa).applyMatrix4(e), r = this.normal.applyMatrix3(n).normalize();\n return this.constant = -s.dot(r), this;\n }\n /**\n * Translates the plane by the distance defined by the given offset vector.\n * Note that this only affects the plane constant and will not affect the normal vector.\n *\n * @param {Vector3} offset - The offset vector.\n * @return {Plane} A reference to this plane.\n */\n translate(e) {\n return this.constant -= e.dot(this.normal), this;\n }\n /**\n * Returns `true` if this plane is equal with the given one.\n *\n * @param {Plane} plane - The plane to test for equality.\n * @return {boolean} Whether this plane is equal with the given one.\n */\n equals(e) {\n return e.normal.equals(this.normal) && e.constant === this.constant;\n }\n /**\n * Returns a new plane with copied values from this instance.\n *\n * @return {Plane} A clone of this instance.\n */\n clone() {\n return new this.constructor().copy(this);\n }\n}\nconst oi = /* @__PURE__ */ new Rn(), hd = /* @__PURE__ */ new le(0.5, 0.5), Js = /* @__PURE__ */ new w();\nclass zo {\n /**\n * Constructs a new frustum.\n *\n * @param {Plane} [p0] - The first plane that encloses the frustum.\n * @param {Plane} [p1] - The second plane that encloses the frustum.\n * @param {Plane} [p2] - The third plane that encloses the frustum.\n * @param {Plane} [p3] - The fourth plane that encloses the frustum.\n * @param {Plane} [p4] - The fifth plane that encloses the frustum.\n * @param {Plane} [p5] - The sixth plane that encloses the frustum.\n */\n constructor(e = new Sn(), t = new Sn(), n = new Sn(), s = new Sn(), r = new Sn(), a = new Sn()) {\n this.planes = [e, t, n, s, r, a];\n }\n /**\n * Sets the frustum planes by copying the given planes.\n *\n * @param {Plane} [p0] - The first plane that encloses the frustum.\n * @param {Plane} [p1] - The second plane that encloses the frustum.\n * @param {Plane} [p2] - The third plane that encloses the frustum.\n * @param {Plane} [p3] - The fourth plane that encloses the frustum.\n * @param {Plane} [p4] - The fifth plane that encloses the frustum.\n * @param {Plane} [p5] - The sixth plane that encloses the frustum.\n * @return {Frustum} A reference to this frustum.\n */\n set(e, t, n, s, r, a) {\n const o = this.planes;\n return o[0].copy(e), o[1].copy(t), o[2].copy(n), o[3].copy(s), o[4].copy(r), o[5].copy(a), this;\n }\n /**\n * Copies the values of the given frustum to this instance.\n *\n * @param {Frustum} frustum - The frustum to copy.\n * @return {Frustum} A reference to this frustum.\n */\n copy(e) {\n const t = this.planes;\n for (let n = 0; n < 6; n++)\n t[n].copy(e.planes[n]);\n return this;\n }\n /**\n * Sets the frustum planes from the given projection matrix.\n *\n * @param {Matrix4} m - The projection matrix.\n * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system.\n * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.\n * @return {Frustum} A reference to this frustum.\n */\n setFromProjectionMatrix(e, t = Tn, n = !1) {\n const s = this.planes, r = e.elements, a = r[0], o = r[1], l = r[2], c = r[3], h = r[4], u = r[5], d = r[6], p = r[7], g = r[8], x = r[9], m = r[10], f = r[11], y = r[12], v = r[13], T = r[14], R = r[15];\n if (s[0].setComponents(c - a, p - h, f - g, R - y).normalize(), s[1].setComponents(c + a, p + h, f + g, R + y).normalize(), s[2].setComponents(c + o, p + u, f + x, R + v).normalize(), s[3].setComponents(c - o, p - u, f - x, R - v).normalize(), n)\n s[4].setComponents(l, d, m, T).normalize(), s[5].setComponents(c - l, p - d, f - m, R - T).normalize();\n else if (s[4].setComponents(c - l, p - d, f - m, R - T).normalize(), t === Tn)\n s[5].setComponents(c + l, p + d, f + m, R + T).normalize();\n else if (t === br)\n s[5].setComponents(l, d, m, T).normalize();\n else\n throw new Error(\"THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: \" + t);\n return this;\n }\n /**\n * Returns `true` if the 3D object's bounding sphere is intersecting this frustum.\n *\n * Note that the 3D object must have a geometry so that the bounding sphere can be calculated.\n *\n * @param {Object3D} object - The 3D object to test.\n * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not.\n */\n intersectsObject(e) {\n if (e.boundingSphere !== void 0)\n e.boundingSphere === null && e.computeBoundingSphere(), oi.copy(e.boundingSphere).applyMatrix4(e.matrixWorld);\n else {\n const t = e.geometry;\n t.boundingSphere === null && t.computeBoundingSphere(), oi.copy(t.boundingSphere).applyMatrix4(e.matrixWorld);\n }\n return this.intersectsSphere(oi);\n }\n /**\n * Returns `true` if the given sprite is intersecting this frustum.\n *\n * @param {Sprite} sprite - The sprite to test.\n * @return {boolean} Whether the sprite is intersecting this frustum or not.\n */\n intersectsSprite(e) {\n oi.center.set(0, 0, 0);\n const t = hd.distanceTo(e.center);\n return oi.radius = 0.7071067811865476 + t, oi.applyMatrix4(e.matrixWorld), this.intersectsSphere(oi);\n }\n /**\n * Returns `true` if the given bounding sphere is intersecting this frustum.\n *\n * @param {Sphere} sphere - The bounding sphere to test.\n * @return {boolean} Whether the bounding sphere is intersecting this frustum or not.\n */\n intersectsSphere(e) {\n const t = this.planes, n = e.center, s = -e.radius;\n for (let r = 0; r < 6; r++)\n if (t[r].distanceToPoint(n) < s)\n return !1;\n return !0;\n }\n /**\n * Returns `true` if the given bounding box is intersecting this frustum.\n *\n * @param {Box3} box - The bounding box to test.\n * @return {boolean} Whether the bounding box is intersecting this frustum or not.\n */\n intersectsBox(e) {\n const t = this.planes;\n for (let n = 0; n < 6; n++) {\n const s = t[n];\n if (Js.x = s.normal.x > 0 ? e.max.x : e.min.x, Js.y = s.normal.y > 0 ? e.max.y : e.min.y, Js.z = s.normal.z > 0 ? e.max.z : e.min.z, s.distanceToPoint(Js) < 0)\n return !1;\n }\n return !0;\n }\n /**\n * Returns `true` if the given point lies within the frustum.\n *\n * @param {Vector3} point - The point to test.\n * @return {boolean} Whether the point lies within this frustum or not.\n */\n containsPoint(e) {\n const t = this.planes;\n for (let n = 0; n < 6; n++)\n if (t[n].distanceToPoint(e) < 0)\n return !1;\n return !0;\n }\n /**\n * Returns a new frustum with copied values from this instance.\n *\n * @return {Frustum} A clone of this instance.\n */\n clone() {\n return new this.constructor().copy(this);\n }\n}\nclass rh extends tn {\n /**\n * Constructs a new line basic material.\n *\n * @param {Object} [parameters] - An object with one or more properties\n * defining the material's appearance. Any property of the material\n * (including any property from inherited materials) can be passed\n * in here. Color values can be passed any type of value accepted\n * by {@link Color#set}.\n */\n constructor(e) {\n super(), this.isLineBasicMaterial = !0, this.type = \"LineBasicMaterial\", this.color = new Se(16777215), this.map = null, this.linewidth = 1, this.linecap = \"round\", this.linejoin = \"round\", this.fog = !0, this.setValues(e);\n }\n copy(e) {\n return super.copy(e), this.color.copy(e.color), this.map = e.map, this.linewidth = e.linewidth, this.linecap = e.linecap, this.linejoin = e.linejoin, this.fog = e.fog, this;\n }\n}\nconst Tr = /* @__PURE__ */ new w(), Er = /* @__PURE__ */ new w(), Nl = /* @__PURE__ */ new Ne(), hs = /* @__PURE__ */ new Ji(), Qs = /* @__PURE__ */ new Rn(), oa = /* @__PURE__ */ new w(), Fl = /* @__PURE__ */ new w();\nclass ko extends pt {\n /**\n * Constructs a new line.\n *\n * @param {BufferGeometry} [geometry] - The line geometry.\n * @param {Material|Array} [material] - The line material.\n */\n constructor(e = new nn(), t = new rh()) {\n super(), this.isLine = !0, this.type = \"Line\", this.geometry = e, this.material = t, this.morphTargetDictionary = void 0, this.morphTargetInfluences = void 0, this.updateMorphTargets();\n }\n copy(e, t) {\n return super.copy(e, t), this.material = Array.isArray(e.material) ? e.material.slice() : e.material, this.geometry = e.geometry, this;\n }\n /**\n * Computes an array of distance values which are necessary for rendering dashed lines.\n * For each vertex in the geometry, the method calculates the cumulative length from the\n * current point to the very beginning of the line.\n *\n * @return {Line} A reference to this line.\n */\n computeLineDistances() {\n const e = this.geometry;\n if (e.index === null) {\n const t = e.attributes.position, n = [0];\n for (let s = 1, r = t.count; s < r; s++)\n Tr.fromBufferAttribute(t, s - 1), Er.fromBufferAttribute(t, s), n[s] = n[s - 1], n[s] += Tr.distanceTo(Er);\n e.setAttribute(\"lineDistance\", new pn(n, 1));\n } else\n Te(\"Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.\");\n return this;\n }\n /**\n * Computes intersection points between a casted ray and this line.\n *\n * @param {Raycaster} raycaster - The raycaster.\n * @param {Array} intersects - The target array that holds the intersection points.\n */\n raycast(e, t) {\n const n = this.geometry, s = this.matrixWorld, r = e.params.Line.threshold, a = n.drawRange;\n if (n.boundingSphere === null && n.computeBoundingSphere(), Qs.copy(n.boundingSphere), Qs.applyMatrix4(s), Qs.radius += r, e.ray.intersectsSphere(Qs) === !1) return;\n Nl.copy(s).invert(), hs.copy(e.ray).applyMatrix4(Nl);\n const o = r / ((this.scale.x + this.scale.y + this.scale.z) / 3), l = o * o, c = this.isLineSegments ? 2 : 1, h = n.index, d = n.attributes.position;\n if (h !== null) {\n const p = Math.max(0, a.start), g = Math.min(h.count, a.start + a.count);\n for (let x = p, m = g - 1; x < m; x += c) {\n const f = h.getX(x), y = h.getX(x + 1), v = er(this, e, hs, l, f, y, x);\n v && t.push(v);\n }\n if (this.isLineLoop) {\n const x = h.getX(g - 1), m = h.getX(p), f = er(this, e, hs, l, x, m, g - 1);\n f && t.push(f);\n }\n } else {\n const p = Math.max(0, a.start), g = Math.min(d.count, a.start + a.count);\n for (let x = p, m = g - 1; x < m; x += c) {\n const f = er(this, e, hs, l, x, x + 1, x);\n f && t.push(f);\n }\n if (this.isLineLoop) {\n const x = er(this, e, hs, l, g - 1, p, g - 1);\n x && t.push(x);\n }\n }\n }\n /**\n * Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences}\n * to make sure existing morph targets can influence this 3D object.\n */\n updateMorphTargets() {\n const t = this.geometry.morphAttributes, n = Object.keys(t);\n if (n.length > 0) {\n const s = t[n[0]];\n if (s !== void 0) {\n this.morphTargetInfluences = [], this.morphTargetDictionary = {};\n for (let r = 0, a = s.length; r < a; r++) {\n const o = s[r].name || String(r);\n this.morphTargetInfluences.push(0), this.morphTargetDictionary[o] = r;\n }\n }\n }\n }\n}\nfunction er(i, e, t, n, s, r, a) {\n const o = i.geometry.attributes.position;\n if (Tr.fromBufferAttribute(o, s), Er.fromBufferAttribute(o, r), t.distanceSqToSegment(Tr, Er, oa, Fl) > n) return;\n oa.applyMatrix4(i.matrixWorld);\n const c = e.ray.origin.distanceTo(oa);\n if (!(c < e.near || c > e.far))\n return {\n distance: c,\n // What do we want? intersection point on the ray or on the segment??\n // point: raycaster.ray.at( distance ),\n point: Fl.clone().applyMatrix4(i.matrixWorld),\n index: a,\n face: null,\n faceIndex: null,\n barycoord: null,\n object: i\n };\n}\nconst Ol = /* @__PURE__ */ new w(), Bl = /* @__PURE__ */ new w();\nclass ud extends ko {\n /**\n * Constructs a new line segments.\n *\n * @param {BufferGeometry} [geometry] - The line geometry.\n * @param {Material|Array} [material] - The line material.\n */\n constructor(e, t) {\n super(e, t), this.isLineSegments = !0, this.type = \"LineSegments\";\n }\n computeLineDistances() {\n const e = this.geometry;\n if (e.index === null) {\n const t = e.attributes.position, n = [];\n for (let s = 0, r = t.count; s < r; s += 2)\n Ol.fromBufferAttribute(t, s), Bl.fromBufferAttribute(t, s + 1), n[s] = s === 0 ? 0 : n[s - 1], n[s + 1] = n[s] + Ol.distanceTo(Bl);\n e.setAttribute(\"lineDistance\", new pn(n, 1));\n } else\n Te(\"LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.\");\n return this;\n }\n}\nclass dd extends ko {\n /**\n * Constructs a new line loop.\n *\n * @param {BufferGeometry} [geometry] - The line geometry.\n * @param {Material|Array} [material] - The line material.\n */\n constructor(e, t) {\n super(e, t), this.isLineLoop = !0, this.type = \"LineLoop\";\n }\n}\nclass ah extends tn {\n /**\n * Constructs a new points material.\n *\n * @param {Object} [parameters] - An object with one or more properties\n * defining the material's appearance. Any property of the material\n * (including any property from inherited materials) can be passed\n * in here. Color values can be passed any type of value accepted\n * by {@link Color#set}.\n */\n constructor(e) {\n super(), this.isPointsMaterial = !0, this.type = \"PointsMaterial\", this.color = new Se(16777215), this.map = null, this.alphaMap = null, this.size = 1, this.sizeAttenuation = !0, this.fog = !0, this.setValues(e);\n }\n copy(e) {\n return super.copy(e), this.color.copy(e.color), this.map = e.map, this.alphaMap = e.alphaMap, this.size = e.size, this.sizeAttenuation = e.sizeAttenuation, this.fog = e.fog, this;\n }\n}\nconst zl = /* @__PURE__ */ new Ne(), fo = /* @__PURE__ */ new Ji(), tr = /* @__PURE__ */ new Rn(), nr = /* @__PURE__ */ new w();\nclass fd extends pt {\n /**\n * Constructs a new point cloud.\n *\n * @param {BufferGeometry} [geometry] - The points geometry.\n * @param {Material|Array} [material] - The points material.\n */\n constructor(e = new nn(), t = new ah()) {\n super(), this.isPoints = !0, this.type = \"Points\", this.geometry = e, this.material = t, this.morphTargetDictionary = void 0, this.morphTargetInfluences = void 0, this.updateMorphTargets();\n }\n copy(e, t) {\n return super.copy(e, t), this.material = Array.isArray(e.material) ? e.material.slice() : e.material, this.geometry = e.geometry, this;\n }\n /**\n * Computes intersection points between a casted ray and this point cloud.\n *\n * @param {Raycaster} raycaster - The raycaster.\n * @param {Array} intersects - The target array that holds the intersection points.\n */\n raycast(e, t) {\n const n = this.geometry, s = this.matrixWorld, r = e.params.Points.threshold, a = n.drawRange;\n if (n.boundingSphere === null && n.computeBoundingSphere(), tr.copy(n.boundingSphere), tr.applyMatrix4(s), tr.radius += r, e.ray.intersectsSphere(tr) === !1) return;\n zl.copy(s).invert(), fo.copy(e.ray).applyMatrix4(zl);\n const o = r / ((this.scale.x + this.scale.y + this.scale.z) / 3), l = o * o, c = n.index, u = n.attributes.position;\n if (c !== null) {\n const d = Math.max(0, a.start), p = Math.min(c.count, a.start + a.count);\n for (let g = d, x = p; g < x; g++) {\n const m = c.getX(g);\n nr.fromBufferAttribute(u, m), kl(nr, m, l, s, e, t, this);\n }\n } else {\n const d = Math.max(0, a.start), p = Math.min(u.count, a.start + a.count);\n for (let g = d, x = p; g < x; g++)\n nr.fromBufferAttribute(u, g), kl(nr, g, l, s, e, t, this);\n }\n }\n /**\n * Sets the values of {@link Points#morphTargetDictionary} and {@link Points#morphTargetInfluences}\n * to make sure existing morph targets can influence this 3D object.\n */\n updateMorphTargets() {\n const t = this.geometry.morphAttributes, n = Object.keys(t);\n if (n.length > 0) {\n const s = t[n[0]];\n if (s !== void 0) {\n this.morphTargetInfluences = [], this.morphTargetDictionary = {};\n for (let r = 0, a = s.length; r < a; r++) {\n const o = s[r].name || String(r);\n this.morphTargetInfluences.push(0), this.morphTargetDictionary[o] = r;\n }\n }\n }\n }\n}\nfunction kl(i, e, t, n, s, r, a) {\n const o = fo.distanceSqToPoint(i);\n if (o < t) {\n const l = new w();\n fo.closestPointToPoint(i, l), l.applyMatrix4(n);\n const c = s.ray.origin.distanceTo(l);\n if (c < s.near || c > s.far) return;\n r.push({\n distance: c,\n distanceToRay: Math.sqrt(o),\n point: l,\n index: e,\n face: null,\n faceIndex: null,\n barycoord: null,\n object: a\n });\n }\n}\nclass Vo extends Ct {\n /**\n * Constructs a new depth texture.\n *\n * @param {number} width - The width of the texture.\n * @param {number} height - The height of the texture.\n * @param {number} [type=UnsignedIntType] - The texture type.\n * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.\n * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.\n * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.\n * @param {number} [magFilter=LinearFilter] - The mag filter value.\n * @param {number} [minFilter=LinearFilter] - The min filter value.\n * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.\n * @param {number} [format=DepthFormat] - The texture format.\n * @param {number} [depth=1] - The depth of the texture.\n */\n constructor(e, t, n = di, s, r, a, o = Dt, l = Dt, c, h = bs, u = 1) {\n if (h !== bs && h !== Xi)\n throw new Error(\"DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat\");\n const d = { width: e, height: t, depth: u };\n super(d, s, r, a, o, l, h, n, c), this.isDepthTexture = !0, this.flipY = !1, this.generateMipmaps = !1, this.compareFunction = null;\n }\n copy(e) {\n return super.copy(e), this.source = new Io(Object.assign({}, e.image)), this.compareFunction = e.compareFunction, this;\n }\n toJSON(e) {\n const t = super.toJSON(e);\n return this.compareFunction !== null && (t.compareFunction = this.compareFunction), t;\n }\n}\nclass oh extends Ct {\n /**\n * Creates a new raw texture.\n *\n * @param {?(WebGLTexture|GPUTexture)} [sourceTexture=null] - The external texture.\n */\n constructor(e = null) {\n super(), this.sourceTexture = e, this.isExternalTexture = !0;\n }\n copy(e) {\n return super.copy(e), this.sourceTexture = e.sourceTexture, this;\n }\n}\nclass As extends nn {\n /**\n * Constructs a new plane geometry.\n *\n * @param {number} [width=1] - The width along the X axis.\n * @param {number} [height=1] - The height along the Y axis\n * @param {number} [widthSegments=1] - The number of segments along the X axis.\n * @param {number} [heightSegments=1] - The number of segments along the Y axis.\n */\n constructor(e = 1, t = 1, n = 1, s = 1) {\n super(), this.type = \"PlaneGeometry\", this.parameters = {\n width: e,\n height: t,\n widthSegments: n,\n heightSegments: s\n };\n const r = e / 2, a = t / 2, o = Math.floor(n), l = Math.floor(s), c = o + 1, h = l + 1, u = e / o, d = t / l, p = [], g = [], x = [], m = [];\n for (let f = 0; f < h; f++) {\n const y = f * d - a;\n for (let v = 0; v < c; v++) {\n const T = v * u - r;\n g.push(T, -y, 0), x.push(0, 0, 1), m.push(v / o), m.push(1 - f / l);\n }\n }\n for (let f = 0; f < l; f++)\n for (let y = 0; y < o; y++) {\n const v = y + c * f, T = y + c * (f + 1), R = y + 1 + c * (f + 1), E = y + 1 + c * f;\n p.push(v, T, E), p.push(T, R, E);\n }\n this.setIndex(p), this.setAttribute(\"position\", new pn(g, 3)), this.setAttribute(\"normal\", new pn(x, 3)), this.setAttribute(\"uv\", new pn(m, 2));\n }\n copy(e) {\n return super.copy(e), this.parameters = Object.assign({}, e.parameters), this;\n }\n /**\n * Factory method for creating an instance of this class from the given\n * JSON object.\n *\n * @param {Object} data - A JSON object representing the serialized geometry.\n * @return {PlaneGeometry} A new instance.\n */\n static fromJSON(e) {\n return new As(e.width, e.height, e.widthSegments, e.heightSegments);\n }\n}\nclass pd extends ht {\n /**\n * Constructs a new raw shader material.\n *\n * @param {Object} [parameters] - An object with one or more properties\n * defining the material's appearance. Any property of the material\n * (including any property from inherited materials) can be passed\n * in here. Color values can be passed any type of value accepted\n * by {@link Color#set}.\n */\n constructor(e) {\n super(e), this.isRawShaderMaterial = !0, this.type = \"RawShaderMaterial\";\n }\n}\nclass Go extends tn {\n /**\n * Constructs a new mesh standard material.\n *\n * @param {Object} [parameters] - An object with one or more properties\n * defining the material's appearance. Any property of the material\n * (including any property from inherited materials) can be passed\n * in here. Color values can be passed any type of value accepted\n * by {@link Color#set}.\n */\n constructor(e) {\n super(), this.isMeshStandardMaterial = !0, this.type = \"MeshStandardMaterial\", this.defines = { STANDARD: \"\" }, this.color = new Se(16777215), this.roughness = 1, this.metalness = 0, this.map = null, this.lightMap = null, this.lightMapIntensity = 1, this.aoMap = null, this.aoMapIntensity = 1, this.emissive = new Se(0), this.emissiveIntensity = 1, this.emissiveMap = null, this.bumpMap = null, this.bumpScale = 1, this.normalMap = null, this.normalMapType = Cr, this.normalScale = new le(1, 1), this.displacementMap = null, this.displacementScale = 1, this.displacementBias = 0, this.roughnessMap = null, this.metalnessMap = null, this.alphaMap = null, this.envMap = null, this.envMapRotation = new xn(), this.envMapIntensity = 1, this.wireframe = !1, this.wireframeLinewidth = 1, this.wireframeLinecap = \"round\", this.wireframeLinejoin = \"round\", this.flatShading = !1, this.fog = !0, this.setValues(e);\n }\n copy(e) {\n return super.copy(e), this.defines = { STANDARD: \"\" }, this.color.copy(e.color), this.roughness = e.roughness, this.metalness = e.metalness, this.map = e.map, this.lightMap = e.lightMap, this.lightMapIntensity = e.lightMapIntensity, this.aoMap = e.aoMap, this.aoMapIntensity = e.aoMapIntensity, this.emissive.copy(e.emissive), this.emissiveMap = e.emissiveMap, this.emissiveIntensity = e.emissiveIntensity, this.bumpMap = e.bumpMap, this.bumpScale = e.bumpScale, this.normalMap = e.normalMap, this.normalMapType = e.normalMapType, this.normalScale.copy(e.normalScale), this.displacementMap = e.displacementMap, this.displacementScale = e.displacementScale, this.displacementBias = e.displacementBias, this.roughnessMap = e.roughnessMap, this.metalnessMap = e.metalnessMap, this.alphaMap = e.alphaMap, this.envMap = e.envMap, this.envMapRotation.copy(e.envMapRotation), this.envMapIntensity = e.envMapIntensity, this.wireframe = e.wireframe, this.wireframeLinewidth = e.wireframeLinewidth, this.wireframeLinecap = e.wireframeLinecap, this.wireframeLinejoin = e.wireframeLinejoin, this.flatShading = e.flatShading, this.fog = e.fog, this;\n }\n}\nclass Cn extends Go {\n /**\n * Constructs a new mesh physical material.\n *\n * @param {Object} [parameters] - An object with one or more properties\n * defining the material's appearance. Any property of the material\n * (including any property from inherited materials) can be passed\n * in here. Color values can be passed any type of value accepted\n * by {@link Color#set}.\n */\n constructor(e) {\n super(), this.isMeshPhysicalMaterial = !0, this.defines = {\n STANDARD: \"\",\n PHYSICAL: \"\"\n }, this.type = \"MeshPhysicalMaterial\", this.anisotropyRotation = 0, this.anisotropyMap = null, this.clearcoatMap = null, this.clearcoatRoughness = 0, this.clearcoatRoughnessMap = null, this.clearcoatNormalScale = new le(1, 1), this.clearcoatNormalMap = null, this.ior = 1.5, Object.defineProperty(this, \"reflectivity\", {\n get: function() {\n return He(2.5 * (this.ior - 1) / (this.ior + 1), 0, 1);\n },\n set: function(t) {\n this.ior = (1 + 0.4 * t) / (1 - 0.4 * t);\n }\n }), this.iridescenceMap = null, this.iridescenceIOR = 1.3, this.iridescenceThicknessRange = [100, 400], this.iridescenceThicknessMap = null, this.sheenColor = new Se(0), this.sheenColorMap = null, this.sheenRoughness = 1, this.sheenRoughnessMap = null, this.transmissionMap = null, this.thickness = 0, this.thicknessMap = null, this.attenuationDistance = 1 / 0, this.attenuationColor = new Se(1, 1, 1), this.specularIntensity = 1, this.specularIntensityMap = null, this.specularColor = new Se(1, 1, 1), this.specularColorMap = null, this._anisotropy = 0, this._clearcoat = 0, this._dispersion = 0, this._iridescence = 0, this._sheen = 0, this._transmission = 0, this.setValues(e);\n }\n /**\n * The anisotropy strength, from `0.0` to `1.0`.\n *\n * @type {number}\n * @default 0\n */\n get anisotropy() {\n return this._anisotropy;\n }\n set anisotropy(e) {\n this._anisotropy > 0 != e > 0 && this.version++, this._anisotropy = e;\n }\n /**\n * Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use\n * clear coat related properties to enable multilayer materials that have a\n * thin translucent layer over the base layer.\n *\n * @type {number}\n * @default 0\n */\n get clearcoat() {\n return this._clearcoat;\n }\n set clearcoat(e) {\n this._clearcoat > 0 != e > 0 && this.version++, this._clearcoat = e;\n }\n /**\n * The intensity of the iridescence layer, simulating RGB color shift based on the angle between\n * the surface and the viewer, from `0.0` to `1.0`.\n *\n * @type {number}\n * @default 0\n */\n get iridescence() {\n return this._iridescence;\n }\n set iridescence(e) {\n this._iridescence > 0 != e > 0 && this.version++, this._iridescence = e;\n }\n /**\n * Defines the strength of the angular separation of colors (chromatic aberration) transmitting\n * through a relatively clear volume. Any value zero or larger is valid, the typical range of\n * realistic values is `[0, 1]`. This property can be only be used with transmissive objects.\n *\n * @type {number}\n * @default 0\n */\n get dispersion() {\n return this._dispersion;\n }\n set dispersion(e) {\n this._dispersion > 0 != e > 0 && this.version++, this._dispersion = e;\n }\n /**\n * The intensity of the sheen layer, from `0.0` to `1.0`.\n *\n * @type {number}\n * @default 0\n */\n get sheen() {\n return this._sheen;\n }\n set sheen(e) {\n this._sheen > 0 != e > 0 && this.version++, this._sheen = e;\n }\n /**\n * Degree of transmission (or optical transparency), from `0.0` to `1.0`.\n *\n * Thin, transparent or semitransparent, plastic or glass materials remain\n * largely reflective even if they are fully transmissive. The transmission\n * property can be used to model these materials.\n *\n * When transmission is non-zero, `opacity` should be set to `1`.\n *\n * @type {number}\n * @default 0\n */\n get transmission() {\n return this._transmission;\n }\n set transmission(e) {\n this._transmission > 0 != e > 0 && this.version++, this._transmission = e;\n }\n copy(e) {\n return super.copy(e), this.defines = {\n STANDARD: \"\",\n PHYSICAL: \"\"\n }, this.anisotropy = e.anisotropy, this.anisotropyRotation = e.anisotropyRotation, this.anisotropyMap = e.anisotropyMap, this.clearcoat = e.clearcoat, this.clearcoatMap = e.clearcoatMap, this.clearcoatRoughness = e.clearcoatRoughness, this.clearcoatRoughnessMap = e.clearcoatRoughnessMap, this.clearcoatNormalMap = e.clearcoatNormalMap, this.clearcoatNormalScale.copy(e.clearcoatNormalScale), this.dispersion = e.dispersion, this.ior = e.ior, this.iridescence = e.iridescence, this.iridescenceMap = e.iridescenceMap, this.iridescenceIOR = e.iridescenceIOR, this.iridescenceThicknessRange = [...e.iridescenceThicknessRange], this.iridescenceThicknessMap = e.iridescenceThicknessMap, this.sheen = e.sheen, this.sheenColor.copy(e.sheenColor), this.sheenColorMap = e.sheenColorMap, this.sheenRoughness = e.sheenRoughness, this.sheenRoughnessMap = e.sheenRoughnessMap, this.transmission = e.transmission, this.transmissionMap = e.transmissionMap, this.thickness = e.thickness, this.thicknessMap = e.thicknessMap, this.attenuationDistance = e.attenuationDistance, this.attenuationColor.copy(e.attenuationColor), this.specularIntensity = e.specularIntensity, this.specularIntensityMap = e.specularIntensityMap, this.specularColor.copy(e.specularColor), this.specularColorMap = e.specularColorMap, this;\n }\n}\nclass md extends tn {\n /**\n * Constructs a new mesh normal material.\n *\n * @param {Object} [parameters] - An object with one or more properties\n * defining the material's appearance. Any property of the material\n * (including any property from inherited materials) can be passed\n * in here. Color values can be passed any type of value accepted\n * by {@link Color#set}.\n */\n constructor(e) {\n super(), this.isMeshNormalMaterial = !0, this.type = \"MeshNormalMaterial\", this.bumpMap = null, this.bumpScale = 1, this.normalMap = null, this.normalMapType = Cr, this.normalScale = new le(1, 1), this.displacementMap = null, this.displacementScale = 1, this.displacementBias = 0, this.wireframe = !1, this.wireframeLinewidth = 1, this.flatShading = !1, this.setValues(e);\n }\n copy(e) {\n return super.copy(e), this.bumpMap = e.bumpMap, this.bumpScale = e.bumpScale, this.normalMap = e.normalMap, this.normalMapType = e.normalMapType, this.normalScale.copy(e.normalScale), this.displacementMap = e.displacementMap, this.displacementScale = e.displacementScale, this.displacementBias = e.displacementBias, this.wireframe = e.wireframe, this.wireframeLinewidth = e.wireframeLinewidth, this.flatShading = e.flatShading, this;\n }\n}\nclass gd extends tn {\n /**\n * Constructs a new mesh lambert material.\n *\n * @param {Object} [parameters] - An object with one or more properties\n * defining the material's appearance. Any property of the material\n * (including any property from inherited materials) can be passed\n * in here. Color values can be passed any type of value accepted\n * by {@link Color#set}.\n */\n constructor(e) {\n super(), this.isMeshLambertMaterial = !0, this.type = \"MeshLambertMaterial\", this.color = new Se(16777215), this.map = null, this.lightMap = null, this.lightMapIntensity = 1, this.aoMap = null, this.aoMapIntensity = 1, this.emissive = new Se(0), this.emissiveIntensity = 1, this.emissiveMap = null, this.bumpMap = null, this.bumpScale = 1, this.normalMap = null, this.normalMapType = Cr, this.normalScale = new le(1, 1), this.displacementMap = null, this.displacementScale = 1, this.displacementBias = 0, this.specularMap = null, this.alphaMap = null, this.envMap = null, this.envMapRotation = new xn(), this.combine = So, this.reflectivity = 1, this.refractionRatio = 0.98, this.wireframe = !1, this.wireframeLinewidth = 1, this.wireframeLinecap = \"round\", this.wireframeLinejoin = \"round\", this.flatShading = !1, this.fog = !0, this.setValues(e);\n }\n copy(e) {\n return super.copy(e), this.color.copy(e.color), this.map = e.map, this.lightMap = e.lightMap, this.lightMapIntensity = e.lightMapIntensity, this.aoMap = e.aoMap, this.aoMapIntensity = e.aoMapIntensity, this.emissive.copy(e.emissive), this.emissiveMap = e.emissiveMap, this.emissiveIntensity = e.emissiveIntensity, this.bumpMap = e.bumpMap, this.bumpScale = e.bumpScale, this.normalMap = e.normalMap, this.normalMapType = e.normalMapType, this.normalScale.copy(e.normalScale), this.displacementMap = e.displacementMap, this.displacementScale = e.displacementScale, this.displacementBias = e.displacementBias, this.specularMap = e.specularMap, this.alphaMap = e.alphaMap, this.envMap = e.envMap, this.envMapRotation.copy(e.envMapRotation), this.combine = e.combine, this.reflectivity = e.reflectivity, this.refractionRatio = e.refractionRatio, this.wireframe = e.wireframe, this.wireframeLinewidth = e.wireframeLinewidth, this.wireframeLinecap = e.wireframeLinecap, this.wireframeLinejoin = e.wireframeLinejoin, this.flatShading = e.flatShading, this.fog = e.fog, this;\n }\n}\nclass lh extends tn {\n /**\n * Constructs a new mesh depth material.\n *\n * @param {Object} [parameters] - An object with one or more properties\n * defining the material's appearance. Any property of the material\n * (including any property from inherited materials) can be passed\n * in here. Color values can be passed any type of value accepted\n * by {@link Color#set}.\n */\n constructor(e) {\n super(), this.isMeshDepthMaterial = !0, this.type = \"MeshDepthMaterial\", this.depthPacking = nu, this.map = null, this.alphaMap = null, this.displacementMap = null, this.displacementScale = 1, this.displacementBias = 0, this.wireframe = !1, this.wireframeLinewidth = 1, this.setValues(e);\n }\n copy(e) {\n return super.copy(e), this.depthPacking = e.depthPacking, this.map = e.map, this.alphaMap = e.alphaMap, this.displacementMap = e.displacementMap, this.displacementScale = e.displacementScale, this.displacementBias = e.displacementBias, this.wireframe = e.wireframe, this.wireframeLinewidth = e.wireframeLinewidth, this;\n }\n}\nclass xd extends tn {\n /**\n * Constructs a new mesh distance material.\n *\n * @param {Object} [parameters] - An object with one or more properties\n * defining the material's appearance. Any property of the material\n * (including any property from inherited materials) can be passed\n * in here. Color values can be passed any type of value accepted\n * by {@link Color#set}.\n */\n constructor(e) {\n super(), this.isMeshDistanceMaterial = !0, this.type = \"MeshDistanceMaterial\", this.map = null, this.alphaMap = null, this.displacementMap = null, this.displacementScale = 1, this.displacementBias = 0, this.setValues(e);\n }\n copy(e) {\n return super.copy(e), this.map = e.map, this.alphaMap = e.alphaMap, this.displacementMap = e.displacementMap, this.displacementScale = e.displacementScale, this.displacementBias = e.displacementBias, this;\n }\n}\nfunction ir(i, e) {\n return !i || i.constructor === e ? i : typeof e.BYTES_PER_ELEMENT == \"number\" ? new e(i) : Array.prototype.slice.call(i);\n}\nfunction _d(i) {\n return ArrayBuffer.isView(i) && !(i instanceof DataView);\n}\nfunction vd(i) {\n function e(s, r) {\n return i[s] - i[r];\n }\n const t = i.length, n = new Array(t);\n for (let s = 0; s !== t; ++s) n[s] = s;\n return n.sort(e), n;\n}\nfunction Vl(i, e, t) {\n const n = i.length, s = new i.constructor(n);\n for (let r = 0, a = 0; a !== n; ++r) {\n const o = t[r] * e;\n for (let l = 0; l !== e; ++l)\n s[a++] = i[o + l];\n }\n return s;\n}\nfunction ch(i, e, t, n) {\n let s = 1, r = i[0];\n for (; r !== void 0 && r[n] === void 0; )\n r = i[s++];\n if (r === void 0) return;\n let a = r[n];\n if (a !== void 0)\n if (Array.isArray(a))\n do\n a = r[n], a !== void 0 && (e.push(r.time), t.push(...a)), r = i[s++];\n while (r !== void 0);\n else if (a.toArray !== void 0)\n do\n a = r[n], a !== void 0 && (e.push(r.time), a.toArray(t, t.length)), r = i[s++];\n while (r !== void 0);\n else\n do\n a = r[n], a !== void 0 && (e.push(r.time), t.push(a)), r = i[s++];\n while (r !== void 0);\n}\nclass Rs {\n /**\n * Constructs a new interpolant.\n *\n * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.\n * @param {TypedArray} sampleValues - The sample values.\n * @param {number} sampleSize - The sample size\n * @param {TypedArray} [resultBuffer] - The result buffer.\n */\n constructor(e, t, n, s) {\n this.parameterPositions = e, this._cachedIndex = 0, this.resultBuffer = s !== void 0 ? s : new t.constructor(n), this.sampleValues = t, this.valueSize = n, this.settings = null, this.DefaultSettings_ = {};\n }\n /**\n * Evaluate the interpolant at position `t`.\n *\n * @param {number} t - The interpolation factor.\n * @return {TypedArray} The result buffer.\n */\n evaluate(e) {\n const t = this.parameterPositions;\n let n = this._cachedIndex, s = t[n], r = t[n - 1];\n n: {\n e: {\n let a;\n t: {\n i: if (!(e < s)) {\n for (let o = n + 2; ; ) {\n if (s === void 0) {\n if (e < r) break i;\n return n = t.length, this._cachedIndex = n, this.copySampleValue_(n - 1);\n }\n if (n === o) break;\n if (r = s, s = t[++n], e < s)\n break e;\n }\n a = t.length;\n break t;\n }\n if (!(e >= r)) {\n const o = t[1];\n e < o && (n = 2, r = o);\n for (let l = n - 2; ; ) {\n if (r === void 0)\n return this._cachedIndex = 0, this.copySampleValue_(0);\n if (n === l) break;\n if (s = r, r = t[--n - 1], e >= r)\n break e;\n }\n a = n, n = 0;\n break t;\n }\n break n;\n }\n for (; n < a; ) {\n const o = n + a >>> 1;\n e < t[o] ? a = o : n = o + 1;\n }\n if (s = t[n], r = t[n - 1], r === void 0)\n return this._cachedIndex = 0, this.copySampleValue_(0);\n if (s === void 0)\n return n = t.length, this._cachedIndex = n, this.copySampleValue_(n - 1);\n }\n this._cachedIndex = n, this.intervalChanged_(n, r, s);\n }\n return this.interpolate_(n, r, e, s);\n }\n /**\n * Returns the interpolation settings.\n *\n * @return {Object} The interpolation settings.\n */\n getSettings_() {\n return this.settings || this.DefaultSettings_;\n }\n /**\n * Copies a sample value to the result buffer.\n *\n * @param {number} index - An index into the sample value buffer.\n * @return {TypedArray} The result buffer.\n */\n copySampleValue_(e) {\n const t = this.resultBuffer, n = this.sampleValues, s = this.valueSize, r = e * s;\n for (let a = 0; a !== s; ++a)\n t[a] = n[r + a];\n return t;\n }\n /**\n * Copies a sample value to the result buffer.\n *\n * @abstract\n * @param {number} i1 - An index into the sample value buffer.\n * @param {number} t0 - The previous interpolation factor.\n * @param {number} t - The current interpolation factor.\n * @param {number} t1 - The next interpolation factor.\n * @return {TypedArray} The result buffer.\n */\n interpolate_() {\n throw new Error(\"call to abstract method\");\n }\n /**\n * Optional method that is executed when the interval has changed.\n *\n * @param {number} i1 - An index into the sample value buffer.\n * @param {number} t0 - The previous interpolation factor.\n * @param {number} t - The current interpolation factor.\n */\n intervalChanged_() {\n }\n}\nclass Md extends Rs {\n /**\n * Constructs a new cubic interpolant.\n *\n * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.\n * @param {TypedArray} sampleValues - The sample values.\n * @param {number} sampleSize - The sample size\n * @param {TypedArray} [resultBuffer] - The result buffer.\n */\n constructor(e, t, n, s) {\n super(e, t, n, s), this._weightPrev = -0, this._offsetPrev = -0, this._weightNext = -0, this._offsetNext = -0, this.DefaultSettings_ = {\n endingStart: rl,\n endingEnd: rl\n };\n }\n intervalChanged_(e, t, n) {\n const s = this.parameterPositions;\n let r = e - 2, a = e + 1, o = s[r], l = s[a];\n if (o === void 0)\n switch (this.getSettings_().endingStart) {\n case al:\n r = e, o = 2 * t - n;\n break;\n case ol:\n r = s.length - 2, o = t + s[r] - s[r + 1];\n break;\n default:\n r = e, o = n;\n }\n if (l === void 0)\n switch (this.getSettings_().endingEnd) {\n case al:\n a = e, l = 2 * n - t;\n break;\n case ol:\n a = 1, l = n + s[1] - s[0];\n break;\n default:\n a = e - 1, l = t;\n }\n const c = (n - t) * 0.5, h = this.valueSize;\n this._weightPrev = c / (t - o), this._weightNext = c / (l - n), this._offsetPrev = r * h, this._offsetNext = a * h;\n }\n interpolate_(e, t, n, s) {\n const r = this.resultBuffer, a = this.sampleValues, o = this.valueSize, l = e * o, c = l - o, h = this._offsetPrev, u = this._offsetNext, d = this._weightPrev, p = this._weightNext, g = (n - t) / (s - t), x = g * g, m = x * g, f = -d * m + 2 * d * x - d * g, y = (1 + d) * m + (-1.5 - 2 * d) * x + (-0.5 + d) * g + 1, v = (-1 - p) * m + (1.5 + p) * x + 0.5 * g, T = p * m - p * x;\n for (let R = 0; R !== o; ++R)\n r[R] = f * a[h + R] + y * a[c + R] + v * a[l + R] + T * a[u + R];\n return r;\n }\n}\nclass Sd extends Rs {\n /**\n * Constructs a new linear interpolant.\n *\n * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.\n * @param {TypedArray} sampleValues - The sample values.\n * @param {number} sampleSize - The sample size\n * @param {TypedArray} [resultBuffer] - The result buffer.\n */\n constructor(e, t, n, s) {\n super(e, t, n, s);\n }\n interpolate_(e, t, n, s) {\n const r = this.resultBuffer, a = this.sampleValues, o = this.valueSize, l = e * o, c = l - o, h = (n - t) / (s - t), u = 1 - h;\n for (let d = 0; d !== o; ++d)\n r[d] = a[c + d] * u + a[l + d] * h;\n return r;\n }\n}\nclass bd extends Rs {\n /**\n * Constructs a new discrete interpolant.\n *\n * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.\n * @param {TypedArray} sampleValues - The sample values.\n * @param {number} sampleSize - The sample size\n * @param {TypedArray} [resultBuffer] - The result buffer.\n */\n constructor(e, t, n, s) {\n super(e, t, n, s);\n }\n interpolate_(e) {\n return this.copySampleValue_(e - 1);\n }\n}\nclass _n {\n /**\n * Constructs a new keyframe track.\n *\n * @param {string} name - The keyframe track's name.\n * @param {Array} times - A list of keyframe times.\n * @param {Array} values - A list of keyframe values.\n * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.\n */\n constructor(e, t, n, s) {\n if (e === void 0) throw new Error(\"THREE.KeyframeTrack: track name is undefined\");\n if (t === void 0 || t.length === 0) throw new Error(\"THREE.KeyframeTrack: no keyframes in track named \" + e);\n this.name = e, this.times = ir(t, this.TimeBufferType), this.values = ir(n, this.ValueBufferType), this.setInterpolation(s || this.DefaultInterpolation);\n }\n /**\n * Converts the keyframe track to JSON.\n *\n * @static\n * @param {KeyframeTrack} track - The keyframe track to serialize.\n * @return {Object} The serialized keyframe track as JSON.\n */\n static toJSON(e) {\n const t = e.constructor;\n let n;\n if (t.toJSON !== this.toJSON)\n n = t.toJSON(e);\n else {\n n = {\n name: e.name,\n times: ir(e.times, Array),\n values: ir(e.values, Array)\n };\n const s = e.getInterpolation();\n s !== e.DefaultInterpolation && (n.interpolation = s);\n }\n return n.type = e.ValueTypeName, n;\n }\n /**\n * Factory method for creating a new discrete interpolant.\n *\n * @static\n * @param {TypedArray} [result] - The result buffer.\n * @return {DiscreteInterpolant} The new interpolant.\n */\n InterpolantFactoryMethodDiscrete(e) {\n return new bd(this.times, this.values, this.getValueSize(), e);\n }\n /**\n * Factory method for creating a new linear interpolant.\n *\n * @static\n * @param {TypedArray} [result] - The result buffer.\n * @return {LinearInterpolant} The new interpolant.\n */\n InterpolantFactoryMethodLinear(e) {\n return new Sd(this.times, this.values, this.getValueSize(), e);\n }\n /**\n * Factory method for creating a new smooth interpolant.\n *\n * @static\n * @param {TypedArray} [result] - The result buffer.\n * @return {CubicInterpolant} The new interpolant.\n */\n InterpolantFactoryMethodSmooth(e) {\n return new Md(this.times, this.values, this.getValueSize(), e);\n }\n /**\n * Defines the interpolation factor method for this keyframe track.\n *\n * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} interpolation - The interpolation type.\n * @return {KeyframeTrack} A reference to this keyframe track.\n */\n setInterpolation(e) {\n let t;\n switch (e) {\n case ys:\n t = this.InterpolantFactoryMethodDiscrete;\n break;\n case Ts:\n t = this.InterpolantFactoryMethodLinear;\n break;\n case Ur:\n t = this.InterpolantFactoryMethodSmooth;\n break;\n }\n if (t === void 0) {\n const n = \"unsupported interpolation for \" + this.ValueTypeName + \" keyframe track named \" + this.name;\n if (this.createInterpolant === void 0)\n if (e !== this.DefaultInterpolation)\n this.setInterpolation(this.DefaultInterpolation);\n else\n throw new Error(n);\n return Te(\"KeyframeTrack:\", n), this;\n }\n return this.createInterpolant = t, this;\n }\n /**\n * Returns the current interpolation type.\n *\n * @return {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} The interpolation type.\n */\n getInterpolation() {\n switch (this.createInterpolant) {\n case this.InterpolantFactoryMethodDiscrete:\n return ys;\n case this.InterpolantFactoryMethodLinear:\n return Ts;\n case this.InterpolantFactoryMethodSmooth:\n return Ur;\n }\n }\n /**\n * Returns the value size.\n *\n * @return {number} The value size.\n */\n getValueSize() {\n return this.values.length / this.times.length;\n }\n /**\n * Moves all keyframes either forward or backward in time.\n *\n * @param {number} timeOffset - The offset to move the time values.\n * @return {KeyframeTrack} A reference to this keyframe track.\n */\n shift(e) {\n if (e !== 0) {\n const t = this.times;\n for (let n = 0, s = t.length; n !== s; ++n)\n t[n] += e;\n }\n return this;\n }\n /**\n * Scale all keyframe times by a factor (useful for frame - seconds conversions).\n *\n * @param {number} timeScale - The time scale.\n * @return {KeyframeTrack} A reference to this keyframe track.\n */\n scale(e) {\n if (e !== 1) {\n const t = this.times;\n for (let n = 0, s = t.length; n !== s; ++n)\n t[n] *= e;\n }\n return this;\n }\n /**\n * Removes keyframes before and after animation without changing any values within the defined time range.\n *\n * Note: The method does not shift around keys to the start of the track time, because for interpolated\n * keys this will change their values\n *\n * @param {number} startTime - The start time.\n * @param {number} endTime - The end time.\n * @return {KeyframeTrack} A reference to this keyframe track.\n */\n trim(e, t) {\n const n = this.times, s = n.length;\n let r = 0, a = s - 1;\n for (; r !== s && n[r] < e; )\n ++r;\n for (; a !== -1 && n[a] > t; )\n --a;\n if (++a, r !== 0 || a !== s) {\n r >= a && (a = Math.max(a, 1), r = a - 1);\n const o = this.getValueSize();\n this.times = n.slice(r, a), this.values = this.values.slice(r * o, a * o);\n }\n return this;\n }\n /**\n * Performs minimal validation on the keyframe track. Returns `true` if the values\n * are valid.\n *\n * @return {boolean} Whether the keyframes are valid or not.\n */\n validate() {\n let e = !0;\n const t = this.getValueSize();\n t - Math.floor(t) !== 0 && (Xe(\"KeyframeTrack: Invalid value size in track.\", this), e = !1);\n const n = this.times, s = this.values, r = n.length;\n r === 0 && (Xe(\"KeyframeTrack: Track is empty.\", this), e = !1);\n let a = null;\n for (let o = 0; o !== r; o++) {\n const l = n[o];\n if (typeof l == \"number\" && isNaN(l)) {\n Xe(\"KeyframeTrack: Time is not a valid number.\", this, o, l), e = !1;\n break;\n }\n if (a !== null && a > l) {\n Xe(\"KeyframeTrack: Out of order keys.\", this, o, l, a), e = !1;\n break;\n }\n a = l;\n }\n if (s !== void 0 && _d(s))\n for (let o = 0, l = s.length; o !== l; ++o) {\n const c = s[o];\n if (isNaN(c)) {\n Xe(\"KeyframeTrack: Value is not a valid number.\", this, o, c), e = !1;\n break;\n }\n }\n return e;\n }\n /**\n * Optimizes this keyframe track by removing equivalent sequential keys (which are\n * common in morph target sequences).\n *\n * @return {AnimationClip} A reference to this animation clip.\n */\n optimize() {\n const e = this.times.slice(), t = this.values.slice(), n = this.getValueSize(), s = this.getInterpolation() === Ur, r = e.length - 1;\n let a = 1;\n for (let o = 1; o < r; ++o) {\n let l = !1;\n const c = e[o], h = e[o + 1];\n if (c !== h && (o !== 1 || c !== e[0]))\n if (s)\n l = !0;\n else {\n const u = o * n, d = u - n, p = u + n;\n for (let g = 0; g !== n; ++g) {\n const x = t[u + g];\n if (x !== t[d + g] || x !== t[p + g]) {\n l = !0;\n break;\n }\n }\n }\n if (l) {\n if (o !== a) {\n e[a] = e[o];\n const u = o * n, d = a * n;\n for (let p = 0; p !== n; ++p)\n t[d + p] = t[u + p];\n }\n ++a;\n }\n }\n if (r > 0) {\n e[a] = e[r];\n for (let o = r * n, l = a * n, c = 0; c !== n; ++c)\n t[l + c] = t[o + c];\n ++a;\n }\n return a !== e.length ? (this.times = e.slice(0, a), this.values = t.slice(0, a * n)) : (this.times = e, this.values = t), this;\n }\n /**\n * Returns a new keyframe track with copied values from this instance.\n *\n * @return {KeyframeTrack} A clone of this instance.\n */\n clone() {\n const e = this.times.slice(), t = this.values.slice(), n = this.constructor, s = new n(this.name, e, t);\n return s.createInterpolant = this.createInterpolant, s;\n }\n}\n_n.prototype.ValueTypeName = \"\";\n_n.prototype.TimeBufferType = Float32Array;\n_n.prototype.ValueBufferType = Float32Array;\n_n.prototype.DefaultInterpolation = Ts;\nclass es extends _n {\n /**\n * Constructs a new boolean keyframe track.\n *\n * This keyframe track type has no `interpolation` parameter because the\n * interpolation is always discrete.\n *\n * @param {string} name - The keyframe track's name.\n * @param {Array} times - A list of keyframe times.\n * @param {Array} values - A list of keyframe values.\n */\n constructor(e, t, n) {\n super(e, t, n);\n }\n}\nes.prototype.ValueTypeName = \"bool\";\nes.prototype.ValueBufferType = Array;\nes.prototype.DefaultInterpolation = ys;\nes.prototype.InterpolantFactoryMethodLinear = void 0;\nes.prototype.InterpolantFactoryMethodSmooth = void 0;\nclass hh extends _n {\n /**\n * Constructs a new color keyframe track.\n *\n * @param {string} name - The keyframe track's name.\n * @param {Array} times - A list of keyframe times.\n * @param {Array} values - A list of keyframe values.\n * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.\n */\n constructor(e, t, n, s) {\n super(e, t, n, s);\n }\n}\nhh.prototype.ValueTypeName = \"color\";\nclass Yi extends _n {\n /**\n * Constructs a new number keyframe track.\n *\n * @param {string} name - The keyframe track's name.\n * @param {Array} times - A list of keyframe times.\n * @param {Array} values - A list of keyframe values.\n * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.\n */\n constructor(e, t, n, s) {\n super(e, t, n, s);\n }\n}\nYi.prototype.ValueTypeName = \"number\";\nclass yd extends Rs {\n /**\n * Constructs a new SLERP interpolant.\n *\n * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.\n * @param {TypedArray} sampleValues - The sample values.\n * @param {number} sampleSize - The sample size\n * @param {TypedArray} [resultBuffer] - The result buffer.\n */\n constructor(e, t, n, s) {\n super(e, t, n, s);\n }\n interpolate_(e, t, n, s) {\n const r = this.resultBuffer, a = this.sampleValues, o = this.valueSize, l = (n - t) / (s - t);\n let c = e * o;\n for (let h = c + o; c !== h; c += 4)\n gn.slerpFlat(r, 0, a, c - o, a, c, l);\n return r;\n }\n}\nclass Ki extends _n {\n /**\n * Constructs a new Quaternion keyframe track.\n *\n * @param {string} name - The keyframe track's name.\n * @param {Array} times - A list of keyframe times.\n * @param {Array} values - A list of keyframe values.\n * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.\n */\n constructor(e, t, n, s) {\n super(e, t, n, s);\n }\n /**\n * Overwritten so the method returns Quaternion based interpolant.\n *\n * @static\n * @param {TypedArray} [result] - The result buffer.\n * @return {QuaternionLinearInterpolant} The new interpolant.\n */\n InterpolantFactoryMethodLinear(e) {\n return new yd(this.times, this.values, this.getValueSize(), e);\n }\n}\nKi.prototype.ValueTypeName = \"quaternion\";\nKi.prototype.InterpolantFactoryMethodSmooth = void 0;\nclass ts extends _n {\n /**\n * Constructs a new string keyframe track.\n *\n * This keyframe track type has no `interpolation` parameter because the\n * interpolation is always discrete.\n *\n * @param {string} name - The keyframe track's name.\n * @param {Array} times - A list of keyframe times.\n * @param {Array} values - A list of keyframe values.\n */\n constructor(e, t, n) {\n super(e, t, n);\n }\n}\nts.prototype.ValueTypeName = \"string\";\nts.prototype.ValueBufferType = Array;\nts.prototype.DefaultInterpolation = ys;\nts.prototype.InterpolantFactoryMethodLinear = void 0;\nts.prototype.InterpolantFactoryMethodSmooth = void 0;\nclass Zi extends _n {\n /**\n * Constructs a new vector keyframe track.\n *\n * @param {string} name - The keyframe track's name.\n * @param {Array} times - A list of keyframe times.\n * @param {Array} values - A list of keyframe values.\n * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.\n */\n constructor(e, t, n, s) {\n super(e, t, n, s);\n }\n}\nZi.prototype.ValueTypeName = \"vector\";\nclass Td {\n /**\n * Constructs a new animation clip.\n *\n * Note: Instead of instantiating an AnimationClip directly with the constructor, you can\n * use the static interface of this class for creating clips. In most cases though, animation clips\n * will automatically be created by loaders when importing animated 3D assets.\n *\n * @param {string} [name=''] - The clip's name.\n * @param {number} [duration=-1] - The clip's duration in seconds. If a negative value is passed,\n * the duration will be calculated from the passed keyframes.\n * @param {Array} tracks - An array of keyframe tracks.\n * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode=NormalAnimationBlendMode] - Defines how the animation\n * is blended/combined when two or more animations are simultaneously played.\n */\n constructor(e = \"\", t = -1, n = [], s = eu) {\n this.name = e, this.tracks = n, this.duration = t, this.blendMode = s, this.uuid = fn(), this.userData = {}, this.duration < 0 && this.resetDuration();\n }\n /**\n * Factory method for creating an animation clip from the given JSON.\n *\n * @static\n * @param {Object} json - The serialized animation clip.\n * @return {AnimationClip} The new animation clip.\n */\n static parse(e) {\n const t = [], n = e.tracks, s = 1 / (e.fps || 1);\n for (let a = 0, o = n.length; a !== o; ++a)\n t.push(wd(n[a]).scale(s));\n const r = new this(e.name, e.duration, t, e.blendMode);\n return r.uuid = e.uuid, r.userData = JSON.parse(e.userData || \"{}\"), r;\n }\n /**\n * Serializes the given animation clip into JSON.\n *\n * @static\n * @param {AnimationClip} clip - The animation clip to serialize.\n * @return {Object} The JSON object.\n */\n static toJSON(e) {\n const t = [], n = e.tracks, s = {\n name: e.name,\n duration: e.duration,\n tracks: t,\n uuid: e.uuid,\n blendMode: e.blendMode,\n userData: JSON.stringify(e.userData)\n };\n for (let r = 0, a = n.length; r !== a; ++r)\n t.push(_n.toJSON(n[r]));\n return s;\n }\n /**\n * Returns a new animation clip from the passed morph targets array of a\n * geometry, taking a name and the number of frames per second.\n *\n * Note: The fps parameter is required, but the animation speed can be\n * overridden via {@link AnimationAction#setDuration}.\n *\n * @static\n * @param {string} name - The name of the animation clip.\n * @param {Array} morphTargetSequence - A sequence of morph targets.\n * @param {number} fps - The Frames-Per-Second value.\n * @param {boolean} noLoop - Whether the clip should be no loop or not.\n * @return {AnimationClip} The new animation clip.\n */\n static CreateFromMorphTargetSequence(e, t, n, s) {\n const r = t.length, a = [];\n for (let o = 0; o < r; o++) {\n let l = [], c = [];\n l.push(\n (o + r - 1) % r,\n o,\n (o + 1) % r\n ), c.push(0, 1, 0);\n const h = vd(l);\n l = Vl(l, 1, h), c = Vl(c, 1, h), !s && l[0] === 0 && (l.push(r), c.push(c[0])), a.push(\n new Yi(\n \".morphTargetInfluences[\" + t[o].name + \"]\",\n l,\n c\n ).scale(1 / n)\n );\n }\n return new this(e, -1, a);\n }\n /**\n * Searches for an animation clip by name, taking as its first parameter\n * either an array of clips, or a mesh or geometry that contains an\n * array named \"animations\" property.\n *\n * @static\n * @param {(Array|Object3D)} objectOrClipArray - The array or object to search through.\n * @param {string} name - The name to search for.\n * @return {?AnimationClip} The found animation clip. Returns `null` if no clip has been found.\n */\n static findByName(e, t) {\n let n = e;\n if (!Array.isArray(e)) {\n const s = e;\n n = s.geometry && s.geometry.animations || s.animations;\n }\n for (let s = 0; s < n.length; s++)\n if (n[s].name === t)\n return n[s];\n return null;\n }\n /**\n * Returns an array of new AnimationClips created from the morph target\n * sequences of a geometry, trying to sort morph target names into\n * animation-group-based patterns like \"Walk_001, Walk_002, Run_001, Run_002...\".\n *\n * See {@link MD2Loader#parse} as an example for how the method should be used.\n *\n * @static\n * @param {Array} morphTargets - A sequence of morph targets.\n * @param {number} fps - The Frames-Per-Second value.\n * @param {boolean} noLoop - Whether the clip should be no loop or not.\n * @return {Array} An array of new animation clips.\n */\n static CreateClipsFromMorphTargetSequences(e, t, n) {\n const s = {}, r = /^([\\w-]*?)([\\d]+)$/;\n for (let o = 0, l = e.length; o < l; o++) {\n const c = e[o], h = c.name.match(r);\n if (h && h.length > 1) {\n const u = h[1];\n let d = s[u];\n d || (s[u] = d = []), d.push(c);\n }\n }\n const a = [];\n for (const o in s)\n a.push(this.CreateFromMorphTargetSequence(o, s[o], t, n));\n return a;\n }\n /**\n * Parses the `animation.hierarchy` format and returns a new animation clip.\n *\n * @static\n * @deprecated since r175.\n * @param {Object} animation - A serialized animation clip as JSON.\n * @param {Array} bones - An array of bones.\n * @return {?AnimationClip} The new animation clip.\n */\n static parseAnimation(e, t) {\n if (Te(\"AnimationClip: parseAnimation() is deprecated and will be removed with r185\"), !e)\n return Xe(\"AnimationClip: No animation in JSONLoader data.\"), null;\n const n = function(u, d, p, g, x) {\n if (p.length !== 0) {\n const m = [], f = [];\n ch(p, m, f, g), m.length !== 0 && x.push(new u(d, m, f));\n }\n }, s = [], r = e.name || \"default\", a = e.fps || 30, o = e.blendMode;\n let l = e.length || -1;\n const c = e.hierarchy || [];\n for (let u = 0; u < c.length; u++) {\n const d = c[u].keys;\n if (!(!d || d.length === 0))\n if (d[0].morphTargets) {\n const p = {};\n let g;\n for (g = 0; g < d.length; g++)\n if (d[g].morphTargets)\n for (let x = 0; x < d[g].morphTargets.length; x++)\n p[d[g].morphTargets[x]] = -1;\n for (const x in p) {\n const m = [], f = [];\n for (let y = 0; y !== d[g].morphTargets.length; ++y) {\n const v = d[g];\n m.push(v.time), f.push(v.morphTarget === x ? 1 : 0);\n }\n s.push(new Yi(\".morphTargetInfluence[\" + x + \"]\", m, f));\n }\n l = p.length * a;\n } else {\n const p = \".bones[\" + t[u].name + \"]\";\n n(\n Zi,\n p + \".position\",\n d,\n \"pos\",\n s\n ), n(\n Ki,\n p + \".quaternion\",\n d,\n \"rot\",\n s\n ), n(\n Zi,\n p + \".scale\",\n d,\n \"scl\",\n s\n );\n }\n }\n return s.length === 0 ? null : new this(r, l, s, o);\n }\n /**\n * Sets the duration of this clip to the duration of its longest keyframe track.\n *\n * @return {AnimationClip} A reference to this animation clip.\n */\n resetDuration() {\n const e = this.tracks;\n let t = 0;\n for (let n = 0, s = e.length; n !== s; ++n) {\n const r = this.tracks[n];\n t = Math.max(t, r.times[r.times.length - 1]);\n }\n return this.duration = t, this;\n }\n /**\n * Trims all tracks to the clip's duration.\n *\n * @return {AnimationClip} A reference to this animation clip.\n */\n trim() {\n for (let e = 0; e < this.tracks.length; e++)\n this.tracks[e].trim(0, this.duration);\n return this;\n }\n /**\n * Performs minimal validation on each track in the clip. Returns `true` if all\n * tracks are valid.\n *\n * @return {boolean} Whether the clip's keyframes are valid or not.\n */\n validate() {\n let e = !0;\n for (let t = 0; t < this.tracks.length; t++)\n e = e && this.tracks[t].validate();\n return e;\n }\n /**\n * Optimizes each track by removing equivalent sequential keys (which are\n * common in morph target sequences).\n *\n * @return {AnimationClip} A reference to this animation clip.\n */\n optimize() {\n for (let e = 0; e < this.tracks.length; e++)\n this.tracks[e].optimize();\n return this;\n }\n /**\n * Returns a new animation clip with copied values from this instance.\n *\n * @return {AnimationClip} A clone of this instance.\n */\n clone() {\n const e = [];\n for (let n = 0; n < this.tracks.length; n++)\n e.push(this.tracks[n].clone());\n const t = new this.constructor(this.name, this.duration, e, this.blendMode);\n return t.userData = JSON.parse(JSON.stringify(this.userData)), t;\n }\n /**\n * Serializes this animation clip into JSON.\n *\n * @return {Object} The JSON object.\n */\n toJSON() {\n return this.constructor.toJSON(this);\n }\n}\nfunction Ed(i) {\n switch (i.toLowerCase()) {\n case \"scalar\":\n case \"double\":\n case \"float\":\n case \"number\":\n case \"integer\":\n return Yi;\n case \"vector\":\n case \"vector2\":\n case \"vector3\":\n case \"vector4\":\n return Zi;\n case \"color\":\n return hh;\n case \"quaternion\":\n return Ki;\n case \"bool\":\n case \"boolean\":\n return es;\n case \"string\":\n return ts;\n }\n throw new Error(\"THREE.KeyframeTrack: Unsupported typeName: \" + i);\n}\nfunction wd(i) {\n if (i.type === void 0)\n throw new Error(\"THREE.KeyframeTrack: track type undefined, can not parse\");\n const e = Ed(i.type);\n if (i.times === void 0) {\n const t = [], n = [];\n ch(i.keys, t, n, \"value\"), i.times = t, i.values = n;\n }\n return e.parse !== void 0 ? e.parse(i) : new e(i.name, i.times, i.values, i.interpolation);\n}\nconst kn = {\n /**\n * Whether caching is enabled or not.\n *\n * @static\n * @type {boolean}\n * @default false\n */\n enabled: !1,\n /**\n * A dictionary that holds cached files.\n *\n * @static\n * @type {Object}\n */\n files: {},\n /**\n * Adds a cache entry with a key to reference the file. If this key already\n * holds a file, it is overwritten.\n *\n * @static\n * @param {string} key - The key to reference the cached file.\n * @param {Object} file - The file to be cached.\n */\n add: function(i, e) {\n this.enabled !== !1 && (this.files[i] = e);\n },\n /**\n * Gets the cached value for the given key.\n *\n * @static\n * @param {string} key - The key to reference the cached file.\n * @return {Object|undefined} The cached file. If the key does not exist `undefined` is returned.\n */\n get: function(i) {\n if (this.enabled !== !1)\n return this.files[i];\n },\n /**\n * Removes the cached file associated with the given key.\n *\n * @static\n * @param {string} key - The key to reference the cached file.\n */\n remove: function(i) {\n delete this.files[i];\n },\n /**\n * Remove all values from the cache.\n *\n * @static\n */\n clear: function() {\n this.files = {};\n }\n};\nclass Ad {\n /**\n * Constructs a new loading manager.\n *\n * @param {Function} [onLoad] - Executes when all items have been loaded.\n * @param {Function} [onProgress] - Executes when single items have been loaded.\n * @param {Function} [onError] - Executes when an error occurs.\n */\n constructor(e, t, n) {\n const s = this;\n let r = !1, a = 0, o = 0, l;\n const c = [];\n this.onStart = void 0, this.onLoad = e, this.onProgress = t, this.onError = n, this._abortController = null, this.itemStart = function(h) {\n o++, r === !1 && s.onStart !== void 0 && s.onStart(h, a, o), r = !0;\n }, this.itemEnd = function(h) {\n a++, s.onProgress !== void 0 && s.onProgress(h, a, o), a === o && (r = !1, s.onLoad !== void 0 && s.onLoad());\n }, this.itemError = function(h) {\n s.onError !== void 0 && s.onError(h);\n }, this.resolveURL = function(h) {\n return l ? l(h) : h;\n }, this.setURLModifier = function(h) {\n return l = h, this;\n }, this.addHandler = function(h, u) {\n return c.push(h, u), this;\n }, this.removeHandler = function(h) {\n const u = c.indexOf(h);\n return u !== -1 && c.splice(u, 2), this;\n }, this.getHandler = function(h) {\n for (let u = 0, d = c.length; u < d; u += 2) {\n const p = c[u], g = c[u + 1];\n if (p.global && (p.lastIndex = 0), p.test(h))\n return g;\n }\n return null;\n }, this.abort = function() {\n return this.abortController.abort(), this._abortController = null, this;\n };\n }\n // TODO: Revert this back to a single member variable once this issue has been fixed\n // https://github.com/cloudflare/workerd/issues/3657\n /**\n * Used for aborting ongoing requests in loaders using this manager.\n *\n * @type {AbortController}\n */\n get abortController() {\n return this._abortController || (this._abortController = new AbortController()), this._abortController;\n }\n}\nconst Rd = /* @__PURE__ */ new Ad();\nclass ei {\n /**\n * Constructs a new loader.\n *\n * @param {LoadingManager} [manager] - The loading manager.\n */\n constructor(e) {\n this.manager = e !== void 0 ? e : Rd, this.crossOrigin = \"anonymous\", this.withCredentials = !1, this.path = \"\", this.resourcePath = \"\", this.requestHeader = {};\n }\n /**\n * This method needs to be implemented by all concrete loaders. It holds the\n * logic for loading assets from the backend.\n *\n * @abstract\n * @param {string} url - The path/URL of the file to be loaded.\n * @param {Function} onLoad - Executed when the loading process has been finished.\n * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.\n * @param {onErrorCallback} [onError] - Executed when errors occur.\n */\n load() {\n }\n /**\n * A async version of {@link Loader#load}.\n *\n * @param {string} url - The path/URL of the file to be loaded.\n * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.\n * @return {Promise} A Promise that resolves when the asset has been loaded.\n */\n loadAsync(e, t) {\n const n = this;\n return new Promise(function(s, r) {\n n.load(e, s, t, r);\n });\n }\n /**\n * This method needs to be implemented by all concrete loaders. It holds the\n * logic for parsing the asset into three.js entities.\n *\n * @abstract\n * @param {any} data - The data to parse.\n */\n parse() {\n }\n /**\n * Sets the `crossOrigin` String to implement CORS for loading the URL\n * from a different domain that allows CORS.\n *\n * @param {string} crossOrigin - The `crossOrigin` value.\n * @return {Loader} A reference to this instance.\n */\n setCrossOrigin(e) {\n return this.crossOrigin = e, this;\n }\n /**\n * Whether the XMLHttpRequest uses credentials such as cookies, authorization\n * headers or TLS client certificates, see [XMLHttpRequest.withCredentials](https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials).\n *\n * Note: This setting has no effect if you are loading files locally or from the same domain.\n *\n * @param {boolean} value - The `withCredentials` value.\n * @return {Loader} A reference to this instance.\n */\n setWithCredentials(e) {\n return this.withCredentials = e, this;\n }\n /**\n * Sets the base path for the asset.\n *\n * @param {string} path - The base path.\n * @return {Loader} A reference to this instance.\n */\n setPath(e) {\n return this.path = e, this;\n }\n /**\n * Sets the base path for dependent resources like textures.\n *\n * @param {string} resourcePath - The resource path.\n * @return {Loader} A reference to this instance.\n */\n setResourcePath(e) {\n return this.resourcePath = e, this;\n }\n /**\n * Sets the given request header.\n *\n * @param {Object} requestHeader - A [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)\n * for configuring the HTTP request.\n * @return {Loader} A reference to this instance.\n */\n setRequestHeader(e) {\n return this.requestHeader = e, this;\n }\n /**\n * This method can be implemented in loaders for aborting ongoing requests.\n *\n * @abstract\n * @return {Loader} A reference to this instance.\n */\n abort() {\n return this;\n }\n}\nei.DEFAULT_MATERIAL_NAME = \"__DEFAULT\";\nconst Nn = {};\nclass Cd extends Error {\n constructor(e, t) {\n super(e), this.response = t;\n }\n}\nclass Ho extends ei {\n /**\n * Constructs a new file loader.\n *\n * @param {LoadingManager} [manager] - The loading manager.\n */\n constructor(e) {\n super(e), this.mimeType = \"\", this.responseType = \"\", this._abortController = new AbortController();\n }\n /**\n * Starts loading from the given URL and pass the loaded response to the `onLoad()` callback.\n *\n * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.\n * @param {function(any)} onLoad - Executed when the loading process has been finished.\n * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.\n * @param {onErrorCallback} [onError] - Executed when errors occur.\n * @return {any|undefined} The cached resource if available.\n */\n load(e, t, n, s) {\n e === void 0 && (e = \"\"), this.path !== void 0 && (e = this.path + e), e = this.manager.resolveURL(e);\n const r = kn.get(`file:${e}`);\n if (r !== void 0)\n return this.manager.itemStart(e), setTimeout(() => {\n t && t(r), this.manager.itemEnd(e);\n }, 0), r;\n if (Nn[e] !== void 0) {\n Nn[e].push({\n onLoad: t,\n onProgress: n,\n onError: s\n });\n return;\n }\n Nn[e] = [], Nn[e].push({\n onLoad: t,\n onProgress: n,\n onError: s\n });\n const a = new Request(e, {\n headers: new Headers(this.requestHeader),\n credentials: this.withCredentials ? \"include\" : \"same-origin\",\n signal: typeof AbortSignal.any == \"function\" ? AbortSignal.any([this._abortController.signal, this.manager.abortController.signal]) : this._abortController.signal\n }), o = this.mimeType, l = this.responseType;\n fetch(a).then((c) => {\n if (c.status === 200 || c.status === 0) {\n if (c.status === 0 && Te(\"FileLoader: HTTP Status 0 received.\"), typeof ReadableStream > \"u\" || c.body === void 0 || c.body.getReader === void 0)\n return c;\n const h = Nn[e], u = c.body.getReader(), d = c.headers.get(\"X-File-Size\") || c.headers.get(\"Content-Length\"), p = d ? parseInt(d) : 0, g = p !== 0;\n let x = 0;\n const m = new ReadableStream({\n start(f) {\n y();\n function y() {\n u.read().then(({ done: v, value: T }) => {\n if (v)\n f.close();\n else {\n x += T.byteLength;\n const R = new ProgressEvent(\"progress\", { lengthComputable: g, loaded: x, total: p });\n for (let E = 0, P = h.length; E < P; E++) {\n const I = h[E];\n I.onProgress && I.onProgress(R);\n }\n f.enqueue(T), y();\n }\n }, (v) => {\n f.error(v);\n });\n }\n }\n });\n return new Response(m);\n } else\n throw new Cd(`fetch for \"${c.url}\" responded with ${c.status}: ${c.statusText}`, c);\n }).then((c) => {\n switch (l) {\n case \"arraybuffer\":\n return c.arrayBuffer();\n case \"blob\":\n return c.blob();\n case \"document\":\n return c.text().then((h) => new DOMParser().parseFromString(h, o));\n case \"json\":\n return c.json();\n default:\n if (o === \"\")\n return c.text();\n {\n const u = /charset=\"?([^;\"\\s]*)\"?/i.exec(o), d = u && u[1] ? u[1].toLowerCase() : void 0, p = new TextDecoder(d);\n return c.arrayBuffer().then((g) => p.decode(g));\n }\n }\n }).then((c) => {\n kn.add(`file:${e}`, c);\n const h = Nn[e];\n delete Nn[e];\n for (let u = 0, d = h.length; u < d; u++) {\n const p = h[u];\n p.onLoad && p.onLoad(c);\n }\n }).catch((c) => {\n const h = Nn[e];\n if (h === void 0)\n throw this.manager.itemError(e), c;\n delete Nn[e];\n for (let u = 0, d = h.length; u < d; u++) {\n const p = h[u];\n p.onError && p.onError(c);\n }\n this.manager.itemError(e);\n }).finally(() => {\n this.manager.itemEnd(e);\n }), this.manager.itemStart(e);\n }\n /**\n * Sets the expected response type.\n *\n * @param {('arraybuffer'|'blob'|'document'|'json'|'')} value - The response type.\n * @return {FileLoader} A reference to this file loader.\n */\n setResponseType(e) {\n return this.responseType = e, this;\n }\n /**\n * Sets the expected mime type of the loaded file.\n *\n * @param {string} value - The mime type.\n * @return {FileLoader} A reference to this file loader.\n */\n setMimeType(e) {\n return this.mimeType = e, this;\n }\n /**\n * Aborts ongoing fetch requests.\n *\n * @return {FileLoader} A reference to this instance.\n */\n abort() {\n return this._abortController.abort(), this._abortController = new AbortController(), this;\n }\n}\nconst Di = /* @__PURE__ */ new WeakMap();\nclass uh extends ei {\n /**\n * Constructs a new image loader.\n *\n * @param {LoadingManager} [manager] - The loading manager.\n */\n constructor(e) {\n super(e);\n }\n /**\n * Starts loading from the given URL and passes the loaded image\n * to the `onLoad()` callback. The method also returns a new `Image` object which can\n * directly be used for texture creation. If you do it this way, the texture\n * may pop up in your scene once the respective loading process is finished.\n *\n * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.\n * @param {function(Image)} onLoad - Executed when the loading process has been finished.\n * @param {onProgressCallback} onProgress - Unsupported in this loader.\n * @param {onErrorCallback} onError - Executed when errors occur.\n * @return {Image} The image.\n */\n load(e, t, n, s) {\n this.path !== void 0 && (e = this.path + e), e = this.manager.resolveURL(e);\n const r = this, a = kn.get(`image:${e}`);\n if (a !== void 0) {\n if (a.complete === !0)\n r.manager.itemStart(e), setTimeout(function() {\n t && t(a), r.manager.itemEnd(e);\n }, 0);\n else {\n let u = Di.get(a);\n u === void 0 && (u = [], Di.set(a, u)), u.push({ onLoad: t, onError: s });\n }\n return a;\n }\n const o = Es(\"img\");\n function l() {\n h(), t && t(this);\n const u = Di.get(this) || [];\n for (let d = 0; d < u.length; d++) {\n const p = u[d];\n p.onLoad && p.onLoad(this);\n }\n Di.delete(this), r.manager.itemEnd(e);\n }\n function c(u) {\n h(), s && s(u), kn.remove(`image:${e}`);\n const d = Di.get(this) || [];\n for (let p = 0; p < d.length; p++) {\n const g = d[p];\n g.onError && g.onError(u);\n }\n Di.delete(this), r.manager.itemError(e), r.manager.itemEnd(e);\n }\n function h() {\n o.removeEventListener(\"load\", l, !1), o.removeEventListener(\"error\", c, !1);\n }\n return o.addEventListener(\"load\", l, !1), o.addEventListener(\"error\", c, !1), e.slice(0, 5) !== \"data:\" && this.crossOrigin !== void 0 && (o.crossOrigin = this.crossOrigin), kn.add(`image:${e}`, o), r.manager.itemStart(e), o.src = e, o;\n }\n}\nclass dh extends ei {\n /**\n * Constructs a new cube texture loader.\n *\n * @param {LoadingManager} [manager] - The loading manager.\n */\n constructor(e) {\n super(e);\n }\n /**\n * Starts loading from the given URL and pass the fully loaded cube texture\n * to the `onLoad()` callback. The method also returns a new cube texture object which can\n * directly be used for material creation. If you do it this way, the cube texture\n * may pop up in your scene once the respective loading process is finished.\n *\n * @param {Array} urls - Array of 6 URLs to images, one for each side of the\n * cube texture. The urls should be specified in the following order: pos-x,\n * neg-x, pos-y, neg-y, pos-z, neg-z. An array of data URIs are allowed as well.\n * @param {function(CubeTexture)} onLoad - Executed when the loading process has been finished.\n * @param {onProgressCallback} onProgress - Unsupported in this loader.\n * @param {onErrorCallback} onError - Executed when errors occur.\n * @return {CubeTexture} The cube texture.\n */\n load(e, t, n, s) {\n const r = new No();\n r.colorSpace = Rt;\n const a = new uh(this.manager);\n a.setCrossOrigin(this.crossOrigin), a.setPath(this.path);\n let o = 0;\n function l(c) {\n a.load(e[c], function(h) {\n r.images[c] = h, o++, o === 6 && (r.needsUpdate = !0, t && t(r));\n }, void 0, s);\n }\n for (let c = 0; c < e.length; ++c)\n l(c);\n return r;\n }\n}\nclass Pd extends ei {\n /**\n * Constructs a new data texture loader.\n *\n * @param {LoadingManager} [manager] - The loading manager.\n */\n constructor(e) {\n super(e);\n }\n /**\n * Starts loading from the given URL and passes the loaded data texture\n * to the `onLoad()` callback. The method also returns a new texture object which can\n * directly be used for material creation. If you do it this way, the texture\n * may pop up in your scene once the respective loading process is finished.\n *\n * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.\n * @param {function(DataTexture)} onLoad - Executed when the loading process has been finished.\n * @param {onProgressCallback} onProgress - Executed while the loading is in progress.\n * @param {onErrorCallback} onError - Executed when errors occur.\n * @return {DataTexture} The data texture.\n */\n load(e, t, n, s) {\n const r = this, a = new Qi(), o = new Ho(this.manager);\n return o.setResponseType(\"arraybuffer\"), o.setRequestHeader(this.requestHeader), o.setPath(this.path), o.setWithCredentials(r.withCredentials), o.load(e, function(l) {\n let c;\n try {\n c = r.parse(l);\n } catch (h) {\n if (s !== void 0)\n s(h);\n else {\n h(h);\n return;\n }\n }\n c.image !== void 0 ? a.image = c.image : c.data !== void 0 && (a.image.width = c.width, a.image.height = c.height, a.image.data = c.data), a.wrapS = c.wrapS !== void 0 ? c.wrapS : en, a.wrapT = c.wrapT !== void 0 ? c.wrapT : en, a.magFilter = c.magFilter !== void 0 ? c.magFilter : bt, a.minFilter = c.minFilter !== void 0 ? c.minFilter : bt, a.anisotropy = c.anisotropy !== void 0 ? c.anisotropy : 1, c.colorSpace !== void 0 && (a.colorSpace = c.colorSpace), c.flipY !== void 0 && (a.flipY = c.flipY), c.format !== void 0 && (a.format = c.format), c.type !== void 0 && (a.type = c.type), c.mipmaps !== void 0 && (a.mipmaps = c.mipmaps, a.minFilter = yn), c.mipmapCount === 1 && (a.minFilter = bt), c.generateMipmaps !== void 0 && (a.generateMipmaps = c.generateMipmaps), a.needsUpdate = !0, t && t(a, c);\n }, n, s), a;\n }\n}\nclass fh extends ei {\n /**\n * Constructs a new texture loader.\n *\n * @param {LoadingManager} [manager] - The loading manager.\n */\n constructor(e) {\n super(e);\n }\n /**\n * Starts loading from the given URL and pass the fully loaded texture\n * to the `onLoad()` callback. The method also returns a new texture object which can\n * directly be used for material creation. If you do it this way, the texture\n * may pop up in your scene once the respective loading process is finished.\n *\n * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.\n * @param {function(Texture)} onLoad - Executed when the loading process has been finished.\n * @param {onProgressCallback} onProgress - Unsupported in this loader.\n * @param {onErrorCallback} onError - Executed when errors occur.\n * @return {Texture} The texture.\n */\n load(e, t, n, s) {\n const r = new Ct(), a = new uh(this.manager);\n return a.setCrossOrigin(this.crossOrigin), a.setPath(this.path), a.load(e, function(o) {\n r.image = o, r.needsUpdate = !0, t !== void 0 && t(r);\n }, n, s), r;\n }\n}\nclass Cs extends pt {\n /**\n * Constructs a new light.\n *\n * @param {(number|Color|string)} [color=0xffffff] - The light's color.\n * @param {number} [intensity=1] - The light's strength/intensity.\n */\n constructor(e, t = 1) {\n super(), this.isLight = !0, this.type = \"Light\", this.color = new Se(e), this.intensity = t;\n }\n /**\n * Frees the GPU-related resources allocated by this instance. Call this\n * method whenever this instance is no longer used in your app.\n */\n dispose() {\n }\n copy(e, t) {\n return super.copy(e, t), this.color.copy(e.color), this.intensity = e.intensity, this;\n }\n toJSON(e) {\n const t = super.toJSON(e);\n return t.object.color = this.color.getHex(), t.object.intensity = this.intensity, this.groundColor !== void 0 && (t.object.groundColor = this.groundColor.getHex()), this.distance !== void 0 && (t.object.distance = this.distance), this.angle !== void 0 && (t.object.angle = this.angle), this.decay !== void 0 && (t.object.decay = this.decay), this.penumbra !== void 0 && (t.object.penumbra = this.penumbra), this.shadow !== void 0 && (t.object.shadow = this.shadow.toJSON()), this.target !== void 0 && (t.object.target = this.target.uuid), t;\n }\n}\nconst la = /* @__PURE__ */ new Ne(), Gl = /* @__PURE__ */ new w(), Hl = /* @__PURE__ */ new w();\nclass Wo {\n /**\n * Constructs a new light shadow.\n *\n * @param {Camera} camera - The light's view of the world.\n */\n constructor(e) {\n this.camera = e, this.intensity = 1, this.bias = 0, this.normalBias = 0, this.radius = 1, this.blurSamples = 8, this.mapSize = new le(512, 512), this.mapType = mn, this.map = null, this.mapPass = null, this.matrix = new Ne(), this.autoUpdate = !0, this.needsUpdate = !1, this._frustum = new zo(), this._frameExtents = new le(1, 1), this._viewportCount = 1, this._viewports = [\n new Je(0, 0, 1, 1)\n ];\n }\n /**\n * Used internally by the renderer to get the number of viewports that need\n * to be rendered for this shadow.\n *\n * @return {number} The viewport count.\n */\n getViewportCount() {\n return this._viewportCount;\n }\n /**\n * Gets the shadow cameras frustum. Used internally by the renderer to cull objects.\n *\n * @return {Frustum} The shadow camera frustum.\n */\n getFrustum() {\n return this._frustum;\n }\n /**\n * Update the matrices for the camera and shadow, used internally by the renderer.\n *\n * @param {Light} light - The light for which the shadow is being rendered.\n */\n updateMatrices(e) {\n const t = this.camera, n = this.matrix;\n Gl.setFromMatrixPosition(e.matrixWorld), t.position.copy(Gl), Hl.setFromMatrixPosition(e.target.matrixWorld), t.lookAt(Hl), t.updateMatrixWorld(), la.multiplyMatrices(t.projectionMatrix, t.matrixWorldInverse), this._frustum.setFromProjectionMatrix(la, t.coordinateSystem, t.reversedDepth), t.reversedDepth ? n.set(\n 0.5,\n 0,\n 0,\n 0.5,\n 0,\n 0.5,\n 0,\n 0.5,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 1\n ) : n.set(\n 0.5,\n 0,\n 0,\n 0.5,\n 0,\n 0.5,\n 0,\n 0.5,\n 0,\n 0,\n 0.5,\n 0.5,\n 0,\n 0,\n 0,\n 1\n ), n.multiply(la);\n }\n /**\n * Returns a viewport definition for the given viewport index.\n *\n * @param {number} viewportIndex - The viewport index.\n * @return {Vector4} The viewport.\n */\n getViewport(e) {\n return this._viewports[e];\n }\n /**\n * Returns the frame extends.\n *\n * @return {Vector2} The frame extends.\n */\n getFrameExtents() {\n return this._frameExtents;\n }\n /**\n * Frees the GPU-related resources allocated by this instance. Call this\n * method whenever this instance is no longer used in your app.\n */\n dispose() {\n this.map && this.map.dispose(), this.mapPass && this.mapPass.dispose();\n }\n /**\n * Copies the values of the given light shadow instance to this instance.\n *\n * @param {LightShadow} source - The light shadow to copy.\n * @return {LightShadow} A reference to this light shadow instance.\n */\n copy(e) {\n return this.camera = e.camera.clone(), this.intensity = e.intensity, this.bias = e.bias, this.radius = e.radius, this.autoUpdate = e.autoUpdate, this.needsUpdate = e.needsUpdate, this.normalBias = e.normalBias, this.blurSamples = e.blurSamples, this.mapSize.copy(e.mapSize), this;\n }\n /**\n * Returns a new light shadow instance with copied values from this instance.\n *\n * @return {LightShadow} A clone of this instance.\n */\n clone() {\n return new this.constructor().copy(this);\n }\n /**\n * Serializes the light shadow into JSON.\n *\n * @return {Object} A JSON object representing the serialized light shadow.\n * @see {@link ObjectLoader#parse}\n */\n toJSON() {\n const e = {};\n return this.intensity !== 1 && (e.intensity = this.intensity), this.bias !== 0 && (e.bias = this.bias), this.normalBias !== 0 && (e.normalBias = this.normalBias), this.radius !== 1 && (e.radius = this.radius), (this.mapSize.x !== 512 || this.mapSize.y !== 512) && (e.mapSize = this.mapSize.toArray()), e.camera = this.camera.toJSON(!1).object, delete e.camera.matrix, e;\n }\n}\nclass Dd extends Wo {\n /**\n * Constructs a new spot light shadow.\n */\n constructor() {\n super(new Tt(50, 1, 0.5, 500)), this.isSpotLightShadow = !0, this.focus = 1, this.aspect = 1;\n }\n updateMatrices(e) {\n const t = this.camera, n = ji * 2 * e.angle * this.focus, s = this.mapSize.width / this.mapSize.height * this.aspect, r = e.distance || t.far;\n (n !== t.fov || s !== t.aspect || r !== t.far) && (t.fov = n, t.aspect = s, t.far = r, t.updateProjectionMatrix()), super.updateMatrices(e);\n }\n copy(e) {\n return super.copy(e), this.focus = e.focus, this;\n }\n}\nclass Ld extends Cs {\n /**\n * Constructs a new spot light.\n *\n * @param {(number|Color|string)} [color=0xffffff] - The light's color.\n * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).\n * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.\n * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.\n * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.\n * @param {number} [decay=2] - The amount the light dims along the distance of the light.\n */\n constructor(e, t, n = 0, s = Math.PI / 3, r = 0, a = 2) {\n super(e, t), this.isSpotLight = !0, this.type = \"SpotLight\", this.position.copy(pt.DEFAULT_UP), this.updateMatrix(), this.target = new pt(), this.distance = n, this.angle = s, this.penumbra = r, this.decay = a, this.map = null, this.shadow = new Dd();\n }\n /**\n * The light's power. Power is the luminous power of the light measured in lumens (lm).\n * Changing the power will also change the light's intensity.\n *\n * @type {number}\n */\n get power() {\n return this.intensity * Math.PI;\n }\n set power(e) {\n this.intensity = e / Math.PI;\n }\n dispose() {\n this.shadow.dispose();\n }\n copy(e, t) {\n return super.copy(e, t), this.distance = e.distance, this.angle = e.angle, this.penumbra = e.penumbra, this.decay = e.decay, this.target = e.target.clone(), this.shadow = e.shadow.clone(), this;\n }\n}\nconst Wl = /* @__PURE__ */ new Ne(), us = /* @__PURE__ */ new w(), ca = /* @__PURE__ */ new w();\nclass Id extends Wo {\n /**\n * Constructs a new point light shadow.\n */\n constructor() {\n super(new Tt(90, 1, 0.5, 500)), this.isPointLightShadow = !0, this._frameExtents = new le(4, 2), this._viewportCount = 6, this._viewports = [\n // These viewports map a cube-map onto a 2D texture with the\n // following orientation:\n //\n // xzXZ\n // y Y\n //\n // X - Positive x direction\n // x - Negative x direction\n // Y - Positive y direction\n // y - Negative y direction\n // Z - Positive z direction\n // z - Negative z direction\n // positive X\n new Je(2, 1, 1, 1),\n // negative X\n new Je(0, 1, 1, 1),\n // positive Z\n new Je(3, 1, 1, 1),\n // negative Z\n new Je(1, 1, 1, 1),\n // positive Y\n new Je(3, 0, 1, 1),\n // negative Y\n new Je(1, 0, 1, 1)\n ], this._cubeDirections = [\n new w(1, 0, 0),\n new w(-1, 0, 0),\n new w(0, 0, 1),\n new w(0, 0, -1),\n new w(0, 1, 0),\n new w(0, -1, 0)\n ], this._cubeUps = [\n new w(0, 1, 0),\n new w(0, 1, 0),\n new w(0, 1, 0),\n new w(0, 1, 0),\n new w(0, 0, 1),\n new w(0, 0, -1)\n ];\n }\n /**\n * Update the matrices for the camera and shadow, used internally by the renderer.\n *\n * @param {Light} light - The light for which the shadow is being rendered.\n * @param {number} [viewportIndex=0] - The viewport index.\n */\n updateMatrices(e, t = 0) {\n const n = this.camera, s = this.matrix, r = e.distance || n.far;\n r !== n.far && (n.far = r, n.updateProjectionMatrix()), us.setFromMatrixPosition(e.matrixWorld), n.position.copy(us), ca.copy(n.position), ca.add(this._cubeDirections[t]), n.up.copy(this._cubeUps[t]), n.lookAt(ca), n.updateMatrixWorld(), s.makeTranslation(-us.x, -us.y, -us.z), Wl.multiplyMatrices(n.projectionMatrix, n.matrixWorldInverse), this._frustum.setFromProjectionMatrix(Wl, n.coordinateSystem, n.reversedDepth);\n }\n}\nclass Ud extends Cs {\n /**\n * Constructs a new point light.\n *\n * @param {(number|Color|string)} [color=0xffffff] - The light's color.\n * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).\n * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.\n * @param {number} [decay=2] - The amount the light dims along the distance of the light.\n */\n constructor(e, t, n = 0, s = 2) {\n super(e, t), this.isPointLight = !0, this.type = \"PointLight\", this.distance = n, this.decay = s, this.shadow = new Id();\n }\n /**\n * The light's power. Power is the luminous power of the light measured in lumens (lm).\n * Changing the power will also change the light's intensity.\n *\n * @type {number}\n */\n get power() {\n return this.intensity * 4 * Math.PI;\n }\n set power(e) {\n this.intensity = e / (4 * Math.PI);\n }\n dispose() {\n this.shadow.dispose();\n }\n copy(e, t) {\n return super.copy(e, t), this.distance = e.distance, this.decay = e.decay, this.shadow = e.shadow.clone(), this;\n }\n}\nclass pi extends ih {\n /**\n * Constructs a new orthographic camera.\n *\n * @param {number} [left=-1] - The left plane of the camera's frustum.\n * @param {number} [right=1] - The right plane of the camera's frustum.\n * @param {number} [top=1] - The top plane of the camera's frustum.\n * @param {number} [bottom=-1] - The bottom plane of the camera's frustum.\n * @param {number} [near=0.1] - The camera's near plane.\n * @param {number} [far=2000] - The camera's far plane.\n */\n constructor(e = -1, t = 1, n = 1, s = -1, r = 0.1, a = 2e3) {\n super(), this.isOrthographicCamera = !0, this.type = \"OrthographicCamera\", this.zoom = 1, this.view = null, this.left = e, this.right = t, this.top = n, this.bottom = s, this.near = r, this.far = a, this.updateProjectionMatrix();\n }\n copy(e, t) {\n return super.copy(e, t), this.left = e.left, this.right = e.right, this.top = e.top, this.bottom = e.bottom, this.near = e.near, this.far = e.far, this.zoom = e.zoom, this.view = e.view === null ? null : Object.assign({}, e.view), this;\n }\n /**\n * Sets an offset in a larger frustum. This is useful for multi-window or\n * multi-monitor/multi-machine setups.\n *\n * @param {number} fullWidth - The full width of multiview setup.\n * @param {number} fullHeight - The full height of multiview setup.\n * @param {number} x - The horizontal offset of the subcamera.\n * @param {number} y - The vertical offset of the subcamera.\n * @param {number} width - The width of subcamera.\n * @param {number} height - The height of subcamera.\n * @see {@link PerspectiveCamera#setViewOffset}\n */\n setViewOffset(e, t, n, s, r, a) {\n this.view === null && (this.view = {\n enabled: !0,\n fullWidth: 1,\n fullHeight: 1,\n offsetX: 0,\n offsetY: 0,\n width: 1,\n height: 1\n }), this.view.enabled = !0, this.view.fullWidth = e, this.view.fullHeight = t, this.view.offsetX = n, this.view.offsetY = s, this.view.width = r, this.view.height = a, this.updateProjectionMatrix();\n }\n /**\n * Removes the view offset from the projection matrix.\n */\n clearViewOffset() {\n this.view !== null && (this.view.enabled = !1), this.updateProjectionMatrix();\n }\n /**\n * Updates the camera's projection matrix. Must be called after any change of\n * camera properties.\n */\n updateProjectionMatrix() {\n const e = (this.right - this.left) / (2 * this.zoom), t = (this.top - this.bottom) / (2 * this.zoom), n = (this.right + this.left) / 2, s = (this.top + this.bottom) / 2;\n let r = n - e, a = n + e, o = s + t, l = s - t;\n if (this.view !== null && this.view.enabled) {\n const c = (this.right - this.left) / this.view.fullWidth / this.zoom, h = (this.top - this.bottom) / this.view.fullHeight / this.zoom;\n r += c * this.view.offsetX, a = r + c * this.view.width, o -= h * this.view.offsetY, l = o - h * this.view.height;\n }\n this.projectionMatrix.makeOrthographic(r, a, o, l, this.near, this.far, this.coordinateSystem, this.reversedDepth), this.projectionMatrixInverse.copy(this.projectionMatrix).invert();\n }\n toJSON(e) {\n const t = super.toJSON(e);\n return t.object.zoom = this.zoom, t.object.left = this.left, t.object.right = this.right, t.object.top = this.top, t.object.bottom = this.bottom, t.object.near = this.near, t.object.far = this.far, this.view !== null && (t.object.view = Object.assign({}, this.view)), t;\n }\n}\nclass Nd extends Wo {\n /**\n * Constructs a new directional light shadow.\n */\n constructor() {\n super(new pi(-5, 5, 5, -5, 0.5, 500)), this.isDirectionalLightShadow = !0;\n }\n}\nclass ph extends Cs {\n /**\n * Constructs a new directional light.\n *\n * @param {(number|Color|string)} [color=0xffffff] - The light's color.\n * @param {number} [intensity=1] - The light's strength/intensity.\n */\n constructor(e, t) {\n super(e, t), this.isDirectionalLight = !0, this.type = \"DirectionalLight\", this.position.copy(pt.DEFAULT_UP), this.updateMatrix(), this.target = new pt(), this.shadow = new Nd();\n }\n dispose() {\n this.shadow.dispose();\n }\n copy(e) {\n return super.copy(e), this.target = e.target.clone(), this.shadow = e.shadow.clone(), this;\n }\n}\nclass mh extends Cs {\n /**\n * Constructs a new ambient light.\n *\n * @param {(number|Color|string)} [color=0xffffff] - The light's color.\n * @param {number} [intensity=1] - The light's strength/intensity.\n */\n constructor(e, t) {\n super(e, t), this.isAmbientLight = !0, this.type = \"AmbientLight\";\n }\n}\nclass Ms {\n /**\n * Extracts the base URL from the given URL.\n *\n * @param {string} url -The URL to extract the base URL from.\n * @return {string} The extracted base URL.\n */\n static extractUrlBase(e) {\n const t = e.lastIndexOf(\"/\");\n return t === -1 ? \"./\" : e.slice(0, t + 1);\n }\n /**\n * Resolves relative URLs against the given path. Absolute paths, data urls,\n * and blob URLs will be returned as is. Invalid URLs will return an empty\n * string.\n *\n * @param {string} url -The URL to resolve.\n * @param {string} path - The base path for relative URLs to be resolved against.\n * @return {string} The resolved URL.\n */\n static resolveURL(e, t) {\n return typeof e != \"string\" || e === \"\" ? \"\" : (/^https?:\\/\\//i.test(t) && /^\\//.test(e) && (t = t.replace(/(^https?:\\/\\/[^\\/]+).*/i, \"$1\")), /^(https?:)?\\/\\//i.test(e) || /^data:.*,.*$/i.test(e) || /^blob:.*$/i.test(e) ? e : t + e);\n }\n}\nconst ha = /* @__PURE__ */ new WeakMap();\nclass Fd extends ei {\n /**\n * Constructs a new image bitmap loader.\n *\n * @param {LoadingManager} [manager] - The loading manager.\n */\n constructor(e) {\n super(e), this.isImageBitmapLoader = !0, typeof createImageBitmap > \"u\" && Te(\"ImageBitmapLoader: createImageBitmap() not supported.\"), typeof fetch > \"u\" && Te(\"ImageBitmapLoader: fetch() not supported.\"), this.options = { premultiplyAlpha: \"none\" }, this._abortController = new AbortController();\n }\n /**\n * Sets the given loader options. The structure of the object must match the `options` parameter of\n * [createImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/Window/createImageBitmap).\n *\n * @param {Object} options - The loader options to set.\n * @return {ImageBitmapLoader} A reference to this image bitmap loader.\n */\n setOptions(e) {\n return this.options = e, this;\n }\n /**\n * Starts loading from the given URL and pass the loaded image bitmap to the `onLoad()` callback.\n *\n * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.\n * @param {function(ImageBitmap)} onLoad - Executed when the loading process has been finished.\n * @param {onProgressCallback} onProgress - Unsupported in this loader.\n * @param {onErrorCallback} onError - Executed when errors occur.\n * @return {ImageBitmap|undefined} The image bitmap.\n */\n load(e, t, n, s) {\n e === void 0 && (e = \"\"), this.path !== void 0 && (e = this.path + e), e = this.manager.resolveURL(e);\n const r = this, a = kn.get(`image-bitmap:${e}`);\n if (a !== void 0) {\n if (r.manager.itemStart(e), a.then) {\n a.then((c) => {\n if (ha.has(a) === !0)\n s && s(ha.get(a)), r.manager.itemError(e), r.manager.itemEnd(e);\n else\n return t && t(c), r.manager.itemEnd(e), c;\n });\n return;\n }\n return setTimeout(function() {\n t && t(a), r.manager.itemEnd(e);\n }, 0), a;\n }\n const o = {};\n o.credentials = this.crossOrigin === \"anonymous\" ? \"same-origin\" : \"include\", o.headers = this.requestHeader, o.signal = typeof AbortSignal.any == \"function\" ? AbortSignal.any([this._abortController.signal, this.manager.abortController.signal]) : this._abortController.signal;\n const l = fetch(e, o).then(function(c) {\n return c.blob();\n }).then(function(c) {\n return createImageBitmap(c, Object.assign(r.options, { colorSpaceConversion: \"none\" }));\n }).then(function(c) {\n return kn.add(`image-bitmap:${e}`, c), t && t(c), r.manager.itemEnd(e), c;\n }).catch(function(c) {\n s && s(c), ha.set(l, c), kn.remove(`image-bitmap:${e}`), r.manager.itemError(e), r.manager.itemEnd(e);\n });\n kn.add(`image-bitmap:${e}`, l), r.manager.itemStart(e);\n }\n /**\n * Aborts ongoing fetch requests.\n *\n * @return {ImageBitmapLoader} A reference to this instance.\n */\n abort() {\n return this._abortController.abort(), this._abortController = new AbortController(), this;\n }\n}\nclass Od extends Tt {\n /**\n * Constructs a new array camera.\n *\n * @param {Array} [array=[]] - An array of perspective sub cameras.\n */\n constructor(e = []) {\n super(), this.isArrayCamera = !0, this.isMultiViewCamera = !1, this.cameras = e;\n }\n}\nclass Bd {\n /**\n * Constructs a new clock.\n *\n * @param {boolean} [autoStart=true] - Whether to automatically start the clock when\n * `getDelta()` is called for the first time.\n */\n constructor(e = !0) {\n this.autoStart = e, this.startTime = 0, this.oldTime = 0, this.elapsedTime = 0, this.running = !1;\n }\n /**\n * Starts the clock. When `autoStart` is set to `true`, the method is automatically\n * called by the class.\n */\n start() {\n this.startTime = performance.now(), this.oldTime = this.startTime, this.elapsedTime = 0, this.running = !0;\n }\n /**\n * Stops the clock.\n */\n stop() {\n this.getElapsedTime(), this.running = !1, this.autoStart = !1;\n }\n /**\n * Returns the elapsed time in seconds.\n *\n * @return {number} The elapsed time.\n */\n getElapsedTime() {\n return this.getDelta(), this.elapsedTime;\n }\n /**\n * Returns the delta time in seconds.\n *\n * @return {number} The delta time.\n */\n getDelta() {\n let e = 0;\n if (this.autoStart && !this.running)\n return this.start(), 0;\n if (this.running) {\n const t = performance.now();\n e = (t - this.oldTime) / 1e3, this.oldTime = t, this.elapsedTime += e;\n }\n return e;\n }\n}\nconst Xo = \"\\\\[\\\\]\\\\.:\\\\/\", zd = new RegExp(\"[\" + Xo + \"]\", \"g\"), jo = \"[^\" + Xo + \"]\", kd = \"[^\" + Xo.replace(\"\\\\.\", \"\") + \"]\", Vd = /* @__PURE__ */ /((?:WC+[\\/:])*)/.source.replace(\"WC\", jo), Gd = /* @__PURE__ */ /(WCOD+)?/.source.replace(\"WCOD\", kd), Hd = /* @__PURE__ */ /(?:\\.(WC+)(?:\\[(.+)\\])?)?/.source.replace(\"WC\", jo), Wd = /* @__PURE__ */ /\\.(WC+)(?:\\[(.+)\\])?/.source.replace(\"WC\", jo), Xd = new RegExp(\n \"^\" + Vd + Gd + Hd + Wd + \"$\"\n), jd = [\"material\", \"materials\", \"bones\", \"map\"];\nclass qd {\n constructor(e, t, n) {\n const s = n || nt.parseTrackName(t);\n this._targetGroup = e, this._bindings = e.subscribe_(t, s);\n }\n getValue(e, t) {\n this.bind();\n const n = this._targetGroup.nCachedObjects_, s = this._bindings[n];\n s !== void 0 && s.getValue(e, t);\n }\n setValue(e, t) {\n const n = this._bindings;\n for (let s = this._targetGroup.nCachedObjects_, r = n.length; s !== r; ++s)\n n[s].setValue(e, t);\n }\n bind() {\n const e = this._bindings;\n for (let t = this._targetGroup.nCachedObjects_, n = e.length; t !== n; ++t)\n e[t].bind();\n }\n unbind() {\n const e = this._bindings;\n for (let t = this._targetGroup.nCachedObjects_, n = e.length; t !== n; ++t)\n e[t].unbind();\n }\n}\nclass nt {\n /**\n * Constructs a new property binding.\n *\n * @param {Object} rootNode - The root node.\n * @param {string} path - The path.\n * @param {?Object} [parsedPath] - The parsed path.\n */\n constructor(e, t, n) {\n this.path = t, this.parsedPath = n || nt.parseTrackName(t), this.node = nt.findNode(e, this.parsedPath.nodeName), this.rootNode = e, this.getValue = this._getValue_unbound, this.setValue = this._setValue_unbound;\n }\n /**\n * Factory method for creating a property binding from the given parameters.\n *\n * @static\n * @param {Object} root - The root node.\n * @param {string} path - The path.\n * @param {?Object} [parsedPath] - The parsed path.\n * @return {PropertyBinding|Composite} The created property binding or composite.\n */\n static create(e, t, n) {\n return e && e.isAnimationObjectGroup ? new nt.Composite(e, t, n) : new nt(e, t, n);\n }\n /**\n * Replaces spaces with underscores and removes unsupported characters from\n * node names, to ensure compatibility with parseTrackName().\n *\n * @param {string} name - Node name to be sanitized.\n * @return {string} The sanitized node name.\n */\n static sanitizeNodeName(e) {\n return e.replace(/\\s/g, \"_\").replace(zd, \"\");\n }\n /**\n * Parses the given track name (an object path to an animated property) and\n * returns an object with information about the path. Matches strings in the following forms:\n *\n * - nodeName.property\n * - nodeName.property[accessor]\n * - nodeName.material.property[accessor]\n * - uuid.property[accessor]\n * - uuid.objectName[objectIndex].propertyName[propertyIndex]\n * - parentName/nodeName.property\n * - parentName/parentName/nodeName.property[index]\n * - .bone[Armature.DEF_cog].position\n * - scene:helium_balloon_model:helium_balloon_model.position\n *\n * @static\n * @param {string} trackName - The track name to parse.\n * @return {Object} The parsed track name as an object.\n */\n static parseTrackName(e) {\n const t = Xd.exec(e);\n if (t === null)\n throw new Error(\"PropertyBinding: Cannot parse trackName: \" + e);\n const n = {\n // directoryName: matches[ 1 ], // (tschw) currently unused\n nodeName: t[2],\n objectName: t[3],\n objectIndex: t[4],\n propertyName: t[5],\n // required\n propertyIndex: t[6]\n }, s = n.nodeName && n.nodeName.lastIndexOf(\".\");\n if (s !== void 0 && s !== -1) {\n const r = n.nodeName.substring(s + 1);\n jd.indexOf(r) !== -1 && (n.nodeName = n.nodeName.substring(0, s), n.objectName = r);\n }\n if (n.propertyName === null || n.propertyName.length === 0)\n throw new Error(\"PropertyBinding: can not parse propertyName from trackName: \" + e);\n return n;\n }\n /**\n * Searches for a node in the hierarchy of the given root object by the given\n * node name.\n *\n * @static\n * @param {Object} root - The root object.\n * @param {string|number} nodeName - The name of the node.\n * @return {?Object} The found node. Returns `null` if no object was found.\n */\n static findNode(e, t) {\n if (t === void 0 || t === \"\" || t === \".\" || t === -1 || t === e.name || t === e.uuid)\n return e;\n if (e.skeleton) {\n const n = e.skeleton.getBoneByName(t);\n if (n !== void 0)\n return n;\n }\n if (e.children) {\n const n = function(r) {\n for (let a = 0; a < r.length; a++) {\n const o = r[a];\n if (o.name === t || o.uuid === t)\n return o;\n const l = n(o.children);\n if (l) return l;\n }\n return null;\n }, s = n(e.children);\n if (s)\n return s;\n }\n return null;\n }\n // these are used to \"bind\" a nonexistent property\n _getValue_unavailable() {\n }\n _setValue_unavailable() {\n }\n // Getters\n _getValue_direct(e, t) {\n e[t] = this.targetObject[this.propertyName];\n }\n _getValue_array(e, t) {\n const n = this.resolvedProperty;\n for (let s = 0, r = n.length; s !== r; ++s)\n e[t++] = n[s];\n }\n _getValue_arrayElement(e, t) {\n e[t] = this.resolvedProperty[this.propertyIndex];\n }\n _getValue_toArray(e, t) {\n this.resolvedProperty.toArray(e, t);\n }\n // Direct\n _setValue_direct(e, t) {\n this.targetObject[this.propertyName] = e[t];\n }\n _setValue_direct_setNeedsUpdate(e, t) {\n this.targetObject[this.propertyName] = e[t], this.targetObject.needsUpdate = !0;\n }\n _setValue_direct_setMatrixWorldNeedsUpdate(e, t) {\n this.targetObject[this.propertyName] = e[t], this.targetObject.matrixWorldNeedsUpdate = !0;\n }\n // EntireArray\n _setValue_array(e, t) {\n const n = this.resolvedProperty;\n for (let s = 0, r = n.length; s !== r; ++s)\n n[s] = e[t++];\n }\n _setValue_array_setNeedsUpdate(e, t) {\n const n = this.resolvedProperty;\n for (let s = 0, r = n.length; s !== r; ++s)\n n[s] = e[t++];\n this.targetObject.needsUpdate = !0;\n }\n _setValue_array_setMatrixWorldNeedsUpdate(e, t) {\n const n = this.resolvedProperty;\n for (let s = 0, r = n.length; s !== r; ++s)\n n[s] = e[t++];\n this.targetObject.matrixWorldNeedsUpdate = !0;\n }\n // ArrayElement\n _setValue_arrayElement(e, t) {\n this.resolvedProperty[this.propertyIndex] = e[t];\n }\n _setValue_arrayElement_setNeedsUpdate(e, t) {\n this.resolvedProperty[this.propertyIndex] = e[t], this.targetObject.needsUpdate = !0;\n }\n _setValue_arrayElement_setMatrixWorldNeedsUpdate(e, t) {\n this.resolvedProperty[this.propertyIndex] = e[t], this.targetObject.matrixWorldNeedsUpdate = !0;\n }\n // HasToFromArray\n _setValue_fromArray(e, t) {\n this.resolvedProperty.fromArray(e, t);\n }\n _setValue_fromArray_setNeedsUpdate(e, t) {\n this.resolvedProperty.fromArray(e, t), this.targetObject.needsUpdate = !0;\n }\n _setValue_fromArray_setMatrixWorldNeedsUpdate(e, t) {\n this.resolvedProperty.fromArray(e, t), this.targetObject.matrixWorldNeedsUpdate = !0;\n }\n _getValue_unbound(e, t) {\n this.bind(), this.getValue(e, t);\n }\n _setValue_unbound(e, t) {\n this.bind(), this.setValue(e, t);\n }\n /**\n * Creates a getter / setter pair for the property tracked by this binding.\n */\n bind() {\n let e = this.node;\n const t = this.parsedPath, n = t.objectName, s = t.propertyName;\n let r = t.propertyIndex;\n if (e || (e = nt.findNode(this.rootNode, t.nodeName), this.node = e), this.getValue = this._getValue_unavailable, this.setValue = this._setValue_unavailable, !e) {\n Te(\"PropertyBinding: No target node found for track: \" + this.path + \".\");\n return;\n }\n if (n) {\n let c = t.objectIndex;\n switch (n) {\n case \"materials\":\n if (!e.material) {\n Xe(\"PropertyBinding: Can not bind to material as node does not have a material.\", this);\n return;\n }\n if (!e.material.materials) {\n Xe(\"PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.\", this);\n return;\n }\n e = e.material.materials;\n break;\n case \"bones\":\n if (!e.skeleton) {\n Xe(\"PropertyBinding: Can not bind to bones as node does not have a skeleton.\", this);\n return;\n }\n e = e.skeleton.bones;\n for (let h = 0; h < e.length; h++)\n if (e[h].name === c) {\n c = h;\n break;\n }\n break;\n case \"map\":\n if (\"map\" in e) {\n e = e.map;\n break;\n }\n if (!e.material) {\n Xe(\"PropertyBinding: Can not bind to material as node does not have a material.\", this);\n return;\n }\n if (!e.material.map) {\n Xe(\"PropertyBinding: Can not bind to material.map as node.material does not have a map.\", this);\n return;\n }\n e = e.material.map;\n break;\n default:\n if (e[n] === void 0) {\n Xe(\"PropertyBinding: Can not bind to objectName of node undefined.\", this);\n return;\n }\n e = e[n];\n }\n if (c !== void 0) {\n if (e[c] === void 0) {\n Xe(\"PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.\", this, e);\n return;\n }\n e = e[c];\n }\n }\n const a = e[s];\n if (a === void 0) {\n const c = t.nodeName;\n Xe(\"PropertyBinding: Trying to update property for track: \" + c + \".\" + s + \" but it wasn't found.\", e);\n return;\n }\n let o = this.Versioning.None;\n this.targetObject = e, e.isMaterial === !0 ? o = this.Versioning.NeedsUpdate : e.isObject3D === !0 && (o = this.Versioning.MatrixWorldNeedsUpdate);\n let l = this.BindingType.Direct;\n if (r !== void 0) {\n if (s === \"morphTargetInfluences\") {\n if (!e.geometry) {\n Xe(\"PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.\", this);\n return;\n }\n if (!e.geometry.morphAttributes) {\n Xe(\"PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.\", this);\n return;\n }\n e.morphTargetDictionary[r] !== void 0 && (r = e.morphTargetDictionary[r]);\n }\n l = this.BindingType.ArrayElement, this.resolvedProperty = a, this.propertyIndex = r;\n } else a.fromArray !== void 0 && a.toArray !== void 0 ? (l = this.BindingType.HasFromToArray, this.resolvedProperty = a) : Array.isArray(a) ? (l = this.BindingType.EntireArray, this.resolvedProperty = a) : this.propertyName = s;\n this.getValue = this.GetterByBindingType[l], this.setValue = this.SetterByBindingTypeAndVersioning[l][o];\n }\n /**\n * Unbinds the property.\n */\n unbind() {\n this.node = null, this.getValue = this._getValue_unbound, this.setValue = this._setValue_unbound;\n }\n}\nnt.Composite = qd;\nnt.prototype.BindingType = {\n Direct: 0,\n EntireArray: 1,\n ArrayElement: 2,\n HasFromToArray: 3\n};\nnt.prototype.Versioning = {\n None: 0,\n NeedsUpdate: 1,\n MatrixWorldNeedsUpdate: 2\n};\nnt.prototype.GetterByBindingType = [\n nt.prototype._getValue_direct,\n nt.prototype._getValue_array,\n nt.prototype._getValue_arrayElement,\n nt.prototype._getValue_toArray\n];\nnt.prototype.SetterByBindingTypeAndVersioning = [\n [\n // Direct\n nt.prototype._setValue_direct,\n nt.prototype._setValue_direct_setNeedsUpdate,\n nt.prototype._setValue_direct_setMatrixWorldNeedsUpdate\n ],\n [\n // EntireArray\n nt.prototype._setValue_array,\n nt.prototype._setValue_array_setNeedsUpdate,\n nt.prototype._setValue_array_setMatrixWorldNeedsUpdate\n ],\n [\n // ArrayElement\n nt.prototype._setValue_arrayElement,\n nt.prototype._setValue_arrayElement_setNeedsUpdate,\n nt.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate\n ],\n [\n // HasToFromArray\n nt.prototype._setValue_fromArray,\n nt.prototype._setValue_fromArray_setNeedsUpdate,\n nt.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate\n ]\n];\nconst Xl = /* @__PURE__ */ new Ne();\nclass jl {\n /**\n * Constructs a new raycaster.\n *\n * @param {Vector3} origin - The origin vector where the ray casts from.\n * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.\n * @param {number} [near=0] - All results returned are further away than near. Near can't be negative.\n * @param {number} [far=Infinity] - All results returned are closer than far. Far can't be lower than near.\n */\n constructor(e, t, n = 0, s = 1 / 0) {\n this.ray = new Ji(e, t), this.near = n, this.far = s, this.camera = null, this.layers = new Uo(), this.params = {\n Mesh: {},\n Line: { threshold: 1 },\n LOD: {},\n Points: { threshold: 1 },\n Sprite: {}\n };\n }\n /**\n * Updates the ray with a new origin and direction by copying the values from the arguments.\n *\n * @param {Vector3} origin - The origin vector where the ray casts from.\n * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.\n */\n set(e, t) {\n this.ray.set(e, t);\n }\n /**\n * Uses the given coordinates and camera to compute a new origin and direction for the internal ray.\n *\n * @param {Vector2} coords - 2D coordinates of the mouse, in normalized device coordinates (NDC).\n * X and Y components should be between `-1` and `1`.\n * @param {Camera} camera - The camera from which the ray should originate.\n */\n setFromCamera(e, t) {\n t.isPerspectiveCamera ? (this.ray.origin.setFromMatrixPosition(t.matrixWorld), this.ray.direction.set(e.x, e.y, 0.5).unproject(t).sub(this.ray.origin).normalize(), this.camera = t) : t.isOrthographicCamera ? (this.ray.origin.set(e.x, e.y, (t.near + t.far) / (t.near - t.far)).unproject(t), this.ray.direction.set(0, 0, -1).transformDirection(t.matrixWorld), this.camera = t) : Xe(\"Raycaster: Unsupported camera type: \" + t.type);\n }\n /**\n * Uses the given WebXR controller to compute a new origin and direction for the internal ray.\n *\n * @param {WebXRController} controller - The controller to copy the position and direction from.\n * @return {Raycaster} A reference to this raycaster.\n */\n setFromXRController(e) {\n return Xl.identity().extractRotation(e.matrixWorld), this.ray.origin.setFromMatrixPosition(e.matrixWorld), this.ray.direction.set(0, 0, -1).applyMatrix4(Xl), this;\n }\n /**\n * The intersection point of a raycaster intersection test.\n * @typedef {Object} Raycaster~Intersection\n * @property {number} distance - The distance from the ray's origin to the intersection point.\n * @property {number} distanceToRay - Some 3D objects e.g. {@link Points} provide the distance of the\n * intersection to the nearest point on the ray. For other objects it will be `undefined`.\n * @property {Vector3} point - The intersection point, in world coordinates.\n * @property {Object} face - The face that has been intersected.\n * @property {number} faceIndex - The face index.\n * @property {Object3D} object - The 3D object that has been intersected.\n * @property {Vector2} uv - U,V coordinates at point of intersection.\n * @property {Vector2} uv1 - Second set of U,V coordinates at point of intersection.\n * @property {Vector3} uv1 - Interpolated normal vector at point of intersection.\n * @property {number} instanceId - The index number of the instance where the ray\n * intersects the {@link InstancedMesh}.\n */\n /**\n * Checks all intersection between the ray and the object with or without the\n * descendants. Intersections are returned sorted by distance, closest first.\n *\n * `Raycaster` delegates to the `raycast()` method of the passed 3D object, when\n * evaluating whether the ray intersects the object or not. This allows meshes to respond\n * differently to ray casting than lines or points.\n *\n * Note that for meshes, faces must be pointed towards the origin of the ray in order\n * to be detected; intersections of the ray passing through the back of a face will not\n * be detected. To raycast against both faces of an object, you'll want to set {@link Material#side}\n * to `THREE.DoubleSide`.\n *\n * @param {Object3D} object - The 3D object to check for intersection with the ray.\n * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.\n * Otherwise it only checks intersection with the object.\n * @param {Array} [intersects=[]] The target array that holds the result of the method.\n * @return {Array} An array holding the intersection points.\n */\n intersectObject(e, t = !0, n = []) {\n return po(e, this, n, t), n.sort(ql), n;\n }\n /**\n * Checks all intersection between the ray and the objects with or without\n * the descendants. Intersections are returned sorted by distance, closest first.\n *\n * @param {Array} objects - The 3D objects to check for intersection with the ray.\n * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.\n * Otherwise it only checks intersection with the object.\n * @param {Array} [intersects=[]] The target array that holds the result of the method.\n * @return {Array} An array holding the intersection points.\n */\n intersectObjects(e, t = !0, n = []) {\n for (let s = 0, r = e.length; s < r; s++)\n po(e[s], this, n, t);\n return n.sort(ql), n;\n }\n}\nfunction ql(i, e) {\n return i.distance - e.distance;\n}\nfunction po(i, e, t, n) {\n let s = !0;\n if (i.layers.test(e.layers) && i.raycast(e, t) === !1 && (s = !1), s === !0 && n === !0) {\n const r = i.children;\n for (let a = 0, o = r.length; a < o; a++)\n po(r[a], e, t, !0);\n }\n}\nclass Yl {\n /**\n * Constructs a new spherical.\n *\n * @param {number} [radius=1] - The radius, or the Euclidean distance (straight-line distance) from the point to the origin.\n * @param {number} [phi=0] - The polar angle in radians from the y (up) axis.\n * @param {number} [theta=0] - The equator/azimuthal angle in radians around the y (up) axis.\n */\n constructor(e = 1, t = 0, n = 0) {\n this.radius = e, this.phi = t, this.theta = n;\n }\n /**\n * Sets the spherical components by copying the given values.\n *\n * @param {number} radius - The radius.\n * @param {number} phi - The polar angle.\n * @param {number} theta - The azimuthal angle.\n * @return {Spherical} A reference to this spherical.\n */\n set(e, t, n) {\n return this.radius = e, this.phi = t, this.theta = n, this;\n }\n /**\n * Copies the values of the given spherical to this instance.\n *\n * @param {Spherical} other - The spherical to copy.\n * @return {Spherical} A reference to this spherical.\n */\n copy(e) {\n return this.radius = e.radius, this.phi = e.phi, this.theta = e.theta, this;\n }\n /**\n * Restricts the polar angle [page:.phi phi] to be between `0.000001` and pi -\n * `0.000001`.\n *\n * @return {Spherical} A reference to this spherical.\n */\n makeSafe() {\n return this.phi = He(this.phi, 1e-6, Math.PI - 1e-6), this;\n }\n /**\n * Sets the spherical components from the given vector which is assumed to hold\n * Cartesian coordinates.\n *\n * @param {Vector3} v - The vector to set.\n * @return {Spherical} A reference to this spherical.\n */\n setFromVector3(e) {\n return this.setFromCartesianCoords(e.x, e.y, e.z);\n }\n /**\n * Sets the spherical components from the given Cartesian coordinates.\n *\n * @param {number} x - The x value.\n * @param {number} y - The y value.\n * @param {number} z - The z value.\n * @return {Spherical} A reference to this spherical.\n */\n setFromCartesianCoords(e, t, n) {\n return this.radius = Math.sqrt(e * e + t * t + n * n), this.radius === 0 ? (this.theta = 0, this.phi = 0) : (this.theta = Math.atan2(e, n), this.phi = Math.acos(He(t / this.radius, -1, 1))), this;\n }\n /**\n * Returns a new spherical with copied values from this instance.\n *\n * @return {Spherical} A clone of this instance.\n */\n clone() {\n return new this.constructor().copy(this);\n }\n}\nclass Yd extends mi {\n /**\n * Constructs a new controls instance.\n *\n * @param {Object3D} object - The object that is managed by the controls.\n * @param {?HTMLElement} domElement - The HTML element used for event listeners.\n */\n constructor(e, t = null) {\n super(), this.object = e, this.domElement = t, this.enabled = !0, this.state = -1, this.keys = {}, this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null }, this.touches = { ONE: null, TWO: null };\n }\n /**\n * Connects the controls to the DOM. This method has so called \"side effects\" since\n * it adds the module's event listeners to the DOM.\n *\n * @param {HTMLElement} element - The DOM element to connect to.\n */\n connect(e) {\n if (e === void 0) {\n Te(\"Controls: connect() now requires an element.\");\n return;\n }\n this.domElement !== null && this.disconnect(), this.domElement = e;\n }\n /**\n * Disconnects the controls from the DOM.\n */\n disconnect() {\n }\n /**\n * Call this method if you no longer want use to the controls. It frees all internal\n * resources and removes all event listeners.\n */\n dispose() {\n }\n /**\n * Controls should implement this method if they have to update their internal state\n * per simulation step.\n *\n * @param {number} [delta] - The time delta in seconds.\n */\n update() {\n }\n}\nfunction Kl(i, e, t, n) {\n const s = Kd(n);\n switch (t) {\n // https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml\n case jc:\n return i * e;\n case wo:\n return i * e / s.components * s.byteLength;\n case Ao:\n return i * e / s.components * s.byteLength;\n case Ro:\n return i * e * 2 / s.components * s.byteLength;\n case Co:\n return i * e * 2 / s.components * s.byteLength;\n case qc:\n return i * e * 3 / s.components * s.byteLength;\n case Zt:\n return i * e * 4 / s.components * s.byteLength;\n case Po:\n return i * e * 4 / s.components * s.byteLength;\n // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/\n case dr:\n case fr:\n return Math.floor((i + 3) / 4) * Math.floor((e + 3) / 4) * 8;\n case pr:\n case mr:\n return Math.floor((i + 3) / 4) * Math.floor((e + 3) / 4) * 16;\n // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/\n case Na:\n case Oa:\n return Math.max(i, 16) * Math.max(e, 8) / 4;\n case Ua:\n case Fa:\n return Math.max(i, 8) * Math.max(e, 8) / 2;\n // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/\n case Ba:\n case za:\n return Math.floor((i + 3) / 4) * Math.floor((e + 3) / 4) * 8;\n case ka:\n return Math.floor((i + 3) / 4) * Math.floor((e + 3) / 4) * 16;\n // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/\n case Va:\n return Math.floor((i + 3) / 4) * Math.floor((e + 3) / 4) * 16;\n case Ga:\n return Math.floor((i + 4) / 5) * Math.floor((e + 3) / 4) * 16;\n case Ha:\n return Math.floor((i + 4) / 5) * Math.floor((e + 4) / 5) * 16;\n case Wa:\n return Math.floor((i + 5) / 6) * Math.floor((e + 4) / 5) * 16;\n case Xa:\n return Math.floor((i + 5) / 6) * Math.floor((e + 5) / 6) * 16;\n case ja:\n return Math.floor((i + 7) / 8) * Math.floor((e + 4) / 5) * 16;\n case qa:\n return Math.floor((i + 7) / 8) * Math.floor((e + 5) / 6) * 16;\n case Ya:\n return Math.floor((i + 7) / 8) * Math.floor((e + 7) / 8) * 16;\n case Ka:\n return Math.floor((i + 9) / 10) * Math.floor((e + 4) / 5) * 16;\n case Za:\n return Math.floor((i + 9) / 10) * Math.floor((e + 5) / 6) * 16;\n case $a:\n return Math.floor((i + 9) / 10) * Math.floor((e + 7) / 8) * 16;\n case Ja:\n return Math.floor((i + 9) / 10) * Math.floor((e + 9) / 10) * 16;\n case Qa:\n return Math.floor((i + 11) / 12) * Math.floor((e + 9) / 10) * 16;\n case eo:\n return Math.floor((i + 11) / 12) * Math.floor((e + 11) / 12) * 16;\n // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/\n case to:\n case no:\n case io:\n return Math.ceil(i / 4) * Math.ceil(e / 4) * 16;\n // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/\n case so:\n case ro:\n return Math.ceil(i / 4) * Math.ceil(e / 4) * 8;\n case ao:\n case oo:\n return Math.ceil(i / 4) * Math.ceil(e / 4) * 16;\n }\n throw new Error(\n `Unable to determine texture byte length for ${t} format.`\n );\n}\nfunction Kd(i) {\n switch (i) {\n case mn:\n case Gc:\n return { byteLength: 1, components: 1 };\n case Ss:\n case Hc:\n case xt:\n return { byteLength: 2, components: 1 };\n case To:\n case Eo:\n return { byteLength: 2, components: 4 };\n case di:\n case yo:\n case Xt:\n return { byteLength: 4, components: 1 };\n case Wc:\n case Xc:\n return { byteLength: 4, components: 3 };\n }\n throw new Error(`Unknown texture type ${i}.`);\n}\ntypeof __THREE_DEVTOOLS__ < \"u\" && __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent(\"register\", { detail: {\n revision: \"181\"\n} }));\ntypeof window < \"u\" && (window.__THREE__ ? Te(\"WARNING: Multiple instances of Three.js being imported.\") : window.__THREE__ = \"181\");\nfunction gh() {\n let i = null, e = !1, t = null, n = null;\n function s(r, a) {\n t(r, a), n = i.requestAnimationFrame(s);\n }\n return {\n start: function() {\n e !== !0 && t !== null && (n = i.requestAnimationFrame(s), e = !0);\n },\n stop: function() {\n i.cancelAnimationFrame(n), e = !1;\n },\n setAnimationLoop: function(r) {\n t = r;\n },\n setContext: function(r) {\n i = r;\n }\n };\n}\nfunction Zd(i) {\n const e = /* @__PURE__ */ new WeakMap();\n function t(o, l) {\n const c = o.array, h = o.usage, u = c.byteLength, d = i.createBuffer();\n i.bindBuffer(l, d), i.bufferData(l, c, h), o.onUploadCallback();\n let p;\n if (c instanceof Float32Array)\n p = i.FLOAT;\n else if (typeof Float16Array < \"u\" && c instanceof Float16Array)\n p = i.HALF_FLOAT;\n else if (c instanceof Uint16Array)\n o.isFloat16BufferAttribute ? p = i.HALF_FLOAT : p = i.UNSIGNED_SHORT;\n else if (c instanceof Int16Array)\n p = i.SHORT;\n else if (c instanceof Uint32Array)\n p = i.UNSIGNED_INT;\n else if (c instanceof Int32Array)\n p = i.INT;\n else if (c instanceof Int8Array)\n p = i.BYTE;\n else if (c instanceof Uint8Array)\n p = i.UNSIGNED_BYTE;\n else if (c instanceof Uint8ClampedArray)\n p = i.UNSIGNED_BYTE;\n else\n throw new Error(\"THREE.WebGLAttributes: Unsupported buffer data format: \" + c);\n return {\n buffer: d,\n type: p,\n bytesPerElement: c.BYTES_PER_ELEMENT,\n version: o.version,\n size: u\n };\n }\n function n(o, l, c) {\n const h = l.array, u = l.updateRanges;\n if (i.bindBuffer(c, o), u.length === 0)\n i.bufferSubData(c, 0, h);\n else {\n u.sort((p, g) => p.start - g.start);\n let d = 0;\n for (let p = 1; p < u.length; p++) {\n const g = u[d], x = u[p];\n x.start <= g.start + g.count + 1 ? g.count = Math.max(\n g.count,\n x.start + x.count - g.start\n ) : (++d, u[d] = x);\n }\n u.length = d + 1;\n for (let p = 0, g = u.length; p < g; p++) {\n const x = u[p];\n i.bufferSubData(\n c,\n x.start * h.BYTES_PER_ELEMENT,\n h,\n x.start,\n x.count\n );\n }\n l.clearUpdateRanges();\n }\n l.onUploadCallback();\n }\n function s(o) {\n return o.isInterleavedBufferAttribute && (o = o.data), e.get(o);\n }\n function r(o) {\n o.isInterleavedBufferAttribute && (o = o.data);\n const l = e.get(o);\n l && (i.deleteBuffer(l.buffer), e.delete(o));\n }\n function a(o, l) {\n if (o.isInterleavedBufferAttribute && (o = o.data), o.isGLBufferAttribute) {\n const h = e.get(o);\n (!h || h.version < o.version) && e.set(o, {\n buffer: o.buffer,\n type: o.type,\n bytesPerElement: o.elementSize,\n version: o.version\n });\n return;\n }\n const c = e.get(o);\n if (c === void 0)\n e.set(o, t(o, l));\n else if (c.version < o.version) {\n if (c.size !== o.array.byteLength)\n throw new Error(\"THREE.WebGLAttributes: The size of the buffer attribute's array buffer does not match the original size. Resizing buffer attributes is not supported.\");\n n(c.buffer, o, l), c.version = o.version;\n }\n }\n return {\n get: s,\n remove: r,\n update: a\n };\n}\nvar $d = `#ifdef USE_ALPHAHASH\n\tif ( diffuseColor.a < getAlphaHashThreshold( vPosition ) ) discard;\n#endif`, Jd = `#ifdef USE_ALPHAHASH\n\tconst float ALPHA_HASH_SCALE = 0.05;\n\tfloat hash2D( vec2 value ) {\n\t\treturn fract( 1.0e4 * sin( 17.0 * value.x + 0.1 * value.y ) * ( 0.1 + abs( sin( 13.0 * value.y + value.x ) ) ) );\n\t}\n\tfloat hash3D( vec3 value ) {\n\t\treturn hash2D( vec2( hash2D( value.xy ), value.z ) );\n\t}\n\tfloat getAlphaHashThreshold( vec3 position ) {\n\t\tfloat maxDeriv = max(\n\t\t\tlength( dFdx( position.xyz ) ),\n\t\t\tlength( dFdy( position.xyz ) )\n\t\t);\n\t\tfloat pixScale = 1.0 / ( ALPHA_HASH_SCALE * maxDeriv );\n\t\tvec2 pixScales = vec2(\n\t\t\texp2( floor( log2( pixScale ) ) ),\n\t\t\texp2( ceil( log2( pixScale ) ) )\n\t\t);\n\t\tvec2 alpha = vec2(\n\t\t\thash3D( floor( pixScales.x * position.xyz ) ),\n\t\t\thash3D( floor( pixScales.y * position.xyz ) )\n\t\t);\n\t\tfloat lerpFactor = fract( log2( pixScale ) );\n\t\tfloat x = ( 1.0 - lerpFactor ) * alpha.x + lerpFactor * alpha.y;\n\t\tfloat a = min( lerpFactor, 1.0 - lerpFactor );\n\t\tvec3 cases = vec3(\n\t\t\tx * x / ( 2.0 * a * ( 1.0 - a ) ),\n\t\t\t( x - 0.5 * a ) / ( 1.0 - a ),\n\t\t\t1.0 - ( ( 1.0 - x ) * ( 1.0 - x ) / ( 2.0 * a * ( 1.0 - a ) ) )\n\t\t);\n\t\tfloat threshold = ( x < ( 1.0 - a ) )\n\t\t\t? ( ( x < a ) ? cases.x : cases.y )\n\t\t\t: cases.z;\n\t\treturn clamp( threshold , 1.0e-6, 1.0 );\n\t}\n#endif`, Qd = `#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).g;\n#endif`, ef = `#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif`, tf = `#ifdef USE_ALPHATEST\n\t#ifdef ALPHA_TO_COVERAGE\n\tdiffuseColor.a = smoothstep( alphaTest, alphaTest + fwidth( diffuseColor.a ), diffuseColor.a );\n\tif ( diffuseColor.a == 0.0 ) discard;\n\t#else\n\tif ( diffuseColor.a < alphaTest ) discard;\n\t#endif\n#endif`, nf = `#ifdef USE_ALPHATEST\n\tuniform float alphaTest;\n#endif`, sf = `#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_CLEARCOAT ) \n\t\tclearcoatSpecularIndirect *= ambientOcclusion;\n\t#endif\n\t#if defined( USE_SHEEN ) \n\t\tsheenSpecularIndirect *= ambientOcclusion;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometryNormal, geometryViewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\n\t#endif\n#endif`, rf = `#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif`, af = `#ifdef USE_BATCHING\n\t#if ! defined( GL_ANGLE_multi_draw )\n\t#define gl_DrawID _gl_DrawID\n\tuniform int _gl_DrawID;\n\t#endif\n\tuniform highp sampler2D batchingTexture;\n\tuniform highp usampler2D batchingIdTexture;\n\tmat4 getBatchingMatrix( const in float i ) {\n\t\tint size = textureSize( batchingTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n\tfloat getIndirectIndex( const in int i ) {\n\t\tint size = textureSize( batchingIdTexture, 0 ).x;\n\t\tint x = i % size;\n\t\tint y = i / size;\n\t\treturn float( texelFetch( batchingIdTexture, ivec2( x, y ), 0 ).r );\n\t}\n#endif\n#ifdef USE_BATCHING_COLOR\n\tuniform sampler2D batchingColorTexture;\n\tvec3 getBatchingColor( const in float i ) {\n\t\tint size = textureSize( batchingColorTexture, 0 ).x;\n\t\tint j = int( i );\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\treturn texelFetch( batchingColorTexture, ivec2( x, y ), 0 ).rgb;\n\t}\n#endif`, of = `#ifdef USE_BATCHING\n\tmat4 batchingMatrix = getBatchingMatrix( getIndirectIndex( gl_DrawID ) );\n#endif`, lf = `vec3 transformed = vec3( position );\n#ifdef USE_ALPHAHASH\n\tvPosition = vec3( position );\n#endif`, cf = `vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif`, hf = `float G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n} // validated`, uf = `#ifdef USE_IRIDESCENCE\n\tconst mat3 XYZ_TO_REC709 = mat3(\n\t\t 3.2404542, -0.9692660, 0.0556434,\n\t\t-1.5371385, 1.8760108, -0.2040259,\n\t\t-0.4985314, 0.0415560, 1.0572252\n\t);\n\tvec3 Fresnel0ToIor( vec3 fresnel0 ) {\n\t\tvec3 sqrtF0 = sqrt( fresnel0 );\n\t\treturn ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\n\t}\n\tvec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\n\t}\n\tfloat IorToFresnel0( float transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\n\t}\n\tvec3 evalSensitivity( float OPD, vec3 shift ) {\n\t\tfloat phase = 2.0 * PI * OPD * 1.0e-9;\n\t\tvec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\n\t\tvec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\n\t\tvec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\n\t\tvec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\n\t\txyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\n\t\txyz /= 1.0685e-7;\n\t\tvec3 rgb = XYZ_TO_REC709 * xyz;\n\t\treturn rgb;\n\t}\n\tvec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\n\t\tvec3 I;\n\t\tfloat iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\n\t\tfloat sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\n\t\tfloat cosTheta2Sq = 1.0 - sinTheta2Sq;\n\t\tif ( cosTheta2Sq < 0.0 ) {\n\t\t\treturn vec3( 1.0 );\n\t\t}\n\t\tfloat cosTheta2 = sqrt( cosTheta2Sq );\n\t\tfloat R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\n\t\tfloat R12 = F_Schlick( R0, 1.0, cosTheta1 );\n\t\tfloat T121 = 1.0 - R12;\n\t\tfloat phi12 = 0.0;\n\t\tif ( iridescenceIOR < outsideIOR ) phi12 = PI;\n\t\tfloat phi21 = PI - phi12;\n\t\tvec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) );\t\tvec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\n\t\tvec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\n\t\tvec3 phi23 = vec3( 0.0 );\n\t\tif ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\n\t\tif ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\n\t\tif ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\n\t\tfloat OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\n\t\tvec3 phi = vec3( phi21 ) + phi23;\n\t\tvec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\n\t\tvec3 r123 = sqrt( R123 );\n\t\tvec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\n\t\tvec3 C0 = R12 + Rs;\n\t\tI = C0;\n\t\tvec3 Cm = Rs - T121;\n\t\tfor ( int m = 1; m <= 2; ++ m ) {\n\t\t\tCm *= r123;\n\t\t\tvec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\n\t\t\tI += Cm * Sm;\n\t\t}\n\t\treturn max( I, vec3( 0.0 ) );\n\t}\n#endif`, df = `#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vBumpMapUv );\n\t\tvec2 dSTdy = dFdy( vBumpMapUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vBumpMapUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n\t\tvec3 vSigmaX = normalize( dFdx( surf_pos.xyz ) );\n\t\tvec3 vSigmaY = normalize( dFdy( surf_pos.xyz ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif`, ff = `#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#ifdef ALPHA_TO_COVERAGE\n\t\tfloat distanceToPlane, distanceGradient;\n\t\tfloat clipOpacity = 1.0;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n\t\t\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\n\t\t\tclipOpacity *= smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n\t\t\tif ( clipOpacity == 0.0 ) discard;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\t\tfloat unionClipOpacity = 1.0;\n\t\t\t#pragma unroll_loop_start\n\t\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\t\tplane = clippingPlanes[ i ];\n\t\t\t\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n\t\t\t\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\n\t\t\t\tunionClipOpacity *= 1.0 - smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n\t\t\t}\n\t\t\t#pragma unroll_loop_end\n\t\t\tclipOpacity *= 1.0 - unionClipOpacity;\n\t\t#endif\n\t\tdiffuseColor.a *= clipOpacity;\n\t\tif ( diffuseColor.a == 0.0 ) discard;\n\t#else\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\t\tbool clipped = true;\n\t\t\t#pragma unroll_loop_start\n\t\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\t\tplane = clippingPlanes[ i ];\n\t\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t\t}\n\t\t\t#pragma unroll_loop_end\n\t\t\tif ( clipped ) discard;\n\t\t#endif\n\t#endif\n#endif`, pf = `#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif`, mf = `#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif`, gf = `#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif`, xf = `#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif`, _f = `#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif`, vf = `#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\n\tvarying vec3 vColor;\n#endif`, Mf = `#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif\n#ifdef USE_BATCHING_COLOR\n\tvec3 batchingColor = getBatchingColor( getIndirectIndex( gl_DrawID ) );\n\tvColor.xyz *= batchingColor.xyz;\n#endif`, Sf = `#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nvec3 pow2( const in vec3 x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract( sin( sn ) * c );\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\n#ifdef USE_ALPHAHASH\n\tvarying vec3 vPosition;\n#endif\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}\nvec3 BRDF_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n} // validated`, bf = `#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\thighp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\n\t\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\n\t\tuv.x *= CUBEUV_TEXEL_WIDTH;\n\t\tuv.y *= CUBEUV_TEXEL_HEIGHT;\n\t\t#ifdef texture2DGradEXT\n\t\t\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\n\t\t#else\n\t\t\treturn texture2D( envMap, uv ).rgb;\n\t\t#endif\n\t}\n\t#define cubeUV_r0 1.0\n\t#define cubeUV_m0 - 2.0\n\t#define cubeUV_r1 0.8\n\t#define cubeUV_m1 - 1.0\n\t#define cubeUV_r4 0.4\n\t#define cubeUV_m4 2.0\n\t#define cubeUV_r5 0.305\n\t#define cubeUV_m5 3.0\n\t#define cubeUV_r6 0.21\n\t#define cubeUV_m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= cubeUV_r1 ) {\n\t\t\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\n\t\t} else if ( roughness >= cubeUV_r4 ) {\n\t\t\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\n\t\t} else if ( roughness >= cubeUV_r5 ) {\n\t\t\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\n\t\t} else if ( roughness >= cubeUV_r6 ) {\n\t\t\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif`, yf = `vec3 transformedNormal = objectNormal;\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = objectTangent;\n#endif\n#ifdef USE_BATCHING\n\tmat3 bm = mat3( batchingMatrix );\n\ttransformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) );\n\ttransformedNormal = bm * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = bm * transformedTangent;\n\t#endif\n#endif\n#ifdef USE_INSTANCING\n\tmat3 im = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) );\n\ttransformedNormal = im * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = im * transformedTangent;\n\t#endif\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\ttransformedTangent = ( modelViewMatrix * vec4( transformedTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif`, Tf = `#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif`, Ef = `#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );\n#endif`, wf = `#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );\n\t#ifdef DECODE_VIDEO_TEXTURE_EMISSIVE\n\t\temissiveColor = sRGBTransferEOTF( emissiveColor );\n\t#endif\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif`, Af = `#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif`, Rf = \"gl_FragColor = linearToOutputTexel( gl_FragColor );\", Cf = `vec4 LinearTransferOETF( in vec4 value ) {\n\treturn value;\n}\nvec4 sRGBTransferEOTF( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 sRGBTransferOETF( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}`, Pf = `#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, envMapRotation * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif`, Df = `#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform mat3 envMapRotation;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n#endif`, Lf = `#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif`, If = `#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif`, Uf = `#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif`, Nf = `#ifdef USE_FOG\n\tvFogDepth = - mvPosition.z;\n#endif`, Ff = `#ifdef USE_FOG\n\tvarying float vFogDepth;\n#endif`, Of = `#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif`, Bf = `#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float vFogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif`, zf = `#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn vec3( texture2D( gradientMap, coord ).r );\n\t#else\n\t\tvec2 fw = fwidth( coord ) * 0.5;\n\t\treturn mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\n\t#endif\n}`, kf = `#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif`, Vf = `LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;`, Gf = `varying vec3 vViewPosition;\nstruct LambertMaterial {\n\tvec3 diffuseColor;\n\tfloat specularStrength;\n};\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Lambert\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Lambert`, Hf = `uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\n#if defined( USE_LIGHT_PROBES )\n\tuniform vec3 lightProbe[ 9 ];\n#endif\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\n\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\treturn irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif ( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\treturn irradiance;\n\t}\n#endif`, Wf = `#ifdef USE_ENVMAP\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 reflectVec = reflect( - viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, pow4( roughness ) ) );\n\t\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\t#ifdef USE_ANISOTROPY\n\t\tvec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\n\t\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\t\tvec3 bentNormal = cross( bitangent, viewDir );\n\t\t\t\tbentNormal = normalize( cross( bentNormal, bitangent ) );\n\t\t\t\tbentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\n\t\t\t\treturn getIBLRadiance( viewDir, bentNormal, roughness );\n\t\t\t#else\n\t\t\t\treturn vec3( 0.0 );\n\t\t\t#endif\n\t\t}\n\t#endif\n#endif`, Xf = `ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;`, jf = `varying vec3 vViewPosition;\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon`, qf = `BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;`, Yf = `varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong`, Kf = `PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n\tmaterial.ior = ior;\n\t#ifdef USE_SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULAR_COLORMAP\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;\n\t\t#endif\n\t\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;\n\t\t#endif\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\t#else\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularColorFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\t#endif\n\tmaterial.specularColor = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vClearcoatMapUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_DISPERSION\n\tmaterial.dispersion = dispersion;\n#endif\n#ifdef USE_IRIDESCENCE\n\tmaterial.iridescence = iridescence;\n\tmaterial.iridescenceIOR = iridescenceIOR;\n\t#ifdef USE_IRIDESCENCEMAP\n\t\tmaterial.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r;\n\t#endif\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum;\n\t#else\n\t\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\n\t#endif\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheenColor;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\t#ifdef USE_ANISOTROPYMAP\n\t\tmat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );\n\t\tvec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;\n\t\tvec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;\n\t#else\n\t\tvec2 anisotropyV = anisotropyVector;\n\t#endif\n\tmaterial.anisotropy = length( anisotropyV );\n\tif( material.anisotropy == 0.0 ) {\n\t\tanisotropyV = vec2( 1.0, 0.0 );\n\t} else {\n\t\tanisotropyV /= material.anisotropy;\n\t\tmaterial.anisotropy = saturate( material.anisotropy );\n\t}\n\tmaterial.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\n\tmaterial.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;\n\tmaterial.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;\n#endif`, Zf = `uniform sampler2D dfgLUT;\nstruct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\tfloat dispersion;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat anisotropy;\n\t\tfloat alphaT;\n\t\tvec3 anisotropyT;\n\t\tvec3 anisotropyB;\n\t#endif\n};\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\nvec3 sheenSpecularDirect = vec3( 0.0 );\nvec3 sheenSpecularIndirect = vec3(0.0 );\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\n float x2 = x * x;\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\n}\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\n#ifdef USE_ANISOTROPY\n\tfloat V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\n\t\tfloat gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\n\t\tfloat gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\n\t\tfloat v = 0.5 / ( gv + gl );\n\t\treturn saturate(v);\n\t}\n\tfloat D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\n\t\tfloat a2 = alphaT * alphaB;\n\t\thighp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\n\t\thighp float v2 = dot( v, v );\n\t\tfloat w2 = a2 / v2;\n\t\treturn RECIPROCAL_PI * a2 * pow2 ( w2 );\n\t}\n#endif\n#ifdef USE_CLEARCOAT\n\tvec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\n\t\tvec3 f0 = material.clearcoatF0;\n\t\tfloat f90 = material.clearcoatF90;\n\t\tfloat roughness = material.clearcoatRoughness;\n\t\tfloat alpha = pow2( roughness );\n\t\tvec3 halfDir = normalize( lightDir + viewDir );\n\t\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\t\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\t\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\t\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\t\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t\treturn F * ( V * D );\n\t}\n#endif\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 f0 = material.specularColor;\n\tfloat f90 = material.specularF90;\n\tfloat roughness = material.roughness;\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t#ifdef USE_IRIDESCENCE\n\t\tF = mix( F, material.iridescenceFresnel, material.iridescence );\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat dotTL = dot( material.anisotropyT, lightDir );\n\t\tfloat dotTV = dot( material.anisotropyT, viewDir );\n\t\tfloat dotTH = dot( material.anisotropyT, halfDir );\n\t\tfloat dotBL = dot( material.anisotropyB, lightDir );\n\t\tfloat dotBV = dot( material.anisotropyB, viewDir );\n\t\tfloat dotBH = dot( material.anisotropyB, halfDir );\n\t\tfloat V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\n\t\tfloat D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\n\t#else\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t#endif\n\treturn F * ( V * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transpose( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\n\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\n\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\n\treturn saturate( DG * RECIPROCAL_PI );\n}\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 uv = vec2( roughness, dotNV );\n\treturn texture2D( dfgLUT, uv ).rg;\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nvec3 BRDF_GGX_Multiscatter( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 singleScatter = BRDF_GGX( lightDir, viewDir, normal, material );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 dfgV = DFGApprox( vec3(0.0, 0.0, 1.0), vec3(sqrt(1.0 - dotNV * dotNV), 0.0, dotNV), material.roughness );\n\tvec2 dfgL = DFGApprox( vec3(0.0, 0.0, 1.0), vec3(sqrt(1.0 - dotNL * dotNL), 0.0, dotNL), material.roughness );\n\tvec3 FssEss_V = material.specularColor * dfgV.x + material.specularF90 * dfgV.y;\n\tvec3 FssEss_L = material.specularColor * dfgL.x + material.specularF90 * dfgL.y;\n\tfloat Ess_V = dfgV.x + dfgV.y;\n\tfloat Ess_L = dfgL.x + dfgL.y;\n\tfloat Ems_V = 1.0 - Ess_V;\n\tfloat Ems_L = 1.0 - Ess_L;\n\tvec3 Favg = material.specularColor + ( 1.0 - material.specularColor ) * 0.047619;\n\tvec3 Fms = FssEss_V * FssEss_L * Favg / ( 1.0 - Ems_V * Ems_L * Favg * Favg + EPSILON );\n\tfloat compensationFactor = Ems_V * Ems_L;\n\tvec3 multiScatter = Fms * compensationFactor;\n\treturn singleScatter + multiScatter;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometryNormal;\n\t\tvec3 viewDir = geometryViewDir;\n\t\tvec3 position = geometryPosition;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.roughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\n\t#endif\n\treflectedLight.directSpecular += irradiance * BRDF_GGX_Multiscatter( directLight.direction, geometryViewDir, geometryNormal, material );\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t#endif\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\n\t#else\n\t\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n\t#endif\n\tvec3 totalScattering = singleScattering + multiScattering;\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\n\treflectedLight.indirectSpecular += radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}`, $f = `\nvec3 geometryPosition = - vViewPosition;\nvec3 geometryNormal = normal;\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\nvec3 geometryClearcoatNormal = vec3( 0.0 );\n#ifdef USE_CLEARCOAT\n\tgeometryClearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometryViewDir ) );\n\tif ( material.iridescenceThickness == 0.0 ) {\n\t\tmaterial.iridescence = 0.0;\n\t} else {\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\t}\n\tif ( material.iridescence > 0.0 ) {\n\t\tmaterial.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n\t}\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometryPosition, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometryPosition, directLight );\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n\t\t#else\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#endif\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n\t\t#endif\n\t\t#undef SPOT_LIGHT_MAP_INDEX\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#if defined( USE_LIGHT_PROBES )\n\t\tirradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif`, Jf = `#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getIBLIrradiance( geometryNormal );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\t#ifdef USE_ANISOTROPY\n\t\tradiance += getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\n\t#else\n\t\tradiance += getIBLRadiance( geometryViewDir, geometryNormal, material.roughness );\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif`, Qf = `#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif`, ep = `#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )\n\tgl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif`, tp = `#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif`, np = `#ifdef USE_LOGARITHMIC_DEPTH_BUFFER\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif`, ip = `#ifdef USE_LOGARITHMIC_DEPTH_BUFFER\n\tvFragDepth = 1.0 + gl_Position.w;\n\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n#endif`, sp = `#ifdef USE_MAP\n\tvec4 sampledDiffuseColor = texture2D( map, vMapUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\tsampledDiffuseColor = sRGBTransferEOTF( sampledDiffuseColor );\n\t#endif\n\tdiffuseColor *= sampledDiffuseColor;\n#endif`, rp = `#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif`, ap = `#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\t#if defined( USE_POINTS_UV )\n\t\tvec2 uv = vUv;\n\t#else\n\t\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\t#endif\n#endif\n#ifdef USE_MAP\n\tdiffuseColor *= texture2D( map, uv );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif`, op = `#if defined( USE_POINTS_UV )\n\tvarying vec2 vUv;\n#else\n\t#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\t\tuniform mat3 uvTransform;\n\t#endif\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif`, lp = `float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif`, cp = `#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif`, hp = `#ifdef USE_INSTANCING_MORPH\n\tfloat morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\tfloat morphTargetBaseInfluence = texelFetch( morphTexture, ivec2( 0, gl_InstanceID ), 0 ).r;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tmorphTargetInfluences[i] = texelFetch( morphTexture, ivec2( i + 1, gl_InstanceID ), 0 ).r;\n\t}\n#endif`, up = `#if defined( USE_MORPHCOLORS )\n\tvColor *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t#if defined( USE_COLOR_ALPHA )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\n\t\t#elif defined( USE_COLOR )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\n\t\t#endif\n\t}\n#endif`, dp = `#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\n\t}\n#endif`, fp = `#ifdef USE_MORPHTARGETS\n\t#ifndef USE_INSTANCING_MORPH\n\t\tuniform float morphTargetBaseInfluence;\n\t\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\t#endif\n\tuniform sampler2DArray morphTargetsTexture;\n\tuniform ivec2 morphTargetsTextureSize;\n\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\n\t\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\n\t\tint y = texelIndex / morphTargetsTextureSize.x;\n\t\tint x = texelIndex - y * morphTargetsTextureSize.x;\n\t\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\n\t\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\n\t}\n#endif`, pp = `#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n\t}\n#endif`, mp = `float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = dFdx( vViewPosition );\n\tvec3 fdy = dFdy( vViewPosition );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal *= faceDirection;\n\t#endif\n#endif\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn = getTangentFrame( - vViewPosition, normal,\n\t\t#if defined( USE_NORMALMAP )\n\t\t\tvNormalMapUv\n\t\t#elif defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tvClearcoatNormalMapUv\n\t\t#else\n\t\t\tvUv\n\t\t#endif\n\t\t);\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn[0] *= faceDirection;\n\t\ttbn[1] *= faceDirection;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn2[0] *= faceDirection;\n\t\ttbn2[1] *= faceDirection;\n\t#endif\n#endif\nvec3 nonPerturbedNormal = normal;`, gp = `#ifdef USE_NORMALMAP_OBJECTSPACE\n\tnormal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( USE_NORMALMAP_TANGENTSPACE )\n\tvec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\tnormal = normalize( tbn * mapN );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif`, xp = `#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif`, _p = `#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif`, vp = `#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif`, Mp = `#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef USE_NORMALMAP_OBJECTSPACE\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) )\n\tmat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( uv.st );\n\t\tvec2 st1 = dFdy( uv.st );\n\t\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );\n\t\treturn mat3( T * scale, B * scale, N );\n\t}\n#endif`, Sp = `#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = nonPerturbedNormal;\n#endif`, bp = `#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\tclearcoatNormal = normalize( tbn2 * clearcoatMapN );\n#endif`, yp = `#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif`, Tp = `#ifdef USE_IRIDESCENCEMAP\n\tuniform sampler2D iridescenceMap;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform sampler2D iridescenceThicknessMap;\n#endif`, Ep = `#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= material.transmissionAlpha;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );`, wp = `vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;const float ShiftRight8 = 1. / 256.;\nconst float Inv255 = 1. / 255.;\nconst vec4 PackFactors = vec4( 1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0 );\nconst vec2 UnpackFactors2 = vec2( UnpackDownscale, 1.0 / PackFactors.g );\nconst vec3 UnpackFactors3 = vec3( UnpackDownscale / PackFactors.rg, 1.0 / PackFactors.b );\nconst vec4 UnpackFactors4 = vec4( UnpackDownscale / PackFactors.rgb, 1.0 / PackFactors.a );\nvec4 packDepthToRGBA( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec4( 0., 0., 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec4( 1., 1., 1., 1. );\n\tfloat vuf;\n\tfloat af = modf( v * PackFactors.a, vuf );\n\tfloat bf = modf( vuf * ShiftRight8, vuf );\n\tfloat gf = modf( vuf * ShiftRight8, vuf );\n\treturn vec4( vuf * Inv255, gf * PackUpscale, bf * PackUpscale, af );\n}\nvec3 packDepthToRGB( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec3( 0., 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec3( 1., 1., 1. );\n\tfloat vuf;\n\tfloat bf = modf( v * PackFactors.b, vuf );\n\tfloat gf = modf( vuf * ShiftRight8, vuf );\n\treturn vec3( vuf * Inv255, gf * PackUpscale, bf );\n}\nvec2 packDepthToRG( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec2( 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec2( 1., 1. );\n\tfloat vuf;\n\tfloat gf = modf( v * 256., vuf );\n\treturn vec2( vuf * Inv255, gf );\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors4 );\n}\nfloat unpackRGBToDepth( const in vec3 v ) {\n\treturn dot( v, UnpackFactors3 );\n}\nfloat unpackRGToDepth( const in vec2 v ) {\n\treturn v.r * UnpackFactors2.r + v.g * UnpackFactors2.g;\n}\nvec4 pack2HalfToRGBA( const in vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\n}\nvec2 unpackRGBATo2Half( const in vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float depth, const in float near, const in float far ) {\n\treturn depth * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float depth, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * depth - far );\n}`, Ap = `#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif`, Rp = `vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_BATCHING\n\tmvPosition = batchingMatrix * mvPosition;\n#endif\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;`, Cp = `#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif`, Pp = `#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif`, Dp = `float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv );\n\troughnessFactor *= texelRoughness.g;\n#endif`, Lp = `#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif`, Ip = `#if NUM_SPOT_LIGHT_COORDS > 0\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n\tuniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\tfloat depth = unpackRGBAToDepth( texture2D( depths, uv ) );\n\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\treturn step( depth, compare );\n\t\t#else\n\t\t\treturn step( compare, depth );\n\t\t#endif\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow( sampler2D shadow, vec2 uv, float compare ) {\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\tfloat hard_shadow = step( distribution.x, compare );\n\t\t#else\n\t\t\tfloat hard_shadow = step( compare, distribution.x );\n\t\t#endif\n\t\tif ( hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tfloat shadow = 1.0;\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\t\n\t\tfloat lightToPositionLength = length( lightToPosition );\n\t\tif ( lightToPositionLength - shadowCameraFar <= 0.0 && lightToPositionLength - shadowCameraNear >= 0.0 ) {\n\t\t\tfloat dp = ( lightToPositionLength - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\t\tdp += shadowBias;\n\t\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\t\tshadow = (\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t\t) * ( 1.0 / 9.0 );\n\t\t\t#else\n\t\t\t\tshadow = texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t\t#endif\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n#endif`, Up = `#if NUM_SPOT_LIGHT_COORDS > 0\n\tuniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif`, Np = `#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\tvec4 shadowWorldPosition;\n#endif\n#if defined( USE_SHADOWMAP )\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if NUM_SPOT_LIGHT_COORDS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition;\n\t\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\n\t\t#endif\n\t\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n#endif`, Fp = `float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowIntensity, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowIntensity, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowIntensity, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}`, Op = `#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif`, Bp = `#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\tuniform highp sampler2D boneTexture;\n\tmat4 getBoneMatrix( const in float i ) {\n\t\tint size = textureSize( boneTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( boneTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( boneTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( boneTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n#endif`, zp = `#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif`, kp = `#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif`, Vp = `float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vSpecularMapUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif`, Gp = `#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif`, Hp = `#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif`, Wp = `#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn saturate( toneMappingExposure * color );\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 CineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nconst mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(\n\tvec3( 1.6605, - 0.1246, - 0.0182 ),\n\tvec3( - 0.5876, 1.1329, - 0.1006 ),\n\tvec3( - 0.0728, - 0.0083, 1.1187 )\n);\nconst mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(\n\tvec3( 0.6274, 0.0691, 0.0164 ),\n\tvec3( 0.3293, 0.9195, 0.0880 ),\n\tvec3( 0.0433, 0.0113, 0.8956 )\n);\nvec3 agxDefaultContrastApprox( vec3 x ) {\n\tvec3 x2 = x * x;\n\tvec3 x4 = x2 * x2;\n\treturn + 15.5 * x4 * x2\n\t\t- 40.14 * x4 * x\n\t\t+ 31.96 * x4\n\t\t- 6.868 * x2 * x\n\t\t+ 0.4298 * x2\n\t\t+ 0.1191 * x\n\t\t- 0.00232;\n}\nvec3 AgXToneMapping( vec3 color ) {\n\tconst mat3 AgXInsetMatrix = mat3(\n\t\tvec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ),\n\t\tvec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ),\n\t\tvec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 )\n\t);\n\tconst mat3 AgXOutsetMatrix = mat3(\n\t\tvec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ),\n\t\tvec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ),\n\t\tvec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 )\n\t);\n\tconst float AgxMinEv = - 12.47393;\tconst float AgxMaxEv = 4.026069;\n\tcolor *= toneMappingExposure;\n\tcolor = LINEAR_SRGB_TO_LINEAR_REC2020 * color;\n\tcolor = AgXInsetMatrix * color;\n\tcolor = max( color, 1e-10 );\tcolor = log2( color );\n\tcolor = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );\n\tcolor = clamp( color, 0.0, 1.0 );\n\tcolor = agxDefaultContrastApprox( color );\n\tcolor = AgXOutsetMatrix * color;\n\tcolor = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );\n\tcolor = LINEAR_REC2020_TO_LINEAR_SRGB * color;\n\tcolor = clamp( color, 0.0, 1.0 );\n\treturn color;\n}\nvec3 NeutralToneMapping( vec3 color ) {\n\tconst float StartCompression = 0.8 - 0.04;\n\tconst float Desaturation = 0.15;\n\tcolor *= toneMappingExposure;\n\tfloat x = min( color.r, min( color.g, color.b ) );\n\tfloat offset = x < 0.08 ? x - 6.25 * x * x : 0.04;\n\tcolor -= offset;\n\tfloat peak = max( color.r, max( color.g, color.b ) );\n\tif ( peak < StartCompression ) return color;\n\tfloat d = 1. - StartCompression;\n\tfloat newPeak = 1. - d * d / ( peak + d - StartCompression );\n\tcolor *= newPeak / peak;\n\tfloat g = 1. - 1. / ( Desaturation * ( peak - newPeak ) + 1. );\n\treturn mix( color, vec3( newPeak ), g );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }`, Xp = `#ifdef USE_TRANSMISSION\n\tmaterial.transmission = transmission;\n\tmaterial.transmissionAlpha = 1.0;\n\tmaterial.thickness = thickness;\n\tmaterial.attenuationDistance = attenuationDistance;\n\tmaterial.attenuationColor = attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tmaterial.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmitted = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.dispersion, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\n#endif`, jp = `#ifdef USE_TRANSMISSION\n\tuniform float transmission;\n\tuniform float thickness;\n\tuniform float attenuationDistance;\n\tuniform vec3 attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tuniform sampler2D transmissionMap;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tuniform sampler2D thicknessMap;\n\t#endif\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\tvarying vec3 vWorldPosition;\n\tfloat w0( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );\n\t}\n\tfloat w1( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 );\n\t}\n\tfloat w2( float a ){\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );\n\t}\n\tfloat w3( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * a );\n\t}\n\tfloat g0( float a ) {\n\t\treturn w0( a ) + w1( a );\n\t}\n\tfloat g1( float a ) {\n\t\treturn w2( a ) + w3( a );\n\t}\n\tfloat h0( float a ) {\n\t\treturn - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );\n\t}\n\tfloat h1( float a ) {\n\t\treturn 1.0 + w3( a ) / ( w2( a ) + w3( a ) );\n\t}\n\tvec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) {\n\t\tuv = uv * texelSize.zw + 0.5;\n\t\tvec2 iuv = floor( uv );\n\t\tvec2 fuv = fract( uv );\n\t\tfloat g0x = g0( fuv.x );\n\t\tfloat g1x = g1( fuv.x );\n\t\tfloat h0x = h0( fuv.x );\n\t\tfloat h1x = h1( fuv.x );\n\t\tfloat h0y = h0( fuv.y );\n\t\tfloat h1y = h1( fuv.y );\n\t\tvec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\treturn g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +\n\t\t\tg1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );\n\t}\n\tvec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {\n\t\tvec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );\n\t\tvec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );\n\t\tvec2 fLodSizeInv = 1.0 / fLodSize;\n\t\tvec2 cLodSizeInv = 1.0 / cLodSize;\n\t\tvec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );\n\t\tvec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) );\n\t\treturn mix( fSample, cSample, fract( lod ) );\n\t}\n\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n\t\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n\t\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n\t\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n\t\treturn normalize( refractionVector ) * thickness * modelScale;\n\t}\n\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\n\t\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n\t}\n\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n\t\tfloat lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n\t\treturn textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );\n\t}\n\tvec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tif ( isinf( attenuationDistance ) ) {\n\t\t\treturn vec3( 1.0 );\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\t\t\treturn transmittance;\n\t\t}\n\t}\n\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n\t\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n\t\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float dispersion, const in float ior, const in float thickness,\n\t\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tvec4 transmittedLight;\n\t\tvec3 transmittance;\n\t\t#ifdef USE_DISPERSION\n\t\t\tfloat halfSpread = ( ior - 1.0 ) * 0.025 * dispersion;\n\t\t\tvec3 iors = vec3( ior - halfSpread, ior, ior + halfSpread );\n\t\t\tfor ( int i = 0; i < 3; i ++ ) {\n\t\t\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, iors[ i ], modelMatrix );\n\t\t\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\t\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\t\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\t\t\trefractionCoords += 1.0;\n\t\t\t\trefractionCoords /= 2.0;\n\t\t\t\tvec4 transmissionSample = getTransmissionSample( refractionCoords, roughness, iors[ i ] );\n\t\t\t\ttransmittedLight[ i ] = transmissionSample[ i ];\n\t\t\t\ttransmittedLight.a += transmissionSample.a;\n\t\t\t\ttransmittance[ i ] = diffuseColor[ i ] * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance )[ i ];\n\t\t\t}\n\t\t\ttransmittedLight.a /= 3.0;\n\t\t#else\n\t\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\t\trefractionCoords += 1.0;\n\t\t\trefractionCoords /= 2.0;\n\t\t\ttransmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\t\t\ttransmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\t#endif\n\t\tvec3 attenuatedColor = transmittance * transmittedLight.rgb;\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\t\tfloat transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );\n\t}\n#endif`, qp = `#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif`, Yp = `#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tuniform mat3 mapTransform;\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform mat3 alphaMapTransform;\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tuniform mat3 lightMapTransform;\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tuniform mat3 aoMapTransform;\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tuniform mat3 bumpMapTransform;\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tuniform mat3 normalMapTransform;\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tuniform mat3 displacementMapTransform;\n\tvarying vec2 vDisplacementMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tuniform mat3 emissiveMapTransform;\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tuniform mat3 metalnessMapTransform;\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tuniform mat3 roughnessMapTransform;\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tuniform mat3 anisotropyMapTransform;\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tuniform mat3 clearcoatMapTransform;\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform mat3 clearcoatNormalMapTransform;\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform mat3 clearcoatRoughnessMapTransform;\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tuniform mat3 sheenColorMapTransform;\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tuniform mat3 sheenRoughnessMapTransform;\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tuniform mat3 iridescenceMapTransform;\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform mat3 iridescenceThicknessMapTransform;\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tuniform mat3 specularMapTransform;\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tuniform mat3 specularColorMapTransform;\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tuniform mat3 specularIntensityMapTransform;\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif`, Kp = `#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvUv = vec3( uv, 1 ).xy;\n#endif\n#ifdef USE_MAP\n\tvMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ALPHAMAP\n\tvAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_LIGHTMAP\n\tvLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_AOMAP\n\tvAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_BUMPMAP\n\tvBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_NORMALMAP\n\tvNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tvDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_METALNESSMAP\n\tvMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULARMAP\n\tvSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tvTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_THICKNESSMAP\n\tvThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy;\n#endif`, Zp = `#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_BATCHING\n\t\tworldPosition = batchingMatrix * worldPosition;\n\t#endif\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif`;\nconst $p = `varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}`, Jp = `uniform sampler2D t2D;\nuniform float backgroundIntensity;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\ttexColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}`, Qp = `varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}`, em = `#ifdef ENVMAP_TYPE_CUBE\n\tuniform samplerCube envMap;\n#elif defined( ENVMAP_TYPE_CUBE_UV )\n\tuniform sampler2D envMap;\n#endif\nuniform float flipEnvMap;\nuniform float backgroundBlurriness;\nuniform float backgroundIntensity;\nuniform mat3 backgroundRotation;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 texColor = textureCube( envMap, backgroundRotation * vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 texColor = textureCubeUV( envMap, backgroundRotation * vWorldDirection, backgroundBlurriness );\n\t#else\n\t\tvec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}`, tm = `varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}`, nm = `uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = texColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}`, im = `#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvHighPrecisionZW = gl_Position.zw;\n}`, sm = `#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\tfloat fragCoordZ = vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ];\n\t#else\n\t\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ] + 0.5;\n\t#endif\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#elif DEPTH_PACKING == 3202\n\t\tgl_FragColor = vec4( packDepthToRGB( fragCoordZ ), 1.0 );\n\t#elif DEPTH_PACKING == 3203\n\t\tgl_FragColor = vec4( packDepthToRG( fragCoordZ ), 0.0, 1.0 );\n\t#endif\n}`, rm = `#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}`, am = `#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}`, om = `varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}`, lm = `uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\t#include \n\t#include \n}`, cm = `uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}`, hm = `uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}`, um = `#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}`, dm = `uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}`, fm = `#define LAMBERT\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}`, pm = `#define LAMBERT\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}`, mm = `#define MATCAP\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n}`, gm = `#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t#else\n\t\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}`, xm = `#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvarying vec3 vViewPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}`, _m = `#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvarying vec3 vViewPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( 0.0, 0.0, 0.0, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( normal ), diffuseColor.a );\n\t#ifdef OPAQUE\n\t\tgl_FragColor.a = 1.0;\n\t#endif\n}`, vm = `#define PHONG\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}`, Mm = `#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}`, Sm = `#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition.xyz;\n#endif\n}`, bm = `#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define USE_SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef USE_SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULAR_COLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_DISPERSION\n\tuniform float dispersion;\n#endif\n#ifdef USE_IRIDESCENCE\n\tuniform float iridescence;\n\tuniform float iridescenceIOR;\n\tuniform float iridescenceThicknessMinimum;\n\tuniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\tuniform vec2 anisotropyVector;\n\t#ifdef USE_ANISOTROPYMAP\n\t\tuniform sampler2D anisotropyMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include \n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n\t\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecularDirect + sheenSpecularIndirect;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}`, ym = `#define TOON\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}`, Tm = `#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}`, Em = `uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \n#ifdef USE_POINTS_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\nvoid main() {\n\t#ifdef USE_POINTS_UV\n\t\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n}`, wm = `uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}`, Am = `#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}`, Rm = `uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n\t#include \n\t#include \n}`, Cm = `uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 mvPosition = modelViewMatrix[ 3 ];\n\tvec2 scale = vec2( length( modelMatrix[ 0 ].xyz ), length( modelMatrix[ 1 ].xyz ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}`, Pm = `uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n}`, Ge = {\n alphahash_fragment: $d,\n alphahash_pars_fragment: Jd,\n alphamap_fragment: Qd,\n alphamap_pars_fragment: ef,\n alphatest_fragment: tf,\n alphatest_pars_fragment: nf,\n aomap_fragment: sf,\n aomap_pars_fragment: rf,\n batching_pars_vertex: af,\n batching_vertex: of,\n begin_vertex: lf,\n beginnormal_vertex: cf,\n bsdfs: hf,\n iridescence_fragment: uf,\n bumpmap_pars_fragment: df,\n clipping_planes_fragment: ff,\n clipping_planes_pars_fragment: pf,\n clipping_planes_pars_vertex: mf,\n clipping_planes_vertex: gf,\n color_fragment: xf,\n color_pars_fragment: _f,\n color_pars_vertex: vf,\n color_vertex: Mf,\n common: Sf,\n cube_uv_reflection_fragment: bf,\n defaultnormal_vertex: yf,\n displacementmap_pars_vertex: Tf,\n displacementmap_vertex: Ef,\n emissivemap_fragment: wf,\n emissivemap_pars_fragment: Af,\n colorspace_fragment: Rf,\n colorspace_pars_fragment: Cf,\n envmap_fragment: Pf,\n envmap_common_pars_fragment: Df,\n envmap_pars_fragment: Lf,\n envmap_pars_vertex: If,\n envmap_physical_pars_fragment: Wf,\n envmap_vertex: Uf,\n fog_vertex: Nf,\n fog_pars_vertex: Ff,\n fog_fragment: Of,\n fog_pars_fragment: Bf,\n gradientmap_pars_fragment: zf,\n lightmap_pars_fragment: kf,\n lights_lambert_fragment: Vf,\n lights_lambert_pars_fragment: Gf,\n lights_pars_begin: Hf,\n lights_toon_fragment: Xf,\n lights_toon_pars_fragment: jf,\n lights_phong_fragment: qf,\n lights_phong_pars_fragment: Yf,\n lights_physical_fragment: Kf,\n lights_physical_pars_fragment: Zf,\n lights_fragment_begin: $f,\n lights_fragment_maps: Jf,\n lights_fragment_end: Qf,\n logdepthbuf_fragment: ep,\n logdepthbuf_pars_fragment: tp,\n logdepthbuf_pars_vertex: np,\n logdepthbuf_vertex: ip,\n map_fragment: sp,\n map_pars_fragment: rp,\n map_particle_fragment: ap,\n map_particle_pars_fragment: op,\n metalnessmap_fragment: lp,\n metalnessmap_pars_fragment: cp,\n morphinstance_vertex: hp,\n morphcolor_vertex: up,\n morphnormal_vertex: dp,\n morphtarget_pars_vertex: fp,\n morphtarget_vertex: pp,\n normal_fragment_begin: mp,\n normal_fragment_maps: gp,\n normal_pars_fragment: xp,\n normal_pars_vertex: _p,\n normal_vertex: vp,\n normalmap_pars_fragment: Mp,\n clearcoat_normal_fragment_begin: Sp,\n clearcoat_normal_fragment_maps: bp,\n clearcoat_pars_fragment: yp,\n iridescence_pars_fragment: Tp,\n opaque_fragment: Ep,\n packing: wp,\n premultiplied_alpha_fragment: Ap,\n project_vertex: Rp,\n dithering_fragment: Cp,\n dithering_pars_fragment: Pp,\n roughnessmap_fragment: Dp,\n roughnessmap_pars_fragment: Lp,\n shadowmap_pars_fragment: Ip,\n shadowmap_pars_vertex: Up,\n shadowmap_vertex: Np,\n shadowmask_pars_fragment: Fp,\n skinbase_vertex: Op,\n skinning_pars_vertex: Bp,\n skinning_vertex: zp,\n skinnormal_vertex: kp,\n specularmap_fragment: Vp,\n specularmap_pars_fragment: Gp,\n tonemapping_fragment: Hp,\n tonemapping_pars_fragment: Wp,\n transmission_fragment: Xp,\n transmission_pars_fragment: jp,\n uv_pars_fragment: qp,\n uv_pars_vertex: Yp,\n uv_vertex: Kp,\n worldpos_vertex: Zp,\n background_vert: $p,\n background_frag: Jp,\n backgroundCube_vert: Qp,\n backgroundCube_frag: em,\n cube_vert: tm,\n cube_frag: nm,\n depth_vert: im,\n depth_frag: sm,\n distanceRGBA_vert: rm,\n distanceRGBA_frag: am,\n equirect_vert: om,\n equirect_frag: lm,\n linedashed_vert: cm,\n linedashed_frag: hm,\n meshbasic_vert: um,\n meshbasic_frag: dm,\n meshlambert_vert: fm,\n meshlambert_frag: pm,\n meshmatcap_vert: mm,\n meshmatcap_frag: gm,\n meshnormal_vert: xm,\n meshnormal_frag: _m,\n meshphong_vert: vm,\n meshphong_frag: Mm,\n meshphysical_vert: Sm,\n meshphysical_frag: bm,\n meshtoon_vert: ym,\n meshtoon_frag: Tm,\n points_vert: Em,\n points_frag: wm,\n shadow_vert: Am,\n shadow_frag: Rm,\n sprite_vert: Cm,\n sprite_frag: Pm\n}, ce = {\n common: {\n diffuse: { value: /* @__PURE__ */ new Se(16777215) },\n opacity: { value: 1 },\n map: { value: null },\n mapTransform: { value: /* @__PURE__ */ new ze() },\n alphaMap: { value: null },\n alphaMapTransform: { value: /* @__PURE__ */ new ze() },\n alphaTest: { value: 0 }\n },\n specularmap: {\n specularMap: { value: null },\n specularMapTransform: { value: /* @__PURE__ */ new ze() }\n },\n envmap: {\n envMap: { value: null },\n envMapRotation: { value: /* @__PURE__ */ new ze() },\n flipEnvMap: { value: -1 },\n reflectivity: { value: 1 },\n // basic, lambert, phong\n ior: { value: 1.5 },\n // physical\n refractionRatio: { value: 0.98 },\n // basic, lambert, phong\n dfgLUT: { value: null }\n // DFG LUT for physically-based rendering\n },\n aomap: {\n aoMap: { value: null },\n aoMapIntensity: { value: 1 },\n aoMapTransform: { value: /* @__PURE__ */ new ze() }\n },\n lightmap: {\n lightMap: { value: null },\n lightMapIntensity: { value: 1 },\n lightMapTransform: { value: /* @__PURE__ */ new ze() }\n },\n bumpmap: {\n bumpMap: { value: null },\n bumpMapTransform: { value: /* @__PURE__ */ new ze() },\n bumpScale: { value: 1 }\n },\n normalmap: {\n normalMap: { value: null },\n normalMapTransform: { value: /* @__PURE__ */ new ze() },\n normalScale: { value: /* @__PURE__ */ new le(1, 1) }\n },\n displacementmap: {\n displacementMap: { value: null },\n displacementMapTransform: { value: /* @__PURE__ */ new ze() },\n displacementScale: { value: 1 },\n displacementBias: { value: 0 }\n },\n emissivemap: {\n emissiveMap: { value: null },\n emissiveMapTransform: { value: /* @__PURE__ */ new ze() }\n },\n metalnessmap: {\n metalnessMap: { value: null },\n metalnessMapTransform: { value: /* @__PURE__ */ new ze() }\n },\n roughnessmap: {\n roughnessMap: { value: null },\n roughnessMapTransform: { value: /* @__PURE__ */ new ze() }\n },\n gradientmap: {\n gradientMap: { value: null }\n },\n fog: {\n fogDensity: { value: 25e-5 },\n fogNear: { value: 1 },\n fogFar: { value: 2e3 },\n fogColor: { value: /* @__PURE__ */ new Se(16777215) }\n },\n lights: {\n ambientLightColor: { value: [] },\n lightProbe: { value: [] },\n directionalLights: { value: [], properties: {\n direction: {},\n color: {}\n } },\n directionalLightShadows: { value: [], properties: {\n shadowIntensity: 1,\n shadowBias: {},\n shadowNormalBias: {},\n shadowRadius: {},\n shadowMapSize: {}\n } },\n directionalShadowMap: { value: [] },\n directionalShadowMatrix: { value: [] },\n spotLights: { value: [], properties: {\n color: {},\n position: {},\n direction: {},\n distance: {},\n coneCos: {},\n penumbraCos: {},\n decay: {}\n } },\n spotLightShadows: { value: [], properties: {\n shadowIntensity: 1,\n shadowBias: {},\n shadowNormalBias: {},\n shadowRadius: {},\n shadowMapSize: {}\n } },\n spotLightMap: { value: [] },\n spotShadowMap: { value: [] },\n spotLightMatrix: { value: [] },\n pointLights: { value: [], properties: {\n color: {},\n position: {},\n decay: {},\n distance: {}\n } },\n pointLightShadows: { value: [], properties: {\n shadowIntensity: 1,\n shadowBias: {},\n shadowNormalBias: {},\n shadowRadius: {},\n shadowMapSize: {},\n shadowCameraNear: {},\n shadowCameraFar: {}\n } },\n pointShadowMap: { value: [] },\n pointShadowMatrix: { value: [] },\n hemisphereLights: { value: [], properties: {\n direction: {},\n skyColor: {},\n groundColor: {}\n } },\n // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src\n rectAreaLights: { value: [], properties: {\n color: {},\n position: {},\n width: {},\n height: {}\n } },\n ltc_1: { value: null },\n ltc_2: { value: null }\n },\n points: {\n diffuse: { value: /* @__PURE__ */ new Se(16777215) },\n opacity: { value: 1 },\n size: { value: 1 },\n scale: { value: 1 },\n map: { value: null },\n alphaMap: { value: null },\n alphaMapTransform: { value: /* @__PURE__ */ new ze() },\n alphaTest: { value: 0 },\n uvTransform: { value: /* @__PURE__ */ new ze() }\n },\n sprite: {\n diffuse: { value: /* @__PURE__ */ new Se(16777215) },\n opacity: { value: 1 },\n center: { value: /* @__PURE__ */ new le(0.5, 0.5) },\n rotation: { value: 0 },\n map: { value: null },\n mapTransform: { value: /* @__PURE__ */ new ze() },\n alphaMap: { value: null },\n alphaMapTransform: { value: 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g < u; g++)\n p += h[g];\n t.update(p, n, 1);\n }\n function l(c, h, u, d) {\n if (u === 0) return;\n const p = e.get(\"WEBGL_multi_draw\");\n if (p === null)\n for (let g = 0; g < c.length; g++)\n a(c[g], h[g], d[g]);\n else {\n p.multiDrawArraysInstancedWEBGL(n, c, 0, h, 0, d, 0, u);\n let g = 0;\n for (let x = 0; x < u; x++)\n g += h[x] * d[x];\n t.update(g, n, 1);\n }\n }\n this.setMode = s, this.render = r, this.renderInstances = a, this.renderMultiDraw = o, this.renderMultiDrawInstances = l;\n}\nfunction Nm(i, e, t, n) {\n let s;\n function r() {\n if (s !== void 0) return s;\n if (e.has(\"EXT_texture_filter_anisotropic\") === !0) {\n const P = e.get(\"EXT_texture_filter_anisotropic\");\n s = i.getParameter(P.MAX_TEXTURE_MAX_ANISOTROPY_EXT);\n } else\n s = 0;\n return s;\n }\n function a(P) {\n return !(P !== Zt && n.convert(P) !== i.getParameter(i.IMPLEMENTATION_COLOR_READ_FORMAT));\n }\n function o(P) {\n const I = P === xt && (e.has(\"EXT_color_buffer_half_float\") || e.has(\"EXT_color_buffer_float\"));\n return !(P !== mn && n.convert(P) !== i.getParameter(i.IMPLEMENTATION_COLOR_READ_TYPE) && // Edge and Chrome Mac < 52 (#9513)\n P !== Xt && !I);\n }\n function l(P) {\n if (P === \"highp\") {\n if (i.getShaderPrecisionFormat(i.VERTEX_SHADER, i.HIGH_FLOAT).precision > 0 && i.getShaderPrecisionFormat(i.FRAGMENT_SHADER, i.HIGH_FLOAT).precision > 0)\n return \"highp\";\n P = \"mediump\";\n }\n return P === \"mediump\" && i.getShaderPrecisionFormat(i.VERTEX_SHADER, i.MEDIUM_FLOAT).precision > 0 && i.getShaderPrecisionFormat(i.FRAGMENT_SHADER, i.MEDIUM_FLOAT).precision > 0 ? \"mediump\" : \"lowp\";\n }\n let c = t.precision !== void 0 ? t.precision : \"highp\";\n const h = l(c);\n h !== c && (Te(\"WebGLRenderer:\", c, \"not supported, using\", h, \"instead.\"), c = h);\n const u = t.logarithmicDepthBuffer === !0, d = t.reversedDepthBuffer === !0 && e.has(\"EXT_clip_control\"), p = i.getParameter(i.MAX_TEXTURE_IMAGE_UNITS), g = i.getParameter(i.MAX_VERTEX_TEXTURE_IMAGE_UNITS), x = i.getParameter(i.MAX_TEXTURE_SIZE), m = i.getParameter(i.MAX_CUBE_MAP_TEXTURE_SIZE), f = i.getParameter(i.MAX_VERTEX_ATTRIBS), y = i.getParameter(i.MAX_VERTEX_UNIFORM_VECTORS), v = i.getParameter(i.MAX_VARYING_VECTORS), T = i.getParameter(i.MAX_FRAGMENT_UNIFORM_VECTORS), R = g > 0, E = i.getParameter(i.MAX_SAMPLES);\n return {\n isWebGL2: !0,\n // keeping this for backwards compatibility\n getMaxAnisotropy: r,\n getMaxPrecision: l,\n textureFormatReadable: a,\n textureTypeReadable: o,\n precision: c,\n logarithmicDepthBuffer: u,\n reversedDepthBuffer: d,\n maxTextures: p,\n maxVertexTextures: g,\n maxTextureSize: x,\n maxCubemapSize: m,\n maxAttributes: f,\n maxVertexUniforms: y,\n maxVaryings: v,\n maxFragmentUniforms: T,\n vertexTextures: R,\n maxSamples: E\n };\n}\nfunction Fm(i) {\n const e = this;\n let t = null, n = 0, s = !1, r = !1;\n const a = new Sn(), o = new ze(), l = { value: null, needsUpdate: !1 };\n this.uniform = l, this.numPlanes = 0, this.numIntersection = 0, this.init = function(u, d) {\n const p = u.length !== 0 || d || // enable state of previous frame - the clipping code has to\n // run another frame in order to reset the state:\n n !== 0 || s;\n return s = d, n = u.length, p;\n }, this.beginShadows = function() {\n r = !0, h(null);\n }, this.endShadows = function() {\n r = !1;\n }, this.setGlobalState = function(u, d) {\n t = h(u, d, 0);\n }, this.setState = function(u, d, p) {\n const g = u.clippingPlanes, x = u.clipIntersection, m = u.clipShadows, f = i.get(u);\n if (!s || g === null || g.length === 0 || r && !m)\n r ? h(null) : c();\n else {\n const y = r ? 0 : n, v = y * 4;\n let T = f.clippingState || null;\n l.value = T, T = h(g, d, v, p);\n for (let R = 0; R !== v; ++R)\n T[R] = t[R];\n f.clippingState = T, this.numIntersection = x ? this.numPlanes : 0, this.numPlanes += y;\n }\n };\n function c() {\n l.value !== t && (l.value = t, l.needsUpdate = n > 0), e.numPlanes = n, e.numIntersection = 0;\n }\n function h(u, d, p, g) {\n const x = u !== null ? u.length : 0;\n let m = null;\n if (x !== 0) {\n if (m = l.value, g !== !0 || m === null) {\n const f = p + x * 4, y = d.matrixWorldInverse;\n o.getNormalMatrix(y), (m === null || m.length < f) && (m = new Float32Array(f));\n for (let v = 0, T = p; v !== x; ++v, T += 4)\n a.copy(u[v]).applyMatrix4(y, o), a.normal.toArray(m, T), m[T + 3] = a.constant;\n }\n l.value = m, l.needsUpdate = !0;\n }\n return e.numPlanes = x, e.numIntersection = 0, m;\n }\n}\nfunction Om(i) {\n let e = /* @__PURE__ */ new WeakMap();\n function t(a, o) {\n return o === vr ? a.mapping = Gi : o === Ia && (a.mapping = Hi), a;\n }\n function n(a) {\n if (a && a.isTexture) {\n const o = a.mapping;\n if (o === vr || o === Ia)\n if (e.has(a)) {\n const l = e.get(a).texture;\n return t(l, a.mapping);\n } else {\n const l = a.image;\n if (l && l.height > 0) {\n const c = new ed(l.height);\n return c.fromEquirectangularTexture(i, a), e.set(a, c), a.addEventListener(\"dispose\", s), t(c.texture, a.mapping);\n } else\n return null;\n }\n }\n return a;\n }\n function s(a) {\n const o = a.target;\n o.removeEventListener(\"dispose\", s);\n const l = e.get(o);\n l !== void 0 && (e.delete(o), l.dispose());\n }\n function r() {\n e = /* @__PURE__ */ new WeakMap();\n }\n return {\n get: n,\n dispose: r\n };\n}\nconst Zn = 4, Zl = [0.125, 0.215, 0.35, 0.446, 0.526, 0.582], ui = 20, Bm = 256, ds = /* @__PURE__ */ new pi(), $l = /* @__PURE__ */ new Se();\nlet ua = null, da = 0, fa = 0, pa = !1;\nconst zm = /* @__PURE__ */ new w();\nclass Jl {\n /**\n * Constructs a new PMREM generator.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n */\n constructor(e) {\n this._renderer = e, this._pingPongRenderTarget = null, this._lodMax = 0, this._cubeSize = 0, this._sizeLods = [], this._sigmas = [], this._lodMeshes = [], this._backgroundBox = null, this._cubemapMaterial = null, this._equirectMaterial = null, this._blurMaterial = null, this._ggxMaterial = null;\n }\n /**\n * Generates a PMREM from a supplied Scene, which can be faster than using an\n * image if networking bandwidth is low. Optional sigma specifies a blur radius\n * in radians to be applied to the scene before PMREM generation. Optional near\n * and far planes ensure the scene is rendered in its entirety.\n *\n * @param {Scene} scene - The scene to be captured.\n * @param {number} [sigma=0] - The blur radius in radians.\n * @param {number} [near=0.1] - The near plane distance.\n * @param {number} [far=100] - The far plane distance.\n * @param {Object} [options={}] - The configuration options.\n * @param {number} [options.size=256] - The texture size of the PMREM.\n * @param {Vector3} [options.renderTarget=origin] - The position of the internal cube camera that renders the scene.\n * @return {WebGLRenderTarget} The resulting PMREM.\n */\n fromScene(e, t = 0, n = 0.1, s = 100, r = {}) {\n const {\n size: a = 256,\n position: o = zm\n } = r;\n ua = this._renderer.getRenderTarget(), da = this._renderer.getActiveCubeFace(), fa = this._renderer.getActiveMipmapLevel(), pa = this._renderer.xr.enabled, this._renderer.xr.enabled = !1, this._setSize(a);\n const l = this._allocateTargets();\n return l.depthBuffer = !0, this._sceneToCubeUV(e, n, s, l, o), t > 0 && this._blur(l, 0, 0, t), this._applyPMREM(l), this._cleanup(l), l;\n }\n /**\n * Generates a PMREM from an equirectangular texture, which can be either LDR\n * or HDR. The ideal input image size is 1k (1024 x 512),\n * as this matches best with the 256 x 256 cubemap output.\n *\n * @param {Texture} equirectangular - The equirectangular texture to be converted.\n * @param {?WebGLRenderTarget} [renderTarget=null] - The render target to use.\n * @return {WebGLRenderTarget} The resulting PMREM.\n */\n fromEquirectangular(e, t = null) {\n return this._fromTexture(e, t);\n }\n /**\n * Generates a PMREM from an cubemap texture, which can be either LDR\n * or HDR. The ideal input cube size is 256 x 256,\n * as this matches best with the 256 x 256 cubemap output.\n *\n * @param {Texture} cubemap - The cubemap texture to be converted.\n * @param {?WebGLRenderTarget} [renderTarget=null] - The render target to use.\n * @return {WebGLRenderTarget} The resulting PMREM.\n */\n fromCubemap(e, t = null) {\n return this._fromTexture(e, t);\n }\n /**\n * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during\n * your texture's network fetch for increased concurrency.\n */\n compileCubemapShader() {\n this._cubemapMaterial === null && (this._cubemapMaterial = tc(), this._compileMaterial(this._cubemapMaterial));\n }\n /**\n * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during\n * your texture's network fetch for increased concurrency.\n */\n compileEquirectangularShader() {\n this._equirectMaterial === null && (this._equirectMaterial = ec(), this._compileMaterial(this._equirectMaterial));\n }\n /**\n * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,\n * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on\n * one of them will cause any others to also become unusable.\n */\n dispose() {\n this._dispose(), this._cubemapMaterial !== null && this._cubemapMaterial.dispose(), this._equirectMaterial !== null && this._equirectMaterial.dispose(), this._backgroundBox !== null && (this._backgroundBox.geometry.dispose(), this._backgroundBox.material.dispose());\n }\n // private interface\n _setSize(e) {\n this._lodMax = Math.floor(Math.log2(e)), this._cubeSize = Math.pow(2, this._lodMax);\n }\n _dispose() {\n this._blurMaterial !== null && this._blurMaterial.dispose(), this._ggxMaterial !== null && this._ggxMaterial.dispose(), this._pingPongRenderTarget !== null && this._pingPongRenderTarget.dispose();\n for (let e = 0; e < this._lodMeshes.length; e++)\n this._lodMeshes[e].geometry.dispose();\n }\n _cleanup(e) {\n this._renderer.setRenderTarget(ua, da, fa), this._renderer.xr.enabled = pa, e.scissorTest = !1, Li(e, 0, 0, e.width, e.height);\n }\n _fromTexture(e, t) {\n e.mapping === Gi || e.mapping === Hi ? this._setSize(e.image.length === 0 ? 16 : e.image[0].width || e.image[0].image.width) : this._setSize(e.image.width / 4), ua = this._renderer.getRenderTarget(), da = this._renderer.getActiveCubeFace(), fa = this._renderer.getActiveMipmapLevel(), pa = this._renderer.xr.enabled, this._renderer.xr.enabled = !1;\n const n = t || this._allocateTargets();\n return this._textureToCubeUV(e, n), this._applyPMREM(n), this._cleanup(n), n;\n }\n _allocateTargets() {\n const e = 3 * Math.max(this._cubeSize, 112), t = 4 * this._cubeSize, n = {\n magFilter: bt,\n minFilter: bt,\n generateMipmaps: !1,\n type: xt,\n format: Zt,\n colorSpace: Ut,\n depthBuffer: !1\n }, s = Ql(e, t, n);\n if (this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== e || this._pingPongRenderTarget.height !== t) {\n this._pingPongRenderTarget !== null && this._dispose(), this._pingPongRenderTarget = Ql(e, t, n);\n const { _lodMax: r } = this;\n ({ lodMeshes: this._lodMeshes, sizeLods: this._sizeLods, sigmas: this._sigmas } = km(r)), this._blurMaterial = Gm(r, e, t), this._ggxMaterial = Vm(r, e, t);\n }\n return s;\n }\n _compileMaterial(e) {\n const t = new ot(new nn(), e);\n this._renderer.compile(t, ds);\n }\n _sceneToCubeUV(e, t, n, s, r) {\n const l = new Tt(90, 1, t, n), c = [1, -1, 1, 1, 1, 1], h = [1, 1, 1, -1, -1, -1], u = this._renderer, d = u.autoClear, p = u.toneMapping;\n u.getClearColor($l), u.toneMapping = Jn, u.autoClear = !1, u.state.buffers.depth.getReversed() && (u.setRenderTarget(s), u.clearDepth(), u.setRenderTarget(null)), this._backgroundBox === null && (this._backgroundBox = new ot(\n new fi(),\n new Bt({\n name: \"PMREM.Background\",\n side: zt,\n depthWrite: !1,\n depthTest: !1\n })\n ));\n const x = this._backgroundBox, m = x.material;\n let f = !1;\n const y = e.background;\n y ? y.isColor && (m.color.copy(y), e.background = null, f = !0) : (m.color.copy($l), f = !0);\n for (let v = 0; v < 6; v++) {\n const T = v % 3;\n T === 0 ? (l.up.set(0, c[v], 0), l.position.set(r.x, r.y, r.z), l.lookAt(r.x + h[v], r.y, r.z)) : T === 1 ? (l.up.set(0, 0, c[v]), l.position.set(r.x, r.y, r.z), l.lookAt(r.x, r.y + h[v], r.z)) : (l.up.set(0, c[v], 0), l.position.set(r.x, r.y, r.z), l.lookAt(r.x, r.y, r.z + h[v]));\n const R = this._cubeSize;\n Li(s, T * R, v > 2 ? R : 0, R, R), u.setRenderTarget(s), f && u.render(x, l), u.render(e, l);\n }\n u.toneMapping = p, u.autoClear = d, e.background = y;\n }\n _textureToCubeUV(e, t) {\n const n = this._renderer, s = e.mapping === Gi || e.mapping === Hi;\n s ? (this._cubemapMaterial === null && (this._cubemapMaterial = tc()), this._cubemapMaterial.uniforms.flipEnvMap.value = e.isRenderTargetTexture === !1 ? -1 : 1) : this._equirectMaterial === null && (this._equirectMaterial = ec());\n const r = s ? this._cubemapMaterial : this._equirectMaterial, a = this._lodMeshes[0];\n a.material = r;\n const o = r.uniforms;\n o.envMap.value = e;\n const l = this._cubeSize;\n Li(t, 0, 0, 3 * l, 2 * l), n.setRenderTarget(t), n.render(a, ds);\n }\n _applyPMREM(e) {\n const t = this._renderer, n = t.autoClear;\n t.autoClear = !1;\n const s = this._lodMeshes.length;\n for (let r = 1; r < s; r++)\n this._applyGGXFilter(e, r - 1, r);\n t.autoClear = n;\n }\n /**\n * Applies GGX VNDF importance sampling filter to generate a prefiltered environment map.\n * Uses Monte Carlo integration with VNDF importance sampling to accurately represent the\n * GGX BRDF for physically-based rendering. Reads from the previous LOD level and\n * applies incremental roughness filtering to avoid over-blurring.\n *\n * @private\n * @param {WebGLRenderTarget} cubeUVRenderTarget\n * @param {number} lodIn - Source LOD level to read from\n * @param {number} lodOut - Target LOD level to write to\n */\n _applyGGXFilter(e, t, n) {\n const s = this._renderer, r = this._pingPongRenderTarget, a = this._ggxMaterial, o = this._lodMeshes[n];\n o.material = a;\n const l = a.uniforms, c = n / (this._lodMeshes.length - 1), h = t / (this._lodMeshes.length - 1), u = Math.sqrt(c * c - h * h), d = 0.05 + c * 0.95, p = u * d, { _lodMax: g } = this, x = this._sizeLods[n], m = 3 * x * (n > g - Zn ? n - g + Zn : 0), f = 4 * (this._cubeSize - x);\n l.envMap.value = e.texture, l.roughness.value = p, l.mipInt.value = g - t, Li(r, m, f, 3 * x, 2 * x), s.setRenderTarget(r), s.render(o, ds), l.envMap.value = r.texture, l.roughness.value = 0, l.mipInt.value = g - n, Li(e, m, f, 3 * x, 2 * x), s.setRenderTarget(e), s.render(o, ds);\n }\n /**\n * This is a two-pass Gaussian blur for a cubemap. Normally this is done\n * vertically and horizontally, but this breaks down on a cube. Here we apply\n * the blur latitudinally (around the poles), and then longitudinally (towards\n * the poles) to approximate the orthogonally-separable blur. It is least\n * accurate at the poles, but still does a decent job.\n *\n * Used for initial scene blur in fromScene() method when sigma > 0.\n *\n * @private\n * @param {WebGLRenderTarget} cubeUVRenderTarget\n * @param {number} lodIn\n * @param {number} lodOut\n * @param {number} sigma\n * @param {Vector3} [poleAxis]\n */\n _blur(e, t, n, s, r) {\n const a = this._pingPongRenderTarget;\n this._halfBlur(\n e,\n a,\n t,\n n,\n s,\n \"latitudinal\",\n r\n ), this._halfBlur(\n a,\n e,\n n,\n n,\n s,\n \"longitudinal\",\n r\n );\n }\n _halfBlur(e, t, n, s, r, a, o) {\n const l = this._renderer, c = this._blurMaterial;\n a !== \"latitudinal\" && a !== \"longitudinal\" && Xe(\n \"blur direction must be either latitudinal or longitudinal!\"\n );\n const h = 3, u = this._lodMeshes[s];\n u.material = c;\n const d = c.uniforms, p = this._sizeLods[n] - 1, g = isFinite(r) ? Math.PI / (2 * p) : 2 * Math.PI / (2 * ui - 1), x = r / g, m = isFinite(r) ? 1 + Math.floor(h * x) : ui;\n m > ui && Te(`sigmaRadians, ${r}, is too large and will clip, as it requested ${m} samples when the maximum is set to ${ui}`);\n const f = [];\n let y = 0;\n for (let P = 0; P < ui; ++P) {\n const I = P / x, S = Math.exp(-I * I / 2);\n f.push(S), P === 0 ? y += S : P < m && (y += 2 * S);\n }\n for (let P = 0; P < f.length; P++)\n f[P] = f[P] / y;\n d.envMap.value = e.texture, d.samples.value = m, d.weights.value = f, d.latitudinal.value = a === \"latitudinal\", o && (d.poleAxis.value = o);\n const { _lodMax: v } = this;\n d.dTheta.value = g, d.mipInt.value = v - n;\n const T = this._sizeLods[s], R = 3 * T * (s > v - Zn ? s - v + Zn : 0), E = 4 * (this._cubeSize - T);\n Li(t, R, E, 3 * T, 2 * T), l.setRenderTarget(t), l.render(u, ds);\n }\n}\nfunction km(i) {\n const e = [], t = [], n = [];\n let s = i;\n const r = i - Zn + 1 + Zl.length;\n for (let a = 0; a < r; a++) {\n const o = Math.pow(2, s);\n e.push(o);\n let l = 1 / o;\n a > i - Zn ? 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(m = [\n \"#define SHADER_TYPE \" + t.shaderType,\n \"#define SHADER_NAME \" + t.shaderName,\n g\n ].filter(gs).join(`\n`), m.length > 0 && (m += `\n`), f = [\n \"#define SHADER_TYPE \" + t.shaderType,\n \"#define SHADER_NAME \" + t.shaderName,\n g\n ].filter(gs).join(`\n`), f.length > 0 && (f += `\n`)) : (m = [\n mc(t),\n \"#define SHADER_TYPE \" + t.shaderType,\n \"#define SHADER_NAME \" + t.shaderName,\n g,\n t.extensionClipCullDistance ? \"#define USE_CLIP_DISTANCE\" : \"\",\n t.batching ? \"#define USE_BATCHING\" : \"\",\n t.batchingColor ? \"#define USE_BATCHING_COLOR\" : \"\",\n t.instancing ? \"#define USE_INSTANCING\" : \"\",\n t.instancingColor ? \"#define USE_INSTANCING_COLOR\" : \"\",\n t.instancingMorph ? \"#define USE_INSTANCING_MORPH\" : \"\",\n t.useFog && t.fog ? \"#define USE_FOG\" : \"\",\n t.useFog && t.fogExp2 ? \"#define FOG_EXP2\" : \"\",\n t.map ? \"#define USE_MAP\" : \"\",\n t.envMap ? \"#define USE_ENVMAP\" : \"\",\n t.envMap ? \"#define \" + h : \"\",\n t.lightMap ? \"#define USE_LIGHTMAP\" : \"\",\n t.aoMap ? \"#define USE_AOMAP\" : \"\",\n t.bumpMap ? \"#define USE_BUMPMAP\" : \"\",\n t.normalMap ? \"#define USE_NORMALMAP\" : \"\",\n t.normalMapObjectSpace ? \"#define USE_NORMALMAP_OBJECTSPACE\" : \"\",\n t.normalMapTangentSpace ? \"#define USE_NORMALMAP_TANGENTSPACE\" : \"\",\n t.displacementMap ? \"#define USE_DISPLACEMENTMAP\" : \"\",\n t.emissiveMap ? \"#define USE_EMISSIVEMAP\" : \"\",\n t.anisotropy ? \"#define USE_ANISOTROPY\" : \"\",\n t.anisotropyMap ? \"#define USE_ANISOTROPYMAP\" : \"\",\n t.clearcoatMap ? \"#define USE_CLEARCOATMAP\" : \"\",\n t.clearcoatRoughnessMap ? \"#define USE_CLEARCOAT_ROUGHNESSMAP\" : \"\",\n t.clearcoatNormalMap ? \"#define USE_CLEARCOAT_NORMALMAP\" : \"\",\n t.iridescenceMap ? \"#define USE_IRIDESCENCEMAP\" : \"\",\n t.iridescenceThicknessMap ? \"#define USE_IRIDESCENCE_THICKNESSMAP\" : \"\",\n t.specularMap ? \"#define USE_SPECULARMAP\" : \"\",\n t.specularColorMap ? \"#define USE_SPECULAR_COLORMAP\" : \"\",\n t.specularIntensityMap ? \"#define USE_SPECULAR_INTENSITYMAP\" : \"\",\n t.roughnessMap ? \"#define USE_ROUGHNESSMAP\" : \"\",\n t.metalnessMap ? \"#define USE_METALNESSMAP\" : \"\",\n t.alphaMap ? \"#define USE_ALPHAMAP\" : \"\",\n t.alphaHash ? \"#define USE_ALPHAHASH\" : \"\",\n t.transmission ? \"#define USE_TRANSMISSION\" : \"\",\n t.transmissionMap ? \"#define USE_TRANSMISSIONMAP\" : \"\",\n t.thicknessMap ? \"#define USE_THICKNESSMAP\" : \"\",\n t.sheenColorMap ? \"#define USE_SHEEN_COLORMAP\" : \"\",\n t.sheenRoughnessMap ? \"#define USE_SHEEN_ROUGHNESSMAP\" : \"\",\n //\n t.mapUv ? \"#define MAP_UV \" + t.mapUv : \"\",\n t.alphaMapUv ? \"#define ALPHAMAP_UV \" + t.alphaMapUv : \"\",\n t.lightMapUv ? \"#define LIGHTMAP_UV \" + t.lightMapUv : \"\",\n t.aoMapUv ? \"#define AOMAP_UV \" + t.aoMapUv : \"\",\n t.emissiveMapUv ? \"#define EMISSIVEMAP_UV \" + t.emissiveMapUv : \"\",\n t.bumpMapUv ? \"#define BUMPMAP_UV \" + t.bumpMapUv : \"\",\n t.normalMapUv ? \"#define NORMALMAP_UV \" + t.normalMapUv : \"\",\n t.displacementMapUv ? \"#define DISPLACEMENTMAP_UV \" + t.displacementMapUv : \"\",\n t.metalnessMapUv ? \"#define METALNESSMAP_UV \" + t.metalnessMapUv : \"\",\n t.roughnessMapUv ? \"#define ROUGHNESSMAP_UV \" + t.roughnessMapUv : \"\",\n t.anisotropyMapUv ? \"#define ANISOTROPYMAP_UV \" + t.anisotropyMapUv : \"\",\n t.clearcoatMapUv ? \"#define CLEARCOATMAP_UV \" + t.clearcoatMapUv : \"\",\n t.clearcoatNormalMapUv ? \"#define CLEARCOAT_NORMALMAP_UV \" + t.clearcoatNormalMapUv : \"\",\n t.clearcoatRoughnessMapUv ? \"#define CLEARCOAT_ROUGHNESSMAP_UV \" + t.clearcoatRoughnessMapUv : \"\",\n t.iridescenceMapUv ? \"#define IRIDESCENCEMAP_UV \" + t.iridescenceMapUv : \"\",\n t.iridescenceThicknessMapUv ? \"#define IRIDESCENCE_THICKNESSMAP_UV \" + t.iridescenceThicknessMapUv : \"\",\n t.sheenColorMapUv ? \"#define SHEEN_COLORMAP_UV \" + t.sheenColorMapUv : \"\",\n t.sheenRoughnessMapUv ? \"#define SHEEN_ROUGHNESSMAP_UV \" + t.sheenRoughnessMapUv : \"\",\n t.specularMapUv ? \"#define SPECULARMAP_UV \" + t.specularMapUv : \"\",\n t.specularColorMapUv ? \"#define SPECULAR_COLORMAP_UV \" + t.specularColorMapUv : \"\",\n t.specularIntensityMapUv ? \"#define SPECULAR_INTENSITYMAP_UV \" + t.specularIntensityMapUv : \"\",\n t.transmissionMapUv ? \"#define TRANSMISSIONMAP_UV \" + t.transmissionMapUv : \"\",\n t.thicknessMapUv ? \"#define THICKNESSMAP_UV \" + t.thicknessMapUv : \"\",\n //\n t.vertexTangents && t.flatShading === !1 ? \"#define USE_TANGENT\" : \"\",\n t.vertexColors ? \"#define USE_COLOR\" : \"\",\n t.vertexAlphas ? \"#define USE_COLOR_ALPHA\" : \"\",\n t.vertexUv1s ? \"#define USE_UV1\" : \"\",\n t.vertexUv2s ? \"#define USE_UV2\" : \"\",\n t.vertexUv3s ? \"#define USE_UV3\" : \"\",\n t.pointsUvs ? \"#define USE_POINTS_UV\" : \"\",\n t.flatShading ? \"#define FLAT_SHADED\" : \"\",\n t.skinning ? \"#define USE_SKINNING\" : \"\",\n t.morphTargets ? \"#define USE_MORPHTARGETS\" : \"\",\n t.morphNormals && t.flatShading === !1 ? \"#define USE_MORPHNORMALS\" : \"\",\n t.morphColors ? \"#define USE_MORPHCOLORS\" : \"\",\n t.morphTargetsCount > 0 ? \"#define MORPHTARGETS_TEXTURE_STRIDE \" + t.morphTextureStride : \"\",\n t.morphTargetsCount > 0 ? \"#define MORPHTARGETS_COUNT \" + t.morphTargetsCount : \"\",\n t.doubleSided ? \"#define DOUBLE_SIDED\" : \"\",\n t.flipSided ? \"#define FLIP_SIDED\" : \"\",\n t.shadowMapEnabled ? \"#define USE_SHADOWMAP\" : \"\",\n t.shadowMapEnabled ? \"#define \" + l : \"\",\n t.sizeAttenuation ? \"#define USE_SIZEATTENUATION\" : \"\",\n t.numLightProbes > 0 ? \"#define USE_LIGHT_PROBES\" : \"\",\n t.logarithmicDepthBuffer ? \"#define USE_LOGARITHMIC_DEPTH_BUFFER\" : \"\",\n t.reversedDepthBuffer ? \"#define USE_REVERSED_DEPTH_BUFFER\" : \"\",\n \"uniform mat4 modelMatrix;\",\n \"uniform mat4 modelViewMatrix;\",\n \"uniform mat4 projectionMatrix;\",\n \"uniform mat4 viewMatrix;\",\n \"uniform mat3 normalMatrix;\",\n \"uniform vec3 cameraPosition;\",\n \"uniform bool isOrthographic;\",\n \"#ifdef USE_INSTANCING\",\n \"\tattribute mat4 instanceMatrix;\",\n \"#endif\",\n \"#ifdef USE_INSTANCING_COLOR\",\n \"\tattribute vec3 instanceColor;\",\n \"#endif\",\n \"#ifdef USE_INSTANCING_MORPH\",\n \"\tuniform sampler2D morphTexture;\",\n \"#endif\",\n \"attribute vec3 position;\",\n \"attribute vec3 normal;\",\n \"attribute vec2 uv;\",\n \"#ifdef USE_UV1\",\n \"\tattribute vec2 uv1;\",\n \"#endif\",\n \"#ifdef USE_UV2\",\n \"\tattribute vec2 uv2;\",\n \"#endif\",\n \"#ifdef USE_UV3\",\n \"\tattribute vec2 uv3;\",\n \"#endif\",\n \"#ifdef USE_TANGENT\",\n \"\tattribute vec4 tangent;\",\n \"#endif\",\n \"#if defined( USE_COLOR_ALPHA )\",\n \"\tattribute vec4 color;\",\n \"#elif defined( USE_COLOR )\",\n \"\tattribute vec3 color;\",\n \"#endif\",\n \"#ifdef USE_SKINNING\",\n \"\tattribute vec4 skinIndex;\",\n \"\tattribute vec4 skinWeight;\",\n \"#endif\",\n `\n`\n ].filter(gs).join(`\n`), f = [\n mc(t),\n \"#define SHADER_TYPE \" + t.shaderType,\n \"#define SHADER_NAME \" + t.shaderName,\n g,\n t.useFog && t.fog ? \"#define USE_FOG\" : \"\",\n t.useFog && t.fogExp2 ? \"#define FOG_EXP2\" : \"\",\n t.alphaToCoverage ? \"#define ALPHA_TO_COVERAGE\" : \"\",\n t.map ? \"#define USE_MAP\" : \"\",\n t.matcap ? \"#define USE_MATCAP\" : \"\",\n t.envMap ? \"#define USE_ENVMAP\" : \"\",\n t.envMap ? \"#define \" + c : \"\",\n t.envMap ? \"#define \" + h : \"\",\n t.envMap ? \"#define \" + u : \"\",\n d ? \"#define CUBEUV_TEXEL_WIDTH \" + d.texelWidth : \"\",\n d ? \"#define CUBEUV_TEXEL_HEIGHT \" + d.texelHeight : \"\",\n d ? \"#define CUBEUV_MAX_MIP \" + d.maxMip + \".0\" : \"\",\n t.lightMap ? \"#define USE_LIGHTMAP\" : \"\",\n t.aoMap ? \"#define USE_AOMAP\" : \"\",\n t.bumpMap ? \"#define USE_BUMPMAP\" : \"\",\n t.normalMap ? \"#define USE_NORMALMAP\" : \"\",\n t.normalMapObjectSpace ? \"#define USE_NORMALMAP_OBJECTSPACE\" : \"\",\n t.normalMapTangentSpace ? \"#define USE_NORMALMAP_TANGENTSPACE\" : \"\",\n t.emissiveMap ? \"#define USE_EMISSIVEMAP\" : \"\",\n t.anisotropy ? \"#define USE_ANISOTROPY\" : \"\",\n t.anisotropyMap ? \"#define USE_ANISOTROPYMAP\" : \"\",\n t.clearcoat ? \"#define USE_CLEARCOAT\" : \"\",\n t.clearcoatMap ? \"#define USE_CLEARCOATMAP\" : \"\",\n t.clearcoatRoughnessMap ? \"#define USE_CLEARCOAT_ROUGHNESSMAP\" : \"\",\n t.clearcoatNormalMap ? \"#define USE_CLEARCOAT_NORMALMAP\" : \"\",\n t.dispersion ? \"#define USE_DISPERSION\" : \"\",\n t.iridescence ? \"#define USE_IRIDESCENCE\" : \"\",\n t.iridescenceMap ? \"#define USE_IRIDESCENCEMAP\" : \"\",\n t.iridescenceThicknessMap ? \"#define USE_IRIDESCENCE_THICKNESSMAP\" : \"\",\n t.specularMap ? \"#define USE_SPECULARMAP\" : \"\",\n t.specularColorMap ? \"#define USE_SPECULAR_COLORMAP\" : \"\",\n t.specularIntensityMap ? \"#define USE_SPECULAR_INTENSITYMAP\" : \"\",\n t.roughnessMap ? \"#define USE_ROUGHNESSMAP\" : \"\",\n t.metalnessMap ? \"#define USE_METALNESSMAP\" : \"\",\n t.alphaMap ? \"#define USE_ALPHAMAP\" : \"\",\n t.alphaTest ? \"#define USE_ALPHATEST\" : \"\",\n t.alphaHash ? \"#define USE_ALPHAHASH\" : \"\",\n t.sheen ? \"#define USE_SHEEN\" : \"\",\n t.sheenColorMap ? \"#define USE_SHEEN_COLORMAP\" : \"\",\n t.sheenRoughnessMap ? \"#define USE_SHEEN_ROUGHNESSMAP\" : \"\",\n t.transmission ? \"#define USE_TRANSMISSION\" : \"\",\n t.transmissionMap ? \"#define USE_TRANSMISSIONMAP\" : \"\",\n t.thicknessMap ? \"#define USE_THICKNESSMAP\" : \"\",\n t.vertexTangents && t.flatShading === !1 ? \"#define USE_TANGENT\" : \"\",\n t.vertexColors || t.instancingColor || t.batchingColor ? \"#define USE_COLOR\" : \"\",\n t.vertexAlphas ? \"#define USE_COLOR_ALPHA\" : \"\",\n t.vertexUv1s ? \"#define USE_UV1\" : \"\",\n t.vertexUv2s ? \"#define USE_UV2\" : \"\",\n t.vertexUv3s ? \"#define USE_UV3\" : \"\",\n t.pointsUvs ? \"#define USE_POINTS_UV\" : \"\",\n t.gradientMap ? \"#define USE_GRADIENTMAP\" : \"\",\n t.flatShading ? \"#define FLAT_SHADED\" : \"\",\n t.doubleSided ? \"#define DOUBLE_SIDED\" : \"\",\n t.flipSided ? \"#define FLIP_SIDED\" : \"\",\n t.shadowMapEnabled ? \"#define USE_SHADOWMAP\" : \"\",\n t.shadowMapEnabled ? \"#define \" + l : \"\",\n t.premultipliedAlpha ? \"#define PREMULTIPLIED_ALPHA\" : \"\",\n t.numLightProbes > 0 ? \"#define USE_LIGHT_PROBES\" : \"\",\n t.decodeVideoTexture ? \"#define DECODE_VIDEO_TEXTURE\" : \"\",\n t.decodeVideoTextureEmissive ? \"#define DECODE_VIDEO_TEXTURE_EMISSIVE\" : \"\",\n t.logarithmicDepthBuffer ? \"#define USE_LOGARITHMIC_DEPTH_BUFFER\" : \"\",\n t.reversedDepthBuffer ? \"#define USE_REVERSED_DEPTH_BUFFER\" : \"\",\n \"uniform mat4 viewMatrix;\",\n \"uniform vec3 cameraPosition;\",\n \"uniform bool isOrthographic;\",\n t.toneMapping !== Jn ? \"#define TONE_MAPPING\" : \"\",\n t.toneMapping !== Jn ? Ge.tonemapping_pars_fragment : \"\",\n // this code is required here because it is used by the toneMapping() function defined below\n t.toneMapping !== Jn ? X0(\"toneMapping\", t.toneMapping) : \"\",\n t.dithering ? \"#define DITHERING\" : \"\",\n t.opaque ? \"#define OPAQUE\" : \"\",\n Ge.colorspace_pars_fragment,\n // this code is required here because it is used by the various encoding/decoding function defined below\n W0(\"linearToOutputTexel\", t.outputColorSpace),\n j0(),\n t.useDepthPacking ? \"#define DEPTH_PACKING \" + t.depthPacking : \"\",\n `\n`\n ].filter(gs).join(`\n`)), a = mo(a), a = dc(a, t), a = fc(a, t), o = mo(o), o = dc(o, t), o = fc(o, t), a = pc(a), o = pc(o), t.isRawShaderMaterial !== !0 && (y = `#version 300 es\n`, m = [\n p,\n \"#define attribute in\",\n \"#define varying out\",\n \"#define texture2D texture\"\n ].join(`\n`) + `\n` + m, f = [\n \"#define varying in\",\n t.glslVersion === ll ? \"\" : \"layout(location = 0) out highp vec4 pc_fragColor;\",\n t.glslVersion === ll ? \"\" : \"#define gl_FragColor pc_fragColor\",\n \"#define gl_FragDepthEXT gl_FragDepth\",\n \"#define texture2D texture\",\n \"#define textureCube texture\",\n \"#define texture2DProj textureProj\",\n \"#define texture2DLodEXT textureLod\",\n \"#define texture2DProjLodEXT textureProjLod\",\n \"#define textureCubeLodEXT textureLod\",\n \"#define texture2DGradEXT textureGrad\",\n \"#define texture2DProjGradEXT textureProjGrad\",\n \"#define textureCubeGradEXT textureGrad\"\n ].join(`\n`) + `\n` + f);\n const v = y + m + a, T = y + f + o, R = cc(s, s.VERTEX_SHADER, v), E = cc(s, s.FRAGMENT_SHADER, T);\n s.attachShader(x, R), s.attachShader(x, E), t.index0AttributeName !== void 0 ? s.bindAttribLocation(x, 0, t.index0AttributeName) : t.morphTargets === !0 && s.bindAttribLocation(x, 0, \"position\"), s.linkProgram(x);\n function P(C) {\n if (i.debug.checkShaderErrors) {\n const U = s.getProgramInfoLog(x) || \"\", B = s.getShaderInfoLog(R) || \"\", z = s.getShaderInfoLog(E) || \"\", W = U.trim(), k = B.trim(), ee = z.trim();\n let X = !0, $ = !0;\n if (s.getProgramParameter(x, s.LINK_STATUS) === !1)\n if (X = !1, typeof i.debug.onShaderError == \"function\")\n i.debug.onShaderError(s, x, R, E);\n else {\n const Q = uc(s, R, \"vertex\"), ge = uc(s, E, \"fragment\");\n Xe(\n \"THREE.WebGLProgram: Shader Error \" + s.getError() + \" - VALIDATE_STATUS \" + s.getProgramParameter(x, s.VALIDATE_STATUS) + `\n\nMaterial Name: ` + C.name + `\nMaterial Type: ` + C.type + `\n\nProgram Info Log: ` + W + `\n` + Q + `\n` + ge\n );\n }\n else W !== \"\" ? Te(\"WebGLProgram: Program Info Log:\", W) : (k === \"\" || ee === \"\") && ($ = !1);\n $ && (C.diagnostics = {\n runnable: X,\n programLog: W,\n vertexShader: {\n log: k,\n prefix: m\n },\n fragmentShader: {\n log: ee,\n prefix: f\n }\n });\n }\n s.deleteShader(R), s.deleteShader(E), I = new gr(s, x), S = K0(s, x);\n }\n let I;\n this.getUniforms = function() {\n return I === void 0 && P(this), I;\n };\n let S;\n this.getAttributes = function() {\n return S === void 0 && P(this), S;\n };\n let M = t.rendererExtensionParallelShaderCompile === !1;\n return this.isReady = function() {\n return M === !1 && (M = s.getProgramParameter(x, k0)), M;\n }, this.destroy = function() {\n n.releaseStatesOfProgram(this), s.deleteProgram(x), this.program = void 0;\n }, this.type = t.shaderType, this.name = t.shaderName, this.id = V0++, this.cacheKey = e, this.usedTimes = 1, this.program = x, this.vertexShader = R, this.fragmentShader = E, this;\n}\nlet og = 0;\nclass lg {\n constructor() {\n this.shaderCache = /* @__PURE__ */ new Map(), this.materialCache = /* @__PURE__ */ new Map();\n }\n update(e) {\n const t = e.vertexShader, n = e.fragmentShader, s = this._getShaderStage(t), r = this._getShaderStage(n), a = this._getShaderCacheForMaterial(e);\n return a.has(s) === !1 && (a.add(s), s.usedTimes++), a.has(r) === !1 && (a.add(r), r.usedTimes++), this;\n }\n remove(e) {\n const t = this.materialCache.get(e);\n for (const n of t)\n n.usedTimes--, n.usedTimes === 0 && this.shaderCache.delete(n.code);\n return this.materialCache.delete(e), this;\n }\n getVertexShaderID(e) {\n return this._getShaderStage(e.vertexShader).id;\n }\n getFragmentShaderID(e) {\n return this._getShaderStage(e.fragmentShader).id;\n }\n dispose() {\n this.shaderCache.clear(), this.materialCache.clear();\n }\n _getShaderCacheForMaterial(e) {\n const t = this.materialCache;\n let n = t.get(e);\n return n === void 0 && (n = /* @__PURE__ */ new Set(), t.set(e, n)), n;\n }\n _getShaderStage(e) {\n const t = this.shaderCache;\n let n = t.get(e);\n return n === void 0 && (n = new cg(e), t.set(e, n)), n;\n }\n}\nclass cg {\n constructor(e) {\n this.id = og++, this.code = e, this.usedTimes = 0;\n }\n}\nfunction hg(i, e, t, n, s, r, a) {\n const o = new Uo(), l = new lg(), c = /* @__PURE__ */ new Set(), h = [], u = s.logarithmicDepthBuffer, d = s.vertexTextures;\n let p = s.precision;\n const g = {\n MeshDepthMaterial: \"depth\",\n MeshDistanceMaterial: \"distanceRGBA\",\n MeshNormalMaterial: \"normal\",\n MeshBasicMaterial: \"basic\",\n MeshLambertMaterial: \"lambert\",\n MeshPhongMaterial: \"phong\",\n MeshToonMaterial: \"toon\",\n MeshStandardMaterial: \"physical\",\n MeshPhysicalMaterial: \"physical\",\n MeshMatcapMaterial: \"matcap\",\n LineBasicMaterial: \"basic\",\n LineDashedMaterial: \"dashed\",\n PointsMaterial: \"points\",\n ShadowMaterial: \"shadow\",\n SpriteMaterial: \"sprite\"\n };\n function x(S) {\n return c.add(S), S === 0 ? \"uv\" : `uv${S}`;\n }\n function m(S, M, C, U, B) {\n const z = U.fog, W = B.geometry, k = S.isMeshStandardMaterial ? U.environment : null, ee = (S.isMeshStandardMaterial ? t : e).get(S.envMap || k), X = ee && ee.mapping === Rr ? ee.image.height : null, $ = g[S.type];\n S.precision !== null && (p = s.getMaxPrecision(S.precision), p !== S.precision && Te(\"WebGLProgram.getParameters:\", S.precision, \"not supported, using\", p, \"instead.\"));\n const Q = W.morphAttributes.position || W.morphAttributes.normal || W.morphAttributes.color, ge = Q !== void 0 ? Q.length : 0;\n let we = 0;\n W.morphAttributes.position !== void 0 && (we = 1), W.morphAttributes.normal !== void 0 && (we = 2), W.morphAttributes.color !== void 0 && (we = 3);\n let Oe, Ke, $e, j;\n if ($) {\n const st = bn[$];\n Oe = st.vertexShader, Ke = st.fragmentShader;\n } else\n Oe = S.vertexShader, Ke = S.fragmentShader, l.update(S), $e = l.getVertexShaderID(S), j = l.getFragmentShaderID(S);\n const Y = i.getRenderTarget(), ue = i.state.buffers.depth.getReversed(), Ce = B.isInstancedMesh === !0, me = B.isBatchedMesh === !0, We = !!S.map, _t = !!S.matcap, Be = !!ee, it = !!S.aoMap, D = !!S.lightMap, ke = !!S.bumpMap, Ve = !!S.normalMap, Qe = !!S.displacementMap, pe = !!S.emissiveMap, lt = !!S.metalnessMap, ye = !!S.roughnessMap, Ie = S.anisotropy > 0, A = S.clearcoat > 0, _ = S.dispersion > 0, O = S.iridescence > 0, q = S.sheen > 0, Z = S.transmission > 0, H = Ie && !!S.anisotropyMap, xe = A && !!S.clearcoatMap, re = A && !!S.clearcoatNormalMap, be = A && !!S.clearcoatRoughnessMap, Me = O && !!S.iridescenceMap, J = O && !!S.iridescenceThicknessMap, ie = q && !!S.sheenColorMap, De = q && !!S.sheenRoughnessMap, Ae = !!S.specularMap, he = !!S.specularColorMap, Re = !!S.specularIntensityMap, L = Z && !!S.transmissionMap, ae = Z && !!S.thicknessMap, ne = !!S.gradientMap, oe = !!S.alphaMap, te = S.alphaTest > 0, K = !!S.alphaHash, _e = !!S.extensions;\n let Fe = Jn;\n S.toneMapped && (Y === null || Y.isXRRenderTarget === !0) && (Fe = i.toneMapping);\n const ut = {\n shaderID: $,\n shaderType: S.type,\n shaderName: S.name,\n vertexShader: Oe,\n fragmentShader: Ke,\n defines: S.defines,\n customVertexShaderID: $e,\n customFragmentShaderID: j,\n isRawShaderMaterial: S.isRawShaderMaterial === !0,\n glslVersion: S.glslVersion,\n precision: p,\n batching: me,\n batchingColor: me && B._colorsTexture !== null,\n instancing: Ce,\n instancingColor: Ce && B.instanceColor !== null,\n instancingMorph: Ce && B.morphTexture !== null,\n supportsVertexTextures: d,\n outputColorSpace: Y === null ? i.outputColorSpace : Y.isXRRenderTarget === !0 ? Y.texture.colorSpace : Ut,\n alphaToCoverage: !!S.alphaToCoverage,\n map: We,\n matcap: _t,\n envMap: Be,\n envMapMode: Be && ee.mapping,\n envMapCubeUVHeight: X,\n aoMap: it,\n lightMap: D,\n bumpMap: ke,\n normalMap: Ve,\n displacementMap: d && Qe,\n emissiveMap: pe,\n normalMapObjectSpace: Ve && S.normalMapType === iu,\n normalMapTangentSpace: Ve && S.normalMapType === Cr,\n metalnessMap: lt,\n roughnessMap: ye,\n anisotropy: Ie,\n anisotropyMap: H,\n clearcoat: A,\n clearcoatMap: xe,\n clearcoatNormalMap: re,\n clearcoatRoughnessMap: be,\n dispersion: _,\n iridescence: O,\n iridescenceMap: Me,\n iridescenceThicknessMap: J,\n sheen: q,\n sheenColorMap: ie,\n sheenRoughnessMap: De,\n specularMap: Ae,\n specularColorMap: he,\n specularIntensityMap: Re,\n transmission: Z,\n transmissionMap: L,\n thicknessMap: ae,\n gradientMap: ne,\n opaque: S.transparent === !1 && S.blending === Fi && S.alphaToCoverage === !1,\n alphaMap: oe,\n alphaTest: te,\n alphaHash: K,\n combine: S.combine,\n //\n mapUv: We && x(S.map.channel),\n aoMapUv: it && x(S.aoMap.channel),\n lightMapUv: D && x(S.lightMap.channel),\n bumpMapUv: ke && x(S.bumpMap.channel),\n normalMapUv: Ve && x(S.normalMap.channel),\n displacementMapUv: Qe && x(S.displacementMap.channel),\n emissiveMapUv: pe && x(S.emissiveMap.channel),\n metalnessMapUv: lt && x(S.metalnessMap.channel),\n roughnessMapUv: ye && x(S.roughnessMap.channel),\n anisotropyMapUv: H && x(S.anisotropyMap.channel),\n clearcoatMapUv: xe && x(S.clearcoatMap.channel),\n clearcoatNormalMapUv: re && x(S.clearcoatNormalMap.channel),\n clearcoatRoughnessMapUv: be && x(S.clearcoatRoughnessMap.channel),\n iridescenceMapUv: Me && x(S.iridescenceMap.channel),\n iridescenceThicknessMapUv: J && x(S.iridescenceThicknessMap.channel),\n sheenColorMapUv: ie && x(S.sheenColorMap.channel),\n sheenRoughnessMapUv: De && x(S.sheenRoughnessMap.channel),\n specularMapUv: Ae && x(S.specularMap.channel),\n specularColorMapUv: he && x(S.specularColorMap.channel),\n specularIntensityMapUv: Re && x(S.specularIntensityMap.channel),\n transmissionMapUv: L && x(S.transmissionMap.channel),\n thicknessMapUv: ae && x(S.thicknessMap.channel),\n alphaMapUv: oe && x(S.alphaMap.channel),\n //\n vertexTangents: !!W.attributes.tangent && (Ve || Ie),\n vertexColors: S.vertexColors,\n vertexAlphas: S.vertexColors === !0 && !!W.attributes.color && W.attributes.color.itemSize === 4,\n pointsUvs: B.isPoints === !0 && !!W.attributes.uv && (We || oe),\n fog: !!z,\n useFog: S.fog === !0,\n fogExp2: !!z && z.isFogExp2,\n flatShading: S.flatShading === !0 && S.wireframe === !1,\n sizeAttenuation: S.sizeAttenuation === !0,\n logarithmicDepthBuffer: u,\n reversedDepthBuffer: ue,\n skinning: B.isSkinnedMesh === !0,\n morphTargets: W.morphAttributes.position !== void 0,\n morphNormals: W.morphAttributes.normal !== void 0,\n morphColors: W.morphAttributes.color !== void 0,\n morphTargetsCount: ge,\n morphTextureStride: we,\n numDirLights: M.directional.length,\n numPointLights: M.point.length,\n numSpotLights: M.spot.length,\n numSpotLightMaps: M.spotLightMap.length,\n numRectAreaLights: M.rectArea.length,\n numHemiLights: M.hemi.length,\n numDirLightShadows: M.directionalShadowMap.length,\n numPointLightShadows: M.pointShadowMap.length,\n numSpotLightShadows: M.spotShadowMap.length,\n numSpotLightShadowsWithMaps: M.numSpotLightShadowsWithMaps,\n numLightProbes: M.numLightProbes,\n numClippingPlanes: a.numPlanes,\n numClipIntersection: a.numIntersection,\n dithering: S.dithering,\n shadowMapEnabled: i.shadowMap.enabled && C.length > 0,\n shadowMapType: i.shadowMap.type,\n toneMapping: Fe,\n decodeVideoTexture: We && S.map.isVideoTexture === !0 && Ye.getTransfer(S.map.colorSpace) === et,\n decodeVideoTextureEmissive: pe && S.emissiveMap.isVideoTexture === !0 && Ye.getTransfer(S.emissiveMap.colorSpace) === et,\n premultipliedAlpha: S.premultipliedAlpha,\n doubleSided: S.side === Wt,\n flipSided: S.side === zt,\n useDepthPacking: S.depthPacking >= 0,\n depthPacking: S.depthPacking || 0,\n index0AttributeName: S.index0AttributeName,\n extensionClipCullDistance: _e && S.extensions.clipCullDistance === !0 && n.has(\"WEBGL_clip_cull_distance\"),\n extensionMultiDraw: (_e && S.extensions.multiDraw === !0 || me) && n.has(\"WEBGL_multi_draw\"),\n rendererExtensionParallelShaderCompile: n.has(\"KHR_parallel_shader_compile\"),\n customProgramCacheKey: S.customProgramCacheKey()\n };\n return ut.vertexUv1s = c.has(1), ut.vertexUv2s = c.has(2), ut.vertexUv3s = c.has(3), c.clear(), ut;\n }\n function f(S) {\n const M = [];\n if (S.shaderID ? 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i.groupOrder - e.groupOrder : i.renderOrder !== e.renderOrder ? i.renderOrder - e.renderOrder : i.material.id !== e.material.id ? i.material.id - e.material.id : i.z !== e.z ? i.z - e.z : i.id - e.id;\n}\nfunction gc(i, e) {\n return i.groupOrder !== e.groupOrder ? i.groupOrder - e.groupOrder : i.renderOrder !== e.renderOrder ? i.renderOrder - e.renderOrder : i.z !== e.z ? e.z - i.z : i.id - e.id;\n}\nfunction xc() {\n const i = [];\n let e = 0;\n const t = [], n = [], s = [];\n function r() {\n e = 0, t.length = 0, n.length = 0, s.length = 0;\n }\n function a(u, d, p, g, x, m) {\n let f = i[e];\n return f === void 0 ? (f = {\n id: u.id,\n object: u,\n geometry: d,\n material: p,\n groupOrder: g,\n renderOrder: u.renderOrder,\n z: x,\n group: m\n }, i[e] = f) : (f.id = u.id, f.object = u, f.geometry = d, f.material = p, f.groupOrder = g, f.renderOrder = u.renderOrder, f.z = x, f.group = m), e++, f;\n }\n function o(u, d, p, g, x, m) {\n const f = a(u, d, p, g, x, m);\n p.transmission > 0 ? n.push(f) : p.transparent === !0 ? s.push(f) : t.push(f);\n }\n function l(u, d, p, g, x, m) {\n const f = a(u, d, p, g, x, m);\n p.transmission > 0 ? n.unshift(f) : p.transparent === !0 ? s.unshift(f) : t.unshift(f);\n }\n function c(u, d) {\n t.length > 1 && t.sort(u || dg), n.length > 1 && n.sort(d || gc), s.length > 1 && s.sort(d || gc);\n }\n function h() {\n for (let u = e, d = i.length; u < d; u++) {\n const p = i[u];\n if (p.id === null) break;\n p.id = null, p.object = null, p.geometry = null, p.material = null, p.group = null;\n }\n }\n return {\n opaque: t,\n transmissive: n,\n transparent: s,\n init: r,\n push: o,\n unshift: l,\n finish: h,\n sort: c\n };\n}\nfunction fg() {\n let i = /* @__PURE__ */ new WeakMap();\n function e(n, s) {\n const r = i.get(n);\n let a;\n return r === void 0 ? 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A.mipmaps.length : A.isCompressedTexture && Array.isArray(A.image) ? _.mipmaps.length : 1;\n }\n function E(A) {\n const _ = A.target;\n _.removeEventListener(\"dispose\", E), I(_), _.isVideoTexture && h.delete(_);\n }\n function P(A) {\n const _ = A.target;\n _.removeEventListener(\"dispose\", P), M(_);\n }\n function I(A) {\n const _ = n.get(A);\n if (_.__webglInit === void 0) return;\n const O = A.source, q = d.get(O);\n if (q) {\n const Z = q[_.__cacheKey];\n Z.usedTimes--, Z.usedTimes === 0 && S(A), Object.keys(q).length === 0 && d.delete(O);\n }\n n.remove(A);\n }\n function S(A) {\n const _ = n.get(A);\n i.deleteTexture(_.__webglTexture);\n const O = A.source, q = d.get(O);\n delete q[_.__cacheKey], a.memory.textures--;\n }\n function M(A) {\n const _ = n.get(A);\n if (A.depthTexture && (A.depthTexture.dispose(), n.remove(A.depthTexture)), A.isWebGLCubeRenderTarget)\n for (let q = 0; q < 6; q++) {\n if (Array.isArray(_.__webglFramebuffer[q]))\n for (let Z = 0; Z < _.__webglFramebuffer[q].length; Z++) i.deleteFramebuffer(_.__webglFramebuffer[q][Z]);\n else\n i.deleteFramebuffer(_.__webglFramebuffer[q]);\n _.__webglDepthbuffer && i.deleteRenderbuffer(_.__webglDepthbuffer[q]);\n }\n else {\n if (Array.isArray(_.__webglFramebuffer))\n for (let q = 0; q < _.__webglFramebuffer.length; q++) i.deleteFramebuffer(_.__webglFramebuffer[q]);\n else\n i.deleteFramebuffer(_.__webglFramebuffer);\n if (_.__webglDepthbuffer && i.deleteRenderbuffer(_.__webglDepthbuffer), _.__webglMultisampledFramebuffer && i.deleteFramebuffer(_.__webglMultisampledFramebuffer), _.__webglColorRenderbuffer)\n for (let q = 0; q < _.__webglColorRenderbuffer.length; q++)\n _.__webglColorRenderbuffer[q] && i.deleteRenderbuffer(_.__webglColorRenderbuffer[q]);\n _.__webglDepthRenderbuffer && i.deleteRenderbuffer(_.__webglDepthRenderbuffer);\n }\n const O = A.textures;\n for (let q = 0, Z = O.length; q < Z; q++) {\n const H = n.get(O[q]);\n H.__webglTexture && (i.deleteTexture(H.__webglTexture), a.memory.textures--), n.remove(O[q]);\n }\n n.remove(A);\n }\n let C = 0;\n function U() {\n C = 0;\n }\n function B() {\n const A = C;\n return A >= s.maxTextures && Te(\"WebGLTextures: Trying to use \" + A + \" texture units while this GPU supports only \" + s.maxTextures), C += 1, A;\n }\n function z(A) {\n const _ = [];\n return _.push(A.wrapS), _.push(A.wrapT), _.push(A.wrapR || 0), _.push(A.magFilter), _.push(A.minFilter), _.push(A.anisotropy), _.push(A.internalFormat), _.push(A.format), _.push(A.type), _.push(A.generateMipmaps), _.push(A.premultiplyAlpha), _.push(A.flipY), _.push(A.unpackAlignment), _.push(A.colorSpace), _.join();\n }\n function W(A, _) {\n const O = n.get(A);\n if (A.isVideoTexture && lt(A), A.isRenderTargetTexture === !1 && A.isExternalTexture !== !0 && A.version > 0 && O.__version !== A.version) {\n const q = A.image;\n if (q === null)\n Te(\"WebGLRenderer: Texture marked for update but no image data found.\");\n else if (q.complete === !1)\n Te(\"WebGLRenderer: Texture marked for update but image is incomplete\");\n else {\n j(O, A, _);\n return;\n }\n } else A.isExternalTexture && (O.__webglTexture = A.sourceTexture ? A.sourceTexture : null);\n t.bindTexture(i.TEXTURE_2D, O.__webglTexture, i.TEXTURE0 + _);\n }\n function k(A, _) {\n const O = n.get(A);\n if (A.isRenderTargetTexture === !1 && A.version > 0 && O.__version !== A.version) {\n j(O, A, _);\n return;\n } else A.isExternalTexture && (O.__webglTexture = A.sourceTexture ? A.sourceTexture : null);\n t.bindTexture(i.TEXTURE_2D_ARRAY, O.__webglTexture, i.TEXTURE0 + _);\n }\n function ee(A, _) {\n const O = n.get(A);\n if (A.isRenderTargetTexture === !1 && A.version > 0 && O.__version !== A.version) {\n j(O, A, _);\n return;\n }\n t.bindTexture(i.TEXTURE_3D, O.__webglTexture, i.TEXTURE0 + _);\n }\n function X(A, _) {\n const O = n.get(A);\n if (A.version > 0 && O.__version !== A.version) {\n Y(O, A, _);\n return;\n }\n t.bindTexture(i.TEXTURE_CUBE_MAP, O.__webglTexture, i.TEXTURE0 + _);\n }\n const $ = {\n [wn]: i.REPEAT,\n [en]: i.CLAMP_TO_EDGE,\n [Mr]: i.MIRRORED_REPEAT\n }, Q = {\n [Dt]: i.NEAREST,\n [Vc]: i.NEAREST_MIPMAP_NEAREST,\n [ms]: i.NEAREST_MIPMAP_LINEAR,\n [bt]: i.LINEAR,\n [ur]: i.LINEAR_MIPMAP_NEAREST,\n [yn]: i.LINEAR_MIPMAP_LINEAR\n }, ge = {\n [ru]: i.NEVER,\n [uu]: i.ALWAYS,\n [au]: i.LESS,\n [Zc]: i.LEQUAL,\n [ou]: i.EQUAL,\n [hu]: i.GEQUAL,\n [lu]: i.GREATER,\n [cu]: i.NOTEQUAL\n };\n function we(A, _) {\n if (_.type === Xt && e.has(\"OES_texture_float_linear\") === !1 && (_.magFilter === bt || _.magFilter === ur || _.magFilter === ms || _.magFilter === yn || _.minFilter === bt || _.minFilter === ur || _.minFilter === ms || _.minFilter === yn) && Te(\"WebGLRenderer: Unable to use linear filtering with floating point textures. OES_texture_float_linear not supported on this device.\"), i.texParameteri(A, i.TEXTURE_WRAP_S, $[_.wrapS]), i.texParameteri(A, i.TEXTURE_WRAP_T, $[_.wrapT]), (A === i.TEXTURE_3D || A === i.TEXTURE_2D_ARRAY) && i.texParameteri(A, i.TEXTURE_WRAP_R, $[_.wrapR]), i.texParameteri(A, i.TEXTURE_MAG_FILTER, Q[_.magFilter]), i.texParameteri(A, i.TEXTURE_MIN_FILTER, Q[_.minFilter]), _.compareFunction && (i.texParameteri(A, i.TEXTURE_COMPARE_MODE, i.COMPARE_REF_TO_TEXTURE), i.texParameteri(A, i.TEXTURE_COMPARE_FUNC, ge[_.compareFunction])), e.has(\"EXT_texture_filter_anisotropic\") === !0) {\n if (_.magFilter === Dt || _.minFilter !== ms && _.minFilter !== yn || _.type === Xt && e.has(\"OES_texture_float_linear\") === !1) return;\n if (_.anisotropy > 1 || n.get(_).__currentAnisotropy) {\n const O = e.get(\"EXT_texture_filter_anisotropic\");\n i.texParameterf(A, O.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(_.anisotropy, s.getMaxAnisotropy())), n.get(_).__currentAnisotropy = _.anisotropy;\n }\n }\n }\n function Oe(A, _) {\n let O = !1;\n A.__webglInit === void 0 && (A.__webglInit = !0, _.addEventListener(\"dispose\", E));\n const q = _.source;\n let Z = d.get(q);\n Z === void 0 && (Z = {}, d.set(q, Z));\n const H = z(_);\n if (H !== A.__cacheKey) {\n Z[H] === void 0 && (Z[H] = {\n texture: i.createTexture(),\n usedTimes: 0\n }, a.memory.textures++, O = !0), Z[H].usedTimes++;\n const xe = Z[A.__cacheKey];\n xe !== void 0 && (Z[A.__cacheKey].usedTimes--, xe.usedTimes === 0 && S(_)), A.__cacheKey = H, A.__webglTexture = Z[H].texture;\n }\n return O;\n }\n function Ke(A, _, O) {\n return Math.floor(Math.floor(A / O) / _);\n }\n function $e(A, _, O, q) {\n const H = A.updateRanges;\n if (H.length === 0)\n t.texSubImage2D(i.TEXTURE_2D, 0, 0, 0, _.width, _.height, O, q, _.data);\n else {\n H.sort((J, ie) => J.start - ie.start);\n let xe = 0;\n for (let J = 1; J < H.length; J++) {\n const ie = H[xe], De = H[J], Ae = ie.start + ie.count, he = Ke(De.start, _.width, 4), Re = Ke(ie.start, _.width, 4);\n De.start <= Ae + 1 && he === Re && Ke(De.start + De.count - 1, _.width, 4) === he ? ie.count = Math.max(\n ie.count,\n De.start + De.count - ie.start\n ) : (++xe, H[xe] = De);\n }\n H.length = xe + 1;\n const re = i.getParameter(i.UNPACK_ROW_LENGTH), be = i.getParameter(i.UNPACK_SKIP_PIXELS), Me = i.getParameter(i.UNPACK_SKIP_ROWS);\n i.pixelStorei(i.UNPACK_ROW_LENGTH, _.width);\n for (let J = 0, ie = H.length; J < ie; J++) {\n const De = H[J], Ae = Math.floor(De.start / 4), he = Math.ceil(De.count / 4), Re = Ae % _.width, L = Math.floor(Ae / _.width), ae = he, ne = 1;\n i.pixelStorei(i.UNPACK_SKIP_PIXELS, Re), i.pixelStorei(i.UNPACK_SKIP_ROWS, L), t.texSubImage2D(i.TEXTURE_2D, 0, Re, L, ae, ne, O, q, _.data);\n }\n A.clearUpdateRanges(), i.pixelStorei(i.UNPACK_ROW_LENGTH, re), i.pixelStorei(i.UNPACK_SKIP_PIXELS, be), i.pixelStorei(i.UNPACK_SKIP_ROWS, Me);\n }\n }\n function j(A, _, O) {\n let q = i.TEXTURE_2D;\n (_.isDataArrayTexture || _.isCompressedArrayTexture) && (q = i.TEXTURE_2D_ARRAY), _.isData3DTexture && (q = i.TEXTURE_3D);\n const Z = Oe(A, _), H = _.source;\n t.bindTexture(q, A.__webglTexture, i.TEXTURE0 + O);\n const xe = n.get(H);\n if (H.version !== xe.__version || Z === !0) {\n t.activeTexture(i.TEXTURE0 + O);\n const re = Ye.getPrimaries(Ye.workingColorSpace), be = _.colorSpace === Kn ? null : Ye.getPrimaries(_.colorSpace), Me = _.colorSpace === Kn || re === be ? i.NONE : i.BROWSER_DEFAULT_WEBGL;\n i.pixelStorei(i.UNPACK_FLIP_Y_WEBGL, _.flipY), i.pixelStorei(i.UNPACK_PREMULTIPLY_ALPHA_WEBGL, _.premultiplyAlpha), i.pixelStorei(i.UNPACK_ALIGNMENT, _.unpackAlignment), i.pixelStorei(i.UNPACK_COLORSPACE_CONVERSION_WEBGL, Me);\n let J = x(_.image, !1, s.maxTextureSize);\n J = ye(_, J);\n const ie = r.convert(_.format, _.colorSpace), De = r.convert(_.type);\n let Ae = v(_.internalFormat, ie, De, _.colorSpace, _.isVideoTexture);\n we(q, _);\n let he;\n const Re = _.mipmaps, L = _.isVideoTexture !== !0, ae = xe.__version === void 0 || Z === !0, ne = H.dataReady, oe = R(_, J);\n if (_.isDepthTexture)\n Ae = T(_.format === Xi, _.type), ae && (L ? t.texStorage2D(i.TEXTURE_2D, 1, Ae, J.width, J.height) : t.texImage2D(i.TEXTURE_2D, 0, Ae, J.width, J.height, 0, ie, De, null));\n else if (_.isDataTexture)\n if (Re.length > 0) {\n L && ae && t.texStorage2D(i.TEXTURE_2D, oe, Ae, Re[0].width, Re[0].height);\n for (let te = 0, K = Re.length; te < K; te++)\n he = Re[te], L ? ne && t.texSubImage2D(i.TEXTURE_2D, te, 0, 0, he.width, he.height, ie, De, he.data) : t.texImage2D(i.TEXTURE_2D, te, Ae, he.width, he.height, 0, ie, De, he.data);\n _.generateMipmaps = !1;\n } else\n L ? (ae && t.texStorage2D(i.TEXTURE_2D, oe, Ae, J.width, J.height), ne && $e(_, J, ie, De)) : t.texImage2D(i.TEXTURE_2D, 0, Ae, J.width, J.height, 0, ie, De, J.data);\n else if (_.isCompressedTexture)\n if (_.isCompressedArrayTexture) {\n L && ae && t.texStorage3D(i.TEXTURE_2D_ARRAY, oe, Ae, Re[0].width, Re[0].height, J.depth);\n for (let te = 0, K = Re.length; te < K; te++)\n if (he = Re[te], _.format !== Zt)\n if (ie !== null)\n if (L) {\n if (ne)\n if (_.layerUpdates.size > 0) {\n const _e = Kl(he.width, he.height, _.format, _.type);\n for (const Fe of _.layerUpdates) {\n const ut = he.data.subarray(\n Fe * _e / he.data.BYTES_PER_ELEMENT,\n (Fe + 1) * _e / he.data.BYTES_PER_ELEMENT\n );\n t.compressedTexSubImage3D(i.TEXTURE_2D_ARRAY, te, 0, 0, Fe, he.width, he.height, 1, ie, ut);\n }\n _.clearLayerUpdates();\n } else\n t.compressedTexSubImage3D(i.TEXTURE_2D_ARRAY, te, 0, 0, 0, he.width, he.height, J.depth, ie, he.data);\n } else\n t.compressedTexImage3D(i.TEXTURE_2D_ARRAY, te, Ae, he.width, he.height, J.depth, 0, he.data, 0, 0);\n else\n Te(\"WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()\");\n else\n L ? ne && t.texSubImage3D(i.TEXTURE_2D_ARRAY, te, 0, 0, 0, he.width, he.height, J.depth, ie, De, he.data) : t.texImage3D(i.TEXTURE_2D_ARRAY, te, Ae, he.width, he.height, J.depth, 0, ie, De, he.data);\n } else {\n L && ae && t.texStorage2D(i.TEXTURE_2D, oe, Ae, Re[0].width, Re[0].height);\n for (let te = 0, K = Re.length; te < K; te++)\n he = Re[te], _.format !== Zt ? ie !== null ? L ? ne && t.compressedTexSubImage2D(i.TEXTURE_2D, te, 0, 0, he.width, he.height, ie, he.data) : t.compressedTexImage2D(i.TEXTURE_2D, te, Ae, he.width, he.height, 0, he.data) : Te(\"WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()\") : L ? ne && t.texSubImage2D(i.TEXTURE_2D, te, 0, 0, he.width, he.height, ie, De, he.data) : t.texImage2D(i.TEXTURE_2D, te, Ae, he.width, he.height, 0, ie, De, he.data);\n }\n else if (_.isDataArrayTexture)\n if (L) {\n if (ae && t.texStorage3D(i.TEXTURE_2D_ARRAY, oe, Ae, J.width, J.height, J.depth), ne)\n if (_.layerUpdates.size > 0) {\n const te = Kl(J.width, J.height, _.format, _.type);\n for (const K of _.layerUpdates) {\n const _e = J.data.subarray(\n K * te / J.data.BYTES_PER_ELEMENT,\n (K + 1) * te / J.data.BYTES_PER_ELEMENT\n );\n t.texSubImage3D(i.TEXTURE_2D_ARRAY, 0, 0, 0, K, J.width, J.height, 1, ie, De, _e);\n }\n _.clearLayerUpdates();\n } else\n t.texSubImage3D(i.TEXTURE_2D_ARRAY, 0, 0, 0, 0, J.width, J.height, J.depth, ie, De, J.data);\n } else\n t.texImage3D(i.TEXTURE_2D_ARRAY, 0, Ae, J.width, J.height, J.depth, 0, ie, De, J.data);\n else if (_.isData3DTexture)\n L ? (ae && t.texStorage3D(i.TEXTURE_3D, oe, Ae, J.width, J.height, J.depth), ne && t.texSubImage3D(i.TEXTURE_3D, 0, 0, 0, 0, J.width, J.height, J.depth, ie, De, J.data)) : t.texImage3D(i.TEXTURE_3D, 0, Ae, J.width, J.height, J.depth, 0, ie, De, J.data);\n else if (_.isFramebufferTexture) {\n if (ae)\n if (L)\n t.texStorage2D(i.TEXTURE_2D, oe, Ae, J.width, J.height);\n else {\n let te = J.width, K = J.height;\n for (let _e = 0; _e < oe; _e++)\n t.texImage2D(i.TEXTURE_2D, _e, Ae, te, K, 0, ie, De, null), te >>= 1, K >>= 1;\n }\n } else if (Re.length > 0) {\n if (L && ae) {\n const te = Ie(Re[0]);\n t.texStorage2D(i.TEXTURE_2D, oe, Ae, te.width, te.height);\n }\n for (let te = 0, K = Re.length; te < K; te++)\n he = Re[te], L ? ne && t.texSubImage2D(i.TEXTURE_2D, te, 0, 0, ie, De, he) : t.texImage2D(i.TEXTURE_2D, te, Ae, ie, De, he);\n _.generateMipmaps = !1;\n } else if (L) {\n if (ae) {\n const te = Ie(J);\n t.texStorage2D(i.TEXTURE_2D, oe, Ae, te.width, te.height);\n }\n ne && t.texSubImage2D(i.TEXTURE_2D, 0, 0, 0, ie, De, J);\n } else\n t.texImage2D(i.TEXTURE_2D, 0, Ae, ie, De, J);\n m(_) && f(q), xe.__version = H.version, _.onUpdate && _.onUpdate(_);\n }\n A.__version = _.version;\n }\n function Y(A, _, O) {\n if (_.image.length !== 6) return;\n const q = Oe(A, _), Z = _.source;\n t.bindTexture(i.TEXTURE_CUBE_MAP, A.__webglTexture, i.TEXTURE0 + O);\n const H = n.get(Z);\n if (Z.version !== H.__version || q === !0) {\n t.activeTexture(i.TEXTURE0 + O);\n const xe = Ye.getPrimaries(Ye.workingColorSpace), re = _.colorSpace === Kn ? null : Ye.getPrimaries(_.colorSpace), be = _.colorSpace === Kn || xe === re ? i.NONE : i.BROWSER_DEFAULT_WEBGL;\n i.pixelStorei(i.UNPACK_FLIP_Y_WEBGL, _.flipY), i.pixelStorei(i.UNPACK_PREMULTIPLY_ALPHA_WEBGL, _.premultiplyAlpha), i.pixelStorei(i.UNPACK_ALIGNMENT, _.unpackAlignment), i.pixelStorei(i.UNPACK_COLORSPACE_CONVERSION_WEBGL, be);\n const Me = _.isCompressedTexture || _.image[0].isCompressedTexture, J = _.image[0] && _.image[0].isDataTexture, ie = [];\n for (let K = 0; K < 6; K++)\n !Me && !J ? ie[K] = x(_.image[K], !0, s.maxCubemapSize) : ie[K] = J ? _.image[K].image : _.image[K], ie[K] = ye(_, ie[K]);\n const De = ie[0], Ae = r.convert(_.format, _.colorSpace), he = r.convert(_.type), Re = v(_.internalFormat, Ae, he, _.colorSpace), L = _.isVideoTexture !== !0, ae = H.__version === void 0 || q === !0, ne = Z.dataReady;\n let oe = R(_, De);\n we(i.TEXTURE_CUBE_MAP, _);\n let te;\n if (Me) {\n L && ae && t.texStorage2D(i.TEXTURE_CUBE_MAP, oe, Re, De.width, De.height);\n for (let K = 0; K < 6; K++) {\n te = ie[K].mipmaps;\n for (let _e = 0; _e < te.length; _e++) {\n const Fe = te[_e];\n _.format !== Zt ? Ae !== null ? L ? ne && t.compressedTexSubImage2D(i.TEXTURE_CUBE_MAP_POSITIVE_X + K, _e, 0, 0, Fe.width, Fe.height, Ae, Fe.data) : t.compressedTexImage2D(i.TEXTURE_CUBE_MAP_POSITIVE_X + K, _e, Re, Fe.width, Fe.height, 0, Fe.data) : Te(\"WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()\") : L ? ne && t.texSubImage2D(i.TEXTURE_CUBE_MAP_POSITIVE_X + K, _e, 0, 0, Fe.width, Fe.height, Ae, he, Fe.data) : t.texImage2D(i.TEXTURE_CUBE_MAP_POSITIVE_X + K, _e, Re, Fe.width, Fe.height, 0, Ae, he, Fe.data);\n }\n }\n } else {\n if (te = _.mipmaps, L && ae) {\n te.length > 0 && oe++;\n const K = Ie(ie[0]);\n t.texStorage2D(i.TEXTURE_CUBE_MAP, oe, Re, K.width, K.height);\n }\n for (let K = 0; K < 6; K++)\n if (J) {\n L ? ne && t.texSubImage2D(i.TEXTURE_CUBE_MAP_POSITIVE_X + K, 0, 0, 0, ie[K].width, ie[K].height, Ae, he, ie[K].data) : t.texImage2D(i.TEXTURE_CUBE_MAP_POSITIVE_X + K, 0, Re, ie[K].width, ie[K].height, 0, Ae, he, ie[K].data);\n for (let _e = 0; _e < te.length; _e++) {\n const ut = te[_e].image[K].image;\n L ? ne && t.texSubImage2D(i.TEXTURE_CUBE_MAP_POSITIVE_X + K, _e + 1, 0, 0, ut.width, ut.height, Ae, he, ut.data) : t.texImage2D(i.TEXTURE_CUBE_MAP_POSITIVE_X + K, _e + 1, Re, ut.width, ut.height, 0, Ae, he, ut.data);\n }\n } else {\n L ? ne && t.texSubImage2D(i.TEXTURE_CUBE_MAP_POSITIVE_X + K, 0, 0, 0, Ae, he, ie[K]) : t.texImage2D(i.TEXTURE_CUBE_MAP_POSITIVE_X + K, 0, Re, Ae, he, ie[K]);\n for (let _e = 0; _e < te.length; _e++) {\n const Fe = te[_e];\n L ? ne && t.texSubImage2D(i.TEXTURE_CUBE_MAP_POSITIVE_X + K, _e + 1, 0, 0, Ae, he, Fe.image[K]) : t.texImage2D(i.TEXTURE_CUBE_MAP_POSITIVE_X + K, _e + 1, Re, Ae, he, Fe.image[K]);\n }\n }\n }\n m(_) && f(i.TEXTURE_CUBE_MAP), H.__version = Z.version, _.onUpdate && _.onUpdate(_);\n }\n A.__version = _.version;\n }\n function ue(A, _, O, q, Z, H) {\n const xe = r.convert(O.format, O.colorSpace), re = r.convert(O.type), be = v(O.internalFormat, xe, re, O.colorSpace), Me = n.get(_), J = n.get(O);\n if (J.__renderTarget = _, !Me.__hasExternalTextures) {\n const ie = Math.max(1, _.width >> H), De = Math.max(1, _.height >> H);\n Z === i.TEXTURE_3D || Z === i.TEXTURE_2D_ARRAY ? t.texImage3D(Z, H, be, ie, De, _.depth, 0, xe, re, null) : t.texImage2D(Z, H, be, ie, De, 0, xe, re, null);\n }\n t.bindFramebuffer(i.FRAMEBUFFER, A), pe(_) ? o.framebufferTexture2DMultisampleEXT(i.FRAMEBUFFER, q, Z, J.__webglTexture, 0, Qe(_)) : (Z === i.TEXTURE_2D || Z >= i.TEXTURE_CUBE_MAP_POSITIVE_X && Z <= i.TEXTURE_CUBE_MAP_NEGATIVE_Z) && i.framebufferTexture2D(i.FRAMEBUFFER, q, Z, J.__webglTexture, H), t.bindFramebuffer(i.FRAMEBUFFER, null);\n }\n function Ce(A, _, O) {\n if (i.bindRenderbuffer(i.RENDERBUFFER, A), _.depthBuffer) {\n const q = _.depthTexture, Z = q && q.isDepthTexture ? q.type : null, H = T(_.stencilBuffer, Z), xe = _.stencilBuffer ? i.DEPTH_STENCIL_ATTACHMENT : i.DEPTH_ATTACHMENT, re = Qe(_);\n pe(_) ? o.renderbufferStorageMultisampleEXT(i.RENDERBUFFER, re, H, _.width, _.height) : O ? i.renderbufferStorageMultisample(i.RENDERBUFFER, re, H, _.width, _.height) : i.renderbufferStorage(i.RENDERBUFFER, H, _.width, _.height), i.framebufferRenderbuffer(i.FRAMEBUFFER, xe, i.RENDERBUFFER, A);\n } else {\n const q = _.textures;\n for (let Z = 0; Z < q.length; Z++) {\n const H = q[Z], xe = r.convert(H.format, H.colorSpace), re = r.convert(H.type), be = v(H.internalFormat, xe, re, H.colorSpace), Me = Qe(_);\n O && pe(_) === !1 ? i.renderbufferStorageMultisample(i.RENDERBUFFER, Me, be, _.width, _.height) : pe(_) ? o.renderbufferStorageMultisampleEXT(i.RENDERBUFFER, Me, be, _.width, _.height) : i.renderbufferStorage(i.RENDERBUFFER, be, _.width, _.height);\n }\n }\n i.bindRenderbuffer(i.RENDERBUFFER, null);\n }\n function me(A, _) {\n if (_ && _.isWebGLCubeRenderTarget) throw new Error(\"Depth Texture with cube render targets is not supported\");\n if (t.bindFramebuffer(i.FRAMEBUFFER, A), !(_.depthTexture && _.depthTexture.isDepthTexture))\n throw new Error(\"renderTarget.depthTexture must be an instance of THREE.DepthTexture\");\n const q = n.get(_.depthTexture);\n q.__renderTarget = _, (!q.__webglTexture || _.depthTexture.image.width !== _.width || _.depthTexture.image.height !== _.height) && (_.depthTexture.image.width = _.width, _.depthTexture.image.height = _.height, _.depthTexture.needsUpdate = !0), W(_.depthTexture, 0);\n const Z = q.__webglTexture, H = Qe(_);\n if (_.depthTexture.format === bs)\n pe(_) ? o.framebufferTexture2DMultisampleEXT(i.FRAMEBUFFER, i.DEPTH_ATTACHMENT, i.TEXTURE_2D, Z, 0, H) : i.framebufferTexture2D(i.FRAMEBUFFER, i.DEPTH_ATTACHMENT, i.TEXTURE_2D, Z, 0);\n else if (_.depthTexture.format === Xi)\n pe(_) ? o.framebufferTexture2DMultisampleEXT(i.FRAMEBUFFER, i.DEPTH_STENCIL_ATTACHMENT, i.TEXTURE_2D, Z, 0, H) : i.framebufferTexture2D(i.FRAMEBUFFER, i.DEPTH_STENCIL_ATTACHMENT, i.TEXTURE_2D, Z, 0);\n else\n throw new Error(\"Unknown depthTexture format\");\n }\n function We(A) {\n const _ = n.get(A), O = A.isWebGLCubeRenderTarget === !0;\n if (_.__boundDepthTexture !== A.depthTexture) {\n const q = A.depthTexture;\n if (_.__depthDisposeCallback && _.__depthDisposeCallback(), q) {\n const Z = () => {\n delete _.__boundDepthTexture, delete _.__depthDisposeCallback, q.removeEventListener(\"dispose\", Z);\n };\n q.addEventListener(\"dispose\", Z), _.__depthDisposeCallback = Z;\n }\n _.__boundDepthTexture = q;\n }\n if (A.depthTexture && !_.__autoAllocateDepthBuffer) {\n if (O) throw new Error(\"target.depthTexture not supported in Cube render targets\");\n const q = A.texture.mipmaps;\n q && q.length > 0 ? me(_.__webglFramebuffer[0], A) : me(_.__webglFramebuffer, A);\n } else if (O) {\n _.__webglDepthbuffer = [];\n for (let q = 0; q < 6; q++)\n if (t.bindFramebuffer(i.FRAMEBUFFER, _.__webglFramebuffer[q]), _.__webglDepthbuffer[q] === void 0)\n _.__webglDepthbuffer[q] = i.createRenderbuffer(), Ce(_.__webglDepthbuffer[q], A, !1);\n else {\n const Z = A.stencilBuffer ? i.DEPTH_STENCIL_ATTACHMENT : i.DEPTH_ATTACHMENT, H = _.__webglDepthbuffer[q];\n i.bindRenderbuffer(i.RENDERBUFFER, H), i.framebufferRenderbuffer(i.FRAMEBUFFER, Z, i.RENDERBUFFER, H);\n }\n } else {\n const q = A.texture.mipmaps;\n if (q && q.length > 0 ? t.bindFramebuffer(i.FRAMEBUFFER, _.__webglFramebuffer[0]) : t.bindFramebuffer(i.FRAMEBUFFER, _.__webglFramebuffer), _.__webglDepthbuffer === void 0)\n _.__webglDepthbuffer = i.createRenderbuffer(), Ce(_.__webglDepthbuffer, A, !1);\n else {\n const Z = A.stencilBuffer ? i.DEPTH_STENCIL_ATTACHMENT : i.DEPTH_ATTACHMENT, H = _.__webglDepthbuffer;\n i.bindRenderbuffer(i.RENDERBUFFER, H), i.framebufferRenderbuffer(i.FRAMEBUFFER, Z, i.RENDERBUFFER, H);\n }\n }\n t.bindFramebuffer(i.FRAMEBUFFER, null);\n }\n function _t(A, _, O) {\n const q = n.get(A);\n _ !== void 0 && ue(q.__webglFramebuffer, A, A.texture, i.COLOR_ATTACHMENT0, i.TEXTURE_2D, 0), O !== void 0 && We(A);\n }\n function Be(A) {\n const _ = A.texture, O = n.get(A), q = n.get(_);\n A.addEventListener(\"dispose\", P);\n const Z = A.textures, H = A.isWebGLCubeRenderTarget === !0, xe = Z.length > 1;\n if (xe || (q.__webglTexture === void 0 && (q.__webglTexture = i.createTexture()), q.__version = _.version, a.memory.textures++), H) {\n O.__webglFramebuffer = [];\n for (let re = 0; re < 6; re++)\n if (_.mipmaps && _.mipmaps.length > 0) {\n O.__webglFramebuffer[re] = [];\n for (let be = 0; be < _.mipmaps.length; be++)\n O.__webglFramebuffer[re][be] = i.createFramebuffer();\n } else\n O.__webglFramebuffer[re] = i.createFramebuffer();\n } else {\n if (_.mipmaps && _.mipmaps.length > 0) {\n O.__webglFramebuffer = [];\n for (let re = 0; re < _.mipmaps.length; re++)\n O.__webglFramebuffer[re] = i.createFramebuffer();\n } else\n O.__webglFramebuffer = i.createFramebuffer();\n if (xe)\n for (let re = 0, be = Z.length; re < be; re++) {\n const Me = n.get(Z[re]);\n Me.__webglTexture === void 0 && (Me.__webglTexture = i.createTexture(), a.memory.textures++);\n }\n if (A.samples > 0 && pe(A) === !1) {\n O.__webglMultisampledFramebuffer = i.createFramebuffer(), O.__webglColorRenderbuffer = [], t.bindFramebuffer(i.FRAMEBUFFER, O.__webglMultisampledFramebuffer);\n for (let re = 0; re < Z.length; re++) {\n const be = Z[re];\n O.__webglColorRenderbuffer[re] = i.createRenderbuffer(), i.bindRenderbuffer(i.RENDERBUFFER, O.__webglColorRenderbuffer[re]);\n const Me = r.convert(be.format, be.colorSpace), J = r.convert(be.type), ie = v(be.internalFormat, Me, J, be.colorSpace, A.isXRRenderTarget === !0), De = Qe(A);\n i.renderbufferStorageMultisample(i.RENDERBUFFER, De, ie, A.width, A.height), i.framebufferRenderbuffer(i.FRAMEBUFFER, i.COLOR_ATTACHMENT0 + re, i.RENDERBUFFER, O.__webglColorRenderbuffer[re]);\n }\n i.bindRenderbuffer(i.RENDERBUFFER, null), A.depthBuffer && (O.__webglDepthRenderbuffer = i.createRenderbuffer(), Ce(O.__webglDepthRenderbuffer, A, !0)), t.bindFramebuffer(i.FRAMEBUFFER, null);\n }\n }\n if (H) {\n t.bindTexture(i.TEXTURE_CUBE_MAP, q.__webglTexture), we(i.TEXTURE_CUBE_MAP, _);\n for (let re = 0; re < 6; re++)\n if (_.mipmaps && _.mipmaps.length > 0)\n for (let be = 0; be < _.mipmaps.length; be++)\n ue(O.__webglFramebuffer[re][be], A, _, i.COLOR_ATTACHMENT0, i.TEXTURE_CUBE_MAP_POSITIVE_X + re, be);\n else\n ue(O.__webglFramebuffer[re], A, _, i.COLOR_ATTACHMENT0, i.TEXTURE_CUBE_MAP_POSITIVE_X + re, 0);\n m(_) && f(i.TEXTURE_CUBE_MAP), t.unbindTexture();\n } else if (xe) {\n for (let re = 0, be = Z.length; re < be; re++) {\n const Me = Z[re], J = n.get(Me);\n let ie = i.TEXTURE_2D;\n (A.isWebGL3DRenderTarget || A.isWebGLArrayRenderTarget) && (ie = A.isWebGL3DRenderTarget ? i.TEXTURE_3D : i.TEXTURE_2D_ARRAY), t.bindTexture(ie, J.__webglTexture), we(ie, Me), ue(O.__webglFramebuffer, A, Me, i.COLOR_ATTACHMENT0 + re, ie, 0), m(Me) && f(ie);\n }\n t.unbindTexture();\n } else {\n let re = i.TEXTURE_2D;\n if ((A.isWebGL3DRenderTarget || A.isWebGLArrayRenderTarget) && (re = A.isWebGL3DRenderTarget ? i.TEXTURE_3D : i.TEXTURE_2D_ARRAY), t.bindTexture(re, q.__webglTexture), we(re, _), _.mipmaps && _.mipmaps.length > 0)\n for (let be = 0; be < _.mipmaps.length; be++)\n ue(O.__webglFramebuffer[be], A, _, i.COLOR_ATTACHMENT0, re, be);\n else\n ue(O.__webglFramebuffer, A, _, i.COLOR_ATTACHMENT0, re, 0);\n m(_) && f(re), t.unbindTexture();\n }\n A.depthBuffer && We(A);\n }\n function it(A) {\n const _ = A.textures;\n for (let O = 0, q = _.length; O < q; O++) {\n const Z = _[O];\n if (m(Z)) {\n const H = y(A), xe = n.get(Z).__webglTexture;\n t.bindTexture(H, xe), f(H), t.unbindTexture();\n }\n }\n }\n const D = [], ke = [];\n function Ve(A) {\n if (A.samples > 0) {\n if (pe(A) === !1) {\n const _ = A.textures, O = A.width, q = A.height;\n let Z = i.COLOR_BUFFER_BIT;\n const H = A.stencilBuffer ? i.DEPTH_STENCIL_ATTACHMENT : i.DEPTH_ATTACHMENT, xe = n.get(A), re = _.length > 1;\n if (re)\n for (let Me = 0; Me < _.length; Me++)\n t.bindFramebuffer(i.FRAMEBUFFER, xe.__webglMultisampledFramebuffer), i.framebufferRenderbuffer(i.FRAMEBUFFER, i.COLOR_ATTACHMENT0 + Me, i.RENDERBUFFER, null), t.bindFramebuffer(i.FRAMEBUFFER, xe.__webglFramebuffer), i.framebufferTexture2D(i.DRAW_FRAMEBUFFER, i.COLOR_ATTACHMENT0 + Me, i.TEXTURE_2D, null, 0);\n t.bindFramebuffer(i.READ_FRAMEBUFFER, xe.__webglMultisampledFramebuffer);\n const be = A.texture.mipmaps;\n be && be.length > 0 ? t.bindFramebuffer(i.DRAW_FRAMEBUFFER, xe.__webglFramebuffer[0]) : t.bindFramebuffer(i.DRAW_FRAMEBUFFER, xe.__webglFramebuffer);\n for (let Me = 0; Me < _.length; Me++) {\n if (A.resolveDepthBuffer && (A.depthBuffer && (Z |= i.DEPTH_BUFFER_BIT), A.stencilBuffer && A.resolveStencilBuffer && (Z |= i.STENCIL_BUFFER_BIT)), re) {\n i.framebufferRenderbuffer(i.READ_FRAMEBUFFER, i.COLOR_ATTACHMENT0, i.RENDERBUFFER, xe.__webglColorRenderbuffer[Me]);\n const J = n.get(_[Me]).__webglTexture;\n i.framebufferTexture2D(i.DRAW_FRAMEBUFFER, i.COLOR_ATTACHMENT0, i.TEXTURE_2D, J, 0);\n }\n i.blitFramebuffer(0, 0, O, q, 0, 0, O, q, Z, i.NEAREST), l === !0 && (D.length = 0, ke.length = 0, D.push(i.COLOR_ATTACHMENT0 + Me), A.depthBuffer && A.resolveDepthBuffer === !1 && (D.push(H), ke.push(H), i.invalidateFramebuffer(i.DRAW_FRAMEBUFFER, ke)), i.invalidateFramebuffer(i.READ_FRAMEBUFFER, D));\n }\n if (t.bindFramebuffer(i.READ_FRAMEBUFFER, null), t.bindFramebuffer(i.DRAW_FRAMEBUFFER, null), re)\n for (let Me = 0; Me < _.length; Me++) {\n t.bindFramebuffer(i.FRAMEBUFFER, xe.__webglMultisampledFramebuffer), i.framebufferRenderbuffer(i.FRAMEBUFFER, i.COLOR_ATTACHMENT0 + Me, i.RENDERBUFFER, xe.__webglColorRenderbuffer[Me]);\n const J = n.get(_[Me]).__webglTexture;\n t.bindFramebuffer(i.FRAMEBUFFER, xe.__webglFramebuffer), i.framebufferTexture2D(i.DRAW_FRAMEBUFFER, i.COLOR_ATTACHMENT0 + Me, i.TEXTURE_2D, J, 0);\n }\n t.bindFramebuffer(i.DRAW_FRAMEBUFFER, xe.__webglMultisampledFramebuffer);\n } else if (A.depthBuffer && A.resolveDepthBuffer === !1 && l) {\n const _ = A.stencilBuffer ? i.DEPTH_STENCIL_ATTACHMENT : i.DEPTH_ATTACHMENT;\n i.invalidateFramebuffer(i.DRAW_FRAMEBUFFER, [_]);\n }\n }\n }\n function Qe(A) {\n return Math.min(s.maxSamples, A.samples);\n }\n function pe(A) {\n const _ = n.get(A);\n return A.samples > 0 && e.has(\"WEBGL_multisampled_render_to_texture\") === !0 && _.__useRenderToTexture !== !1;\n }\n function lt(A) {\n const _ = a.render.frame;\n h.get(A) !== _ && (h.set(A, _), A.update());\n }\n function ye(A, _) {\n const O = A.colorSpace, q = A.format, Z = A.type;\n return A.isCompressedTexture === !0 || A.isVideoTexture === !0 || O !== Ut && O !== Kn && (Ye.getTransfer(O) === et ? (q !== Zt || Z !== mn) && Te(\"WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.\") : Xe(\"WebGLTextures: Unsupported texture color space:\", O)), _;\n }\n function Ie(A) {\n return typeof HTMLImageElement < \"u\" && A instanceof HTMLImageElement ? (c.width = A.naturalWidth || A.width, c.height = A.naturalHeight || A.height) : typeof VideoFrame < \"u\" && A instanceof VideoFrame ? (c.width = A.displayWidth, c.height = A.displayHeight) : (c.width = A.width, c.height = A.height), c;\n }\n this.allocateTextureUnit = B, this.resetTextureUnits = U, this.setTexture2D = W, this.setTexture2DArray = k, this.setTexture3D = ee, this.setTextureCube = X, this.rebindTextures = _t, this.setupRenderTarget = Be, this.updateRenderTargetMipmap = it, this.updateMultisampleRenderTarget = Ve, this.setupDepthRenderbuffer = We, this.setupFrameBufferTexture = ue, this.useMultisampledRTT = pe;\n}\nfunction wg(i, e) {\n function t(n, s = Kn) {\n let r;\n const a = Ye.getTransfer(s);\n if (n === mn) return i.UNSIGNED_BYTE;\n if (n === To) return i.UNSIGNED_SHORT_4_4_4_4;\n if (n === Eo) return i.UNSIGNED_SHORT_5_5_5_1;\n if (n === Wc) return i.UNSIGNED_INT_5_9_9_9_REV;\n if (n === Xc) return i.UNSIGNED_INT_10F_11F_11F_REV;\n if (n === Gc) return i.BYTE;\n if (n === Hc) return i.SHORT;\n if (n === Ss) return i.UNSIGNED_SHORT;\n if (n === yo) return i.INT;\n if (n === di) return i.UNSIGNED_INT;\n if (n === Xt) return i.FLOAT;\n if (n === xt) return i.HALF_FLOAT;\n if (n === jc) return i.ALPHA;\n if (n === qc) return i.RGB;\n if (n === Zt) return i.RGBA;\n if (n === bs) return i.DEPTH_COMPONENT;\n if (n === Xi) return i.DEPTH_STENCIL;\n if (n === wo) return i.RED;\n if (n === Ao) return i.RED_INTEGER;\n if (n === Ro) return i.RG;\n if (n === Co) return i.RG_INTEGER;\n if (n === Po) return i.RGBA_INTEGER;\n if (n === dr || n === fr || n === pr || n === mr)\n if (a === et)\n if (r = e.get(\"WEBGL_compressed_texture_s3tc_srgb\"), r !== null) {\n if (n === dr) return r.COMPRESSED_SRGB_S3TC_DXT1_EXT;\n if (n === fr) return r.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;\n if (n === pr) return r.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;\n if (n === mr) return r.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;\n } else\n return null;\n else if (r = e.get(\"WEBGL_compressed_texture_s3tc\"), r !== null) {\n if (n === dr) return r.COMPRESSED_RGB_S3TC_DXT1_EXT;\n if (n === fr) return r.COMPRESSED_RGBA_S3TC_DXT1_EXT;\n if (n === pr) return r.COMPRESSED_RGBA_S3TC_DXT3_EXT;\n if (n === mr) return r.COMPRESSED_RGBA_S3TC_DXT5_EXT;\n } else\n return null;\n if (n === Ua || n === Na || n === Fa || n === Oa)\n if (r = e.get(\"WEBGL_compressed_texture_pvrtc\"), r !== null) {\n if (n === Ua) return r.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;\n if (n === Na) return r.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;\n if (n === Fa) return r.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;\n if (n === Oa) return r.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;\n } else\n return null;\n if (n === Ba || n === za || n === ka)\n if (r = e.get(\"WEBGL_compressed_texture_etc\"), r !== null) {\n if (n === Ba || n === za) return a === et ? r.COMPRESSED_SRGB8_ETC2 : r.COMPRESSED_RGB8_ETC2;\n if (n === ka) return a === et ? r.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : r.COMPRESSED_RGBA8_ETC2_EAC;\n } else\n return null;\n if (n === Va || n === Ga || n === Ha || n === Wa || n === Xa || n === ja || n === qa || n === Ya || n === Ka || n === Za || n === $a || n === Ja || n === Qa || n === eo)\n if (r = e.get(\"WEBGL_compressed_texture_astc\"), r !== null) {\n if (n === Va) return a === et ? r.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : r.COMPRESSED_RGBA_ASTC_4x4_KHR;\n if (n === Ga) return a === et ? r.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : r.COMPRESSED_RGBA_ASTC_5x4_KHR;\n if (n === Ha) return a === et ? r.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : r.COMPRESSED_RGBA_ASTC_5x5_KHR;\n if (n === Wa) return a === et ? r.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : r.COMPRESSED_RGBA_ASTC_6x5_KHR;\n if (n === Xa) return a === et ? r.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : r.COMPRESSED_RGBA_ASTC_6x6_KHR;\n if (n === ja) return a === et ? r.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : r.COMPRESSED_RGBA_ASTC_8x5_KHR;\n if (n === qa) return a === et ? r.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : r.COMPRESSED_RGBA_ASTC_8x6_KHR;\n if (n === Ya) return a === et ? r.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : r.COMPRESSED_RGBA_ASTC_8x8_KHR;\n if (n === Ka) return a === et ? r.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : r.COMPRESSED_RGBA_ASTC_10x5_KHR;\n if (n === Za) return a === et ? r.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : r.COMPRESSED_RGBA_ASTC_10x6_KHR;\n if (n === $a) return a === et ? r.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : r.COMPRESSED_RGBA_ASTC_10x8_KHR;\n if (n === Ja) return a === et ? r.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : r.COMPRESSED_RGBA_ASTC_10x10_KHR;\n if (n === Qa) return a === et ? r.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : r.COMPRESSED_RGBA_ASTC_12x10_KHR;\n if (n === eo) return a === et ? r.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : r.COMPRESSED_RGBA_ASTC_12x12_KHR;\n } else\n return null;\n if (n === to || n === no || n === io)\n if (r = e.get(\"EXT_texture_compression_bptc\"), r !== null) {\n if (n === to) return a === et ? r.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : r.COMPRESSED_RGBA_BPTC_UNORM_EXT;\n if (n === no) return r.COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT;\n if (n === io) return r.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT;\n } else\n return null;\n if (n === so || n === ro || n === ao || n === oo)\n if (r = e.get(\"EXT_texture_compression_rgtc\"), r !== null) {\n if (n === so) return r.COMPRESSED_RED_RGTC1_EXT;\n if (n === ro) return r.COMPRESSED_SIGNED_RED_RGTC1_EXT;\n if (n === ao) return r.COMPRESSED_RED_GREEN_RGTC2_EXT;\n if (n === oo) return r.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT;\n } else\n return null;\n return n === Wi ? i.UNSIGNED_INT_24_8 : i[n] !== void 0 ? i[n] : null;\n }\n return { convert: t };\n}\nconst Ag = `\nvoid main() {\n\n\tgl_Position = vec4( position, 1.0 );\n\n}`, Rg = `\nuniform sampler2DArray depthColor;\nuniform float depthWidth;\nuniform float depthHeight;\n\nvoid main() {\n\n\tvec2 coord = vec2( gl_FragCoord.x / depthWidth, gl_FragCoord.y / depthHeight );\n\n\tif ( coord.x >= 1.0 ) {\n\n\t\tgl_FragDepth = texture( depthColor, vec3( coord.x - 1.0, coord.y, 1 ) ).r;\n\n\t} else {\n\n\t\tgl_FragDepth = texture( depthColor, vec3( coord.x, coord.y, 0 ) ).r;\n\n\t}\n\n}`;\nclass Cg {\n /**\n * Constructs a new depth sensing module.\n */\n constructor() {\n this.texture = null, this.mesh = null, this.depthNear = 0, this.depthFar = 0;\n }\n /**\n * Inits the depth sensing module\n *\n * @param {XRWebGLDepthInformation} depthData - The XR depth data.\n * @param {XRRenderState} renderState - The XR render state.\n */\n init(e, t) {\n if (this.texture === null) {\n const n = new oh(e.texture);\n (e.depthNear !== t.depthNear || e.depthFar !== t.depthFar) && (this.depthNear = e.depthNear, this.depthFar = e.depthFar), this.texture = n;\n }\n }\n /**\n * Returns a plane mesh that visualizes the depth texture.\n *\n * @param {ArrayCamera} cameraXR - The XR camera.\n * @return {?Mesh} The plane mesh.\n */\n getMesh(e) {\n if (this.texture !== null && this.mesh === null) {\n const t = e.cameras[0].viewport, n = new ht({\n vertexShader: Ag,\n fragmentShader: Rg,\n uniforms: {\n depthColor: { value: this.texture },\n depthWidth: { value: t.z },\n depthHeight: { value: t.w }\n }\n });\n this.mesh = new ot(new As(20, 20), n);\n }\n return this.mesh;\n }\n /**\n * Resets the module\n */\n reset() {\n this.texture = null, this.mesh = null;\n }\n /**\n * Returns a texture representing the depth of the user's environment.\n *\n * @return {?ExternalTexture} The depth texture.\n */\n getDepthTexture() {\n return this.texture;\n }\n}\nclass Pg extends mi {\n /**\n * Constructs a new WebGL renderer.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGL2RenderingContext} gl - The rendering context.\n */\n constructor(e, t) {\n super();\n const n = this;\n let s = null, r = 1, a = null, o = \"local-floor\", l = 1, c = null, h = null, u = null, d = null, p = null, g = null;\n const x = typeof XRWebGLBinding < \"u\", m = new Cg(), f = {}, y = t.getContextAttributes();\n let v = null, T = null;\n const R = [], E = [], P = new le();\n let I = null;\n const S = new Tt();\n S.viewport = new Je();\n const M = new Tt();\n M.viewport = new Je();\n const C = [S, M], U = new Od();\n let B = null, z = null;\n this.cameraAutoUpdate = !0, this.enabled = !1, this.isPresenting = !1, this.getController = function(j) {\n let Y = R[j];\n return Y === void 0 && (Y = new ia(), R[j] = Y), Y.getTargetRaySpace();\n }, this.getControllerGrip = function(j) {\n let Y = R[j];\n return Y === void 0 && (Y = new ia(), R[j] = Y), Y.getGripSpace();\n }, this.getHand = function(j) {\n let Y = R[j];\n return Y === void 0 && (Y = new ia(), R[j] = Y), Y.getHandSpace();\n };\n function W(j) {\n const Y = E.indexOf(j.inputSource);\n if (Y === -1)\n return;\n const ue = R[Y];\n ue !== void 0 && (ue.update(j.inputSource, j.frame, c || a), ue.dispatchEvent({ type: j.type, data: j.inputSource }));\n }\n function k() {\n s.removeEventListener(\"select\", W), s.removeEventListener(\"selectstart\", W), s.removeEventListener(\"selectend\", W), s.removeEventListener(\"squeeze\", W), s.removeEventListener(\"squeezestart\", W), s.removeEventListener(\"squeezeend\", W), s.removeEventListener(\"end\", k), s.removeEventListener(\"inputsourceschange\", ee);\n for (let j = 0; j < R.length; j++) {\n const Y = E[j];\n Y !== null && (E[j] = null, R[j].disconnect(Y));\n }\n B = null, z = null, m.reset();\n for (const j in f)\n delete f[j];\n e.setRenderTarget(v), p = null, d = null, u = null, s = null, T = null, $e.stop(), n.isPresenting = !1, e.setPixelRatio(I), e.setSize(P.width, P.height, !1), n.dispatchEvent({ type: \"sessionend\" });\n }\n this.setFramebufferScaleFactor = function(j) {\n r = j, n.isPresenting === !0 && Te(\"WebXRManager: Cannot change framebuffer scale while presenting.\");\n }, this.setReferenceSpaceType = function(j) {\n o = j, n.isPresenting === !0 && Te(\"WebXRManager: Cannot change reference space type while presenting.\");\n }, this.getReferenceSpace = function() {\n return c || a;\n }, this.setReferenceSpace = function(j) {\n c = j;\n }, this.getBaseLayer = function() {\n return d !== null ? d : p;\n }, this.getBinding = function() {\n return u === null && x && (u = new XRWebGLBinding(s, t)), u;\n }, this.getFrame = function() {\n return g;\n }, this.getSession = function() {\n return s;\n }, this.setSession = async function(j) {\n if (s = j, s !== null) {\n if (v = e.getRenderTarget(), s.addEventListener(\"select\", W), s.addEventListener(\"selectstart\", W), s.addEventListener(\"selectend\", W), s.addEventListener(\"squeeze\", W), s.addEventListener(\"squeezestart\", W), s.addEventListener(\"squeezeend\", W), s.addEventListener(\"end\", k), s.addEventListener(\"inputsourceschange\", ee), y.xrCompatible !== !0 && await t.makeXRCompatible(), I = e.getPixelRatio(), e.getSize(P), x && \"createProjectionLayer\" in XRWebGLBinding.prototype) {\n let ue = null, Ce = null, me = null;\n y.depth && (me = y.stencil ? t.DEPTH24_STENCIL8 : t.DEPTH_COMPONENT24, ue = y.stencil ? Xi : bs, Ce = y.stencil ? Wi : di);\n const We = {\n colorFormat: t.RGBA8,\n depthFormat: me,\n scaleFactor: r\n };\n u = this.getBinding(), d = u.createProjectionLayer(We), s.updateRenderState({ layers: [d] }), e.setPixelRatio(1), e.setSize(d.textureWidth, d.textureHeight, !1), T = new St(\n d.textureWidth,\n d.textureHeight,\n {\n format: Zt,\n type: mn,\n depthTexture: new Vo(d.textureWidth, d.textureHeight, Ce, void 0, void 0, void 0, void 0, void 0, void 0, ue),\n stencilBuffer: y.stencil,\n colorSpace: e.outputColorSpace,\n samples: y.antialias ? 4 : 0,\n resolveDepthBuffer: d.ignoreDepthValues === !1,\n resolveStencilBuffer: d.ignoreDepthValues === !1\n }\n );\n } else {\n const ue = {\n antialias: y.antialias,\n alpha: !0,\n depth: y.depth,\n stencil: y.stencil,\n framebufferScaleFactor: r\n };\n p = new XRWebGLLayer(s, t, ue), s.updateRenderState({ baseLayer: p }), e.setPixelRatio(1), e.setSize(p.framebufferWidth, p.framebufferHeight, !1), T = new St(\n p.framebufferWidth,\n p.framebufferHeight,\n {\n format: Zt,\n type: mn,\n colorSpace: e.outputColorSpace,\n stencilBuffer: y.stencil,\n resolveDepthBuffer: p.ignoreDepthValues === !1,\n resolveStencilBuffer: p.ignoreDepthValues === !1\n }\n );\n }\n T.isXRRenderTarget = !0, this.setFoveation(l), c = null, a = await s.requestReferenceSpace(o), $e.setContext(s), $e.start(), n.isPresenting = !0, n.dispatchEvent({ type: \"sessionstart\" });\n }\n }, this.getEnvironmentBlendMode = function() {\n if (s !== null)\n return s.environmentBlendMode;\n }, this.getDepthTexture = function() {\n return m.getDepthTexture();\n };\n function ee(j) {\n for (let Y = 0; Y < j.removed.length; Y++) {\n const ue = j.removed[Y], Ce = E.indexOf(ue);\n Ce >= 0 && (E[Ce] = null, R[Ce].disconnect(ue));\n }\n for (let Y = 0; Y < j.added.length; Y++) {\n const ue = j.added[Y];\n let Ce = E.indexOf(ue);\n if (Ce === -1) {\n for (let We = 0; We < R.length; We++)\n if (We >= E.length) {\n E.push(ue), Ce = We;\n break;\n } else if (E[We] === null) {\n E[We] = ue, Ce = We;\n break;\n }\n if (Ce === -1) break;\n }\n const me = R[Ce];\n me && me.connect(ue);\n }\n }\n const X = new w(), $ = new w();\n function Q(j, Y, ue) {\n X.setFromMatrixPosition(Y.matrixWorld), $.setFromMatrixPosition(ue.matrixWorld);\n const Ce = X.distanceTo($), me = Y.projectionMatrix.elements, We = ue.projectionMatrix.elements, _t = me[14] / (me[10] - 1), Be = me[14] / (me[10] + 1), it = (me[9] + 1) / me[5], D = (me[9] - 1) / me[5], ke = (me[8] - 1) / me[0], Ve = (We[8] + 1) / We[0], Qe = _t * ke, pe = _t * Ve, lt = Ce / (-ke + Ve), ye = lt * -ke;\n if (Y.matrixWorld.decompose(j.position, j.quaternion, j.scale), j.translateX(ye), j.translateZ(lt), j.matrixWorld.compose(j.position, j.quaternion, j.scale), j.matrixWorldInverse.copy(j.matrixWorld).invert(), me[10] === -1)\n j.projectionMatrix.copy(Y.projectionMatrix), j.projectionMatrixInverse.copy(Y.projectionMatrixInverse);\n else {\n const Ie = _t + lt, A = Be + lt, _ = Qe - ye, O = pe + (Ce - ye), q = it * Be / A * Ie, Z = D * Be / A * Ie;\n j.projectionMatrix.makePerspective(_, O, q, Z, Ie, A), j.projectionMatrixInverse.copy(j.projectionMatrix).invert();\n }\n }\n function ge(j, Y) {\n Y === null ? j.matrixWorld.copy(j.matrix) : j.matrixWorld.multiplyMatrices(Y.matrixWorld, j.matrix), j.matrixWorldInverse.copy(j.matrixWorld).invert();\n }\n this.updateCamera = function(j) {\n if (s === null) return;\n let Y = j.near, ue = j.far;\n m.texture !== null && (m.depthNear > 0 && (Y = m.depthNear), m.depthFar > 0 && (ue = m.depthFar)), U.near = M.near = S.near = Y, U.far = M.far = S.far = ue, (B !== U.near || z !== U.far) && (s.updateRenderState({\n depthNear: U.near,\n depthFar: U.far\n }), B = U.near, z = U.far), U.layers.mask = j.layers.mask | 6, S.layers.mask = U.layers.mask & 3, M.layers.mask = U.layers.mask & 5;\n const Ce = j.parent, me = U.cameras;\n ge(U, Ce);\n for (let We = 0; We < me.length; We++)\n ge(me[We], Ce);\n me.length === 2 ? Q(U, S, M) : U.projectionMatrix.copy(S.projectionMatrix), we(j, U, Ce);\n };\n function we(j, Y, ue) {\n ue === null ? j.matrix.copy(Y.matrixWorld) : (j.matrix.copy(ue.matrixWorld), j.matrix.invert(), j.matrix.multiply(Y.matrixWorld)), j.matrix.decompose(j.position, j.quaternion, j.scale), j.updateMatrixWorld(!0), j.projectionMatrix.copy(Y.projectionMatrix), j.projectionMatrixInverse.copy(Y.projectionMatrixInverse), j.isPerspectiveCamera && (j.fov = ji * 2 * Math.atan(1 / j.projectionMatrix.elements[5]), j.zoom = 1);\n }\n this.getCamera = function() {\n return U;\n }, this.getFoveation = function() {\n if (!(d === null && p === null))\n return l;\n }, this.setFoveation = function(j) {\n l = j, d !== null && (d.fixedFoveation = j), p !== null && p.fixedFoveation !== void 0 && (p.fixedFoveation = j);\n }, this.hasDepthSensing = function() {\n return m.texture !== null;\n }, this.getDepthSensingMesh = function() {\n return m.getMesh(U);\n }, this.getCameraTexture = function(j) {\n return f[j];\n };\n let Oe = null;\n function Ke(j, Y) {\n if (h = Y.getViewerPose(c || a), g = Y, h !== null) {\n const ue = h.views;\n p !== null && (e.setRenderTargetFramebuffer(T, p.framebuffer), e.setRenderTarget(T));\n let Ce = !1;\n ue.length !== U.cameras.length && (U.cameras.length = 0, Ce = !0);\n for (let Be = 0; Be < ue.length; Be++) {\n const it = ue[Be];\n let D = null;\n if (p !== null)\n D = p.getViewport(it);\n else {\n const Ve = u.getViewSubImage(d, it);\n D = Ve.viewport, Be === 0 && (e.setRenderTargetTextures(\n T,\n Ve.colorTexture,\n Ve.depthStencilTexture\n ), e.setRenderTarget(T));\n }\n let ke = C[Be];\n ke === void 0 && (ke = new Tt(), ke.layers.enable(Be), ke.viewport = new Je(), C[Be] = ke), ke.matrix.fromArray(it.transform.matrix), ke.matrix.decompose(ke.position, ke.quaternion, ke.scale), ke.projectionMatrix.fromArray(it.projectionMatrix), ke.projectionMatrixInverse.copy(ke.projectionMatrix).invert(), ke.viewport.set(D.x, D.y, D.width, D.height), Be === 0 && (U.matrix.copy(ke.matrix), U.matrix.decompose(U.position, U.quaternion, U.scale)), Ce === !0 && U.cameras.push(ke);\n }\n const me = s.enabledFeatures;\n if (me && me.includes(\"depth-sensing\") && s.depthUsage == \"gpu-optimized\" && x) {\n u = n.getBinding();\n const Be = u.getDepthInformation(ue[0]);\n Be && Be.isValid && Be.texture && m.init(Be, s.renderState);\n }\n if (me && me.includes(\"camera-access\") && x) {\n e.state.unbindTexture(), u = n.getBinding();\n for (let Be = 0; Be < ue.length; Be++) {\n const it = ue[Be].camera;\n if (it) {\n let D = f[it];\n D || (D = new oh(), f[it] = D);\n const ke = u.getCameraImage(it);\n D.sourceTexture = ke;\n }\n }\n }\n }\n for (let ue = 0; ue < R.length; ue++) {\n const Ce = E[ue], me = R[ue];\n Ce !== null && me !== void 0 && me.update(Ce, Y, c || a);\n }\n Oe && Oe(j, Y), Y.detectedPlanes && n.dispatchEvent({ type: \"planesdetected\", data: Y }), g = null;\n }\n const $e = new gh();\n $e.setAnimationLoop(Ke), this.setAnimationLoop = function(j) {\n Oe = j;\n }, this.dispose = function() {\n };\n }\n}\nconst ci = /* @__PURE__ */ new xn(), Dg = /* @__PURE__ */ new Ne();\nfunction Lg(i, e) {\n function t(m, f) {\n m.matrixAutoUpdate === !0 && m.updateMatrix(), f.value.copy(m.matrix);\n }\n function n(m, f) {\n f.color.getRGB(m.fogColor.value, nh(i)), f.isFog ? (m.fogNear.value = f.near, m.fogFar.value = f.far) : f.isFogExp2 && (m.fogDensity.value = f.density);\n }\n function s(m, f, y, v, T) {\n f.isMeshBasicMaterial || f.isMeshLambertMaterial ? r(m, f) : f.isMeshToonMaterial ? (r(m, f), u(m, f)) : f.isMeshPhongMaterial ? (r(m, f), h(m, f)) : f.isMeshStandardMaterial ? (r(m, f), d(m, f), f.isMeshPhysicalMaterial && p(m, f, T)) : f.isMeshMatcapMaterial ? (r(m, f), g(m, f)) : f.isMeshDepthMaterial ? r(m, f) : f.isMeshDistanceMaterial ? (r(m, f), x(m, f)) : f.isMeshNormalMaterial ? r(m, f) : f.isLineBasicMaterial ? (a(m, f), f.isLineDashedMaterial && o(m, f)) : f.isPointsMaterial ? l(m, f, y, v) : f.isSpriteMaterial ? c(m, f) : f.isShadowMaterial ? (m.color.value.copy(f.color), m.opacity.value = f.opacity) : f.isShaderMaterial && (f.uniformsNeedUpdate = !1);\n }\n function r(m, f) {\n m.opacity.value = f.opacity, f.color && m.diffuse.value.copy(f.color), f.emissive && m.emissive.value.copy(f.emissive).multiplyScalar(f.emissiveIntensity), f.map && (m.map.value = f.map, t(f.map, m.mapTransform)), f.alphaMap && (m.alphaMap.value = f.alphaMap, t(f.alphaMap, m.alphaMapTransform)), f.bumpMap && (m.bumpMap.value = f.bumpMap, t(f.bumpMap, m.bumpMapTransform), m.bumpScale.value = f.bumpScale, f.side === zt && (m.bumpScale.value *= -1)), f.normalMap && (m.normalMap.value = f.normalMap, t(f.normalMap, m.normalMapTransform), m.normalScale.value.copy(f.normalScale), f.side === zt && m.normalScale.value.negate()), f.displacementMap && (m.displacementMap.value = f.displacementMap, t(f.displacementMap, m.displacementMapTransform), m.displacementScale.value = f.displacementScale, m.displacementBias.value = f.displacementBias), f.emissiveMap && (m.emissiveMap.value = f.emissiveMap, t(f.emissiveMap, m.emissiveMapTransform)), f.specularMap && (m.specularMap.value = f.specularMap, t(f.specularMap, m.specularMapTransform)), f.alphaTest > 0 && (m.alphaTest.value = f.alphaTest);\n const y = e.get(f), v = y.envMap, T = y.envMapRotation;\n v && (m.envMap.value = v, ci.copy(T), ci.x *= -1, ci.y *= -1, ci.z *= -1, v.isCubeTexture && v.isRenderTargetTexture === !1 && (ci.y *= -1, ci.z *= -1), m.envMapRotation.value.setFromMatrix4(Dg.makeRotationFromEuler(ci)), m.flipEnvMap.value = v.isCubeTexture && v.isRenderTargetTexture === !1 ? -1 : 1, m.reflectivity.value = f.reflectivity, m.ior.value = f.ior, m.refractionRatio.value = f.refractionRatio), f.lightMap && (m.lightMap.value = f.lightMap, m.lightMapIntensity.value = f.lightMapIntensity, t(f.lightMap, m.lightMapTransform)), f.aoMap && (m.aoMap.value = f.aoMap, m.aoMapIntensity.value = f.aoMapIntensity, t(f.aoMap, m.aoMapTransform));\n }\n function a(m, f) {\n m.diffuse.value.copy(f.color), m.opacity.value = f.opacity, f.map && (m.map.value = f.map, t(f.map, m.mapTransform));\n }\n function o(m, f) {\n m.dashSize.value = f.dashSize, m.totalSize.value = f.dashSize + f.gapSize, m.scale.value = f.scale;\n }\n function l(m, f, y, v) {\n m.diffuse.value.copy(f.color), m.opacity.value = f.opacity, m.size.value = f.size * y, m.scale.value = v * 0.5, f.map && (m.map.value = f.map, t(f.map, m.uvTransform)), f.alphaMap && (m.alphaMap.value = f.alphaMap, t(f.alphaMap, m.alphaMapTransform)), f.alphaTest > 0 && (m.alphaTest.value = f.alphaTest);\n }\n function c(m, f) {\n m.diffuse.value.copy(f.color), m.opacity.value = f.opacity, m.rotation.value = f.rotation, f.map && (m.map.value = f.map, t(f.map, m.mapTransform)), f.alphaMap && (m.alphaMap.value = f.alphaMap, t(f.alphaMap, m.alphaMapTransform)), f.alphaTest > 0 && (m.alphaTest.value = f.alphaTest);\n }\n function h(m, f) {\n m.specular.value.copy(f.specular), m.shininess.value = Math.max(f.shininess, 1e-4);\n }\n function u(m, f) {\n f.gradientMap && (m.gradientMap.value = f.gradientMap);\n }\n function d(m, f) {\n m.metalness.value = f.metalness, f.metalnessMap && (m.metalnessMap.value = f.metalnessMap, t(f.metalnessMap, m.metalnessMapTransform)), m.roughness.value = f.roughness, f.roughnessMap && (m.roughnessMap.value = f.roughnessMap, t(f.roughnessMap, m.roughnessMapTransform)), f.envMap && (m.envMapIntensity.value = f.envMapIntensity);\n }\n function p(m, f, y) {\n m.ior.value = f.ior, f.sheen > 0 && (m.sheenColor.value.copy(f.sheenColor).multiplyScalar(f.sheen), m.sheenRoughness.value = f.sheenRoughness, f.sheenColorMap && (m.sheenColorMap.value = f.sheenColorMap, t(f.sheenColorMap, m.sheenColorMapTransform)), f.sheenRoughnessMap && (m.sheenRoughnessMap.value = f.sheenRoughnessMap, t(f.sheenRoughnessMap, m.sheenRoughnessMapTransform))), f.clearcoat > 0 && (m.clearcoat.value = f.clearcoat, m.clearcoatRoughness.value = f.clearcoatRoughness, f.clearcoatMap && (m.clearcoatMap.value = f.clearcoatMap, t(f.clearcoatMap, m.clearcoatMapTransform)), f.clearcoatRoughnessMap && (m.clearcoatRoughnessMap.value = f.clearcoatRoughnessMap, t(f.clearcoatRoughnessMap, m.clearcoatRoughnessMapTransform)), f.clearcoatNormalMap && (m.clearcoatNormalMap.value = f.clearcoatNormalMap, t(f.clearcoatNormalMap, m.clearcoatNormalMapTransform), m.clearcoatNormalScale.value.copy(f.clearcoatNormalScale), f.side === zt && m.clearcoatNormalScale.value.negate())), f.dispersion > 0 && (m.dispersion.value = f.dispersion), f.iridescence > 0 && (m.iridescence.value = f.iridescence, m.iridescenceIOR.value = f.iridescenceIOR, m.iridescenceThicknessMinimum.value = f.iridescenceThicknessRange[0], m.iridescenceThicknessMaximum.value = f.iridescenceThicknessRange[1], f.iridescenceMap && (m.iridescenceMap.value = f.iridescenceMap, t(f.iridescenceMap, m.iridescenceMapTransform)), f.iridescenceThicknessMap && (m.iridescenceThicknessMap.value = f.iridescenceThicknessMap, t(f.iridescenceThicknessMap, m.iridescenceThicknessMapTransform))), f.transmission > 0 && (m.transmission.value = f.transmission, m.transmissionSamplerMap.value = y.texture, m.transmissionSamplerSize.value.set(y.width, y.height), f.transmissionMap && (m.transmissionMap.value = f.transmissionMap, t(f.transmissionMap, m.transmissionMapTransform)), m.thickness.value = f.thickness, f.thicknessMap && (m.thicknessMap.value = f.thicknessMap, t(f.thicknessMap, m.thicknessMapTransform)), m.attenuationDistance.value = f.attenuationDistance, m.attenuationColor.value.copy(f.attenuationColor)), f.anisotropy > 0 && (m.anisotropyVector.value.set(f.anisotropy * Math.cos(f.anisotropyRotation), f.anisotropy * Math.sin(f.anisotropyRotation)), f.anisotropyMap && (m.anisotropyMap.value = f.anisotropyMap, t(f.anisotropyMap, m.anisotropyMapTransform))), m.specularIntensity.value = f.specularIntensity, m.specularColor.value.copy(f.specularColor), f.specularColorMap && (m.specularColorMap.value = f.specularColorMap, t(f.specularColorMap, m.specularColorMapTransform)), f.specularIntensityMap && (m.specularIntensityMap.value = f.specularIntensityMap, t(f.specularIntensityMap, m.specularIntensityMapTransform));\n }\n function g(m, f) {\n f.matcap && (m.matcap.value = f.matcap);\n }\n function x(m, f) {\n const y = e.get(f).light;\n m.referencePosition.value.setFromMatrixPosition(y.matrixWorld), m.nearDistance.value = y.shadow.camera.near, m.farDistance.value = y.shadow.camera.far;\n }\n return {\n refreshFogUniforms: n,\n refreshMaterialUniforms: s\n };\n}\nfunction Ig(i, e, t, n) {\n let s = {}, r = {}, a = [];\n const o = i.getParameter(i.MAX_UNIFORM_BUFFER_BINDINGS);\n function l(y, v) {\n const T = v.program;\n n.uniformBlockBinding(y, T);\n }\n function c(y, v) {\n let T = s[y.id];\n T === void 0 && (g(y), T = h(y), s[y.id] = T, y.addEventListener(\"dispose\", m));\n const R = v.program;\n n.updateUBOMapping(y, R);\n const E = e.render.frame;\n r[y.id] !== E && (d(y), r[y.id] = E);\n }\n function h(y) {\n const v = u();\n y.__bindingPointIndex = v;\n const T = i.createBuffer(), R = y.__size, E = y.usage;\n return i.bindBuffer(i.UNIFORM_BUFFER, T), i.bufferData(i.UNIFORM_BUFFER, R, E), i.bindBuffer(i.UNIFORM_BUFFER, null), i.bindBufferBase(i.UNIFORM_BUFFER, v, T), T;\n }\n function u() {\n for (let y = 0; y < o; y++)\n if (a.indexOf(y) === -1)\n return a.push(y), y;\n return Xe(\"WebGLRenderer: Maximum number of simultaneously usable uniforms groups reached.\"), 0;\n }\n function d(y) {\n const v = s[y.id], T = y.uniforms, R = y.__cache;\n i.bindBuffer(i.UNIFORM_BUFFER, v);\n for (let E = 0, P = T.length; E < P; E++) {\n const I = Array.isArray(T[E]) ? T[E] : [T[E]];\n for (let S = 0, M = I.length; S < M; S++) {\n const C = I[S];\n if (p(C, E, S, R) === !0) {\n const U = C.__offset, B = Array.isArray(C.value) ? C.value : [C.value];\n let z = 0;\n for (let W = 0; W < B.length; W++) {\n const k = B[W], ee = x(k);\n typeof k == \"number\" || typeof k == \"boolean\" ? (C.__data[0] = k, i.bufferSubData(i.UNIFORM_BUFFER, U + z, C.__data)) : k.isMatrix3 ? (C.__data[0] = k.elements[0], C.__data[1] = k.elements[1], C.__data[2] = k.elements[2], C.__data[3] = 0, C.__data[4] = k.elements[3], C.__data[5] = k.elements[4], C.__data[6] = k.elements[5], C.__data[7] = 0, C.__data[8] = k.elements[6], C.__data[9] = k.elements[7], C.__data[10] = k.elements[8], C.__data[11] = 0) : (k.toArray(C.__data, z), z += ee.storage / Float32Array.BYTES_PER_ELEMENT);\n }\n i.bufferSubData(i.UNIFORM_BUFFER, U, C.__data);\n }\n }\n }\n i.bindBuffer(i.UNIFORM_BUFFER, null);\n }\n function p(y, v, T, R) {\n const E = y.value, P = v + \"_\" + T;\n if (R[P] === void 0)\n return typeof E == \"number\" || typeof E == \"boolean\" ? R[P] = E : R[P] = E.clone(), !0;\n {\n const I = R[P];\n if (typeof E == \"number\" || typeof E == \"boolean\") {\n if (I !== E)\n return R[P] = E, !0;\n } else if (I.equals(E) === !1)\n return I.copy(E), !0;\n }\n return !1;\n }\n function g(y) {\n const v = y.uniforms;\n let T = 0;\n const R = 16;\n for (let P = 0, I = v.length; P < I; P++) {\n const S = Array.isArray(v[P]) ? v[P] : [v[P]];\n for (let M = 0, C = S.length; M < C; M++) {\n const U = S[M], B = Array.isArray(U.value) ? U.value : [U.value];\n for (let z = 0, W = B.length; z < W; z++) {\n const k = B[z], ee = x(k), X = T % R, $ = X % ee.boundary, Q = X + $;\n T += $, Q !== 0 && R - Q < ee.storage && (T += R - Q), U.__data = new Float32Array(ee.storage / Float32Array.BYTES_PER_ELEMENT), U.__offset = T, T += ee.storage;\n }\n }\n }\n const E = T % R;\n return E > 0 && (T += R - E), y.__size = T, y.__cache = {}, this;\n }\n function x(y) {\n const v = {\n boundary: 0,\n // bytes\n storage: 0\n // bytes\n };\n return typeof y == \"number\" || typeof y == \"boolean\" ? (v.boundary = 4, v.storage = 4) : y.isVector2 ? (v.boundary = 8, v.storage = 8) : y.isVector3 || y.isColor ? (v.boundary = 16, v.storage = 12) : y.isVector4 ? (v.boundary = 16, v.storage = 16) : y.isMatrix3 ? (v.boundary = 48, v.storage = 48) : y.isMatrix4 ? (v.boundary = 64, v.storage = 64) : y.isTexture ? Te(\"WebGLRenderer: Texture samplers can not be part of an uniforms group.\") : Te(\"WebGLRenderer: Unsupported uniform value type.\", y), v;\n }\n function m(y) {\n const v = y.target;\n v.removeEventListener(\"dispose\", m);\n const T = a.indexOf(v.__bindingPointIndex);\n a.splice(T, 1), i.deleteBuffer(s[v.id]), delete s[v.id], delete r[v.id];\n }\n function f() {\n for (const y in s)\n i.deleteBuffer(s[y]);\n a = [], s = {}, r = {};\n }\n return {\n bind: l,\n update: c,\n dispose: f\n };\n}\nconst Ug = new Uint16Array([\n 11481,\n 15204,\n 11534,\n 15171,\n 11808,\n 15015,\n 12385,\n 14843,\n 12894,\n 14716,\n 13396,\n 14600,\n 13693,\n 14483,\n 13976,\n 14366,\n 14237,\n 14171,\n 14405,\n 13961,\n 14511,\n 13770,\n 14605,\n 13598,\n 14687,\n 13444,\n 14760,\n 13305,\n 14822,\n 13066,\n 14876,\n 12857,\n 14923,\n 12675,\n 14963,\n 12517,\n 14997,\n 12379,\n 15025,\n 12230,\n 15049,\n 12023,\n 15070,\n 11843,\n 15086,\n 11687,\n 15100,\n 11551,\n 15111,\n 11433,\n 15120,\n 11330,\n 15127,\n 11217,\n 15132,\n 11060,\n 15135,\n 10922,\n 15138,\n 10801,\n 15139,\n 10695,\n 15139,\n 10600,\n 13012,\n 14923,\n 13020,\n 14917,\n 13064,\n 14886,\n 13176,\n 14800,\n 13349,\n 14666,\n 13513,\n 14526,\n 13724,\n 14398,\n 13960,\n 14230,\n 14200,\n 14020,\n 14383,\n 13827,\n 14488,\n 13651,\n 14583,\n 13491,\n 14667,\n 13348,\n 14740,\n 13132,\n 14803,\n 12908,\n 14856,\n 12713,\n 14901,\n 12542,\n 14938,\n 12394,\n 14968,\n 12241,\n 14992,\n 12017,\n 15010,\n 11822,\n 15024,\n 11654,\n 15034,\n 11507,\n 15041,\n 11380,\n 15044,\n 11269,\n 15044,\n 11081,\n 15042,\n 10913,\n 15037,\n 10764,\n 15031,\n 10635,\n 15023,\n 10520,\n 15014,\n 10419,\n 15003,\n 10330,\n 13657,\n 14676,\n 13658,\n 14673,\n 13670,\n 14660,\n 13698,\n 14622,\n 13750,\n 14547,\n 13834,\n 14442,\n 13956,\n 14317,\n 14112,\n 14093,\n 14291,\n 13889,\n 14407,\n 13704,\n 14499,\n 13538,\n 14586,\n 13389,\n 14664,\n 13201,\n 14733,\n 12966,\n 14792,\n 12758,\n 14842,\n 12577,\n 14882,\n 12418,\n 14915,\n 12272,\n 14940,\n 12033,\n 14959,\n 11826,\n 14972,\n 11646,\n 14980,\n 11490,\n 14983,\n 11355,\n 14983,\n 11212,\n 14979,\n 11008,\n 14971,\n 10830,\n 14961,\n 10675,\n 14950,\n 10540,\n 14936,\n 10420,\n 14923,\n 10315,\n 14909,\n 10204,\n 14894,\n 10041,\n 14089,\n 14460,\n 14090,\n 14459,\n 14096,\n 14452,\n 14112,\n 14431,\n 14141,\n 14388,\n 14186,\n 14305,\n 14252,\n 14130,\n 14341,\n 13941,\n 14399,\n 13756,\n 14467,\n 13585,\n 14539,\n 13430,\n 14610,\n 13272,\n 14677,\n 13026,\n 14737,\n 12808,\n 14790,\n 12617,\n 14833,\n 12449,\n 14869,\n 12303,\n 14896,\n 12065,\n 14916,\n 11845,\n 14929,\n 11655,\n 14937,\n 11490,\n 14939,\n 11347,\n 14936,\n 11184,\n 14930,\n 10970,\n 14921,\n 10783,\n 14912,\n 10621,\n 14900,\n 10480,\n 14885,\n 10356,\n 14867,\n 10247,\n 14848,\n 10062,\n 14827,\n 9894,\n 14805,\n 9745,\n 14400,\n 14208,\n 14400,\n 14206,\n 14402,\n 14198,\n 14406,\n 14174,\n 14415,\n 14122,\n 14427,\n 14035,\n 14444,\n 13913,\n 14469,\n 13767,\n 14504,\n 13613,\n 14548,\n 13463,\n 14598,\n 13324,\n 14651,\n 13082,\n 14704,\n 12858,\n 14752,\n 12658,\n 14795,\n 12483,\n 14831,\n 12330,\n 14860,\n 12106,\n 14881,\n 11875,\n 14895,\n 11675,\n 14903,\n 11501,\n 14905,\n 11351,\n 14903,\n 11178,\n 14900,\n 10953,\n 14892,\n 10757,\n 14880,\n 10589,\n 14865,\n 10442,\n 14847,\n 10313,\n 14827,\n 10162,\n 14805,\n 9965,\n 14782,\n 9792,\n 14757,\n 9642,\n 14731,\n 9507,\n 14562,\n 13883,\n 14562,\n 13883,\n 14563,\n 13877,\n 14566,\n 13862,\n 14570,\n 13830,\n 14576,\n 13773,\n 14584,\n 13689,\n 14595,\n 13582,\n 14613,\n 13461,\n 14637,\n 13336,\n 14668,\n 13120,\n 14704,\n 12897,\n 14741,\n 12695,\n 14776,\n 12516,\n 14808,\n 12358,\n 14835,\n 12150,\n 14856,\n 11910,\n 14870,\n 11701,\n 14878,\n 11519,\n 14882,\n 11361,\n 14884,\n 11187,\n 14880,\n 10951,\n 14871,\n 10748,\n 14858,\n 10572,\n 14842,\n 10418,\n 14823,\n 10286,\n 14801,\n 10099,\n 14777,\n 9897,\n 14751,\n 9722,\n 14725,\n 9567,\n 14696,\n 9430,\n 14666,\n 9309,\n 14702,\n 13604,\n 14702,\n 13604,\n 14702,\n 13600,\n 14703,\n 13591,\n 14705,\n 13570,\n 14707,\n 13533,\n 14709,\n 13477,\n 14712,\n 13400,\n 14718,\n 13305,\n 14727,\n 13106,\n 14743,\n 12907,\n 14762,\n 12716,\n 14784,\n 12539,\n 14807,\n 12380,\n 14827,\n 12190,\n 14844,\n 11943,\n 14855,\n 11727,\n 14863,\n 11539,\n 14870,\n 11376,\n 14871,\n 11204,\n 14868,\n 10960,\n 14858,\n 10748,\n 14845,\n 10565,\n 14829,\n 10406,\n 14809,\n 10269,\n 14786,\n 10058,\n 14761,\n 9852,\n 14734,\n 9671,\n 14705,\n 9512,\n 14674,\n 9374,\n 14641,\n 9253,\n 14608,\n 9076,\n 14821,\n 13366,\n 14821,\n 13365,\n 14821,\n 13364,\n 14821,\n 13358,\n 14821,\n 13344,\n 14821,\n 13320,\n 14819,\n 13252,\n 14817,\n 13145,\n 14815,\n 13011,\n 14814,\n 12858,\n 14817,\n 12698,\n 14823,\n 12539,\n 14832,\n 12389,\n 14841,\n 12214,\n 14850,\n 11968,\n 14856,\n 11750,\n 14861,\n 11558,\n 14866,\n 11390,\n 14867,\n 11226,\n 14862,\n 10972,\n 14853,\n 10754,\n 14840,\n 10565,\n 14823,\n 10401,\n 14803,\n 10259,\n 14780,\n 10032,\n 14754,\n 9820,\n 14725,\n 9635,\n 14694,\n 9473,\n 14661,\n 9333,\n 14627,\n 9203,\n 14593,\n 8988,\n 14557,\n 8798,\n 14923,\n 13014,\n 14922,\n 13014,\n 14922,\n 13012,\n 14922,\n 13004,\n 14920,\n 12987,\n 14919,\n 12957,\n 14915,\n 12907,\n 14909,\n 12834,\n 14902,\n 12738,\n 14894,\n 12623,\n 14888,\n 12498,\n 14883,\n 12370,\n 14880,\n 12203,\n 14878,\n 11970,\n 14875,\n 11759,\n 14873,\n 11569,\n 14874,\n 11401,\n 14872,\n 11243,\n 14865,\n 10986,\n 14855,\n 10762,\n 14842,\n 10568,\n 14825,\n 10401,\n 14804,\n 10255,\n 14781,\n 10017,\n 14754,\n 9799,\n 14725,\n 9611,\n 14692,\n 9445,\n 14658,\n 9301,\n 14623,\n 9139,\n 14587,\n 8920,\n 14548,\n 8729,\n 14509,\n 8562,\n 15008,\n 12672,\n 15008,\n 12672,\n 15008,\n 12671,\n 15007,\n 12667,\n 15005,\n 12656,\n 15001,\n 12637,\n 14997,\n 12605,\n 14989,\n 12556,\n 14978,\n 12490,\n 14966,\n 12407,\n 14953,\n 12313,\n 14940,\n 12136,\n 14927,\n 11934,\n 14914,\n 11742,\n 14903,\n 11563,\n 14896,\n 11401,\n 14889,\n 11247,\n 14879,\n 10992,\n 14866,\n 10767,\n 14851,\n 10570,\n 14833,\n 10400,\n 14812,\n 10252,\n 14789,\n 10007,\n 14761,\n 9784,\n 14731,\n 9592,\n 14698,\n 9424,\n 14663,\n 9279,\n 14627,\n 9088,\n 14588,\n 8868,\n 14548,\n 8676,\n 14508,\n 8508,\n 14467,\n 8360,\n 15080,\n 12386,\n 15080,\n 12386,\n 15079,\n 12385,\n 15078,\n 12383,\n 15076,\n 12378,\n 15072,\n 12367,\n 15066,\n 12347,\n 15057,\n 12315,\n 15045,\n 12253,\n 15030,\n 12138,\n 15012,\n 11998,\n 14993,\n 11845,\n 14972,\n 11685,\n 14951,\n 11530,\n 14935,\n 11383,\n 14920,\n 11228,\n 14904,\n 10981,\n 14887,\n 10762,\n 14870,\n 10567,\n 14850,\n 10397,\n 14827,\n 10248,\n 14803,\n 9997,\n 14774,\n 9771,\n 14743,\n 9578,\n 14710,\n 9407,\n 14674,\n 9259,\n 14637,\n 9048,\n 14596,\n 8826,\n 14555,\n 8632,\n 14514,\n 8464,\n 14471,\n 8317,\n 14427,\n 8182,\n 15139,\n 12008,\n 15139,\n 12008,\n 15138,\n 12008,\n 15137,\n 12007,\n 15135,\n 12003,\n 15130,\n 11990,\n 15124,\n 11969,\n 15115,\n 11929,\n 15102,\n 11872,\n 15086,\n 11794,\n 15064,\n 11693,\n 15041,\n 11581,\n 15013,\n 11459,\n 14987,\n 11336,\n 14966,\n 11170,\n 14944,\n 10944,\n 14921,\n 10738,\n 14898,\n 10552,\n 14875,\n 10387,\n 14850,\n 10239,\n 14824,\n 9983,\n 14794,\n 9758,\n 14762,\n 9563,\n 14728,\n 9392,\n 14692,\n 9244,\n 14653,\n 9014,\n 14611,\n 8791,\n 14569,\n 8597,\n 14526,\n 8427,\n 14481,\n 8281,\n 14436,\n 8110,\n 14391,\n 7885,\n 15188,\n 11617,\n 15188,\n 11617,\n 15187,\n 11617,\n 15186,\n 11618,\n 15183,\n 11617,\n 15179,\n 11612,\n 15173,\n 11601,\n 15163,\n 11581,\n 15150,\n 11546,\n 15133,\n 11495,\n 15110,\n 11427,\n 15083,\n 11346,\n 15051,\n 11246,\n 15024,\n 11057,\n 14996,\n 10868,\n 14967,\n 10687,\n 14938,\n 10517,\n 14911,\n 10362,\n 14882,\n 10206,\n 14853,\n 9956,\n 14821,\n 9737,\n 14787,\n 9543,\n 14752,\n 9375,\n 14715,\n 9228,\n 14675,\n 8980,\n 14632,\n 8760,\n 14589,\n 8565,\n 14544,\n 8395,\n 14498,\n 8248,\n 14451,\n 8049,\n 14404,\n 7824,\n 14357,\n 7630,\n 15228,\n 11298,\n 15228,\n 11298,\n 15227,\n 11299,\n 15226,\n 11301,\n 15223,\n 11303,\n 15219,\n 11302,\n 15213,\n 11299,\n 15204,\n 11290,\n 15191,\n 11271,\n 15174,\n 11217,\n 15150,\n 11129,\n 15119,\n 11015,\n 15087,\n 10886,\n 15057,\n 10744,\n 15024,\n 10599,\n 14990,\n 10455,\n 14957,\n 10318,\n 14924,\n 10143,\n 14891,\n 9911,\n 14856,\n 9701,\n 14820,\n 9516,\n 14782,\n 9352,\n 14744,\n 9200,\n 14703,\n 8946,\n 14659,\n 8725,\n 14615,\n 8533,\n 14568,\n 8366,\n 14521,\n 8220,\n 14472,\n 7992,\n 14423,\n 7770,\n 14374,\n 7578,\n 14315,\n 7408,\n 15260,\n 10819,\n 15260,\n 10819,\n 15259,\n 10822,\n 15258,\n 10826,\n 15256,\n 10832,\n 15251,\n 10836,\n 15246,\n 10841,\n 15237,\n 10838,\n 15225,\n 10821,\n 15207,\n 10788,\n 15183,\n 10734,\n 15151,\n 10660,\n 15120,\n 10571,\n 15087,\n 10469,\n 15049,\n 10359,\n 15012,\n 10249,\n 14974,\n 10041,\n 14937,\n 9837,\n 14900,\n 9647,\n 14860,\n 9475,\n 14820,\n 9320,\n 14779,\n 9147,\n 14736,\n 8902,\n 14691,\n 8688,\n 14646,\n 8499,\n 14598,\n 8335,\n 14549,\n 8189,\n 14499,\n 7940,\n 14448,\n 7720,\n 14397,\n 7529,\n 14347,\n 7363,\n 14256,\n 7218,\n 15285,\n 10410,\n 15285,\n 10411,\n 15285,\n 10413,\n 15284,\n 10418,\n 15282,\n 10425,\n 15278,\n 10434,\n 15272,\n 10442,\n 15264,\n 10449,\n 15252,\n 10445,\n 15235,\n 10433,\n 15210,\n 10403,\n 15179,\n 10358,\n 15149,\n 10301,\n 15113,\n 10218,\n 15073,\n 10059,\n 15033,\n 9894,\n 14991,\n 9726,\n 14951,\n 9565,\n 14909,\n 9413,\n 14865,\n 9273,\n 14822,\n 9073,\n 14777,\n 8845,\n 14730,\n 8641,\n 14682,\n 8459,\n 14633,\n 8300,\n 14583,\n 8129,\n 14531,\n 7883,\n 14479,\n 7670,\n 14426,\n 7482,\n 14373,\n 7321,\n 14305,\n 7176,\n 14201,\n 6939,\n 15305,\n 9939,\n 15305,\n 9940,\n 15305,\n 9945,\n 15304,\n 9955,\n 15302,\n 9967,\n 15298,\n 9989,\n 15293,\n 10010,\n 15286,\n 10033,\n 15274,\n 10044,\n 15258,\n 10045,\n 15233,\n 10022,\n 15205,\n 9975,\n 15174,\n 9903,\n 15136,\n 9808,\n 15095,\n 9697,\n 15053,\n 9578,\n 15009,\n 9451,\n 14965,\n 9327,\n 14918,\n 9198,\n 14871,\n 8973,\n 14825,\n 8766,\n 14775,\n 8579,\n 14725,\n 8408,\n 14675,\n 8259,\n 14622,\n 8058,\n 14569,\n 7821,\n 14515,\n 7615,\n 14460,\n 7435,\n 14405,\n 7276,\n 14350,\n 7108,\n 14256,\n 6866,\n 14149,\n 6653,\n 15321,\n 9444,\n 15321,\n 9445,\n 15321,\n 9448,\n 15320,\n 9458,\n 15317,\n 9470,\n 15314,\n 9490,\n 15310,\n 9515,\n 15302,\n 9540,\n 15292,\n 9562,\n 15276,\n 9579,\n 15251,\n 9577,\n 15226,\n 9559,\n 15195,\n 9519,\n 15156,\n 9463,\n 15116,\n 9389,\n 15071,\n 9304,\n 15025,\n 9208,\n 14978,\n 9023,\n 14927,\n 8838,\n 14878,\n 8661,\n 14827,\n 8496,\n 14774,\n 8344,\n 14722,\n 8206,\n 14667,\n 7973,\n 14612,\n 7749,\n 14556,\n 7555,\n 14499,\n 7382,\n 14443,\n 7229,\n 14385,\n 7025,\n 14322,\n 6791,\n 14210,\n 6588,\n 14100,\n 6409,\n 15333,\n 8920,\n 15333,\n 8921,\n 15332,\n 8927,\n 15332,\n 8943,\n 15329,\n 8965,\n 15326,\n 9002,\n 15322,\n 9048,\n 15316,\n 9106,\n 15307,\n 9162,\n 15291,\n 9204,\n 15267,\n 9221,\n 15244,\n 9221,\n 15212,\n 9196,\n 15175,\n 9134,\n 15133,\n 9043,\n 15088,\n 8930,\n 15040,\n 8801,\n 14990,\n 8665,\n 14938,\n 8526,\n 14886,\n 8391,\n 14830,\n 8261,\n 14775,\n 8087,\n 14719,\n 7866,\n 14661,\n 7664,\n 14603,\n 7482,\n 14544,\n 7322,\n 14485,\n 7178,\n 14426,\n 6936,\n 14367,\n 6713,\n 14281,\n 6517,\n 14166,\n 6348,\n 14054,\n 6198,\n 15341,\n 8360,\n 15341,\n 8361,\n 15341,\n 8366,\n 15341,\n 8379,\n 15339,\n 8399,\n 15336,\n 8431,\n 15332,\n 8473,\n 15326,\n 8527,\n 15318,\n 8585,\n 15302,\n 8632,\n 15281,\n 8670,\n 15258,\n 8690,\n 15227,\n 8690,\n 15191,\n 8664,\n 15149,\n 8612,\n 15104,\n 8543,\n 15055,\n 8456,\n 15001,\n 8360,\n 14948,\n 8259,\n 14892,\n 8122,\n 14834,\n 7923,\n 14776,\n 7734,\n 14716,\n 7558,\n 14656,\n 7397,\n 14595,\n 7250,\n 14534,\n 7070,\n 14472,\n 6835,\n 14410,\n 6628,\n 14350,\n 6443,\n 14243,\n 6283,\n 14125,\n 6135,\n 14010,\n 5889,\n 15348,\n 7715,\n 15348,\n 7717,\n 15348,\n 7725,\n 15347,\n 7745,\n 15345,\n 7780,\n 15343,\n 7836,\n 15339,\n 7905,\n 15334,\n 8e3,\n 15326,\n 8103,\n 15310,\n 8193,\n 15293,\n 8239,\n 15270,\n 8270,\n 15240,\n 8287,\n 15204,\n 8283,\n 15163,\n 8260,\n 15118,\n 8223,\n 15067,\n 8143,\n 15014,\n 8014,\n 14958,\n 7873,\n 14899,\n 7723,\n 14839,\n 7573,\n 14778,\n 7430,\n 14715,\n 7293,\n 14652,\n 7164,\n 14588,\n 6931,\n 14524,\n 6720,\n 14460,\n 6531,\n 14396,\n 6362,\n 14330,\n 6210,\n 14207,\n 6015,\n 14086,\n 5781,\n 13969,\n 5576,\n 15352,\n 7114,\n 15352,\n 7116,\n 15352,\n 7128,\n 15352,\n 7159,\n 15350,\n 7195,\n 15348,\n 7237,\n 15345,\n 7299,\n 15340,\n 7374,\n 15332,\n 7457,\n 15317,\n 7544,\n 15301,\n 7633,\n 15280,\n 7703,\n 15251,\n 7754,\n 15216,\n 7775,\n 15176,\n 7767,\n 15131,\n 7733,\n 15079,\n 7670,\n 15026,\n 7588,\n 14967,\n 7492,\n 14906,\n 7387,\n 14844,\n 7278,\n 14779,\n 7171,\n 14714,\n 6965,\n 14648,\n 6770,\n 14581,\n 6587,\n 14515,\n 6420,\n 14448,\n 6269,\n 14382,\n 6123,\n 14299,\n 5881,\n 14172,\n 5665,\n 14049,\n 5477,\n 13929,\n 5310,\n 15355,\n 6329,\n 15355,\n 6330,\n 15355,\n 6339,\n 15355,\n 6362,\n 15353,\n 6410,\n 15351,\n 6472,\n 15349,\n 6572,\n 15344,\n 6688,\n 15337,\n 6835,\n 15323,\n 6985,\n 15309,\n 7142,\n 15287,\n 7220,\n 15260,\n 7277,\n 15226,\n 7310,\n 15188,\n 7326,\n 15142,\n 7318,\n 15090,\n 7285,\n 15036,\n 7239,\n 14976,\n 7177,\n 14914,\n 7045,\n 14849,\n 6892,\n 14782,\n 6736,\n 14714,\n 6581,\n 14645,\n 6433,\n 14576,\n 6293,\n 14506,\n 6164,\n 14438,\n 5946,\n 14369,\n 5733,\n 14270,\n 5540,\n 14140,\n 5369,\n 14014,\n 5216,\n 13892,\n 5043,\n 15357,\n 5483,\n 15357,\n 5484,\n 15357,\n 5496,\n 15357,\n 5528,\n 15356,\n 5597,\n 15354,\n 5692,\n 15351,\n 5835,\n 15347,\n 6011,\n 15339,\n 6195,\n 15328,\n 6317,\n 15314,\n 6446,\n 15293,\n 6566,\n 15268,\n 6668,\n 15235,\n 6746,\n 15197,\n 6796,\n 15152,\n 6811,\n 15101,\n 6790,\n 15046,\n 6748,\n 14985,\n 6673,\n 14921,\n 6583,\n 14854,\n 6479,\n 14785,\n 6371,\n 14714,\n 6259,\n 14643,\n 6149,\n 14571,\n 5946,\n 14499,\n 5750,\n 14428,\n 5567,\n 14358,\n 5401,\n 14242,\n 5250,\n 14109,\n 5111,\n 13980,\n 4870,\n 13856,\n 4657,\n 15359,\n 4555,\n 15359,\n 4557,\n 15358,\n 4573,\n 15358,\n 4633,\n 15357,\n 4715,\n 15355,\n 4841,\n 15353,\n 5061,\n 15349,\n 5216,\n 15342,\n 5391,\n 15331,\n 5577,\n 15318,\n 5770,\n 15299,\n 5967,\n 15274,\n 6150,\n 15243,\n 6223,\n 15206,\n 6280,\n 15161,\n 6310,\n 15111,\n 6317,\n 15055,\n 6300,\n 14994,\n 6262,\n 14928,\n 6208,\n 14860,\n 6141,\n 14788,\n 5994,\n 14715,\n 5838,\n 14641,\n 5684,\n 14566,\n 5529,\n 14492,\n 5384,\n 14418,\n 5247,\n 14346,\n 5121,\n 14216,\n 4892,\n 14079,\n 4682,\n 13948,\n 4496,\n 13822,\n 4330,\n 15359,\n 3498,\n 15359,\n 3501,\n 15359,\n 3520,\n 15359,\n 3598,\n 15358,\n 3719,\n 15356,\n 3860,\n 15355,\n 4137,\n 15351,\n 4305,\n 15344,\n 4563,\n 15334,\n 4809,\n 15321,\n 5116,\n 15303,\n 5273,\n 15280,\n 5418,\n 15250,\n 5547,\n 15214,\n 5653,\n 15170,\n 5722,\n 15120,\n 5761,\n 15064,\n 5763,\n 15002,\n 5733,\n 14935,\n 5673,\n 14865,\n 5597,\n 14792,\n 5504,\n 14716,\n 5400,\n 14640,\n 5294,\n 14563,\n 5185,\n 14486,\n 5041,\n 14410,\n 4841,\n 14335,\n 4655,\n 14191,\n 4482,\n 14051,\n 4325,\n 13918,\n 4183,\n 13790,\n 4012,\n 15360,\n 2282,\n 15360,\n 2285,\n 15360,\n 2306,\n 15360,\n 2401,\n 15359,\n 2547,\n 15357,\n 2748,\n 15355,\n 3103,\n 15352,\n 3349,\n 15345,\n 3675,\n 15336,\n 4020,\n 15324,\n 4272,\n 15307,\n 4496,\n 15285,\n 4716,\n 15255,\n 4908,\n 15220,\n 5086,\n 15178,\n 5170,\n 15128,\n 5214,\n 15072,\n 5234,\n 15010,\n 5231,\n 14943,\n 5206,\n 14871,\n 5166,\n 14796,\n 5102,\n 14718,\n 4971,\n 14639,\n 4833,\n 14559,\n 4687,\n 14480,\n 4541,\n 14402,\n 4401,\n 14315,\n 4268,\n 14167,\n 4142,\n 14025,\n 3958,\n 13888,\n 3747,\n 13759,\n 3556,\n 15360,\n 923,\n 15360,\n 925,\n 15360,\n 946,\n 15360,\n 1052,\n 15359,\n 1214,\n 15357,\n 1494,\n 15356,\n 1892,\n 15352,\n 2274,\n 15346,\n 2663,\n 15338,\n 3099,\n 15326,\n 3393,\n 15309,\n 3679,\n 15288,\n 3980,\n 15260,\n 4183,\n 15226,\n 4325,\n 15185,\n 4437,\n 15136,\n 4517,\n 15080,\n 4570,\n 15018,\n 4591,\n 14950,\n 4581,\n 14877,\n 4545,\n 14800,\n 4485,\n 14720,\n 4411,\n 14638,\n 4325,\n 14556,\n 4231,\n 14475,\n 4136,\n 14395,\n 3988,\n 14297,\n 3803,\n 14145,\n 3628,\n 13999,\n 3465,\n 13861,\n 3314,\n 13729,\n 3177,\n 15360,\n 263,\n 15360,\n 264,\n 15360,\n 272,\n 15360,\n 325,\n 15359,\n 407,\n 15358,\n 548,\n 15356,\n 780,\n 15352,\n 1144,\n 15347,\n 1580,\n 15339,\n 2099,\n 15328,\n 2425,\n 15312,\n 2795,\n 15292,\n 3133,\n 15264,\n 3329,\n 15232,\n 3517,\n 15191,\n 3689,\n 15143,\n 3819,\n 15088,\n 3923,\n 15025,\n 3978,\n 14956,\n 3999,\n 14882,\n 3979,\n 14804,\n 3931,\n 14722,\n 3855,\n 14639,\n 3756,\n 14554,\n 3645,\n 14470,\n 3529,\n 14388,\n 3409,\n 14279,\n 3289,\n 14124,\n 3173,\n 13975,\n 3055,\n 13834,\n 2848,\n 13701,\n 2658,\n 15360,\n 49,\n 15360,\n 49,\n 15360,\n 52,\n 15360,\n 75,\n 15359,\n 111,\n 15358,\n 201,\n 15356,\n 283,\n 15353,\n 519,\n 15348,\n 726,\n 15340,\n 1045,\n 15329,\n 1415,\n 15314,\n 1795,\n 15295,\n 2173,\n 15269,\n 2410,\n 15237,\n 2649,\n 15197,\n 2866,\n 15150,\n 3054,\n 15095,\n 3140,\n 15032,\n 3196,\n 14963,\n 3228,\n 14888,\n 3236,\n 14808,\n 3224,\n 14725,\n 3191,\n 14639,\n 3146,\n 14553,\n 3088,\n 14466,\n 2976,\n 14382,\n 2836,\n 14262,\n 2692,\n 14103,\n 2549,\n 13952,\n 2409,\n 13808,\n 2278,\n 13674,\n 2154,\n 15360,\n 4,\n 15360,\n 4,\n 15360,\n 4,\n 15360,\n 13,\n 15359,\n 33,\n 15358,\n 59,\n 15357,\n 112,\n 15353,\n 199,\n 15348,\n 302,\n 15341,\n 456,\n 15331,\n 628,\n 15316,\n 827,\n 15297,\n 1082,\n 15272,\n 1332,\n 15241,\n 1601,\n 15202,\n 1851,\n 15156,\n 2069,\n 15101,\n 2172,\n 15039,\n 2256,\n 14970,\n 2314,\n 14894,\n 2348,\n 14813,\n 2358,\n 14728,\n 2344,\n 14640,\n 2311,\n 14551,\n 2263,\n 14463,\n 2203,\n 14376,\n 2133,\n 14247,\n 2059,\n 14084,\n 1915,\n 13930,\n 1761,\n 13784,\n 1609,\n 13648,\n 1464,\n 15360,\n 0,\n 15360,\n 0,\n 15360,\n 0,\n 15360,\n 3,\n 15359,\n 18,\n 15358,\n 26,\n 15357,\n 53,\n 15354,\n 80,\n 15348,\n 97,\n 15341,\n 165,\n 15332,\n 238,\n 15318,\n 326,\n 15299,\n 427,\n 15275,\n 529,\n 15245,\n 654,\n 15207,\n 771,\n 15161,\n 885,\n 15108,\n 994,\n 15046,\n 1089,\n 14976,\n 1170,\n 14900,\n 1229,\n 14817,\n 1266,\n 14731,\n 1284,\n 14641,\n 1282,\n 14550,\n 1260,\n 14460,\n 1223,\n 14370,\n 1174,\n 14232,\n 1116,\n 14066,\n 1050,\n 13909,\n 981,\n 13761,\n 910,\n 13623,\n 839\n]);\nlet Fn = null;\nfunction Ng() {\n return Fn === null && (Fn = new Qi(Ug, 32, 32, Ro, xt), Fn.minFilter = bt, Fn.magFilter = bt, Fn.wrapS = en, Fn.wrapT = en, Fn.generateMipmaps = !1, Fn.needsUpdate = !0), Fn;\n}\nclass wr {\n /**\n * Constructs a new WebGL renderer.\n *\n * @param {WebGLRenderer~Options} [parameters] - The configuration parameter.\n */\n constructor(e = {}) {\n const {\n canvas: t = du(),\n context: n = null,\n depth: s = !0,\n stencil: r = !1,\n alpha: a = !1,\n antialias: o = !1,\n premultipliedAlpha: l = !0,\n preserveDrawingBuffer: c = !1,\n powerPreference: h = \"default\",\n failIfMajorPerformanceCaveat: u = !1,\n reversedDepthBuffer: d = !1\n } = e;\n this.isWebGLRenderer = !0;\n let p;\n if (n !== null) {\n if (typeof WebGLRenderingContext < \"u\" && n instanceof WebGLRenderingContext)\n throw new Error(\"THREE.WebGLRenderer: WebGL 1 is not supported since r163.\");\n p = n.getContextAttributes().alpha;\n } else\n p = a;\n const g = /* @__PURE__ */ new Set([\n Po,\n Co,\n Ao\n ]), x = /* @__PURE__ */ new Set([\n mn,\n di,\n Ss,\n Wi,\n To,\n Eo\n ]), m = new Uint32Array(4), f = new Int32Array(4);\n let y = null, v = null;\n const T = [], R = [];\n this.domElement = t, this.debug = {\n /**\n * Enables error checking and reporting when shader programs are being compiled.\n * @type {boolean}\n */\n checkShaderErrors: !0,\n /**\n * Callback for custom error reporting.\n * @type {?Function}\n */\n onShaderError: null\n }, this.autoClear = !0, this.autoClearColor = !0, this.autoClearDepth = !0, this.autoClearStencil = !0, this.sortObjects = !0, this.clippingPlanes = [], this.localClippingEnabled = !1, this.toneMapping = Jn, this.toneMappingExposure = 1, this.transmissionResolutionScale = 1;\n const E = this;\n let P = !1;\n this._outputColorSpace = Rt;\n let I = 0, S = 0, M = null, C = -1, U = null;\n const B = new Je(), z = new Je();\n let W = null;\n const k = new Se(0);\n let ee = 0, X = t.width, $ = t.height, Q = 1, ge = null, we = null;\n const Oe = new Je(0, 0, X, $), Ke = new Je(0, 0, X, $);\n let $e = !1;\n const j = new zo();\n let Y = !1, ue = !1;\n const Ce = new Ne(), me = new w(), We = new Je(), _t = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: !0 };\n let Be = !1;\n function it() {\n return M === null ? Q : 1;\n }\n let D = n;\n function ke(b, N) {\n return t.getContext(b, N);\n }\n try {\n const b = {\n alpha: !0,\n depth: s,\n stencil: r,\n antialias: o,\n premultipliedAlpha: l,\n preserveDrawingBuffer: c,\n powerPreference: h,\n failIfMajorPerformanceCaveat: u\n };\n if (\"setAttribute\" in t && t.setAttribute(\"data-engine\", \"three.js r181\"), t.addEventListener(\"webglcontextlost\", te, !1), t.addEventListener(\"webglcontextrestored\", K, !1), t.addEventListener(\"webglcontextcreationerror\", _e, !1), D === null) {\n const N = \"webgl2\";\n if (D = ke(N, b), D === null)\n throw ke(N) ? new Error(\"Error creating WebGL context with your selected attributes.\") : new Error(\"Error creating WebGL context.\");\n }\n } catch (b) {\n throw b(\"WebGLRenderer: \" + b.message), b;\n }\n let Ve, Qe, pe, lt, ye, Ie, A, _, O, q, Z, H, xe, re, be, Me, J, ie, De, Ae, he, Re, L, ae;\n function ne() {\n Ve = new Wm(D), Ve.init(), Re = new wg(D, Ve), Qe = new Nm(D, Ve, e, Re), pe = new Tg(D, Ve), Qe.reversedDepthBuffer && d && pe.buffers.depth.setReversed(!0), lt = new qm(D), ye = new ug(), Ie = new Eg(D, Ve, pe, ye, Qe, Re, lt), A = new Om(E), _ = new Hm(E), O = new Zd(D), L = new Im(D, O), q = new Xm(D, O, lt, L), Z = new Km(D, q, O, lt), De = new Ym(D, Qe, Ie), Me = new Fm(ye), H = new hg(E, A, _, Ve, Qe, L, Me), xe = new Lg(E, ye), re = new fg(), be = new vg(Ve), ie = new Lm(E, A, _, pe, Z, p, l), J = new bg(E, Z, Qe), ae = new Ig(D, lt, Qe, pe), Ae = new Um(D, Ve, lt), he = new jm(D, Ve, lt), lt.programs = H.programs, E.capabilities = Qe, E.extensions = Ve, E.properties = ye, E.renderLists = re, E.shadowMap = J, E.state = pe, E.info = lt;\n }\n ne();\n const oe = new Pg(E, D);\n this.xr = oe, this.getContext = function() {\n return D;\n }, this.getContextAttributes = function() {\n return D.getContextAttributes();\n }, this.forceContextLoss = function() {\n const b = Ve.get(\"WEBGL_lose_context\");\n b && b.loseContext();\n }, this.forceContextRestore = function() {\n const b = Ve.get(\"WEBGL_lose_context\");\n b && b.restoreContext();\n }, this.getPixelRatio = function() {\n return Q;\n }, this.setPixelRatio = function(b) {\n b !== void 0 && (Q = b, this.setSize(X, $, !1));\n }, this.getSize = function(b) {\n return b.set(X, $);\n }, this.setSize = function(b, N, V = !0) {\n if (oe.isPresenting) {\n Te(\"WebGLRenderer: Can't change size while VR device is presenting.\");\n return;\n }\n X = b, $ = N, t.width = Math.floor(b * Q), t.height = Math.floor(N * Q), V === !0 && (t.style.width = b + \"px\", t.style.height = N + \"px\"), this.setViewport(0, 0, b, N);\n }, this.getDrawingBufferSize = function(b) {\n return b.set(X * Q, $ * Q).floor();\n }, this.setDrawingBufferSize = function(b, N, V) {\n X = b, $ = N, Q = V, t.width = Math.floor(b * V), t.height = Math.floor(N * V), this.setViewport(0, 0, b, N);\n }, this.getCurrentViewport = function(b) {\n return b.copy(B);\n }, this.getViewport = function(b) {\n return b.copy(Oe);\n }, this.setViewport = function(b, N, V, G) {\n b.isVector4 ? Oe.set(b.x, b.y, b.z, b.w) : Oe.set(b, N, V, G), pe.viewport(B.copy(Oe).multiplyScalar(Q).round());\n }, this.getScissor = function(b) {\n return b.copy(Ke);\n }, this.setScissor = function(b, N, V, G) {\n b.isVector4 ? Ke.set(b.x, b.y, b.z, b.w) : Ke.set(b, N, V, G), pe.scissor(z.copy(Ke).multiplyScalar(Q).round());\n }, this.getScissorTest = function() {\n return $e;\n }, this.setScissorTest = function(b) {\n pe.setScissorTest($e = b);\n }, this.setOpaqueSort = function(b) {\n ge = b;\n }, this.setTransparentSort = function(b) {\n we = b;\n }, this.getClearColor = function(b) {\n return b.copy(ie.getClearColor());\n }, this.setClearColor = function() {\n ie.setClearColor(...arguments);\n }, this.getClearAlpha = function() {\n return ie.getClearAlpha();\n }, this.setClearAlpha = function() {\n ie.setClearAlpha(...arguments);\n }, this.clear = function(b = !0, N = !0, V = !0) {\n let G = 0;\n if (b) {\n let F = !1;\n if (M !== null) {\n const se = M.texture.format;\n F = g.has(se);\n }\n if (F) {\n const se = M.texture.type, de = x.has(se), ve = ie.getClearColor(), fe = ie.getClearAlpha(), Le = ve.r, Ue = ve.g, Ee = ve.b;\n de ? (m[0] = Le, m[1] = Ue, m[2] = Ee, m[3] = fe, D.clearBufferuiv(D.COLOR, 0, m)) : (f[0] = Le, f[1] = Ue, f[2] = Ee, f[3] = fe, D.clearBufferiv(D.COLOR, 0, f));\n } else\n G |= D.COLOR_BUFFER_BIT;\n }\n N && (G |= D.DEPTH_BUFFER_BIT), V && (G |= D.STENCIL_BUFFER_BIT, this.state.buffers.stencil.setMask(4294967295)), D.clear(G);\n }, this.clearColor = function() {\n this.clear(!0, !1, !1);\n }, this.clearDepth = function() {\n this.clear(!1, !0, !1);\n }, this.clearStencil = function() {\n this.clear(!1, !1, !0);\n }, this.dispose = function() {\n t.removeEventListener(\"webglcontextlost\", te, !1), t.removeEventListener(\"webglcontextrestored\", K, !1), t.removeEventListener(\"webglcontextcreationerror\", _e, !1), ie.dispose(), re.dispose(), be.dispose(), ye.dispose(), A.dispose(), _.dispose(), Z.dispose(), L.dispose(), ae.dispose(), H.dispose(), oe.dispose(), oe.removeEventListener(\"sessionstart\", Yo), oe.removeEventListener(\"sessionend\", Ko), ni.stop();\n };\n function te(b) {\n b.preventDefault(), yr(\"WebGLRenderer: Context Lost.\"), P = !0;\n }\n function K() {\n yr(\"WebGLRenderer: Context Restored.\"), P = !1;\n const b = lt.autoReset, N = J.enabled, V = J.autoUpdate, G = J.needsUpdate, F = J.type;\n ne(), lt.autoReset = b, J.enabled = N, J.autoUpdate = V, J.needsUpdate = G, J.type = F;\n }\n function _e(b) {\n Xe(\"WebGLRenderer: A WebGL context could not be created. Reason: \", b.statusMessage);\n }\n function Fe(b) {\n const N = b.target;\n N.removeEventListener(\"dispose\", Fe), ut(N);\n }\n function ut(b) {\n st(b), ye.remove(b);\n }\n function st(b) {\n const N = ye.get(b).programs;\n N !== void 0 && (N.forEach(function(V) {\n H.releaseProgram(V);\n }), b.isShaderMaterial && H.releaseShaderCache(b));\n }\n this.renderBufferDirect = function(b, N, V, G, F, se) {\n N === null && (N = _t);\n const de = F.isMesh && F.matrixWorld.determinant() < 0, ve = Ch(b, N, V, G, F);\n pe.setMaterial(G, de);\n let fe = V.index, Le = 1;\n if (G.wireframe === !0) {\n if (fe = q.getWireframeAttribute(V), fe === void 0) return;\n Le = 2;\n }\n const Ue = V.drawRange, Ee = V.attributes.position;\n let qe = Ue.start * Le, rt = (Ue.start + Ue.count) * Le;\n se !== null && (qe = Math.max(qe, se.start * Le), rt = Math.min(rt, (se.start + se.count) * Le)), fe !== null ? (qe = Math.max(qe, 0), rt = Math.min(rt, fe.count)) : Ee != null && (qe = Math.max(qe, 0), rt = Math.min(rt, Ee.count));\n const mt = rt - qe;\n if (mt < 0 || mt === 1 / 0) return;\n L.setup(F, G, ve, V, fe);\n let gt, ct = Ae;\n if (fe !== null && (gt = O.get(fe), ct = he, ct.setIndex(gt)), F.isMesh)\n G.wireframe === !0 ? (pe.setLineWidth(G.wireframeLinewidth * it()), ct.setMode(D.LINES)) : ct.setMode(D.TRIANGLES);\n else if (F.isLine) {\n let Pe = G.linewidth;\n Pe === void 0 && (Pe = 1), pe.setLineWidth(Pe * it()), F.isLineSegments ? ct.setMode(D.LINES) : F.isLineLoop ? ct.setMode(D.LINE_LOOP) : ct.setMode(D.LINE_STRIP);\n } else F.isPoints ? ct.setMode(D.POINTS) : F.isSprite && ct.setMode(D.TRIANGLES);\n if (F.isBatchedMesh)\n if (F._multiDrawInstances !== null)\n ws(\"WebGLRenderer: renderMultiDrawInstances has been deprecated and will be removed in r184. Append to renderMultiDraw arguments and use indirection.\"), ct.renderMultiDrawInstances(F._multiDrawStarts, F._multiDrawCounts, F._multiDrawCount, F._multiDrawInstances);\n else if (Ve.get(\"WEBGL_multi_draw\"))\n ct.renderMultiDraw(F._multiDrawStarts, F._multiDrawCounts, F._multiDrawCount);\n else {\n const Pe = F._multiDrawStarts, dt = F._multiDrawCounts, Ze = F._multiDrawCount, jt = fe ? O.get(fe).bytesPerElement : 1, gi = ye.get(G).currentProgram.getUniforms();\n for (let qt = 0; qt < Ze; qt++)\n gi.setValue(D, \"_gl_DrawID\", qt), ct.render(Pe[qt] / jt, dt[qt]);\n }\n else if (F.isInstancedMesh)\n ct.renderInstances(qe, mt, F.count);\n else if (V.isInstancedBufferGeometry) {\n const Pe = V._maxInstanceCount !== void 0 ? V._maxInstanceCount : 1 / 0, dt = Math.min(V.instanceCount, Pe);\n ct.renderInstances(qe, mt, dt);\n } else\n ct.render(qe, mt);\n };\n function vn(b, N, V) {\n b.transparent === !0 && b.side === Wt && b.forceSinglePass === !1 ? (b.side = zt, b.needsUpdate = !0, Ls(b, N, V), b.side = En, b.needsUpdate = !0, Ls(b, N, V), b.side = Wt) : Ls(b, N, V);\n }\n this.compile = function(b, N, V = null) {\n V === null && (V = b), v = be.get(V), v.init(N), R.push(v), V.traverseVisible(function(F) {\n F.isLight && F.layers.test(N.layers) && (v.pushLight(F), F.castShadow && v.pushShadow(F));\n }), b !== V && b.traverseVisible(function(F) {\n F.isLight && F.layers.test(N.layers) && (v.pushLight(F), F.castShadow && v.pushShadow(F));\n }), v.setupLights();\n const G = /* @__PURE__ */ new Set();\n return b.traverse(function(F) {\n if (!(F.isMesh || F.isPoints || F.isLine || F.isSprite))\n return;\n const se = F.material;\n if (se)\n if (Array.isArray(se))\n for (let de = 0; de < se.length; de++) {\n const ve = se[de];\n vn(ve, V, F), G.add(ve);\n }\n else\n vn(se, V, F), G.add(se);\n }), v = R.pop(), G;\n }, this.compileAsync = function(b, N, V = null) {\n const G = this.compile(b, N, V);\n return new Promise((F) => {\n function se() {\n if (G.forEach(function(de) {\n ye.get(de).currentProgram.isReady() && G.delete(de);\n }), G.size === 0) {\n F(b);\n return;\n }\n setTimeout(se, 10);\n }\n Ve.get(\"KHR_parallel_shader_compile\") !== null ? se() : setTimeout(se, 10);\n });\n };\n let sn = null;\n function Rh(b) {\n sn && sn(b);\n }\n function Yo() {\n ni.stop();\n }\n function Ko() {\n ni.start();\n }\n const ni = new gh();\n ni.setAnimationLoop(Rh), typeof self < \"u\" && ni.setContext(self), this.setAnimationLoop = function(b) {\n sn = b, oe.setAnimationLoop(b), b === null ? ni.stop() : ni.start();\n }, oe.addEventListener(\"sessionstart\", Yo), oe.addEventListener(\"sessionend\", Ko), this.render = function(b, N) {\n if (N !== void 0 && N.isCamera !== !0) {\n Xe(\"WebGLRenderer.render: camera is not an instance of THREE.Camera.\");\n return;\n }\n if (P === !0) return;\n if (b.matrixWorldAutoUpdate === !0 && b.updateMatrixWorld(), N.parent === null && N.matrixWorldAutoUpdate === !0 && N.updateMatrixWorld(), oe.enabled === !0 && oe.isPresenting === !0 && (oe.cameraAutoUpdate === !0 && oe.updateCamera(N), N = oe.getCamera()), b.isScene === !0 && b.onBeforeRender(E, b, N, M), v = be.get(b, R.length), v.init(N), R.push(v), Ce.multiplyMatrices(N.projectionMatrix, N.matrixWorldInverse), j.setFromProjectionMatrix(Ce, Tn, N.reversedDepth), ue = this.localClippingEnabled, Y = Me.init(this.clippingPlanes, ue), y = re.get(b, T.length), y.init(), T.push(y), oe.enabled === !0 && oe.isPresenting === !0) {\n const se = E.xr.getDepthSensingMesh();\n se !== null && Lr(se, N, -1 / 0, E.sortObjects);\n }\n Lr(b, N, 0, E.sortObjects), y.finish(), E.sortObjects === !0 && y.sort(ge, we), Be = oe.enabled === !1 || oe.isPresenting === !1 || oe.hasDepthSensing() === !1, Be && ie.addToRenderList(y, b), this.info.render.frame++, Y === !0 && Me.beginShadows();\n const V = v.state.shadowsArray;\n J.render(V, b, N), Y === !0 && Me.endShadows(), this.info.autoReset === !0 && this.info.reset();\n const G = y.opaque, F = y.transmissive;\n if (v.setupLights(), N.isArrayCamera) {\n const se = N.cameras;\n if (F.length > 0)\n for (let de = 0, ve = se.length; de < ve; de++) {\n const fe = se[de];\n $o(G, F, b, fe);\n }\n Be && ie.render(b);\n for (let de = 0, ve = se.length; de < ve; de++) {\n const fe = se[de];\n Zo(y, b, fe, fe.viewport);\n }\n } else\n F.length > 0 && $o(G, F, b, N), Be && ie.render(b), Zo(y, b, N);\n M !== null && S === 0 && (Ie.updateMultisampleRenderTarget(M), Ie.updateRenderTargetMipmap(M)), b.isScene === !0 && b.onAfterRender(E, b, N), L.resetDefaultState(), C = -1, U = null, R.pop(), R.length > 0 ? (v = R[R.length - 1], Y === !0 && Me.setGlobalState(E.clippingPlanes, v.state.camera)) : v = null, T.pop(), T.length > 0 ? y = T[T.length - 1] : y = null;\n };\n function Lr(b, N, V, G) {\n if (b.visible === !1) return;\n if (b.layers.test(N.layers)) {\n if (b.isGroup)\n V = b.renderOrder;\n else if (b.isLOD)\n b.autoUpdate === !0 && b.update(N);\n else if (b.isLight)\n v.pushLight(b), b.castShadow && v.pushShadow(b);\n else if (b.isSprite) {\n if (!b.frustumCulled || j.intersectsSprite(b)) {\n G && We.setFromMatrixPosition(b.matrixWorld).applyMatrix4(Ce);\n const de = Z.update(b), ve = b.material;\n ve.visible && y.push(b, de, ve, V, We.z, null);\n }\n } else if ((b.isMesh || b.isLine || b.isPoints) && (!b.frustumCulled || j.intersectsObject(b))) {\n const de = Z.update(b), ve = b.material;\n if (G && (b.boundingSphere !== void 0 ? (b.boundingSphere === null && b.computeBoundingSphere(), We.copy(b.boundingSphere.center)) : (de.boundingSphere === null && de.computeBoundingSphere(), We.copy(de.boundingSphere.center)), We.applyMatrix4(b.matrixWorld).applyMatrix4(Ce)), Array.isArray(ve)) {\n const fe = de.groups;\n for (let Le = 0, Ue = fe.length; Le < Ue; Le++) {\n const Ee = fe[Le], qe = ve[Ee.materialIndex];\n qe && qe.visible && y.push(b, de, qe, V, We.z, Ee);\n }\n } else ve.visible && y.push(b, de, ve, V, We.z, null);\n }\n }\n const se = b.children;\n for (let de = 0, ve = se.length; de < ve; de++)\n Lr(se[de], N, V, G);\n }\n function Zo(b, N, V, G) {\n const { opaque: F, transmissive: se, transparent: de } = b;\n v.setupLightsView(V), Y === !0 && Me.setGlobalState(E.clippingPlanes, V), G && pe.viewport(B.copy(G)), F.length > 0 && Ds(F, N, V), se.length > 0 && Ds(se, N, V), de.length > 0 && Ds(de, N, V), pe.buffers.depth.setTest(!0), pe.buffers.depth.setMask(!0), pe.buffers.color.setMask(!0), pe.setPolygonOffset(!1);\n }\n function $o(b, N, V, G) {\n if ((V.isScene === !0 ? V.overrideMaterial : null) !== null)\n return;\n v.state.transmissionRenderTarget[G.id] === void 0 && (v.state.transmissionRenderTarget[G.id] = new St(1, 1, {\n generateMipmaps: !0,\n type: Ve.has(\"EXT_color_buffer_half_float\") || Ve.has(\"EXT_color_buffer_float\") ? xt : mn,\n minFilter: yn,\n samples: 4,\n stencilBuffer: r,\n resolveDepthBuffer: !1,\n resolveStencilBuffer: !1,\n colorSpace: Ye.workingColorSpace\n }));\n const se = v.state.transmissionRenderTarget[G.id], de = G.viewport || B;\n se.setSize(de.z * E.transmissionResolutionScale, de.w * E.transmissionResolutionScale);\n const ve = E.getRenderTarget(), fe = E.getActiveCubeFace(), Le = E.getActiveMipmapLevel();\n E.setRenderTarget(se), E.getClearColor(k), ee = E.getClearAlpha(), ee < 1 && E.setClearColor(16777215, 0.5), E.clear(), Be && ie.render(V);\n const Ue = E.toneMapping;\n E.toneMapping = Jn;\n const Ee = G.viewport;\n if (G.viewport !== void 0 && (G.viewport = void 0), v.setupLightsView(G), Y === !0 && Me.setGlobalState(E.clippingPlanes, G), Ds(b, V, G), Ie.updateMultisampleRenderTarget(se), Ie.updateRenderTargetMipmap(se), Ve.has(\"WEBGL_multisampled_render_to_texture\") === !1) {\n let qe = !1;\n for (let rt = 0, mt = N.length; rt < mt; rt++) {\n const gt = N[rt], { object: ct, geometry: Pe, material: dt, group: Ze } = gt;\n if (dt.side === Wt && ct.layers.test(G.layers)) {\n const jt = dt.side;\n dt.side = zt, dt.needsUpdate = !0, Jo(ct, V, G, Pe, dt, Ze), dt.side = jt, dt.needsUpdate = !0, qe = !0;\n }\n }\n qe === !0 && (Ie.updateMultisampleRenderTarget(se), Ie.updateRenderTargetMipmap(se));\n }\n E.setRenderTarget(ve, fe, Le), E.setClearColor(k, ee), Ee !== void 0 && (G.viewport = Ee), E.toneMapping = Ue;\n }\n function Ds(b, N, V) {\n const G = N.isScene === !0 ? N.overrideMaterial : null;\n for (let F = 0, se = b.length; F < se; F++) {\n const de = b[F], { object: ve, geometry: fe, group: Le } = de;\n let Ue = de.material;\n Ue.allowOverride === !0 && G !== null && (Ue = G), ve.layers.test(V.layers) && Jo(ve, N, V, fe, Ue, Le);\n }\n }\n function Jo(b, N, V, G, F, se) {\n b.onBeforeRender(E, N, V, G, F, se), b.modelViewMatrix.multiplyMatrices(V.matrixWorldInverse, b.matrixWorld), b.normalMatrix.getNormalMatrix(b.modelViewMatrix), F.onBeforeRender(E, N, V, G, b, se), F.transparent === !0 && F.side === Wt && F.forceSinglePass === !1 ? (F.side = zt, F.needsUpdate = !0, E.renderBufferDirect(V, N, G, F, b, se), F.side = En, F.needsUpdate = !0, E.renderBufferDirect(V, N, G, F, b, se), F.side = Wt) : E.renderBufferDirect(V, N, G, F, b, se), b.onAfterRender(E, N, V, G, F, se);\n }\n function Ls(b, N, V) {\n N.isScene !== !0 && (N = _t);\n const G = ye.get(b), F = v.state.lights, se = v.state.shadowsArray, de = F.state.version, ve = H.getParameters(b, F.state, se, N, V), fe = H.getProgramCacheKey(ve);\n let Le = G.programs;\n G.environment = b.isMeshStandardMaterial ? N.environment : null, G.fog = N.fog, G.envMap = (b.isMeshStandardMaterial ? _ : A).get(b.envMap || G.environment), G.envMapRotation = G.environment !== null && b.envMap === null ? N.environmentRotation : b.envMapRotation, Le === void 0 && (b.addEventListener(\"dispose\", Fe), Le = /* @__PURE__ */ new Map(), G.programs = Le);\n let Ue = Le.get(fe);\n if (Ue !== void 0) {\n if (G.currentProgram === Ue && G.lightsStateVersion === de)\n return el(b, ve), Ue;\n } else\n ve.uniforms = H.getUniforms(b), b.onBeforeCompile(ve, E), Ue = H.acquireProgram(ve, fe), Le.set(fe, Ue), G.uniforms = ve.uniforms;\n const Ee = G.uniforms;\n return (!b.isShaderMaterial && !b.isRawShaderMaterial || b.clipping === !0) && (Ee.clippingPlanes = Me.uniform), el(b, ve), G.needsLights = Dh(b), G.lightsStateVersion = de, G.needsLights && (Ee.ambientLightColor.value = F.state.ambient, Ee.lightProbe.value = F.state.probe, Ee.directionalLights.value = F.state.directional, Ee.directionalLightShadows.value = F.state.directionalShadow, Ee.spotLights.value = F.state.spot, Ee.spotLightShadows.value = F.state.spotShadow, Ee.rectAreaLights.value = F.state.rectArea, Ee.ltc_1.value = F.state.rectAreaLTC1, Ee.ltc_2.value = F.state.rectAreaLTC2, Ee.pointLights.value = F.state.point, Ee.pointLightShadows.value = F.state.pointShadow, Ee.hemisphereLights.value = F.state.hemi, Ee.directionalShadowMap.value = F.state.directionalShadowMap, Ee.directionalShadowMatrix.value = F.state.directionalShadowMatrix, Ee.spotShadowMap.value = F.state.spotShadowMap, Ee.spotLightMatrix.value = F.state.spotLightMatrix, Ee.spotLightMap.value = F.state.spotLightMap, Ee.pointShadowMap.value = F.state.pointShadowMap, Ee.pointShadowMatrix.value = F.state.pointShadowMatrix), G.currentProgram = Ue, G.uniformsList = null, Ue;\n }\n function Qo(b) {\n if (b.uniformsList === null) {\n const N = b.currentProgram.getUniforms();\n b.uniformsList = gr.seqWithValue(N.seq, b.uniforms);\n }\n return b.uniformsList;\n }\n function el(b, N) {\n const V = ye.get(b);\n V.outputColorSpace = N.outputColorSpace, V.batching = N.batching, V.batchingColor = N.batchingColor, V.instancing = N.instancing, V.instancingColor = N.instancingColor, V.instancingMorph = N.instancingMorph, V.skinning = N.skinning, V.morphTargets = N.morphTargets, V.morphNormals = N.morphNormals, V.morphColors = N.morphColors, V.morphTargetsCount = N.morphTargetsCount, V.numClippingPlanes = N.numClippingPlanes, V.numIntersection = N.numClipIntersection, V.vertexAlphas = N.vertexAlphas, V.vertexTangents = N.vertexTangents, V.toneMapping = N.toneMapping;\n }\n function Ch(b, N, V, G, F) {\n N.isScene !== !0 && (N = _t), Ie.resetTextureUnits();\n const se = N.fog, de = G.isMeshStandardMaterial ? N.environment : null, ve = M === null ? E.outputColorSpace : M.isXRRenderTarget === !0 ? M.texture.colorSpace : Ut, fe = (G.isMeshStandardMaterial ? _ : A).get(G.envMap || de), Le = G.vertexColors === !0 && !!V.attributes.color && V.attributes.color.itemSize === 4, Ue = !!V.attributes.tangent && (!!G.normalMap || G.anisotropy > 0), Ee = !!V.morphAttributes.position, qe = !!V.morphAttributes.normal, rt = !!V.morphAttributes.color;\n let mt = Jn;\n G.toneMapped && (M === null || M.isXRRenderTarget === !0) && (mt = E.toneMapping);\n const gt = V.morphAttributes.position || V.morphAttributes.normal || V.morphAttributes.color, ct = gt !== void 0 ? gt.length : 0, Pe = ye.get(G), dt = v.state.lights;\n if (Y === !0 && (ue === !0 || b !== U)) {\n const Nt = b === U && G.id === C;\n Me.setState(G, b, Nt);\n }\n let Ze = !1;\n G.version === Pe.__version ? (Pe.needsLights && Pe.lightsStateVersion !== dt.state.version || Pe.outputColorSpace !== ve || F.isBatchedMesh && Pe.batching === !1 || !F.isBatchedMesh && Pe.batching === !0 || F.isBatchedMesh && Pe.batchingColor === !0 && F.colorTexture === null || F.isBatchedMesh && Pe.batchingColor === !1 && F.colorTexture !== null || F.isInstancedMesh && Pe.instancing === !1 || !F.isInstancedMesh && Pe.instancing === !0 || F.isSkinnedMesh && Pe.skinning === !1 || !F.isSkinnedMesh && Pe.skinning === !0 || F.isInstancedMesh && Pe.instancingColor === !0 && F.instanceColor === null || F.isInstancedMesh && Pe.instancingColor === !1 && F.instanceColor !== null || F.isInstancedMesh && Pe.instancingMorph === !0 && F.morphTexture === null || F.isInstancedMesh && Pe.instancingMorph === !1 && F.morphTexture !== null || Pe.envMap !== fe || G.fog === !0 && Pe.fog !== se || Pe.numClippingPlanes !== void 0 && (Pe.numClippingPlanes !== Me.numPlanes || Pe.numIntersection !== Me.numIntersection) || Pe.vertexAlphas !== Le || Pe.vertexTangents !== Ue || Pe.morphTargets !== Ee || Pe.morphNormals !== qe || Pe.morphColors !== rt || Pe.toneMapping !== mt || Pe.morphTargetsCount !== ct) && (Ze = !0) : (Ze = !0, Pe.__version = G.version);\n let jt = Pe.currentProgram;\n Ze === !0 && (jt = Ls(G, N, F));\n let gi = !1, qt = !1, is = !1;\n const ft = jt.getUniforms(), Vt = Pe.uniforms;\n if (pe.useProgram(jt.program) && (gi = !0, qt = !0, is = !0), G.id !== C && (C = G.id, qt = !0), gi || U !== b) {\n pe.buffers.depth.getReversed() && b.reversedDepth !== !0 && (b._reversedDepth = !0, b.updateProjectionMatrix()), ft.setValue(D, \"projectionMatrix\", b.projectionMatrix), ft.setValue(D, \"viewMatrix\", b.matrixWorldInverse);\n const Gt = ft.map.cameraPosition;\n Gt !== void 0 && Gt.setValue(D, me.setFromMatrixPosition(b.matrixWorld)), Qe.logarithmicDepthBuffer && ft.setValue(\n D,\n \"logDepthBufFC\",\n 2 / (Math.log(b.far + 1) / Math.LN2)\n ), (G.isMeshPhongMaterial || G.isMeshToonMaterial || G.isMeshLambertMaterial || G.isMeshBasicMaterial || G.isMeshStandardMaterial || G.isShaderMaterial) && ft.setValue(D, \"isOrthographic\", b.isOrthographicCamera === !0), U !== b && (U = b, qt = !0, is = !0);\n }\n if (F.isSkinnedMesh) {\n ft.setOptional(D, F, \"bindMatrix\"), ft.setOptional(D, F, \"bindMatrixInverse\");\n const Nt = F.skeleton;\n Nt && (Nt.boneTexture === null && Nt.computeBoneTexture(), ft.setValue(D, \"boneTexture\", Nt.boneTexture, Ie));\n }\n F.isBatchedMesh && (ft.setOptional(D, F, \"batchingTexture\"), ft.setValue(D, \"batchingTexture\", F._matricesTexture, Ie), ft.setOptional(D, F, \"batchingIdTexture\"), ft.setValue(D, \"batchingIdTexture\", F._indirectTexture, Ie), ft.setOptional(D, F, \"batchingColorTexture\"), F._colorsTexture !== null && ft.setValue(D, \"batchingColorTexture\", F._colorsTexture, Ie));\n const $t = V.morphAttributes;\n if (($t.position !== void 0 || $t.normal !== void 0 || $t.color !== void 0) && De.update(F, V, jt), (qt || Pe.receiveShadow !== F.receiveShadow) && (Pe.receiveShadow = F.receiveShadow, ft.setValue(D, \"receiveShadow\", F.receiveShadow)), G.isMeshGouraudMaterial && G.envMap !== null && (Vt.envMap.value = fe, Vt.flipEnvMap.value = fe.isCubeTexture && fe.isRenderTargetTexture === !1 ? -1 : 1), G.isMeshStandardMaterial && G.envMap === null && N.environment !== null && (Vt.envMapIntensity.value = N.environmentIntensity), Vt.dfgLUT !== void 0 && (Vt.dfgLUT.value = Ng()), qt && (ft.setValue(D, \"toneMappingExposure\", E.toneMappingExposure), Pe.needsLights && Ph(Vt, is), se && G.fog === !0 && xe.refreshFogUniforms(Vt, se), xe.refreshMaterialUniforms(Vt, G, Q, $, v.state.transmissionRenderTarget[b.id]), gr.upload(D, Qo(Pe), Vt, Ie)), G.isShaderMaterial && G.uniformsNeedUpdate === !0 && (gr.upload(D, Qo(Pe), Vt, Ie), G.uniformsNeedUpdate = !1), G.isSpriteMaterial && ft.setValue(D, \"center\", F.center), ft.setValue(D, \"modelViewMatrix\", F.modelViewMatrix), ft.setValue(D, \"normalMatrix\", F.normalMatrix), ft.setValue(D, \"modelMatrix\", F.matrixWorld), G.isShaderMaterial || G.isRawShaderMaterial) {\n const Nt = G.uniformsGroups;\n for (let Gt = 0, Ir = Nt.length; Gt < Ir; Gt++) {\n const ii = Nt[Gt];\n ae.update(ii, jt), ae.bind(ii, jt);\n }\n }\n return jt;\n }\n function Ph(b, N) {\n b.ambientLightColor.needsUpdate = N, b.lightProbe.needsUpdate = N, b.directionalLights.needsUpdate = N, b.directionalLightShadows.needsUpdate = N, b.pointLights.needsUpdate = N, b.pointLightShadows.needsUpdate = N, b.spotLights.needsUpdate = N, b.spotLightShadows.needsUpdate = N, b.rectAreaLights.needsUpdate = N, b.hemisphereLights.needsUpdate = N;\n }\n function Dh(b) {\n return b.isMeshLambertMaterial || b.isMeshToonMaterial || b.isMeshPhongMaterial || b.isMeshStandardMaterial || b.isShadowMaterial || b.isShaderMaterial && b.lights === !0;\n }\n this.getActiveCubeFace = function() {\n return I;\n }, this.getActiveMipmapLevel = function() {\n return S;\n }, this.getRenderTarget = function() {\n return M;\n }, this.setRenderTargetTextures = function(b, N, V) {\n const G = ye.get(b);\n G.__autoAllocateDepthBuffer = b.resolveDepthBuffer === !1, G.__autoAllocateDepthBuffer === !1 && (G.__useRenderToTexture = !1), ye.get(b.texture).__webglTexture = N, ye.get(b.depthTexture).__webglTexture = G.__autoAllocateDepthBuffer ? void 0 : V, G.__hasExternalTextures = !0;\n }, this.setRenderTargetFramebuffer = function(b, N) {\n const V = ye.get(b);\n V.__webglFramebuffer = N, V.__useDefaultFramebuffer = N === void 0;\n };\n const Lh = D.createFramebuffer();\n this.setRenderTarget = function(b, N = 0, V = 0) {\n M = b, I = N, S = V;\n let G = !0, F = null, se = !1, de = !1;\n if (b) {\n const fe = ye.get(b);\n if (fe.__useDefaultFramebuffer !== void 0)\n pe.bindFramebuffer(D.FRAMEBUFFER, null), G = !1;\n else if (fe.__webglFramebuffer === void 0)\n Ie.setupRenderTarget(b);\n else if (fe.__hasExternalTextures)\n Ie.rebindTextures(b, ye.get(b.texture).__webglTexture, ye.get(b.depthTexture).__webglTexture);\n else if (b.depthBuffer) {\n const Ee = b.depthTexture;\n if (fe.__boundDepthTexture !== Ee) {\n if (Ee !== null && ye.has(Ee) && (b.width !== Ee.image.width || b.height !== Ee.image.height))\n throw new Error(\"WebGLRenderTarget: Attached DepthTexture is initialized to the incorrect size.\");\n Ie.setupDepthRenderbuffer(b);\n }\n }\n const Le = b.texture;\n (Le.isData3DTexture || Le.isDataArrayTexture || Le.isCompressedArrayTexture) && (de = !0);\n const Ue = ye.get(b).__webglFramebuffer;\n b.isWebGLCubeRenderTarget ? (Array.isArray(Ue[N]) ? F = Ue[N][V] : F = Ue[N], se = !0) : b.samples > 0 && Ie.useMultisampledRTT(b) === !1 ? F = ye.get(b).__webglMultisampledFramebuffer : Array.isArray(Ue) ? F = Ue[V] : F = Ue, B.copy(b.viewport), z.copy(b.scissor), W = b.scissorTest;\n } else\n B.copy(Oe).multiplyScalar(Q).floor(), z.copy(Ke).multiplyScalar(Q).floor(), W = $e;\n if (V !== 0 && (F = Lh), pe.bindFramebuffer(D.FRAMEBUFFER, F) && G && pe.drawBuffers(b, F), pe.viewport(B), pe.scissor(z), pe.setScissorTest(W), se) {\n const fe = ye.get(b.texture);\n D.framebufferTexture2D(D.FRAMEBUFFER, D.COLOR_ATTACHMENT0, D.TEXTURE_CUBE_MAP_POSITIVE_X + N, fe.__webglTexture, V);\n } else if (de) {\n const fe = N;\n for (let Le = 0; Le < b.textures.length; Le++) {\n const Ue = ye.get(b.textures[Le]);\n D.framebufferTextureLayer(D.FRAMEBUFFER, D.COLOR_ATTACHMENT0 + Le, Ue.__webglTexture, V, fe);\n }\n } else if (b !== null && V !== 0) {\n const fe = ye.get(b.texture);\n D.framebufferTexture2D(D.FRAMEBUFFER, D.COLOR_ATTACHMENT0, D.TEXTURE_2D, fe.__webglTexture, V);\n }\n C = -1;\n }, this.readRenderTargetPixels = function(b, N, V, G, F, se, de, ve = 0) {\n if (!(b && b.isWebGLRenderTarget)) {\n Xe(\"WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.\");\n return;\n }\n let fe = ye.get(b).__webglFramebuffer;\n if (b.isWebGLCubeRenderTarget && de !== void 0 && (fe = fe[de]), fe) {\n pe.bindFramebuffer(D.FRAMEBUFFER, fe);\n try {\n const Le = b.textures[ve], Ue = Le.format, Ee = Le.type;\n if (!Qe.textureFormatReadable(Ue)) {\n Xe(\"WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.\");\n return;\n }\n if (!Qe.textureTypeReadable(Ee)) {\n Xe(\"WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.\");\n return;\n }\n N >= 0 && N <= b.width - G && V >= 0 && V <= b.height - F && (b.textures.length > 1 && D.readBuffer(D.COLOR_ATTACHMENT0 + ve), D.readPixels(N, V, G, F, Re.convert(Ue), Re.convert(Ee), se));\n } finally {\n const Le = M !== null ? ye.get(M).__webglFramebuffer : null;\n pe.bindFramebuffer(D.FRAMEBUFFER, Le);\n }\n }\n }, this.readRenderTargetPixelsAsync = async function(b, N, V, G, F, se, de, ve = 0) {\n if (!(b && b.isWebGLRenderTarget))\n throw new Error(\"THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.\");\n let fe = ye.get(b).__webglFramebuffer;\n if (b.isWebGLCubeRenderTarget && de !== void 0 && (fe = fe[de]), fe)\n if (N >= 0 && N <= b.width - G && V >= 0 && V <= b.height - F) {\n pe.bindFramebuffer(D.FRAMEBUFFER, fe);\n const Le = b.textures[ve], Ue = Le.format, Ee = Le.type;\n if (!Qe.textureFormatReadable(Ue))\n throw new Error(\"THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in RGBA or implementation defined format.\");\n if (!Qe.textureTypeReadable(Ee))\n throw new Error(\"THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in UnsignedByteType or implementation defined type.\");\n const qe = D.createBuffer();\n D.bindBuffer(D.PIXEL_PACK_BUFFER, qe), D.bufferData(D.PIXEL_PACK_BUFFER, se.byteLength, D.STREAM_READ), b.textures.length > 1 && D.readBuffer(D.COLOR_ATTACHMENT0 + ve), D.readPixels(N, V, G, F, Re.convert(Ue), Re.convert(Ee), 0);\n const rt = M !== null ? ye.get(M).__webglFramebuffer : null;\n pe.bindFramebuffer(D.FRAMEBUFFER, rt);\n const mt = D.fenceSync(D.SYNC_GPU_COMMANDS_COMPLETE, 0);\n return D.flush(), await fu(D, mt, 4), D.bindBuffer(D.PIXEL_PACK_BUFFER, qe), D.getBufferSubData(D.PIXEL_PACK_BUFFER, 0, se), D.deleteBuffer(qe), D.deleteSync(mt), se;\n } else\n throw new Error(\"THREE.WebGLRenderer.readRenderTargetPixelsAsync: requested read bounds are out of range.\");\n }, this.copyFramebufferToTexture = function(b, N = null, V = 0) {\n const G = Math.pow(2, -V), F = Math.floor(b.image.width * G), se = Math.floor(b.image.height * G), de = N !== null ? N.x : 0, ve = N !== null ? N.y : 0;\n Ie.setTexture2D(b, 0), D.copyTexSubImage2D(D.TEXTURE_2D, V, 0, 0, de, ve, F, se), pe.unbindTexture();\n };\n const Ih = D.createFramebuffer(), Uh = D.createFramebuffer();\n this.copyTextureToTexture = function(b, N, V = null, G = null, F = 0, se = null) {\n se === null && (F !== 0 ? (ws(\"WebGLRenderer: copyTextureToTexture function signature has changed to support src and dst mipmap levels.\"), se = F, F = 0) : se = 0);\n let de, ve, fe, Le, Ue, Ee, qe, rt, mt;\n const gt = b.isCompressedTexture ? b.mipmaps[se] : b.image;\n if (V !== null)\n de = V.max.x - V.min.x, ve = V.max.y - V.min.y, fe = V.isBox3 ? V.max.z - V.min.z : 1, Le = V.min.x, Ue = V.min.y, Ee = V.isBox3 ? V.min.z : 0;\n else {\n const $t = Math.pow(2, -F);\n de = Math.floor(gt.width * $t), ve = Math.floor(gt.height * $t), b.isDataArrayTexture ? fe = gt.depth : b.isData3DTexture ? fe = Math.floor(gt.depth * $t) : fe = 1, Le = 0, Ue = 0, Ee = 0;\n }\n G !== null ? (qe = G.x, rt = G.y, mt = G.z) : (qe = 0, rt = 0, mt = 0);\n const ct = Re.convert(N.format), Pe = Re.convert(N.type);\n let dt;\n N.isData3DTexture ? (Ie.setTexture3D(N, 0), dt = D.TEXTURE_3D) : N.isDataArrayTexture || N.isCompressedArrayTexture ? (Ie.setTexture2DArray(N, 0), dt = D.TEXTURE_2D_ARRAY) : (Ie.setTexture2D(N, 0), dt = D.TEXTURE_2D), D.pixelStorei(D.UNPACK_FLIP_Y_WEBGL, N.flipY), D.pixelStorei(D.UNPACK_PREMULTIPLY_ALPHA_WEBGL, N.premultiplyAlpha), D.pixelStorei(D.UNPACK_ALIGNMENT, N.unpackAlignment);\n const Ze = D.getParameter(D.UNPACK_ROW_LENGTH), jt = D.getParameter(D.UNPACK_IMAGE_HEIGHT), gi = D.getParameter(D.UNPACK_SKIP_PIXELS), qt = D.getParameter(D.UNPACK_SKIP_ROWS), is = D.getParameter(D.UNPACK_SKIP_IMAGES);\n D.pixelStorei(D.UNPACK_ROW_LENGTH, gt.width), D.pixelStorei(D.UNPACK_IMAGE_HEIGHT, gt.height), D.pixelStorei(D.UNPACK_SKIP_PIXELS, Le), D.pixelStorei(D.UNPACK_SKIP_ROWS, Ue), D.pixelStorei(D.UNPACK_SKIP_IMAGES, Ee);\n const ft = b.isDataArrayTexture || b.isData3DTexture, Vt = N.isDataArrayTexture || N.isData3DTexture;\n if (b.isDepthTexture) {\n const $t = ye.get(b), Nt = ye.get(N), Gt = ye.get($t.__renderTarget), Ir = ye.get(Nt.__renderTarget);\n pe.bindFramebuffer(D.READ_FRAMEBUFFER, Gt.__webglFramebuffer), pe.bindFramebuffer(D.DRAW_FRAMEBUFFER, Ir.__webglFramebuffer);\n for (let ii = 0; ii < fe; ii++)\n ft && (D.framebufferTextureLayer(D.READ_FRAMEBUFFER, D.COLOR_ATTACHMENT0, ye.get(b).__webglTexture, F, Ee + ii), D.framebufferTextureLayer(D.DRAW_FRAMEBUFFER, D.COLOR_ATTACHMENT0, ye.get(N).__webglTexture, se, mt + ii)), D.blitFramebuffer(Le, Ue, de, ve, qe, rt, de, ve, D.DEPTH_BUFFER_BIT, D.NEAREST);\n pe.bindFramebuffer(D.READ_FRAMEBUFFER, null), pe.bindFramebuffer(D.DRAW_FRAMEBUFFER, null);\n } else if (F !== 0 || b.isRenderTargetTexture || ye.has(b)) {\n const $t = ye.get(b), Nt = ye.get(N);\n pe.bindFramebuffer(D.READ_FRAMEBUFFER, Ih), pe.bindFramebuffer(D.DRAW_FRAMEBUFFER, Uh);\n for (let Gt = 0; Gt < fe; Gt++)\n ft ? D.framebufferTextureLayer(D.READ_FRAMEBUFFER, D.COLOR_ATTACHMENT0, $t.__webglTexture, F, Ee + Gt) : D.framebufferTexture2D(D.READ_FRAMEBUFFER, D.COLOR_ATTACHMENT0, D.TEXTURE_2D, $t.__webglTexture, F), Vt ? D.framebufferTextureLayer(D.DRAW_FRAMEBUFFER, D.COLOR_ATTACHMENT0, Nt.__webglTexture, se, mt + Gt) : D.framebufferTexture2D(D.DRAW_FRAMEBUFFER, D.COLOR_ATTACHMENT0, D.TEXTURE_2D, Nt.__webglTexture, se), F !== 0 ? D.blitFramebuffer(Le, Ue, de, ve, qe, rt, de, ve, D.COLOR_BUFFER_BIT, D.NEAREST) : Vt ? D.copyTexSubImage3D(dt, se, qe, rt, mt + Gt, Le, Ue, de, ve) : D.copyTexSubImage2D(dt, se, qe, rt, Le, Ue, de, ve);\n pe.bindFramebuffer(D.READ_FRAMEBUFFER, null), pe.bindFramebuffer(D.DRAW_FRAMEBUFFER, null);\n } else\n Vt ? b.isDataTexture || b.isData3DTexture ? D.texSubImage3D(dt, se, qe, rt, mt, de, ve, fe, ct, Pe, gt.data) : N.isCompressedArrayTexture ? D.compressedTexSubImage3D(dt, se, qe, rt, mt, de, ve, fe, ct, gt.data) : D.texSubImage3D(dt, se, qe, rt, mt, de, ve, fe, ct, Pe, gt) : b.isDataTexture ? D.texSubImage2D(D.TEXTURE_2D, se, qe, rt, de, ve, ct, Pe, gt.data) : b.isCompressedTexture ? D.compressedTexSubImage2D(D.TEXTURE_2D, se, qe, rt, gt.width, gt.height, ct, gt.data) : D.texSubImage2D(D.TEXTURE_2D, se, qe, rt, de, ve, ct, Pe, gt);\n D.pixelStorei(D.UNPACK_ROW_LENGTH, Ze), D.pixelStorei(D.UNPACK_IMAGE_HEIGHT, jt), D.pixelStorei(D.UNPACK_SKIP_PIXELS, gi), D.pixelStorei(D.UNPACK_SKIP_ROWS, qt), D.pixelStorei(D.UNPACK_SKIP_IMAGES, is), se === 0 && N.generateMipmaps && D.generateMipmap(dt), pe.unbindTexture();\n }, this.initRenderTarget = function(b) {\n ye.get(b).__webglFramebuffer === void 0 && Ie.setupRenderTarget(b);\n }, this.initTexture = function(b) {\n b.isCubeTexture ? Ie.setTextureCube(b, 0) : b.isData3DTexture ? Ie.setTexture3D(b, 0) : b.isDataArrayTexture || b.isCompressedArrayTexture ? Ie.setTexture2DArray(b, 0) : Ie.setTexture2D(b, 0), pe.unbindTexture();\n }, this.resetState = function() {\n I = 0, S = 0, M = null, pe.reset(), L.reset();\n }, typeof __THREE_DEVTOOLS__ < \"u\" && __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent(\"observe\", { detail: this }));\n }\n /**\n * Defines the coordinate system of the renderer.\n *\n * In `WebGLRenderer`, the value is always `WebGLCoordinateSystem`.\n *\n * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem}\n * @default WebGLCoordinateSystem\n * @readonly\n */\n get coordinateSystem() {\n return Tn;\n }\n /**\n * Defines the output color space of the renderer.\n *\n * @type {SRGBColorSpace|LinearSRGBColorSpace}\n * @default SRGBColorSpace\n */\n get outputColorSpace() {\n return this._outputColorSpace;\n }\n set outputColorSpace(e) {\n this._outputColorSpace = e;\n const t = this.getContext();\n t.drawingBufferColorSpace = Ye._getDrawingBufferColorSpace(e), t.unpackColorSpace = Ye._getUnpackColorSpace();\n }\n}\nclass Fg extends Pd {\n /**\n * Constructs a new RGBE/HDR loader.\n *\n * @param {LoadingManager} [manager] - The loading manager.\n */\n constructor(e) {\n super(e), this.type = xt;\n }\n /**\n * Parses the given RGBE texture data.\n *\n * @param {ArrayBuffer} buffer - The raw texture data.\n * @return {DataTextureLoader~TexData} An object representing the parsed texture data.\n */\n parse(e) {\n const a = function(I, S) {\n switch (I) {\n case 1:\n throw new Error(\"THREE.HDRLoader: Read Error: \" + (S || \"\"));\n case 2:\n throw new Error(\"THREE.HDRLoader: Write Error: \" + (S || \"\"));\n case 3:\n throw new Error(\"THREE.HDRLoader: Bad File Format: \" + (S || \"\"));\n default:\n case 4:\n throw new Error(\"THREE.HDRLoader: Memory Error: \" + (S || \"\"));\n }\n }, u = function(I, S, M) {\n S = S || 1024;\n let U = I.pos, B = -1, z = 0, W = \"\", k = String.fromCharCode.apply(null, new Uint16Array(I.subarray(U, U + 128)));\n for (; 0 > (B = k.indexOf(`\n`)) && z < S && U < I.byteLength; )\n W += k, z += k.length, U += 128, k += String.fromCharCode.apply(null, new Uint16Array(I.subarray(U, U + 128)));\n return -1 < B ? (I.pos += z + B + 1, W + k.slice(0, B)) : !1;\n }, d = function(I) {\n const S = /^#\\?(\\S+)/, M = /^\\s*GAMMA\\s*=\\s*(\\d+(\\.\\d+)?)\\s*$/, C = /^\\s*EXPOSURE\\s*=\\s*(\\d+(\\.\\d+)?)\\s*$/, U = /^\\s*FORMAT=(\\S+)\\s*$/, B = /^\\s*\\-Y\\s+(\\d+)\\s+\\+X\\s+(\\d+)\\s*$/, z = {\n valid: 0,\n /* indicate which fields are valid */\n string: \"\",\n /* the actual header string */\n comments: \"\",\n /* comments found in header */\n programtype: \"RGBE\",\n /* listed at beginning of file to identify it after \"#?\". defaults to \"RGBE\" */\n format: \"\",\n /* RGBE format, default 32-bit_rle_rgbe */\n gamma: 1,\n /* image has already been gamma corrected with given gamma. defaults to 1.0 (no correction) */\n exposure: 1,\n /* a value of 1.0 in an image corresponds to watts/steradian/m^2. defaults to 1.0 */\n width: 0,\n height: 0\n /* image dimensions, width/height */\n };\n let W, k;\n for ((I.pos >= I.byteLength || !(W = u(I))) && a(1, \"no header found\"), (k = W.match(S)) || a(3, \"bad initial token\"), z.valid |= 1, z.programtype = k[1], z.string += W + `\n`; W = u(I), W !== !1; ) {\n if (z.string += W + `\n`, W.charAt(0) === \"#\") {\n z.comments += W + `\n`;\n continue;\n }\n if ((k = W.match(M)) && (z.gamma = parseFloat(k[1])), (k = W.match(C)) && (z.exposure = parseFloat(k[1])), (k = W.match(U)) && (z.valid |= 2, z.format = k[1]), (k = W.match(B)) && (z.valid |= 4, z.height = parseInt(k[1], 10), z.width = parseInt(k[2], 10)), z.valid & 2 && z.valid & 4) break;\n }\n return z.valid & 2 || a(3, \"missing format specifier\"), z.valid & 4 || a(3, \"missing image size specifier\"), z;\n }, p = function(I, S, M) {\n const C = S;\n if (\n // run length encoding is not allowed so read flat\n C < 8 || C > 32767 || // this file is not run length encoded\n I[0] !== 2 || I[1] !== 2 || I[2] & 128\n )\n return new Uint8Array(I);\n C !== (I[2] << 8 | I[3]) && a(3, \"wrong scanline width\");\n const U = new Uint8Array(4 * S * M);\n U.length || a(4, \"unable to allocate buffer space\");\n let B = 0, z = 0;\n const W = 4 * C, k = new Uint8Array(4), ee = new Uint8Array(W);\n let X = M;\n for (; X > 0 && z < I.byteLength; ) {\n z + 4 > I.byteLength && a(1), k[0] = I[z++], k[1] = I[z++], k[2] = I[z++], k[3] = I[z++], (k[0] != 2 || k[1] != 2 || (k[2] << 8 | k[3]) != C) && a(3, \"bad rgbe scanline format\");\n let $ = 0, Q;\n for (; $ < W && z < I.byteLength; ) {\n Q = I[z++];\n const we = Q > 128;\n if (we && (Q -= 128), (Q === 0 || $ + Q > W) && a(3, \"bad scanline data\"), we) {\n const Oe = I[z++];\n for (let Ke = 0; Ke < Q; Ke++)\n ee[$++] = Oe;\n } else\n ee.set(I.subarray(z, z + Q), $), $ += Q, z += Q;\n }\n const ge = C;\n for (let we = 0; we < ge; we++) {\n let Oe = 0;\n U[B] = ee[we + Oe], Oe += C, U[B + 1] = ee[we + Oe], Oe += C, U[B + 2] = ee[we + Oe], Oe += C, U[B + 3] = ee[we + Oe], B += 4;\n }\n X--;\n }\n return U;\n }, g = function(I, S, M, C) {\n const U = I[S + 3], B = Math.pow(2, U - 128) / 255;\n M[C + 0] = I[S + 0] * B, M[C + 1] = I[S + 1] * B, M[C + 2] = I[S + 2] * B, M[C + 3] = 1;\n }, x = function(I, S, M, C) {\n const U = I[S + 3], B = Math.pow(2, U - 128) / 255;\n M[C + 0] = Vs.toHalfFloat(Math.min(I[S + 0] * B, 65504)), M[C + 1] = Vs.toHalfFloat(Math.min(I[S + 1] * B, 65504)), M[C + 2] = Vs.toHalfFloat(Math.min(I[S + 2] * B, 65504)), M[C + 3] = Vs.toHalfFloat(1);\n }, m = new Uint8Array(e);\n m.pos = 0;\n const f = d(m), y = f.width, v = f.height, T = p(m.subarray(m.pos), y, v);\n let R, E, P;\n switch (this.type) {\n case Xt:\n P = T.length / 4;\n const I = new Float32Array(P * 4);\n for (let M = 0; M < P; M++)\n g(T, M * 4, I, M * 4);\n R = I, E = Xt;\n break;\n case xt:\n P = T.length / 4;\n const S = new Uint16Array(P * 4);\n for (let M = 0; M < P; M++)\n x(T, M * 4, S, M * 4);\n R = S, E = xt;\n break;\n default:\n throw new Error(\"THREE.HDRLoader: Unsupported type: \" + this.type);\n }\n return {\n width: y,\n height: v,\n data: R,\n header: f.string,\n gamma: f.gamma,\n exposure: f.exposure,\n type: E\n };\n }\n /**\n * Sets the texture type.\n *\n * @param {(HalfFloatType|FloatType)} value - The texture type to set.\n * @return {HDRLoader} A reference to this loader.\n */\n setDataType(e) {\n return this.type = e, this;\n }\n load(e, t, n, s) {\n function r(a, o) {\n switch (a.type) {\n case Xt:\n case xt:\n a.colorSpace = Ut, a.minFilter = bt, a.magFilter = bt, a.generateMipmaps = !1, a.flipY = !0;\n break;\n }\n t && t(a, o);\n }\n return super.load(e, r, n, s);\n }\n}\nclass Og extends Fg {\n constructor(e) {\n console.warn(\"RGBELoader has been deprecated. Please use HDRLoader instead.\"), super(e);\n }\n}\nconst Qn = {\n name: \"CopyShader\",\n uniforms: {\n tDiffuse: { value: null },\n opacity: { value: 1 }\n },\n vertexShader: (\n /* glsl */\n `\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}`\n ),\n fragmentShader: (\n /* glsl */\n `\n\n\t\tuniform float opacity;\n\n\t\tuniform sampler2D tDiffuse;\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvec4 texel = texture2D( tDiffuse, vUv );\n\t\t\tgl_FragColor = opacity * texel;\n\n\n\t\t}`\n )\n};\nclass ti {\n /**\n * Constructs a new pass.\n */\n constructor() {\n this.isPass = !0, this.enabled = !0, this.needsSwap = !0, this.clear = !1, this.renderToScreen = !1;\n }\n /**\n * Sets the size of the pass.\n *\n * @abstract\n * @param {number} width - The width to set.\n * @param {number} height - The height to set.\n */\n setSize() {\n }\n /**\n * This method holds the render logic of a pass. It must be implemented in all derived classes.\n *\n * @abstract\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering\n * destination for the pass.\n * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the\n * previous pass from this buffer.\n * @param {number} deltaTime - The delta time in seconds.\n * @param {boolean} maskActive - Whether masking is active or not.\n */\n render() {\n console.error(\"THREE.Pass: .render() must be implemented in derived pass.\");\n }\n /**\n * Frees the GPU-related resources allocated by this instance. Call this\n * method whenever the pass is no longer used in your app.\n *\n * @abstract\n */\n dispose() {\n }\n}\nconst Bg = new pi(-1, 1, 1, -1, 0, 1);\nclass zg extends nn {\n constructor() {\n super(), this.setAttribute(\"position\", new pn([-1, 3, 0, -1, -1, 0, 3, -1, 0], 3)), this.setAttribute(\"uv\", new pn([0, 2, 0, 0, 2, 0], 2));\n }\n}\nconst kg = new zg();\nclass Ps {\n /**\n * Constructs a new full screen quad.\n *\n * @param {?Material} material - The material to render te full screen quad with.\n */\n constructor(e) {\n this._mesh = new ot(kg, e);\n }\n /**\n * Frees the GPU-related resources allocated by this instance. Call this\n * method whenever the instance is no longer used in your app.\n */\n dispose() {\n this._mesh.geometry.dispose();\n }\n /**\n * Renders the full screen quad.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n */\n render(e) {\n e.render(this._mesh, Bg);\n }\n /**\n * The quad's material.\n *\n * @type {?Material}\n */\n get material() {\n return this._mesh.material;\n }\n set material(e) {\n this._mesh.material = e;\n }\n}\nclass go extends ti {\n /**\n * Constructs a new shader pass.\n *\n * @param {Object|ShaderMaterial} [shader] - A shader object holding vertex and fragment shader as well as\n * defines and uniforms. It's also valid to pass a custom shader material.\n * @param {string} [textureID='tDiffuse'] - The name of the texture uniform that should sample\n * the read buffer.\n */\n constructor(e, t = \"tDiffuse\") {\n super(), this.textureID = t, this.uniforms = null, this.material = null, e instanceof ht ? (this.uniforms = e.uniforms, this.material = e) : e && (this.uniforms = dn.clone(e.uniforms), this.material = new ht({\n name: e.name !== void 0 ? e.name : \"unspecified\",\n defines: Object.assign({}, e.defines),\n uniforms: this.uniforms,\n vertexShader: e.vertexShader,\n fragmentShader: e.fragmentShader\n })), this._fsQuad = new Ps(this.material);\n }\n /**\n * Performs the shader pass.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering\n * destination for the pass.\n * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the\n * previous pass from this buffer.\n * @param {number} deltaTime - The delta time in seconds.\n * @param {boolean} maskActive - Whether masking is active or not.\n */\n render(e, t, n) {\n this.uniforms[this.textureID] && (this.uniforms[this.textureID].value = n.texture), this._fsQuad.material = this.material, this.renderToScreen ? (e.setRenderTarget(null), this._fsQuad.render(e)) : (e.setRenderTarget(t), this.clear && e.clear(e.autoClearColor, e.autoClearDepth, e.autoClearStencil), this._fsQuad.render(e));\n }\n /**\n * Frees the GPU-related resources allocated by this instance. Call this\n * method whenever the pass is no longer used in your app.\n */\n dispose() {\n this.material.dispose(), this._fsQuad.dispose();\n }\n}\nclass vc extends ti {\n /**\n * Constructs a new mask pass.\n *\n * @param {Scene} scene - The 3D objects in this scene will define the mask.\n * @param {Camera} camera - The camera.\n */\n constructor(e, t) {\n super(), this.scene = e, this.camera = t, this.clear = !0, this.needsSwap = !1, this.inverse = !1;\n }\n /**\n * Performs a mask pass with the configured scene and camera.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering\n * destination for the pass.\n * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the\n * previous pass from this buffer.\n * @param {number} deltaTime - The delta time in seconds.\n * @param {boolean} maskActive - Whether masking is active or not.\n */\n render(e, t, n) {\n const s = e.getContext(), r = e.state;\n r.buffers.color.setMask(!1), r.buffers.depth.setMask(!1), r.buffers.color.setLocked(!0), r.buffers.depth.setLocked(!0);\n let a, o;\n this.inverse ? (a = 0, o = 1) : (a = 1, o = 0), r.buffers.stencil.setTest(!0), r.buffers.stencil.setOp(s.REPLACE, s.REPLACE, s.REPLACE), r.buffers.stencil.setFunc(s.ALWAYS, a, 4294967295), r.buffers.stencil.setClear(o), r.buffers.stencil.setLocked(!0), e.setRenderTarget(n), this.clear && e.clear(), e.render(this.scene, this.camera), e.setRenderTarget(t), this.clear && e.clear(), e.render(this.scene, this.camera), r.buffers.color.setLocked(!1), r.buffers.depth.setLocked(!1), r.buffers.color.setMask(!0), r.buffers.depth.setMask(!0), r.buffers.stencil.setLocked(!1), r.buffers.stencil.setFunc(s.EQUAL, 1, 4294967295), r.buffers.stencil.setOp(s.KEEP, s.KEEP, s.KEEP), r.buffers.stencil.setLocked(!0);\n }\n}\nclass Vg extends ti {\n /**\n * Constructs a new clear mask pass.\n */\n constructor() {\n super(), this.needsSwap = !1;\n }\n /**\n * Performs the clear of the currently defined mask.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering\n * destination for the pass.\n * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the\n * previous pass from this buffer.\n * @param {number} deltaTime - The delta time in seconds.\n * @param {boolean} maskActive - Whether masking is active or not.\n */\n render(e) {\n e.state.buffers.stencil.setLocked(!1), e.state.buffers.stencil.setTest(!1);\n }\n}\nclass Gg {\n /**\n * Constructs a new effect composer.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} [renderTarget] - This render target and a clone will\n * be used as the internal read and write buffers. If not given, the composer creates\n * the buffers automatically.\n */\n constructor(e, t) {\n if (this.renderer = e, this._pixelRatio = e.getPixelRatio(), t === void 0) {\n const n = e.getSize(new le());\n this._width = n.width, this._height = n.height, t = new St(this._width * this._pixelRatio, this._height * this._pixelRatio, { type: xt }), t.texture.name = \"EffectComposer.rt1\";\n } else\n this._width = t.width, this._height = t.height;\n this.renderTarget1 = t, this.renderTarget2 = t.clone(), this.renderTarget2.texture.name = \"EffectComposer.rt2\", this.writeBuffer = this.renderTarget1, this.readBuffer = this.renderTarget2, this.renderToScreen = !0, this.passes = [], this.copyPass = new go(Qn), this.copyPass.material.blending = Mt, this.clock = new Bd();\n }\n /**\n * Swaps the internal read/write buffers.\n */\n swapBuffers() {\n const e = this.readBuffer;\n this.readBuffer = this.writeBuffer, this.writeBuffer = e;\n }\n /**\n * Adds the given pass to the pass chain.\n *\n * @param {Pass} pass - The pass to add.\n */\n addPass(e) {\n this.passes.push(e), e.setSize(this._width * this._pixelRatio, this._height * this._pixelRatio);\n }\n /**\n * Inserts the given pass at a given index.\n *\n * @param {Pass} pass - The pass to insert.\n * @param {number} index - The index into the pass chain.\n */\n insertPass(e, t) {\n this.passes.splice(t, 0, e), e.setSize(this._width * this._pixelRatio, this._height * this._pixelRatio);\n }\n /**\n * Removes the given pass from the pass chain.\n *\n * @param {Pass} pass - The pass to remove.\n */\n removePass(e) {\n const t = this.passes.indexOf(e);\n t !== -1 && this.passes.splice(t, 1);\n }\n /**\n * Returns `true` if the pass for the given index is the last enabled pass in the pass chain.\n *\n * @param {number} passIndex - The pass index.\n * @return {boolean} Whether the pass for the given index is the last pass in the pass chain.\n */\n isLastEnabledPass(e) {\n for (let t = e + 1; t < this.passes.length; t++)\n if (this.passes[t].enabled)\n return !1;\n return !0;\n }\n /**\n * Executes all enabled post-processing passes in order to produce the final frame.\n *\n * @param {number} deltaTime - The delta time in seconds. If not given, the composer computes\n * its own time delta value.\n */\n render(e) {\n e === void 0 && (e = this.clock.getDelta());\n const t = this.renderer.getRenderTarget();\n let n = !1;\n for (let s = 0, r = this.passes.length; s < r; s++) {\n const a = this.passes[s];\n if (a.enabled !== !1) {\n if (a.renderToScreen = this.renderToScreen && this.isLastEnabledPass(s), a.render(this.renderer, this.writeBuffer, this.readBuffer, e, n), a.needsSwap) {\n if (n) {\n const o = this.renderer.getContext(), l = this.renderer.state.buffers.stencil;\n l.setFunc(o.NOTEQUAL, 1, 4294967295), this.copyPass.render(this.renderer, this.writeBuffer, this.readBuffer, e), l.setFunc(o.EQUAL, 1, 4294967295);\n }\n this.swapBuffers();\n }\n vc !== void 0 && (a instanceof vc ? n = !0 : a instanceof Vg && (n = !1));\n }\n }\n this.renderer.setRenderTarget(t);\n }\n /**\n * Resets the internal state of the EffectComposer.\n *\n * @param {WebGLRenderTarget} [renderTarget] - This render target has the same purpose like\n * the one from the constructor. If set, it is used to setup the read and write buffers.\n */\n reset(e) {\n if (e === void 0) {\n const t = this.renderer.getSize(new le());\n this._pixelRatio = this.renderer.getPixelRatio(), this._width = t.width, this._height = t.height, e = this.renderTarget1.clone(), e.setSize(this._width * this._pixelRatio, this._height * this._pixelRatio);\n }\n this.renderTarget1.dispose(), this.renderTarget2.dispose(), this.renderTarget1 = e, this.renderTarget2 = e.clone(), this.writeBuffer = this.renderTarget1, this.readBuffer = this.renderTarget2;\n }\n /**\n * Resizes the internal read and write buffers as well as all passes. Similar to {@link WebGLRenderer#setSize},\n * this method honors the current pixel ration.\n *\n * @param {number} width - The width in logical pixels.\n * @param {number} height - The height in logical pixels.\n */\n setSize(e, t) {\n this._width = e, this._height = t;\n const n = this._width * this._pixelRatio, s = this._height * this._pixelRatio;\n this.renderTarget1.setSize(n, s), this.renderTarget2.setSize(n, s);\n for (let r = 0; r < this.passes.length; r++)\n this.passes[r].setSize(n, s);\n }\n /**\n * Sets device pixel ratio. This is usually used for HiDPI device to prevent blurring output.\n * Setting the pixel ratio will automatically resize the composer.\n *\n * @param {number} pixelRatio - The pixel ratio to set.\n */\n setPixelRatio(e) {\n this._pixelRatio = e, this.setSize(this._width, this._height);\n }\n /**\n * Frees the GPU-related resources allocated by this instance. Call this\n * method whenever the composer is no longer used in your app.\n */\n dispose() {\n this.renderTarget1.dispose(), this.renderTarget2.dispose(), this.copyPass.dispose();\n }\n}\nclass Hg extends ti {\n /**\n * Constructs a new render pass.\n *\n * @param {Scene} scene - The scene to render.\n * @param {Camera} camera - The camera.\n * @param {?Material} [overrideMaterial=null] - The override material. If set, this material is used\n * for all objects in the scene.\n * @param {?(number|Color|string)} [clearColor=null] - The clear color of the render pass.\n * @param {?number} [clearAlpha=null] - The clear alpha of the render pass.\n */\n constructor(e, t, n = null, s = null, r = null) {\n super(), this.scene = e, this.camera = t, this.overrideMaterial = n, this.clearColor = s, this.clearAlpha = r, this.clear = !0, this.clearDepth = !1, this.needsSwap = !1, this._oldClearColor = new Se();\n }\n /**\n * Performs a beauty pass with the configured scene and camera.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering\n * destination for the pass.\n * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the\n * previous pass from this buffer.\n * @param {number} deltaTime - The delta time in seconds.\n * @param {boolean} maskActive - Whether masking is active or not.\n */\n render(e, t, n) {\n const s = e.autoClear;\n e.autoClear = !1;\n let r, a;\n this.overrideMaterial !== null && (a = this.scene.overrideMaterial, this.scene.overrideMaterial = this.overrideMaterial), this.clearColor !== null && (e.getClearColor(this._oldClearColor), e.setClearColor(this.clearColor, e.getClearAlpha())), this.clearAlpha !== null && (r = e.getClearAlpha(), e.setClearAlpha(this.clearAlpha)), this.clearDepth == !0 && e.clearDepth(), e.setRenderTarget(this.renderToScreen ? null : n), this.clear === !0 && e.clear(e.autoClearColor, e.autoClearDepth, e.autoClearStencil), e.render(this.scene, this.camera), this.clearColor !== null && e.setClearColor(this._oldClearColor), this.clearAlpha !== null && e.setClearAlpha(r), this.overrideMaterial !== null && (this.scene.overrideMaterial = a), e.autoClear = s;\n }\n}\nconst ar = {\n defines: {\n PERSPECTIVE_CAMERA: 1,\n SAMPLES: 16,\n NORMAL_VECTOR_TYPE: 1,\n DEPTH_SWIZZLING: \"x\",\n SCREEN_SPACE_RADIUS: 0,\n SCREEN_SPACE_RADIUS_SCALE: 100,\n SCENE_CLIP_BOX: 0\n },\n uniforms: {\n tNormal: { value: null },\n tDepth: { value: null },\n tNoise: { value: null },\n resolution: { value: new le() },\n cameraNear: { value: null },\n cameraFar: { value: null },\n cameraProjectionMatrix: { value: new Ne() },\n cameraProjectionMatrixInverse: { value: new Ne() },\n cameraWorldMatrix: { value: new Ne() },\n radius: { value: 0.25 },\n distanceExponent: { value: 1 },\n thickness: { value: 1 },\n distanceFallOff: { value: 1 },\n scale: { value: 1 },\n sceneBoxMin: { value: new w(-1, -1, -1) },\n sceneBoxMax: { value: new w(1, 1, 1) }\n },\n vertexShader: (\n /* glsl */\n `\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t}`\n ),\n fragmentShader: (\n /* glsl */\n `\n\t\tvarying vec2 vUv;\n\t\tuniform highp sampler2D tNormal;\n\t\tuniform highp sampler2D tDepth;\n\t\tuniform sampler2D tNoise;\n\t\tuniform vec2 resolution;\n\t\tuniform float cameraNear;\n\t\tuniform float cameraFar;\n\t\tuniform mat4 cameraProjectionMatrix;\n\t\tuniform mat4 cameraProjectionMatrixInverse;\n\t\tuniform mat4 cameraWorldMatrix;\n\t\tuniform float radius;\n\t\tuniform float distanceExponent;\n\t\tuniform float thickness;\n\t\tuniform float distanceFallOff;\n\t\tuniform float scale;\n\t\t#if SCENE_CLIP_BOX == 1\n\t\t\tuniform vec3 sceneBoxMin;\n\t\t\tuniform vec3 sceneBoxMax;\n\t\t#endif\n\n\t\t#include \n\t\t#include \n\n\t\t#ifndef FRAGMENT_OUTPUT\n\t\t#define FRAGMENT_OUTPUT vec4(vec3(ao), 1.)\n\t\t#endif\n\n\t\tvec3 getViewPosition(const in vec2 screenPosition, const in float depth) {\n\t\t\tvec4 clipSpacePosition = vec4(vec3(screenPosition, depth) * 2.0 - 1.0, 1.0);\n\t\t\tvec4 viewSpacePosition = cameraProjectionMatrixInverse * clipSpacePosition;\n\t\t\treturn viewSpacePosition.xyz / viewSpacePosition.w;\n\t\t}\n\n\t\tfloat getDepth(const vec2 uv) {\n\t\t\treturn textureLod(tDepth, uv.xy, 0.0).DEPTH_SWIZZLING;\n\t\t}\n\n\t\tfloat fetchDepth(const ivec2 uv) {\n\t\t\treturn texelFetch(tDepth, uv.xy, 0).DEPTH_SWIZZLING;\n\t\t}\n\n\t\tfloat getViewZ(const in float depth) {\n\t\t\t#if PERSPECTIVE_CAMERA == 1\n\t\t\t\treturn perspectiveDepthToViewZ(depth, cameraNear, cameraFar);\n\t\t\t#else\n\t\t\t\treturn orthographicDepthToViewZ(depth, cameraNear, cameraFar);\n\t\t\t#endif\n\t\t}\n\n\t\tvec3 computeNormalFromDepth(const vec2 uv) {\n\t\t\tvec2 size = vec2(textureSize(tDepth, 0));\n\t\t\tivec2 p = ivec2(uv * size);\n\t\t\tfloat c0 = fetchDepth(p);\n\t\t\tfloat l2 = fetchDepth(p - ivec2(2, 0));\n\t\t\tfloat l1 = fetchDepth(p - ivec2(1, 0));\n\t\t\tfloat r1 = fetchDepth(p + ivec2(1, 0));\n\t\t\tfloat r2 = fetchDepth(p + ivec2(2, 0));\n\t\t\tfloat b2 = fetchDepth(p - ivec2(0, 2));\n\t\t\tfloat b1 = fetchDepth(p - ivec2(0, 1));\n\t\t\tfloat t1 = fetchDepth(p + ivec2(0, 1));\n\t\t\tfloat t2 = fetchDepth(p + ivec2(0, 2));\n\t\t\tfloat dl = abs((2.0 * l1 - l2) - c0);\n\t\t\tfloat dr = abs((2.0 * r1 - r2) - c0);\n\t\t\tfloat db = abs((2.0 * b1 - b2) - c0);\n\t\t\tfloat dt = abs((2.0 * t1 - t2) - c0);\n\t\t\tvec3 ce = getViewPosition(uv, c0).xyz;\n\t\t\tvec3 dpdx = (dl < dr) ? ce - getViewPosition((uv - vec2(1.0 / size.x, 0.0)), l1).xyz : -ce + getViewPosition((uv + vec2(1.0 / size.x, 0.0)), r1).xyz;\n\t\t\tvec3 dpdy = (db < dt) ? ce - getViewPosition((uv - vec2(0.0, 1.0 / size.y)), b1).xyz : -ce + getViewPosition((uv + vec2(0.0, 1.0 / size.y)), t1).xyz;\n\t\t\treturn normalize(cross(dpdx, dpdy));\n\t\t}\n\n\t\tvec3 getViewNormal(const vec2 uv) {\n\t\t\t#if NORMAL_VECTOR_TYPE == 2\n\t\t\t\treturn normalize(textureLod(tNormal, uv, 0.).rgb);\n\t\t\t#elif NORMAL_VECTOR_TYPE == 1\n\t\t\t\treturn unpackRGBToNormal(textureLod(tNormal, uv, 0.).rgb);\n\t\t\t#else\n\t\t\t\treturn computeNormalFromDepth(uv);\n\t\t\t#endif\n\t\t}\n\n\t\tvec3 getSceneUvAndDepth(vec3 sampleViewPos) {\n\t\t\tvec4 sampleClipPos = cameraProjectionMatrix * vec4(sampleViewPos, 1.);\n\t\t\tvec2 sampleUv = sampleClipPos.xy / sampleClipPos.w * 0.5 + 0.5;\n\t\t\tfloat sampleSceneDepth = getDepth(sampleUv);\n\t\t\treturn vec3(sampleUv, sampleSceneDepth);\n\t\t}\n\n\t\tvoid main() {\n\t\t\tfloat depth = getDepth(vUv.xy);\n\t\t\tif (depth >= 1.0) {\n\t\t\t\tdiscard;\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tvec3 viewPos = getViewPosition(vUv, depth);\n\t\t\tvec3 viewNormal = getViewNormal(vUv);\n\n\t\t\tfloat radiusToUse = radius;\n\t\t\tfloat distanceFalloffToUse = thickness;\n\t\t\t#if SCREEN_SPACE_RADIUS == 1\n\t\t\t\tfloat radiusScale = getViewPosition(vec2(0.5 + float(SCREEN_SPACE_RADIUS_SCALE) / resolution.x, 0.0), depth).x;\n\t\t\t\tradiusToUse *= radiusScale;\n\t\t\t\tdistanceFalloffToUse *= radiusScale;\n\t\t\t#endif\n\n\t\t\t#if SCENE_CLIP_BOX == 1\n\t\t\t\tvec3 worldPos = (cameraWorldMatrix * vec4(viewPos, 1.0)).xyz;\n\t\t\t\tfloat boxDistance = length(max(vec3(0.0), max(sceneBoxMin - worldPos, worldPos - sceneBoxMax)));\n\t\t\t\tif (boxDistance > radiusToUse) {\n\t\t\t\t\tdiscard;\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t#endif\n\n\t\t\tvec2 noiseResolution = vec2(textureSize(tNoise, 0));\n\t\t\tvec2 noiseUv = vUv * resolution / noiseResolution;\n\t\t\tvec4 noiseTexel = textureLod(tNoise, noiseUv, 0.0);\n\t\t\tvec3 randomVec = noiseTexel.xyz * 2.0 - 1.0;\n\t\t\tvec3 tangent = normalize(vec3(randomVec.xy, 0.));\n\t\t\tvec3 bitangent = vec3(-tangent.y, tangent.x, 0.);\n\t\t\tmat3 kernelMatrix = mat3(tangent, bitangent, vec3(0., 0., 1.));\n\n\t\t\tconst int DIRECTIONS = SAMPLES < 30 ? 3 : 5;\n\t\t\tconst int STEPS = (SAMPLES + DIRECTIONS - 1) / DIRECTIONS;\n\t\t\tfloat ao = 0.0;\n\t\t\tfor (int i = 0; i < DIRECTIONS; ++i) {\n\n\t\t\t\tfloat angle = float(i) / float(DIRECTIONS) * PI;\n\t\t\t\tvec4 sampleDir = vec4(cos(angle), sin(angle), 0., 0.5 + 0.5 * noiseTexel.w);\n\t\t\t\tsampleDir.xyz = normalize(kernelMatrix * sampleDir.xyz);\n\n\t\t\t\tvec3 viewDir = normalize(-viewPos.xyz);\n\t\t\t\tvec3 sliceBitangent = normalize(cross(sampleDir.xyz, viewDir));\n\t\t\t\tvec3 sliceTangent = cross(sliceBitangent, viewDir);\n\t\t\t\tvec3 normalInSlice = normalize(viewNormal - sliceBitangent * dot(viewNormal, sliceBitangent));\n\n\t\t\t\tvec3 tangentToNormalInSlice = cross(normalInSlice, sliceBitangent);\n\t\t\t\tvec2 cosHorizons = vec2(dot(viewDir, tangentToNormalInSlice), dot(viewDir, -tangentToNormalInSlice));\n\n\t\t\t\tfor (int j = 0; j < STEPS; ++j) {\n\t\t\t\t\tvec3 sampleViewOffset = sampleDir.xyz * radiusToUse * sampleDir.w * pow(float(j + 1) / float(STEPS), distanceExponent);\n\n\t\t\t\t\tvec3 sampleSceneUvDepth = getSceneUvAndDepth(viewPos + sampleViewOffset);\n\t\t\t\t\tvec3 sampleSceneViewPos = getViewPosition(sampleSceneUvDepth.xy, sampleSceneUvDepth.z);\n\t\t\t\t\tvec3 viewDelta = sampleSceneViewPos - viewPos;\n\t\t\t\t\tif (abs(viewDelta.z) < thickness) {\n\t\t\t\t\t\tfloat sampleCosHorizon = dot(viewDir, normalize(viewDelta));\n\t\t\t\t\t\tcosHorizons.x += max(0., (sampleCosHorizon - cosHorizons.x) * mix(1., 2. / float(j + 2), distanceFallOff));\n\t\t\t\t\t}\n\n\t\t\t\t\tsampleSceneUvDepth = getSceneUvAndDepth(viewPos - sampleViewOffset);\n\t\t\t\t\tsampleSceneViewPos = getViewPosition(sampleSceneUvDepth.xy, sampleSceneUvDepth.z);\n\t\t\t\t\tviewDelta = sampleSceneViewPos - viewPos;\n\t\t\t\t\tif (abs(viewDelta.z) < thickness) {\n\t\t\t\t\t\tfloat sampleCosHorizon = dot(viewDir, normalize(viewDelta));\n\t\t\t\t\t\tcosHorizons.y += max(0., (sampleCosHorizon - cosHorizons.y) * mix(1., 2. / float(j + 2), distanceFallOff));\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tvec2 sinHorizons = sqrt(1. - cosHorizons * cosHorizons);\n\t\t\t\tfloat nx = dot(normalInSlice, sliceTangent);\n\t\t\t\tfloat ny = dot(normalInSlice, viewDir);\n\t\t\t\tfloat nxb = 1. / 2. * (acos(cosHorizons.y) - acos(cosHorizons.x) + sinHorizons.x * cosHorizons.x - sinHorizons.y * cosHorizons.y);\n\t\t\t\tfloat nyb = 1. / 2. * (2. - cosHorizons.x * cosHorizons.x - cosHorizons.y * cosHorizons.y);\n\t\t\t\tfloat occlusion = nx * nxb + ny * nyb;\n\t\t\t\tao += occlusion;\n\t\t\t}\n\n\t\t\tao = clamp(ao / float(DIRECTIONS), 0., 1.);\n\t\t#if SCENE_CLIP_BOX == 1\n\t\t\tao = mix(ao, 1., smoothstep(0., radiusToUse, boxDistance));\n\t\t#endif\n\t\t\tao = pow(ao, scale);\n\n\t\t\tgl_FragColor = FRAGMENT_OUTPUT;\n\t\t}`\n )\n}, or = {\n defines: {\n PERSPECTIVE_CAMERA: 1\n },\n uniforms: {\n tDepth: { value: null },\n cameraNear: { value: null },\n cameraFar: { value: null }\n },\n vertexShader: (\n /* glsl */\n `\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t}`\n ),\n fragmentShader: (\n /* glsl */\n `\n\t\tuniform sampler2D tDepth;\n\t\tuniform float cameraNear;\n\t\tuniform float cameraFar;\n\t\tvarying vec2 vUv;\n\n\t\t#include \n\n\t\tfloat getLinearDepth( const in vec2 screenPosition ) {\n\t\t\t#if PERSPECTIVE_CAMERA == 1\n\t\t\t\tfloat fragCoordZ = texture2D( tDepth, screenPosition ).x;\n\t\t\t\tfloat viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );\n\t\t\t\treturn viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );\n\t\t\t#else\n\t\t\t\treturn texture2D( tDepth, screenPosition ).x;\n\t\t\t#endif\n\t\t}\n\n\t\tvoid main() {\n\t\t\tfloat depth = getLinearDepth( vUv );\n\t\t\tgl_FragColor = vec4( vec3( 1.0 - depth ), 1.0 );\n\n\t\t}`\n )\n}, ga = {\n uniforms: {\n tDiffuse: { value: null },\n intensity: { value: 1 }\n },\n vertexShader: (\n /* glsl */\n `\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t}`\n ),\n fragmentShader: (\n /* glsl */\n `\n\t\tuniform float intensity;\n\t\tuniform sampler2D tDiffuse;\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\t\t\tvec4 texel = texture2D( tDiffuse, vUv );\n\t\t\tgl_FragColor = vec4(mix(vec3(1.), texel.rgb, intensity), texel.a);\n\t\t}`\n )\n};\nfunction Wg(i = 5) {\n const e = Math.floor(i) % 2 === 0 ? Math.floor(i) + 1 : Math.floor(i), t = Xg(e), n = t.length, s = new Uint8Array(n * 4);\n for (let a = 0; a < n; ++a) {\n const o = t[a], l = 2 * Math.PI * o / n, c = new w(\n Math.cos(l),\n Math.sin(l),\n 0\n ).normalize();\n s[a * 4] = (c.x * 0.5 + 0.5) * 255, s[a * 4 + 1] = (c.y * 0.5 + 0.5) * 255, s[a * 4 + 2] = 127, s[a * 4 + 3] = 255;\n }\n const r = new Qi(s, e, e);\n return r.wrapS = wn, r.wrapT = wn, r.needsUpdate = !0, r;\n}\nfunction Xg(i) {\n const e = Math.floor(i) % 2 === 0 ? Math.floor(i) + 1 : Math.floor(i), t = e * e, n = Array(t).fill(0);\n let s = Math.floor(e / 2), r = e - 1;\n for (let a = 1; a <= t; ) {\n if (s === -1 && r === e ? (r = e - 2, s = 0) : (r === e && (r = 0), s < 0 && (s = e - 1)), n[s * e + r] !== 0) {\n r -= 2, s++;\n continue;\n } else\n n[s * e + r] = a++;\n r++, s--;\n }\n return n;\n}\nconst lr = {\n defines: {\n SAMPLES: 16,\n SAMPLE_VECTORS: Sh(16, 2, 1),\n NORMAL_VECTOR_TYPE: 1,\n DEPTH_VALUE_SOURCE: 0\n },\n uniforms: {\n tDiffuse: { value: null },\n tNormal: { value: null },\n tDepth: { value: null },\n tNoise: { value: null },\n resolution: { value: new le() },\n cameraProjectionMatrixInverse: { value: new Ne() },\n lumaPhi: { value: 5 },\n depthPhi: { value: 5 },\n normalPhi: { value: 5 },\n radius: { value: 4 },\n index: { value: 0 }\n },\n vertexShader: (\n /* glsl */\n `\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t}`\n ),\n fragmentShader: (\n /* glsl */\n `\n\n\t\tvarying vec2 vUv;\n\n\t\tuniform sampler2D tDiffuse;\n\t\tuniform sampler2D tNormal;\n\t\tuniform sampler2D tDepth;\n\t\tuniform sampler2D tNoise;\n\t\tuniform vec2 resolution;\n\t\tuniform mat4 cameraProjectionMatrixInverse;\n\t\tuniform float lumaPhi;\n\t\tuniform float depthPhi;\n\t\tuniform float normalPhi;\n\t\tuniform float radius;\n\t\tuniform int index;\n\n\t\t#include \n\t\t#include \n\n\t\t#ifndef SAMPLE_LUMINANCE\n\t\t#define SAMPLE_LUMINANCE dot(vec3(0.2125, 0.7154, 0.0721), a)\n\t\t#endif\n\n\t\t#ifndef FRAGMENT_OUTPUT\n\t\t#define FRAGMENT_OUTPUT vec4(denoised, 1.)\n\t\t#endif\n\n\t\tfloat getLuminance(const in vec3 a) {\n\t\t\treturn SAMPLE_LUMINANCE;\n\t\t}\n\n\t\tconst vec3 poissonDisk[SAMPLES] = SAMPLE_VECTORS;\n\n\t\tvec3 getViewPosition(const in vec2 screenPosition, const in float depth) {\n\t\t\tvec4 clipSpacePosition = vec4(vec3(screenPosition, depth) * 2.0 - 1.0, 1.0);\n\t\t\tvec4 viewSpacePosition = cameraProjectionMatrixInverse * clipSpacePosition;\n\t\t\treturn viewSpacePosition.xyz / viewSpacePosition.w;\n\t\t}\n\n\t\tfloat getDepth(const vec2 uv) {\n\t\t#if DEPTH_VALUE_SOURCE == 1\n\t\t\treturn textureLod(tDepth, uv.xy, 0.0).a;\n\t\t#else\n\t\t\treturn textureLod(tDepth, uv.xy, 0.0).r;\n\t\t#endif\n\t\t}\n\n\t\tfloat fetchDepth(const ivec2 uv) {\n\t\t\t#if DEPTH_VALUE_SOURCE == 1\n\t\t\t\treturn texelFetch(tDepth, uv.xy, 0).a;\n\t\t\t#else\n\t\t\t\treturn texelFetch(tDepth, uv.xy, 0).r;\n\t\t\t#endif\n\t\t}\n\n\t\tvec3 computeNormalFromDepth(const vec2 uv) {\n\t\t\tvec2 size = vec2(textureSize(tDepth, 0));\n\t\t\tivec2 p = ivec2(uv * size);\n\t\t\tfloat c0 = fetchDepth(p);\n\t\t\tfloat l2 = fetchDepth(p - ivec2(2, 0));\n\t\t\tfloat l1 = fetchDepth(p - ivec2(1, 0));\n\t\t\tfloat r1 = fetchDepth(p + ivec2(1, 0));\n\t\t\tfloat r2 = fetchDepth(p + ivec2(2, 0));\n\t\t\tfloat b2 = fetchDepth(p - ivec2(0, 2));\n\t\t\tfloat b1 = fetchDepth(p - ivec2(0, 1));\n\t\t\tfloat t1 = fetchDepth(p + ivec2(0, 1));\n\t\t\tfloat t2 = fetchDepth(p + ivec2(0, 2));\n\t\t\tfloat dl = abs((2.0 * l1 - l2) - c0);\n\t\t\tfloat dr = abs((2.0 * r1 - r2) - c0);\n\t\t\tfloat db = abs((2.0 * b1 - b2) - c0);\n\t\t\tfloat dt = abs((2.0 * t1 - t2) - c0);\n\t\t\tvec3 ce = getViewPosition(uv, c0).xyz;\n\t\t\tvec3 dpdx = (dl < dr) ? ce - getViewPosition((uv - vec2(1.0 / size.x, 0.0)), l1).xyz\n\t\t\t\t\t\t\t\t\t: -ce + getViewPosition((uv + vec2(1.0 / size.x, 0.0)), r1).xyz;\n\t\t\tvec3 dpdy = (db < dt) ? ce - getViewPosition((uv - vec2(0.0, 1.0 / size.y)), b1).xyz\n\t\t\t\t\t\t\t\t\t: -ce + getViewPosition((uv + vec2(0.0, 1.0 / size.y)), t1).xyz;\n\t\t\treturn normalize(cross(dpdx, dpdy));\n\t\t}\n\n\t\tvec3 getViewNormal(const vec2 uv) {\n\t\t#if NORMAL_VECTOR_TYPE == 2\n\t\t\treturn normalize(textureLod(tNormal, uv, 0.).rgb);\n\t\t#elif NORMAL_VECTOR_TYPE == 1\n\t\t\treturn unpackRGBToNormal(textureLod(tNormal, uv, 0.).rgb);\n\t\t#else\n\t\t\treturn computeNormalFromDepth(uv);\n\t\t#endif\n\t\t}\n\n\t\tvoid denoiseSample(in vec3 center, in vec3 viewNormal, in vec3 viewPos, in vec2 sampleUv, inout vec3 denoised, inout float totalWeight) {\n\t\t\tvec4 sampleTexel = textureLod(tDiffuse, sampleUv, 0.0);\n\t\t\tfloat sampleDepth = getDepth(sampleUv);\n\t\t\tvec3 sampleNormal = getViewNormal(sampleUv);\n\t\t\tvec3 neighborColor = sampleTexel.rgb;\n\t\t\tvec3 viewPosSample = getViewPosition(sampleUv, sampleDepth);\n\n\t\t\tfloat normalDiff = dot(viewNormal, sampleNormal);\n\t\t\tfloat normalSimilarity = pow(max(normalDiff, 0.), normalPhi);\n\t\t\tfloat lumaDiff = abs(getLuminance(neighborColor) - getLuminance(center));\n\t\t\tfloat lumaSimilarity = max(1.0 - lumaDiff / lumaPhi, 0.0);\n\t\t\tfloat depthDiff = abs(dot(viewPos - viewPosSample, viewNormal));\n\t\t\tfloat depthSimilarity = max(1. - depthDiff / depthPhi, 0.);\n\t\t\tfloat w = lumaSimilarity * depthSimilarity * normalSimilarity;\n\n\t\t\tdenoised += w * neighborColor;\n\t\t\ttotalWeight += w;\n\t\t}\n\n\t\tvoid main() {\n\t\t\tfloat depth = getDepth(vUv.xy);\n\t\t\tvec3 viewNormal = getViewNormal(vUv);\n\t\t\tif (depth == 1. || dot(viewNormal, viewNormal) == 0.) {\n\t\t\t\tdiscard;\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tvec4 texel = textureLod(tDiffuse, vUv, 0.0);\n\t\t\tvec3 center = texel.rgb;\n\t\t\tvec3 viewPos = getViewPosition(vUv, depth);\n\n\t\t\tvec2 noiseResolution = vec2(textureSize(tNoise, 0));\n\t\t\tvec2 noiseUv = vUv * resolution / noiseResolution;\n\t\t\tvec4 noiseTexel = textureLod(tNoise, noiseUv, 0.0);\n \t\tvec2 noiseVec = vec2(sin(noiseTexel[index % 4] * 2. * PI), cos(noiseTexel[index % 4] * 2. * PI));\n \t\tmat2 rotationMatrix = mat2(noiseVec.x, -noiseVec.y, noiseVec.x, noiseVec.y);\n\n\t\t\tfloat totalWeight = 1.0;\n\t\t\tvec3 denoised = texel.rgb;\n\t\t\tfor (int i = 0; i < SAMPLES; i++) {\n\t\t\t\tvec3 sampleDir = poissonDisk[i];\n\t\t\t\tvec2 offset = rotationMatrix * (sampleDir.xy * (1. + sampleDir.z * (radius - 1.)) / resolution);\n\t\t\t\tvec2 sampleUv = vUv + offset;\n\t\t\t\tdenoiseSample(center, viewNormal, viewPos, sampleUv, denoised, totalWeight);\n\t\t\t}\n\n\t\t\tif (totalWeight > 0.) {\n\t\t\t\tdenoised /= totalWeight;\n\t\t\t}\n\t\t\tgl_FragColor = FRAGMENT_OUTPUT;\n\t\t}`\n )\n};\nfunction Sh(i, e, t) {\n const n = jg(\n i,\n e,\n t\n );\n let s = \"vec3[SAMPLES](\";\n for (let r = 0; r < i; r++) {\n const a = n[r];\n s += `vec3(${a.x}, ${a.y}, ${a.z})${r < i - 1 ? \",\" : \")\"}`;\n }\n return s;\n}\nfunction jg(i, e, t) {\n const n = [];\n for (let s = 0; s < i; s++) {\n const r = 2 * Math.PI * e * s / i, a = Math.pow(s / (i - 1), t);\n n.push(new w(Math.cos(r), Math.sin(r), a));\n }\n return n;\n}\nclass qg {\n /**\n * Constructs a new simplex noise object.\n *\n * @param {Object} [r=Math] - A math utility class that holds a `random()` method. This makes it\n * possible to pass in custom random number generator.\n */\n constructor(e = Math) {\n this.grad3 = [\n [1, 1, 0],\n [-1, 1, 0],\n [1, -1, 0],\n [-1, -1, 0],\n [1, 0, 1],\n [-1, 0, 1],\n [1, 0, -1],\n [-1, 0, -1],\n [0, 1, 1],\n [0, -1, 1],\n [0, 1, -1],\n [0, -1, -1]\n ], this.grad4 = [\n [0, 1, 1, 1],\n [0, 1, 1, -1],\n [0, 1, -1, 1],\n [0, 1, -1, -1],\n [0, -1, 1, 1],\n [0, -1, 1, -1],\n [0, -1, -1, 1],\n [0, -1, -1, -1],\n [1, 0, 1, 1],\n [1, 0, 1, -1],\n [1, 0, -1, 1],\n [1, 0, -1, -1],\n [-1, 0, 1, 1],\n [-1, 0, 1, -1],\n [-1, 0, -1, 1],\n [-1, 0, -1, -1],\n [1, 1, 0, 1],\n [1, 1, 0, -1],\n [1, -1, 0, 1],\n [1, -1, 0, -1],\n [-1, 1, 0, 1],\n [-1, 1, 0, -1],\n [-1, -1, 0, 1],\n [-1, -1, 0, -1],\n [1, 1, 1, 0],\n [1, 1, -1, 0],\n [1, -1, 1, 0],\n [1, -1, -1, 0],\n [-1, 1, 1, 0],\n [-1, 1, -1, 0],\n [-1, -1, 1, 0],\n [-1, -1, -1, 0]\n ], this.p = [];\n for (let t = 0; t < 256; t++)\n this.p[t] = Math.floor(e.random() * 256);\n this.perm = [];\n for (let t = 0; t < 512; t++)\n this.perm[t] = this.p[t & 255];\n this.simplex = [\n [0, 1, 2, 3],\n [0, 1, 3, 2],\n [0, 0, 0, 0],\n [0, 2, 3, 1],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [1, 2, 3, 0],\n [0, 2, 1, 3],\n [0, 0, 0, 0],\n [0, 3, 1, 2],\n [0, 3, 2, 1],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [1, 3, 2, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [1, 2, 0, 3],\n [0, 0, 0, 0],\n [1, 3, 0, 2],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [2, 3, 0, 1],\n [2, 3, 1, 0],\n [1, 0, 2, 3],\n [1, 0, 3, 2],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [2, 0, 3, 1],\n [0, 0, 0, 0],\n [2, 1, 3, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [2, 0, 1, 3],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [3, 0, 1, 2],\n [3, 0, 2, 1],\n [0, 0, 0, 0],\n [3, 1, 2, 0],\n [2, 1, 0, 3],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [3, 1, 0, 2],\n [0, 0, 0, 0],\n [3, 2, 0, 1],\n [3, 2, 1, 0]\n ];\n }\n /**\n * A 2D simplex noise method.\n *\n * @param {number} xin - The x coordinate.\n * @param {number} yin - The y coordinate.\n * @return {number} The noise value.\n */\n noise(e, t) {\n let n, s, r;\n const a = 0.5 * (Math.sqrt(3) - 1), o = (e + t) * a, l = Math.floor(e + o), c = Math.floor(t + o), h = (3 - Math.sqrt(3)) / 6, u = (l + c) * h, d = l - u, p = c - u, g = e - d, x = t - p;\n let m, f;\n g > x ? (m = 1, f = 0) : (m = 0, f = 1);\n const y = g - m + h, v = x - f + h, T = g - 1 + 2 * h, R = x - 1 + 2 * h, E = l & 255, P = c & 255, I = this.perm[E + this.perm[P]] % 12, S = this.perm[E + m + this.perm[P + f]] % 12, M = this.perm[E + 1 + this.perm[P + 1]] % 12;\n let C = 0.5 - g * g - x * x;\n C < 0 ? n = 0 : (C *= C, n = C * C * this._dot(this.grad3[I], g, x));\n let U = 0.5 - y * y - v * v;\n U < 0 ? s = 0 : (U *= U, s = U * U * this._dot(this.grad3[S], y, v));\n let B = 0.5 - T * T - R * R;\n return B < 0 ? r = 0 : (B *= B, r = B * B * this._dot(this.grad3[M], T, R)), 70 * (n + s + r);\n }\n /**\n * A 3D simplex noise method.\n *\n * @param {number} xin - The x coordinate.\n * @param {number} yin - The y coordinate.\n * @param {number} zin - The z coordinate.\n * @return {number} The noise value.\n */\n noise3d(e, t, n) {\n let s, r, a, o;\n const c = (e + t + n) * 0.3333333333333333, h = Math.floor(e + c), u = Math.floor(t + c), d = Math.floor(n + c), p = 1 / 6, g = (h + u + d) * p, x = h - g, m = u - g, f = d - g, y = e - x, v = t - m, T = n - f;\n let R, E, P, I, S, M;\n y >= v ? v >= T ? (R = 1, E = 0, P = 0, I = 1, S = 1, M = 0) : y >= T ? (R = 1, E = 0, P = 0, I = 1, S = 0, M = 1) : (R = 0, E = 0, P = 1, I = 1, S = 0, M = 1) : v < T ? (R = 0, E = 0, P = 1, I = 0, S = 1, M = 1) : y < T ? (R = 0, E = 1, P = 0, I = 0, S = 1, M = 1) : (R = 0, E = 1, P = 0, I = 1, S = 1, M = 0);\n const C = y - R + p, U = v - E + p, B = T - P + p, z = y - I + 2 * p, W = v - S + 2 * p, k = T - M + 2 * p, ee = y - 1 + 3 * p, X = v - 1 + 3 * p, $ = T - 1 + 3 * p, Q = h & 255, ge = u & 255, we = d & 255, Oe = this.perm[Q + this.perm[ge + this.perm[we]]] % 12, Ke = this.perm[Q + R + this.perm[ge + E + this.perm[we + P]]] % 12, $e = this.perm[Q + I + this.perm[ge + S + this.perm[we + M]]] % 12, j = this.perm[Q + 1 + this.perm[ge + 1 + this.perm[we + 1]]] % 12;\n let Y = 0.6 - y * y - v * v - T * T;\n Y < 0 ? s = 0 : (Y *= Y, s = Y * Y * this._dot3(this.grad3[Oe], y, v, T));\n let ue = 0.6 - C * C - U * U - B * B;\n ue < 0 ? r = 0 : (ue *= ue, r = ue * ue * this._dot3(this.grad3[Ke], C, U, B));\n let Ce = 0.6 - z * z - W * W - k * k;\n Ce < 0 ? a = 0 : (Ce *= Ce, a = Ce * Ce * this._dot3(this.grad3[$e], z, W, k));\n let me = 0.6 - ee * ee - X * X - $ * $;\n return me < 0 ? o = 0 : (me *= me, o = me * me * this._dot3(this.grad3[j], ee, X, $)), 32 * (s + r + a + o);\n }\n /**\n * A 4D simplex noise method.\n *\n * @param {number} x - The x coordinate.\n * @param {number} y - The y coordinate.\n * @param {number} z - The z coordinate.\n * @param {number} w - The w coordinate.\n * @return {number} The noise value.\n */\n noise4d(e, t, n, s) {\n const r = this.grad4, a = this.simplex, o = this.perm, l = (Math.sqrt(5) - 1) / 4, c = (5 - Math.sqrt(5)) / 20;\n let h, u, d, p, g;\n const x = (e + t + n + s) * l, m = Math.floor(e + x), f = Math.floor(t + x), y = Math.floor(n + x), v = Math.floor(s + x), T = (m + f + y + v) * c, R = m - T, E = f - T, P = y - T, I = v - T, S = e - R, M = t - E, C = n - P, U = s - I, B = S > M ? 32 : 0, z = S > C ? 16 : 0, W = M > C ? 8 : 0, k = S > U ? 4 : 0, ee = M > U ? 2 : 0, X = C > U ? 1 : 0, $ = B + z + W + k + ee + X, Q = a[$][0] >= 3 ? 1 : 0, ge = a[$][1] >= 3 ? 1 : 0, we = a[$][2] >= 3 ? 1 : 0, Oe = a[$][3] >= 3 ? 1 : 0, Ke = a[$][0] >= 2 ? 1 : 0, $e = a[$][1] >= 2 ? 1 : 0, j = a[$][2] >= 2 ? 1 : 0, Y = a[$][3] >= 2 ? 1 : 0, ue = a[$][0] >= 1 ? 1 : 0, Ce = a[$][1] >= 1 ? 1 : 0, me = a[$][2] >= 1 ? 1 : 0, We = a[$][3] >= 1 ? 1 : 0, _t = S - Q + c, Be = M - ge + c, it = C - we + c, D = U - Oe + c, ke = S - Ke + 2 * c, Ve = M - $e + 2 * c, Qe = C - j + 2 * c, pe = U - Y + 2 * c, lt = S - ue + 3 * c, ye = M - Ce + 3 * c, Ie = C - me + 3 * c, A = U - We + 3 * c, _ = S - 1 + 4 * c, O = M - 1 + 4 * c, q = C - 1 + 4 * c, Z = U - 1 + 4 * c, H = m & 255, xe = f & 255, re = y & 255, be = v & 255, Me = o[H + o[xe + o[re + o[be]]]] % 32, J = o[H + Q + o[xe + ge + o[re + we + o[be + Oe]]]] % 32, ie = o[H + Ke + o[xe + $e + o[re + j + o[be + Y]]]] % 32, De = o[H + ue + o[xe + Ce + o[re + me + o[be + We]]]] % 32, Ae = o[H + 1 + o[xe + 1 + o[re + 1 + o[be + 1]]]] % 32;\n let he = 0.6 - S * S - M * M - C * C - U * U;\n he < 0 ? h = 0 : (he *= he, h = he * he * this._dot4(r[Me], S, M, C, U));\n let Re = 0.6 - _t * _t - Be * Be - it * it - D * D;\n Re < 0 ? u = 0 : (Re *= Re, u = Re * Re * this._dot4(r[J], _t, Be, it, D));\n let L = 0.6 - ke * ke - Ve * Ve - Qe * Qe - pe * pe;\n L < 0 ? d = 0 : (L *= L, d = L * L * this._dot4(r[ie], ke, Ve, Qe, pe));\n let ae = 0.6 - lt * lt - ye * ye - Ie * Ie - A * A;\n ae < 0 ? p = 0 : (ae *= ae, p = ae * ae * this._dot4(r[De], lt, ye, Ie, A));\n let ne = 0.6 - _ * _ - O * O - q * q - Z * Z;\n return ne < 0 ? g = 0 : (ne *= ne, g = ne * ne * this._dot4(r[Ae], _, O, q, Z)), 27 * (h + u + d + p + g);\n }\n // private\n _dot(e, t, n) {\n return e[0] * t + e[1] * n;\n }\n _dot3(e, t, n, s) {\n return e[0] * t + e[1] * n + e[2] * s;\n }\n _dot4(e, t, n, s, r) {\n return e[0] * t + e[1] * n + e[2] * s + e[3] * r;\n }\n}\nclass ln extends ti {\n /**\n * Constructs a new GTAO pass.\n *\n * @param {Scene} scene - The scene to compute the AO for.\n * @param {Camera} camera - The camera.\n * @param {number} [width=512] - The width of the effect.\n * @param {number} [height=512] - The height of the effect.\n * @param {Object} [parameters] - The pass parameters.\n * @param {Object} [aoParameters] - The AO parameters.\n * @param {Object} [pdParameters] - The denoise parameters.\n */\n constructor(e, t, n = 512, s = 512, r, a, o) {\n super(), this.width = n, this.height = s, this.clear = !0, this.camera = t, this.scene = e, this.output = 0, this._renderGBuffer = !0, this._visibilityCache = [], this.blendIntensity = 1, this.pdRings = 2, this.pdRadiusExponent = 2, this.pdSamples = 16, this.gtaoNoiseTexture = Wg(), this.pdNoiseTexture = this._generateNoise(), this.gtaoRenderTarget = new St(this.width, this.height, { type: xt }), this.pdRenderTarget = this.gtaoRenderTarget.clone(), this.gtaoMaterial = new ht({\n defines: Object.assign({}, ar.defines),\n uniforms: dn.clone(ar.uniforms),\n vertexShader: ar.vertexShader,\n fragmentShader: ar.fragmentShader,\n blending: Mt,\n depthTest: !1,\n depthWrite: !1\n }), this.gtaoMaterial.defines.PERSPECTIVE_CAMERA = this.camera.isPerspectiveCamera ? 1 : 0, this.gtaoMaterial.uniforms.tNoise.value = this.gtaoNoiseTexture, this.gtaoMaterial.uniforms.resolution.value.set(this.width, this.height), this.gtaoMaterial.uniforms.cameraNear.value = this.camera.near, this.gtaoMaterial.uniforms.cameraFar.value = this.camera.far, this.normalMaterial = new md(), this.normalMaterial.blending = Mt, this.pdMaterial = new ht({\n defines: Object.assign({}, lr.defines),\n uniforms: dn.clone(lr.uniforms),\n vertexShader: lr.vertexShader,\n fragmentShader: lr.fragmentShader,\n depthTest: !1,\n depthWrite: !1\n }), this.pdMaterial.uniforms.tDiffuse.value = this.gtaoRenderTarget.texture, this.pdMaterial.uniforms.tNoise.value = this.pdNoiseTexture, this.pdMaterial.uniforms.resolution.value.set(this.width, this.height), this.pdMaterial.uniforms.lumaPhi.value = 10, this.pdMaterial.uniforms.depthPhi.value = 2, this.pdMaterial.uniforms.normalPhi.value = 3, this.pdMaterial.uniforms.radius.value = 8, this.depthRenderMaterial = new ht({\n defines: Object.assign({}, or.defines),\n uniforms: dn.clone(or.uniforms),\n vertexShader: or.vertexShader,\n fragmentShader: or.fragmentShader,\n blending: Mt\n }), this.depthRenderMaterial.uniforms.cameraNear.value = this.camera.near, this.depthRenderMaterial.uniforms.cameraFar.value = this.camera.far, this.copyMaterial = new ht({\n uniforms: dn.clone(Qn.uniforms),\n vertexShader: Qn.vertexShader,\n fragmentShader: Qn.fragmentShader,\n transparent: !0,\n depthTest: !1,\n depthWrite: !1,\n blendSrc: Ea,\n blendDst: ps,\n blendEquation: cn,\n blendSrcAlpha: Ta,\n blendDstAlpha: ps,\n blendEquationAlpha: cn\n }), this.blendMaterial = new ht({\n uniforms: dn.clone(ga.uniforms),\n vertexShader: ga.vertexShader,\n fragmentShader: ga.fragmentShader,\n transparent: !0,\n depthTest: !1,\n depthWrite: !1,\n blending: Ic,\n blendSrc: Ea,\n blendDst: ps,\n blendEquation: cn,\n blendSrcAlpha: Ta,\n blendDstAlpha: ps,\n blendEquationAlpha: cn\n }), this._fsQuad = new Ps(null), this._originalClearColor = new Se(), this.setGBuffer(r ? r.depthTexture : void 0, r ? r.normalTexture : void 0), a !== void 0 && this.updateGtaoMaterial(a), o !== void 0 && this.updatePdMaterial(o);\n }\n /**\n * Sets the size of the pass.\n *\n * @param {number} width - The width to set.\n * @param {number} height - The height to set.\n */\n setSize(e, t) {\n this.width = e, this.height = t, this.gtaoRenderTarget.setSize(e, t), this.normalRenderTarget.setSize(e, t), this.pdRenderTarget.setSize(e, t), this.gtaoMaterial.uniforms.resolution.value.set(e, t), this.gtaoMaterial.uniforms.cameraProjectionMatrix.value.copy(this.camera.projectionMatrix), this.gtaoMaterial.uniforms.cameraProjectionMatrixInverse.value.copy(this.camera.projectionMatrixInverse), this.pdMaterial.uniforms.resolution.value.set(e, t), this.pdMaterial.uniforms.cameraProjectionMatrixInverse.value.copy(this.camera.projectionMatrixInverse);\n }\n /**\n * Frees the GPU-related resources allocated by this instance. Call this\n * method whenever the pass is no longer used in your app.\n */\n dispose() {\n this.gtaoNoiseTexture.dispose(), this.pdNoiseTexture.dispose(), this.normalRenderTarget.dispose(), this.gtaoRenderTarget.dispose(), this.pdRenderTarget.dispose(), this.normalMaterial.dispose(), this.pdMaterial.dispose(), this.copyMaterial.dispose(), this.depthRenderMaterial.dispose(), this._fsQuad.dispose();\n }\n /**\n * A texture holding the computed AO.\n *\n * @type {Texture}\n * @readonly\n */\n get gtaoMap() {\n return this.pdRenderTarget.texture;\n }\n /**\n * Configures the GBuffer of this pass. If no arguments are passed,\n * the pass creates an internal render target for holding depth\n * and normal data.\n *\n * @param {DepthTexture} [depthTexture] - The depth texture.\n * @param {DepthTexture} [normalTexture] - The normal texture.\n */\n setGBuffer(e, t) {\n e !== void 0 ? (this.depthTexture = e, this.normalTexture = t, this._renderGBuffer = !1) : (this.depthTexture = new Vo(), this.depthTexture.format = Xi, this.depthTexture.type = Wi, this.normalRenderTarget = new St(this.width, this.height, {\n minFilter: Dt,\n magFilter: Dt,\n type: xt,\n depthTexture: this.depthTexture\n }), this.normalTexture = this.normalRenderTarget.texture, this._renderGBuffer = !0);\n const n = this.normalTexture ? 1 : 0, s = this.depthTexture === this.normalTexture ? \"w\" : \"x\";\n this.gtaoMaterial.defines.NORMAL_VECTOR_TYPE = n, this.gtaoMaterial.defines.DEPTH_SWIZZLING = s, this.gtaoMaterial.uniforms.tNormal.value = this.normalTexture, this.gtaoMaterial.uniforms.tDepth.value = this.depthTexture, this.pdMaterial.defines.NORMAL_VECTOR_TYPE = n, this.pdMaterial.defines.DEPTH_SWIZZLING = s, this.pdMaterial.uniforms.tNormal.value = this.normalTexture, this.pdMaterial.uniforms.tDepth.value = this.depthTexture, this.depthRenderMaterial.uniforms.tDepth.value = this.normalRenderTarget.depthTexture;\n }\n /**\n * Configures the clip box of the GTAO shader with the given AABB.\n *\n * @param {?Box3} box - The AABB enclosing the scene that should receive AO. When passing\n * `null`, to clip box is used.\n */\n setSceneClipBox(e) {\n e ? (this.gtaoMaterial.needsUpdate = this.gtaoMaterial.defines.SCENE_CLIP_BOX !== 1, this.gtaoMaterial.defines.SCENE_CLIP_BOX = 1, this.gtaoMaterial.uniforms.sceneBoxMin.value.copy(e.min), this.gtaoMaterial.uniforms.sceneBoxMax.value.copy(e.max)) : (this.gtaoMaterial.needsUpdate = this.gtaoMaterial.defines.SCENE_CLIP_BOX === 0, this.gtaoMaterial.defines.SCENE_CLIP_BOX = 0);\n }\n /**\n * Updates the GTAO material from the given parameter object.\n *\n * @param {Object} parameters - The GTAO material parameters.\n */\n updateGtaoMaterial(e) {\n e.radius !== void 0 && (this.gtaoMaterial.uniforms.radius.value = e.radius), e.distanceExponent !== void 0 && (this.gtaoMaterial.uniforms.distanceExponent.value = e.distanceExponent), e.thickness !== void 0 && (this.gtaoMaterial.uniforms.thickness.value = e.thickness), e.distanceFallOff !== void 0 && (this.gtaoMaterial.uniforms.distanceFallOff.value = e.distanceFallOff, this.gtaoMaterial.needsUpdate = !0), e.scale !== void 0 && (this.gtaoMaterial.uniforms.scale.value = e.scale), e.samples !== void 0 && e.samples !== this.gtaoMaterial.defines.SAMPLES && (this.gtaoMaterial.defines.SAMPLES = e.samples, this.gtaoMaterial.needsUpdate = !0), e.screenSpaceRadius !== void 0 && (e.screenSpaceRadius ? 1 : 0) !== this.gtaoMaterial.defines.SCREEN_SPACE_RADIUS && (this.gtaoMaterial.defines.SCREEN_SPACE_RADIUS = e.screenSpaceRadius ? 1 : 0, this.gtaoMaterial.needsUpdate = !0);\n }\n /**\n * Updates the Denoise material from the given parameter object.\n *\n * @param {Object} parameters - The denoise parameters.\n */\n updatePdMaterial(e) {\n let t = !1;\n e.lumaPhi !== void 0 && (this.pdMaterial.uniforms.lumaPhi.value = e.lumaPhi), e.depthPhi !== void 0 && (this.pdMaterial.uniforms.depthPhi.value = e.depthPhi), e.normalPhi !== void 0 && (this.pdMaterial.uniforms.normalPhi.value = e.normalPhi), e.radius !== void 0 && e.radius !== this.radius && (this.pdMaterial.uniforms.radius.value = e.radius), e.radiusExponent !== void 0 && e.radiusExponent !== this.pdRadiusExponent && (this.pdRadiusExponent = e.radiusExponent, t = !0), e.rings !== void 0 && e.rings !== this.pdRings && (this.pdRings = e.rings, t = !0), e.samples !== void 0 && e.samples !== this.pdSamples && (this.pdSamples = e.samples, t = !0), t && (this.pdMaterial.defines.SAMPLES = this.pdSamples, this.pdMaterial.defines.SAMPLE_VECTORS = Sh(this.pdSamples, this.pdRings, this.pdRadiusExponent), this.pdMaterial.needsUpdate = !0);\n }\n /**\n * Performs the GTAO pass.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering\n * destination for the pass.\n * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the\n * previous pass from this buffer.\n * @param {number} deltaTime - The delta time in seconds.\n * @param {boolean} maskActive - Whether masking is active or not.\n */\n render(e, t, n) {\n switch (this._renderGBuffer && (this._overrideVisibility(), this._renderOverride(e, this.normalMaterial, this.normalRenderTarget, 7829503, 1), this._restoreVisibility()), this.gtaoMaterial.uniforms.cameraNear.value = this.camera.near, this.gtaoMaterial.uniforms.cameraFar.value = this.camera.far, this.gtaoMaterial.uniforms.cameraProjectionMatrix.value.copy(this.camera.projectionMatrix), this.gtaoMaterial.uniforms.cameraProjectionMatrixInverse.value.copy(this.camera.projectionMatrixInverse), this.gtaoMaterial.uniforms.cameraWorldMatrix.value.copy(this.camera.matrixWorld), this._renderPass(e, this.gtaoMaterial, this.gtaoRenderTarget, 16777215, 1), this.pdMaterial.uniforms.cameraProjectionMatrixInverse.value.copy(this.camera.projectionMatrixInverse), this._renderPass(e, this.pdMaterial, this.pdRenderTarget, 16777215, 1), this.output) {\n case ln.OUTPUT.Off:\n break;\n case ln.OUTPUT.Diffuse:\n this.copyMaterial.uniforms.tDiffuse.value = n.texture, this.copyMaterial.blending = Mt, this._renderPass(e, this.copyMaterial, this.renderToScreen ? null : t);\n break;\n case ln.OUTPUT.AO:\n this.copyMaterial.uniforms.tDiffuse.value = this.gtaoRenderTarget.texture, this.copyMaterial.blending = Mt, this._renderPass(e, this.copyMaterial, this.renderToScreen ? null : t);\n break;\n case ln.OUTPUT.Denoise:\n this.copyMaterial.uniforms.tDiffuse.value = this.pdRenderTarget.texture, this.copyMaterial.blending = Mt, this._renderPass(e, this.copyMaterial, this.renderToScreen ? null : t);\n break;\n case ln.OUTPUT.Depth:\n this.depthRenderMaterial.uniforms.cameraNear.value = this.camera.near, this.depthRenderMaterial.uniforms.cameraFar.value = this.camera.far, this._renderPass(e, this.depthRenderMaterial, this.renderToScreen ? null : t);\n break;\n case ln.OUTPUT.Normal:\n this.copyMaterial.uniforms.tDiffuse.value = this.normalRenderTarget.texture, this.copyMaterial.blending = Mt, this._renderPass(e, this.copyMaterial, this.renderToScreen ? null : t);\n break;\n case ln.OUTPUT.Default:\n this.copyMaterial.uniforms.tDiffuse.value = n.texture, this.copyMaterial.blending = Mt, this._renderPass(e, this.copyMaterial, this.renderToScreen ? null : t), this.blendMaterial.uniforms.intensity.value = this.blendIntensity, this.blendMaterial.uniforms.tDiffuse.value = this.pdRenderTarget.texture, this._renderPass(e, this.blendMaterial, this.renderToScreen ? null : t);\n break;\n default:\n console.warn(\"THREE.GTAOPass: Unknown output type.\");\n }\n }\n // internals\n _renderPass(e, t, n, s, r) {\n e.getClearColor(this._originalClearColor);\n const a = e.getClearAlpha(), o = e.autoClear;\n e.setRenderTarget(n), e.autoClear = !1, s != null && (e.setClearColor(s), e.setClearAlpha(r || 0), e.clear()), this._fsQuad.material = t, this._fsQuad.render(e), e.autoClear = o, e.setClearColor(this._originalClearColor), e.setClearAlpha(a);\n }\n _renderOverride(e, t, n, s, r) {\n e.getClearColor(this._originalClearColor);\n const a = e.getClearAlpha(), o = e.autoClear;\n e.setRenderTarget(n), e.autoClear = !1, s = t.clearColor || s, r = t.clearAlpha || r, s != null && (e.setClearColor(s), e.setClearAlpha(r || 0), e.clear()), this.scene.overrideMaterial = t, e.render(this.scene, this.camera), this.scene.overrideMaterial = null, e.autoClear = o, e.setClearColor(this._originalClearColor), e.setClearAlpha(a);\n }\n _overrideVisibility() {\n const e = this.scene, t = this._visibilityCache;\n e.traverse(function(n) {\n (n.isPoints || n.isLine || n.isLine2) && n.visible && (n.visible = !1, t.push(n));\n });\n }\n _restoreVisibility() {\n const e = this._visibilityCache;\n for (let t = 0; t < e.length; t++)\n e[t].visible = !0;\n e.length = 0;\n }\n _generateNoise(e = 64) {\n const t = new qg(), n = e * e * 4, s = new Uint8Array(n);\n for (let a = 0; a < e; a++)\n for (let o = 0; o < e; o++) {\n const l = a, c = o;\n s[(a * e + o) * 4] = (t.noise(l, c) * 0.5 + 0.5) * 255, s[(a * e + o) * 4 + 1] = (t.noise(l + e, c) * 0.5 + 0.5) * 255, s[(a * e + o) * 4 + 2] = (t.noise(l, c + e) * 0.5 + 0.5) * 255, s[(a * e + o) * 4 + 3] = (t.noise(l + e, c + e) * 0.5 + 0.5) * 255;\n }\n const r = new Qi(s, e, e, Zt, mn);\n return r.wrapS = wn, r.wrapT = wn, r.needsUpdate = !0, r;\n }\n}\nln.OUTPUT = {\n Off: -1,\n Default: 0,\n Diffuse: 1,\n Depth: 2,\n Normal: 3,\n AO: 4,\n Denoise: 5\n};\nconst Yg = {\n uniforms: {\n tDiffuse: { value: null },\n luminosityThreshold: { value: 1 },\n smoothWidth: { value: 1 },\n defaultColor: { value: new Se(0) },\n defaultOpacity: { value: 0 }\n },\n vertexShader: (\n /* glsl */\n `\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}`\n ),\n fragmentShader: (\n /* glsl */\n `\n\n\t\tuniform sampler2D tDiffuse;\n\t\tuniform vec3 defaultColor;\n\t\tuniform float defaultOpacity;\n\t\tuniform float luminosityThreshold;\n\t\tuniform float smoothWidth;\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvec4 texel = texture2D( tDiffuse, vUv );\n\n\t\t\tfloat v = luminance( texel.xyz );\n\n\t\t\tvec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );\n\n\t\t\tfloat alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );\n\n\t\t\tgl_FragColor = mix( outputColor, texel, alpha );\n\n\t\t}`\n )\n};\nclass $i extends ti {\n /**\n * Constructs a new Unreal Bloom pass.\n *\n * @param {Vector2} [resolution] - The effect's resolution.\n * @param {number} [strength=1] - The Bloom strength.\n * @param {number} radius - The Bloom radius.\n * @param {number} threshold - The luminance threshold limits which bright areas contribute to the Bloom effect.\n */\n constructor(e, t = 1, n, s) {\n super(), this.strength = t, this.radius = n, this.threshold = s, this.resolution = e !== void 0 ? new le(e.x, e.y) : new le(256, 256), this.clearColor = new Se(0, 0, 0), this.needsSwap = !1, this.renderTargetsHorizontal = [], this.renderTargetsVertical = [], this.nMips = 5;\n let r = Math.round(this.resolution.x / 2), a = Math.round(this.resolution.y / 2);\n this.renderTargetBright = new St(r, a, { type: xt }), this.renderTargetBright.texture.name = \"UnrealBloomPass.bright\", this.renderTargetBright.texture.generateMipmaps = !1;\n for (let h = 0; h < this.nMips; h++) {\n const u = new St(r, a, { type: xt });\n u.texture.name = \"UnrealBloomPass.h\" + h, u.texture.generateMipmaps = !1, this.renderTargetsHorizontal.push(u);\n const d = new St(r, a, { type: xt });\n d.texture.name = \"UnrealBloomPass.v\" + h, d.texture.generateMipmaps = !1, this.renderTargetsVertical.push(d), r = Math.round(r / 2), a = Math.round(a / 2);\n }\n const o = Yg;\n this.highPassUniforms = dn.clone(o.uniforms), this.highPassUniforms.luminosityThreshold.value = s, this.highPassUniforms.smoothWidth.value = 0.01, this.materialHighPassFilter = new ht({\n uniforms: this.highPassUniforms,\n vertexShader: o.vertexShader,\n fragmentShader: o.fragmentShader\n }), this.separableBlurMaterials = [];\n const l = [6, 10, 14, 18, 22];\n r = Math.round(this.resolution.x / 2), a = Math.round(this.resolution.y / 2);\n for (let h = 0; h < this.nMips; h++)\n this.separableBlurMaterials.push(this._getSeparableBlurMaterial(l[h])), this.separableBlurMaterials[h].uniforms.invSize.value = new le(1 / r, 1 / a), r = Math.round(r / 2), a = Math.round(a / 2);\n this.compositeMaterial = this._getCompositeMaterial(this.nMips), this.compositeMaterial.uniforms.blurTexture1.value = this.renderTargetsVertical[0].texture, this.compositeMaterial.uniforms.blurTexture2.value = this.renderTargetsVertical[1].texture, this.compositeMaterial.uniforms.blurTexture3.value = this.renderTargetsVertical[2].texture, this.compositeMaterial.uniforms.blurTexture4.value = this.renderTargetsVertical[3].texture, this.compositeMaterial.uniforms.blurTexture5.value = this.renderTargetsVertical[4].texture, this.compositeMaterial.uniforms.bloomStrength.value = t, this.compositeMaterial.uniforms.bloomRadius.value = 0.1;\n const c = [1, 0.8, 0.6, 0.4, 0.2];\n this.compositeMaterial.uniforms.bloomFactors.value = c, this.bloomTintColors = [new w(1, 1, 1), new w(1, 1, 1), new w(1, 1, 1), new w(1, 1, 1), new w(1, 1, 1)], this.compositeMaterial.uniforms.bloomTintColors.value = this.bloomTintColors, this.copyUniforms = dn.clone(Qn.uniforms), this.blendMaterial = new ht({\n uniforms: this.copyUniforms,\n vertexShader: Qn.vertexShader,\n fragmentShader: Qn.fragmentShader,\n blending: _r,\n depthTest: !1,\n depthWrite: !1,\n transparent: !0\n }), this._oldClearColor = new Se(), this._oldClearAlpha = 1, this._basic = new Bt(), this._fsQuad = new Ps(null);\n }\n /**\n * Frees the GPU-related resources allocated by this instance. Call this\n * method whenever the pass is no longer used in your app.\n */\n dispose() {\n for (let e = 0; e < this.renderTargetsHorizontal.length; e++)\n this.renderTargetsHorizontal[e].dispose();\n for (let e = 0; e < this.renderTargetsVertical.length; e++)\n this.renderTargetsVertical[e].dispose();\n this.renderTargetBright.dispose();\n for (let e = 0; e < this.separableBlurMaterials.length; e++)\n this.separableBlurMaterials[e].dispose();\n this.compositeMaterial.dispose(), this.blendMaterial.dispose(), this._basic.dispose(), this._fsQuad.dispose();\n }\n /**\n * Sets the size of the pass.\n *\n * @param {number} width - The width to set.\n * @param {number} height - The height to set.\n */\n setSize(e, t) {\n let n = Math.round(e / 2), s = Math.round(t / 2);\n this.renderTargetBright.setSize(n, s);\n for (let r = 0; r < this.nMips; r++)\n this.renderTargetsHorizontal[r].setSize(n, s), this.renderTargetsVertical[r].setSize(n, s), this.separableBlurMaterials[r].uniforms.invSize.value = new le(1 / n, 1 / s), n = Math.round(n / 2), s = Math.round(s / 2);\n }\n /**\n * Performs the Bloom pass.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering\n * destination for the pass.\n * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the\n * previous pass from this buffer.\n * @param {number} deltaTime - The delta time in seconds.\n * @param {boolean} maskActive - Whether masking is active or not.\n */\n render(e, t, n, s, r) {\n e.getClearColor(this._oldClearColor), this._oldClearAlpha = e.getClearAlpha();\n const a = e.autoClear;\n e.autoClear = !1, e.setClearColor(this.clearColor, 0), r && e.state.buffers.stencil.setTest(!1), this.renderToScreen && (this._fsQuad.material = this._basic, this._basic.map = n.texture, e.setRenderTarget(null), e.clear(), this._fsQuad.render(e)), this.highPassUniforms.tDiffuse.value = n.texture, this.highPassUniforms.luminosityThreshold.value = this.threshold, this._fsQuad.material = this.materialHighPassFilter, e.setRenderTarget(this.renderTargetBright), e.clear(), this._fsQuad.render(e);\n let o = this.renderTargetBright;\n for (let l = 0; l < this.nMips; l++)\n this._fsQuad.material = this.separableBlurMaterials[l], this.separableBlurMaterials[l].uniforms.colorTexture.value = o.texture, this.separableBlurMaterials[l].uniforms.direction.value = $i.BlurDirectionX, e.setRenderTarget(this.renderTargetsHorizontal[l]), e.clear(), this._fsQuad.render(e), this.separableBlurMaterials[l].uniforms.colorTexture.value = this.renderTargetsHorizontal[l].texture, this.separableBlurMaterials[l].uniforms.direction.value = $i.BlurDirectionY, e.setRenderTarget(this.renderTargetsVertical[l]), e.clear(), this._fsQuad.render(e), o = this.renderTargetsVertical[l];\n this._fsQuad.material = this.compositeMaterial, this.compositeMaterial.uniforms.bloomStrength.value = this.strength, this.compositeMaterial.uniforms.bloomRadius.value = this.radius, this.compositeMaterial.uniforms.bloomTintColors.value = this.bloomTintColors, e.setRenderTarget(this.renderTargetsHorizontal[0]), e.clear(), this._fsQuad.render(e), this._fsQuad.material = this.blendMaterial, this.copyUniforms.tDiffuse.value = this.renderTargetsHorizontal[0].texture, r && e.state.buffers.stencil.setTest(!0), this.renderToScreen ? (e.setRenderTarget(null), this._fsQuad.render(e)) : (e.setRenderTarget(n), this._fsQuad.render(e)), e.setClearColor(this._oldClearColor, this._oldClearAlpha), e.autoClear = a;\n }\n // internals\n _getSeparableBlurMaterial(e) {\n const t = [], n = e / 3;\n for (let s = 0; s < e; s++)\n t.push(0.39894 * Math.exp(-0.5 * s * s / (n * n)) / n);\n return new ht({\n defines: {\n KERNEL_RADIUS: e\n },\n uniforms: {\n colorTexture: { value: null },\n invSize: { value: new le(0.5, 0.5) },\n // inverse texture size\n direction: { value: new le(0.5, 0.5) },\n gaussianCoefficients: { value: t }\n // precomputed Gaussian coefficients\n },\n vertexShader: `varying vec2 vUv;\n\t\t\t\tvoid main() {\n\t\t\t\t\tvUv = uv;\n\t\t\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t\t\t}`,\n fragmentShader: `#include \n\t\t\t\tvarying vec2 vUv;\n\t\t\t\tuniform sampler2D colorTexture;\n\t\t\t\tuniform vec2 invSize;\n\t\t\t\tuniform vec2 direction;\n\t\t\t\tuniform float gaussianCoefficients[KERNEL_RADIUS];\n\n\t\t\t\tvoid main() {\n\t\t\t\t\tfloat weightSum = gaussianCoefficients[0];\n\t\t\t\t\tvec3 diffuseSum = texture2D( colorTexture, vUv ).rgb * weightSum;\n\t\t\t\t\tfor( int i = 1; i < KERNEL_RADIUS; i ++ ) {\n\t\t\t\t\t\tfloat x = float(i);\n\t\t\t\t\t\tfloat w = gaussianCoefficients[i];\n\t\t\t\t\t\tvec2 uvOffset = direction * invSize * x;\n\t\t\t\t\t\tvec3 sample1 = texture2D( colorTexture, vUv + uvOffset ).rgb;\n\t\t\t\t\t\tvec3 sample2 = texture2D( colorTexture, vUv - uvOffset ).rgb;\n\t\t\t\t\t\tdiffuseSum += ( sample1 + sample2 ) * w;\n\t\t\t\t\t}\n\t\t\t\t\tgl_FragColor = vec4( diffuseSum, 1.0 );\n\t\t\t\t}`\n });\n }\n _getCompositeMaterial(e) {\n return new ht({\n defines: {\n NUM_MIPS: e\n },\n uniforms: {\n blurTexture1: { value: null },\n blurTexture2: { value: null },\n blurTexture3: { value: null },\n blurTexture4: { value: null },\n blurTexture5: { value: null },\n bloomStrength: { value: 1 },\n bloomFactors: { value: null },\n bloomTintColors: { value: null },\n bloomRadius: { value: 0 }\n },\n vertexShader: `varying vec2 vUv;\n\t\t\t\tvoid main() {\n\t\t\t\t\tvUv = uv;\n\t\t\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t\t\t}`,\n fragmentShader: `varying vec2 vUv;\n\t\t\t\tuniform sampler2D blurTexture1;\n\t\t\t\tuniform sampler2D blurTexture2;\n\t\t\t\tuniform sampler2D blurTexture3;\n\t\t\t\tuniform sampler2D blurTexture4;\n\t\t\t\tuniform sampler2D blurTexture5;\n\t\t\t\tuniform float bloomStrength;\n\t\t\t\tuniform float bloomRadius;\n\t\t\t\tuniform float bloomFactors[NUM_MIPS];\n\t\t\t\tuniform vec3 bloomTintColors[NUM_MIPS];\n\n\t\t\t\tfloat lerpBloomFactor(const in float factor) {\n\t\t\t\t\tfloat mirrorFactor = 1.2 - factor;\n\t\t\t\t\treturn mix(factor, mirrorFactor, bloomRadius);\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\t\t\t\t\tgl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) +\n\t\t\t\t\t\tlerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) +\n\t\t\t\t\t\tlerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) +\n\t\t\t\t\t\tlerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +\n\t\t\t\t\t\tlerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );\n\t\t\t\t}`\n });\n }\n}\n$i.BlurDirectionX = new le(1, 0);\n$i.BlurDirectionY = new le(0, 1);\nconst cr = {\n name: \"OutputShader\",\n uniforms: {\n tDiffuse: { value: null },\n toneMappingExposure: { value: 1 }\n },\n vertexShader: (\n /* glsl */\n `\n\t\tprecision highp float;\n\n\t\tuniform mat4 modelViewMatrix;\n\t\tuniform mat4 projectionMatrix;\n\n\t\tattribute vec3 position;\n\t\tattribute vec2 uv;\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}`\n ),\n fragmentShader: (\n /* glsl */\n `\n\n\t\tprecision highp float;\n\n\t\tuniform sampler2D tDiffuse;\n\n\t\t#include \n\t\t#include \n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tgl_FragColor = texture2D( tDiffuse, vUv );\n\n\t\t\t// tone mapping\n\n\t\t\t#ifdef LINEAR_TONE_MAPPING\n\n\t\t\t\tgl_FragColor.rgb = LinearToneMapping( gl_FragColor.rgb );\n\n\t\t\t#elif defined( REINHARD_TONE_MAPPING )\n\n\t\t\t\tgl_FragColor.rgb = ReinhardToneMapping( gl_FragColor.rgb );\n\n\t\t\t#elif defined( CINEON_TONE_MAPPING )\n\n\t\t\t\tgl_FragColor.rgb = CineonToneMapping( gl_FragColor.rgb );\n\n\t\t\t#elif defined( ACES_FILMIC_TONE_MAPPING )\n\n\t\t\t\tgl_FragColor.rgb = ACESFilmicToneMapping( gl_FragColor.rgb );\n\n\t\t\t#elif defined( AGX_TONE_MAPPING )\n\n\t\t\t\tgl_FragColor.rgb = AgXToneMapping( gl_FragColor.rgb );\n\n\t\t\t#elif defined( NEUTRAL_TONE_MAPPING )\n\n\t\t\t\tgl_FragColor.rgb = NeutralToneMapping( gl_FragColor.rgb );\n\n\t\t\t#elif defined( CUSTOM_TONE_MAPPING )\n\n\t\t\t\tgl_FragColor.rgb = CustomToneMapping( gl_FragColor.rgb );\n\n\t\t\t#endif\n\n\t\t\t// color space\n\n\t\t\t#ifdef SRGB_TRANSFER\n\n\t\t\t\tgl_FragColor = sRGBTransferOETF( gl_FragColor );\n\n\t\t\t#endif\n\n\t\t}`\n )\n};\nclass Kg extends ti {\n /**\n * Constructs a new output pass.\n */\n constructor() {\n super(), this.uniforms = dn.clone(cr.uniforms), this.material = new pd({\n name: cr.name,\n uniforms: this.uniforms,\n vertexShader: cr.vertexShader,\n fragmentShader: cr.fragmentShader\n }), this._fsQuad = new Ps(this.material), this._outputColorSpace = null, this._toneMapping = null;\n }\n /**\n * Performs the output pass.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering\n * destination for the pass.\n * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the\n * previous pass from this buffer.\n * @param {number} deltaTime - The delta time in seconds.\n * @param {boolean} maskActive - Whether masking is active or not.\n */\n render(e, t, n) {\n this.uniforms.tDiffuse.value = n.texture, this.uniforms.toneMappingExposure.value = e.toneMappingExposure, (this._outputColorSpace !== e.outputColorSpace || this._toneMapping !== e.toneMapping) && (this._outputColorSpace = e.outputColorSpace, this._toneMapping = e.toneMapping, this.material.defines = {}, Ye.getTransfer(this._outputColorSpace) === et && (this.material.defines.SRGB_TRANSFER = \"\"), this._toneMapping === Uc ? this.material.defines.LINEAR_TONE_MAPPING = \"\" : this._toneMapping === Nc ? this.material.defines.REINHARD_TONE_MAPPING = \"\" : this._toneMapping === Fc ? this.material.defines.CINEON_TONE_MAPPING = \"\" : this._toneMapping === bo ? this.material.defines.ACES_FILMIC_TONE_MAPPING = \"\" : this._toneMapping === Bc ? this.material.defines.AGX_TONE_MAPPING = \"\" : this._toneMapping === zc ? this.material.defines.NEUTRAL_TONE_MAPPING = \"\" : this._toneMapping === Oc && (this.material.defines.CUSTOM_TONE_MAPPING = \"\"), this.material.needsUpdate = !0), this.renderToScreen === !0 ? (e.setRenderTarget(null), this._fsQuad.render(e)) : (e.setRenderTarget(t), this.clear && e.clear(e.autoClearColor, e.autoClearDepth, e.autoClearStencil), this._fsQuad.render(e));\n }\n /**\n * Frees the GPU-related resources allocated by this instance. Call this\n * method whenever the pass is no longer used in your app.\n */\n dispose() {\n this.material.dispose(), this._fsQuad.dispose();\n }\n}\nconst Zg = {\n name: \"FXAAShader\",\n uniforms: {\n tDiffuse: { value: null },\n resolution: { value: new le(1 / 1024, 1 / 512) }\n },\n vertexShader: (\n /* glsl */\n `\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}`\n ),\n fragmentShader: (\n /* glsl */\n `\n\n\t\tuniform sampler2D tDiffuse;\n\t\tuniform vec2 resolution;\n\t\tvarying vec2 vUv;\n\n\t\t#define EDGE_STEP_COUNT 6\n\t\t#define EDGE_GUESS 8.0\n\t\t#define EDGE_STEPS 1.0, 1.5, 2.0, 2.0, 2.0, 4.0\n\t\tconst float edgeSteps[EDGE_STEP_COUNT] = float[EDGE_STEP_COUNT]( EDGE_STEPS );\n\n\t\tfloat _ContrastThreshold = 0.0312;\n\t\tfloat _RelativeThreshold = 0.063;\n\t\tfloat _SubpixelBlending = 1.0;\n\n\t\tvec4 Sample( sampler2D tex2D, vec2 uv ) {\n\n\t\t\treturn texture( tex2D, uv );\n\n\t\t}\n\n\t\tfloat SampleLuminance( sampler2D tex2D, vec2 uv ) {\n\n\t\t\treturn dot( Sample( tex2D, uv ).rgb, vec3( 0.3, 0.59, 0.11 ) );\n\n\t\t}\n\n\t\tfloat SampleLuminance( sampler2D tex2D, vec2 texSize, vec2 uv, float uOffset, float vOffset ) {\n\n\t\t\tuv += texSize * vec2(uOffset, vOffset);\n\t\t\treturn SampleLuminance(tex2D, uv);\n\n\t\t}\n\n\t\tstruct LuminanceData {\n\n\t\t\tfloat m, n, e, s, w;\n\t\t\tfloat ne, nw, se, sw;\n\t\t\tfloat highest, lowest, contrast;\n\n\t\t};\n\n\t\tLuminanceData SampleLuminanceNeighborhood( sampler2D tex2D, vec2 texSize, vec2 uv ) {\n\n\t\t\tLuminanceData l;\n\t\t\tl.m = SampleLuminance( tex2D, uv );\n\t\t\tl.n = SampleLuminance( tex2D, texSize, uv, 0.0, 1.0 );\n\t\t\tl.e = SampleLuminance( tex2D, texSize, uv, 1.0, 0.0 );\n\t\t\tl.s = SampleLuminance( tex2D, texSize, uv, 0.0, -1.0 );\n\t\t\tl.w = SampleLuminance( tex2D, texSize, uv, -1.0, 0.0 );\n\n\t\t\tl.ne = SampleLuminance( tex2D, texSize, uv, 1.0, 1.0 );\n\t\t\tl.nw = SampleLuminance( tex2D, texSize, uv, -1.0, 1.0 );\n\t\t\tl.se = SampleLuminance( tex2D, texSize, uv, 1.0, -1.0 );\n\t\t\tl.sw = SampleLuminance( tex2D, texSize, uv, -1.0, -1.0 );\n\n\t\t\tl.highest = max( max( max( max( l.n, l.e ), l.s ), l.w ), l.m );\n\t\t\tl.lowest = min( min( min( min( l.n, l.e ), l.s ), l.w ), l.m );\n\t\t\tl.contrast = l.highest - l.lowest;\n\t\t\treturn l;\n\n\t\t}\n\n\t\tbool ShouldSkipPixel( LuminanceData l ) {\n\n\t\t\tfloat threshold = max( _ContrastThreshold, _RelativeThreshold * l.highest );\n\t\t\treturn l.contrast < threshold;\n\n\t\t}\n\n\t\tfloat DeterminePixelBlendFactor( LuminanceData l ) {\n\n\t\t\tfloat f = 2.0 * ( l.n + l.e + l.s + l.w );\n\t\t\tf += l.ne + l.nw + l.se + l.sw;\n\t\t\tf *= 1.0 / 12.0;\n\t\t\tf = abs( f - l.m );\n\t\t\tf = clamp( f / l.contrast, 0.0, 1.0 );\n\n\t\t\tfloat blendFactor = smoothstep( 0.0, 1.0, f );\n\t\t\treturn blendFactor * blendFactor * _SubpixelBlending;\n\n\t\t}\n\n\t\tstruct EdgeData {\n\n\t\t\tbool isHorizontal;\n\t\t\tfloat pixelStep;\n\t\t\tfloat oppositeLuminance, gradient;\n\n\t\t};\n\n\t\tEdgeData DetermineEdge( vec2 texSize, LuminanceData l ) {\n\n\t\t\tEdgeData e;\n\t\t\tfloat horizontal =\n\t\t\t\tabs( l.n + l.s - 2.0 * l.m ) * 2.0 +\n\t\t\t\tabs( l.ne + l.se - 2.0 * l.e ) +\n\t\t\t\tabs( l.nw + l.sw - 2.0 * l.w );\n\t\t\tfloat vertical =\n\t\t\t\tabs( l.e + l.w - 2.0 * l.m ) * 2.0 +\n\t\t\t\tabs( l.ne + l.nw - 2.0 * l.n ) +\n\t\t\t\tabs( l.se + l.sw - 2.0 * l.s );\n\t\t\te.isHorizontal = horizontal >= vertical;\n\n\t\t\tfloat pLuminance = e.isHorizontal ? l.n : l.e;\n\t\t\tfloat nLuminance = e.isHorizontal ? l.s : l.w;\n\t\t\tfloat pGradient = abs( pLuminance - l.m );\n\t\t\tfloat nGradient = abs( nLuminance - l.m );\n\n\t\t\te.pixelStep = e.isHorizontal ? texSize.y : texSize.x;\n\n\t\t\tif (pGradient < nGradient) {\n\n\t\t\t\te.pixelStep = -e.pixelStep;\n\t\t\t\te.oppositeLuminance = nLuminance;\n\t\t\t\te.gradient = nGradient;\n\n\t\t\t} else {\n\n\t\t\t\te.oppositeLuminance = pLuminance;\n\t\t\t\te.gradient = pGradient;\n\n\t\t\t}\n\n\t\t\treturn e;\n\n\t\t}\n\n\t\tfloat DetermineEdgeBlendFactor( sampler2D tex2D, vec2 texSize, LuminanceData l, EdgeData e, vec2 uv ) {\n\n\t\t\tvec2 uvEdge = uv;\n\t\t\tvec2 edgeStep;\n\t\t\tif (e.isHorizontal) {\n\n\t\t\t\tuvEdge.y += e.pixelStep * 0.5;\n\t\t\t\tedgeStep = vec2( texSize.x, 0.0 );\n\n\t\t\t} else {\n\n\t\t\t\tuvEdge.x += e.pixelStep * 0.5;\n\t\t\t\tedgeStep = vec2( 0.0, texSize.y );\n\n\t\t\t}\n\n\t\t\tfloat edgeLuminance = ( l.m + e.oppositeLuminance ) * 0.5;\n\t\t\tfloat gradientThreshold = e.gradient * 0.25;\n\n\t\t\tvec2 puv = uvEdge + edgeStep * edgeSteps[0];\n\t\t\tfloat pLuminanceDelta = SampleLuminance( tex2D, puv ) - edgeLuminance;\n\t\t\tbool pAtEnd = abs( pLuminanceDelta ) >= gradientThreshold;\n\n\t\t\tfor ( int i = 1; i < EDGE_STEP_COUNT && !pAtEnd; i++ ) {\n\n\t\t\t\tpuv += edgeStep * edgeSteps[i];\n\t\t\t\tpLuminanceDelta = SampleLuminance( tex2D, puv ) - edgeLuminance;\n\t\t\t\tpAtEnd = abs( pLuminanceDelta ) >= gradientThreshold;\n\n\t\t\t}\n\n\t\t\tif ( !pAtEnd ) {\n\n\t\t\t\tpuv += edgeStep * EDGE_GUESS;\n\n\t\t\t}\n\n\t\t\tvec2 nuv = uvEdge - edgeStep * edgeSteps[0];\n\t\t\tfloat nLuminanceDelta = SampleLuminance( tex2D, nuv ) - edgeLuminance;\n\t\t\tbool nAtEnd = abs( nLuminanceDelta ) >= gradientThreshold;\n\n\t\t\tfor ( int i = 1; i < EDGE_STEP_COUNT && !nAtEnd; i++ ) {\n\n\t\t\t\tnuv -= edgeStep * edgeSteps[i];\n\t\t\t\tnLuminanceDelta = SampleLuminance( tex2D, nuv ) - edgeLuminance;\n\t\t\t\tnAtEnd = abs( nLuminanceDelta ) >= gradientThreshold;\n\n\t\t\t}\n\n\t\t\tif ( !nAtEnd ) {\n\n\t\t\t\tnuv -= edgeStep * EDGE_GUESS;\n\n\t\t\t}\n\n\t\t\tfloat pDistance, nDistance;\n\t\t\tif ( e.isHorizontal ) {\n\n\t\t\t\tpDistance = puv.x - uv.x;\n\t\t\t\tnDistance = uv.x - nuv.x;\n\n\t\t\t} else {\n\n\t\t\t\tpDistance = puv.y - uv.y;\n\t\t\t\tnDistance = uv.y - nuv.y;\n\n\t\t\t}\n\n\t\t\tfloat shortestDistance;\n\t\t\tbool deltaSign;\n\t\t\tif ( pDistance <= nDistance ) {\n\n\t\t\t\tshortestDistance = pDistance;\n\t\t\t\tdeltaSign = pLuminanceDelta >= 0.0;\n\n\t\t\t} else {\n\n\t\t\t\tshortestDistance = nDistance;\n\t\t\t\tdeltaSign = nLuminanceDelta >= 0.0;\n\n\t\t\t}\n\n\t\t\tif ( deltaSign == ( l.m - edgeLuminance >= 0.0 ) ) {\n\n\t\t\t\treturn 0.0;\n\n\t\t\t}\n\n\t\t\treturn 0.5 - shortestDistance / ( pDistance + nDistance );\n\n\t\t}\n\n\t\tvec4 ApplyFXAA( sampler2D tex2D, vec2 texSize, vec2 uv ) {\n\n\t\t\tLuminanceData luminance = SampleLuminanceNeighborhood( tex2D, texSize, uv );\n\t\t\tif ( ShouldSkipPixel( luminance ) ) {\n\n\t\t\t\treturn Sample( tex2D, uv );\n\n\t\t\t}\n\n\t\t\tfloat pixelBlend = DeterminePixelBlendFactor( luminance );\n\t\t\tEdgeData edge = DetermineEdge( texSize, luminance );\n\t\t\tfloat edgeBlend = DetermineEdgeBlendFactor( tex2D, texSize, luminance, edge, uv );\n\t\t\tfloat finalBlend = max( pixelBlend, edgeBlend );\n\n\t\t\tif (edge.isHorizontal) {\n\n\t\t\t\tuv.y += edge.pixelStep * finalBlend;\n\n\t\t\t} else {\n\n\t\t\t\tuv.x += edge.pixelStep * finalBlend;\n\n\t\t\t}\n\n\t\t\treturn Sample( tex2D, uv );\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tgl_FragColor = ApplyFXAA( tDiffuse, resolution.xy, vUv );\n\n\t\t}`\n )\n};\nfunction $g(i) {\n return i && i.__esModule && Object.prototype.hasOwnProperty.call(i, \"default\") ? i.default : i;\n}\nvar xr = { exports: {} }, Jg = xr.exports, Mc;\nfunction Qg() {\n return Mc || (Mc = 1, (function(i, e) {\n (function(t, n) {\n i.exports = n();\n })(Jg, function() {\n var t = function() {\n function n(p) {\n return a.appendChild(p.dom), p;\n }\n function s(p) {\n for (var g = 0; g < a.children.length; g++) a.children[g].style.display = g === p ? \"block\" : \"none\";\n r = p;\n }\n var r = 0, a = document.createElement(\"div\");\n a.style.cssText = \"position:fixed;top:0;left:0;cursor:pointer;opacity:0.9;z-index:10000\", a.addEventListener(\"click\", function(p) {\n p.preventDefault(), s(++r % a.children.length);\n }, !1);\n var o = (performance || Date).now(), l = o, c = 0, h = n(new t.Panel(\"FPS\", \"#0ff\", \"#002\")), u = n(new t.Panel(\"MS\", \"#0f0\", \"#020\"));\n if (self.performance && self.performance.memory) var d = n(new t.Panel(\"MB\", \"#f08\", \"#201\"));\n return s(0), { REVISION: 16, dom: a, addPanel: n, showPanel: s, begin: function() {\n o = (performance || Date).now();\n }, end: function() {\n c++;\n var p = (performance || Date).now();\n if (u.update(p - o, 200), p > l + 1e3 && (h.update(1e3 * c / (p - l), 100), l = p, c = 0, d)) {\n var g = performance.memory;\n d.update(g.usedJSHeapSize / 1048576, g.jsHeapSizeLimit / 1048576);\n }\n return p;\n }, update: function() {\n o = this.end();\n }, domElement: a, setMode: s };\n };\n return t.Panel = function(n, s, r) {\n var a = 1 / 0, o = 0, l = Math.round, c = l(window.devicePixelRatio || 1), h = 80 * c, u = 48 * c, d = 3 * c, p = 2 * c, g = 3 * c, x = 15 * c, m = 74 * c, f = 30 * c, y = document.createElement(\"canvas\");\n y.width = h, y.height = u, y.style.cssText = \"width:80px;height:48px\";\n var v = y.getContext(\"2d\");\n return v.font = \"bold \" + 9 * c + \"px Helvetica,Arial,sans-serif\", v.textBaseline = \"top\", v.fillStyle = r, v.fillRect(0, 0, h, u), v.fillStyle = s, v.fillText(n, d, p), v.fillRect(g, x, m, f), v.fillStyle = r, v.globalAlpha = 0.9, v.fillRect(g, x, m, f), { dom: y, update: function(T, R) {\n a = Math.min(a, T), o = Math.max(o, T), v.fillStyle = r, v.globalAlpha = 1, v.fillRect(0, 0, h, x), v.fillStyle = s, v.fillText(l(T) + \" \" + n + \" (\" + l(a) + \"-\" + l(o) + \")\", d, p), v.drawImage(y, g + c, x, m - c, f, g, x, m - c, f), v.fillRect(g + m - c, x, c, f), v.fillStyle = r, v.globalAlpha = 0.9, v.fillRect(g + m - c, x, c, l((1 - T / R) * f));\n } };\n }, t;\n });\n })(xr)), xr.exports;\n}\nvar ex = Qg();\nconst tx = /* @__PURE__ */ $g(ex);\nclass nx {\n scene;\n constructor(e) {\n this.scene = new Fo(), this.setupEnvironment(e.backgroundColor), this.setupLights();\n }\n setupEnvironment(e = 15790320) {\n this.scene.background = new Se(e);\n }\n setupLights() {\n }\n setBackground(e) {\n this.scene.background = new Se(e);\n }\n getBoundingBox() {\n const e = new Pt();\n return this.scene.traverse((t) => {\n if (t instanceof ot || t instanceof zn) {\n const n = new Pt().setFromObject(t);\n e.union(n);\n }\n }), e.isEmpty() && e.setFromCenterAndSize(\n new w(0, 0, 0),\n new w(10, 10, 10)\n ), e;\n }\n}\nconst Sc = { type: \"change\" }, qo = { type: \"start\" }, bh = { type: \"end\" }, hr = new Ji(), bc = new Sn(), ix = Math.cos(70 * Lo.DEG2RAD), yt = new w(), Ht = 2 * Math.PI, at = {\n NONE: -1,\n ROTATE: 0,\n DOLLY: 1,\n PAN: 2,\n TOUCH_ROTATE: 3,\n TOUCH_PAN: 4,\n TOUCH_DOLLY_PAN: 5,\n TOUCH_DOLLY_ROTATE: 6\n}, xa = 1e-6;\nclass yh extends Yd {\n /**\n * Constructs a new controls instance.\n *\n * @param {Object3D} object - The object that is managed by the controls.\n * @param {?HTMLElement} domElement - The HTML element used for event listeners.\n */\n constructor(e, t = null) {\n super(e, t), this.state = at.NONE, this.target = new w(), this.cursor = new w(), this.minDistance = 0, this.maxDistance = 1 / 0, this.minZoom = 0, this.maxZoom = 1 / 0, this.minTargetRadius = 0, this.maxTargetRadius = 1 / 0, this.minPolarAngle = 0, this.maxPolarAngle = Math.PI, this.minAzimuthAngle = -1 / 0, this.maxAzimuthAngle = 1 / 0, this.enableDamping = !1, this.dampingFactor = 0.05, this.enableZoom = !0, this.zoomSpeed = 1, this.enableRotate = !0, this.rotateSpeed = 1, this.keyRotateSpeed = 1, this.enablePan = !0, this.panSpeed = 1, this.screenSpacePanning = !0, this.keyPanSpeed = 7, this.zoomToCursor = !1, this.autoRotate = !1, this.autoRotateSpeed = 2, this.keys = { LEFT: \"ArrowLeft\", UP: \"ArrowUp\", RIGHT: \"ArrowRight\", BOTTOM: \"ArrowDown\" }, this.mouseButtons = { LEFT: Ni.ROTATE, MIDDLE: Ni.DOLLY, RIGHT: Ni.PAN }, this.touches = { ONE: Ii.ROTATE, TWO: Ii.DOLLY_PAN }, this.target0 = this.target.clone(), this.position0 = this.object.position.clone(), this.zoom0 = this.object.zoom, this._domElementKeyEvents = null, this._lastPosition = new w(), this._lastQuaternion = new gn(), this._lastTargetPosition = new w(), this._quat = new gn().setFromUnitVectors(e.up, new w(0, 1, 0)), this._quatInverse = this._quat.clone().invert(), this._spherical = new Yl(), this._sphericalDelta = new Yl(), this._scale = 1, this._panOffset = new w(), this._rotateStart = new le(), this._rotateEnd = new le(), this._rotateDelta = new le(), this._panStart = new le(), this._panEnd = new le(), this._panDelta = new le(), this._dollyStart = new le(), this._dollyEnd = new le(), this._dollyDelta = new le(), this._dollyDirection = new w(), this._mouse = new le(), this._performCursorZoom = !1, this._pointers = [], this._pointerPositions = {}, this._controlActive = !1, this._onPointerMove = rx.bind(this), this._onPointerDown = sx.bind(this), this._onPointerUp = ax.bind(this), this._onContextMenu = fx.bind(this), this._onMouseWheel = cx.bind(this), this._onKeyDown = hx.bind(this), this._onTouchStart = ux.bind(this), this._onTouchMove = dx.bind(this), this._onMouseDown = ox.bind(this), this._onMouseMove = lx.bind(this), this._interceptControlDown = px.bind(this), this._interceptControlUp = mx.bind(this), this.domElement !== null && this.connect(this.domElement), this.update();\n }\n connect(e) {\n super.connect(e), this.domElement.addEventListener(\"pointerdown\", this._onPointerDown), this.domElement.addEventListener(\"pointercancel\", this._onPointerUp), this.domElement.addEventListener(\"contextmenu\", this._onContextMenu), this.domElement.addEventListener(\"wheel\", this._onMouseWheel, { passive: !1 }), this.domElement.getRootNode().addEventListener(\"keydown\", this._interceptControlDown, { passive: !0, capture: !0 }), this.domElement.style.touchAction = \"none\";\n }\n disconnect() {\n this.domElement.removeEventListener(\"pointerdown\", this._onPointerDown), this.domElement.removeEventListener(\"pointermove\", this._onPointerMove), this.domElement.removeEventListener(\"pointerup\", this._onPointerUp), this.domElement.removeEventListener(\"pointercancel\", this._onPointerUp), this.domElement.removeEventListener(\"wheel\", this._onMouseWheel), this.domElement.removeEventListener(\"contextmenu\", this._onContextMenu), this.stopListenToKeyEvents(), this.domElement.getRootNode().removeEventListener(\"keydown\", this._interceptControlDown, { capture: !0 }), this.domElement.style.touchAction = \"auto\";\n }\n dispose() {\n this.disconnect();\n }\n /**\n * Get the current vertical rotation, in radians.\n *\n * @return {number} The current vertical rotation, in radians.\n */\n getPolarAngle() {\n return this._spherical.phi;\n }\n /**\n * Get the current horizontal rotation, in radians.\n *\n * @return {number} The current horizontal rotation, in radians.\n */\n getAzimuthalAngle() {\n return this._spherical.theta;\n }\n /**\n * Returns the distance from the camera to the target.\n *\n * @return {number} The distance from the camera to the target.\n */\n getDistance() {\n return this.object.position.distanceTo(this.target);\n }\n /**\n * Adds key event listeners to the given DOM element.\n * `window` is a recommended argument for using this method.\n *\n * @param {HTMLElement} domElement - The DOM element\n */\n listenToKeyEvents(e) {\n e.addEventListener(\"keydown\", this._onKeyDown), this._domElementKeyEvents = e;\n }\n /**\n * Removes the key event listener previously defined with `listenToKeyEvents()`.\n */\n stopListenToKeyEvents() {\n this._domElementKeyEvents !== null && (this._domElementKeyEvents.removeEventListener(\"keydown\", this._onKeyDown), this._domElementKeyEvents = null);\n }\n /**\n * Save the current state of the controls. This can later be recovered with `reset()`.\n */\n saveState() {\n this.target0.copy(this.target), this.position0.copy(this.object.position), this.zoom0 = this.object.zoom;\n }\n /**\n * Reset the controls to their state from either the last time the `saveState()`\n * was called, or the initial state.\n */\n reset() {\n this.target.copy(this.target0), this.object.position.copy(this.position0), this.object.zoom = this.zoom0, this.object.updateProjectionMatrix(), this.dispatchEvent(Sc), this.update(), this.state = at.NONE;\n }\n update(e = null) {\n const t = this.object.position;\n yt.copy(t).sub(this.target), yt.applyQuaternion(this._quat), this._spherical.setFromVector3(yt), this.autoRotate && this.state === at.NONE && this._rotateLeft(this._getAutoRotationAngle(e)), this.enableDamping ? (this._spherical.theta += this._sphericalDelta.theta * this.dampingFactor, this._spherical.phi += this._sphericalDelta.phi * this.dampingFactor) : (this._spherical.theta += this._sphericalDelta.theta, this._spherical.phi += this._sphericalDelta.phi);\n let n = this.minAzimuthAngle, s = this.maxAzimuthAngle;\n isFinite(n) && isFinite(s) && (n < -Math.PI ? n += Ht : n > Math.PI && (n -= Ht), s < -Math.PI ? s += Ht : s > Math.PI && (s -= Ht), n <= s ? this._spherical.theta = Math.max(n, Math.min(s, this._spherical.theta)) : this._spherical.theta = this._spherical.theta > (n + s) / 2 ? Math.max(n, this._spherical.theta) : Math.min(s, this._spherical.theta)), this._spherical.phi = Math.max(this.minPolarAngle, Math.min(this.maxPolarAngle, this._spherical.phi)), this._spherical.makeSafe(), this.enableDamping === !0 ? this.target.addScaledVector(this._panOffset, this.dampingFactor) : this.target.add(this._panOffset), this.target.sub(this.cursor), this.target.clampLength(this.minTargetRadius, this.maxTargetRadius), this.target.add(this.cursor);\n let r = !1;\n if (this.zoomToCursor && this._performCursorZoom || this.object.isOrthographicCamera)\n this._spherical.radius = this._clampDistance(this._spherical.radius);\n else {\n const a = this._spherical.radius;\n this._spherical.radius = this._clampDistance(this._spherical.radius * this._scale), r = a != this._spherical.radius;\n }\n if (yt.setFromSpherical(this._spherical), yt.applyQuaternion(this._quatInverse), t.copy(this.target).add(yt), this.object.lookAt(this.target), this.enableDamping === !0 ? (this._sphericalDelta.theta *= 1 - this.dampingFactor, this._sphericalDelta.phi *= 1 - this.dampingFactor, this._panOffset.multiplyScalar(1 - this.dampingFactor)) : (this._sphericalDelta.set(0, 0, 0), this._panOffset.set(0, 0, 0)), this.zoomToCursor && this._performCursorZoom) {\n let a = null;\n if (this.object.isPerspectiveCamera) {\n const o = yt.length();\n a = this._clampDistance(o * this._scale);\n const l = o - a;\n this.object.position.addScaledVector(this._dollyDirection, l), this.object.updateMatrixWorld(), r = !!l;\n } else if (this.object.isOrthographicCamera) {\n const o = new w(this._mouse.x, this._mouse.y, 0);\n o.unproject(this.object);\n const l = this.object.zoom;\n this.object.zoom = Math.max(this.minZoom, Math.min(this.maxZoom, this.object.zoom / this._scale)), this.object.updateProjectionMatrix(), r = l !== this.object.zoom;\n const c = new w(this._mouse.x, this._mouse.y, 0);\n c.unproject(this.object), this.object.position.sub(c).add(o), this.object.updateMatrixWorld(), a = yt.length();\n } else\n console.warn(\"WARNING: OrbitControls.js encountered an unknown camera type - zoom to cursor disabled.\"), this.zoomToCursor = !1;\n a !== null && (this.screenSpacePanning ? this.target.set(0, 0, -1).transformDirection(this.object.matrix).multiplyScalar(a).add(this.object.position) : (hr.origin.copy(this.object.position), hr.direction.set(0, 0, -1).transformDirection(this.object.matrix), Math.abs(this.object.up.dot(hr.direction)) < ix ? this.object.lookAt(this.target) : (bc.setFromNormalAndCoplanarPoint(this.object.up, this.target), hr.intersectPlane(bc, this.target))));\n } else if (this.object.isOrthographicCamera) {\n const a = this.object.zoom;\n this.object.zoom = Math.max(this.minZoom, Math.min(this.maxZoom, this.object.zoom / this._scale)), a !== this.object.zoom && (this.object.updateProjectionMatrix(), r = !0);\n }\n return this._scale = 1, this._performCursorZoom = !1, r || this._lastPosition.distanceToSquared(this.object.position) > xa || 8 * (1 - this._lastQuaternion.dot(this.object.quaternion)) > xa || this._lastTargetPosition.distanceToSquared(this.target) > xa ? (this.dispatchEvent(Sc), this._lastPosition.copy(this.object.position), this._lastQuaternion.copy(this.object.quaternion), this._lastTargetPosition.copy(this.target), !0) : !1;\n }\n _getAutoRotationAngle(e) {\n return e !== null ? Ht / 60 * this.autoRotateSpeed * e : Ht / 60 / 60 * this.autoRotateSpeed;\n }\n _getZoomScale(e) {\n const t = Math.abs(e * 0.01);\n return Math.pow(0.95, this.zoomSpeed * t);\n }\n _rotateLeft(e) {\n this._sphericalDelta.theta -= e;\n }\n _rotateUp(e) {\n this._sphericalDelta.phi -= e;\n }\n _panLeft(e, t) {\n yt.setFromMatrixColumn(t, 0), yt.multiplyScalar(-e), this._panOffset.add(yt);\n }\n _panUp(e, t) {\n this.screenSpacePanning === !0 ? yt.setFromMatrixColumn(t, 1) : (yt.setFromMatrixColumn(t, 0), yt.crossVectors(this.object.up, yt)), yt.multiplyScalar(e), this._panOffset.add(yt);\n }\n // deltaX and deltaY are in pixels; right and down are positive\n _pan(e, t) {\n const n = this.domElement;\n if (this.object.isPerspectiveCamera) {\n const s = this.object.position;\n yt.copy(s).sub(this.target);\n let r = yt.length();\n r *= Math.tan(this.object.fov / 2 * Math.PI / 180), this._panLeft(2 * e * r / n.clientHeight, this.object.matrix), this._panUp(2 * t * r / n.clientHeight, this.object.matrix);\n } else this.object.isOrthographicCamera ? (this._panLeft(e * (this.object.right - this.object.left) / this.object.zoom / n.clientWidth, this.object.matrix), this._panUp(t * (this.object.top - this.object.bottom) / this.object.zoom / n.clientHeight, this.object.matrix)) : (console.warn(\"WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.\"), this.enablePan = !1);\n }\n _dollyOut(e) {\n this.object.isPerspectiveCamera || this.object.isOrthographicCamera ? this._scale /= e : (console.warn(\"WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.\"), this.enableZoom = !1);\n }\n _dollyIn(e) {\n this.object.isPerspectiveCamera || this.object.isOrthographicCamera ? this._scale *= e : (console.warn(\"WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.\"), this.enableZoom = !1);\n }\n _updateZoomParameters(e, t) {\n if (!this.zoomToCursor)\n return;\n this._performCursorZoom = !0;\n const n = this.domElement.getBoundingClientRect(), s = e - n.left, r = t - n.top, a = n.width, o = n.height;\n this._mouse.x = s / a * 2 - 1, this._mouse.y = -(r / o) * 2 + 1, this._dollyDirection.set(this._mouse.x, this._mouse.y, 1).unproject(this.object).sub(this.object.position).normalize();\n }\n _clampDistance(e) {\n return Math.max(this.minDistance, Math.min(this.maxDistance, e));\n }\n //\n // event callbacks - update the object state\n //\n _handleMouseDownRotate(e) {\n this._rotateStart.set(e.clientX, e.clientY);\n }\n _handleMouseDownDolly(e) {\n this._updateZoomParameters(e.clientX, e.clientX), this._dollyStart.set(e.clientX, e.clientY);\n }\n _handleMouseDownPan(e) {\n this._panStart.set(e.clientX, e.clientY);\n }\n _handleMouseMoveRotate(e) {\n this._rotateEnd.set(e.clientX, e.clientY), this._rotateDelta.subVectors(this._rotateEnd, this._rotateStart).multiplyScalar(this.rotateSpeed);\n const t = this.domElement;\n this._rotateLeft(Ht * this._rotateDelta.x / t.clientHeight), this._rotateUp(Ht * this._rotateDelta.y / t.clientHeight), this._rotateStart.copy(this._rotateEnd), this.update();\n }\n _handleMouseMoveDolly(e) {\n this._dollyEnd.set(e.clientX, e.clientY), this._dollyDelta.subVectors(this._dollyEnd, this._dollyStart), this._dollyDelta.y > 0 ? this._dollyOut(this._getZoomScale(this._dollyDelta.y)) : this._dollyDelta.y < 0 && this._dollyIn(this._getZoomScale(this._dollyDelta.y)), this._dollyStart.copy(this._dollyEnd), this.update();\n }\n _handleMouseMovePan(e) {\n this._panEnd.set(e.clientX, e.clientY), this._panDelta.subVectors(this._panEnd, this._panStart).multiplyScalar(this.panSpeed), this._pan(this._panDelta.x, this._panDelta.y), this._panStart.copy(this._panEnd), this.update();\n }\n _handleMouseWheel(e) {\n this._updateZoomParameters(e.clientX, e.clientY), e.deltaY < 0 ? this._dollyIn(this._getZoomScale(e.deltaY)) : e.deltaY > 0 && this._dollyOut(this._getZoomScale(e.deltaY)), this.update();\n }\n _handleKeyDown(e) {\n let t = !1;\n switch (e.code) {\n case this.keys.UP:\n e.ctrlKey || e.metaKey || e.shiftKey ? this.enableRotate && this._rotateUp(Ht * this.keyRotateSpeed / this.domElement.clientHeight) : this.enablePan && this._pan(0, this.keyPanSpeed), t = !0;\n break;\n case this.keys.BOTTOM:\n e.ctrlKey || e.metaKey || e.shiftKey ? this.enableRotate && this._rotateUp(-Ht * this.keyRotateSpeed / this.domElement.clientHeight) : this.enablePan && this._pan(0, -this.keyPanSpeed), t = !0;\n break;\n case this.keys.LEFT:\n e.ctrlKey || e.metaKey || e.shiftKey ? this.enableRotate && this._rotateLeft(Ht * this.keyRotateSpeed / this.domElement.clientHeight) : this.enablePan && this._pan(this.keyPanSpeed, 0), t = !0;\n break;\n case this.keys.RIGHT:\n e.ctrlKey || e.metaKey || e.shiftKey ? this.enableRotate && this._rotateLeft(-Ht * this.keyRotateSpeed / this.domElement.clientHeight) : this.enablePan && this._pan(-this.keyPanSpeed, 0), t = !0;\n break;\n }\n t && (e.preventDefault(), this.update());\n }\n _handleTouchStartRotate(e) {\n if (this._pointers.length === 1)\n this._rotateStart.set(e.pageX, e.pageY);\n else {\n const t = this._getSecondPointerPosition(e), n = 0.5 * (e.pageX + t.x), s = 0.5 * (e.pageY + t.y);\n this._rotateStart.set(n, s);\n }\n }\n _handleTouchStartPan(e) {\n if (this._pointers.length === 1)\n this._panStart.set(e.pageX, e.pageY);\n else {\n const t = this._getSecondPointerPosition(e), n = 0.5 * (e.pageX + t.x), s = 0.5 * (e.pageY + t.y);\n this._panStart.set(n, s);\n }\n }\n _handleTouchStartDolly(e) {\n const t = this._getSecondPointerPosition(e), n = e.pageX - t.x, s = e.pageY - t.y, r = Math.sqrt(n * n + s * s);\n this._dollyStart.set(0, r);\n }\n _handleTouchStartDollyPan(e) {\n this.enableZoom && this._handleTouchStartDolly(e), this.enablePan && this._handleTouchStartPan(e);\n }\n _handleTouchStartDollyRotate(e) {\n this.enableZoom && this._handleTouchStartDolly(e), this.enableRotate && this._handleTouchStartRotate(e);\n }\n _handleTouchMoveRotate(e) {\n if (this._pointers.length == 1)\n this._rotateEnd.set(e.pageX, e.pageY);\n else {\n const n = this._getSecondPointerPosition(e), s = 0.5 * (e.pageX + n.x), r = 0.5 * (e.pageY + n.y);\n this._rotateEnd.set(s, r);\n }\n this._rotateDelta.subVectors(this._rotateEnd, this._rotateStart).multiplyScalar(this.rotateSpeed);\n const t = this.domElement;\n this._rotateLeft(Ht * this._rotateDelta.x / t.clientHeight), this._rotateUp(Ht * this._rotateDelta.y / t.clientHeight), this._rotateStart.copy(this._rotateEnd);\n }\n _handleTouchMovePan(e) {\n if (this._pointers.length === 1)\n this._panEnd.set(e.pageX, e.pageY);\n else {\n const t = this._getSecondPointerPosition(e), n = 0.5 * (e.pageX + t.x), s = 0.5 * (e.pageY + t.y);\n this._panEnd.set(n, s);\n }\n this._panDelta.subVectors(this._panEnd, this._panStart).multiplyScalar(this.panSpeed), this._pan(this._panDelta.x, this._panDelta.y), this._panStart.copy(this._panEnd);\n }\n _handleTouchMoveDolly(e) {\n const t = this._getSecondPointerPosition(e), n = e.pageX - t.x, s = e.pageY - t.y, r = Math.sqrt(n * n + s * s);\n this._dollyEnd.set(0, r), this._dollyDelta.set(0, Math.pow(this._dollyEnd.y / this._dollyStart.y, this.zoomSpeed)), this._dollyOut(this._dollyDelta.y), this._dollyStart.copy(this._dollyEnd);\n const a = (e.pageX + t.x) * 0.5, o = (e.pageY + t.y) * 0.5;\n this._updateZoomParameters(a, o);\n }\n _handleTouchMoveDollyPan(e) {\n this.enableZoom && this._handleTouchMoveDolly(e), this.enablePan && this._handleTouchMovePan(e);\n }\n _handleTouchMoveDollyRotate(e) {\n this.enableZoom && this._handleTouchMoveDolly(e), this.enableRotate && this._handleTouchMoveRotate(e);\n }\n // pointers\n _addPointer(e) {\n this._pointers.push(e.pointerId);\n }\n _removePointer(e) {\n delete this._pointerPositions[e.pointerId];\n for (let t = 0; t < this._pointers.length; t++)\n if (this._pointers[t] == e.pointerId) {\n this._pointers.splice(t, 1);\n return;\n }\n }\n _isTrackingPointer(e) {\n for (let t = 0; t < this._pointers.length; t++)\n if (this._pointers[t] == e.pointerId) return !0;\n return !1;\n }\n _trackPointer(e) {\n let t = this._pointerPositions[e.pointerId];\n t === void 0 && (t = new le(), this._pointerPositions[e.pointerId] = t), t.set(e.pageX, e.pageY);\n }\n _getSecondPointerPosition(e) {\n const t = e.pointerId === this._pointers[0] ? this._pointers[1] : this._pointers[0];\n return this._pointerPositions[t];\n }\n //\n _customWheelEvent(e) {\n const t = e.deltaMode, n = {\n clientX: e.clientX,\n clientY: e.clientY,\n deltaY: e.deltaY\n };\n switch (t) {\n case 1:\n n.deltaY *= 16;\n break;\n case 2:\n n.deltaY *= 100;\n break;\n }\n return e.ctrlKey && !this._controlActive && (n.deltaY *= 10), n;\n }\n}\nfunction sx(i) {\n this.enabled !== !1 && (this._pointers.length === 0 && (this.domElement.setPointerCapture(i.pointerId), this.domElement.addEventListener(\"pointermove\", this._onPointerMove), this.domElement.addEventListener(\"pointerup\", this._onPointerUp)), !this._isTrackingPointer(i) && (this._addPointer(i), i.pointerType === \"touch\" ? this._onTouchStart(i) : this._onMouseDown(i)));\n}\nfunction rx(i) {\n this.enabled !== !1 && (i.pointerType === \"touch\" ? this._onTouchMove(i) : this._onMouseMove(i));\n}\nfunction ax(i) {\n switch (this._removePointer(i), this._pointers.length) {\n case 0:\n this.domElement.releasePointerCapture(i.pointerId), this.domElement.removeEventListener(\"pointermove\", this._onPointerMove), this.domElement.removeEventListener(\"pointerup\", this._onPointerUp), this.dispatchEvent(bh), this.state = at.NONE;\n break;\n case 1:\n const e = this._pointers[0], t = this._pointerPositions[e];\n this._onTouchStart({ pointerId: e, pageX: t.x, pageY: t.y });\n break;\n }\n}\nfunction ox(i) {\n let e;\n switch (i.button) {\n case 0:\n e = this.mouseButtons.LEFT;\n break;\n case 1:\n e = this.mouseButtons.MIDDLE;\n break;\n case 2:\n e = this.mouseButtons.RIGHT;\n break;\n default:\n e = -1;\n }\n switch (e) {\n case Ni.DOLLY:\n if (this.enableZoom === !1) return;\n this._handleMouseDownDolly(i), this.state = at.DOLLY;\n break;\n case Ni.ROTATE:\n if (i.ctrlKey || i.metaKey || i.shiftKey) {\n if (this.enablePan === !1) return;\n this._handleMouseDownPan(i), this.state = at.PAN;\n } else {\n if (this.enableRotate === !1) return;\n this._handleMouseDownRotate(i), this.state = at.ROTATE;\n }\n break;\n case Ni.PAN:\n if (i.ctrlKey || i.metaKey || i.shiftKey) {\n if (this.enableRotate === !1) return;\n this._handleMouseDownRotate(i), this.state = at.ROTATE;\n } else {\n if (this.enablePan === !1) return;\n this._handleMouseDownPan(i), this.state = at.PAN;\n }\n break;\n default:\n this.state = at.NONE;\n }\n this.state !== at.NONE && this.dispatchEvent(qo);\n}\nfunction lx(i) {\n switch (this.state) {\n case at.ROTATE:\n if (this.enableRotate === !1) return;\n this._handleMouseMoveRotate(i);\n break;\n case at.DOLLY:\n if (this.enableZoom === !1) return;\n this._handleMouseMoveDolly(i);\n break;\n case at.PAN:\n if (this.enablePan === !1) return;\n this._handleMouseMovePan(i);\n break;\n }\n}\nfunction cx(i) {\n this.enabled === !1 || this.enableZoom === !1 || this.state !== at.NONE || (i.preventDefault(), this.dispatchEvent(qo), this._handleMouseWheel(this._customWheelEvent(i)), this.dispatchEvent(bh));\n}\nfunction hx(i) {\n this.enabled !== !1 && this._handleKeyDown(i);\n}\nfunction ux(i) {\n switch (this._trackPointer(i), this._pointers.length) {\n case 1:\n switch (this.touches.ONE) {\n case Ii.ROTATE:\n if (this.enableRotate === !1) return;\n this._handleTouchStartRotate(i), this.state = at.TOUCH_ROTATE;\n break;\n case Ii.PAN:\n if (this.enablePan === !1) return;\n this._handleTouchStartPan(i), this.state = at.TOUCH_PAN;\n break;\n default:\n this.state = at.NONE;\n }\n break;\n case 2:\n switch (this.touches.TWO) {\n case Ii.DOLLY_PAN:\n if (this.enableZoom === !1 && this.enablePan === !1) return;\n this._handleTouchStartDollyPan(i), this.state = at.TOUCH_DOLLY_PAN;\n break;\n case Ii.DOLLY_ROTATE:\n if (this.enableZoom === !1 && this.enableRotate === !1) return;\n this._handleTouchStartDollyRotate(i), this.state = at.TOUCH_DOLLY_ROTATE;\n break;\n default:\n this.state = at.NONE;\n }\n break;\n default:\n this.state = at.NONE;\n }\n this.state !== at.NONE && this.dispatchEvent(qo);\n}\nfunction dx(i) {\n switch (this._trackPointer(i), this.state) {\n case at.TOUCH_ROTATE:\n if (this.enableRotate === !1) return;\n this._handleTouchMoveRotate(i), this.update();\n break;\n case at.TOUCH_PAN:\n if (this.enablePan === !1) return;\n this._handleTouchMovePan(i), this.update();\n break;\n case at.TOUCH_DOLLY_PAN:\n if (this.enableZoom === !1 && this.enablePan === !1) return;\n this._handleTouchMoveDollyPan(i), this.update();\n break;\n case at.TOUCH_DOLLY_ROTATE:\n if (this.enableZoom === !1 && this.enableRotate === !1) return;\n this._handleTouchMoveDollyRotate(i), this.update();\n break;\n default:\n this.state = at.NONE;\n }\n}\nfunction fx(i) {\n this.enabled !== !1 && i.preventDefault();\n}\nfunction px(i) {\n i.key === \"Control\" && (this._controlActive = !0, this.domElement.getRootNode().addEventListener(\"keyup\", this._interceptControlUp, { passive: !0, capture: !0 }));\n}\nfunction mx(i) {\n i.key === \"Control\" && (this._controlActive = !1, this.domElement.getRootNode().removeEventListener(\"keyup\", this._interceptControlUp, { passive: !0, capture: !0 }));\n}\nvar Bi = /* @__PURE__ */ ((i) => (i.Top = \"top\", i.Bottom = \"bottom\", i.Left = \"left\", i.Right = \"right\", i.Front = \"front\", i.Back = \"back\", i.Iso = \"iso\", i))(Bi || {}), Ui = /* @__PURE__ */ ((i) => (i.Perspective = \"perspective\", i.Orthographic = \"orthographic\", i))(Ui || {}), Ar = /* @__PURE__ */ ((i) => (i.Orbit = \"orbit\", i.FirstPerson = \"walk\", i.PanOnly = \"pan_only\", i))(Ar || {});\nclass gx {\n camera;\n controls;\n engineState;\n constructor(e, t, n, s) {\n this.engineState = s, this.camera = new Tt(45, t / n, 0.1, 1e4), this.camera.position.set(20, 20, 20), this.controls = new yh(this.camera, e, this.engineState), this.controls.enableDamping = !0, this.controls.dampingFactor = 0.05;\n }\n updateAspect(e, t) {\n this.camera.aspect = e / t, this.camera.updateProjectionMatrix();\n }\n tick() {\n this.controls.update();\n }\n setView(e) {\n const t = this.camera.position.length();\n switch (e) {\n case Bi.Top:\n case \"top\":\n this.camera.position.set(0, t, 0);\n break;\n case Bi.Front:\n case \"front\":\n this.camera.position.set(0, 0, t);\n break;\n case Bi.Iso:\n case \"iso\":\n this.camera.position.set(t / Math.sqrt(3), t / Math.sqrt(3), t / Math.sqrt(3));\n break;\n }\n this.camera.lookAt(0, 0, 0), this.controls.update();\n }\n}\nfunction yc(i, e) {\n if (e === tu)\n return console.warn(\"THREE.BufferGeometryUtils.toTrianglesDrawMode(): Geometry already defined as triangles.\"), i;\n if (e === lo || e === Yc) {\n let t = i.getIndex();\n if (t === null) {\n const a = [], o = i.getAttribute(\"position\");\n if (o !== void 0) {\n for (let l = 0; l < o.count; l++)\n a.push(l);\n i.setIndex(a), t = i.getIndex();\n } else\n return console.error(\"THREE.BufferGeometryUtils.toTrianglesDrawMode(): Undefined position attribute. Processing not possible.\"), i;\n }\n const n = t.count - 2, s = [];\n if (e === lo)\n for (let a = 1; a <= n; a++)\n s.push(t.getX(0)), s.push(t.getX(a)), s.push(t.getX(a + 1));\n else\n for (let a = 0; a < n; a++)\n a % 2 === 0 ? (s.push(t.getX(a)), s.push(t.getX(a + 1)), s.push(t.getX(a + 2))) : (s.push(t.getX(a + 2)), s.push(t.getX(a + 1)), s.push(t.getX(a)));\n s.length / 3 !== n && console.error(\"THREE.BufferGeometryUtils.toTrianglesDrawMode(): Unable to generate correct amount of triangles.\");\n const r = i.clone();\n return r.setIndex(s), r.clearGroups(), r;\n } else\n return console.error(\"THREE.BufferGeometryUtils.toTrianglesDrawMode(): Unknown draw mode:\", e), i;\n}\nclass Th extends ei {\n /**\n * Constructs a new glTF loader.\n *\n * @param {LoadingManager} [manager] - The loading manager.\n */\n constructor(e) {\n super(e), this.dracoLoader = null, this.ktx2Loader = null, this.meshoptDecoder = null, this.pluginCallbacks = [], this.register(function(t) {\n return new Sx(t);\n }), this.register(function(t) {\n return new bx(t);\n }), this.register(function(t) {\n return new Dx(t);\n }), this.register(function(t) {\n return new Lx(t);\n }), this.register(function(t) {\n return new Ix(t);\n }), this.register(function(t) {\n return new Tx(t);\n }), this.register(function(t) {\n return new Ex(t);\n }), this.register(function(t) {\n return new wx(t);\n }), this.register(function(t) {\n return new Ax(t);\n }), this.register(function(t) {\n return new Mx(t);\n }), this.register(function(t) {\n return new Rx(t);\n }), this.register(function(t) {\n return new yx(t);\n }), this.register(function(t) {\n return new Px(t);\n }), this.register(function(t) {\n return new Cx(t);\n }), this.register(function(t) {\n return new _x(t);\n }), this.register(function(t) {\n return new Ux(t);\n }), this.register(function(t) {\n return new Nx(t);\n });\n }\n /**\n * Starts loading from the given URL and passes the loaded glTF asset\n * to the `onLoad()` callback.\n *\n * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.\n * @param {function(GLTFLoader~LoadObject)} onLoad - Executed when the loading process has been finished.\n * @param {onProgressCallback} onProgress - Executed while the loading is in progress.\n * @param {onErrorCallback} onError - Executed when errors occur.\n */\n load(e, t, n, s) {\n const r = this;\n let a;\n if (this.resourcePath !== \"\")\n a = this.resourcePath;\n else if (this.path !== \"\") {\n const c = Ms.extractUrlBase(e);\n a = Ms.resolveURL(c, this.path);\n } else\n a = Ms.extractUrlBase(e);\n this.manager.itemStart(e);\n const o = function(c) {\n s ? s(c) : console.error(c), r.manager.itemError(e), r.manager.itemEnd(e);\n }, l = new Ho(this.manager);\n l.setPath(this.path), l.setResponseType(\"arraybuffer\"), l.setRequestHeader(this.requestHeader), l.setWithCredentials(this.withCredentials), l.load(e, function(c) {\n try {\n r.parse(c, a, function(h) {\n t(h), r.manager.itemEnd(e);\n }, o);\n } catch (h) {\n o(h);\n }\n }, n, o);\n }\n /**\n * Sets the given Draco loader to this loader. Required for decoding assets\n * compressed with the `KHR_draco_mesh_compression` extension.\n *\n * @param {DRACOLoader} dracoLoader - The Draco loader to set.\n * @return {GLTFLoader} A reference to this loader.\n */\n setDRACOLoader(e) {\n return this.dracoLoader = e, this;\n }\n /**\n * Sets the given KTX2 loader to this loader. Required for loading KTX2\n * compressed textures.\n *\n * @param {KTX2Loader} ktx2Loader - The KTX2 loader to set.\n * @return {GLTFLoader} A reference to this loader.\n */\n setKTX2Loader(e) {\n return this.ktx2Loader = e, this;\n }\n /**\n * Sets the given meshopt decoder. Required for decoding assets\n * compressed with the `EXT_meshopt_compression` extension.\n *\n * @param {Object} meshoptDecoder - The meshopt decoder to set.\n * @return {GLTFLoader} A reference to this loader.\n */\n setMeshoptDecoder(e) {\n return this.meshoptDecoder = e, this;\n }\n /**\n * Registers a plugin callback. This API is internally used to implement the various\n * glTF extensions but can also used by third-party code to add additional logic\n * to the loader.\n *\n * @param {function(parser:GLTFParser)} callback - The callback function to register.\n * @return {GLTFLoader} A reference to this loader.\n */\n register(e) {\n return this.pluginCallbacks.indexOf(e) === -1 && this.pluginCallbacks.push(e), this;\n }\n /**\n * Unregisters a plugin callback.\n *\n * @param {Function} callback - The callback function to unregister.\n * @return {GLTFLoader} A reference to this loader.\n */\n unregister(e) {\n return this.pluginCallbacks.indexOf(e) !== -1 && this.pluginCallbacks.splice(this.pluginCallbacks.indexOf(e), 1), this;\n }\n /**\n * Parses the given FBX data and returns the resulting group.\n *\n * @param {string|ArrayBuffer} data - The raw glTF data.\n * @param {string} path - The URL base path.\n * @param {function(GLTFLoader~LoadObject)} onLoad - Executed when the loading process has been finished.\n * @param {onErrorCallback} onError - Executed when errors occur.\n */\n parse(e, t, n, s) {\n let r;\n const a = {}, o = {}, l = new TextDecoder();\n if (typeof e == \"string\")\n r = JSON.parse(e);\n else if (e instanceof ArrayBuffer)\n if (l.decode(new Uint8Array(e, 0, 4)) === Eh) {\n try {\n a[je.KHR_BINARY_GLTF] = new Fx(e);\n } catch (u) {\n s && s(u);\n return;\n }\n r = JSON.parse(a[je.KHR_BINARY_GLTF].content);\n } else\n r = JSON.parse(l.decode(e));\n else\n r = e;\n if (r.asset === void 0 || r.asset.version[0] < 2) {\n s && s(new Error(\"THREE.GLTFLoader: Unsupported asset. glTF versions >=2.0 are supported.\"));\n return;\n }\n const c = new Kx(r, {\n path: t || this.resourcePath || \"\",\n crossOrigin: this.crossOrigin,\n requestHeader: this.requestHeader,\n manager: this.manager,\n ktx2Loader: this.ktx2Loader,\n meshoptDecoder: this.meshoptDecoder\n });\n c.fileLoader.setRequestHeader(this.requestHeader);\n for (let h = 0; h < this.pluginCallbacks.length; h++) {\n const u = this.pluginCallbacks[h](c);\n u.name || console.error(\"THREE.GLTFLoader: Invalid plugin found: missing name\"), o[u.name] = u, a[u.name] = !0;\n }\n if (r.extensionsUsed)\n for (let h = 0; h < r.extensionsUsed.length; ++h) {\n const u = r.extensionsUsed[h], d = r.extensionsRequired || [];\n switch (u) {\n case je.KHR_MATERIALS_UNLIT:\n a[u] = new vx();\n break;\n case je.KHR_DRACO_MESH_COMPRESSION:\n a[u] = new Ox(r, this.dracoLoader);\n break;\n case je.KHR_TEXTURE_TRANSFORM:\n a[u] = new Bx();\n break;\n case je.KHR_MESH_QUANTIZATION:\n a[u] = new zx();\n break;\n default:\n d.indexOf(u) >= 0 && o[u] === void 0 && console.warn('THREE.GLTFLoader: Unknown extension \"' + u + '\".');\n }\n }\n c.setExtensions(a), c.setPlugins(o), c.parse(n, s);\n }\n /**\n * Async version of {@link GLTFLoader#parse}.\n *\n * @async\n * @param {string|ArrayBuffer} data - The raw glTF data.\n * @param {string} path - The URL base path.\n * @return {Promise} A Promise that resolves with the loaded glTF when the parsing has been finished.\n */\n parseAsync(e, t) {\n const n = this;\n return new Promise(function(s, r) {\n n.parse(e, t, s, r);\n });\n }\n}\nfunction xx() {\n let i = {};\n return {\n get: function(e) {\n return i[e];\n },\n add: function(e, t) {\n i[e] = t;\n },\n remove: function(e) {\n delete i[e];\n },\n removeAll: function() {\n i = {};\n }\n };\n}\nconst je = {\n KHR_BINARY_GLTF: \"KHR_binary_glTF\",\n KHR_DRACO_MESH_COMPRESSION: \"KHR_draco_mesh_compression\",\n KHR_LIGHTS_PUNCTUAL: \"KHR_lights_punctual\",\n KHR_MATERIALS_CLEARCOAT: \"KHR_materials_clearcoat\",\n KHR_MATERIALS_DISPERSION: \"KHR_materials_dispersion\",\n KHR_MATERIALS_IOR: \"KHR_materials_ior\",\n KHR_MATERIALS_SHEEN: \"KHR_materials_sheen\",\n KHR_MATERIALS_SPECULAR: \"KHR_materials_specular\",\n KHR_MATERIALS_TRANSMISSION: \"KHR_materials_transmission\",\n KHR_MATERIALS_IRIDESCENCE: \"KHR_materials_iridescence\",\n KHR_MATERIALS_ANISOTROPY: \"KHR_materials_anisotropy\",\n KHR_MATERIALS_UNLIT: \"KHR_materials_unlit\",\n KHR_MATERIALS_VOLUME: \"KHR_materials_volume\",\n KHR_TEXTURE_BASISU: \"KHR_texture_basisu\",\n KHR_TEXTURE_TRANSFORM: \"KHR_texture_transform\",\n KHR_MESH_QUANTIZATION: \"KHR_mesh_quantization\",\n KHR_MATERIALS_EMISSIVE_STRENGTH: \"KHR_materials_emissive_strength\",\n EXT_MATERIALS_BUMP: \"EXT_materials_bump\",\n EXT_TEXTURE_WEBP: \"EXT_texture_webp\",\n EXT_TEXTURE_AVIF: \"EXT_texture_avif\",\n EXT_MESHOPT_COMPRESSION: \"EXT_meshopt_compression\",\n EXT_MESH_GPU_INSTANCING: \"EXT_mesh_gpu_instancing\"\n};\nclass _x {\n constructor(e) {\n this.parser = e, this.name = je.KHR_LIGHTS_PUNCTUAL, this.cache = { refs: {}, uses: {} };\n }\n _markDefs() {\n const e = this.parser, t = this.parser.json.nodes || [];\n for (let n = 0, s = t.length; n < s; n++) {\n const r = t[n];\n r.extensions && r.extensions[this.name] && r.extensions[this.name].light !== void 0 && e._addNodeRef(this.cache, r.extensions[this.name].light);\n }\n }\n _loadLight(e) {\n const t = this.parser, n = \"light:\" + e;\n let s = t.cache.get(n);\n if (s) return s;\n const r = t.json, l = ((r.extensions && r.extensions[this.name] || {}).lights || [])[e];\n let c;\n const h = new Se(16777215);\n l.color !== void 0 && h.setRGB(l.color[0], l.color[1], l.color[2], Ut);\n const u = l.range !== void 0 ? l.range : 0;\n switch (l.type) {\n case \"directional\":\n c = new ph(h), c.target.position.set(0, 0, -1), c.add(c.target);\n break;\n case \"point\":\n c = new Ud(h), c.distance = u;\n break;\n case \"spot\":\n c = new Ld(h), c.distance = u, l.spot = l.spot || {}, l.spot.innerConeAngle = l.spot.innerConeAngle !== void 0 ? l.spot.innerConeAngle : 0, l.spot.outerConeAngle = l.spot.outerConeAngle !== void 0 ? l.spot.outerConeAngle : Math.PI / 4, c.angle = l.spot.outerConeAngle, c.penumbra = 1 - l.spot.innerConeAngle / l.spot.outerConeAngle, c.target.position.set(0, 0, -1), c.add(c.target);\n break;\n default:\n throw new Error(\"THREE.GLTFLoader: Unexpected light type: \" + l.type);\n }\n return c.position.set(0, 0, 0), Mn(c, l), l.intensity !== void 0 && (c.intensity = l.intensity), c.name = t.createUniqueName(l.name || \"light_\" + e), s = Promise.resolve(c), t.cache.add(n, s), s;\n }\n getDependency(e, t) {\n if (e === \"light\")\n return this._loadLight(t);\n }\n createNodeAttachment(e) {\n const t = this, n = this.parser, r = n.json.nodes[e], o = (r.extensions && r.extensions[this.name] || {}).light;\n return o === void 0 ? null : this._loadLight(o).then(function(l) {\n return n._getNodeRef(t.cache, o, l);\n });\n }\n}\nclass vx {\n constructor() {\n this.name = je.KHR_MATERIALS_UNLIT;\n }\n getMaterialType() {\n return Bt;\n }\n extendParams(e, t, n) {\n const s = [];\n e.color = new Se(1, 1, 1), e.opacity = 1;\n const r = t.pbrMetallicRoughness;\n if (r) {\n if (Array.isArray(r.baseColorFactor)) {\n const a = r.baseColorFactor;\n e.color.setRGB(a[0], a[1], a[2], Ut), e.opacity = a[3];\n }\n r.baseColorTexture !== void 0 && s.push(n.assignTexture(e, \"map\", r.baseColorTexture, Rt));\n }\n return Promise.all(s);\n }\n}\nclass Mx {\n constructor(e) {\n this.parser = e, this.name = je.KHR_MATERIALS_EMISSIVE_STRENGTH;\n }\n extendMaterialParams(e, t) {\n const s = this.parser.json.materials[e];\n if (!s.extensions || !s.extensions[this.name])\n return Promise.resolve();\n const r = s.extensions[this.name].emissiveStrength;\n return r !== void 0 && (t.emissiveIntensity = r), Promise.resolve();\n }\n}\nclass Sx {\n constructor(e) {\n this.parser = e, this.name = je.KHR_MATERIALS_CLEARCOAT;\n }\n getMaterialType(e) {\n const n = this.parser.json.materials[e];\n return !n.extensions || !n.extensions[this.name] ? null : Cn;\n }\n extendMaterialParams(e, t) {\n const n = this.parser, s = n.json.materials[e];\n if (!s.extensions || !s.extensions[this.name])\n return Promise.resolve();\n const r = [], a = s.extensions[this.name];\n if (a.clearcoatFactor !== void 0 && (t.clearcoat = a.clearcoatFactor), a.clearcoatTexture !== void 0 && r.push(n.assignTexture(t, \"clearcoatMap\", a.clearcoatTexture)), a.clearcoatRoughnessFactor !== void 0 && (t.clearcoatRoughness = a.clearcoatRoughnessFactor), a.clearcoatRoughnessTexture !== void 0 && r.push(n.assignTexture(t, \"clearcoatRoughnessMap\", a.clearcoatRoughnessTexture)), a.clearcoatNormalTexture !== void 0 && (r.push(n.assignTexture(t, \"clearcoatNormalMap\", a.clearcoatNormalTexture)), a.clearcoatNormalTexture.scale !== void 0)) {\n const o = a.clearcoatNormalTexture.scale;\n t.clearcoatNormalScale = new le(o, o);\n }\n return Promise.all(r);\n }\n}\nclass bx {\n constructor(e) {\n this.parser = e, this.name = je.KHR_MATERIALS_DISPERSION;\n }\n getMaterialType(e) {\n const n = this.parser.json.materials[e];\n return !n.extensions || !n.extensions[this.name] ? null : Cn;\n }\n extendMaterialParams(e, t) {\n const s = this.parser.json.materials[e];\n if (!s.extensions || !s.extensions[this.name])\n return Promise.resolve();\n const r = s.extensions[this.name];\n return t.dispersion = r.dispersion !== void 0 ? r.dispersion : 0, Promise.resolve();\n }\n}\nclass yx {\n constructor(e) {\n this.parser = e, this.name = je.KHR_MATERIALS_IRIDESCENCE;\n }\n getMaterialType(e) {\n const n = this.parser.json.materials[e];\n return !n.extensions || !n.extensions[this.name] ? null : Cn;\n }\n extendMaterialParams(e, t) {\n const n = this.parser, s = n.json.materials[e];\n if (!s.extensions || !s.extensions[this.name])\n return Promise.resolve();\n const r = [], a = s.extensions[this.name];\n return a.iridescenceFactor !== void 0 && (t.iridescence = a.iridescenceFactor), a.iridescenceTexture !== void 0 && r.push(n.assignTexture(t, \"iridescenceMap\", a.iridescenceTexture)), a.iridescenceIor !== void 0 && (t.iridescenceIOR = a.iridescenceIor), t.iridescenceThicknessRange === void 0 && (t.iridescenceThicknessRange = [100, 400]), a.iridescenceThicknessMinimum !== void 0 && (t.iridescenceThicknessRange[0] = a.iridescenceThicknessMinimum), a.iridescenceThicknessMaximum !== void 0 && (t.iridescenceThicknessRange[1] = a.iridescenceThicknessMaximum), a.iridescenceThicknessTexture !== void 0 && r.push(n.assignTexture(t, \"iridescenceThicknessMap\", a.iridescenceThicknessTexture)), Promise.all(r);\n }\n}\nclass Tx {\n constructor(e) {\n this.parser = e, this.name = je.KHR_MATERIALS_SHEEN;\n }\n getMaterialType(e) {\n const n = this.parser.json.materials[e];\n return !n.extensions || !n.extensions[this.name] ? null : Cn;\n }\n extendMaterialParams(e, t) {\n const n = this.parser, s = n.json.materials[e];\n if (!s.extensions || !s.extensions[this.name])\n return Promise.resolve();\n const r = [];\n t.sheenColor = new Se(0, 0, 0), t.sheenRoughness = 0, t.sheen = 1;\n const a = s.extensions[this.name];\n if (a.sheenColorFactor !== void 0) {\n const o = a.sheenColorFactor;\n t.sheenColor.setRGB(o[0], o[1], o[2], Ut);\n }\n return a.sheenRoughnessFactor !== void 0 && (t.sheenRoughness = a.sheenRoughnessFactor), a.sheenColorTexture !== void 0 && r.push(n.assignTexture(t, \"sheenColorMap\", a.sheenColorTexture, Rt)), a.sheenRoughnessTexture !== void 0 && r.push(n.assignTexture(t, \"sheenRoughnessMap\", a.sheenRoughnessTexture)), Promise.all(r);\n }\n}\nclass Ex {\n constructor(e) {\n this.parser = e, this.name = je.KHR_MATERIALS_TRANSMISSION;\n }\n getMaterialType(e) {\n const n = this.parser.json.materials[e];\n return !n.extensions || !n.extensions[this.name] ? null : Cn;\n }\n extendMaterialParams(e, t) {\n const n = this.parser, s = n.json.materials[e];\n if (!s.extensions || !s.extensions[this.name])\n return Promise.resolve();\n const r = [], a = s.extensions[this.name];\n return a.transmissionFactor !== void 0 && (t.transmission = a.transmissionFactor), a.transmissionTexture !== void 0 && r.push(n.assignTexture(t, \"transmissionMap\", a.transmissionTexture)), Promise.all(r);\n }\n}\nclass wx {\n constructor(e) {\n this.parser = e, this.name = je.KHR_MATERIALS_VOLUME;\n }\n getMaterialType(e) {\n const n = this.parser.json.materials[e];\n return !n.extensions || !n.extensions[this.name] ? null : Cn;\n }\n extendMaterialParams(e, t) {\n const n = this.parser, s = n.json.materials[e];\n if (!s.extensions || !s.extensions[this.name])\n return Promise.resolve();\n const r = [], a = s.extensions[this.name];\n t.thickness = a.thicknessFactor !== void 0 ? a.thicknessFactor : 0, a.thicknessTexture !== void 0 && r.push(n.assignTexture(t, \"thicknessMap\", a.thicknessTexture)), t.attenuationDistance = a.attenuationDistance || 1 / 0;\n const o = a.attenuationColor || [1, 1, 1];\n return t.attenuationColor = new Se().setRGB(o[0], o[1], o[2], Ut), Promise.all(r);\n }\n}\nclass Ax {\n constructor(e) {\n this.parser = e, this.name = je.KHR_MATERIALS_IOR;\n }\n getMaterialType(e) {\n const n = this.parser.json.materials[e];\n return !n.extensions || !n.extensions[this.name] ? null : Cn;\n }\n extendMaterialParams(e, t) {\n const s = this.parser.json.materials[e];\n if (!s.extensions || !s.extensions[this.name])\n return Promise.resolve();\n const r = s.extensions[this.name];\n return t.ior = r.ior !== void 0 ? r.ior : 1.5, Promise.resolve();\n }\n}\nclass Rx {\n constructor(e) {\n this.parser = e, this.name = je.KHR_MATERIALS_SPECULAR;\n }\n getMaterialType(e) {\n const n = this.parser.json.materials[e];\n return !n.extensions || !n.extensions[this.name] ? null : Cn;\n }\n extendMaterialParams(e, t) {\n const n = this.parser, s = n.json.materials[e];\n if (!s.extensions || !s.extensions[this.name])\n return Promise.resolve();\n const r = [], a = s.extensions[this.name];\n t.specularIntensity = a.specularFactor !== void 0 ? a.specularFactor : 1, a.specularTexture !== void 0 && r.push(n.assignTexture(t, \"specularIntensityMap\", a.specularTexture));\n const o = a.specularColorFactor || [1, 1, 1];\n return t.specularColor = new Se().setRGB(o[0], o[1], o[2], Ut), a.specularColorTexture !== void 0 && r.push(n.assignTexture(t, \"specularColorMap\", a.specularColorTexture, Rt)), Promise.all(r);\n }\n}\nclass Cx {\n constructor(e) {\n this.parser = e, this.name = je.EXT_MATERIALS_BUMP;\n }\n getMaterialType(e) {\n const n = this.parser.json.materials[e];\n return !n.extensions || !n.extensions[this.name] ? null : Cn;\n }\n extendMaterialParams(e, t) {\n const n = this.parser, s = n.json.materials[e];\n if (!s.extensions || !s.extensions[this.name])\n return Promise.resolve();\n const r = [], a = s.extensions[this.name];\n return t.bumpScale = a.bumpFactor !== void 0 ? a.bumpFactor : 1, a.bumpTexture !== void 0 && r.push(n.assignTexture(t, \"bumpMap\", a.bumpTexture)), Promise.all(r);\n }\n}\nclass Px {\n constructor(e) {\n this.parser = e, this.name = je.KHR_MATERIALS_ANISOTROPY;\n }\n getMaterialType(e) {\n const n = this.parser.json.materials[e];\n return !n.extensions || !n.extensions[this.name] ? null : Cn;\n }\n extendMaterialParams(e, t) {\n const n = this.parser, s = n.json.materials[e];\n if (!s.extensions || !s.extensions[this.name])\n return Promise.resolve();\n const r = [], a = s.extensions[this.name];\n return a.anisotropyStrength !== void 0 && (t.anisotropy = a.anisotropyStrength), a.anisotropyRotation !== void 0 && (t.anisotropyRotation = a.anisotropyRotation), a.anisotropyTexture !== void 0 && r.push(n.assignTexture(t, \"anisotropyMap\", a.anisotropyTexture)), Promise.all(r);\n }\n}\nclass Dx {\n constructor(e) {\n this.parser = e, this.name = je.KHR_TEXTURE_BASISU;\n }\n loadTexture(e) {\n const t = this.parser, n = t.json, s = n.textures[e];\n if (!s.extensions || !s.extensions[this.name])\n return null;\n const r = s.extensions[this.name], a = t.options.ktx2Loader;\n if (!a) {\n if (n.extensionsRequired && n.extensionsRequired.indexOf(this.name) >= 0)\n throw new Error(\"THREE.GLTFLoader: setKTX2Loader must be called before loading KTX2 textures\");\n return null;\n }\n return t.loadTextureImage(e, r.source, a);\n }\n}\nclass Lx {\n constructor(e) {\n this.parser = e, this.name = je.EXT_TEXTURE_WEBP;\n }\n loadTexture(e) {\n const t = this.name, n = this.parser, s = n.json, r = s.textures[e];\n if (!r.extensions || !r.extensions[t])\n return null;\n const a = r.extensions[t], o = s.images[a.source];\n let l = n.textureLoader;\n if (o.uri) {\n const c = n.options.manager.getHandler(o.uri);\n c !== null && (l = c);\n }\n return n.loadTextureImage(e, a.source, l);\n }\n}\nclass Ix {\n constructor(e) {\n this.parser = e, this.name = je.EXT_TEXTURE_AVIF;\n }\n loadTexture(e) {\n const t = this.name, n = this.parser, s = n.json, r = s.textures[e];\n if (!r.extensions || !r.extensions[t])\n return null;\n const a = r.extensions[t], o = s.images[a.source];\n let l = n.textureLoader;\n if (o.uri) {\n const c = n.options.manager.getHandler(o.uri);\n c !== null && (l = c);\n }\n return n.loadTextureImage(e, a.source, l);\n }\n}\nclass Ux {\n constructor(e) {\n this.name = je.EXT_MESHOPT_COMPRESSION, this.parser = e;\n }\n loadBufferView(e) {\n const t = this.parser.json, n = t.bufferViews[e];\n if (n.extensions && n.extensions[this.name]) {\n const s = n.extensions[this.name], r = this.parser.getDependency(\"buffer\", s.buffer), a = this.parser.options.meshoptDecoder;\n if (!a || !a.supported) {\n if (t.extensionsRequired && t.extensionsRequired.indexOf(this.name) >= 0)\n throw new Error(\"THREE.GLTFLoader: setMeshoptDecoder must be called before loading compressed files\");\n return null;\n }\n return r.then(function(o) {\n const l = s.byteOffset || 0, c = s.byteLength || 0, h = s.count, u = s.byteStride, d = new Uint8Array(o, l, c);\n return a.decodeGltfBufferAsync ? a.decodeGltfBufferAsync(h, u, d, s.mode, s.filter).then(function(p) {\n return p.buffer;\n }) : a.ready.then(function() {\n const p = new ArrayBuffer(h * u);\n return a.decodeGltfBuffer(new Uint8Array(p), h, u, d, s.mode, s.filter), p;\n });\n });\n } else\n return null;\n }\n}\nclass Nx {\n constructor(e) {\n this.name = je.EXT_MESH_GPU_INSTANCING, this.parser = e;\n }\n createNodeMesh(e) {\n const t = this.parser.json, n = t.nodes[e];\n if (!n.extensions || !n.extensions[this.name] || n.mesh === void 0)\n return null;\n const s = t.meshes[n.mesh];\n for (const c of s.primitives)\n if (c.mode !== Qt.TRIANGLES && c.mode !== Qt.TRIANGLE_STRIP && c.mode !== Qt.TRIANGLE_FAN && c.mode !== void 0)\n return null;\n const a = n.extensions[this.name].attributes, o = [], l = {};\n for (const c in a)\n o.push(this.parser.getDependency(\"accessor\", a[c]).then((h) => (l[c] = h, l[c])));\n return o.length < 1 ? null : (o.push(this.parser.createNodeMesh(e)), Promise.all(o).then((c) => {\n const h = c.pop(), u = h.isGroup ? h.children : [h], d = c[0].count, p = [];\n for (const g of u) {\n const x = new Ne(), m = new w(), f = new gn(), y = new w(1, 1, 1), v = new od(g.geometry, g.material, d);\n for (let T = 0; T < d; T++)\n l.TRANSLATION && m.fromBufferAttribute(l.TRANSLATION, T), l.ROTATION && f.fromBufferAttribute(l.ROTATION, T), l.SCALE && y.fromBufferAttribute(l.SCALE, T), v.setMatrixAt(T, x.compose(m, f, y));\n for (const T in l)\n if (T === \"_COLOR_0\") {\n const R = l[T];\n v.instanceColor = new uo(R.array, R.itemSize, R.normalized);\n } else T !== \"TRANSLATION\" && T !== \"ROTATION\" && T !== \"SCALE\" && g.geometry.setAttribute(T, l[T]);\n pt.prototype.copy.call(v, g), this.parser.assignFinalMaterial(v), p.push(v);\n }\n return h.isGroup ? (h.clear(), h.add(...p), h) : p[0];\n }));\n }\n}\nconst Eh = \"glTF\", fs = 12, Tc = { JSON: 1313821514, BIN: 5130562 };\nclass Fx {\n constructor(e) {\n this.name = je.KHR_BINARY_GLTF, this.content = null, this.body = null;\n const t = new DataView(e, 0, fs), n = new TextDecoder();\n if (this.header = {\n magic: n.decode(new Uint8Array(e.slice(0, 4))),\n version: t.getUint32(4, !0),\n length: t.getUint32(8, !0)\n }, this.header.magic !== Eh)\n throw new Error(\"THREE.GLTFLoader: Unsupported glTF-Binary header.\");\n if (this.header.version < 2)\n throw new Error(\"THREE.GLTFLoader: Legacy binary file detected.\");\n const s = this.header.length - fs, r = new DataView(e, fs);\n let a = 0;\n for (; a < s; ) {\n const o = r.getUint32(a, !0);\n a += 4;\n const l = r.getUint32(a, !0);\n if (a += 4, l === Tc.JSON) {\n const c = new Uint8Array(e, fs + a, o);\n this.content = n.decode(c);\n } else if (l === Tc.BIN) {\n const c = fs + a;\n this.body = e.slice(c, c + o);\n }\n a += o;\n }\n if (this.content === null)\n throw new Error(\"THREE.GLTFLoader: JSON content not found.\");\n }\n}\nclass Ox {\n constructor(e, t) {\n if (!t)\n throw new Error(\"THREE.GLTFLoader: No DRACOLoader instance provided.\");\n this.name = je.KHR_DRACO_MESH_COMPRESSION, this.json = e, this.dracoLoader = t, this.dracoLoader.preload();\n }\n decodePrimitive(e, t) {\n const n = this.json, s = this.dracoLoader, r = e.extensions[this.name].bufferView, a = e.extensions[this.name].attributes, o = {}, l = {}, c = {};\n for (const h in a) {\n const u = xo[h] || h.toLowerCase();\n o[u] = a[h];\n }\n for (const h in e.attributes) {\n const u = xo[h] || h.toLowerCase();\n if (a[h] !== void 0) {\n const d = n.accessors[e.attributes[h]], p = zi[d.componentType];\n c[u] = p.name, l[u] = d.normalized === !0;\n }\n }\n return t.getDependency(\"bufferView\", r).then(function(h) {\n return new Promise(function(u, d) {\n s.decodeDracoFile(h, function(p) {\n for (const g in p.attributes) {\n const x = p.attributes[g], m = l[g];\n m !== void 0 && (x.normalized = m);\n }\n u(p);\n }, o, c, Ut, d);\n });\n });\n }\n}\nclass Bx {\n constructor() {\n this.name = je.KHR_TEXTURE_TRANSFORM;\n }\n extendTexture(e, t) {\n return (t.texCoord === void 0 || t.texCoord === e.channel) && t.offset === void 0 && t.rotation === void 0 && t.scale === void 0 || (e = e.clone(), t.texCoord !== void 0 && (e.channel = t.texCoord), t.offset !== void 0 && e.offset.fromArray(t.offset), t.rotation !== void 0 && (e.rotation = t.rotation), t.scale !== void 0 && e.repeat.fromArray(t.scale), e.needsUpdate = !0), e;\n }\n}\nclass zx {\n constructor() {\n this.name = je.KHR_MESH_QUANTIZATION;\n }\n}\nclass wh extends Rs {\n constructor(e, t, n, s) {\n super(e, t, n, s);\n }\n copySampleValue_(e) {\n const t = this.resultBuffer, n = this.sampleValues, s = this.valueSize, r = e * s * 3 + s;\n for (let a = 0; a !== s; a++)\n t[a] = n[r + a];\n return t;\n }\n interpolate_(e, t, n, s) {\n const r = this.resultBuffer, a = this.sampleValues, o = this.valueSize, l = o * 2, c = o * 3, h = s - t, u = (n - t) / h, d = u * u, p = d * u, g = e * c, x = g - c, m = -2 * p + 3 * d, f = p - d, y = 1 - m, v = f - d + u;\n for (let T = 0; T !== o; T++) {\n const R = a[x + T + o], E = a[x + T + l] * h, P = a[g + T + o], I = a[g + T] * h;\n r[T] = y * R + v * E + m * P + f * I;\n }\n return r;\n }\n}\nconst kx = new gn();\nclass Vx extends wh {\n interpolate_(e, t, n, s) {\n const r = super.interpolate_(e, t, n, s);\n return kx.fromArray(r).normalize().toArray(r), r;\n }\n}\nconst Qt = {\n POINTS: 0,\n LINES: 1,\n LINE_LOOP: 2,\n LINE_STRIP: 3,\n TRIANGLES: 4,\n TRIANGLE_STRIP: 5,\n TRIANGLE_FAN: 6\n}, zi = {\n 5120: Int8Array,\n 5121: Uint8Array,\n 5122: Int16Array,\n 5123: Uint16Array,\n 5125: Uint32Array,\n 5126: Float32Array\n}, Ec = {\n 9728: Dt,\n 9729: bt,\n 9984: Vc,\n 9985: ur,\n 9986: ms,\n 9987: yn\n}, wc = {\n 33071: en,\n 33648: Mr,\n 10497: wn\n}, _a = {\n SCALAR: 1,\n VEC2: 2,\n VEC3: 3,\n VEC4: 4,\n MAT2: 4,\n MAT3: 9,\n MAT4: 16\n}, xo = {\n POSITION: \"position\",\n NORMAL: \"normal\",\n TANGENT: \"tangent\",\n TEXCOORD_0: \"uv\",\n TEXCOORD_1: \"uv1\",\n TEXCOORD_2: \"uv2\",\n TEXCOORD_3: \"uv3\",\n COLOR_0: \"color\",\n WEIGHTS_0: \"skinWeight\",\n JOINTS_0: \"skinIndex\"\n}, Yn = {\n scale: \"scale\",\n translation: \"position\",\n rotation: \"quaternion\",\n weights: \"morphTargetInfluences\"\n}, Gx = {\n CUBICSPLINE: void 0,\n // We use a custom interpolant (GLTFCubicSplineInterpolation) for CUBICSPLINE tracks. Each\n // keyframe track will be initialized with a default interpolation type, then modified.\n LINEAR: Ts,\n STEP: ys\n}, va = {\n OPAQUE: \"OPAQUE\",\n MASK: \"MASK\",\n BLEND: \"BLEND\"\n};\nfunction Hx(i) {\n return i.DefaultMaterial === void 0 && (i.DefaultMaterial = new Go({\n color: 16777215,\n emissive: 0,\n metalness: 1,\n roughness: 1,\n transparent: !1,\n depthTest: !0,\n side: En\n })), i.DefaultMaterial;\n}\nfunction hi(i, e, t) {\n for (const n in t.extensions)\n i[n] === void 0 && (e.userData.gltfExtensions = e.userData.gltfExtensions || {}, e.userData.gltfExtensions[n] = t.extensions[n]);\n}\nfunction Mn(i, e) {\n e.extras !== void 0 && (typeof e.extras == \"object\" ? Object.assign(i.userData, e.extras) : console.warn(\"THREE.GLTFLoader: Ignoring primitive type .extras, \" + e.extras));\n}\nfunction Wx(i, e, t) {\n let n = !1, s = !1, r = !1;\n for (let c = 0, h = e.length; c < h; c++) {\n const u = e[c];\n if (u.POSITION !== void 0 && (n = !0), u.NORMAL !== void 0 && (s = !0), u.COLOR_0 !== void 0 && (r = !0), n && s && r) break;\n }\n if (!n && !s && !r) return Promise.resolve(i);\n const a = [], o = [], l = [];\n for (let c = 0, h = e.length; c < h; c++) {\n const u = e[c];\n if (n) {\n const d = u.POSITION !== void 0 ? t.getDependency(\"accessor\", u.POSITION) : i.attributes.position;\n a.push(d);\n }\n if (s) {\n const d = u.NORMAL !== void 0 ? t.getDependency(\"accessor\", u.NORMAL) : i.attributes.normal;\n o.push(d);\n }\n if (r) {\n const d = u.COLOR_0 !== void 0 ? t.getDependency(\"accessor\", u.COLOR_0) : i.attributes.color;\n l.push(d);\n }\n }\n return Promise.all([\n Promise.all(a),\n Promise.all(o),\n Promise.all(l)\n ]).then(function(c) {\n const h = c[0], u = c[1], d = c[2];\n return n && (i.morphAttributes.position = h), s && (i.morphAttributes.normal = u), r && (i.morphAttributes.color = d), i.morphTargetsRelative = !0, i;\n });\n}\nfunction Xx(i, e) {\n if (i.updateMorphTargets(), e.weights !== void 0)\n for (let t = 0, n = e.weights.length; t < n; t++)\n i.morphTargetInfluences[t] = e.weights[t];\n if (e.extras && Array.isArray(e.extras.targetNames)) {\n const t = e.extras.targetNames;\n if (i.morphTargetInfluences.length === t.length) {\n i.morphTargetDictionary = {};\n for (let n = 0, s = t.length; n < s; n++)\n i.morphTargetDictionary[t[n]] = n;\n } else\n console.warn(\"THREE.GLTFLoader: Invalid extras.targetNames length. 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These resources\n * can be reused, or \"instantiated\", at multiple nodes in the scene\n * hierarchy. Mesh, Camera, and Light instances are instantiated and must\n * be marked. Non-scenegraph resources (like Materials, Geometries, and\n * Textures) can be reused directly and are not marked here.\n *\n * Example: CesiumMilkTruck sample model reuses \"Wheel\" meshes.\n *\n * @private\n * @param {Object} cache\n * @param {Object3D} index\n */\n _addNodeRef(e, t) {\n t !== void 0 && (e.refs[t] === void 0 && (e.refs[t] = e.uses[t] = 0), e.refs[t]++);\n }\n /**\n * Returns a reference to a shared resource, cloning it if necessary.\n *\n * @private\n * @param {Object} cache\n * @param {number} index\n * @param {Object} object\n * @return {Object}\n */\n _getNodeRef(e, t, n) {\n if (e.refs[t] <= 1) return n;\n const s = n.clone(), r = (a, o) => {\n const l = this.associations.get(a);\n l != null && this.associations.set(o, l);\n for (const [c, h] of a.children.entries())\n r(h, o.children[c]);\n };\n return r(n, s), s.name += \"_instance_\" + e.uses[t]++, s;\n }\n _invokeOne(e) {\n const t = Object.values(this.plugins);\n t.push(this);\n for (let n = 0; n < t.length; n++) {\n const s = e(t[n]);\n if (s) return s;\n }\n return null;\n }\n _invokeAll(e) {\n const t = Object.values(this.plugins);\n t.unshift(this);\n const n = [];\n for (let s = 0; s < t.length; s++) {\n const r = e(t[s]);\n r && n.push(r);\n }\n return n;\n }\n /**\n * Requests the specified dependency asynchronously, with caching.\n *\n * @private\n * @param {string} type\n * @param {number} index\n * @return {Promise}\n */\n getDependency(e, t) {\n const n = e + \":\" + t;\n let s = this.cache.get(n);\n if (!s) {\n switch (e) {\n case \"scene\":\n s = this.loadScene(t);\n break;\n case \"node\":\n s = this._invokeOne(function(r) {\n return r.loadNode && r.loadNode(t);\n });\n break;\n case \"mesh\":\n s = this._invokeOne(function(r) {\n return r.loadMesh && r.loadMesh(t);\n });\n break;\n case \"accessor\":\n s = this.loadAccessor(t);\n break;\n case \"bufferView\":\n s = this._invokeOne(function(r) {\n return r.loadBufferView && r.loadBufferView(t);\n });\n break;\n case \"buffer\":\n s = this.loadBuffer(t);\n break;\n case \"material\":\n s = this._invokeOne(function(r) {\n return r.loadMaterial && r.loadMaterial(t);\n });\n break;\n case \"texture\":\n s = this._invokeOne(function(r) {\n return r.loadTexture && r.loadTexture(t);\n });\n break;\n case \"skin\":\n s = this.loadSkin(t);\n break;\n case \"animation\":\n s = this._invokeOne(function(r) {\n return r.loadAnimation && r.loadAnimation(t);\n });\n break;\n case \"camera\":\n s = this.loadCamera(t);\n break;\n default:\n if (s = this._invokeOne(function(r) {\n return r != this && r.getDependency && r.getDependency(e, t);\n }), !s)\n throw new Error(\"Unknown type: \" + e);\n break;\n }\n this.cache.add(n, s);\n }\n return s;\n }\n /**\n * Requests all dependencies of the specified type asynchronously, with caching.\n *\n * @private\n * @param {string} type\n * @return {Promise>}\n */\n getDependencies(e) {\n let t = this.cache.get(e);\n if (!t) {\n const n = this, s = this.json[e + (e === \"mesh\" ? \"es\" : \"s\")] || [];\n t = Promise.all(s.map(function(r, a) {\n return n.getDependency(e, a);\n })), this.cache.add(e, t);\n }\n return t;\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views\n *\n * @private\n * @param {number} bufferIndex\n * @return {Promise}\n */\n loadBuffer(e) {\n const t = this.json.buffers[e], n = this.fileLoader;\n if (t.type && t.type !== \"arraybuffer\")\n throw new Error(\"THREE.GLTFLoader: \" + t.type + \" buffer type is not supported.\");\n if (t.uri === void 0 && e === 0)\n return Promise.resolve(this.extensions[je.KHR_BINARY_GLTF].body);\n const s = this.options;\n return new Promise(function(r, a) {\n n.load(Ms.resolveURL(t.uri, s.path), r, void 0, function() {\n a(new Error('THREE.GLTFLoader: Failed to load buffer \"' + t.uri + '\".'));\n });\n });\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views\n *\n * @private\n * @param {number} bufferViewIndex\n * @return {Promise}\n */\n loadBufferView(e) {\n const t = this.json.bufferViews[e];\n return this.getDependency(\"buffer\", t.buffer).then(function(n) {\n const s = t.byteLength || 0, r = t.byteOffset || 0;\n return n.slice(r, r + s);\n });\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#accessors\n *\n * @private\n * @param {number} accessorIndex\n * @return {Promise}\n */\n loadAccessor(e) {\n const t = this, n = this.json, s = this.json.accessors[e];\n if (s.bufferView === void 0 && s.sparse === void 0) {\n const a = _a[s.type], o = zi[s.componentType], l = s.normalized === !0, c = new o(s.count * a);\n return Promise.resolve(new kt(c, a, l));\n }\n const r = [];\n return s.bufferView !== void 0 ? r.push(this.getDependency(\"bufferView\", s.bufferView)) : r.push(null), s.sparse !== void 0 && (r.push(this.getDependency(\"bufferView\", s.sparse.indices.bufferView)), r.push(this.getDependency(\"bufferView\", s.sparse.values.bufferView))), Promise.all(r).then(function(a) {\n const o = a[0], l = _a[s.type], c = zi[s.componentType], h = c.BYTES_PER_ELEMENT, u = h * l, d = s.byteOffset || 0, p = s.bufferView !== void 0 ? n.bufferViews[s.bufferView].byteStride : void 0, g = s.normalized === !0;\n let x, m;\n if (p && p !== u) {\n const f = Math.floor(d / p), y = \"InterleavedBuffer:\" + s.bufferView + \":\" + s.componentType + \":\" + f + \":\" + s.count;\n let v = t.cache.get(y);\n v || (x = new c(o, f * p, s.count * p / h), v = new nd(x, p / h), t.cache.add(y, v)), m = new Oo(v, l, d % p / h, g);\n } else\n o === null ? x = new c(s.count * l) : x = new c(o, d, s.count * l), m = new kt(x, l, g);\n if (s.sparse !== void 0) {\n const f = _a.SCALAR, y = zi[s.sparse.indices.componentType], v = s.sparse.indices.byteOffset || 0, T = s.sparse.values.byteOffset || 0, R = new y(a[1], v, s.sparse.count * f), E = new c(a[2], T, s.sparse.count * l);\n o !== null && (m = new kt(m.array.slice(), m.itemSize, m.normalized)), m.normalized = !1;\n for (let P = 0, I = R.length; P < I; P++) {\n const S = R[P];\n if (m.setX(S, E[P * l]), l >= 2 && m.setY(S, E[P * l + 1]), l >= 3 && m.setZ(S, E[P * l + 2]), l >= 4 && m.setW(S, E[P * l + 3]), l >= 5) throw new Error(\"THREE.GLTFLoader: Unsupported itemSize in sparse BufferAttribute.\");\n }\n m.normalized = g;\n }\n return m;\n });\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#textures\n *\n * @private\n * @param {number} textureIndex\n * @return {Promise}\n */\n loadTexture(e) {\n const t = this.json, n = this.options, r = t.textures[e].source, a = t.images[r];\n let o = this.textureLoader;\n if (a.uri) {\n const l = n.manager.getHandler(a.uri);\n l !== null && (o = l);\n }\n return this.loadTextureImage(e, r, o);\n }\n loadTextureImage(e, t, n) {\n const s = this, r = this.json, a = r.textures[e], o = r.images[t], l = (o.uri || o.bufferView) + \":\" + a.sampler;\n if (this.textureCache[l])\n return this.textureCache[l];\n const c = this.loadImageSource(t, n).then(function(h) {\n h.flipY = !1, h.name = a.name || o.name || \"\", h.name === \"\" && typeof o.uri == \"string\" && o.uri.startsWith(\"data:image/\") === !1 && (h.name = o.uri);\n const d = (r.samplers || {})[a.sampler] || {};\n return h.magFilter = Ec[d.magFilter] || bt, h.minFilter = Ec[d.minFilter] || yn, h.wrapS = wc[d.wrapS] || wn, h.wrapT = wc[d.wrapT] || wn, h.generateMipmaps = !h.isCompressedTexture && h.minFilter !== Dt && h.minFilter !== bt, s.associations.set(h, { textures: e }), h;\n }).catch(function() {\n return null;\n });\n return this.textureCache[l] = c, c;\n }\n loadImageSource(e, t) {\n const n = this, s = this.json, r = this.options;\n if (this.sourceCache[e] !== void 0)\n return this.sourceCache[e].then((u) => u.clone());\n const a = s.images[e], o = self.URL || self.webkitURL;\n let l = a.uri || \"\", c = !1;\n if (a.bufferView !== void 0)\n l = n.getDependency(\"bufferView\", a.bufferView).then(function(u) {\n c = !0;\n const d = new Blob([u], { type: a.mimeType });\n return l = o.createObjectURL(d), l;\n });\n else if (a.uri === void 0)\n throw new Error(\"THREE.GLTFLoader: Image \" + e + \" is missing URI and bufferView\");\n const h = Promise.resolve(l).then(function(u) {\n return new Promise(function(d, p) {\n let g = d;\n t.isImageBitmapLoader === !0 && (g = function(x) {\n const m = new Ct(x);\n m.needsUpdate = !0, d(m);\n }), t.load(Ms.resolveURL(u, r.path), g, void 0, p);\n });\n }).then(function(u) {\n return c === !0 && o.revokeObjectURL(l), Mn(u, a), u.userData.mimeType = a.mimeType || qx(a.uri), u;\n }).catch(function(u) {\n throw console.error(\"THREE.GLTFLoader: Couldn't load texture\", l), u;\n });\n return this.sourceCache[e] = h, h;\n }\n /**\n * Asynchronously assigns a texture to the given material parameters.\n *\n * @private\n * @param {Object} materialParams\n * @param {string} mapName\n * @param {Object} mapDef\n * @param {string} [colorSpace]\n * @return {Promise}\n */\n assignTexture(e, t, n, s) {\n const r = this;\n return this.getDependency(\"texture\", n.index).then(function(a) {\n if (!a) return null;\n if (n.texCoord !== void 0 && n.texCoord > 0 && (a = a.clone(), a.channel = n.texCoord), r.extensions[je.KHR_TEXTURE_TRANSFORM]) {\n const o = n.extensions !== void 0 ? n.extensions[je.KHR_TEXTURE_TRANSFORM] : void 0;\n if (o) {\n const l = r.associations.get(a);\n a = r.extensions[je.KHR_TEXTURE_TRANSFORM].extendTexture(a, o), r.associations.set(a, l);\n }\n }\n return s !== void 0 && (a.colorSpace = s), e[t] = a, a;\n });\n }\n /**\n * Assigns final material to a Mesh, Line, or Points instance. The instance\n * already has a material (generated from the glTF material options alone)\n * but reuse of the same glTF material may require multiple threejs materials\n * to accommodate different primitive types, defines, etc. New materials will\n * be created if necessary, and reused from a cache.\n *\n * @private\n * @param {Object3D} mesh Mesh, Line, or Points instance.\n */\n assignFinalMaterial(e) {\n const t = e.geometry;\n let n = e.material;\n const s = t.attributes.tangent === void 0, r = t.attributes.color !== void 0, a = t.attributes.normal === void 0;\n if (e.isPoints) {\n const o = \"PointsMaterial:\" + n.uuid;\n let l = this.cache.get(o);\n l || (l = new ah(), tn.prototype.copy.call(l, n), l.color.copy(n.color), l.map = n.map, l.sizeAttenuation = !1, this.cache.add(o, l)), n = l;\n } else if (e.isLine) {\n const o = \"LineBasicMaterial:\" + n.uuid;\n let l = this.cache.get(o);\n l || (l = new rh(), tn.prototype.copy.call(l, n), l.color.copy(n.color), l.map = n.map, this.cache.add(o, l)), n = l;\n }\n if (s || r || a) {\n let o = \"ClonedMaterial:\" + n.uuid + \":\";\n s && (o += \"derivative-tangents:\"), r && (o += \"vertex-colors:\"), a && (o += \"flat-shading:\");\n let l = this.cache.get(o);\n l || (l = n.clone(), r && (l.vertexColors = !0), a && (l.flatShading = !0), s && (l.normalScale && (l.normalScale.y *= -1), l.clearcoatNormalScale && (l.clearcoatNormalScale.y *= -1)), this.cache.add(o, l), this.associations.set(l, this.associations.get(n))), n = l;\n }\n e.material = n;\n }\n getMaterialType() {\n return Go;\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#materials\n *\n * @private\n * @param {number} materialIndex\n * @return {Promise}\n */\n loadMaterial(e) {\n const t = this, n = this.json, s = this.extensions, r = n.materials[e];\n let a;\n const o = {}, l = r.extensions || {}, c = [];\n if (l[je.KHR_MATERIALS_UNLIT]) {\n const u = s[je.KHR_MATERIALS_UNLIT];\n a = u.getMaterialType(), c.push(u.extendParams(o, r, t));\n } else {\n const u = r.pbrMetallicRoughness || {};\n if (o.color = new Se(1, 1, 1), o.opacity = 1, Array.isArray(u.baseColorFactor)) {\n const d = u.baseColorFactor;\n o.color.setRGB(d[0], d[1], d[2], Ut), o.opacity = d[3];\n }\n u.baseColorTexture !== void 0 && c.push(t.assignTexture(o, \"map\", u.baseColorTexture, Rt)), o.metalness = u.metallicFactor !== void 0 ? u.metallicFactor : 1, o.roughness = u.roughnessFactor !== void 0 ? u.roughnessFactor : 1, u.metallicRoughnessTexture !== void 0 && (c.push(t.assignTexture(o, \"metalnessMap\", u.metallicRoughnessTexture)), c.push(t.assignTexture(o, \"roughnessMap\", u.metallicRoughnessTexture))), a = this._invokeOne(function(d) {\n return d.getMaterialType && d.getMaterialType(e);\n }), c.push(Promise.all(this._invokeAll(function(d) {\n return d.extendMaterialParams && d.extendMaterialParams(e, o);\n })));\n }\n r.doubleSided === !0 && (o.side = Wt);\n const h = r.alphaMode || va.OPAQUE;\n if (h === va.BLEND ? (o.transparent = !0, o.depthWrite = !1) : (o.transparent = !1, h === va.MASK && (o.alphaTest = r.alphaCutoff !== void 0 ? r.alphaCutoff : 0.5)), r.normalTexture !== void 0 && a !== Bt && (c.push(t.assignTexture(o, \"normalMap\", r.normalTexture)), o.normalScale = new le(1, 1), r.normalTexture.scale !== void 0)) {\n const u = r.normalTexture.scale;\n o.normalScale.set(u, u);\n }\n if (r.occlusionTexture !== void 0 && a !== Bt && (c.push(t.assignTexture(o, \"aoMap\", r.occlusionTexture)), r.occlusionTexture.strength !== void 0 && (o.aoMapIntensity = r.occlusionTexture.strength)), r.emissiveFactor !== void 0 && a !== Bt) {\n const u = r.emissiveFactor;\n o.emissive = new Se().setRGB(u[0], u[1], u[2], Ut);\n }\n return r.emissiveTexture !== void 0 && a !== Bt && c.push(t.assignTexture(o, \"emissiveMap\", r.emissiveTexture, Rt)), Promise.all(c).then(function() {\n const u = new a(o);\n return r.name && (u.name = r.name), Mn(u, r), t.associations.set(u, { materials: e }), r.extensions && hi(s, u, r), u;\n });\n }\n /**\n * When Object3D instances are targeted by animation, they need unique names.\n *\n * @private\n * @param {string} originalName\n * @return {string}\n */\n createUniqueName(e) {\n const t = nt.sanitizeNodeName(e || \"\");\n return t in this.nodeNamesUsed ? t + \"_\" + ++this.nodeNamesUsed[t] : (this.nodeNamesUsed[t] = 0, t);\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#geometry\n *\n * Creates BufferGeometries from primitives.\n *\n * @private\n * @param {Array} primitives\n * @return {Promise>}\n */\n loadGeometries(e) {\n const t = this, n = this.extensions, s = this.primitiveCache;\n function r(o) {\n return n[je.KHR_DRACO_MESH_COMPRESSION].decodePrimitive(o, t).then(function(l) {\n return Ac(l, o, t);\n });\n }\n const a = [];\n for (let o = 0, l = e.length; o < l; o++) {\n const c = e[o], h = jx(c), u = s[h];\n if (u)\n a.push(u.promise);\n else {\n let d;\n c.extensions && c.extensions[je.KHR_DRACO_MESH_COMPRESSION] ? d = r(c) : d = Ac(new nn(), c, t), s[h] = { primitive: c, promise: d }, a.push(d);\n }\n }\n return Promise.all(a);\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#meshes\n *\n * @private\n * @param {number} meshIndex\n * @return {Promise}\n */\n loadMesh(e) {\n const t = this, n = this.json, s = this.extensions, r = n.meshes[e], a = r.primitives, o = [];\n for (let l = 0, c = a.length; l < c; l++) {\n const h = a[l].material === void 0 ? Hx(this.cache) : this.getDependency(\"material\", a[l].material);\n o.push(h);\n }\n return o.push(t.loadGeometries(a)), Promise.all(o).then(function(l) {\n const c = l.slice(0, l.length - 1), h = l[l.length - 1], u = [];\n for (let p = 0, g = h.length; p < g; p++) {\n const x = h[p], m = a[p];\n let f;\n const y = c[p];\n if (m.mode === Qt.TRIANGLES || m.mode === Qt.TRIANGLE_STRIP || m.mode === Qt.TRIANGLE_FAN || m.mode === void 0)\n f = r.isSkinnedMesh === !0 ? new sd(x, y) : new ot(x, y), f.isSkinnedMesh === !0 && f.normalizeSkinWeights(), m.mode === Qt.TRIANGLE_STRIP ? f.geometry = yc(f.geometry, Yc) : m.mode === Qt.TRIANGLE_FAN && (f.geometry = yc(f.geometry, lo));\n else if (m.mode === Qt.LINES)\n f = new ud(x, y);\n else if (m.mode === Qt.LINE_STRIP)\n f = new ko(x, y);\n else if (m.mode === Qt.LINE_LOOP)\n f = new dd(x, y);\n else if (m.mode === Qt.POINTS)\n f = new fd(x, y);\n else\n throw new Error(\"THREE.GLTFLoader: Primitive mode unsupported: \" + m.mode);\n Object.keys(f.geometry.morphAttributes).length > 0 && Xx(f, r), f.name = t.createUniqueName(r.name || \"mesh_\" + e), Mn(f, r), m.extensions && hi(s, f, m), t.assignFinalMaterial(f), u.push(f);\n }\n for (let p = 0, g = u.length; p < g; p++)\n t.associations.set(u[p], {\n meshes: e,\n primitives: p\n });\n if (u.length === 1)\n return r.extensions && hi(s, u[0], r), u[0];\n const d = new zn();\n r.extensions && hi(s, d, r), t.associations.set(d, { meshes: e });\n for (let p = 0, g = u.length; p < g; p++)\n d.add(u[p]);\n return d;\n });\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#cameras\n *\n * @private\n * @param {number} cameraIndex\n * @return {Promise|undefined}\n */\n loadCamera(e) {\n let t;\n const n = this.json.cameras[e], s = n[n.type];\n if (!s) {\n console.warn(\"THREE.GLTFLoader: Missing camera parameters.\");\n return;\n }\n return n.type === \"perspective\" ? t = new Tt(Lo.radToDeg(s.yfov), s.aspectRatio || 1, s.znear || 1, s.zfar || 2e6) : n.type === \"orthographic\" && (t = new pi(-s.xmag, s.xmag, s.ymag, -s.ymag, s.znear, s.zfar)), n.name && (t.name = this.createUniqueName(n.name)), Mn(t, n), Promise.resolve(t);\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins\n *\n * @private\n * @param {number} skinIndex\n * @return {Promise}\n */\n loadSkin(e) {\n const t = this.json.skins[e], n = [];\n for (let s = 0, r = t.joints.length; s < r; s++)\n n.push(this._loadNodeShallow(t.joints[s]));\n return t.inverseBindMatrices !== void 0 ? n.push(this.getDependency(\"accessor\", t.inverseBindMatrices)) : n.push(null), Promise.all(n).then(function(s) {\n const r = s.pop(), a = s, o = [], l = [];\n for (let c = 0, h = a.length; c < h; c++) {\n const u = a[c];\n if (u) {\n o.push(u);\n const d = new Ne();\n r !== null && d.fromArray(r.array, c * 16), l.push(d);\n } else\n console.warn('THREE.GLTFLoader: Joint \"%s\" could not be found.', t.joints[c]);\n }\n return new Bo(o, l);\n });\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#animations\n *\n * @private\n * @param {number} animationIndex\n * @return {Promise}\n */\n loadAnimation(e) {\n const t = this.json, n = this, s = t.animations[e], r = s.name ? s.name : \"animation_\" + e, a = [], o = [], l = [], c = [], h = [];\n for (let u = 0, d = s.channels.length; u < d; u++) {\n const p = s.channels[u], g = s.samplers[p.sampler], x = p.target, m = x.node, f = s.parameters !== void 0 ? s.parameters[g.input] : g.input, y = s.parameters !== void 0 ? s.parameters[g.output] : g.output;\n x.node !== void 0 && (a.push(this.getDependency(\"node\", m)), o.push(this.getDependency(\"accessor\", f)), l.push(this.getDependency(\"accessor\", y)), c.push(g), h.push(x));\n }\n return Promise.all([\n Promise.all(a),\n Promise.all(o),\n Promise.all(l),\n Promise.all(c),\n Promise.all(h)\n ]).then(function(u) {\n const d = u[0], p = u[1], g = u[2], x = u[3], m = u[4], f = [];\n for (let v = 0, T = d.length; v < T; v++) {\n const R = d[v], E = p[v], P = g[v], I = x[v], S = m[v];\n if (R === void 0) continue;\n R.updateMatrix && R.updateMatrix();\n const M = n._createAnimationTracks(R, E, P, I, S);\n if (M)\n for (let C = 0; C < M.length; C++)\n f.push(M[C]);\n }\n const y = new Td(r, void 0, f);\n return Mn(y, s), y;\n });\n }\n createNodeMesh(e) {\n const t = this.json, n = this, s = t.nodes[e];\n return s.mesh === void 0 ? null : n.getDependency(\"mesh\", s.mesh).then(function(r) {\n const a = n._getNodeRef(n.meshCache, s.mesh, r);\n return s.weights !== void 0 && a.traverse(function(o) {\n if (o.isMesh)\n for (let l = 0, c = s.weights.length; l < c; l++)\n o.morphTargetInfluences[l] = s.weights[l];\n }), a;\n });\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#nodes-and-hierarchy\n *\n * @private\n * @param {number} nodeIndex\n * @return {Promise}\n */\n loadNode(e) {\n const t = this.json, n = this, s = t.nodes[e], r = n._loadNodeShallow(e), a = [], o = s.children || [];\n for (let c = 0, h = o.length; c < h; c++)\n a.push(n.getDependency(\"node\", o[c]));\n const l = s.skin === void 0 ? Promise.resolve(null) : n.getDependency(\"skin\", s.skin);\n return Promise.all([\n r,\n Promise.all(a),\n l\n ]).then(function(c) {\n const h = c[0], u = c[1], d = c[2];\n d !== null && h.traverse(function(p) {\n p.isSkinnedMesh && p.bind(d, Yx);\n });\n for (let p = 0, g = u.length; p < g; p++)\n h.add(u[p]);\n return h;\n });\n }\n // ._loadNodeShallow() parses a single node.\n // skin and child nodes are created and added in .loadNode() (no '_' prefix).\n _loadNodeShallow(e) {\n const t = this.json, n = this.extensions, s = this;\n if (this.nodeCache[e] !== void 0)\n return this.nodeCache[e];\n const r = t.nodes[e], a = r.name ? s.createUniqueName(r.name) : \"\", o = [], l = s._invokeOne(function(c) {\n return c.createNodeMesh && c.createNodeMesh(e);\n });\n return l && o.push(l), r.camera !== void 0 && o.push(s.getDependency(\"camera\", r.camera).then(function(c) {\n return s._getNodeRef(s.cameraCache, r.camera, c);\n })), s._invokeAll(function(c) {\n return c.createNodeAttachment && c.createNodeAttachment(e);\n }).forEach(function(c) {\n o.push(c);\n }), this.nodeCache[e] = Promise.all(o).then(function(c) {\n let h;\n if (r.isBone === !0 ? h = new sh() : c.length > 1 ? h = new zn() : c.length === 1 ? h = c[0] : h = new pt(), h !== c[0])\n for (let u = 0, d = c.length; u < d; u++)\n h.add(c[u]);\n if (r.name && (h.userData.name = r.name, h.name = a), Mn(h, r), r.extensions && hi(n, h, r), r.matrix !== void 0) {\n const u = new Ne();\n u.fromArray(r.matrix), h.applyMatrix4(u);\n } else\n r.translation !== void 0 && h.position.fromArray(r.translation), r.rotation !== void 0 && h.quaternion.fromArray(r.rotation), r.scale !== void 0 && h.scale.fromArray(r.scale);\n if (!s.associations.has(h))\n s.associations.set(h, {});\n else if (r.mesh !== void 0 && s.meshCache.refs[r.mesh] > 1) {\n const u = s.associations.get(h);\n s.associations.set(h, { ...u });\n }\n return s.associations.get(h).nodes = e, h;\n }), this.nodeCache[e];\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#scenes\n *\n * @private\n * @param {number} sceneIndex\n * @return {Promise}\n */\n loadScene(e) {\n const t = this.extensions, n = this.json.scenes[e], s = this, r = new zn();\n n.name && (r.name = s.createUniqueName(n.name)), Mn(r, n), n.extensions && hi(t, r, n);\n const a = n.nodes || [], o = [];\n for (let l = 0, c = a.length; l < c; l++)\n o.push(s.getDependency(\"node\", a[l]));\n return Promise.all(o).then(function(l) {\n for (let h = 0, u = l.length; h < u; h++)\n r.add(l[h]);\n const c = (h) => {\n const u = /* @__PURE__ */ new Map();\n for (const [d, p] of s.associations)\n (d instanceof tn || d instanceof Ct) && u.set(d, p);\n return h.traverse((d) => {\n const p = s.associations.get(d);\n p != null && u.set(d, p);\n }), u;\n };\n return s.associations = c(r), r;\n });\n }\n _createAnimationTracks(e, t, n, s, r) {\n const a = [], o = e.name ? e.name : e.uuid, l = [];\n Yn[r.path] === Yn.weights ? e.traverse(function(d) {\n d.morphTargetInfluences && l.push(d.name ? d.name : d.uuid);\n }) : l.push(o);\n let c;\n switch (Yn[r.path]) {\n case Yn.weights:\n c = Yi;\n break;\n case Yn.rotation:\n c = Ki;\n break;\n case Yn.translation:\n case Yn.scale:\n c = Zi;\n break;\n default:\n switch (n.itemSize) {\n case 1:\n c = Yi;\n break;\n case 2:\n case 3:\n default:\n c = Zi;\n break;\n }\n break;\n }\n const h = s.interpolation !== void 0 ? Gx[s.interpolation] : Ts, u = this._getArrayFromAccessor(n);\n for (let d = 0, p = l.length; d < p; d++) {\n const g = new c(\n l[d] + \".\" + Yn[r.path],\n t.array,\n u,\n h\n );\n s.interpolation === \"CUBICSPLINE\" && this._createCubicSplineTrackInterpolant(g), a.push(g);\n }\n return a;\n }\n _getArrayFromAccessor(e) {\n let t = e.array;\n if (e.normalized) {\n const n = _o(t.constructor), s = new Float32Array(t.length);\n for (let r = 0, a = t.length; r < a; r++)\n s[r] = t[r] * n;\n t = s;\n }\n return t;\n }\n _createCubicSplineTrackInterpolant(e) {\n e.createInterpolant = function(n) {\n const s = this instanceof Ki ? Vx : wh;\n return new s(this.times, this.values, this.getValueSize() / 3, n);\n }, e.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline = !0;\n }\n}\nfunction Zx(i, e, t) {\n const n = e.attributes, s = new Pt();\n if (n.POSITION !== void 0) {\n const o = t.json.accessors[n.POSITION], l = o.min, c = o.max;\n if (l !== void 0 && c !== void 0) {\n if (s.set(\n new w(l[0], l[1], l[2]),\n new w(c[0], c[1], c[2])\n ), o.normalized) {\n const h = _o(zi[o.componentType]);\n s.min.multiplyScalar(h), s.max.multiplyScalar(h);\n }\n } else {\n console.warn(\"THREE.GLTFLoader: Missing min/max properties for accessor POSITION.\");\n return;\n }\n } else\n return;\n const r = e.targets;\n if (r !== void 0) {\n const o = new w(), l = new w();\n for (let c = 0, h = r.length; c < h; c++) {\n const u = r[c];\n if (u.POSITION !== void 0) {\n const d = t.json.accessors[u.POSITION], p = d.min, g = d.max;\n if (p !== void 0 && g !== void 0) {\n if (l.setX(Math.max(Math.abs(p[0]), Math.abs(g[0]))), l.setY(Math.max(Math.abs(p[1]), Math.abs(g[1]))), l.setZ(Math.max(Math.abs(p[2]), Math.abs(g[2]))), d.normalized) {\n const x = _o(zi[d.componentType]);\n l.multiplyScalar(x);\n }\n o.max(l);\n } else\n console.warn(\"THREE.GLTFLoader: Missing min/max properties for accessor POSITION.\");\n }\n }\n s.expandByVector(o);\n }\n i.boundingBox = s;\n const a = new Rn();\n s.getCenter(a.center), a.radius = s.min.distanceTo(s.max) / 2, i.boundingSphere = a;\n}\nfunction Ac(i, e, t) {\n const n = e.attributes, s = [];\n function r(a, o) {\n return t.getDependency(\"accessor\", a).then(function(l) {\n i.setAttribute(o, l);\n });\n }\n for (const a in n) {\n const o = xo[a] || a.toLowerCase();\n o in i.attributes || s.push(r(n[a], o));\n }\n if (e.indices !== void 0 && !i.index) {\n const a = t.getDependency(\"accessor\", e.indices).then(function(o) {\n i.setIndex(o);\n });\n s.push(a);\n }\n return Ye.workingColorSpace !== Ut && \"COLOR_0\" in n && console.warn(`THREE.GLTFLoader: Converting vertex colors from \"srgb-linear\" to \"${Ye.workingColorSpace}\" not supported.`), Mn(i, e), Zx(i, e, t), Promise.all(s).then(function() {\n return e.targets !== void 0 ? Wx(i, e.targets, t) : i;\n });\n}\nclass $x {\n loader;\n scene;\n models = [];\n // 存储加载的模型\n constructor(e) {\n this.scene = e, this.loader = new Th();\n }\n async loadGLTF(e) {\n return new Promise((t, n) => {\n this.loader.load(\n e,\n (s) => {\n const r = s.scene;\n r.traverse((a) => {\n a instanceof ot && (a.receiveShadow = !0, a.castShadow = !0);\n }), this.scene.add(r), this.models.push({\n children: this.extractMeshes(r)\n }), t(r);\n },\n void 0,\n (s) => {\n console.error(\"An error happened loading the model:\", s), n(s);\n }\n );\n });\n }\n /**\n * 从场景中提取所有 Mesh\n */\n extractMeshes(e) {\n const t = [];\n return e.traverse((n) => {\n n instanceof ot && t.push(n);\n }), t;\n }\n /**\n * 清空所有模型\n */\n clearModels() {\n this.models = [];\n }\n}\nclass Jx {\n // Currently unused - for future event handler implementation\n // private _raycaster!: THREE.Raycaster;\n // private _pointer!: THREE.Vector2;\n // private _camera!: THREE.Camera;\n scene;\n // private _canvas!: HTMLElement;\n // private _eventModule: IEventModule | null = null;\n // private _engineState!: EngineState;\n // private _outlineManager: OutlineManager | null = null;\n // 点击高亮材质(用于点击选中)\n highlightMaterial;\n // 存储原始材质的 Map(仅用于点击高亮)\n originalMaterials = /* @__PURE__ */ new Map();\n // 存储原始 renderOrder 的 Map\n originalRenderOrders = /* @__PURE__ */ new Map();\n // 当前点击选中的对象列表\n selectedObjects = [];\n // 当前悬停的对象 (currently unused)\n // private hoveredObject: THREE.Object3D | null = null;\n // 用于区分点击和拖拽 (currently unused - related event handlers are commented out)\n // private mouseDownPosition: { x: number; y: number } | null = null;\n // private isDragging: boolean = false;\n constructor(e, t, n, s) {\n this.scene = e, this.highlightMaterial = new Bt({\n color: 43775,\n // 明显的蓝色\n depthTest: !1,\n // 不进行深度测试,始终显示\n depthWrite: !1,\n // 不写入深度缓冲\n transparent: !0,\n opacity: 0.8,\n // 半透明效果\n side: Wt\n // 双面渲染\n });\n }\n /**\n * 设置 OutlineManager(由 EngineKernel 注入)\n * Currently unused - related to commented-out hover functionality\n */\n // public setOutlineManager(outlineManager: OutlineManager) {\n // this._outlineManager = outlineManager;\n // }\n // 设置事件模块,用于触发事件\n setEventModule(e) {\n }\n // Commented out - these methods are not currently used (event listeners are commented out in constructor)\n // private _onMouseDown(event: MouseEvent) {\n // // 只处理左键\n // if (event.button !== 0) return;\n // // 记录鼠标按下时的位置\n // this.mouseDownPosition = {\n // x: event.clientX,\n // y: event.clientY\n // };\n // this.isDragging = false;\n // this.handleClick(event);\n // }\n // private _onMouseUp(event: MouseEvent) {\n // // 只处理左键\n // if (event.button !== 0) return;\n // // 如果没有记录按下位置,或者正在拖拽,则不执行点击逻辑\n // if (!this.mouseDownPosition || this.isDragging) {\n // this.mouseDownPosition = null;\n // this.isDragging = false;\n // return;\n // }\n // // 计算鼠标移动距离\n // const deltaX = event.clientX - this.mouseDownPosition.x;\n // const deltaY = event.clientY - this.mouseDownPosition.y;\n // const distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);\n // // 只有移动距离小于阈值时才认为是点击(而不是拖拽)\n // const clickThreshold = 5; // 像素\n // if (distance < clickThreshold) {\n // this.handleClick(event);\n // }\n // this.mouseDownPosition = null;\n // this.isDragging = false;\n // }\n // private handleClick(event: MouseEvent) {\n // const rect = this.canvas.getBoundingClientRect();\n // this.pointer.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;\n // this.pointer.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;\n // this.raycaster.setFromCamera(this.pointer, this.camera);\n // const intersects = this.raycaster.intersectObjects(this.scene.children, true);\n // if (intersects.length > 0) {\n // const hit = intersects[0];\n // const selected = hit.object as THREE.Mesh;\n // // 存储点击的世界坐标到全局状态,CustomOrbitControls 会自动使用这个坐标作为旋转中心\n // this.engineState.setLastClickWorldPosition(hit.point);\n // this.engineState.setLastClickScreenPosition(this.pointer);\n // // 点击使用材质替换高亮\n // this.setSelectedWithMaterial([selected]);\n // } else {\n // this.clearSelected();\n // }\n // }\n // private _onPointerMove(event: MouseEvent) {\n // // 如果鼠标按下后移动,标记为拖拽\n // if (this.mouseDownPosition) {\n // const deltaX = event.clientX - this.mouseDownPosition.x;\n // const deltaY = event.clientY - this.mouseDownPosition.y;\n // const distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);\n // // 移动超过阈值时标记为拖拽\n // const dragThreshold = 5; // 像素\n // if (distance > dragThreshold) {\n // this.isDragging = true;\n // }\n // }\n // const rect = this.canvas.getBoundingClientRect();\n // this.pointer.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;\n // this.pointer.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;\n // this.raycaster.setFromCamera(this.pointer, this.camera);\n // const intersects = this.raycaster.intersectObjects(this.scene.children, true);\n // // 处理悬停高亮(使用 Outline)\n // if (intersects.length > 0) {\n // const hit = intersects[0];\n // const hoveredObj = hit.object;\n // // 如果悬停到新对象,更新悬停高亮\n // if (hoveredObj !== this.hoveredObject) {\n // // 只有当对象不是已经被点击选中的对象时,才应用悬停轮廓高亮\n // const isSelected = this.selectedObjects.some(obj => obj === hoveredObj);\n // if (!isSelected) {\n // this.setHoveredWithOutline(hoveredObj);\n // } else {\n // // 如果是已选中对象,清除悬停高亮\n // this.clearHovered();\n // }\n // }\n // } else {\n // // 鼠标移出所有对象,清除悬停高亮\n // this.clearHovered();\n // }\n // // 构建鼠标事件数据\n // const mouseData: MouseEventData = {\n // x: event.clientX,\n // y: event.clientY,\n // originalEvent: event\n // };\n // if (intersects.length > 0) {\n // const hit = intersects[0];\n // mouseData.worldPoint = {\n // x: hit.point.x,\n // y: hit.point.y,\n // z: hit.point.z\n // };\n // mouseData.entityId = hit.object.uuid;\n // }\n // // 触发鼠标移动事件\n // if (this.eventModule) {\n // this.eventModule.trigger(EventType.MouseMove, mouseData);\n // }\n // }\n /**\n * 设置选中对象(点击高亮 - 使用材质替换)\n */\n setSelectedWithMaterial(e) {\n this.clearSelected(), e.forEach((t) => {\n t.isMesh && (this.originalMaterials.has(t.uuid) || this.originalMaterials.set(t.uuid, t.material), this.originalRenderOrders.has(t.uuid) || this.originalRenderOrders.set(t.uuid, t.renderOrder), t.material = this.highlightMaterial, t.renderOrder = 999, this.selectedObjects.push(t));\n });\n }\n /**\n * 清除选中高亮\n */\n clearSelected() {\n this.selectedObjects.forEach((e) => {\n const t = this.originalMaterials.get(e.uuid);\n t && (e.material = t);\n const n = this.originalRenderOrders.get(e.uuid);\n n !== void 0 && (e.renderOrder = n);\n }), this.selectedObjects = [], this.originalMaterials.clear(), this.originalRenderOrders.clear();\n }\n /**\n * 设置悬停对象(鼠标划过高亮 - 使用 Outline 轮廓)\n * Currently unused - related to commented-out hover functionality\n */\n // private setHoveredWithOutline(obj: THREE.Object3D) {\n // this.hoveredObject = obj;\n // if (this.outlineManager) {\n // this.outlineManager.setHoveredObjects([obj]);\n // }\n // }\n /**\n * 清除悬停高亮\n * Currently unused - related to commented-out hover functionality\n */\n // private clearHovered() {\n // this.hoveredObject = null;\n // if (this.outlineManager) {\n // this.outlineManager.clearHovered();\n // }\n // }\n /**\n * 兼容旧 API:highlight(使用材质替换)\n */\n highlight(e) {\n this.setSelectedWithMaterial(e);\n }\n /**\n * 兼容旧 API:clearHighlight\n */\n clearHighlight() {\n this.clearSelected();\n }\n setVisibility(e, t) {\n this.scene.traverse((n) => {\n (e.includes(n.uuid) || e.includes(n.name)) && (n.visible = t);\n });\n }\n}\nclass $n extends ti {\n /**\n * Constructs a new outline pass.\n *\n * @param {Vector2} [resolution] - The effect's resolution.\n * @param {Scene} scene - The scene to render.\n * @param {Camera} camera - The camera.\n * @param {Array} [selectedObjects] - The selected 3D objects that should receive an outline.\n *\n */\n constructor(e, t, n, s) {\n super(), this.renderScene = t, this.renderCamera = n, this.selectedObjects = s !== void 0 ? s : [], this.visibleEdgeColor = new Se(1, 1, 1), this.hiddenEdgeColor = new Se(0.1, 0.04, 0.02), this.edgeGlow = 0, this.usePatternTexture = !1, this.patternTexture = null, this.edgeThickness = 1, this.edgeStrength = 3, this.downSampleRatio = 2, this.pulsePeriod = 0, this._visibilityCache = /* @__PURE__ */ new Map(), this._selectionCache = /* @__PURE__ */ new Set(), this.resolution = e !== void 0 ? new le(e.x, e.y) : new le(256, 256);\n const r = Math.round(this.resolution.x / this.downSampleRatio), a = Math.round(this.resolution.y / this.downSampleRatio);\n this.renderTargetMaskBuffer = new St(this.resolution.x, this.resolution.y), this.renderTargetMaskBuffer.texture.name = \"OutlinePass.mask\", this.renderTargetMaskBuffer.texture.generateMipmaps = !1, this.depthMaterial = new lh(), this.depthMaterial.side = Wt, this.depthMaterial.depthPacking = Kc, this.depthMaterial.blending = Mt, this.prepareMaskMaterial = this._getPrepareMaskMaterial(), this.prepareMaskMaterial.side = Wt, this.prepareMaskMaterial.fragmentShader = h(this.prepareMaskMaterial.fragmentShader, this.renderCamera), this.renderTargetDepthBuffer = new St(this.resolution.x, this.resolution.y, { type: xt }), this.renderTargetDepthBuffer.texture.name = \"OutlinePass.depth\", this.renderTargetDepthBuffer.texture.generateMipmaps = !1, this.renderTargetMaskDownSampleBuffer = new St(r, a, { type: xt }), this.renderTargetMaskDownSampleBuffer.texture.name = \"OutlinePass.depthDownSample\", this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = !1, this.renderTargetBlurBuffer1 = new St(r, a, { type: xt }), this.renderTargetBlurBuffer1.texture.name = \"OutlinePass.blur1\", this.renderTargetBlurBuffer1.texture.generateMipmaps = !1, this.renderTargetBlurBuffer2 = new St(Math.round(r / 2), Math.round(a / 2), { type: xt }), this.renderTargetBlurBuffer2.texture.name = \"OutlinePass.blur2\", this.renderTargetBlurBuffer2.texture.generateMipmaps = !1, this.edgeDetectionMaterial = this._getEdgeDetectionMaterial(), this.renderTargetEdgeBuffer1 = new St(r, a, { type: xt }), this.renderTargetEdgeBuffer1.texture.name = \"OutlinePass.edge1\", this.renderTargetEdgeBuffer1.texture.generateMipmaps = !1, this.renderTargetEdgeBuffer2 = new St(Math.round(r / 2), Math.round(a / 2), { type: xt }), this.renderTargetEdgeBuffer2.texture.name = \"OutlinePass.edge2\", this.renderTargetEdgeBuffer2.texture.generateMipmaps = !1;\n const o = 4, l = 4;\n this.separableBlurMaterial1 = this._getSeparableBlurMaterial(o), this.separableBlurMaterial1.uniforms.texSize.value.set(r, a), this.separableBlurMaterial1.uniforms.kernelRadius.value = 1, this.separableBlurMaterial2 = this._getSeparableBlurMaterial(l), this.separableBlurMaterial2.uniforms.texSize.value.set(Math.round(r / 2), Math.round(a / 2)), this.separableBlurMaterial2.uniforms.kernelRadius.value = l, this.overlayMaterial = this._getOverlayMaterial();\n const c = Qn;\n this.copyUniforms = dn.clone(c.uniforms), this.materialCopy = new ht({\n uniforms: this.copyUniforms,\n vertexShader: c.vertexShader,\n fragmentShader: c.fragmentShader,\n blending: Mt,\n depthTest: !1,\n depthWrite: !1\n }), this.enabled = !0, this.needsSwap = !1, this._oldClearColor = new Se(), this.oldClearAlpha = 1, this._fsQuad = new Ps(null), this.tempPulseColor1 = new Se(), this.tempPulseColor2 = new Se(), this.textureMatrix = new Ne();\n function h(u, d) {\n const p = d.isPerspectiveCamera ? \"perspective\" : \"orthographic\";\n return u.replace(/DEPTH_TO_VIEW_Z/g, p + \"DepthToViewZ\");\n }\n }\n /**\n * Frees the GPU-related resources allocated by this instance. Call this\n * method whenever the pass is no longer used in your app.\n */\n dispose() {\n this.renderTargetMaskBuffer.dispose(), this.renderTargetDepthBuffer.dispose(), this.renderTargetMaskDownSampleBuffer.dispose(), this.renderTargetBlurBuffer1.dispose(), this.renderTargetBlurBuffer2.dispose(), this.renderTargetEdgeBuffer1.dispose(), this.renderTargetEdgeBuffer2.dispose(), this.depthMaterial.dispose(), this.prepareMaskMaterial.dispose(), this.edgeDetectionMaterial.dispose(), this.separableBlurMaterial1.dispose(), this.separableBlurMaterial2.dispose(), this.overlayMaterial.dispose(), this.materialCopy.dispose(), this._fsQuad.dispose();\n }\n /**\n * Sets the size of the pass.\n *\n * @param {number} width - The width to set.\n * @param {number} height - The height to set.\n */\n setSize(e, t) {\n this.renderTargetMaskBuffer.setSize(e, t), this.renderTargetDepthBuffer.setSize(e, t);\n let n = Math.round(e / this.downSampleRatio), s = Math.round(t / this.downSampleRatio);\n this.renderTargetMaskDownSampleBuffer.setSize(n, s), this.renderTargetBlurBuffer1.setSize(n, s), this.renderTargetEdgeBuffer1.setSize(n, s), this.separableBlurMaterial1.uniforms.texSize.value.set(n, s), n = Math.round(n / 2), s = Math.round(s / 2), this.renderTargetBlurBuffer2.setSize(n, s), this.renderTargetEdgeBuffer2.setSize(n, s), this.separableBlurMaterial2.uniforms.texSize.value.set(n, s);\n }\n /**\n * Performs the Outline pass.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering\n * destination for the pass.\n * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the\n * previous pass from this buffer.\n * @param {number} deltaTime - The delta time in seconds.\n * @param {boolean} maskActive - Whether masking is active or not.\n */\n render(e, t, n, s, r) {\n if (this.selectedObjects.length > 0) {\n e.getClearColor(this._oldClearColor), this.oldClearAlpha = e.getClearAlpha();\n const a = e.autoClear;\n e.autoClear = !1, r && e.state.buffers.stencil.setTest(!1), e.setClearColor(16777215, 1), this._updateSelectionCache(), this._changeVisibilityOfSelectedObjects(!1);\n const o = this.renderScene.background, l = this.renderScene.overrideMaterial;\n if (this.renderScene.background = null, this.renderScene.overrideMaterial = this.depthMaterial, e.setRenderTarget(this.renderTargetDepthBuffer), e.clear(), e.render(this.renderScene, this.renderCamera), this._changeVisibilityOfSelectedObjects(!0), this._visibilityCache.clear(), this._updateTextureMatrix(), this._changeVisibilityOfNonSelectedObjects(!1), this.renderScene.overrideMaterial = this.prepareMaskMaterial, this.prepareMaskMaterial.uniforms.cameraNearFar.value.set(this.renderCamera.near, this.renderCamera.far), this.prepareMaskMaterial.uniforms.depthTexture.value = this.renderTargetDepthBuffer.texture, this.prepareMaskMaterial.uniforms.textureMatrix.value = this.textureMatrix, e.setRenderTarget(this.renderTargetMaskBuffer), e.clear(), e.render(this.renderScene, this.renderCamera), this._changeVisibilityOfNonSelectedObjects(!0), this._visibilityCache.clear(), this._selectionCache.clear(), this.renderScene.background = o, this.renderScene.overrideMaterial = l, this._fsQuad.material = this.materialCopy, this.copyUniforms.tDiffuse.value = this.renderTargetMaskBuffer.texture, e.setRenderTarget(this.renderTargetMaskDownSampleBuffer), e.clear(), this._fsQuad.render(e), this.tempPulseColor1.copy(this.visibleEdgeColor), this.tempPulseColor2.copy(this.hiddenEdgeColor), this.pulsePeriod > 0) {\n const c = 0.625 + Math.cos(performance.now() * 0.01 / this.pulsePeriod) * 0.75 / 2;\n this.tempPulseColor1.multiplyScalar(c), this.tempPulseColor2.multiplyScalar(c);\n }\n this._fsQuad.material = this.edgeDetectionMaterial, this.edgeDetectionMaterial.uniforms.maskTexture.value = this.renderTargetMaskDownSampleBuffer.texture, this.edgeDetectionMaterial.uniforms.texSize.value.set(this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height), this.edgeDetectionMaterial.uniforms.visibleEdgeColor.value = this.tempPulseColor1, this.edgeDetectionMaterial.uniforms.hiddenEdgeColor.value = this.tempPulseColor2, e.setRenderTarget(this.renderTargetEdgeBuffer1), e.clear(), this._fsQuad.render(e), this._fsQuad.material = this.separableBlurMaterial1, this.separableBlurMaterial1.uniforms.colorTexture.value = this.renderTargetEdgeBuffer1.texture, this.separableBlurMaterial1.uniforms.direction.value = $n.BlurDirectionX, this.separableBlurMaterial1.uniforms.kernelRadius.value = this.edgeThickness, e.setRenderTarget(this.renderTargetBlurBuffer1), e.clear(), this._fsQuad.render(e), this.separableBlurMaterial1.uniforms.colorTexture.value = this.renderTargetBlurBuffer1.texture, this.separableBlurMaterial1.uniforms.direction.value = $n.BlurDirectionY, e.setRenderTarget(this.renderTargetEdgeBuffer1), e.clear(), this._fsQuad.render(e), this._fsQuad.material = this.separableBlurMaterial2, this.separableBlurMaterial2.uniforms.colorTexture.value = this.renderTargetEdgeBuffer1.texture, this.separableBlurMaterial2.uniforms.direction.value = $n.BlurDirectionX, e.setRenderTarget(this.renderTargetBlurBuffer2), e.clear(), this._fsQuad.render(e), this.separableBlurMaterial2.uniforms.colorTexture.value = this.renderTargetBlurBuffer2.texture, this.separableBlurMaterial2.uniforms.direction.value = $n.BlurDirectionY, e.setRenderTarget(this.renderTargetEdgeBuffer2), e.clear(), this._fsQuad.render(e), this._fsQuad.material = this.overlayMaterial, this.overlayMaterial.uniforms.maskTexture.value = this.renderTargetMaskBuffer.texture, this.overlayMaterial.uniforms.edgeTexture1.value = this.renderTargetEdgeBuffer1.texture, this.overlayMaterial.uniforms.edgeTexture2.value = this.renderTargetEdgeBuffer2.texture, this.overlayMaterial.uniforms.patternTexture.value = this.patternTexture, this.overlayMaterial.uniforms.edgeStrength.value = this.edgeStrength, this.overlayMaterial.uniforms.edgeGlow.value = this.edgeGlow, this.overlayMaterial.uniforms.usePatternTexture.value = this.usePatternTexture, r && e.state.buffers.stencil.setTest(!0), e.setRenderTarget(n), this._fsQuad.render(e), e.setClearColor(this._oldClearColor, this.oldClearAlpha), e.autoClear = a;\n }\n this.renderToScreen && (this._fsQuad.material = this.materialCopy, this.copyUniforms.tDiffuse.value = n.texture, e.setRenderTarget(null), this._fsQuad.render(e));\n }\n // internals\n _updateSelectionCache() {\n const e = this._selectionCache;\n function t(n) {\n n.isMesh && e.add(n);\n }\n e.clear();\n for (let n = 0; n < this.selectedObjects.length; n++)\n this.selectedObjects[n].traverse(t);\n }\n _changeVisibilityOfSelectedObjects(e) {\n const t = this._visibilityCache;\n for (const n of this._selectionCache)\n e === !0 ? n.visible = t.get(n) : (t.set(n, n.visible), n.visible = e);\n }\n _changeVisibilityOfNonSelectedObjects(e) {\n const t = this._visibilityCache, n = this._selectionCache;\n function s(r) {\n if (r.isPoints || r.isLine || r.isLine2)\n e === !0 ? r.visible = t.get(r) : (t.set(r, r.visible), r.visible = e);\n else if ((r.isMesh || r.isSprite) && !n.has(r)) {\n const a = r.visible;\n (e === !1 || t.get(r) === !0) && (r.visible = e), t.set(r, a);\n }\n }\n this.renderScene.traverse(s);\n }\n _updateTextureMatrix() {\n this.textureMatrix.set(\n 0.5,\n 0,\n 0,\n 0.5,\n 0,\n 0.5,\n 0,\n 0.5,\n 0,\n 0,\n 0.5,\n 0.5,\n 0,\n 0,\n 0,\n 1\n ), this.textureMatrix.multiply(this.renderCamera.projectionMatrix), this.textureMatrix.multiply(this.renderCamera.matrixWorldInverse);\n }\n _getPrepareMaskMaterial() {\n return new ht({\n uniforms: {\n depthTexture: { value: null },\n cameraNearFar: { value: new le(0.5, 0.5) },\n textureMatrix: { value: null }\n },\n vertexShader: `#include \n\t\t\t\t#include \n\t\t\t\t#include \n\n\t\t\t\tvarying vec4 projTexCoord;\n\t\t\t\tvarying vec4 vPosition;\n\t\t\t\tuniform mat4 textureMatrix;\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\n\t\t\t\t\tvPosition = mvPosition;\n\n\t\t\t\t\tvec4 worldPosition = vec4( transformed, 1.0 );\n\n\t\t\t\t\t#ifdef USE_INSTANCING\n\n\t\t\t\t\t\tworldPosition = instanceMatrix * worldPosition;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\tworldPosition = modelMatrix * worldPosition;\n\n\t\t\t\t\tprojTexCoord = textureMatrix * worldPosition;\n\n\t\t\t\t}`,\n fragmentShader: `#include \n\t\t\t\tvarying vec4 vPosition;\n\t\t\t\tvarying vec4 projTexCoord;\n\t\t\t\tuniform sampler2D depthTexture;\n\t\t\t\tuniform vec2 cameraNearFar;\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tfloat depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));\n\t\t\t\t\tfloat viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y );\n\t\t\t\t\tfloat depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;\n\t\t\t\t\tgl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);\n\n\t\t\t\t}`\n });\n }\n _getEdgeDetectionMaterial() {\n return new ht({\n uniforms: {\n maskTexture: { value: null },\n texSize: { value: new le(0.5, 0.5) },\n visibleEdgeColor: { value: new w(1, 1, 1) },\n hiddenEdgeColor: { value: new w(1, 1, 1) }\n },\n vertexShader: `varying vec2 vUv;\n\n\t\t\t\tvoid main() {\n\t\t\t\t\tvUv = uv;\n\t\t\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t\t\t}`,\n fragmentShader: `varying vec2 vUv;\n\n\t\t\t\tuniform sampler2D maskTexture;\n\t\t\t\tuniform vec2 texSize;\n\t\t\t\tuniform vec3 visibleEdgeColor;\n\t\t\t\tuniform vec3 hiddenEdgeColor;\n\n\t\t\t\tvoid main() {\n\t\t\t\t\tvec2 invSize = 1.0 / texSize;\n\t\t\t\t\tvec4 uvOffset = vec4(1.0, 0.0, 0.0, 1.0) * vec4(invSize, invSize);\n\t\t\t\t\tvec4 c1 = texture2D( maskTexture, vUv + uvOffset.xy);\n\t\t\t\t\tvec4 c2 = texture2D( maskTexture, vUv - uvOffset.xy);\n\t\t\t\t\tvec4 c3 = texture2D( maskTexture, vUv + uvOffset.yw);\n\t\t\t\t\tvec4 c4 = texture2D( maskTexture, vUv - uvOffset.yw);\n\t\t\t\t\tfloat diff1 = (c1.r - c2.r)*0.5;\n\t\t\t\t\tfloat diff2 = (c3.r - c4.r)*0.5;\n\t\t\t\t\tfloat d = length( vec2(diff1, diff2) );\n\t\t\t\t\tfloat a1 = min(c1.g, c2.g);\n\t\t\t\t\tfloat a2 = min(c3.g, c4.g);\n\t\t\t\t\tfloat visibilityFactor = min(a1, a2);\n\t\t\t\t\tvec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor;\n\t\t\t\t\tgl_FragColor = vec4(edgeColor, 1.0) * vec4(d);\n\t\t\t\t}`\n });\n }\n _getSeparableBlurMaterial(e) {\n return new ht({\n defines: {\n MAX_RADIUS: e\n },\n uniforms: {\n colorTexture: { value: null },\n texSize: { value: new le(0.5, 0.5) },\n direction: { value: new le(0.5, 0.5) },\n kernelRadius: { value: 1 }\n },\n vertexShader: `varying vec2 vUv;\n\n\t\t\t\tvoid main() {\n\t\t\t\t\tvUv = uv;\n\t\t\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t\t\t}`,\n fragmentShader: `#include \n\t\t\t\tvarying vec2 vUv;\n\t\t\t\tuniform sampler2D colorTexture;\n\t\t\t\tuniform vec2 texSize;\n\t\t\t\tuniform vec2 direction;\n\t\t\t\tuniform float kernelRadius;\n\n\t\t\t\tfloat gaussianPdf(in float x, in float sigma) {\n\t\t\t\t\treturn 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\t\t\t\t\tvec2 invSize = 1.0 / texSize;\n\t\t\t\t\tfloat sigma = kernelRadius/2.0;\n\t\t\t\t\tfloat weightSum = gaussianPdf(0.0, sigma);\n\t\t\t\t\tvec4 diffuseSum = texture2D( colorTexture, vUv) * weightSum;\n\t\t\t\t\tvec2 delta = direction * invSize * kernelRadius/float(MAX_RADIUS);\n\t\t\t\t\tvec2 uvOffset = delta;\n\t\t\t\t\tfor( int i = 1; i <= MAX_RADIUS; i ++ ) {\n\t\t\t\t\t\tfloat x = kernelRadius * float(i) / float(MAX_RADIUS);\n\t\t\t\t\t\tfloat w = gaussianPdf(x, sigma);\n\t\t\t\t\t\tvec4 sample1 = texture2D( colorTexture, vUv + uvOffset);\n\t\t\t\t\t\tvec4 sample2 = texture2D( colorTexture, vUv - uvOffset);\n\t\t\t\t\t\tdiffuseSum += ((sample1 + sample2) * w);\n\t\t\t\t\t\tweightSum += (2.0 * w);\n\t\t\t\t\t\tuvOffset += delta;\n\t\t\t\t\t}\n\t\t\t\t\tgl_FragColor = diffuseSum/weightSum;\n\t\t\t\t}`\n });\n }\n _getOverlayMaterial() {\n return new ht({\n uniforms: {\n maskTexture: { value: null },\n edgeTexture1: { value: null },\n edgeTexture2: { value: null },\n patternTexture: { value: null },\n edgeStrength: { value: 1 },\n edgeGlow: { value: 1 },\n usePatternTexture: { value: 0 }\n },\n vertexShader: `varying vec2 vUv;\n\n\t\t\t\tvoid main() {\n\t\t\t\t\tvUv = uv;\n\t\t\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t\t\t}`,\n fragmentShader: `varying vec2 vUv;\n\n\t\t\t\tuniform sampler2D maskTexture;\n\t\t\t\tuniform sampler2D edgeTexture1;\n\t\t\t\tuniform sampler2D edgeTexture2;\n\t\t\t\tuniform sampler2D patternTexture;\n\t\t\t\tuniform float edgeStrength;\n\t\t\t\tuniform float edgeGlow;\n\t\t\t\tuniform bool usePatternTexture;\n\n\t\t\t\tvoid main() {\n\t\t\t\t\tvec4 edgeValue1 = texture2D(edgeTexture1, vUv);\n\t\t\t\t\tvec4 edgeValue2 = texture2D(edgeTexture2, vUv);\n\t\t\t\t\tvec4 maskColor = texture2D(maskTexture, vUv);\n\t\t\t\t\tvec4 patternColor = texture2D(patternTexture, 6.0 * vUv);\n\t\t\t\t\tfloat visibilityFactor = 1.0 - maskColor.g > 0.0 ? 1.0 : 0.5;\n\t\t\t\t\tvec4 edgeValue = edgeValue1 + edgeValue2 * edgeGlow;\n\t\t\t\t\tvec4 finalColor = edgeStrength * maskColor.r * edgeValue;\n\t\t\t\t\tif(usePatternTexture)\n\t\t\t\t\t\tfinalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r);\n\t\t\t\t\tgl_FragColor = finalColor;\n\t\t\t\t}`,\n blending: _r,\n depthTest: !1,\n depthWrite: !1,\n transparent: !0\n });\n }\n}\n$n.BlurDirectionX = new le(1, 0);\n$n.BlurDirectionY = new le(0, 1);\nclass Qx {\n outlinePass;\n hoveredObjects = [];\n selectedObjects = [];\n constructor(e, t, n, s) {\n this.outlinePass = new $n(\n new le(n, s),\n e,\n t\n ), this.outlinePass.edgeStrength = 3, this.outlinePass.edgeGlow = 0.5, this.outlinePass.edgeThickness = 1, this.outlinePass.pulsePeriod = 0, this.outlinePass.visibleEdgeColor.set(\"#ff9800\"), this.outlinePass.hiddenEdgeColor.set(\"#ff9800\");\n }\n /**\n * 获取 OutlinePass 实例\n */\n getPass() {\n return this.outlinePass;\n }\n /**\n * 设置悬停对象(微微高亮)\n */\n setHoveredObjects(e) {\n this.hoveredObjects = e, this.updateOutline(), e.length > 0 && (this.outlinePass.edgeStrength = 3, this.outlinePass.edgeGlow = 0.5, this.outlinePass.visibleEdgeColor.set(\"#ff9800\"), this.outlinePass.hiddenEdgeColor.set(\"#ff9800\"));\n }\n /**\n * 设置选中对象(强高亮)\n */\n setSelectedObjects(e) {\n this.selectedObjects = e, this.updateOutline(), e.length > 0 && (this.outlinePass.edgeStrength = 5, this.outlinePass.edgeGlow = 1, this.outlinePass.visibleEdgeColor.set(\"#00aaff\"), this.outlinePass.hiddenEdgeColor.set(\"#00aaff\"));\n }\n /**\n * 清除悬停高亮\n */\n clearHovered() {\n this.hoveredObjects = [], this.updateOutline();\n }\n /**\n * 清除选中高亮\n */\n clearSelected() {\n this.selectedObjects = [], this.updateOutline();\n }\n /**\n * 清除所有高亮\n */\n clearAll() {\n this.hoveredObjects = [], this.selectedObjects = [], this.updateOutline();\n }\n /**\n * 更新 OutlinePass 的选中对象\n * 优先级:选中 > 悬停\n */\n updateOutline() {\n this.selectedObjects.length > 0 ? (this.outlinePass.selectedObjects = this.selectedObjects, this.outlinePass.edgeStrength = 5, this.outlinePass.edgeGlow = 1, this.outlinePass.visibleEdgeColor.set(\"#00aaff\"), this.outlinePass.hiddenEdgeColor.set(\"#00aaff\")) : this.hoveredObjects.length > 0 ? (this.outlinePass.selectedObjects = this.hoveredObjects, this.outlinePass.edgeStrength = 3, this.outlinePass.edgeGlow = 0.5, this.outlinePass.visibleEdgeColor.set(\"#ff9800\"), this.outlinePass.hiddenEdgeColor.set(\"#ff9800\")) : this.outlinePass.selectedObjects = [];\n }\n /**\n * 更新分辨率\n */\n resize(e, t) {\n this.outlinePass.setSize(e, t);\n }\n /**\n * 自定义悬停样式\n */\n setHoverStyle(e) {\n e.color && (this.outlinePass.visibleEdgeColor.set(e.color), this.outlinePass.hiddenEdgeColor.set(e.color)), e.strength !== void 0 && (this.outlinePass.edgeStrength = e.strength), e.glow !== void 0 && (this.outlinePass.edgeGlow = e.glow), e.thickness !== void 0 && (this.outlinePass.edgeThickness = e.thickness);\n }\n /**\n * 自定义选中样式\n */\n setSelectedStyle(e) {\n }\n}\nclass e_ {\n scene;\n camera;\n canvas;\n controls;\n // OrbitControls\n outlineManager;\n // 框选状态\n isSelecting = !1;\n startPoint = new le();\n endPoint = new le();\n ctrlPressed = !1;\n controlsEnabled = !0;\n // UI虚线框\n selectionBox = null;\n // 当前框选的对象\n selectedObjects = [];\n constructor(e, t, n, s, r) {\n this.scene = e, this.camera = t, this.canvas = n, this.controls = s, this.outlineManager = r, this.setupEventListeners(), this.createSelectionBoxElement();\n }\n /**\n * 创建虚线框UI元素\n */\n createSelectionBoxElement() {\n this.selectionBox = document.createElement(\"div\"), this.selectionBox.style.position = \"absolute\", this.selectionBox.style.border = \"2px dashed #00aaff\", this.selectionBox.style.backgroundColor = \"rgba(0, 170, 255, 0.1)\", this.selectionBox.style.pointerEvents = \"none\", this.selectionBox.style.display = \"none\", this.selectionBox.style.zIndex = \"1000\", this.canvas.parentElement && this.canvas.parentElement.appendChild(this.selectionBox);\n }\n /**\n * 设置事件监听器\n */\n setupEventListeners() {\n window.addEventListener(\"keydown\", this.onKeyDown.bind(this)), window.addEventListener(\"keyup\", this.onKeyUp.bind(this)), this.canvas.addEventListener(\"mousedown\", this.onMouseDown.bind(this)), this.canvas.addEventListener(\"mousemove\", this.onMouseMove.bind(this)), this.canvas.addEventListener(\"mouseup\", this.onMouseUp.bind(this));\n }\n /**\n * 按下键盘\n */\n onKeyDown(e) {\n (e.key === \"Control\" || e.key === \"Meta\") && (this.ctrlPressed = !0);\n }\n /**\n * 松开键盘\n */\n onKeyUp(e) {\n (e.key === \"Control\" || e.key === \"Meta\") && (this.ctrlPressed = !1, this.isSelecting && this.endSelection());\n }\n /**\n * 鼠标按下\n */\n onMouseDown(e) {\n if (e.button !== 0 || !this.ctrlPressed) return;\n const t = this.canvas.getBoundingClientRect();\n this.startPoint.set(e.clientX - t.left, e.clientY - t.top), this.endPoint.copy(this.startPoint), this.isSelecting = !0, this.controls && this.controls.enabled !== void 0 && (this.controlsEnabled = this.controls.enabled, this.controls.enabled = !1), this.selectionBox && (this.selectionBox.style.display = \"block\", this.updateSelectionBoxUI()), e.preventDefault(), e.stopPropagation();\n }\n /**\n * 鼠标移动\n */\n onMouseMove(e) {\n if (!this.isSelecting) return;\n const t = this.canvas.getBoundingClientRect();\n this.endPoint.set(e.clientX - t.left, e.clientY - t.top), this.updateSelectionBoxUI(), this.updateSelectedObjects(), e.preventDefault(), e.stopPropagation();\n }\n /**\n * 鼠标松开\n */\n onMouseUp(e) {\n this.isSelecting && (this.endSelection(), e.preventDefault(), e.stopPropagation());\n }\n /**\n * 结束框选\n */\n endSelection() {\n this.isSelecting && (this.isSelecting = !1, this.controls && this.controls.enabled !== void 0 && (this.controls.enabled = this.controlsEnabled), this.selectionBox && (this.selectionBox.style.display = \"none\"), this.updateSelectedObjects());\n }\n /**\n * 更新虚线框UI\n */\n updateSelectionBoxUI() {\n if (!this.selectionBox) return;\n const e = Math.min(this.startPoint.x, this.endPoint.x), t = Math.min(this.startPoint.y, this.endPoint.y), n = Math.abs(this.endPoint.x - this.startPoint.x), s = Math.abs(this.endPoint.y - this.startPoint.y);\n this.selectionBox.style.left = `${e}px`, this.selectionBox.style.top = `${t}px`, this.selectionBox.style.width = `${n}px`, this.selectionBox.style.height = `${s}px`;\n }\n /**\n * 更新选中的对象\n */\n updateSelectedObjects() {\n const e = this.endPoint.x > this.startPoint.x, t = this.endPoint.y > this.startPoint.y, n = e && t, s = this.canvas.getBoundingClientRect(), r = s.width, a = s.height, o = new le(\n Math.min(this.startPoint.x, this.endPoint.x) / r,\n Math.min(this.startPoint.y, this.endPoint.y) / a\n ), l = new le(\n Math.max(this.startPoint.x, this.endPoint.x) / r,\n Math.max(this.startPoint.y, this.endPoint.y) / a\n ), c = [];\n this.scene.traverse((h) => {\n if (!h.isMesh || !h.visible) return;\n const u = h;\n if (!u.geometry) return;\n u.geometry.boundingBox || u.geometry.computeBoundingBox();\n const d = u.geometry.boundingBox;\n if (!d) return;\n const g = this.getBoundingBoxCorners(d, u).map((f) => this.worldToScreen(f)), x = this.getScreenBoundingBox(g);\n let m = !1;\n n ? m = this.isFullyContained(x, o, l) : m = this.isPartiallyContained(x, o, l), m && c.push(h);\n }), this.selectedObjects = c, this.outlineManager.setSelectedObjects(this.selectedObjects);\n }\n /**\n * 获取包围盒的8个顶点\n */\n getBoundingBoxCorners(e, t) {\n const n = [], s = e.min, r = e.max;\n return n.push(new w(s.x, s.y, s.z)), n.push(new w(r.x, s.y, s.z)), n.push(new w(s.x, r.y, s.z)), n.push(new w(r.x, r.y, s.z)), n.push(new w(s.x, s.y, r.z)), n.push(new w(r.x, s.y, r.z)), n.push(new w(s.x, r.y, r.z)), n.push(new w(r.x, r.y, r.z)), n.forEach((a) => {\n a.applyMatrix4(t.matrixWorld);\n }), n;\n }\n /**\n * 世界坐标转屏幕坐标(归一化)\n */\n worldToScreen(e) {\n const t = e.clone();\n t.project(this.camera);\n const n = (t.x + 1) / 2, s = (1 - t.y) / 2;\n return new le(n, s);\n }\n /**\n * 获取屏幕空间包围盒\n */\n getScreenBoundingBox(e) {\n const t = new le(1 / 0, 1 / 0), n = new le(-1 / 0, -1 / 0);\n return e.forEach((s) => {\n t.x = Math.min(t.x, s.x), t.y = Math.min(t.y, s.y), n.x = Math.max(n.x, s.x), n.y = Math.max(n.y, s.y);\n }), { min: t, max: n };\n }\n /**\n * 判断是否完全包含\n */\n isFullyContained(e, t, n) {\n return e.min.x >= t.x && e.min.y >= t.y && e.max.x <= n.x && e.max.y <= n.y;\n }\n /**\n * 判断是否部分包含\n */\n isPartiallyContained(e, t, n) {\n return !(e.max.x < t.x || e.min.x > n.x || e.max.y < t.y || e.min.y > n.y);\n }\n /**\n * 清除选中\n */\n clearSelection() {\n this.selectedObjects = [], this.outlineManager.clearSelected();\n }\n /**\n * 获取当前选中的对象\n */\n getSelectedObjects() {\n return this.selectedObjects;\n }\n /**\n * 销毁\n */\n dispose() {\n window.removeEventListener(\"keydown\", this.onKeyDown.bind(this)), window.removeEventListener(\"keyup\", this.onKeyUp.bind(this)), this.canvas.removeEventListener(\"mousedown\", this.onMouseDown.bind(this)), this.canvas.removeEventListener(\"mousemove\", this.onMouseMove.bind(this)), this.canvas.removeEventListener(\"mouseup\", this.onMouseUp.bind(this)), this.selectionBox && this.selectionBox.parentElement && this.selectionBox.parentElement.removeChild(this.selectionBox), this.clearSelection();\n }\n}\nclass t_ {\n scene;\n clippingPlane;\n stencilGroup = null;\n isEnabledFlag = !1;\n capMesh = null;\n planeInitialized = !1;\n tempCenter = new w();\n sceneBounds = new Pt();\n // 截面颜色 (主要颜色)\n capColor = new Se(16711680);\n constructor(e) {\n this.scene = e, this.clippingPlane = new Sn(new w(0, -1, 0), 0);\n }\n /**\n * 启用剖切功能\n */\n enable() {\n this.isEnabledFlag = !0, this.refresh();\n }\n /**\n * 禁用剖切功能\n */\n disable() {\n this.isEnabledFlag = !1, this.cleanup();\n }\n /**\n * 刷新剖切几何体\n * 当场景中的模型发生变化(加载新模型、移动物体)时调用此方法\n */\n refresh() {\n this.isEnabledFlag && (this.cleanupStencilGroup(), this.ensurePlaneInitialized(), this.updateSceneMaterials(!0), this.createStencilGroup());\n }\n /**\n * 设剖切面位置和方向\n * @param normal 法线方向\n * @param constant 平面常数 (距离原点的有向距离的相反数)\n */\n setPlane(e, t) {\n this.planeInitialized = !0, this.clippingPlane.normal.copy(e).normalize(), this.clippingPlane.constant = t, this.isEnabledFlag && this.updateCapPlane();\n }\n isEnabled() {\n return this.isEnabledFlag;\n }\n /**\n * 设置截面补面颜色\n */\n setCapColor(e) {\n if (this.capColor.set(e), this.capMesh) {\n const t = this.capMesh.material;\n t.color.copy(this.capColor), t.needsUpdate = !0;\n }\n }\n /**\n * 遍历场景设置材质的剖切属性\n */\n updateSceneMaterials(e) {\n this.scene.traverse((t) => {\n if (t instanceof ot) {\n if (t.userData.isStencilCap) return;\n (Array.isArray(t.material) ? t.material : [t.material]).forEach((s) => {\n s && (e ? ((!s.clippingPlanes || s.clippingPlanes.indexOf(this.clippingPlane) === -1) && (s.clippingPlanes = [this.clippingPlane]), s.clipShadows = !0) : s.clippingPlanes = [], s.needsUpdate = !0);\n });\n }\n });\n }\n /**\n * 创建模板缓冲组\n */\n createStencilGroup() {\n this.stencilGroup = new zn(), this.stencilGroup.name = \"ClippingStencilGroup\", this.scene.add(this.stencilGroup);\n let e = 0;\n this.scene.traverse((t) => {\n if (t instanceof ot && t.visible && !t.userData.isStencilCap) {\n if (!t.geometry) return;\n this.createStencilMeshesForObject(t), e++;\n }\n }), console.log(`ClippingManager: Generated stencil geometry for ${e} meshes.`), this.addCapPlane(), this.updateCapPlane();\n }\n createStencilMeshesForObject(e) {\n const t = e.geometry;\n e.updateMatrixWorld(!0);\n const n = e.matrixWorld, s = new Bt({\n depthWrite: !1,\n depthTest: !1,\n colorWrite: !1,\n stencilWrite: !0,\n stencilFunc: co,\n clippingPlanes: [this.clippingPlane]\n }), r = s.clone();\n r.side = zt, r.stencilFail = Nr, r.stencilZFail = Nr, r.stencilZPass = Nr;\n const a = new ot(t, r);\n a.applyMatrix4(n), a.matrixAutoUpdate = !1, a.userData.isStencilCap = !0, a.renderOrder = 1, this.stencilGroup.add(a);\n const o = s.clone();\n o.side = En, o.stencilFail = Fr, o.stencilZFail = Fr, o.stencilZPass = Fr;\n const l = new ot(t, o);\n l.applyMatrix4(n), l.matrixAutoUpdate = !1, l.userData.isStencilCap = !0, l.renderOrder = 1, this.stencilGroup.add(l);\n }\n addCapPlane() {\n const e = new Bt({\n color: this.capColor,\n side: Wt,\n stencilWrite: !0,\n transparent: !0,\n opacity: 0,\n stencilFunc: su,\n // Stencil != 0 时绘制\n stencilRef: 0,\n clippingPlanes: [],\n // 盖板本身不被剖切!\n depthTest: !0,\n polygonOffset: !0,\n polygonOffsetFactor: -1,\n //稍微拉向摄像机,防止z-fighting\n polygonOffsetUnits: -1\n }), t = new As(1e5, 1e5), n = new ot(t, e);\n n.userData.isCapPlane = !0, n.userData.isStencilCap = !0, n.renderOrder = 2, this.capMesh = n, this.stencilGroup.add(n);\n }\n updateCapPlane() {\n if (!this.stencilGroup || !this.capMesh) return;\n const e = this.capMesh, t = this.clippingPlane.normal, n = -this.clippingPlane.constant;\n e.quaternion.setFromUnitVectors(new w(0, 0, 1), t), e.position.copy(t).multiplyScalar(n);\n }\n cleanupStencilGroup() {\n this.stencilGroup && (this.scene.remove(this.stencilGroup), this.stencilGroup.traverse((e) => {\n e.material && (Array.isArray(e.material) ? e.material.forEach((t) => t.dispose()) : e.material.dispose()), e.geometry && e.userData.isCapPlane && e.geometry.dispose();\n }), this.stencilGroup = null, this.capMesh = null);\n }\n cleanup() {\n this.updateSceneMaterials(!1), this.cleanupStencilGroup();\n }\n ensurePlaneInitialized() {\n if (this.planeInitialized || (this.sceneBounds.makeEmpty(), this.sceneBounds.setFromObject(this.scene), this.sceneBounds.isEmpty())) return;\n this.sceneBounds.getCenter(this.tempCenter);\n const e = this.clippingPlane.normal;\n this.clippingPlane.constant = -e.dot(this.tempCenter), this.planeInitialized = !0, this.updateCapPlane();\n }\n}\nclass n_ {\n // 用户最后一次左键点击的世界坐标(用作相机旋转中心)\n _lastClickWorldPosition = null;\n // 用户最后一次左键点击的屏幕坐标\n _lastClickScreenPosition = null;\n constructor() {\n }\n /**\n * 设置最后一次点击的世界坐标\n */\n setLastClickWorldPosition(e) {\n this._lastClickWorldPosition = e.clone();\n }\n /**\n * 获取最后一次点击的世界坐标\n */\n getLastClickWorldPosition() {\n return this._lastClickWorldPosition;\n }\n /**\n * 设置最后一次点击的屏幕坐标\n */\n setLastClickScreenPosition(e) {\n this._lastClickScreenPosition = e.clone();\n }\n /**\n * 获取最后一次点击的屏幕坐标\n */\n getLastClickScreenPosition() {\n return this._lastClickScreenPosition;\n }\n /**\n * 清除所有点击状态\n */\n clearClickState() {\n this._lastClickWorldPosition = null, this._lastClickScreenPosition = null;\n }\n}\nfunction i_(i) {\n let e = new Object();\n return e.updataSceneOctreeBox = function() {\n i.octreeBoxModels = [];\n let t = e.getBoundingBox();\n e.ocBox = e.splitBoxIntoAuto(t);\n let n = 0;\n i.models.forEach((a) => {\n a.children.forEach((o) => {\n o.info.forEach((l) => {\n r(l, e.ocBox);\n });\n }), n = n + 1;\n }), s(e.ocBox);\n function s(a) {\n for (let o = a.children.length - 1; o >= 0; o--) {\n let l = a.children[o];\n l.isLeaf == !1 && s(l), l.children.length == 0 && (l.isLeaf = !0), l.isLeaf && (l.elements == null || l.elements.length == 0) && a.children.splice(o, 1);\n }\n }\n function r(a, o) {\n var l = {\n min: a.box.min,\n max: a.box.max\n };\n if (e.boxContainBox(o, l) == !0)\n if (o.elements == null && (o.elements = []), o.isLeaf == !1) {\n let h = !1;\n for (let u = 0; u < o.children.length; u++)\n if (r(a, o.children[u]) == !0) {\n h = !0;\n break;\n }\n h == !1 && o.elements.push([n, ...a.index]);\n } else\n o.elements.push([n, ...a.index]);\n else\n return !1;\n return !0;\n }\n }, e.rayInterationModel = function(t) {\n var n = [];\n r(t, e.ocBox);\n var s = a(t, n);\n return s;\n function r(o, l) {\n if (l == null)\n return;\n let c = new Pt(l.min, l.max), h = o.ray.intersectsBox(c);\n if (!(h == null || h == !1))\n if (l.children == null || l.children.length == 0) {\n if (l.elements != null)\n for (var u of l.elements)\n n.push(u);\n } else {\n if (l.elements != null)\n for (var u of l.elements)\n n.push(u);\n for (let d of l.children)\n r(o, d);\n }\n }\n function a(o, l) {\n let c = [];\n const h = new Bt({\n color: 16711680\n });\n for (let d of l) {\n let p = i.models[d[0]].children[d[1]];\n if (p.TypeName == \"Mesh\" && p.geometry.groups[d[2]].visibility !== !1) {\n let g = new ot(p.geometryArray[d[2]], h);\n g.indexs = d, g.TypeName = p.TypeName, c.push(g);\n } else p.TypeName == \"InstancedMesh\" || p.TypeName == \"InstancedMesh-Pipe\";\n }\n return o.intersectObjects(c, !1);\n }\n }, e.boxContainBox = function(t, n) {\n return n.min.x >= t.min.x && n.min.y >= t.min.y && n.min.z >= t.min.z && n.max.x <= t.max.x && n.max.y <= t.max.y && n.max.z <= t.max.z;\n }, e.splitBoxIntoAuto = function(t, n = 10) {\n let s = [], r = [], a = [], o = (t.max.x - t.min.x) * 0.5, l = (t.max.y - t.min.y) * 0.5, c = (t.max.z - t.min.z) * 0.5;\n if (o > n) {\n let h = t, u = {\n min: h.min,\n max: new w(h.min.x + o, h.max.y, h.max.z)\n }, d = {\n min: new w(h.min.x + o, h.min.y, h.min.z),\n max: h.max\n };\n s.push(u), s.push(d);\n }\n if (l > n)\n for (let h of s) {\n let u = {\n min: h.min,\n max: new w(h.max.x, h.min.y + l, h.max.z)\n }, d = {\n min: new w(h.min.x, h.min.y + l, h.min.z),\n max: h.max\n };\n r.push(u), r.push(d);\n }\n else\n r = s;\n if (c > n)\n for (let h of r) {\n let u = {\n min: h.min,\n max: new w(h.max.x, h.max.y, h.min.z + c)\n }, d = {\n min: new w(h.min.x, h.min.y, h.min.z + c),\n max: h.max\n };\n a.push(u), a.push(d);\n }\n else\n a = r;\n if (t.children = a, t.children.length > 0) {\n t.isLeaf = !1;\n for (let h = 0; h < t.children.length; h++)\n t.children[h] = e.splitBoxIntoAuto(t.children[h]);\n } else\n t.isLeaf = !0;\n return t.length = t.min.distanceTo(t.max), t;\n }, e.splitBoxInto8 = function(t) {\n const n = t.min, s = t.max, r = new w().addVectors(n, s).multiplyScalar(0.5), a = [];\n for (let o = 0; o < 2; o++)\n for (let l = 0; l < 2; l++)\n for (let c = 0; c < 2; c++) {\n const h = new w(\n o === 0 ? n.x : r.x,\n l === 0 ? n.y : r.y,\n c === 0 ? n.z : r.z\n ), u = new w(\n o === 1 ? s.x : r.x,\n l === 1 ? s.y : r.y,\n c === 1 ? s.z : r.z\n ), d = new Pt(h, u);\n a.push(d);\n }\n return a;\n }, e.boundingSphereToBox = function(t) {\n let n = t.center, s = new w(\n n.x - t.radius * 0.5,\n n.y - t.radius * 0.5,\n n.z - t.radius * 0.5\n ), r = new w(\n n.x + t.radius * 0.5,\n n.y + t.radius * 0.5,\n n.z + t.radius * 0.5\n );\n return {\n min: s,\n max: r\n };\n }, e.getBoundingBox = function() {\n let t = i.models, n = new w(1e8, 1e9, 1e10), s = new w(-1e8, -1e9, -1e10);\n return t.forEach((r) => {\n r.children.forEach((a) => {\n a.geometry.computeBoundingBox();\n let o = a.geometry.boundingBox.min, l = a.geometry.boundingBox.max;\n o.x < n.x && (n.x = o.x), o.y < n.y && (n.y = o.y), o.z < n.z && (n.z = o.z), l.x > s.x && (s.x = l.x), l.y > s.y && (s.y = l.y), l.z > s.z && (s.z = l.z);\n });\n }), {\n min: n,\n max: s\n };\n }, e;\n}\nvar ki = Object.freeze({\n Linear: Object.freeze({\n None: function(i) {\n return i;\n },\n In: function(i) {\n return i;\n },\n Out: function(i) {\n return i;\n },\n InOut: function(i) {\n return i;\n }\n }),\n Quadratic: Object.freeze({\n In: function(i) {\n return i * i;\n },\n Out: function(i) {\n return i * (2 - i);\n },\n InOut: function(i) {\n return (i *= 2) < 1 ? 0.5 * i * i : -0.5 * (--i * (i - 2) - 1);\n }\n }),\n Cubic: Object.freeze({\n In: function(i) {\n return i * i * i;\n },\n Out: function(i) {\n return --i * i * i + 1;\n },\n InOut: function(i) {\n return (i *= 2) < 1 ? 0.5 * i * i * i : 0.5 * ((i -= 2) * i * i + 2);\n }\n }),\n Quartic: Object.freeze({\n In: function(i) {\n return i * i * i * i;\n },\n Out: function(i) {\n return 1 - --i * i * i * i;\n },\n InOut: function(i) {\n return (i *= 2) < 1 ? 0.5 * i * i * i * i : -0.5 * ((i -= 2) * i * i * i - 2);\n }\n }),\n Quintic: Object.freeze({\n In: function(i) {\n return i * i * i * i * i;\n },\n Out: function(i) {\n return --i * i * i * i * i + 1;\n },\n InOut: function(i) {\n return (i *= 2) < 1 ? 0.5 * i * i * i * i * i : 0.5 * ((i -= 2) * i * i * i * i + 2);\n }\n }),\n Sinusoidal: Object.freeze({\n In: function(i) {\n return 1 - Math.sin((1 - i) * Math.PI / 2);\n },\n Out: function(i) {\n return Math.sin(i * Math.PI / 2);\n },\n InOut: function(i) {\n return 0.5 * (1 - Math.sin(Math.PI * (0.5 - i)));\n }\n }),\n Exponential: Object.freeze({\n In: function(i) {\n return i === 0 ? 0 : Math.pow(1024, i - 1);\n },\n Out: function(i) {\n return i === 1 ? 1 : 1 - Math.pow(2, -10 * i);\n },\n InOut: function(i) {\n return i === 0 ? 0 : i === 1 ? 1 : (i *= 2) < 1 ? 0.5 * Math.pow(1024, i - 1) : 0.5 * (-Math.pow(2, -10 * (i - 1)) + 2);\n }\n }),\n Circular: Object.freeze({\n In: function(i) {\n return 1 - Math.sqrt(1 - i * i);\n },\n Out: function(i) {\n return Math.sqrt(1 - --i * i);\n },\n InOut: function(i) {\n return (i *= 2) < 1 ? -0.5 * (Math.sqrt(1 - i * i) - 1) : 0.5 * (Math.sqrt(1 - (i -= 2) * i) + 1);\n }\n }),\n Elastic: Object.freeze({\n In: function(i) {\n return i === 0 ? 0 : i === 1 ? 1 : -Math.pow(2, 10 * (i - 1)) * Math.sin((i - 1.1) * 5 * Math.PI);\n },\n Out: function(i) {\n return i === 0 ? 0 : i === 1 ? 1 : Math.pow(2, -10 * i) * Math.sin((i - 0.1) * 5 * Math.PI) + 1;\n },\n InOut: function(i) {\n return i === 0 ? 0 : i === 1 ? 1 : (i *= 2, i < 1 ? -0.5 * Math.pow(2, 10 * (i - 1)) * Math.sin((i - 1.1) * 5 * Math.PI) : 0.5 * Math.pow(2, -10 * (i - 1)) * Math.sin((i - 1.1) * 5 * Math.PI) + 1);\n }\n }),\n Back: Object.freeze({\n In: function(i) {\n var e = 1.70158;\n return i === 1 ? 1 : i * i * ((e + 1) * i - e);\n },\n Out: function(i) {\n var e = 1.70158;\n return i === 0 ? 0 : --i * i * ((e + 1) * i + e) + 1;\n },\n InOut: function(i) {\n var e = 2.5949095;\n return (i *= 2) < 1 ? 0.5 * (i * i * ((e + 1) * i - e)) : 0.5 * ((i -= 2) * i * ((e + 1) * i + e) + 2);\n }\n }),\n Bounce: Object.freeze({\n In: function(i) {\n return 1 - ki.Bounce.Out(1 - i);\n },\n Out: function(i) {\n return i < 1 / 2.75 ? 7.5625 * i * i : i < 2 / 2.75 ? 7.5625 * (i -= 1.5 / 2.75) * i + 0.75 : i < 2.5 / 2.75 ? 7.5625 * (i -= 2.25 / 2.75) * i + 0.9375 : 7.5625 * (i -= 2.625 / 2.75) * i + 0.984375;\n },\n InOut: function(i) {\n return i < 0.5 ? ki.Bounce.In(i * 2) * 0.5 : ki.Bounce.Out(i * 2 - 1) * 0.5 + 0.5;\n }\n }),\n generatePow: function(i) {\n return i === void 0 && (i = 4), i = i < Number.EPSILON ? Number.EPSILON : i, i = i > 1e4 ? 1e4 : i, {\n In: function(e) {\n return Math.pow(e, i);\n },\n Out: function(e) {\n return 1 - Math.pow(1 - e, i);\n },\n InOut: function(e) {\n return e < 0.5 ? Math.pow(e * 2, i) / 2 : (1 - Math.pow(2 - e * 2, i)) / 2 + 0.5;\n }\n };\n }\n}), xs = function() {\n return performance.now();\n}, s_ = (\n /** @class */\n (function() {\n function i() {\n this._tweens = {}, this._tweensAddedDuringUpdate = {};\n }\n return i.prototype.getAll = function() {\n var e = this;\n return Object.keys(this._tweens).map(function(t) {\n return e._tweens[t];\n });\n }, i.prototype.removeAll = function() {\n this._tweens = {};\n }, i.prototype.add = function(e) {\n this._tweens[e.getId()] = e, this._tweensAddedDuringUpdate[e.getId()] = e;\n }, i.prototype.remove = function(e) {\n delete this._tweens[e.getId()], delete this._tweensAddedDuringUpdate[e.getId()];\n }, i.prototype.update = function(e, t) {\n e === void 0 && (e = xs()), t === void 0 && (t = !1);\n var n = Object.keys(this._tweens);\n if (n.length === 0)\n return !1;\n for (; n.length > 0; ) {\n this._tweensAddedDuringUpdate = {};\n for (var s = 0; s < n.length; s++) {\n var r = this._tweens[n[s]], a = !t;\n r && r.update(e, a) === !1 && !t && delete this._tweens[n[s]];\n }\n n = Object.keys(this._tweensAddedDuringUpdate);\n }\n return !0;\n }, i;\n })()\n), vo = {\n Linear: function(i, e) {\n var t = i.length - 1, n = t * e, s = Math.floor(n), r = vo.Utils.Linear;\n return e < 0 ? r(i[0], i[1], n) : e > 1 ? r(i[t], i[t - 1], t - n) : r(i[s], i[s + 1 > t ? t : s + 1], n - s);\n },\n Utils: {\n Linear: function(i, e, t) {\n return (e - i) * t + i;\n }\n }\n}, Ah = (\n /** @class */\n (function() {\n function i() {\n }\n return i.nextId = function() {\n return i._nextId++;\n }, i._nextId = 0, i;\n })()\n), Mo = new s_(), r_ = (\n /** @class */\n (function() {\n function i(e, t) {\n t === void 0 && (t = Mo), this._object = e, this._group = t, this._isPaused = !1, this._pauseStart = 0, this._valuesStart = {}, this._valuesEnd = {}, this._valuesStartRepeat = {}, this._duration = 1e3, this._isDynamic = !1, this._initialRepeat = 0, this._repeat = 0, this._yoyo = !1, this._isPlaying = !1, this._reversed = !1, this._delayTime = 0, this._startTime = 0, this._easingFunction = ki.Linear.None, this._interpolationFunction = vo.Linear, this._chainedTweens = [], this._onStartCallbackFired = !1, this._onEveryStartCallbackFired = !1, this._id = Ah.nextId(), this._isChainStopped = !1, this._propertiesAreSetUp = !1, this._goToEnd = !1;\n }\n return i.prototype.getId = function() {\n return this._id;\n }, i.prototype.isPlaying = function() {\n return this._isPlaying;\n }, i.prototype.isPaused = function() {\n return this._isPaused;\n }, i.prototype.getDuration = function() {\n return this._duration;\n }, i.prototype.to = function(e, t) {\n if (t === void 0 && (t = 1e3), this._isPlaying)\n throw new Error(\"Can not call Tween.to() while Tween is already started or paused. Stop the Tween first.\");\n return this._valuesEnd = e, this._propertiesAreSetUp = !1, this._duration = t < 0 ? 0 : t, this;\n }, i.prototype.duration = function(e) {\n return e === void 0 && (e = 1e3), this._duration = e < 0 ? 0 : e, this;\n }, i.prototype.dynamic = function(e) {\n return e === void 0 && (e = !1), this._isDynamic = e, this;\n }, i.prototype.start = function(e, t) {\n if (e === void 0 && (e = xs()), t === void 0 && (t = !1), this._isPlaying)\n return this;\n if (this._group && this._group.add(this), this._repeat = this._initialRepeat, this._reversed) {\n this._reversed = !1;\n for (var n in this._valuesStartRepeat)\n this._swapEndStartRepeatValues(n), this._valuesStart[n] = this._valuesStartRepeat[n];\n }\n if (this._isPlaying = !0, this._isPaused = !1, this._onStartCallbackFired = !1, this._onEveryStartCallbackFired = !1, this._isChainStopped = !1, this._startTime = e, this._startTime += this._delayTime, !this._propertiesAreSetUp || t) {\n if (this._propertiesAreSetUp = !0, !this._isDynamic) {\n var s = {};\n for (var r in this._valuesEnd)\n s[r] = this._valuesEnd[r];\n this._valuesEnd = s;\n }\n this._setupProperties(this._object, this._valuesStart, this._valuesEnd, this._valuesStartRepeat, t);\n }\n return this;\n }, i.prototype.startFromCurrentValues = function(e) {\n return this.start(e, !0);\n }, i.prototype._setupProperties = function(e, t, n, s, r) {\n for (var a in n) {\n var o = e[a], l = Array.isArray(o), c = l ? \"array\" : typeof o, h = !l && Array.isArray(n[a]);\n if (!(c === \"undefined\" || c === \"function\")) {\n if (h) {\n var u = n[a];\n if (u.length === 0)\n continue;\n for (var d = [o], p = 0, g = u.length; p < g; p += 1) {\n var x = this._handleRelativeValue(o, u[p]);\n if (isNaN(x)) {\n h = !1, console.warn(\"Found invalid interpolation list. Skipping.\");\n break;\n }\n d.push(x);\n }\n h && (n[a] = d);\n }\n if ((c === \"object\" || l) && o && !h) {\n t[a] = l ? [] : {};\n var m = o;\n for (var f in m)\n t[a][f] = m[f];\n s[a] = l ? [] : {};\n var u = n[a];\n if (!this._isDynamic) {\n var y = {};\n for (var f in u)\n y[f] = u[f];\n n[a] = u = y;\n }\n this._setupProperties(m, t[a], u, s[a], r);\n } else\n (typeof t[a] > \"u\" || r) && (t[a] = o), l || (t[a] *= 1), h ? s[a] = n[a].slice().reverse() : s[a] = t[a] || 0;\n }\n }\n }, i.prototype.stop = function() {\n return this._isChainStopped || (this._isChainStopped = !0, this.stopChainedTweens()), this._isPlaying ? (this._group && this._group.remove(this), this._isPlaying = !1, this._isPaused = !1, this._onStopCallback && this._onStopCallback(this._object), this) : this;\n }, i.prototype.end = function() {\n return this._goToEnd = !0, this.update(1 / 0), this;\n }, i.prototype.pause = function(e) {\n return e === void 0 && (e = xs()), this._isPaused || !this._isPlaying ? this : (this._isPaused = !0, this._pauseStart = e, this._group && this._group.remove(this), this);\n }, i.prototype.resume = function(e) {\n return e === void 0 && (e = xs()), !this._isPaused || !this._isPlaying ? this : (this._isPaused = !1, this._startTime += e - this._pauseStart, this._pauseStart = 0, this._group && this._group.add(this), this);\n }, i.prototype.stopChainedTweens = function() {\n for (var e = 0, t = this._chainedTweens.length; e < t; e++)\n this._chainedTweens[e].stop();\n return this;\n }, i.prototype.group = function(e) {\n return e === void 0 && (e = Mo), this._group = e, this;\n }, i.prototype.delay = function(e) {\n return e === void 0 && (e = 0), this._delayTime = e, this;\n }, i.prototype.repeat = function(e) {\n return e === void 0 && (e = 0), this._initialRepeat = e, this._repeat = e, this;\n }, i.prototype.repeatDelay = function(e) {\n return this._repeatDelayTime = e, this;\n }, i.prototype.yoyo = function(e) {\n return e === void 0 && (e = !1), this._yoyo = e, this;\n }, i.prototype.easing = function(e) {\n return e === void 0 && (e = ki.Linear.None), this._easingFunction = e, this;\n }, i.prototype.interpolation = function(e) {\n return e === void 0 && (e = vo.Linear), this._interpolationFunction = e, this;\n }, i.prototype.chain = function() {\n for (var e = [], t = 0; t < arguments.length; t++)\n e[t] = arguments[t];\n return this._chainedTweens = e, this;\n }, i.prototype.onStart = function(e) {\n return this._onStartCallback = e, this;\n }, i.prototype.onEveryStart = function(e) {\n return this._onEveryStartCallback = e, this;\n }, i.prototype.onUpdate = function(e) {\n return this._onUpdateCallback = e, this;\n }, i.prototype.onRepeat = function(e) {\n return this._onRepeatCallback = e, this;\n }, i.prototype.onComplete = function(e) {\n return this._onCompleteCallback = e, this;\n }, i.prototype.onStop = function(e) {\n return this._onStopCallback = e, this;\n }, i.prototype.update = function(e, t) {\n var n = this, s;\n if (e === void 0 && (e = xs()), t === void 0 && (t = !0), this._isPaused)\n return !0;\n var r, a = this._startTime + this._duration;\n if (!this._goToEnd && !this._isPlaying) {\n if (e > a)\n return !1;\n t && this.start(e, !0);\n }\n if (this._goToEnd = !1, e < this._startTime)\n return !0;\n this._onStartCallbackFired === !1 && (this._onStartCallback && this._onStartCallback(this._object), this._onStartCallbackFired = !0), this._onEveryStartCallbackFired === !1 && (this._onEveryStartCallback && this._onEveryStartCallback(this._object), this._onEveryStartCallbackFired = !0);\n var o = e - this._startTime, l = this._duration + ((s = this._repeatDelayTime) !== null && s !== void 0 ? s : this._delayTime), c = this._duration + this._repeat * l, h = function() {\n if (n._duration === 0 || o > c)\n return 1;\n var m = Math.trunc(o / l), f = o - m * l, y = Math.min(f / n._duration, 1);\n return y === 0 && o === n._duration ? 1 : y;\n }, u = h(), d = this._easingFunction(u);\n if (this._updateProperties(this._object, this._valuesStart, this._valuesEnd, d), this._onUpdateCallback && this._onUpdateCallback(this._object, u), this._duration === 0 || o >= this._duration)\n if (this._repeat > 0) {\n var p = Math.min(Math.trunc((o - this._duration) / l) + 1, this._repeat);\n isFinite(this._repeat) && (this._repeat -= p);\n for (r in this._valuesStartRepeat)\n !this._yoyo && typeof this._valuesEnd[r] == \"string\" && (this._valuesStartRepeat[r] = // eslint-disable-next-line\n // @ts-ignore FIXME?\n this._valuesStartRepeat[r] + parseFloat(this._valuesEnd[r])), this._yoyo && this._swapEndStartRepeatValues(r), this._valuesStart[r] = this._valuesStartRepeat[r];\n return this._yoyo && (this._reversed = !this._reversed), this._startTime += l * p, this._onRepeatCallback && this._onRepeatCallback(this._object), this._onEveryStartCallbackFired = !1, !0;\n } else {\n this._onCompleteCallback && this._onCompleteCallback(this._object);\n for (var g = 0, x = this._chainedTweens.length; g < x; g++)\n this._chainedTweens[g].start(this._startTime + this._duration, !1);\n return this._isPlaying = !1, !1;\n }\n return !0;\n }, i.prototype._updateProperties = function(e, t, n, s) {\n for (var r in n)\n if (t[r] !== void 0) {\n var a = t[r] || 0, o = n[r], l = Array.isArray(e[r]), c = Array.isArray(o), h = !l && c;\n h ? e[r] = this._interpolationFunction(o, s) : typeof o == \"object\" && o ? this._updateProperties(e[r], a, o, s) : (o = this._handleRelativeValue(a, o), typeof o == \"number\" && (e[r] = a + (o - a) * s));\n }\n }, i.prototype._handleRelativeValue = function(e, t) {\n return typeof t != \"string\" ? t : t.charAt(0) === \"+\" || t.charAt(0) === \"-\" ? e + parseFloat(t) : parseFloat(t);\n }, i.prototype._swapEndStartRepeatValues = function(e) {\n var t = this._valuesStartRepeat[e], n = this._valuesEnd[e];\n typeof n == \"string\" ? this._valuesStartRepeat[e] = this._valuesStartRepeat[e] + parseFloat(n) : this._valuesStartRepeat[e] = this._valuesEnd[e], this._valuesEnd[e] = t;\n }, i;\n })()\n);\nAh.nextId;\nvar An = Mo;\nAn.getAll.bind(An);\nAn.removeAll.bind(An);\nAn.add.bind(An);\nAn.remove.bind(An);\nAn.update.bind(An);\nvar Sa = {\n Easing: ki,\n Tween: r_\n};\nfunction a_() {\n return new Fo();\n}\nfunction o_(i, e) {\n i.appendChild(e.domElement);\n}\nfunction l_(i, e, t) {\n var n = new Object();\n n.visible = !0;\n let s = null, r, a, o = [];\n n.init = function() {\n r || (c(), h(), u());\n }, n.Hide = function() {\n r.style.display = \"none\", n.visible = !1;\n }, n.Show = function() {\n r.style.display = \"block\", n.visible = !0;\n }, n.RenderScene = function() {\n n.camera.quaternion.copy(e.camera.quaternion);\n let x = new w(0, 0, -1).clone().applyMatrix4(e.camera.matrixWorld.clone()), m = e.camera.position.clone().sub(x.clone()).setLength(100);\n n.camera.position.copy(m), n.camera.lookAt(new w()), n.sceneOrtho.renderer.render(n.sceneOrtho, n.camera);\n }, n.ToggleDirectionView = function(g) {\n console.log(g);\n var x = new w(0, 0, 0);\n g == \"top\" ? x = new w(0, 1, 0) : g == \"down\" ? x = new w(0, -1, 0) : g == \"front\" ? x = new w(0, 0, 1) : g == \"left\" ? x = new w(-1, 0, 0) : g == \"back\" ? x = new w(0, 0, -1) : g == \"right\" ? x = new w(1, 0, 0) : g == \"top_front\" ? x = new w(1, 1, 0) : g == \"top_left\" ? x = new w(0, 1, -1) : g == \"top_back\" ? x = new w(-1, 1, 0) : g == \"top_right\" ? x = new w(0, 1, 1) : g == \"down_front\" ? x = new w(1, -1, 0) : g == \"down_left\" ? x = new w(0, -1, -1) : g == \"down_back\" ? x = new w(-1, -1, 0) : g == \"down_right\" ? x = new w(0, -1, 1) : g == \"front_right\" ? x = new w(1, 0, 1) : g == \"right_back\" ? x = new w(-1, 0, 1) : g == \"back_left\" ? x = new w(-1, 0, -1) : g == \"left_front\" ? x = new w(1, 0, -1) : g == \"top_left_front\" ? x = new w(1, 1, -1) : g == \"top_front_right\" ? x = new w(1, 1, 1) : g == \"top_right_back\" ? x = new w(-1, 1, 1) : g == \"top_back_left\" ? x = new w(-1, 1, -1) : g == \"button_left_front\" ? x = new w(1, -1, -1) : g == \"button_front_right\" ? x = new w(1, -1, 1) : g == \"button_right_back\" ? x = new w(-1, 1, 1) : g == \"button_back_left\" && (x = new w(-1, -1, -1));\n var m = i.octreeBox.getBoundingBox(), f = m.min, y = m.max, v = f.clone().add(y.clone()).multiplyScalar(0.5), T = v.clone().add(x.multiplyScalar(1 * y.distanceTo(f)));\n l(e.camera.position, T, i.controls.target.clone(), v);\n }, n.GetCameraPose = function() {\n var g = e.camera.quaternion, x = e.camera.position, m = i.controls.target, f = {\n quaternion: g,\n position: x,\n target: m\n };\n return f;\n }, n.ReductionCameraPose = function(g, x = 1e3, m) {\n var f = new gn(\n g.quaternion._x,\n g.quaternion._y,\n g.quaternion._z,\n g.quaternion._w\n ), y = new w(g.position.x, g.position.y, g.position.z), v = new w(g.target.x, g.target.y, g.target.z);\n let T = !1;\n l(\n e.camera.position,\n y,\n i.controls.target.clone(),\n v,\n e.camera.quaternion,\n f,\n x,\n (R) => {\n m && (T || (m(R), T = !0));\n }\n ), m && setTimeout(() => {\n T || (m(!0), T = !0);\n }, x + 10);\n }, n.CameraGoHome = function() {\n var g = i.octreeBox.getBoundingBox(), x = g.min.clone().add(g.max.clone()).multiplyScalar(0.5);\n let m = new w(1, 1, 1);\n var f = x.clone().add(m.multiplyScalar(1 * g.max.distanceTo(g.min)));\n l(e.camera.position, f, i.controls.target.clone(), x);\n };\n function l(g, x, m, f, y, v, T = 1e3, R) {\n var E;\n y && v ? (E = new Sa.Tween({\n x1: g.x,\n // 相机当前位置x\n y1: g.y,\n // 相机当前位置y\n z1: g.z,\n // 相机当前位置z\n x2: m.x,\n // 控制当前的中心点x\n y2: m.y,\n // 控制当前的中心点y\n z2: m.z,\n // 控制当前的中心点z\n _x: y._x,\n // 相机当前quaternion\n _y: y._y,\n // 相机当前quaternion\n _z: y._z,\n // 相机当前quaternion\n _w: y._w\n // 相机当前quaternion\n }), E.to(\n {\n x1: x.x,\n // 新的相机位置x\n y1: x.y,\n // 新的相机位置y\n z1: x.z,\n // 新的相机位置z\n x2: f.x,\n // 新的控制中心点位置x\n y2: f.y,\n // 新的控制中心点位置x\n z2: f.z,\n // 新的控制中心点位置x\n _x: v._x,\n // 新的相机quaternion\n _y: v._y,\n // 新的相机quaternion\n _z: v._z,\n // 新的相机quaternion\n _w: v._w\n // 新的相机quaternion\n },\n T\n )) : (E = new Sa.Tween({\n x1: g.x,\n // 相机当前位置x\n y1: g.y,\n // 相机当前位置y\n z1: g.z,\n // 相机当前位置z\n x2: m.x,\n // 控制当前的中心点x\n y2: m.y,\n // 控制当前的中心点y\n z2: m.z\n // 控制当前的中心点z\n }), E.to(\n {\n x1: x.x,\n // 新的相机位置x\n y1: x.y,\n // 新的相机位置y\n z1: x.z,\n // 新的相机位置z\n x2: f.x,\n // 新的控制中心点位置x\n y2: f.y,\n // 新的控制中心点位置x\n z2: f.z\n // 新的控制中心点位置x\n },\n T\n )), E.onUpdate(function(I) {\n y && v ? (e.camera.quaternion._x = I._x, e.camera.quaternion._y = I._y, e.camera.quaternion._z = I._z, e.camera.quaternion._w = I._w) : i.controls.auto = !0, e.camera.position.x = I.x1, e.camera.position.y = I.y1, e.camera.position.z = I.z1, i.controls.target.x = I.x2, i.controls.target.y = I.y2, i.controls.target.z = I.z2, i.controls.update(), n.RenderScene();\n }), E.onComplete(function(I) {\n i.controls.auto = !1, n.RenderScene(), R && R(!0), cancelAnimationFrame(s), s = null;\n }), E.easing(Sa.Easing.Cubic.InOut);\n function P(I) {\n s = requestAnimationFrame(P), E.update();\n }\n E.start(), P();\n }\n function c() {\n r = document.createElement(\"div\"), r.className = \"ViewCube\", t.appendChild(r), a = document.createElement(\"div\"), a.className = \"ViewAttr\", t.appendChild(a);\n }\n function h() {\n n.sceneOrtho = a_();\n var m = window.innerWidth, f = window.innerHeight, g = m > f ? m / f : f / m, x = 150;\n n.camera = new pi(\n x * g / -2,\n x * g / 2,\n 2 * x / 2,\n 1.4 * x / -2,\n 0.01,\n 1e4\n );\n var m = r.clientWidth, f = r.clientHeight, y = new wr({\n alpha: !0\n });\n y.setSize(m, f), y.setClearAlpha(0), n.sceneOrtho.renderer = y;\n let v = new mh(16777215, 0.8);\n n.sceneOrtho.add(v), o_(r, y);\n }\n function u() {\n let g = [\n {\n label: \"右\",\n icon: \"cube/cn_right.png\"\n },\n {\n label: \"左\",\n icon: \"cube/cn_left.png\"\n },\n {\n label: \"顶\",\n icon: \"cube/cn_top.png\"\n },\n {\n label: \"底\",\n icon: \"cube/cn_bottom.png\"\n },\n {\n label: \"前\",\n icon: \"cube/cn_front.png\"\n },\n {\n label: \"后\",\n icon: \"cube/cn_back.png\"\n }\n ];\n var x = [];\n for (const f of g)\n x.push(\n new Bt({\n color: 16777215,\n map: new fh().load(f.icon)\n })\n );\n new gd({\n color: 255\n });\n var m = new ot(new fi(110, 110, 110), x);\n n.sceneOrtho.add(m), d(122), r.addEventListener(\"mousedown\", (f) => {\n var y = {};\n y.x = f.offsetX / r.clientWidth * 2 - 1, y.y = -(f.offsetY / r.clientHeight) * 2 + 1;\n var v = new jl();\n v.setFromCamera(y, n.camera);\n const T = v.intersectObjects(o, !1);\n T.length > 0 && n.ToggleDirectionView(T[0].object.name);\n }), r.addEventListener(\"mousemove\", (f) => {\n var y = {};\n y.x = f.offsetX / r.clientWidth * 2 - 1, y.y = -(f.offsetY / r.clientHeight) * 2 + 1;\n var v = new jl();\n v.setFromCamera(y, n.camera);\n const T = v.intersectObjects(o, !1);\n for (var R of o)\n R.material.opacity = 0.01;\n T.length > 0 && (T[0].object.material.opacity = 0.2);\n });\n }\n function d(g) {\n for (var x = g * 0.5 - 20, m = [\n {\n name: \"right\",\n a: 30,\n b: 75,\n c: 75,\n point: new w(x, 0, 0)\n },\n {\n name: \"back\",\n a: 75,\n b: 75,\n c: 30,\n point: new w(0, 0, -x)\n },\n {\n name: \"left\",\n a: 30,\n b: 75,\n c: 75,\n point: new w(-x, 0, 0)\n },\n {\n name: \"front\",\n a: 75,\n b: 75,\n c: 30,\n point: new w(0, 0, x)\n },\n {\n name: \"top\",\n a: 75,\n b: 30,\n c: 75,\n point: new w(0, x, 0)\n },\n {\n name: \"button\",\n a: 75,\n b: 30,\n c: 75,\n point: new w(0, -x, 0)\n }\n ], f = [\n {\n name: \"top_right_back\",\n a: 30,\n b: 30,\n c: 30,\n point: new w(-x, x, x)\n },\n {\n name: \"button_front_right\",\n a: 30,\n b: 30,\n c: 30,\n point: new w(-x, -x, x)\n },\n {\n name: \"top_front_right\",\n a: 30,\n b: 30,\n c: 30,\n point: new w(x, x, x)\n },\n {\n name: \"button_right_back\",\n a: 30,\n b: 30,\n c: 30,\n point: new w(x, -x, x)\n },\n {\n name: \"top_back_left\",\n a: 30,\n b: 30,\n c: 30,\n point: new w(-x, x, -x)\n },\n {\n name: \"button_back_left\",\n a: 30,\n b: 30,\n c: 30,\n point: new w(-x, -x, -x)\n },\n {\n name: \"top_left_front\",\n a: 30,\n b: 30,\n c: 30,\n point: new w(x, x, -x)\n },\n {\n name: \"button_left_front\",\n a: 30,\n b: 30,\n c: 30,\n point: new w(x, -x, -x)\n }\n ], y = [\n {\n name: \"top_front\",\n a: 30,\n b: 30,\n c: 75,\n point: new w(x, x, 0)\n },\n {\n name: \"top_right\",\n a: 75,\n b: 30,\n c: 30,\n point: new w(0, x, x)\n },\n {\n name: \"top_back\",\n a: 30,\n b: 30,\n c: 75,\n point: new w(-x, x, 0)\n },\n {\n name: \"top_left\",\n a: 75,\n b: 30,\n c: 30,\n point: new w(0, x, -x)\n },\n {\n name: \"button_front\",\n a: 30,\n b: 30,\n c: 75,\n point: new w(x, -x, 0)\n },\n {\n name: \"button_right\",\n a: 75,\n b: 30,\n c: 30,\n point: new w(0, -x, x)\n },\n {\n name: \"button_back\",\n a: 30,\n b: 30,\n c: 75,\n point: new w(-x, -x, 0)\n },\n {\n name: \"button_left\",\n a: 75,\n b: 30,\n c: 30,\n point: new w(0, -x, -x)\n },\n {\n name: \"front_right\",\n a: 30,\n b: 75,\n c: 30,\n point: new w(x, 0, x)\n },\n {\n name: \"right_back\",\n a: 30,\n b: 75,\n c: 30,\n point: new w(-x, 0, x)\n },\n {\n name: \"back_left\",\n a: 30,\n b: 75,\n c: 30,\n point: new w(-x, 0, -x)\n },\n {\n name: \"left_front\",\n a: 30,\n b: 75,\n c: 30,\n point: new w(x, 0, -x)\n }\n ], v = 0; v < m.length; v++)\n o.push(p(m[v]));\n for (var v = 0; v < f.length; v++)\n o.push(p(f[v]));\n for (var v = 0; v < y.length; v++)\n o.push(p(y[v]));\n }\n function p(g) {\n const x = new fi(g.a, g.b, g.c), m = new Bt({\n color: \"blue\",\n transparent: !0,\n opacity: 0.01\n }), f = new Ne().makeTranslation(g.point.x, g.point.y, g.point.z);\n let y = x.applyMatrix4(f), v = new ot(y, m);\n return v.name = g.name, n.sceneOrtho.add(v), v;\n }\n return n;\n}\nclass Rc {\n constructor(e, t) {\n this.object = e, this.id = t;\n }\n get uuid() {\n return this.object.uuid;\n }\n get name() {\n return this.object.name;\n }\n set name(e) {\n this.object.name = e;\n }\n get visible() {\n return this.object.visible;\n }\n set visible(e) {\n this.object.visible = e;\n }\n getBoundingBox() {\n const e = new Pt().setFromObject(this.object);\n return { min: e.min, max: e.max };\n }\n setMatrix(e) {\n this.object.matrix.fromArray(e), this.object.matrix.decompose(this.object.position, this.object.quaternion, this.object.scale);\n }\n}\nlet c_ = class {\n constructor(e, t, n) {\n this.manager = e, this.scene = t, this.clippingManager = n;\n }\n models = /* @__PURE__ */ new Map();\n async loadModel(e, t) {\n const n = await this.manager.loadGLTF(e), s = t?.id || n.uuid;\n n.name = s, t?.position && n.position.fromArray(t.position), t?.scale && n.scale.fromArray(t.scale), t?.rotation && n.rotation.setFromVector3(new w(...t.rotation));\n const r = new Rc(n, s);\n return this.models.set(s, r), this.clippingManager?.refresh(), r;\n }\n unloadModel(e) {\n const t = this.models.get(e);\n t && t instanceof Rc && (this.scene.remove(t.object), this.models.delete(e));\n }\n getAllModels() {\n return Array.from(this.models.values());\n }\n getModel(e) {\n return this.models.get(e);\n }\n}, h_ = class {\n constructor(e) {\n this.manager = e;\n }\n setView(e, t) {\n this.manager.setView(e);\n }\n fitToView(e, t) {\n console.log(\"[V1] fitToView not fully implemented in manager, resetting camera\"), this.manager.camera.position.set(20, 20, 20), this.manager.camera.lookAt(0, 0, 0), this.manager.controls.update();\n }\n goHome(e) {\n this.manager.camera.position.set(20, 20, 20), this.manager.camera.lookAt(0, 0, 0), this.manager.controls.update();\n }\n setProjection(e) {\n console.warn(\"[V1] Projection switching not supported in V1 CameraManager\");\n }\n setNavigationMode(e) {\n e === Ar.PanOnly ? this.manager.controls.enableRotate = !1 : this.manager.controls.enableRotate = !0;\n }\n getState() {\n return {\n position: this.manager.camera.position.toArray(),\n target: this.manager.controls.target.toArray(),\n up: this.manager.camera.up.toArray(),\n projection: Ui.Perspective\n };\n }\n restoreState(e, t) {\n this.manager.camera.position.fromArray(e.position), this.manager.camera.up.fromArray(e.up), this.manager.controls.target.fromArray(e.target), this.manager.controls.update();\n }\n}, u_ = class {\n constructor(e, t) {\n this.manager = e, this.scene = t;\n }\n getSelection() {\n return console.warn(\"[V1] getSelection not fully supported by InteractionManager\"), [];\n }\n select(e) {\n const t = [];\n this.scene.traverse((n) => {\n n instanceof ot && e.includes(n.name) && t.push(n);\n }), this.manager.highlight(t);\n }\n addSelection(e) {\n this.select(e);\n }\n removeSelection(e) {\n this.manager.clearHighlight();\n }\n clearSelection() {\n this.manager.clearHighlight();\n }\n getHiddenComponents() {\n const e = [];\n return this.scene.traverse((t) => {\n t.visible || e.push(t.name);\n }), e;\n }\n setVisibility(e, t) {\n this.manager.setVisibility(e, t);\n }\n isolate(e) {\n this.scene.traverse((t) => t.visible = !1), this.setVisibility(e, !0);\n }\n clearIsolation() {\n this.scene.traverse((e) => e.visible = !0);\n }\n setColor(e, t) {\n console.warn(\"[V1] setColor not implemented\");\n }\n restoreColor(e) {\n console.warn(\"[V1] restoreColor not implemented\");\n }\n setOpacity(e, t) {\n console.warn(\"[V1] setOpacity not implemented\");\n }\n restoreOpacity(e) {\n console.warn(\"[V1] restoreOpacity not implemented\");\n }\n clearAllOverrides() {\n }\n getBoundingBox(e) {\n let t;\n if (this.scene.traverse((n) => {\n n.name === e && (t = n);\n }), t) {\n const n = new Pt().setFromObject(t);\n return { min: n.min, max: n.max };\n }\n return { min: { x: 0, y: 0, z: 0 }, max: { x: 0, y: 0, z: 0 } };\n }\n}, d_ = class {\n constructor(e, t) {\n this.sceneManager = e, this.renderer = t;\n }\n setBackgroundColor(e) {\n this.sceneManager.setBackground(e);\n }\n setSkybox(e) {\n const n = new dh().load(e);\n this.sceneManager.scene.background = n;\n }\n enableShadows(e) {\n }\n enableAntialiasing(e) {\n }\n enableAmbientOcclusion(e) {\n }\n addSectionPlane(e, t) {\n return \"\";\n }\n removeSectionPlane(e) {\n }\n clearSectionPlanes() {\n }\n enableSectioning(e) {\n }\n captureScreen(e, t) {\n return this.renderer.domElement.toDataURL();\n }\n getViewerConfig() {\n return {\n shadows: !1,\n ambientOcclusion: !1,\n sectioning: !1\n };\n }\n getRenderStatistics() {\n const e = this.renderer.info || {}, t = e.render || {}, n = e.memory || {};\n return {\n calls: t.calls || 0,\n triangles: t.triangles || 0,\n points: t.points || 0,\n lines: t.lines || 0,\n memory: {\n geometries: n.geometries || 0,\n textures: n.textures || 0\n }\n };\n }\n}, f_ = class {\n async getProperties(e) {\n return [\n {\n name: \"Identity Data\",\n properties: [\n { name: \"Element ID\", value: e },\n { name: \"Version\", value: \"V1 Engine\" }\n ]\n }\n ];\n }\n async getPropertyValue(e, t) {\n return \"Unknown\";\n }\n async getModelTree(e) {\n return [\n {\n id: \"root\",\n name: \"Model Root (V1)\",\n type: \"Model\",\n hasChildren: !1\n }\n ];\n }\n async search(e) {\n return [];\n }\n}, p_ = class {\n activeTool = null;\n tools = /* @__PURE__ */ new Map();\n activate(e, t) {\n console.log(`[V1] Activating tool: ${e}`, t), this.activeTool = e;\n }\n deactivate() {\n this.activeTool && (console.log(`[V1] Deactivating tool: ${this.activeTool}`), this.activeTool = null);\n }\n getActiveTool() {\n return this.activeTool;\n }\n registerTool(e, t) {\n this.tools.set(e, t);\n }\n}, m_ = class {\n listeners = /* @__PURE__ */ new Map();\n on(e, t) {\n this.listeners.has(e) || this.listeners.set(e, []), this.listeners.get(e).push(t);\n }\n off(e, t) {\n if (!this.listeners.has(e)) return;\n const n = this.listeners.get(e), s = n.indexOf(t);\n s !== -1 && n.splice(s, 1);\n }\n trigger(e, t) {\n this.listeners.has(e) && this.listeners.get(e).forEach((n) => {\n try {\n n(t);\n } catch (s) {\n console.error(`Error in event listener for ${e}:`, s);\n }\n });\n }\n}, g_ = class {\n container;\n renderer;\n // WebGPURenderer or WebGLRenderer\n composer = null;\n stats = null;\n // Global Engine State\n engineState;\n // Internal Managers (Legacy V1 architecture)\n sceneManager;\n cameraManager;\n loaderManager;\n interactionManager;\n outlineManager;\n selectionBoxManager = null;\n clippingManager;\n octreeBox;\n // 公共接口\n loader;\n cameraTool;\n components;\n data;\n viewer;\n tools;\n events;\n // 内部的一些类\n viewCube;\n scene;\n camera;\n models;\n controls;\n measure;\n animationId = null;\n constructor(e) {\n const t = document.getElementById(e.containerId);\n if (!t) throw new Error(`Container ${e.containerId} not found`);\n this.container = t, this.models = [], this.engineState = new n_(), this.sceneManager = new nx(e);\n const { width: n, height: s } = this.getContainerSize();\n this.cameraManager = new gx(this.container, n, s, this.engineState);\n try {\n this.renderer = new wr({ antialias: e.antialias ?? !0 }), console.log(\"Engine: Using WebGPURenderer\");\n } catch (r) {\n console.warn(\"WebGPURenderer failed\", r), this.renderer = new wr({ antialias: e.antialias ?? !0 });\n }\n this.renderer.setSize(n, s), this.renderer.setPixelRatio(window.devicePixelRatio), this.renderer.shadowMap.enabled = !0, this.renderer.shadowMap.type = Lc, this.renderer.toneMapping = bo, this.renderer.toneMappingExposure = 1, this.renderer.localClippingEnabled = !0, this.container.appendChild(this.renderer.domElement), this.loaderManager = new $x(this.sceneManager.scene), this.outlineManager = new Qx(\n this.sceneManager.scene,\n this.cameraManager.camera,\n n,\n s\n ), this.interactionManager = new Jx(\n this.sceneManager.scene,\n this.cameraManager.camera,\n this.renderer.domElement,\n this.engineState\n ), this.selectionBoxManager = new e_(\n this.sceneManager.scene,\n this.cameraManager.camera,\n this.renderer.domElement,\n this.cameraManager.controls,\n this.outlineManager\n ), this.clippingManager = new t_(this.sceneManager.scene), setTimeout(() => {\n this.clippingManager.enable();\n }, 1e3), this.events = new m_(), this.interactionManager.setEventModule(this.events), this.loader = new c_(this.loaderManager, this.sceneManager.scene, this.clippingManager), this.cameraTool = new h_(this.cameraManager), this.components = new u_(this.interactionManager, this.sceneManager.scene), this.viewer = new d_(this.sceneManager, this.renderer), this.data = new f_(), this.tools = new p_(), this.scene = this.sceneManager.scene, this.scene.camera = this.cameraManager.camera, this.camera = this.cameraManager.camera, this.controls = this.cameraManager.controls, this.octreeBox = i_(this), this.viewCube = l_(this, this.scene, this.container), this.viewCube.init(), this.setupVisuals(), this.setupPostProcessing(), e.showStats !== !1 && this.initStats(), this.setupResizeObserver(), this.animate();\n }\n initStats() {\n this.stats = new tx(), this.stats.showPanel(0), this.stats.dom.style.position = \"absolute\", this.stats.dom.style.top = \"0px\", this.stats.dom.style.left = \"0px\", this.stats.dom.style.zIndex = \"1000\", this.container.appendChild(this.stats.dom);\n }\n toggleStats(e) {\n e && !this.stats ? this.initStats() : !e && this.stats && (this.container.removeChild(this.stats.dom), this.stats = null);\n }\n getVersion() {\n return \"1.2.0 (WebGPU Experimental)\";\n }\n setupVisuals() {\n const e = this.sceneManager.scene;\n e.children.filter((o) => o instanceof Cs).forEach((o) => e.remove(o));\n const n = new ph(16777215, 4.5);\n n.position.set(10, 20, 10), n.castShadow = !0, n.shadow.mapSize.width = 4096, n.shadow.mapSize.height = 4096, n.shadow.camera.near = 0.1, n.shadow.camera.far = 500, n.shadow.bias = -5e-5, n.shadow.normalBias = 0.02;\n const s = 50;\n n.shadow.camera.left = -s, n.shadow.camera.right = s, n.shadow.camera.top = s, n.shadow.camera.bottom = -s, n.shadow.radius = 2, e.add(n);\n const r = new mh(4210752, 0.4);\n e.add(r), new Og().load(\"https://raw.githubusercontent.com/mrdoob/three.js/master/examples/textures/equirectangular/royal_esplanade_1k.hdr\", (o) => {\n o.mapping = vr, e.environment = o, e.environmentIntensity = 1;\n });\n }\n setupPostProcessing() {\n if (!this.renderer) return;\n const { width: e, height: t } = this.getContainerSize(), n = window.devicePixelRatio, s = this.sceneManager.scene, r = this.cameraManager.camera;\n this.composer = new Gg(this.renderer), this.composer.setPixelRatio(n), this.composer.setSize(e, t);\n const a = new Hg(s, r);\n this.composer.addPass(a);\n const o = new ln(s, r, e, t);\n o.output = ln.OUTPUT.Default, o.blendIntensity = 1, o.updateGtaoMaterial && o.updateGtaoMaterial({\n radius: 3,\n // 减小半径以获得更紧密、更逼真的接触阴影 (原为 10)\n distanceExponent: 1,\n // 衰减\n thickness: 1,\n // 厚度\n scale: 1,\n // 缩放\n distanceFallOff: 1,\n // 距离衰减\n screenSpaceRadius: !1\n }), this.composer.addPass(o);\n const l = this.outlineManager.getPass();\n this.composer.addPass(l);\n const c = new $i(\n new le(e, t),\n 0.05,\n // 强度\n 0.1,\n // 半径\n 0.5\n // 阈值\n );\n this.composer.addPass(c);\n const h = new Kg();\n this.composer.addPass(h);\n const u = new go(Zg);\n u.material.uniforms.resolution.value.x = 1 / (e * n), u.material.uniforms.resolution.value.y = 1 / (t * n), this.composer.addPass(u);\n }\n resize() {\n const { width: e, height: t } = this.getContainerSize(), n = window.devicePixelRatio;\n if (this.cameraManager.updateAspect(e, t), this.renderer.setSize(e, t), this.renderer.setPixelRatio(n), this.outlineManager && this.outlineManager.resize(e, t), this.composer) {\n this.composer.setPixelRatio(n), this.composer.setSize(e, t);\n const s = this.composer.passes.find((r) => r instanceof go && r.material.uniforms.resolution);\n s && (s.material.uniforms.resolution.value.x = 1 / (e * n), s.material.uniforms.resolution.value.y = 1 / (t * n));\n }\n }\n getContainerSize() {\n return {\n width: this.container.clientWidth,\n height: this.container.clientHeight\n };\n }\n setupResizeObserver() {\n new ResizeObserver(() => {\n this.resize();\n }).observe(this.container);\n }\n animate = () => {\n this.animationId = requestAnimationFrame(this.animate), this.viewCube.RenderScene(), this.stats && this.stats.begin(), this.cameraManager.tick(), this.composer ? this.composer.render() : this.renderer.renderAsync ? this.renderer.renderAsync(this.sceneManager.scene, this.cameraManager.camera) : this.renderer.render(this.sceneManager.scene, this.cameraManager.camera), this.stats && this.stats.end();\n };\n dispose() {\n this.animationId && cancelAnimationFrame(this.animationId), this.selectionBoxManager && this.selectionBoxManager.dispose(), this.renderer.dispose(), this.container.innerHTML = \"\";\n }\n};\nclass Cc {\n constructor(e, t, n) {\n this.object = e, this.id = t, this.uuid = n, this.object.name = t;\n }\n get name() {\n return this.object.name;\n }\n set name(e) {\n this.object.name = e;\n }\n get visible() {\n return this.object.visible;\n }\n set visible(e) {\n this.object.visible = e;\n }\n getBoundingBox() {\n const e = new Pt().setFromObject(this.object);\n return { min: e.min, max: e.max };\n }\n setMatrix(e) {\n this.object.matrix.fromArray(e), this.object.matrix.decompose(this.object.position, this.object.quaternion, this.object.scale);\n }\n}\nclass x_ {\n scene;\n gltfLoader;\n models = /* @__PURE__ */ new Map();\n constructor(e) {\n this.scene = e, this.gltfLoader = new Th();\n }\n async loadModel(e, t) {\n return new Promise((n, s) => {\n this.gltfLoader.load(\n e,\n (r) => {\n const a = r.scene, o = t?.id || Lo.generateUUID();\n t?.position && a.position.fromArray(t.position), t?.scale && a.scale.fromArray(t.scale), t?.rotation && a.rotation.setFromVector3(new w(...t.rotation)), this.scene.add(a);\n const l = new Cc(a, o, a.uuid);\n this.models.set(o, l), n(l);\n },\n (r) => {\n t?.onProgress && t.onProgress(r.loaded / r.total * 100);\n },\n (r) => s(r)\n );\n });\n }\n unloadModel(e) {\n const t = this.models.get(e);\n t && t instanceof Cc && (this.scene.remove(t.object), this.models.delete(e));\n }\n getAllModels() {\n return Array.from(this.models.values());\n }\n getModel(e) {\n return this.models.get(e);\n }\n}\nclass __ {\n camera;\n controls;\n container;\n constructor(e, t, n) {\n this.container = e, this.camera = new Tt(75, t / n, 0.1, 1e3), this.camera.position.set(10, 10, 10), this.camera.lookAt(0, 0, 0), this.controls = new yh(this.camera, this.container), this.controls.enableDamping = !0;\n }\n // Used by EngineKernel to update/render\n getCamera() {\n return this.camera;\n }\n update() {\n this.controls.update();\n }\n updateAspect(e, t) {\n if (this.camera instanceof Tt)\n this.camera.aspect = e / t, this.camera.updateProjectionMatrix();\n else if (this.camera instanceof pi) {\n const n = e / t, s = 20;\n this.camera.left = -s * n / 2, this.camera.right = s * n / 2, this.camera.top = s / 2, this.camera.bottom = -s / 2, this.camera.updateProjectionMatrix();\n }\n }\n setView(e, t) {\n switch (e) {\n case Bi.Top:\n this.camera.position.set(0, 20, 0);\n break;\n case Bi.Front:\n this.camera.position.set(0, 0, 20);\n break;\n // ... handle others\n default:\n console.warn(\"View not fully implemented:\", e);\n }\n this.camera.lookAt(0, 0, 0), this.controls.update();\n }\n fitToView(e, t) {\n }\n goHome(e) {\n this.camera.position.set(10, 10, 10), this.camera.lookAt(0, 0, 0), this.controls.update();\n }\n setProjection(e) {\n e === Ui.Perspective && !(this.camera instanceof Tt) || e === Ui.Orthographic && this.camera instanceof pi;\n }\n setNavigationMode(e) {\n e === Ar.Orbit ? (this.controls.enabled = !0, this.controls.enableRotate = !0) : e === Ar.PanOnly && (this.controls.enableRotate = !1);\n }\n getState() {\n const e = this.controls.target;\n return {\n position: this.camera.position.toArray(),\n target: e.toArray(),\n up: this.camera.up.toArray(),\n projection: this.camera instanceof Tt ? Ui.Perspective : Ui.Orthographic\n };\n }\n restoreState(e, t) {\n this.camera.position.fromArray(e.position), this.camera.up.fromArray(e.up), this.controls.target.fromArray(e.target), this.controls.update();\n }\n}\nclass v_ {\n scene;\n selectedIds = /* @__PURE__ */ new Set();\n // Store original materials for restore\n materialCache = /* @__PURE__ */ new Map();\n constructor(e) {\n this.scene = e;\n }\n findObject(e) {\n let t;\n return this.scene.traverse((n) => {\n n.name === e && (t = n);\n }), t;\n }\n getSelection() {\n return Array.from(this.selectedIds);\n }\n select(e) {\n this.clearSelection(), this.addSelection(e);\n }\n addSelection(e) {\n e.forEach((t) => {\n this.selectedIds.add(t), this.findObject(t);\n });\n }\n removeSelection(e) {\n e.forEach((t) => this.selectedIds.delete(t));\n }\n clearSelection() {\n this.selectedIds.clear();\n }\n getHiddenComponents() {\n const e = [];\n return this.scene.traverse((t) => {\n t.visible || e.push(t.name);\n }), e;\n }\n setVisibility(e, t) {\n e.forEach((n) => {\n const s = this.findObject(n);\n s && (s.visible = t);\n });\n }\n isolate(e) {\n this.scene.traverse((t) => t.visible = !1), this.setVisibility(e, !0);\n }\n clearIsolation() {\n this.scene.traverse((e) => e.visible = !0);\n }\n setColor(e, t) {\n e.forEach((n) => {\n const s = this.findObject(n);\n if (s && s instanceof ot) {\n this.materialCache.has(n) || this.materialCache.set(n, s.material);\n const r = new Bt({ color: t });\n s.material = r;\n }\n });\n }\n restoreColor(e) {\n e.forEach((t) => {\n const n = this.findObject(t);\n n && this.materialCache.has(t) && (n.material = this.materialCache.get(t), this.materialCache.delete(t));\n });\n }\n setOpacity(e, t) {\n }\n restoreOpacity(e) {\n }\n clearAllOverrides() {\n this.materialCache.forEach((e, t) => {\n const n = this.findObject(t);\n n && n instanceof ot && (n.material = e);\n }), this.materialCache.clear();\n }\n getBoundingBox(e) {\n const t = this.findObject(e);\n if (t) {\n const n = new Pt().setFromObject(t);\n return { min: n.min, max: n.max };\n }\n return { min: { x: 0, y: 0, z: 0 }, max: { x: 0, y: 0, z: 0 } };\n }\n}\nclass M_ {\n // In a real implementation, this would connect to a backend or parse metadata from the loaded model (e.g. IFC/Revit data)\n async getProperties(e) {\n return [\n {\n name: \"Identity Data\",\n properties: [\n { name: \"Element ID\", value: e },\n { name: \"Name\", value: \"Sample Element\" }\n ]\n }\n ];\n }\n async getPropertyValue(e, t) {\n return \"Unknown\";\n }\n async getModelTree(e) {\n return [\n {\n id: \"root\",\n name: \"Model Root\",\n type: \"Model\",\n hasChildren: !0,\n children: [\n { id: \"l1\", name: \"Level 1\", type: \"Level\", hasChildren: !1 }\n ]\n }\n ];\n }\n async search(e) {\n return console.log(\"Searching for:\", e), [];\n }\n}\nclass S_ {\n scene;\n renderer;\n // State tracking\n _shadowsEnabled = !1;\n _aoEnabled = !1;\n _sectioningEnabled = !1;\n constructor(e, t) {\n this.scene = e, this.renderer = t;\n }\n setBackgroundColor(e) {\n this.scene.background = new Se(e);\n }\n setSkybox(e) {\n const n = new dh().load(e);\n this.scene.background = n;\n }\n enableShadows(e) {\n this._shadowsEnabled = e, this.renderer.shadowMap.enabled = e, this.scene.traverse((t) => {\n t instanceof ot && (t.castShadow = e, t.receiveShadow = e);\n });\n }\n enableAntialiasing(e) {\n console.warn(\"Changing antialiasing at runtime requires recreating the WebGL context, which is complex. Ignored.\");\n }\n enableAmbientOcclusion(e) {\n this._aoEnabled = e, console.log(\"AO enabled:\", e, \"(Requires PostProcessing pass - not implemented in this basic kernel)\");\n }\n addSectionPlane(e, t) {\n const n = new Sn(new w(...e), t);\n return this.renderer.clippingPlanes.push(n), \"plane-\" + (this.renderer.clippingPlanes.length - 1);\n }\n removeSectionPlane(e) {\n this.renderer.clippingPlanes.pop();\n }\n clearSectionPlanes() {\n this.renderer.clippingPlanes = [];\n }\n enableSectioning(e) {\n this._sectioningEnabled = e, this.renderer.localClippingEnabled = e;\n }\n captureScreen(e, t) {\n return this.renderer.domElement.toDataURL();\n }\n getViewerConfig() {\n return {\n shadows: this._shadowsEnabled,\n ambientOcclusion: this._aoEnabled,\n sectioning: this._sectioningEnabled\n };\n }\n getRenderStatistics() {\n const e = this.renderer.info;\n return {\n calls: e.render.calls,\n triangles: e.render.triangles,\n points: e.render.points,\n lines: e.render.lines,\n memory: {\n geometries: e.memory.geometries,\n textures: e.memory.textures\n }\n };\n }\n}\nclass b_ {\n activeTool = null;\n tools = /* @__PURE__ */ new Map();\n activate(e, t) {\n console.log(`Activating tool: ${e}`, t), this.activeTool = e;\n }\n deactivate() {\n this.activeTool && (console.log(`Deactivating tool: ${this.activeTool}`), this.activeTool = null);\n }\n getActiveTool() {\n return this.activeTool;\n }\n registerTool(e, t) {\n this.tools.set(e, t);\n }\n}\nclass y_ {\n listeners = /* @__PURE__ */ new Map();\n on(e, t) {\n this.listeners.has(e) || this.listeners.set(e, []), this.listeners.get(e).push(t);\n }\n off(e, t) {\n if (!this.listeners.has(e)) return;\n const n = this.listeners.get(e), s = n.indexOf(t);\n s !== -1 && n.splice(s, 1);\n }\n trigger(e, t) {\n this.listeners.has(e) && this.listeners.get(e).forEach((n) => {\n try {\n n(t);\n } catch (s) {\n console.error(`Error in event listener for ${e}:`, s);\n }\n });\n }\n}\nclass Pc {\n loader;\n cameraTool;\n components;\n data;\n viewer;\n tools;\n events;\n viewCube;\n container;\n scene;\n renderer;\n // Internal modules (typed as concrete classes if needed internally, but exposed as interfaces)\n _cameraModule;\n animationId = null;\n constructor(e) {\n const t = document.getElementById(e.containerId);\n if (!t) throw new Error(`Container ${e.containerId} not found`);\n this.container = t, this.scene = new Fo(), this.renderer = new wr({\n antialias: e.antialias ?? !0,\n alpha: !0\n }), this.renderer.setPixelRatio(window.devicePixelRatio), this.container.appendChild(this.renderer.domElement), this.events = new y_(), this._cameraModule = new __(this.container, this.container.clientWidth, this.container.clientHeight), this.cameraTool = this._cameraModule, this.loader = new x_(this.scene), this.components = new v_(this.scene), this.data = new M_(), this.viewer = new S_(this.scene, this.renderer), this.tools = new b_(), this.viewCube = {\n show: () => console.warn(\"[V2] ViewCube not implemented\"),\n hide: () => {\n },\n setDirection: () => {\n },\n goHome: () => {\n },\n isVisible: () => !1,\n updateOptions: () => {\n }\n }, this.resize(), this.setupResizeObserver(), this.animate();\n }\n getVersion() {\n return \"2.0.0\";\n }\n resize() {\n const e = this.container.clientWidth, t = this.container.clientHeight;\n this.renderer.setSize(e, t), this._cameraModule.updateAspect(e, t);\n }\n dispose() {\n this.animationId && cancelAnimationFrame(this.animationId), this.renderer.dispose(), this.container.innerHTML = \"\";\n }\n setupResizeObserver() {\n new ResizeObserver(() => {\n this.resize();\n }).observe(this.container);\n }\n animate = () => {\n this.animationId = requestAnimationFrame(this.animate), this._cameraModule.update(), this.renderer.render(this.scene, this._cameraModule.getCamera());\n };\n}\nvar T_ = /* @__PURE__ */ ((i) => (i.ModelLoadStart = \"model-load-start\", i.ModelLoadProgress = \"model-load-progress\", i.ModelLoaded = \"model-loaded\", i.ModelError = \"model-error\", i.SelectionChanged = \"selection-changed\", i.HoverChanged = \"hover-changed\", i.Click = \"click\", i.MouseMove = \"mouse-move\", i.CameraChanged = \"camera-changed\", i.CameraIdle = \"camera-idle\", i))(T_ || {});\nconst N_ = {\n MEASURE_DISTANCE: \"measure_distance\",\n // 测距\n MEASURE_ANGLE: \"measure_angle\",\n // 测角\n MEASURE_AREA: \"measure_area\",\n // 测面积\n SECTION_BOX: \"section_box\",\n // 剖切盒工具\n MARKUP_REDLINE: \"markup_redline\"\n // 红线批注\n};\nvar E_ = /* @__PURE__ */ ((i) => (i.Top = \"top\", i.Bottom = \"bottom\", i.Front = \"front\", i.Back = \"back\", i.Left = \"left\", i.Right = \"right\", i.TopFront = \"top_front\", i.TopLeft = \"top_left\", i.TopBack = \"top_back\", i.TopRight = \"top_right\", i.BottomFront = \"bottom_front\", i.BottomLeft = \"bottom_left\", i.BottomBack = \"bottom_back\", i.BottomRight = \"bottom_right\", i.FrontRight = \"front_right\", i.RightBack = \"right_back\", i.BackLeft = \"back_left\", i.LeftFront = \"left_front\", i.TopLeftFront = \"top_left_front\", i.TopFrontRight = \"top_front_right\", i.TopRightBack = \"top_right_back\", i.TopBackLeft = \"top_back_left\", i.BottomLeftFront = \"bottom_left_front\", i.BottomFrontRight = \"bottom_front_right\", i.BottomRightBack = \"bottom_right_back\", i.BottomBackLeft = \"bottom_back_left\", i))(E_ || {});\nfunction F_(i) {\n const e = i.version || \"v1\";\n switch (e) {\n case \"v2\":\n return new Pc(i);\n case \"v1\":\n return new g_(i);\n default:\n return console.warn(`Version '${e}' not found. Falling back to v2.`), new Pc(i);\n }\n}\nconst O_ = \"2.0.0\";\nexport {\n N_ as BuiltInTools,\n Bi as CameraView,\n T_ as EventType,\n Ar as NavigationMode,\n Ui as ProjectionType,\n O_ as SDK_VERSION,\n E_ as ViewCubeDirection,\n F_ as createEngine\n};\n//# sourceMappingURL=bim-engine-sdk.es.js.map\n","import type { ThemeConfig } from '../../themes/types';\nimport { IBimComponent } from '../../types/component';\nimport { themeManager } from '../../services/theme';\nimport type { EngineOptions, ModelLoadOptions } from './types';\n// 导入第三方 SDK 的 createEngine 函数\nimport { createEngine as createEngineSDK } from '../../bim-engine-sdk.es.js';\n\n// 重新导出类型,方便外部引用\nexport type { EngineOptions, ModelLoadOptions };\n\n/**\n * 创建 Engine 实例的工厂函数\n * 兼容旧代码直接 import { createEngine } 的方式\n */\nexport const createEngine = (options: EngineOptions) => {\n return new Engine(options);\n};\n\n/**\n * 3D 引擎组件\n * 负责创建和管理第三方 3D 引擎实例\n */\nexport class Engine implements IBimComponent {\n /** 第三方 3D 引擎实例 */\n private engine: any = null;\n /** 引擎挂载的容器元素 */\n private container: HTMLElement;\n /** 引擎容器 ID(用于传递给 createEngine) */\n private containerId: string;\n /** 引擎配置选项(不包含 container) */\n private options: Omit;\n /** 是否已初始化 */\n private _isInitialized = false;\n /** 是否已销毁 */\n private _isDestroyed = false;\n /** 主题订阅取消函数 */\n private unsubscribeTheme: (() => void) | null = null;\n\n /**\n * 构造函数\n * @param options 3D 引擎配置选项\n */\n constructor(options: EngineOptions) {\n // 解析容器元素\n this.container = options.container;\n // 如果容器没有 id,生成一个唯一的 id\n if (!this.container.id) {\n this.containerId = `engine-container-${Date.now()}-${Math.random().toString(36).substr(2, 9)}`;\n this.container.id = this.containerId;\n } else {\n this.containerId = this.container.id;\n }\n\n // 保存配置选项(设置默认值)\n this.options = {\n backgroundColor: options.backgroundColor ?? 0x1a1a1a, // 默认深色背景\n version: options.version ?? 'v1', // 默认使用 v1 版本\n showStats: options.showStats ?? false, // 默认不显示统计\n showViewCube: options.showViewCube ?? true, // 默认显示视图立方体\n };\n }\n\n /**\n * 初始化组件 (接口实现)\n * 创建 div 容器并初始化引擎\n */\n public init(): void {\n if (this._isInitialized) {\n console.warn('[Engine] Engine already initialized.');\n return;\n }\n\n if (this._isDestroyed) {\n console.error('[Engine] Cannot initialize destroyed engine.');\n return;\n }\n\n try {\n // 创建引擎配置对象\n const engineConfig = {\n containerId: this.containerId,\n backgroundColor: this.options.backgroundColor,\n version: this.options.version,\n showStats: this.options.showStats,\n showViewCube: this.options.showViewCube,\n };\n\n // 调用引擎创建函数创建引擎实例\n // 将 options 中的配置复制给 createEngine\n this.engine = createEngineSDK(engineConfig);\n\n if (!this.engine) {\n throw new Error('Failed to create engine instance');\n }\n\n // 标记为已初始化\n this._isInitialized = true;\n\n // 订阅主题变化\n this.unsubscribeTheme = themeManager.subscribe((theme) => {\n this.setTheme(theme);\n });\n\n // 应用当前主题\n this.setTheme(themeManager.getTheme());\n } catch (error) {\n console.error('[Engine] Failed to initialize engine:', error);\n this._isInitialized = false;\n throw error;\n }\n }\n\n /**\n * 设置主题 (接口实现)\n * 根据主题调整 3D 引擎的视觉效果(如背景色)\n * @param theme 全局主题配置\n */\n public setTheme(theme: ThemeConfig): void {\n if (!this._isInitialized || !this.engine) {\n return;\n }\n\n // 根据主题调整背景色\n // dark 主题使用深色背景,light 主题使用浅色背景\n let backgroundColor: number;\n if (theme.name === 'dark') {\n backgroundColor = 0x1a1a1a; // 深色背景\n } else if (theme.name === 'light') {\n backgroundColor = 0xf5f5f5; // 浅色背景\n } else {\n // 自定义主题,尝试从主题配置中获取背景色\n // 如果主题配置中有 backgroundColor,使用它;否则使用默认值\n backgroundColor = this.options.backgroundColor ?? 0x1a1a1a;\n }\n\n // 如果引擎支持设置背景色,则更新\n if (this.engine && typeof this.engine.setBackgroundColor === 'function') {\n this.engine.setBackgroundColor(backgroundColor);\n } else if (this.engine && this.engine.scene) {\n // 如果引擎有 scene 对象,尝试设置背景色\n if (this.engine.scene.background) {\n this.engine.scene.background.setHex(backgroundColor);\n }\n }\n }\n\n /**\n * 设置语言 (接口实现)\n */\n public setLocales(): void {\n // 3D 引擎组件暂时不需要本地化\n }\n\n /**\n * 检查是否已初始化\n */\n public isInitialized(): boolean {\n return this._isInitialized;\n }\n\n\n /**\n * 加载 3D 模型\n * @param url 模型文件 URL\n * @param options 加载选项(位置、旋转、缩放)\n */\n public loadModel(url: string, options?: ModelLoadOptions): void {\n if (!this._isInitialized || !this.engine) {\n console.error('[Engine] Engine not initialized. Please call init() first.');\n return;\n }\n if (!url) {\n console.error('[Engine] Model URL is required.');\n return;\n }\n this.engine.loader.loadModel(url, options);\n }\n\n /**\n * 获取原始 3D 引擎实例\n */\n public getEngine(): any {\n return this.engine;\n }\n\n /**\n * 销毁组件 (接口实现)\n * 清理资源、取消订阅、销毁引擎实例\n */\n public destroy(): void {\n if (this._isDestroyed) {\n return;\n }\n // 取消主题订阅\n if (this.unsubscribeTheme) {\n this.unsubscribeTheme();\n this.unsubscribeTheme = null;\n }\n // 清理容器(可选,根据需求决定是否清空容器)\n this.container.innerHTML = '';\n // 更新状态\n this._isDestroyed = true;\n this._isInitialized = false;\n }\n}\n\n\n","import { IBimComponent } from '../../types/component';\nimport { ThemeConfig } from '../../themes/types';\nimport { IRightKeyContent, RightKeyOptions } from './types';\nimport './index.css';\n\n/**\n * 右键浮层容器组件 (RightKey)\n * 这是一个纯粹的定位容器,负责在屏幕指定位置显示内容。\n * 它不关心具体内容是什么,只处理定位、边界检测和关闭逻辑。\n */\nexport class BimRightKey implements IBimComponent {\n private element: HTMLElement;\n private content: IRightKeyContent | null = null;\n private isVisible: boolean = false;\n private onCloseCallback?: () => void;\n private options?: RightKeyOptions;\n \n private mouseDownTime: number = 0;\n private readonly CLICK_THRESHOLD: number = 200; // ms\n\n constructor(options?: RightKeyOptions) {\n this.options = options;\n this.element = document.createElement('div');\n this.element.className = `bim-right-key ${options?.className || ''}`;\n \n // 设置层级,默认很高以覆盖其他 UI\n if (options?.zIndex) {\n this.element.style.zIndex = options.zIndex.toString();\n }\n \n // 挂载到 body 以便进行固定定位\n document.body.appendChild(this.element);\n }\n\n public init(): void {\n // 绑定全局点击事件,用于实现\"点击外部关闭\"\n document.addEventListener('mousedown', this.handleGlobalClick);\n \n // 阻止在容器自身上触发系统默认右键菜单\n this.element.addEventListener('contextmenu', (e) => {\n e.preventDefault();\n e.stopPropagation();\n });\n\n // 绑定容器交互事件\n if (this.options?.container) {\n this.options.container.addEventListener('mousedown', this.handleContainerMouseDown);\n this.options.container.addEventListener('mouseup', this.handleContainerMouseUp);\n this.options.container.addEventListener('contextmenu', this.handleContainerContextMenu);\n }\n }\n\n public setTheme(_theme: ThemeConfig): void {\n // 容器本身通常是透明的,主题样式主要由内容组件处理\n // 如果容器需要背景色,可以在这里设置\n // 使用 _theme 前缀避免 TS 未使用变量报错\n }\n\n public setLocales(): void {\n // 容器不包含文本,无需处理国际化\n // 内容组件的国际化由内容组件自身处理\n }\n\n public destroy(): void {\n document.removeEventListener('mousedown', this.handleGlobalClick);\n \n if (this.options?.container) {\n this.options.container.removeEventListener('mousedown', this.handleContainerMouseDown);\n this.options.container.removeEventListener('mouseup', this.handleContainerMouseUp);\n this.options.container.removeEventListener('contextmenu', this.handleContainerContextMenu);\n }\n\n this.unmountContent();\n this.element.remove();\n }\n\n private handleContainerMouseDown = (e: MouseEvent): void => {\n // 记录右键按下时间 (button 2 是右键)\n if (e.button === 2) {\n this.mouseDownTime = Date.now();\n }\n };\n\n private handleContainerMouseUp = (e: MouseEvent): void => {\n // 只处理右键 (button 2)\n if (e.button !== 2) return;\n\n // 检查点击时长,如果是长按或拖拽(时间过长),则不触发回调\n const pressDuration = Date.now() - this.mouseDownTime;\n if (pressDuration > this.CLICK_THRESHOLD) {\n return;\n }\n\n // 触发有效右键回调\n if (this.options?.onContext) {\n this.options.onContext(e);\n }\n };\n\n private handleContainerContextMenu = (e: MouseEvent): void => {\n // 阻止浏览器默认的右键菜单\n // 真正的菜单触发逻辑已移至 mouseup,这里只负责拦截默认行为\n e.preventDefault();\n };\n\n /**\n * 设置关闭时的回调函数\n * 通常用于通知 Manager 状态变更\n */\n public setOnClose(callback: () => void): void {\n this.onCloseCallback = callback;\n }\n\n /**\n * 挂载内容组件\n * @param content 实现了 IRightKeyContent 接口的组件实例\n */\n public mount(content: IRightKeyContent): void {\n // 先卸载旧内容,防止内存泄漏\n this.unmountContent();\n \n this.content = content;\n this.element.appendChild(content.getElement());\n }\n\n /**\n * 卸载当前内容\n */\n public unmountContent(): void {\n if (this.content) {\n this.content.destroy(); // 重要:调用组件销毁方法清理���源\n this.element.innerHTML = '';\n this.content = null;\n }\n }\n\n /**\n * 在指定位置显示容器\n * 包含智能边界检测逻辑,防止溢出屏幕\n * @param x 目标 X 坐标 (通常是鼠标点击位置)\n * @param y 目标 Y 坐标\n */\n public show(x: number, y: number): void {\n this.element.classList.add('visible');\n this.isVisible = true;\n\n // 1. 先定位到目标位置,以便测量尺寸\n this.element.style.left = `${x}px`;\n this.element.style.top = `${y}px`;\n\n // 2. 获取容器尺寸和视口尺寸\n const rect = this.element.getBoundingClientRect();\n const viewportWidth = window.innerWidth;\n const viewportHeight = window.innerHeight;\n\n let newX = x;\n let newY = y;\n\n // 3. 水平方向边界检测:如果溢出右边界,则向左对齐\n if (x + rect.width > viewportWidth) {\n newX = x - rect.width;\n }\n \n // 4. 垂直方向边界检测:如果溢出下边界,则向上对齐\n if (y + rect.height > viewportHeight) {\n newY = y - rect.height;\n }\n\n // 5. 应用修正后的坐标\n this.element.style.left = `${newX}px`;\n this.element.style.top = `${newY}px`;\n }\n\n /**\n * 隐藏容器\n */\n public hide(): void {\n this.element.classList.remove('visible');\n this.isVisible = false;\n \n // 为了状态重置,通常隐藏时也卸载内容\n this.unmountContent(); \n \n if (this.onCloseCallback) {\n this.onCloseCallback();\n }\n }\n\n /**\n * 处理全局点击事件\n * 用于检测是否点击了容器外部\n */\n private handleGlobalClick = (e: MouseEvent): void => {\n if (!this.isVisible) return;\n \n // 如果点击的是容器内部,不做处理\n if (this.element.contains(e.target as Node)) {\n return;\n }\n\n // 点击外部,关闭容器\n this.hide();\n };\n}\n","import { IBimComponent } from '../../types/component';\nimport { ThemeConfig } from '../../themes/types';\nimport { localeManager, t } from '../../services/locale';\nimport { MenuItemConfig } from './item';\nimport { MenuOptions } from './types';\nimport './index.css';\nimport { themeManager } from '../../services/theme';\n\n/**\n * 通用菜单列表组件\n * 负责渲染一组菜单项,支持分组、排序、图标、快捷键提示和递归多级子菜单。\n * 它不包含定位逻辑,仅负责内容渲染。\n */\nexport class BimMenu implements IBimComponent {\n public element: HTMLElement;\n private options: MenuOptions;\n private unsubscribeLocale: (() => void) | null = null;\n private unsubscribeTheme: (() => void) | null = null;\n\n // 当前激活的子菜单引用,用于自动关闭\n private activeSubMenu: { menu: BimMenu; container: HTMLElement } | null = null;\n\n constructor(options: MenuOptions) {\n this.options = options;\n this.element = document.createElement('ul');\n this.element.className = 'bim-menu';\n }\n\n /**\n * 初始化组件\n * 渲染 DOM 结构并订阅语言变更\n */\n public init(): void {\n this.render();\n\n // 订阅语言变更事件,实现国际化自动更新\n this.unsubscribeLocale = localeManager.subscribe(() => {\n this.setLocales();\n });\n // 自动订阅主题变更\n this.unsubscribeTheme = themeManager.subscribe((theme) => {\n this.setTheme(theme);\n });\n }\n\n /**\n * 设置主题\n * @param theme 全局主题配置\n */\n public setTheme(theme: ThemeConfig) {\n const style = this.element.style;\n style.setProperty('--bim-ui_bg_color', theme.panelBackground);\n style.setProperty('--bim-ui_text_primary', theme.textPrimary);\n style.setProperty('--bim-ui_border_color', theme.border);\n style.setProperty('--bim-ui_bg_hover', theme.componentHover);\n }\n\n /**\n * 响应语言变更\n * 重新渲染整个菜单以更新文本\n */\n public setLocales(): void {\n this.element.innerHTML = '';\n this.render();\n }\n\n /**\n * 销毁组件\n * 清理事件监听、子菜单和 DOM 元素\n */\n public destroy(): void {\n // 取消语言订阅\n if (this.unsubscribeLocale) {\n this.unsubscribeLocale();\n this.unsubscribeLocale = null;\n }\n if (this.unsubscribeTheme) {\n this.unsubscribeTheme();\n this.unsubscribeTheme = null;\n }\n // 关闭并销毁所有打开的子菜单\n this.closeSubMenu();\n // 移除自身 DOM\n this.element.remove();\n }\n\n /**\n * 获取组件根元素\n * 实现 IRightKeyContent 接口,允许被 RightKey 容器挂载\n */\n public getElement(): HTMLElement {\n return this.element;\n }\n\n /**\n * 核心渲染逻辑\n * 处理分组、排序和 DOM 生成\n */\n private render(): void {\n const { items, groupOrder } = this.options;\n\n // 1. 数据分桶:按 group 字段将菜单项分组\n const groups = new Map();\n const defaultGroup = 'default';\n\n items.forEach(item => {\n const groupName = item.group || defaultGroup;\n if (!groups.has(groupName)) {\n groups.set(groupName, []);\n }\n groups.get(groupName)!.push(item);\n });\n\n // 2. 确定分组顺序\n let sortedGroupKeys: string[] = [];\n if (groupOrder) {\n // 优先按照 groupOrder 指定的顺序排序\n sortedGroupKeys = groupOrder.filter(g => groups.has(g));\n // 将未在 groupOrder 中定义的组追加到最后\n for (const key of groups.keys()) {\n if (!sortedGroupKeys.includes(key)) {\n sortedGroupKeys.push(key);\n }\n }\n } else {\n // 如果未指定顺序,则按默认遍历顺序\n sortedGroupKeys = Array.from(groups.keys());\n }\n\n // 3. 渲染分组和组内项\n sortedGroupKeys.forEach((groupName, index) => {\n // 除了第一组外,每组之前插入分割线\n if (index > 0) {\n const divider = document.createElement('li');\n divider.className = 'bim-menu-divider';\n this.element.appendChild(divider);\n }\n\n const groupItems = groups.get(groupName)!;\n // 组内排序:根据 item.order 升序排列\n groupItems.sort((a, b) => (a.order || 0) - (b.order || 0));\n\n groupItems.forEach(item => {\n // 仅渲染可见的项\n if (item.visible !== false) {\n this.element.appendChild(this.createItemElement(item));\n }\n });\n });\n }\n\n /**\n * 创建单个菜单项的 DOM 元素\n */\n private createItemElement(item: MenuItemConfig): HTMLElement {\n const li = document.createElement('li');\n // 根据状态设置样式类\n const isEnabled = !item.disabled;\n li.className = `bim-menu-item ${isEnabled ? '' : 'disabled'}`;\n\n // 1. 图标区域 (Icon Slot)\n const iconDiv = document.createElement('div');\n iconDiv.className = 'bim-menu-item-icon';\n if (item.icon) {\n iconDiv.innerHTML = item.icon;\n }\n li.appendChild(iconDiv);\n\n // 2. 文本区域 (Label Slot)\n const labelDiv = document.createElement('div');\n labelDiv.className = 'bim-menu-item-label';\n // 获取翻译后的文本\n labelDiv.textContent = t(item.label);\n li.appendChild(labelDiv);\n\n // 3. 子菜单指示器 (Arrow Slot)\n const children = item.children;\n const hasChildren = children && children.length > 0;\n\n if (hasChildren) {\n const arrowDiv = document.createElement('div');\n arrowDiv.className = 'bim-menu-item-arrow';\n // 简单的右箭头 SVG\n arrowDiv.innerHTML = '';\n li.appendChild(arrowDiv);\n\n // 绑定子菜单交互事件\n // 鼠标移入:打开子菜单\n li.addEventListener('mouseenter', () => this.openSubMenu(item, li));\n } else {\n // 鼠标移入普通项:关闭当前已打开的子菜单\n li.addEventListener('mouseenter', () => this.closeSubMenu());\n }\n\n // 4. 绑定点击事件\n if (isEnabled) {\n // Debug Log: 检查是否绑定了事件\n // console.log(`[BimMenu] Binding click for ${item.id}, hasChildren: ${hasChildren}, hasOnClick: ${!!item.onClick}`);\n \n li.addEventListener('click', (e) => {\n e.stopPropagation(); // 防止冒泡\n console.log(`[BimMenu] Clicked item: ${item.id}`);\n \n // 如果是叶子节点(没有子菜单),则触发点击动作\n if (!hasChildren) {\n if (item.onClick) {\n console.log(`[BimMenu] Executing onClick for ${item.id}`);\n item.onClick();\n } else {\n console.warn(`[BimMenu] No onClick handler for ${item.id}`);\n }\n }\n });\n }\n\n return li;\n }\n\n /**\n * 打开子菜单\n * @param item 当前菜单项\n * @param parentLi 触发的 DOM 元素(用于定位)\n */\n private openSubMenu(item: MenuItemConfig, parentLi: HTMLElement): void {\n const children = item.children;\n if (!children || children.length === 0) return;\n\n // 如果当前已经打开了子菜单,先关闭它\n this.closeSubMenu();\n\n // 创建子菜单容器 (模拟一个临时的悬浮层)\n const container = document.createElement('div');\n container.style.position = 'fixed';\n container.style.zIndex = '10001'; // 确保比父菜单层级高\n\n // 初步计算位置:位于父项右侧\n const rect = parentLi.getBoundingClientRect();\n container.style.top = `${rect.top}px`;\n container.style.left = `${rect.right}px`;\n\n // 关键修复:阻止 mousedown 冒泡\n // 防止点击子菜单时触发 BimRightKey 的全局关闭逻辑(因为它认为点击发生在主菜单外部)\n container.addEventListener('mousedown', (e) => e.stopPropagation());\n\n // 递归创建新的 BimMenu 实例\n const subMenu = new BimMenu({ items: children });\n subMenu.init();\n container.appendChild(subMenu.element);\n document.body.appendChild(container);\n\n // 保存引用以便后续清理\n this.activeSubMenu = { menu: subMenu, container };\n\n // 边界检测:如果超出屏幕右侧,则向左展开\n const subRect = container.getBoundingClientRect();\n if (subRect.right > window.innerWidth) {\n container.style.left = `${rect.left - subRect.width}px`;\n }\n // TODO: 垂直方向边界检测\n }\n\n /**\n * 关闭当前激活的子菜单\n */\n private closeSubMenu(): void {\n if (this.activeSubMenu) {\n this.activeSubMenu.menu.destroy();\n this.activeSubMenu.container.remove();\n this.activeSubMenu = null;\n }\n }\n}\n\n\n","import { BimComponent } from '../core/component';\nimport { BimEngine } from '../bim-engine';\nimport { BimRightKey } from '../components/right-key';\nimport { BimMenu } from '../components/menu';\nimport { MenuItemConfig } from '../components/menu/item';\n\n/**\n * 右键菜单管理器 (RightKeyManager)\n * 负责协调右键交互流程:\n * 1. 监听 Canvas/容器的 contextmenu 事件\n * 2. 通过注册的处理器 (Handler) 获取需要显示的菜单项\n * 3. 实例化 Menu 组件并装载到 RightKey 容器中显示\n */\nexport class RightKeyManager extends BimComponent {\n private container: HTMLElement;\n private rightKeyPanel: BimRightKey;\n\n // 存储注册的上下文处理器\n // 每个处理器接收鼠标事件,返回一组菜单项(如果没有对应菜单则返回 null)\n private contextHandlers: Array<(e: MouseEvent) => MenuItemConfig[] | null> = [];\n\n constructor(engine: BimEngine, container: HTMLElement) {\n super(engine);\n this.container = container;\n\n // 初始化右键容器,设置极高的层级以覆盖所有 UI\n // 将事件监听和触发逻辑下放给 BimRightKey 组件\n this.rightKeyPanel = new BimRightKey({\n zIndex: 9000,\n container: this.container,\n onContext: this.handleContextMenu\n });\n this.rightKeyPanel.init();\n }\n\n public destroy(): void {\n this.rightKeyPanel.destroy();\n }\n\n /**\n * 注册上下文菜单处理器\n * @param handler 处理函数,接收鼠标事件,返回菜单项数组\n */\n public registerHandler(handler: (e: MouseEvent) => MenuItemConfig[] | null): void {\n this.contextHandlers.push(handler);\n }\n\n /**\n * 手动显示菜单\n * 允许外部直接调用以显示特定的菜单,不一定依赖右键事件\n * @param x 屏幕 X 坐标\n * @param y 屏幕 Y 坐标\n * @param items 菜单项列表\n * @param groupOrder 可选的分组顺序\n */\n public showMenu(x: number, y: number, items: MenuItemConfig[], groupOrder?: string[]): void {\n if (!items || items.length === 0) return;\n\n // 1. 创建菜单内容组件\n const menu = new BimMenu({ items, groupOrder });\n menu.init(); // 必须初始化以生成 DOM\n\n // 2. 将菜单挂载到右键容器\n this.rightKeyPanel.mount(menu);\n\n // 3. 显示容器\n this.rightKeyPanel.show(x, y);\n }\n\n /**\n * 隐藏右键菜单\n */\n public hide(): void {\n this.rightKeyPanel.hide();\n }\n\n /**\n * 处理右键点击事件\n * 由 BimRightKey 组件在检测到有效右键点击时调用\n */\n private handleContextMenu = (e: MouseEvent): void => {\n // 1. 确定上下文项\n // 遍历所有注册的处理器,找到第一个返回非空结果的处理器\n // 这种责任链模式允许插件优先处理特定对象的右键\n let items: MenuItemConfig[] | null = null;\n for (const handler of this.contextHandlers) {\n const result = handler(e);\n if (result && result.length > 0) {\n if (!items) items = [];\n items = items.concat(result);\n }\n }\n\n // 2. 如果有菜单项,则显示\n if (items && items.length > 0) {\n this.showMenu(e.clientX, e.clientY, items);\n } else {\n // 如果没有任何内容,则关闭可能存在的菜单\n this.hide();\n }\n };\n}\n","import { BimEngine } from \"../../../bim-engine\";\nimport { MenuItemConfig } from \"../item\";\n\nexport const infoMenuButton = (engine: BimEngine): MenuItemConfig => {\n return {\n id: \"infoMenu\",\n label: \"menu.info\",\n group: 'info',\n icon: '',\n onClick: () => {\n console.log('dianjile')\n engine.dialog?.showInfoDialog()\n engine.engine?.rightKey?.hide()\n }\n }\n}","import { BimEngine } from \"../../../bim-engine\";\nimport { MenuItemConfig } from \"../item\";\n\nexport const fourMenuButton = (engine: BimEngine): MenuItemConfig => {\n return {\n id: \"fourMenu\",\n label: \"menu.info\",\n icon: '',\n onClick: () => {\n console.log('dianjile')\n engine.dialog?.showInfoDialog()\n engine.engine?.rightKey?.hide()\n }\n }\n}","import { BimEngine } from \"../../../bim-engine\";\nimport { MenuItemConfig } from \"../item\";\n\nexport const secondMenuButton = (engine: BimEngine): MenuItemConfig => {\n return {\n id: \"infoMenu\",\n label: \"menu.info\",\n icon: '',\n onClick: () => {\n console.log('dianjile')\n engine.dialog?.showInfoDialog()\n engine.engine?.rightKey?.hide()\n }\n }\n}","import { BimEngine } from \"../../../bim-engine\";\nimport { MenuItemConfig } from \"../item\";\nimport { fourMenuButton } from \"./four\";\nimport { secondMenuButton } from \"./second\";\n\nexport const homeMenuButton = (engine: BimEngine): MenuItemConfig => {\n return {\n id: \"homeMenu\",\n label: \"menu.home\",\n group: 'home',\n children: [secondMenuButton(engine), fourMenuButton(engine)],\n icon: '',\n onClick: () => {\n engine.dialog?.showInfoDialog()\n engine.engine?.rightKey?.hide()\n }\n }\n}","import { Engine, type EngineOptions, type ModelLoadOptions } from '../components/engine';\nimport { BimComponent } from '../core/component';\nimport type { BimEngine } from '../bim-engine';\nimport { RightKeyManager } from './right-key-manager';\nimport { infoMenuButton } from '../components/menu/buttons/info';\nimport { homeMenuButton } from '../components/menu/buttons/home';\n\n/**\n * 3D 引擎管理器\n * 负责连接 Engine 组件和 BimEngine,向外部暴露简化的 API\n * 采用延迟初始化模式,用户需主动调用 initialize() 方法\n */\nexport class EngineManager extends BimComponent {\n /** 3D 引擎挂载的父容器 */\n private container: HTMLElement;\n /** 3D 引擎组件实例 */\n private engineInstance: Engine | null = null;\n\n public rightKey: RightKeyManager | null = null; // 右键菜单管理器\n\n /**\n * 构造函数\n * @param engine 引擎实例\n * @param container 3D 引擎挂载的目标容器\n */\n constructor(engine: BimEngine, container: HTMLElement) {\n super(engine);\n this.container = container;\n }\n\n /**\n * 初始化 3D 引擎\n * @param options 引擎配置选项(可选,如果不提供则使用默认配置)\n * @returns 是否初始化成功\n */\n public initialize(options?: Omit): boolean {\n // 如果已经初始化,先销毁旧的实例\n if (this.engineInstance && this.engineInstance.isInitialized()) {\n console.warn('[EngineManager] 3D Engine already initialized. Destroying old instance...');\n this.engineInstance.destroy();\n this.engineInstance = null;\n }\n\n try {\n // 创建 Engine 组件实例\n // options 中的配置会自动复制给 createEngine 使用\n this.engineInstance = new Engine({\n container: this.container,\n ...options, // 合并配置选项\n });\n\n // 调用组件的 init 方法初始化引擎\n this.engineInstance.init();\n\n // 初始化右键 (移到 return 之前)\n this.rightKey = new RightKeyManager(this.engine, this.container);\n\n // 注册默认右键菜单\n this.rightKey.registerHandler((_e) => {\n return [\n infoMenuButton(this.engine),\n homeMenuButton(this.engine)\n ];\n });\n\n return this.engineInstance.isInitialized();\n } catch (error) {\n console.error('[EngineManager] Failed to initialize 3D engine:', error);\n this.engineInstance = null;\n return false;\n }\n }\n /**\n * 检��� 3D 引擎是否已初始化\n */\n public isInitialized(): boolean {\n return this.engineInstance !== null && this.engineInstance.isInitialized();\n }\n\n /**\n * 加载 3D 模型\n * @param url 模型文件 URL\n * @param options 加载选项(位置、旋转、缩放)\n */\n public loadModel(url: string, options?: ModelLoadOptions): void {\n if (!this.engineInstance || !this.engineInstance.isInitialized()) {\n console.error('[EngineManager] 3D Engine not initialized. Please call initialize() first.');\n return;\n }\n this.engineInstance.loadModel(url, options);\n }\n\n /**\n * 获取原始 3D 引擎实例\n * 用于直接调用第三方引擎的其他 API\n */\n public getEngine(): any {\n if (!this.engineInstance) {\n console.warn('[EngineManager] 3D Engine not initialized.');\n return null;\n }\n return this.engineInstance.getEngine();\n }\n\n /**\n * 销毁 3D 引擎实例\n */\n public destroy(): void {\n if (this.engineInstance) {\n this.engineInstance.destroy();\n this.engineInstance = null;\n }\n if (this.rightKey) {\n this.rightKey.destroy();\n this.rightKey = null;\n }\n }\n}\n\n\n\n","import type { BimTreeNode } from './tree-node';\n\n/**\n * 节点勾选状态枚举\n */\nexport enum TreeNodeCheckState {\n Unchecked = 0,\n Checked = 1,\n Indeterminate = 2 // 半选\n}\n\n/**\n * 节点点击行为类型\n */\nexport type NodeClickAction = 'select' | 'expand';\n\n/**\n * 树节点配置接口\n */\nexport interface TreeNodeConfig {\n /** 唯一标识符 */\n id: string;\n\n /** 显示文本的翻译键 */\n label: string;\n\n /** 节点图标 (SVG string 或 URL) */\n icon?: string;\n\n /** 子节点列表 */\n children?: TreeNodeConfig[];\n\n /** 初始展开状态 (默认 false) */\n expanded?: boolean;\n\n /** 初始选中状态 (默认 false) */\n checked?: boolean;\n\n /** 是否禁用 (默认 false) */\n disabled?: boolean;\n\n /** 自定义业务数据 */\n data?: any;\n\n /** 是否是叶子节点 (用于异步加载场景,暂留接口) */\n isLeaf?: boolean;\n\n /** 点击整行的行为 (默认 'select') */\n clickAction?: NodeClickAction;\n}\n\n/**\n * 树组件配置选项\n */\nexport interface TreeOptions {\n /** 树的数据源 */\n data: TreeNodeConfig[];\n\n /** 是否显示复选框 (默认 true) */\n checkable?: boolean;\n\n /** \n * 父子节点选中状态是否关联 (默认 true)\n * true: 选中父选子,子全选自动选父\n * false: 独立选中\n */\n checkStrictly?: boolean;\n\n /** 默认展开所有节点 (默认 false) */\n defaultExpandAll?: boolean;\n\n /** 缩进宽度 (像素,默认 24) */\n indent?: number;\n\n /** 是否启用搜索功能 (默认 false) */\n enableSearch?: boolean;\n\n /** 搜索框占位符 */\n searchPlaceholder?: string;\n\n /** 节点勾选回调 */\n onNodeCheck?: (node: BimTreeNode) => void;\n\n /** 节点选择回调 */\n onNodeSelect?: (node: BimTreeNode) => void;\n\n /** 节点展开/折叠回调 */\n onNodeExpand?: (node: BimTreeNode) => void;\n\n /** \n * 选中时显示的自定义操作栏渲染函数 \n * 返回 HTML 字符串或 HTMLElement\n */\n renderActions?: (node: TreeNodeConfig) => HTMLElement | string;\n}","import { TreeNodeConfig, TreeNodeCheckState, TreeOptions } from './types';\n/**\n * 树节点类\n * 负责渲染单个节点、处理交互和递归\n */\nexport class BimTreeNode {\n public config: TreeNodeConfig;\n public element: HTMLElement;\n public children: BimTreeNode[] = [];\n public parent: BimTreeNode | null = null;\n public checkState: TreeNodeCheckState = TreeNodeCheckState.Unchecked;\n\n // UI Elements\n private contentEl!: HTMLElement;\n private switcherEl!: HTMLElement;\n private checkboxEl: HTMLElement | null = null;\n private titleEl!: HTMLElement;\n private actionsEl!: HTMLElement; // 操作栏容器\n private childrenContainer!: HTMLElement;\n // 外部回调\n private onExpandChange: (node: BimTreeNode) => void;\n private onCheckChange: (node: BimTreeNode) => void;\n private onNodeClick: (node: BimTreeNode) => void;\n private renderActions?: (node: TreeNodeConfig) => HTMLElement | string;\n \n constructor(\n config: TreeNodeConfig, \n options: TreeOptions,\n callbacks: {\n onExpand: (n: BimTreeNode) => void,\n onCheck: (n: BimTreeNode) => void,\n onClick: (n: BimTreeNode) => void\n }\n ) {\n this.config = config;\n this.onExpandChange = callbacks.onExpand;\n this.onCheckChange = callbacks.onCheck;\n this.onNodeClick = callbacks.onClick;\n this.renderActions = options.renderActions;\n \n // 初始化状态\n this.checkState = config.checked ? TreeNodeCheckState.Checked : TreeNodeCheckState.Unchecked;\n \n this.element = this.createDom(options);\n }\n /**\n * 创建节点 DOM\n */\n private createDom(options: TreeOptions): HTMLElement {\n const nodeEl = document.createElement('div');\n nodeEl.className = 'bim-tree-node';\n if (this.config.disabled) nodeEl.classList.add('is-disabled');\n\n // 1. 内容行\n this.contentEl = document.createElement('div');\n this.contentEl.className = 'bim-tree-node-content';\n\n // 1.1 展开/折叠箭头\n this.switcherEl = document.createElement('span');\n this.switcherEl.className = 'bim-tree-switcher';\n // 默认右箭头 SVG\n this.switcherEl.innerHTML = ``;\n\n const hasChildren = this.config.children && this.config.children.length > 0;\n if (!hasChildren) {\n this.switcherEl.classList.add('is-hidden');\n } else if (this.config.expanded) {\n this.switcherEl.classList.add('is-expanded');\n }\n\n this.switcherEl.addEventListener('click', (e) => {\n e.stopPropagation();\n this.toggleExpand();\n });\n\n this.contentEl.appendChild(this.switcherEl);\n\n // 1.2 复选框 (可选)\n if (options.checkable !== false) {\n this.checkboxEl = document.createElement('span');\n this.checkboxEl.className = 'bim-tree-checkbox';\n this.updateCheckboxUI();\n\n this.checkboxEl.addEventListener('click', (e) => {\n e.stopPropagation();\n if (this.config.disabled) return;\n this.toggleCheck();\n });\n this.contentEl.appendChild(this.checkboxEl);\n }\n\n // 1.3 图标 (可选)\n if (this.config.icon) {\n const iconEl = document.createElement('span');\n iconEl.className = 'bim-tree-icon';\n iconEl.innerHTML = this.config.icon.includes('`;\n this.contentEl.appendChild(iconEl);\n }\n\n // 1.4 文本\n this.titleEl = document.createElement('span');\n this.titleEl.className = 'bim-tree-title';\n this.updateLabel(); // 设置文本\n this.contentEl.appendChild(this.titleEl);\n\n // 1.5 操作栏 (Actions)\n this.actionsEl = document.createElement('div');\n this.actionsEl.className = 'bim-tree-node-actions';\n this.actionsEl.addEventListener('click', (e) => {\n e.stopPropagation(); // 防止点击操作栏触发选中/展开\n });\n this.contentEl.appendChild(this.actionsEl);\n\n // 绑定整行点击\n this.contentEl.addEventListener('click', (e) => {\n e.stopPropagation();\n if (this.config.disabled) return;\n\n const action = this.config.clickAction || 'select';\n\n if (action === 'expand') {\n this.toggleExpand();\n } else {\n this.onNodeClick(this);\n }\n });\n\n nodeEl.appendChild(this.contentEl);\n\n // 2. 子节点容器\n this.childrenContainer = document.createElement('div');\n this.childrenContainer.className = 'bim-tree-children';\n // 设置缩进\n const indent = options.indent || 24;\n this.childrenContainer.style.paddingLeft = `${indent}px`; // 每一级子器左移\n\n if (this.config.expanded && hasChildren) {\n this.childrenContainer.classList.add('is-visible');\n }\n nodeEl.appendChild(this.childrenContainer);\n\n return nodeEl;\n }\n\n /**\n * 设置高亮选中状态 (Select 模式下)\n */\n public setSelected(selected: boolean) {\n if (selected) {\n this.contentEl.classList.add('is-selected');\n // 渲染自定义操作栏\n if (this.renderActions) {\n const content = this.renderActions(this.config);\n this.actionsEl.innerHTML = '';\n if (typeof content === 'string') {\n this.actionsEl.innerHTML = content;\n } else if (content instanceof HTMLElement) {\n this.actionsEl.appendChild(content);\n }\n }\n } else {\n this.contentEl.classList.remove('is-selected');\n this.actionsEl.innerHTML = ''; // 清空内容\n }\n }\n\n /**\n * 更新显示文本 (国际化支持) -> 移除国际化,直接显示\n */\n public updateLabel() {\n if (this.titleEl) {\n this.titleEl.textContent = this.config.label;\n }\n }\n\n /**\n * 切换展开状态\n */\n public toggleExpand(force?: boolean) {\n if (!this.config.children || this.config.children.length === 0) return;\n\n const newState = force !== undefined ? force : !this.config.expanded;\n this.config.expanded = newState;\n\n if (newState) {\n this.switcherEl.classList.add('is-expanded');\n this.childrenContainer.classList.add('is-visible');\n } else {\n this.switcherEl.classList.remove('is-expanded');\n this.childrenContainer.classList.remove('is-visible');\n }\n\n // 触发回调\n if (force === undefined) { // 只有用户交互才触发回调,防止初始化时无限循环\n this.onExpandChange(this);\n }\n }\n\n /**\n * 切换选中状态 (用户点击)\n */\n public toggleCheck() {\n // 如果当前是半选,点击变全选;如果全选,点击未选;如果未选,点击变全选\n // 简化逻辑:只要不是 Checked,点击都变 Checked;如果是 Checked,变 Unchecked\n const newChecked = this.checkState !== TreeNodeCheckState.Checked;\n this.setChecked(newChecked ? TreeNodeCheckState.Checked : TreeNodeCheckState.Unchecked, true);\n }\n\n /**\n * 设置选中状态 (API调用或联动)\n * @param state 新状态\n * @param fireEvent 是否触发事件\n */\n public setChecked(state: TreeNodeCheckState, fireEvent: boolean = false) {\n if (this.checkState === state) return;\n\n this.checkState = state;\n this.config.checked = (state === TreeNodeCheckState.Checked);\n\n this.updateCheckboxUI();\n\n if (fireEvent) {\n this.onCheckChange(this);\n }\n }\n\n /**\n * 更新复选框 UI 样式\n */\n public updateCheckboxUI() {\n if (!this.checkboxEl) return;\n\n this.checkboxEl.classList.remove('is-checked', 'is-indeterminate');\n\n if (this.checkState === TreeNodeCheckState.Checked) {\n this.checkboxEl.classList.add('is-checked');\n } else if (this.checkState === TreeNodeCheckState.Indeterminate) {\n this.checkboxEl.classList.add('is-indeterminate');\n }\n }\n\n /**\n * 添加子节点实例\n */\n public appendChild(childNode: BimTreeNode) {\n childNode.parent = this;\n this.children.push(childNode);\n this.childrenContainer.appendChild(childNode.element);\n\n // 如果之前是隐藏的箭头,现在有了子节点,需要显示出来\n if (this.children.length === 1) {\n this.switcherEl.classList.remove('is-hidden');\n }\n }\n\n /**\n * 销毁\n */\n public destroy() {\n this.children.forEach(c => c.destroy());\n this.children = [];\n this.element.remove();\n this.parent = null;\n }\n}\n","import { IBimComponent } from '../../types/component';\nimport { ThemeConfig } from '../../themes/types';\nimport { localeManager, t } from '../../services/locale';\nimport { themeManager } from '../../services/theme';\nimport { TreeOptions, TreeNodeConfig, TreeNodeCheckState } from './types';\nimport { BimTreeNode } from './tree-node';\nimport './index.css';\n\n// 定义辅助事件发射器接口 (由于 BimTree 通常作为 Manager 的一部分或独立使用)\n// 为了方便,这里我们假设它会被 TreeManager 管理,TreeManager 会处理事件发射\n// 但 BimTree 本身也需要一个方式通知 Manager。\n// 我们可以通过构造函数传入 event bus 适配器,或者直接使用 CustomEvent。\n// 更好的方式:BimTree 提供 onEvent 回调。\n\nexport class BimTree implements IBimComponent {\n public element: HTMLElement;\n private contentElement: HTMLElement; // 树内容容器\n private searchInput: HTMLInputElement | null = null;\n private searchResults: HTMLElement | null = null;\n\n private options: TreeOptions;\n private nodeMap: Map = new Map();\n private rootNodes: BimTreeNode[] = [];\n private selectedNode: BimTreeNode | null = null; // 当前选中的高亮节点\n\n // 订阅清理函数\n private unsubscribeLocale: (() => void) | null = null;\n private unsubscribeTheme: (() => void) | null = null;\n private clickOutsideHandler: ((e: MouseEvent) => void) | null = null;\n\n // 事件回调 (由 Manager 注入)\n public onNodeCheck?: (node: BimTreeNode) => void;\n public onNodeSelect?: (node: BimTreeNode) => void;\n public onNodeExpand?: (node: BimTreeNode) => void;\n\n constructor(options: TreeOptions) {\n this.options = {\n checkable: true,\n checkStrictly: true,\n indent: 24,\n defaultExpandAll: true,\n enableSearch: false,\n searchPlaceholder: 'tree.searchPlaceholder',\n ...options\n };\n \n // 主容器\n this.element = document.createElement('div');\n this.element.className = 'bim-tree';\n\n // 搜索区域\n if (this.options.enableSearch) {\n this.createSearchDOM();\n }\n\n // 内容容器\n this.contentElement = document.createElement('div');\n this.contentElement.className = 'bim-tree-content';\n this.element.appendChild(this.contentElement);\n\n // 初始化回调\n if (options.onNodeCheck) this.onNodeCheck = options.onNodeCheck;\n if (options.onNodeSelect) this.onNodeSelect = options.onNodeSelect;\n if (options.onNodeExpand) this.onNodeExpand = options.onNodeExpand;\n }\n\n private createSearchDOM() {\n const searchContainer = document.createElement('div');\n searchContainer.className = 'bim-tree-search';\n\n const wrapper = document.createElement('div');\n wrapper.className = 'bim-tree-search-wrapper';\n\n // 图标\n const icon = document.createElement('span');\n icon.className = 'bim-tree-search-icon';\n icon.innerHTML = ``;\n wrapper.appendChild(icon);\n\n this.searchInput = document.createElement('input');\n this.searchInput.className = 'bim-tree-search-input';\n this.searchInput.type = 'text';\n this.searchInput.placeholder = t(this.options.searchPlaceholder || '搜索...');\n\n // 绑定输入事件\n this.searchInput.addEventListener('input', (e) => {\n const query = (e.target as HTMLInputElement).value;\n this.handleSearch(query);\n });\n\n wrapper.appendChild(this.searchInput);\n searchContainer.appendChild(wrapper);\n\n // 搜索结果容器\n this.searchResults = document.createElement('div');\n this.searchResults.className = 'bim-tree-search-results';\n\n searchContainer.appendChild(this.searchResults);\n this.element.appendChild(searchContainer);\n\n // 点击外部关闭搜索结果\n this.clickOutsideHandler = (e: MouseEvent) => {\n if (this.searchResults &&\n !this.searchResults.contains(e.target as Node) &&\n !this.searchInput?.contains(e.target as Node)) {\n this.searchResults.classList.remove('is-visible');\n }\n };\n document.addEventListener('click', this.clickOutsideHandler);\n }\n\n public init(): void {\n this.render();\n\n // 订阅系统事件\n this.unsubscribeLocale = localeManager.subscribe(() => this.setLocales());\n this.unsubscribeTheme = themeManager.subscribe((theme) => this.setTheme(theme));\n\n // 初始化主题\n this.setTheme(themeManager.getTheme());\n }\n\n /**\n * 处理搜索逻辑\n */\n private handleSearch(query: string) {\n if (!this.searchResults) return;\n\n if (!query.trim()) {\n this.searchResults.classList.remove('is-visible');\n this.searchResults.innerHTML = '';\n return;\n }\n\n const results: { node: BimTreeNode, label: string, path: string }[] = [];\n const lowerQuery = query.toLowerCase();\n\n this.nodeMap.forEach(node => {\n // 直接使用 config.label,不进行翻译\n const label = node.config.label;\n if (label.toLowerCase().includes(lowerQuery)) {\n results.push({\n node,\n label,\n path: this.getNodePath(node)\n });\n }\n });\n\n this.renderSearchResults(results);\n }\n\n /**\n * 获取节点路径(面包屑)\n */\n private getNodePath(node: BimTreeNode): string {\n const path: string[] = [];\n let current: BimTreeNode | null = node.parent; // 从父级开始\n while (current) {\n // 直接使用 label\n path.unshift(current.config.label);\n current = current.parent;\n }\n return path.join(' > ');\n }\n\n /**\n * 渲染搜索结果列表\n */\n private renderSearchResults(results: { node: BimTreeNode, label: string, path: string }[]) {\n if (!this.searchResults) return;\n\n this.searchResults.innerHTML = '';\n if (results.length === 0) {\n const noData = document.createElement('div');\n noData.className = 'bim-tree-search-item';\n noData.style.cursor = 'default';\n noData.style.color = '#999';\n noData.textContent = 'No results';\n this.searchResults.appendChild(noData);\n } else {\n results.forEach(res => {\n const item = document.createElement('div');\n item.className = 'bim-tree-search-item';\n\n const title = document.createElement('span');\n title.className = 'bim-tree-search-item-title';\n title.textContent = res.label;\n\n const path = document.createElement('span');\n path.className = 'bim-tree-search-item-path';\n path.textContent = res.path;\n\n item.appendChild(title);\n if (res.path) item.appendChild(path);\n\n item.addEventListener('click', () => {\n this.revealNode(res.node);\n });\n\n this.searchResults!.appendChild(item);\n });\n }\n this.searchResults.classList.add('is-visible');\n }\n\n /**\n * 定位到指定节点\n */\n public revealNode(node: BimTreeNode) {\n // 1. 关闭搜索下拉\n if (this.searchResults) {\n this.searchResults.classList.remove('is-visible');\n if (this.searchInput) this.searchInput.value = ''; // 可选:清空搜索框\n }\n\n // 2. 递归展开父节点\n let current = node.parent;\n while (current) {\n current.toggleExpand(true); // 强制展开\n current = current.parent;\n }\n\n // 3. 选中节点 (Select)\n this.handleNodeSelect(node);\n\n // 4. 滚动到可视区域\n setTimeout(() => {\n node.element.scrollIntoView({ behavior: 'smooth', block: 'center' });\n }, 100);\n }\n\n /**\n * 设置主题\n */\n public setTheme(theme: ThemeConfig): void {\n const style = this.element.style;\n style.setProperty('--bim-ui_bg_color', theme.panelBackground);\n style.setProperty('--bim-ui_text_primary', theme.textPrimary);\n style.setProperty('--bim-ui_text_secondary', theme.textSecondary || '#999');\n style.setProperty('--bim-ui_border_color', theme.border);\n style.setProperty('--bim-ui_bg_hover', theme.componentHover);\n style.setProperty('--bim-primary_color', theme.primary);\n // style.setProperty('--bim-ui_text_disabled', theme.textDisabled); // 如果 ThemeConfig 有这个字段\n }\n\n /**\n * 响应语言变更\n */\n public setLocales(): void {\n this.nodeMap.forEach(node => node.updateLabel());\n if (this.searchInput) {\n this.searchInput.placeholder = t(this.options.searchPlaceholder || 'tree.searchPlaceholder');\n }\n }\n\n public destroy(): void {\n if (this.unsubscribeLocale) {\n this.unsubscribeLocale();\n this.unsubscribeLocale = null;\n }\n if (this.unsubscribeTheme) {\n this.unsubscribeTheme();\n this.unsubscribeTheme = null;\n }\n if (this.clickOutsideHandler) {\n document.removeEventListener('click', this.clickOutsideHandler);\n this.clickOutsideHandler = null;\n }\n this.rootNodes.forEach(node => node.destroy());\n this.rootNodes = [];\n this.nodeMap.clear();\n this.element.remove();\n this.selectedNode = null;\n }\n\n /**\n * 核心渲染逻辑\n */\n private render(): void {\n this.contentElement.innerHTML = ''; // 清空内容区,而不是整个 element\n this.nodeMap.clear();\n this.rootNodes = [];\n\n this.options.data.forEach(config => {\n this.createNodeRecursively(config, null);\n });\n\n // 移除旧的 expandAll 调用,因为 expanded 状态已在 createNodeRecursively 中处理\n }\n\n /**\n * 递归创建节点\n */\n private createNodeRecursively(config: TreeNodeConfig, parent: BimTreeNode | null) {\n // 处理展开状态优先级: config.expanded > defaultExpandAll\n if (config.expanded === undefined) {\n config.expanded = this.options.defaultExpandAll;\n }\n\n const node = new BimTreeNode(config, this.options, {\n onExpand: (n) => { if (this.onNodeExpand) this.onNodeExpand(n); },\n onCheck: (n) => this.handleNodeCheck(n),\n onClick: (n) => this.handleNodeSelect(n)\n });\n\n this.nodeMap.set(config.id, node);\n\n if (parent) {\n parent.appendChild(node);\n } else {\n this.rootNodes.push(node);\n this.contentElement.appendChild(node.element); // 挂载到 contentElement\n }\n\n if (config.children && config.children.length > 0) {\n config.children.forEach(childConfig => {\n this.createNodeRecursively(childConfig, node);\n });\n }\n\n // 如果是初始化渲染,需要处理 checkStrictly 的向上联动(因为数据里可能只给了子节点 checked,父节点没给)\n // 这里做一个简单的后处理:如果 checkStrictly 开启,且当前节点 checked,则触发一次联动\n // 注意:这可能会导致性能问题,���化做法是在所有节点创建完后统一计算一次状态\n }\n\n /**\n * 处理节点选择 (高亮)\n */\n private handleNodeSelect(node: BimTreeNode) {\n // 如果之前有选中的,先取消选中\n if (this.selectedNode && this.selectedNode !== node) {\n this.selectedNode.setSelected(false);\n }\n\n // 设置当前为选中\n node.setSelected(true);\n this.selectedNode = node;\n\n // 触发外部回调\n if (this.onNodeSelect) this.onNodeSelect(node);\n }\n\n /**\n * 处理节点勾选逻辑 (核心算法)\n */\n private handleNodeCheck(node: BimTreeNode) {\n const isChecked = node.checkState === TreeNodeCheckState.Checked;\n\n // 1. 触发外部回调 (Event)\n if (this.onNodeCheck) this.onNodeCheck(node);\n\n // 2. 如果不联动,直接返回\n if (this.options.checkStrictly === false) return;\n\n // 3. 联动逻辑\n // 3.1 向下级联 (Cascade Down): 父变子全变\n const updateChildren = (n: BimTreeNode, state: TreeNodeCheckState) => {\n n.children.forEach(child => {\n if (child.config.disabled) return; // 跳过禁用节点\n child.setChecked(state, false); // 不再触发事件,只更新状态 UI\n updateChildren(child, state);\n });\n };\n\n // 当前节点是 Checked 或 Unchecked,子节点跟随\n if (isChecked) {\n updateChildren(node, TreeNodeCheckState.Checked);\n } else {\n updateChildren(node, TreeNodeCheckState.Unchecked);\n }\n\n // 3.2 向上冒泡 (Bubble Up): 子变父更新\n let current = node.parent;\n while (current) {\n if (current.config.disabled) {\n current = current.parent;\n continue;\n }\n\n const children = current.children;\n const allChecked = children.every(c => c.checkState === TreeNodeCheckState.Checked);\n const allUnchecked = children.every(c => c.checkState === TreeNodeCheckState.Unchecked);\n\n if (allChecked) {\n current.setChecked(TreeNodeCheckState.Checked, false);\n } else if (allUnchecked) {\n current.setChecked(TreeNodeCheckState.Unchecked, false);\n } else {\n current.setChecked(TreeNodeCheckState.Indeterminate, false);\n }\n\n current = current.parent;\n }\n }\n\n // ================== Public APIs ==================\n\n public getNode(id: string): BimTreeNode | undefined {\n return this.nodeMap.get(id);\n }\n\n public checkNode(id: string, checked: boolean) {\n const node = this.nodeMap.get(id);\n if (node) {\n node.setChecked(checked ? TreeNodeCheckState.Checked : TreeNodeCheckState.Unchecked, true);\n // 手动调用联动处理,因为 setChecked 的 fireEvent 只触发回调,不包含内部逻辑调用?\n // 不,我们在 createNodeRecursively 里绑定的 onCheck 就是 handleNodeCheck\n // 所以只要 fireEvent=true,就会触发 handleNodeCheck,进而触发联动。\n }\n }\n\n public expandAll(expanded: boolean) {\n this.nodeMap.forEach(node => node.toggleExpand(expanded));\n }\n\n public getCheckedNodes(includeHalfChecked: boolean = false): TreeNodeConfig[] {\n const result: TreeNodeConfig[] = [];\n this.nodeMap.forEach(node => {\n if (node.checkState === TreeNodeCheckState.Checked) {\n result.push(node.config);\n } else if (includeHalfChecked && node.checkState === TreeNodeCheckState.Indeterminate) {\n result.push(node.config);\n }\n });\n return result;\n }\n}\n","import { IBimComponent } from '../../types/component';\nimport { localeManager, t } from '../../services/locale';\nimport { themeManager } from '../../services/theme';\nimport type { ThemeConfig } from '../../themes/types';\nimport type { TabItem, TabOptions } from './index.type';\nimport './index.css';\n\n/**\n * 简单标签页组件(固定标签,不支持运行时增删)\n * - 仅处理标签头部与内容切换\n * - 主题从 ThemeManager 获取,不在配置中传入\n * - 文案通过 t() 翻译,支持传原文直接展示\n */\nexport class BimTab implements IBimComponent {\n /** 组件根节点 */\n public element: HTMLElement;\n /** 头部容器 */\n private navElement: HTMLElement;\n /** 内容容器 */\n private contentElement: HTMLElement;\n /** 业务配置 */\n private options: TabOptions;\n /** 当前激活的标签 id */\n private activeId: string | null;\n /** id -> TabItem */\n private tabMap: Map = new Map();\n /** id -> 内容容器 */\n private panelMap: Map = new Map();\n /** 主题/语言订阅解除函数 */\n private unsubscribeLocale: (() => void) | null = null;\n private unsubscribeTheme: (() => void) | null = null;\n /** 头部点击事件处理引用(便于销毁时解绑) */\n private navClickHandler: ((e: MouseEvent) => void) | null = null;\n\n constructor(options: TabOptions) {\n this.options = options;\n this.activeId = options.activeId || (options.tabs[0]?.id ?? null);\n\n // 预置 tabMap,方便后续查找\n options.tabs.forEach((tab) => this.tabMap.set(tab.id, tab));\n\n // 构建基础 DOM 结构\n this.element = document.createElement('div');\n this.element.className = 'bim-tab';\n\n this.navElement = document.createElement('div');\n this.navElement.className = 'bim-tab__nav';\n this.navElement.setAttribute('role', 'tablist');\n this.element.appendChild(this.navElement);\n\n this.contentElement = document.createElement('div');\n this.contentElement.className = 'bim-tab__content';\n this.element.appendChild(this.contentElement);\n\n // 挂载到容器\n this.options.container.appendChild(this.element);\n }\n\n /**\n * 初始化组件\n */\n public init(): void {\n this.renderNav();\n this.renderPanels();\n // 初始化文案与主题\n this.setLocales();\n this.setTheme(themeManager.getTheme());\n\n // 订阅语言、主题变化\n this.unsubscribeLocale = localeManager.subscribe(() => this.setLocales());\n this.unsubscribeTheme = themeManager.subscribe((theme) => this.setTheme(theme));\n }\n\n /**\n * 渲染头部标签\n */\n private renderNav(): void {\n this.navElement.innerHTML = '';\n\n this.navClickHandler = (event: MouseEvent) => {\n const target = (event.target as HTMLElement).closest('.bim-tab__item');\n if (!target) return;\n const tabId = target.dataset.id;\n if (!tabId) return;\n const tab = this.tabMap.get(tabId);\n if (tab?.disabled) return;\n this.activateTab(tabId);\n };\n this.navElement.addEventListener('click', this.navClickHandler);\n\n this.options.tabs.forEach((tab) => {\n const btn = document.createElement('button');\n btn.type = 'button';\n btn.className = 'bim-tab__item';\n btn.dataset.id = tab.id;\n btn.setAttribute('role', 'tab');\n btn.id = `tab-${tab.id}`;\n btn.setAttribute('aria-selected', `${tab.id === this.activeId}`);\n if (tab.disabled) {\n btn.disabled = true;\n btn.setAttribute('aria-disabled', 'true');\n btn.classList.add('is-disabled');\n }\n\n // 图标\n if (tab.icon) {\n const iconEl = document.createElement('span');\n iconEl.className = 'bim-tab__icon';\n iconEl.innerHTML = tab.icon;\n btn.appendChild(iconEl);\n }\n\n const titleEl = document.createElement('span');\n titleEl.className = 'bim-tab__title';\n titleEl.textContent = this.resolveTitle(tab.title);\n btn.appendChild(titleEl);\n\n if (tab.id === this.activeId) {\n btn.classList.add('is-active');\n }\n\n this.navElement.appendChild(btn);\n });\n }\n\n /**\n * 渲染内容面板\n */\n private renderPanels(): void {\n this.contentElement.innerHTML = '';\n this.panelMap.clear();\n\n this.options.tabs.forEach((tab) => {\n const panel = document.createElement('div');\n panel.className = 'bim-tab__panel';\n panel.dataset.id = tab.id;\n panel.setAttribute('role', 'tabpanel');\n panel.setAttribute('aria-labelledby', `tab-${tab.id}`);\n\n if (tab.content instanceof HTMLElement) {\n panel.appendChild(tab.content);\n } else if (typeof tab.content === 'string') {\n panel.innerHTML = tab.content;\n }\n\n if (tab.id === this.activeId) {\n panel.classList.add('is-active');\n } else {\n panel.style.display = 'none';\n }\n\n this.panelMap.set(tab.id, panel);\n this.contentElement.appendChild(panel);\n });\n }\n\n /**\n * 激活指定标签\n * @param tabId 目标标签 id\n */\n public activateTab(tabId: string): void {\n if (this.activeId === tabId) return;\n const targetTab = this.tabMap.get(tabId);\n if (!targetTab || targetTab.disabled) return;\n\n this.activeId = tabId;\n // 更新头部状态\n const buttons = this.navElement.querySelectorAll('.bim-tab__item');\n buttons.forEach((btn) => {\n const isActive = btn.dataset.id === tabId;\n btn.classList.toggle('is-active', isActive);\n btn.setAttribute('aria-selected', `${isActive}`);\n });\n\n // 更新面板显示\n this.panelMap.forEach((panel, id) => {\n const isActive = id === tabId;\n panel.classList.toggle('is-active', isActive);\n panel.style.display = isActive ? 'block' : 'none';\n });\n\n if (this.options.onChange) {\n this.options.onChange(tabId, targetTab);\n }\n }\n\n /**\n * 应用主题\n */\n public setTheme(theme: ThemeConfig): void {\n const style = this.element.style;\n style.setProperty('--bim-tab-bg', theme.panelBackground);\n style.setProperty('--bim-tab-nav-bg', theme.panelBackground);\n style.setProperty('--bim-tab-text', theme.textPrimary);\n style.setProperty('--bim-tab-text-secondary', theme.textSecondary);\n style.setProperty('--bim-tab-text-active', theme.primary);\n style.setProperty('--bim-tab-border', theme.border);\n style.setProperty('--bim-tab-hover-bg', theme.componentHover);\n style.setProperty('--bim-tab-active-bg', theme.componentActive);\n style.setProperty('--bim-tab-icon', theme.icon);\n }\n\n /**\n * 应用当前语言文案\n */\n public setLocales(): void {\n const buttons = this.navElement.querySelectorAll('.bim-tab__item');\n buttons.forEach((btn) => {\n const id = btn.dataset.id;\n if (!id) return;\n const tab = this.tabMap.get(id);\n if (!tab) return;\n const titleEl = btn.querySelector('.bim-tab__title');\n if (titleEl) {\n titleEl.textContent = this.resolveTitle(tab.title);\n }\n });\n }\n\n /**\n * 清理资源\n */\n public destroy(): void {\n if (this.navClickHandler) {\n this.navElement.removeEventListener('click', this.navClickHandler);\n this.navClickHandler = null;\n }\n if (this.unsubscribeLocale) {\n this.unsubscribeLocale();\n this.unsubscribeLocale = null;\n }\n if (this.unsubscribeTheme) {\n this.unsubscribeTheme();\n this.unsubscribeTheme = null;\n }\n this.panelMap.clear();\n this.tabMap.clear();\n this.element.remove();\n }\n\n /**\n * 工具:解析标题(优先翻译,不存在则回退原值)\n */\n private resolveTitle(title: string): string {\n try {\n const translated = t(title);\n return translated || title;\n } catch (err) {\n // 翻译失败时使用原值\n return title;\n }\n }\n}\n\n","/**\n * 图标管理器\n * 统一管理所有 SVG 图标\n */\n\n/**\n * 所有图标集合(静态变量)\n */\nconst ICONS: Record = {\n // ========== 来自 assets 的图标 (48x48) ==========\n 测量: '',\n 地图: '',\n 框选放大: '',\n 漫游: '',\n 目录树: '',\n 剖切: '',\n 剖切盒: '',\n 全屏: '',\n 设置: '',\n 拾曲面剖切: '',\n 轴向剖切: '',\n 主视角: '',\n 文档: '',\n\n // ========== 测量相关图标 (32x32) ==========\n 标高: '',\n 距离: '',\n 最小距离: '',\n 激光边距: '',\n 角度: '',\n 坡度: '',\n 体积: '',\n 空间体积: '',\n\n // ========== 通用图标 (24x24) ==========\n close: '',\n check: '',\n warning: '',\n error: '',\n success: '',\n plus: '',\n minus: '',\n arrowUp: '',\n arrowDown: '',\n arrowLeft: '',\n arrowRight: '',\n search: '',\n refresh: '',\n delete: '',\n edit: '',\n save: '',\n expand: '',\n collapse: '',\n\n // ========== 默认图标 ==========\n default: '',\n};\n\n/**\n * 获取图标\n * @param name 图标名称\n * @returns SVG 字符串,如果找不到返回默认图标\n */\nexport function getIcon(name: string): string {\n const icon = ICONS[name];\n\n if (!icon) {\n console.warn(`[IconManager] Icon \"${name}\" not found, using default icon`);\n return ICONS.default;\n }\n\n return icon;\n}\n","import type {ButtonGroupColors, ButtonConfig} from '../components/button-group/index.type';\nimport {Toolbar} from '../components/button-group/toolbar';\nimport {BimComponent} from '../core/component';\nimport type {BimEngine} from '../bim-engine';\nimport {BimButtonGroup} from \"../components/button-group\";\nimport {BimTree} from \"../components/tree\";\nimport {TreeNodeConfig} from \"../components/tree/types.ts\";\nimport {BimDialog} from \"../components/dialog\";\nimport {BimTab} from \"../components/tab\";\nimport {getIcon} from \"../utils/icon-manager\";\n\nconst MOCK_STRUCT_DATA: TreeNodeConfig[] =[\n {\n id: 'root',\n label: '全部构件',\n expanded: true,\n clickAction: 'expand',\n children: [\n {\n id: 'level-1',\n label: '一层',\n expanded: false,\n icon:'',\n clickAction: 'expand',\n children: [\n { id: 'l1-wall', label: '墙体(128)'},\n { id: 'l1-column', label: '柱(46)' },\n { id: 'l1-beam', label: '梁(82)' },\n { id: 'l1-slab', label: '楼板(12)' },\n { id: 'l1-door', label: '门(24)' },\n { id: 'l1-window', label: '窗(36)' }\n ]\n },\n {\n id: 'level-2',\n label: '二层',\n expanded: false,\n clickAction: 'expand',\n children: [\n { id: 'l2-wall', label: '墙体(141)' },\n { id: 'l2-column', label: '柱(52)' },\n { id: 'l2-beam', label: '梁(90)' },\n { id: 'l2-slab', label: '楼板(12)' },\n { id: 'l2-door', label: '门(18)' },\n { id: 'l2-window', label: '窗(40)' }\n ]\n },\n {\n id: 'level-3',\n label: '三层',\n expanded: false,\n clickAction: 'expand',\n children: [\n { id: 'l3-wall', label: '墙体(136)' },\n { id: 'l3-column', label: '柱(48)' },\n { id: 'l3-beam', label: '梁(88)' },\n { id: 'l3-slab', label: '楼板(12)' },\n { id: 'l3-door', label: '门(16)' },\n { id: 'l3-window', label: '窗(38)' }\n ]\n },\n {\n id: 'level-roof',\n label: '屋面层',\n expanded: false,\n clickAction: 'expand',\n children: [\n { id: 'rf-slab', label: '屋面板(6)' },\n { id: 'rf-beam', label: '屋面梁(24)' },\n { id: 'rf-parapet', label: '女儿墙(18)' }\n ]\n }\n ]\n }\n];\n\n/**\n * 底部工具栏管理器 (ToolbarManager)\n * 仅负责管理底部工具栏实例。\n */\nexport class ConstructTreeManagerBtn extends BimComponent {\n private toolbar: Toolbar | null = null;\n private toolbarContainer: HTMLElement | null = null;\n private container: HTMLElement;\n private dialog: BimDialog | null = null;\n\n constructor(engine: BimEngine, container: HTMLElement) {\n super(engine);\n this.container = container;\n this.init();\n }\n\n private init() {\n // 创建底部工具栏专用容器\n this.toolbarContainer = document.createElement('div');\n this.toolbarContainer.id = 'bim-construct-tree';\n this.container.appendChild(this.toolbarContainer);\n this.toolbar = new BimButtonGroup({\n container: this.toolbarContainer,\n showLabel: false,\n direction: 'column',\n position: 'top-left', // 底部居中\n align: 'vertical', // 图标在上\n expand: 'up' // 向上展开\n });\n this.toolbar.init();\n this.toolbar.setEngine(this.engine);\n this.toolbar.addGroup('construct-tree');\n this.toolbar.addButton({\n id: 'construct-tree-btn',\n groupId: 'construct-tree',\n type: 'button',\n label: 'construct-tree',\n icon: getIcon('目录树'),\n onClick: () => {\n this.openConstructTreeDialog()\n }\n });\n this.toolbar.render();\n }\n\n public openConstructTreeDialog() {\n this.setVisible(false);\n\n // 构件树实例(放在“构件”标签内)\n const tree = new BimTree({\n data: MOCK_STRUCT_DATA,\n checkable: true,\n indent: 0,\n enableSearch: true,\n checkStrictly: true,\n defaultExpandAll: true,\n renderActions: (_node) => {\n return '';\n },\n onNodeCheck: (node) => {\n console.log('onNodeCheck', node);\n },\n onNodeSelect: (node) => {\n console.log('onNodeSelect', node);\n },\n onNodeExpand: (node) => {\n console.log('onNodeExpand', node);\n this.dialog?.fitWidth();\n },\n });\n tree.init();\n\n // 系统/空间暂留空占位,可后续填充业务内容\n const systemPlaceholder = document.createElement('div');\n systemPlaceholder.className = 'construct-tab__panel-content';\n const spacePlaceholder = document.createElement('div');\n spacePlaceholder.className = 'construct-tab__panel-content';\n\n // 构件面板容器,确保内部树区域可滚动\n const componentPanel = document.createElement('div');\n componentPanel.className = 'construct-tab__panel-content';\n componentPanel.appendChild(tree.element);\n\n // 创建 Tab 容器(仅在本弹窗内使用,不额外挂 Manager)\n const tabMount = document.createElement('div');\n tabMount.className = 'construct-tab__container';\n tabMount.style.height = '100%';\n tabMount.style.overflow = 'hidden';\n const tab = new BimTab({\n container: tabMount,\n tabs: [\n {id: 'component', title: 'tab.component', content: componentPanel},\n {id: 'system', title: 'tab.system', content: systemPlaceholder},\n {id: 'space', title: 'tab.space', content: spacePlaceholder},\n ],\n activeId: 'component',\n onChange: () => {\n // 切换后根据内容宽度刷新弹窗\n this.dialog?.fitWidth();\n }\n });\n tab.init();\n\n this.dialog = this.engine.dialog!.create({\n title: 'constructTree.title',\n minWidth: 320,\n height: 420,\n content: tabMount,\n position: {x: 20, y: 20},\n resizable: false,\n onClose: () => {\n tab.destroy();\n tree.destroy();\n this.setVisible(true);\n }\n });\n this.dialog?.fitWidth();\n }\n\n public refresh() {\n this.toolbar?.render();\n }\n\n public destroy() {\n this.toolbar?.destroy();\n this.toolbar = null;\n }\n\n // --- 转发 API ---\n public addGroup(groupId: string, beforeGroupId?: string) {\n this.toolbar?.addGroup(groupId, beforeGroupId);\n this.toolbar?.render();\n }\n\n public addButton(config: ButtonConfig) {\n this.toolbar?.addButton(config);\n this.toolbar?.render();\n }\n\n public setButtonVisibility(id: string, v: boolean) {\n this.toolbar?.updateButtonVisibility(id, v);\n }\n\n public setShowLabel(show: boolean) {\n this.toolbar?.setShowLabel(show);\n }\n\n public setVisible(visible: boolean) {\n if (this.toolbarContainer) {\n this.toolbarContainer.style.visibility = visible ? 'visible' : 'hidden';\n }\n }\n\n public setBackgroundColor(color: string) {\n this.toolbar?.setBackgroundColor(color);\n }\n\n public setColors(colors: ButtonGroupColors) {\n this.toolbar?.setColors(colors);\n }\n}\n","import './index.css';\nimport { CollapseOptions, CollapseItemConfig } from './types';\nimport { IBimComponent } from '../../types/component';\nimport { t, localeManager } from '../../services/locale';\nimport { themeManager } from '../../services/theme';\nimport type { ThemeConfig } from '../../themes/types';\n\n/**\n * 单个折叠面板项\n */\nclass BimCollapseItem {\n public element: HTMLElement;\n public headerEl!: HTMLElement;\n public contentEl!: HTMLElement;\n public contentBoxEl!: HTMLElement;\n public arrowEl!: HTMLElement;\n public titleEl!: HTMLElement;\n\n private config: CollapseItemConfig;\n private parent: BimCollapse;\n\n constructor(config: CollapseItemConfig, parent: BimCollapse) {\n this.config = config;\n this.parent = parent;\n this.element = this.createDom();\n }\n\n private createDom(): HTMLElement {\n const itemEl = document.createElement('div');\n itemEl.className = `bim-collapse-item ${this.config.className || ''}`;\n if (this.config.disabled) itemEl.classList.add('is-disabled');\n itemEl.dataset.id = this.config.id;\n\n // ��部区域\n this.headerEl = document.createElement('div');\n this.headerEl.className = 'bim-collapse-header';\n\n // 箭头图标\n this.arrowEl = document.createElement('span');\n this.arrowEl.className = 'bim-collapse-arrow';\n this.arrowEl.innerHTML = ``;\n this.headerEl.appendChild(this.arrowEl);\n\n // 自定义图标 (可选)\n if (this.config.icon) {\n const iconEl = document.createElement('span');\n iconEl.className = 'bim-collapse-icon';\n iconEl.innerHTML = this.config.icon;\n this.headerEl.appendChild(iconEl);\n }\n\n // 标题文本\n this.titleEl = document.createElement('span');\n this.titleEl.className = 'bim-collapse-title';\n this.titleEl.textContent = t(this.config.title); // 初始翻译\n this.headerEl.appendChild(this.titleEl);\n\n // 额外内容 (可选,如右侧标签)\n if (this.config.extra) {\n const extraEl = document.createElement('div');\n extraEl.className = 'bim-collapse-extra';\n if (typeof this.config.extra === 'string') {\n extraEl.innerHTML = this.config.extra;\n } else {\n extraEl.appendChild(this.config.extra);\n }\n this.headerEl.appendChild(extraEl);\n }\n\n // 点击事件\n this.headerEl.addEventListener('click', () => {\n if (this.config.disabled) return;\n this.parent.toggleItem(this.config.id);\n });\n\n itemEl.appendChild(this.headerEl);\n\n // 内容区域\n this.contentEl = document.createElement('div');\n this.contentEl.className = 'bim-collapse-content is-hidden';\n\n this.contentBoxEl = document.createElement('div');\n this.contentBoxEl.className = 'bim-collapse-content-box';\n\n if (typeof this.config.content === 'string') {\n this.contentBoxEl.innerHTML = this.config.content;\n } else {\n this.contentBoxEl.appendChild(this.config.content);\n }\n\n this.contentEl.appendChild(this.contentBoxEl);\n itemEl.appendChild(this.contentEl);\n\n return itemEl;\n }\n\n public updateLocale() {\n if (this.titleEl) {\n this.titleEl.textContent = t(this.config.title);\n }\n }\n\n public setActive(isActive: boolean) {\n if (isActive) {\n this.element.classList.add('is-active');\n this.contentEl.classList.remove('is-hidden');\n // 简单的动画处理:设置 height\n // 实际生产中可能需要更复杂的 JS 动画库或 transitionend 事件处理\n // 这里依赖 CSS transition\n } else {\n this.element.classList.remove('is-active');\n this.contentEl.classList.add('is-hidden');\n }\n }\n}\n\n/**\n * 折叠面板组件\n */\nexport class BimCollapse implements IBimComponent {\n private element: HTMLElement;\n private options: CollapseOptions;\n private items: Map = new Map();\n private activeIds: Set = new Set();\n private unsubscribeLocale: (() => void) | null = null;\n private unsubscribeTheme: (() => void) | null = null;\n\n constructor(options: CollapseOptions) {\n this.options = {\n bordered: true,\n accordion: false,\n ...options\n };\n\n this.element = document.createElement('div');\n this.element.className = `bim-collapse ${this.options.className || ''}`;\n if (!this.options.bordered) this.element.style.border = 'none';\n if (this.options.ghost) this.element.classList.add('is-ghost');\n\n const container = typeof this.options.container === 'string'\n ? document.getElementById(this.options.container)\n : this.options.container;\n\n if (container) {\n container.appendChild(this.element);\n }\n\n // 初始化激活的 ID\n if (this.options.activeIds) {\n this.options.activeIds.forEach(id => this.activeIds.add(id));\n }\n\n this.init();\n }\n\n public init() {\n // 创建子项\n this.options.items.forEach(itemConfig => {\n const item = new BimCollapseItem(itemConfig, this);\n this.items.set(itemConfig.id, item);\n this.element.appendChild(item.element);\n\n // 设置初始状态\n if (this.activeIds.has(itemConfig.id)) {\n item.setActive(true);\n }\n });\n\n // 订阅语言变更\n this.unsubscribeLocale = localeManager.subscribe(() => {\n this.setLocales();\n });\n\n // 订阅主题变更\n this.unsubscribeTheme = themeManager.subscribe((theme) => {\n this.setTheme(theme);\n });\n\n // 初始应用主题\n this.setTheme(themeManager.getTheme());\n }\n\n public toggleItem(id: string) {\n const isActive = this.activeIds.has(id);\n\n if (this.options.accordion) {\n // 手风琴模式:关闭其他所有,只展开目标\n this.activeIds.clear();\n if (!isActive) {\n this.activeIds.add(id);\n }\n } else {\n // 普通模式:切换目标状态\n if (isActive) {\n this.activeIds.delete(id);\n } else {\n this.activeIds.add(id);\n }\n }\n\n this.refreshState();\n\n if (this.options.onChange) {\n this.options.onChange(Array.from(this.activeIds));\n }\n }\n\n private refreshState() {\n this.items.forEach((item, id) => {\n item.setActive(this.activeIds.has(id));\n });\n }\n\n public setTheme(theme: ThemeConfig): void {\n const style = this.element.style;\n style.setProperty('--bim-bg-color', theme.panelBackground);\n style.setProperty('--bim-border-color', theme.border);\n style.setProperty('--bim-text-color', theme.textPrimary);\n\n // 头部默认背景色使用 componentBackground\n style.setProperty('--bim-header-bg-color', theme.componentHover);\n style.setProperty('--bim-header-hover-bg-color', theme.componentHover);\n\n style.setProperty('--bim-content-bg-color', theme.panelBackground);\n style.setProperty('--bim-disabled-color', theme.textSecondary);\n }\n\n public setLocales(): void {\n this.items.forEach(item => item.updateLocale());\n }\n\n public destroy(): void {\n if (this.unsubscribeLocale) {\n this.unsubscribeLocale();\n this.unsubscribeLocale = null;\n }\n if (this.unsubscribeTheme) {\n this.unsubscribeTheme();\n this.unsubscribeTheme = null;\n }\n this.element.remove();\n this.items.clear();\n }\n}\n","import './index.css';\nimport { DescriptionOptions, DescriptionItem } from './types';\nimport { IBimComponent } from '../../types/component';\nimport { themeManager } from '../../services/theme';\nimport type { ThemeConfig } from '../../themes/types';\n\n/**\n * 描述列表组件\n * 用于展示一组 Key-Value 数据\n * 注意:本组件为纯展示组件,不处理国际化,请在外部传入处理好的文本。\n */\nexport class BimDescription implements IBimComponent {\n private element: HTMLElement;\n private options: DescriptionOptions;\n private unsubscribeTheme: (() => void) | null = null;\n\n constructor(options: DescriptionOptions) {\n this.options = {\n bordered: false,\n ...options\n };\n\n this.element = this.createDom();\n\n const container = typeof this.options.container === 'string'\n ? document.getElementById(this.options.container)\n : this.options.container;\n\n if (container) {\n container.appendChild(this.element);\n }\n\n this.init();\n }\n\n public init(): void {\n this.applyCustomStyles();\n this.renderItems();\n\n // 订阅主题变更\n this.unsubscribeTheme = themeManager.subscribe((theme) => {\n this.setTheme(theme);\n });\n\n // 初始应用主题\n this.setTheme(themeManager.getTheme());\n }\n\n private createDom(): HTMLElement {\n const el = document.createElement('div');\n el.className = `bim-description ${this.options.className || ''}`;\n\n if (this.options.bordered) el.classList.add('is-bordered');\n\n return el;\n }\n\n private applyCustomStyles() {\n const style = this.element.style;\n\n // 应用全局字体大小\n if (this.options.fontSize) {\n style.setProperty('--bim-desc-font-size', this.options.fontSize);\n }\n\n // 应用全局 Label 颜色\n if (this.options.labelColor) {\n style.setProperty('--bim-desc-label-color', this.options.labelColor);\n }\n\n // 应用全局 Value 颜色\n if (this.options.valueColor) {\n style.setProperty('--bim-desc-value-color', this.options.valueColor);\n }\n\n // 应用 Padding 配置\n if (this.options.labelPadding) {\n style.setProperty('--bim-desc-label-padding', this.options.labelPadding);\n }\n\n if (this.options.valuePadding) {\n style.setProperty('--bim-desc-value-padding', this.options.valuePadding);\n }\n }\n\n private renderItems() {\n this.element.innerHTML = ''; // 清空现有内容\n\n this.options.items.forEach(item => {\n const itemEl = document.createElement('div');\n itemEl.className = `bim-description-item ${item.className || ''}`;\n\n // 1. Label\n const labelEl = document.createElement('div');\n labelEl.className = 'bim-description-label';\n\n // 行级颜色覆盖全局颜色\n if (item.labelColor) {\n labelEl.style.color = item.labelColor;\n }\n\n // 设置固定宽度\n if (this.options.labelWidth) {\n labelEl.style.width = this.options.labelWidth;\n }\n\n // 直接显示文本\n // bordered 模式移除冒号,普通模式保留\n labelEl.textContent = this.options.bordered ? item.label : (item.label + ':');\n\n // 2. Value\n const valueEl = document.createElement('div');\n valueEl.className = 'bim-description-value';\n\n // 行级颜色覆盖全局颜色\n if (item.valueColor) {\n valueEl.style.color = item.valueColor;\n }\n\n if (typeof item.value === 'string') {\n valueEl.innerHTML = item.value;\n } else {\n valueEl.appendChild(item.value);\n }\n\n itemEl.appendChild(labelEl);\n itemEl.appendChild(valueEl);\n this.element.appendChild(itemEl);\n });\n }\n\n /**\n * 动态更新数据\n */\n public setItems(items: DescriptionItem[]) {\n this.options.items = items;\n this.renderItems();\n }\n\n public setTheme(theme: ThemeConfig): void {\n const style = this.element.style;\n // 设置基础主题变量 (作为 fallback 或默认值)\n style.setProperty('--bim-text-color', theme.textPrimary);\n style.setProperty('--bim-label-color', theme.textSecondary);\n style.setProperty('--bim-value-color', theme.textPrimary);\n style.setProperty('--bim-border-color', theme.border);\n }\n\n public setLocales(): void {\n // 本组件不处理国际化\n }\n\n public destroy(): void {\n if (this.unsubscribeTheme) {\n this.unsubscribeTheme();\n this.unsubscribeTheme = null;\n }\n this.element.remove();\n }\n}\n","import { BimComponent } from '../core/component';\nimport { BimEngine } from '../bim-engine';\nimport { BimCollapse } from '../components/collapse/index';\nimport { BimDescription } from '../components/description/index';\nimport { BimTab } from '../components/tab/index';\n\n/**\n * 属性面板管理器\n * 负责展示和管理属性面板弹窗 (演示 Tab + Collapse + Description 组件)\n */\nexport class PropertyPanelManager extends BimComponent {\n private dialogId = 'property-panel-dialog';\n private dialog: any = null; // 保存 dialog 引用\n\n constructor(engine: BimEngine) {\n super(engine);\n }\n\n public init(): void {\n // 监听来自 Demo 的打开属性面板事件\n document.addEventListener('bim-demo:open-property-panel', () => {\n this.show();\n });\n }\n\n /**\n * 显示属性面板\n */\n public show() {\n if (!this.engine.dialog) {\n console.warn('Dialog manager is not initialized');\n return;\n }\n\n // 如果已打开,不重复打开\n if (this.isOpen()) {\n return;\n }\n\n // 1. 创建弹窗\n const width = 360; // 稍微加宽一点以容纳 Tab\n const x = document.body.clientWidth - width - 40;\n console.log('x', x)\n\n this.dialog = this.engine.dialog.create({\n id: this.dialogId,\n title: 'panel.property.title', // '构件详情'\n content: '',\n width: `${width}px`,\n height: '500px',\n position: { x, y: 20 },\n showMask: false,\n resizable: true,\n onClose: () => {\n this.hide();\n }\n } as any);\n\n // 2. 创建内容容器\n const contentContainer = document.createElement('div');\n contentContainer.style.height = '100%';\n contentContainer.style.display = 'flex';\n contentContainer.style.flexDirection = 'column';\n\n this.dialog.setContent(contentContainer);\n\n // 3. 创建标签页组件\n const tab = new BimTab({\n container: contentContainer,\n tabs: [\n {\n id: 'props',\n title: 'panel.property.tab.props', // '属性'\n content: this.createPropsTabContent()\n },\n {\n id: 'material',\n title: 'panel.property.tab.material', // '材质'\n content: this.createMaterialTabContent()\n }\n ]\n });\n tab.init();\n\n }\n\n /**\n * 创建\"属性\"标签页的内容 (包含 Collapse)\n */\n private createPropsTabContent(): HTMLElement {\n const container = document.createElement('div');\n container.style.height = '100%';\n container.style.overflowY = 'auto'; // 内容区域滚动\n\n new BimCollapse({\n container: container,\n accordion: true,\n activeIds: ['base', 'location'],\n items: [\n {\n id: 'base',\n title: 'panel.property.base', // '基本属性'\n content: this.createBaseInfoContent(),\n },\n {\n id: 'advanced',\n title: 'panel.property.advanced', // '高级设置'\n content: this.createAdvancedInfoContent(), // 新增一个内容\n disabled: false\n }\n ]\n });\n\n return container;\n }\n\n /**\n * 创建\"材质\"标签页的内容 (包含 Collapse)\n */\n private createMaterialTabContent(): HTMLElement {\n const container = document.createElement('div');\n container.style.height = '100%';\n container.style.overflowY = 'auto';\n\n new BimCollapse({\n container: container,\n accordion: true,\n activeIds: ['material'],\n items: [\n {\n id: 'material',\n title: 'panel.property.material', // '材质信息'\n content: this.createMaterialContent(),\n }\n ]\n });\n\n return container;\n }\n\n private createBaseInfoContent(): HTMLElement {\n const container = document.createElement('div');\n\n new BimDescription({\n container: container,\n labelWidth: '80px',\n bordered: true,\n items: [\n { label: 'Guid', value: '1f8d-4a2e-9c' },\n { label: 'Name', value: 'Basic Wall: Generic - 200mm' },\n { label: 'Type', value: 'Basic Wall' },\n { label: 'Level', value: 'Trane - Centrifugal Water Chiller - CVHF 2 Stage direct drive TAG(BP-RHS-1100RT) 0202104531 1' }\n ]\n });\n\n return container;\n }\n\n private createAdvancedInfoContent(): HTMLElement {\n const container = document.createElement('div');\n\n new BimDescription({\n container: container,\n labelWidth: '100px',\n bordered: true,\n items: [\n { label: 'Area', value: '32.5 m²' },\n { label: 'Volume', value: '6.5 m³' },\n { label: 'Length', value: '5000 mm' },\n { label: 'Phase', value: 'New Construction' }\n ]\n });\n\n return container;\n }\n\n private createMaterialContent(): HTMLElement {\n const container = document.createElement('div');\n\n // 材质预览块\n const preview = document.createElement('div');\n preview.style.display = 'flex';\n preview.style.alignItems = 'center';\n preview.style.marginBottom = '4px';\n preview.innerHTML = `\n
    \n Concrete - Cast-in-Place Gray\n `;\n\n const descContainer = document.createElement('div');\n\n new BimDescription({\n container: descContainer,\n items: [\n { label: 'Preview', value: preview },\n { label: 'Class', value: 'Concrete' },\n { label: 'Density', value: '2400 kg/m³' },\n { label: 'Thermal', value: '0.6 W/(m·K)' }\n ]\n });\n\n container.appendChild(descContainer);\n return container;\n }\n\n /**\n * 检查属性面板是否打开\n */\n public isOpen(): boolean {\n return this.dialog !== null;\n }\n\n /**\n * 隐藏属性面板\n */\n public hide(): void {\n if (this.dialog) {\n this.dialog.destroy();\n this.dialog = null;\n }\n }\n\n public destroy(): void {\n this.hide();\n }\n}\n","import './index.css';\nimport type { ThemeConfig } from '../../themes/types';\nimport { IBimComponent } from '../../types/component';\nimport { localeManager, t } from '../../services/locale';\nimport { themeManager } from '../../services/theme';\nimport type { MeasureConfig, MeasureMode, MeasurePanelOptions, MeasurePrecision, MeasureResult, MeasureUnit } from './types';\n\n/**\n * 测量方式图标(SVG)\n *\n * 说明:\n * - 你上传的 SVG 原文件放在 `src/assets/icons/` 目录\n * - 原始 SVG 含 defs/clipPath/style/背景 rect,直接内联时容易出现渲染/裁剪异常(尤其多个图标同时出现)\n * - 这里把图标“瘦身”为纯 path,并统一使用 currentColor,确保稳定渲染\n */\nconst MEASURE_MODE_ICON_SVGS: Record = {\n distance: ``,\n minDistance: ``,\n angle: ``,\n elevation: ``,\n volume: ``,\n laserDistance: ``,\n slope: ``,\n spaceVolume: ``\n};\n\n/**\n * 测量面板组件(只做 UI,不实现真实测量)\n *\n * 组件职责:\n * - 展示 8 种测量方式按钮(默认 4 个,可展开/收起)\n * - 维护当前选中的测量方式(current mode)\n * - 展示测量结果(由外部 setResult 注入)\n * - 提供 “删除全部 / 设置” 的 UI 与对外方法(暂不实现真实逻辑,仅回调/占位)\n *\n * 注意:\n * - 所有用户可见文本必须通过 t(key) 获取(国际化强制要求)\n * - 组件需要订阅主题/语言变更,并在 destroy 时清理订阅\n */\nexport class MeasurePanel implements IBimComponent {\n public element: HTMLElement;\n\n private options: MeasurePanelOptions;\n private activeMode: MeasureMode;\n private isExpanded: boolean;\n private result: MeasureResult | null = null;\n\n /**\n * 测量配置(单位/精度)\n * 说明:\n * - 你要求:创建 MeasurePanel 不传入单位和精度\n * - 默认值维护在组件内部\n * - 初始化时优先读取缓存(localStorage),否则使用默认值\n */\n private config: MeasureConfig;\n\n /** 设置面板的临时配置(用于“取消”回滚) */\n private draftConfig: MeasureConfig | null = null;\n\n /** 当前视图:主面板 / 设置面板 */\n private view: 'main' | 'settings' = 'main';\n\n /** 缓存 key(默认全局) */\n private static readonly CONFIG_CACHE_KEY = 'bim-engine:measure:config';\n\n /** 默认配置(由组件内部维护) */\n private static readonly DEFAULT_CONFIG: MeasureConfig = {\n unit: 'mm',\n precision: 2\n };\n\n // DOM 引用(便于局部更新,减少频繁 querySelector)\n private toolButtons: Map = new Map();\n private toggleBtn!: HTMLButtonElement;\n private toggleTextEl!: HTMLElement;\n private mainValueValueEl!: HTMLElement;\n private mainValueLabelEl!: HTMLElement;\n private mainNumberEl!: HTMLElement;\n private mainUnitEl!: HTMLElement;\n private xyzBoxEl!: HTMLElement;\n private xyzXEl!: HTMLElement;\n private xyzYEl!: HTMLElement;\n private xyzZEl!: HTMLElement;\n private clearBtn!: HTMLButtonElement;\n private settingsBtn!: HTMLButtonElement;\n\n // Settings DOM\n private mainViewEl!: HTMLElement;\n private settingsViewEl!: HTMLElement;\n private unitSelectEl!: HTMLSelectElement;\n private precisionSelectEl!: HTMLSelectElement;\n private saveSettingsBtn!: HTMLButtonElement;\n private cancelSettingsBtn!: HTMLButtonElement;\n\n // 订阅清理\n private unsubscribeLocale: (() => void) | null = null;\n private unsubscribeTheme: (() => void) | null = null;\n\n /**\n * 构造函数\n * @param options 组件配置\n */\n constructor(options: MeasurePanelOptions = {}) {\n this.options = options;\n this.activeMode = options.defaultMode ?? 'distance';\n this.isExpanded = options.defaultExpanded ?? false;\n\n // 读取配置:优先缓存,否则默认\n this.config = this.loadConfigFromCache() ?? { ...MeasurePanel.DEFAULT_CONFIG };\n\n this.element = this.createDom();\n }\n\n /**\n * 初始化组件(实现 IBimComponent)\n */\n public init(): void {\n // 订阅语言变更:更新所有文本/提示\n this.unsubscribeLocale = localeManager.subscribe(() => {\n this.setLocales();\n });\n\n // 订阅主题变更:更新 CSS 变量(如需要)\n this.unsubscribeTheme = themeManager.subscribe((theme) => {\n this.setTheme(theme);\n });\n\n // 初始应用\n this.setLocales();\n this.setTheme(themeManager.getTheme());\n\n // 初始渲染状态(按钮显隐、选中态、结果区)\n this.applyExpandedState();\n this.applyActiveModeState();\n this.applyViewState();\n this.renderResult();\n }\n\n /**\n * 设置主题(实现 IBimComponent)\n * @param theme 主题配置\n */\n public setTheme(theme: ThemeConfig): void {\n // 为了可读性:这里显式写出映射,不做过度抽象\n const style = this.element.style;\n\n // 这些变量不会强制覆盖外部(Dialog)已有变量,只做兜底\n style.setProperty('--bim-measure-border', theme.border ?? 'rgba(255, 255, 255, 0.12)');\n style.setProperty('--bim-measure-divider', theme.border ?? 'rgba(255, 255, 255, 0.10)');\n style.setProperty('--bim-measure-icon-color', theme.icon ?? '#ddd');\n style.setProperty('--bim-measure-label-color', theme.textSecondary ?? 'rgba(255, 255, 255, 0.70)');\n style.setProperty('--bim-measure-value-color', theme.textPrimary ?? 'rgba(255, 255, 255, 0.90)');\n\n // “删除全部”颜色:截图中偏绿色,这里用 primary 做一个合理映射\n style.setProperty('--bim-measure-danger', theme.primary ?? '#46d369');\n // 设置面板“保存设置”按钮用主题色\n style.setProperty('--bim-measure-primary', theme.primary ?? '#0078d4');\n style.setProperty('--bim-measure-primary-hover', theme.primaryHover ?? '#0063b1');\n style.setProperty('--bim-measure-btn-bg', theme.componentBackground ?? 'rgba(255, 255, 255, 0.06)');\n style.setProperty('--bim-measure-btn-hover-bg', theme.componentHover ?? 'rgba(255, 255, 255, 0.10)');\n style.setProperty('--bim-measure-btn-active-bg', theme.componentActive ?? 'rgba(255, 255, 255, 0.14)');\n }\n\n /**\n * 设置语言(实现 IBimComponent)\n */\n public setLocales(): void {\n // 1) 更新按钮 tooltip(图标占位时,tooltip 是主要的可读文本)\n for (const [mode, btn] of this.toolButtons.entries()) {\n btn.title = t(this.getModeI18nKey(mode));\n btn.setAttribute('aria-label', btn.title);\n }\n\n // 2) 更新展开/收起按钮 tooltip\n this.toggleBtn.title = this.isExpanded ? t('measure.actions.collapse') : t('measure.actions.expand');\n this.toggleBtn.setAttribute('aria-label', this.toggleBtn.title);\n\n // 2.1) 更新展开/收起按钮可见文本(你要求的“文字提示”)\n if (this.toggleTextEl) {\n this.toggleTextEl.textContent = this.toggleBtn.title;\n }\n\n // 3) 更新底部按钮文本/tooltip\n this.clearBtn.textContent = t('measure.actions.clearAll');\n this.settingsBtn.title = t('measure.actions.settings');\n this.settingsBtn.setAttribute('aria-label', this.settingsBtn.title);\n\n // 4) 主值 label(随模式变化)\n this.mainValueLabelEl.textContent = t(this.getModeValueLabelI18nKey(this.activeMode));\n\n // 6) XYZ label(使用 key)\n // 这里 label 在 createDom 已经是固定文本节点,直接用 setText 更新更直观\n // 但为了减少 DOM 结构复杂度,我们把 label 写在 createDom 里,通过 data-key 更新\n const labelNodes = this.element.querySelectorAll('[data-i18n-key]');\n labelNodes.forEach((node) => {\n const key = node.dataset.i18nKey;\n if (key) node.textContent = t(key);\n });\n\n // 7) 设置面板文本\n this.saveSettingsBtn.textContent = t('measure.settings.save');\n this.cancelSettingsBtn.textContent = t('measure.settings.cancel');\n }\n\n /**\n * 销毁组件(实现 IBimComponent)\n */\n public destroy(): void {\n // 清理订阅\n if (this.unsubscribeLocale) {\n this.unsubscribeLocale();\n this.unsubscribeLocale = null;\n }\n if (this.unsubscribeTheme) {\n this.unsubscribeTheme();\n this.unsubscribeTheme = null;\n }\n\n // 清理事件监听:由于本组件的监听都绑定在创建时的具体按钮上,\n // 且按钮会随 element 一起被 GC,这里不做逐个 removeEventListener(可读性优先)\n\n // 移除 DOM\n this.element.remove();\n }\n\n // ==========================\n // 对外 API(给 Manager / 外部业务调用)\n // ==========================\n\n /**\n * 获取当前测量方式\n */\n public getActiveMode(): MeasureMode {\n return this.activeMode;\n }\n\n /**\n * 切换测量方式(你要求的“切换类型的方法”)\n * @param mode 目标测量方式\n */\n public switchMode(mode: MeasureMode): void {\n this.setActiveMode(mode);\n }\n\n /**\n * 设置当前测量方式\n * @param mode 目标测量方式\n */\n public setActiveMode(mode: MeasureMode): void {\n if (this.activeMode === mode) return;\n this.activeMode = mode;\n this.applyActiveModeState();\n\n // 切换方式后,主值 label 也需要更新\n this.mainValueLabelEl.textContent = t(this.getModeValueLabelI18nKey(this.activeMode));\n\n // 通知外部(如果需要)\n if (this.options.onModeChange) {\n this.options.onModeChange(mode);\n }\n\n // 模式切换后,结果展示也应刷新(例如某些字段显示为 --)\n this.renderResult();\n\n // 切换模式会影响结果区高度(例如 distance 显示 xyz,其它不显示)\n // 复用 onExpandedChange 来通知外部重新计算 Dialog 高度(不额外扩展回调,保持接口简单)\n if (this.options.onExpandedChange) {\n this.options.onExpandedChange(this.isExpanded);\n }\n }\n\n /**\n * 设置测量结果(由外部注入)\n * @param result 测量结果;传 null 表示清空\n */\n public setResult(result: MeasureResult | null): void {\n this.result = result;\n this.renderResult();\n }\n\n /**\n * 删除全部(只做 UI 状态清空 + 回调)\n */\n public clearAll(): void {\n // 先清空结果显示\n this.result = null;\n this.renderResult();\n\n // 通知外部\n if (this.options.onClearAll) {\n this.options.onClearAll();\n }\n }\n\n /**\n * 打开设置(本次只预留方法/回调)\n */\n public openSettings(): void {\n // 进入设置面板(组件内部逻辑)\n this.enterSettingsView();\n\n // 仍然保留回调(如果外部想监听)\n if (this.options.onSettings) {\n this.options.onSettings();\n }\n }\n\n /**\n * 获取当前测量配置\n */\n public getConfig(): MeasureConfig {\n return { ...this.config };\n }\n\n /**\n * 设置测量配置(可选对外调用)\n * @param partial 部分更新\n * @param persist 是否写入缓存(默认 false)\n */\n public setConfig(partial: Partial, persist: boolean = false): void {\n const next: MeasureConfig = {\n unit: partial.unit ?? this.config.unit,\n precision: partial.precision ?? this.config.precision\n };\n this.config = next;\n if (persist) {\n this.saveConfigToCache(next);\n }\n\n // 配置变化会影响数值显示(单位/精度)\n this.renderResult();\n\n // 如果当前在设置面板,表单也需要同步\n if (this.view === 'settings') {\n this.syncSettingsFormFromConfig(next);\n }\n }\n\n /**\n * 展开 / 收起(可选对外调用)\n * @param expanded 是否展开\n */\n public setExpanded(expanded: boolean): void {\n if (this.isExpanded === expanded) return;\n this.isExpanded = expanded;\n this.applyExpandedState();\n this.setLocales(); // 更新 tooltip(展开/收起)\n\n // 通知外部:用于重新计算 Dialog 高度\n if (this.options.onExpandedChange) {\n this.options.onExpandedChange(this.isExpanded);\n }\n }\n\n /**\n * 获取是否展开\n */\n public getExpanded(): boolean {\n return this.isExpanded;\n }\n\n // ==========================\n // 内部实现\n // ==========================\n\n private createDom(): HTMLElement {\n const root = document.createElement('div');\n root.className = 'bim-measure-panel';\n\n // 主视图容器(默认显示)\n this.mainViewEl = document.createElement('div');\n this.mainViewEl.className = 'bim-measure-main';\n\n // 顶部:工具按钮区\n const toolsBox = document.createElement('div');\n toolsBox.className = 'bim-measure-tools';\n\n const grid = document.createElement('div');\n grid.className = 'bim-measure-tool-grid';\n\n // 8 种测量方式(顺序严格按你给的)\n const modes: MeasureMode[] = [\n 'distance',\n 'minDistance',\n 'angle',\n 'elevation',\n 'volume',\n 'laserDistance',\n 'slope',\n 'spaceVolume'\n ];\n\n // 图标:优先使用你上传的 SVG 文件内容(已内联到 MEASURE_MODE_ICON_SVGS)\n // 兜底:如果某个 mode 没有配置图标,则使用圆形占位(防止页面空白)\n const fallbackCircleIconSvg = `\n \n \n \n `;\n\n // 逐个创建按钮\n for (let i = 0; i < modes.length; i++) {\n const mode = modes[i];\n const btn = document.createElement('button');\n btn.type = 'button';\n btn.className = 'bim-measure-tool-btn';\n btn.dataset.mode = mode;\n\n // icon\n const icon = document.createElement('span');\n icon.className = 'bim-measure-tool-icon';\n icon.innerHTML = MEASURE_MODE_ICON_SVGS[mode] || fallbackCircleIconSvg;\n btn.appendChild(icon);\n\n // 点击切换模式\n btn.addEventListener('click', () => {\n this.setActiveMode(mode);\n });\n\n // 先不在这里设置 title/text(统一交给 setLocales)\n this.toolButtons.set(mode, btn);\n grid.appendChild(btn);\n }\n\n toolsBox.appendChild(grid);\n\n // 展开/收起按钮(箭头)\n const toggleBox = document.createElement('div');\n toggleBox.className = 'bim-measure-toggle';\n\n this.toggleBtn = document.createElement('button');\n this.toggleBtn.type = 'button';\n this.toggleBtn.className = 'bim-measure-toggle-btn';\n // 展开/收起按钮:更小,并带文字提示(展开/收起)\n // 注意:文本内容由 setLocales() 统一更新,这里先放一个占位容器\n this.toggleTextEl = document.createElement('span');\n this.toggleTextEl.className = 'bim-measure-toggle-text';\n const toggleIconEl = document.createElement('span');\n toggleIconEl.className = 'bim-measure-toggle-icon';\n toggleIconEl.innerHTML = `\n \n \n \n `;\n this.toggleBtn.appendChild(this.toggleTextEl);\n this.toggleBtn.appendChild(toggleIconEl);\n this.toggleBtn.addEventListener('click', () => {\n this.isExpanded = !this.isExpanded;\n this.applyExpandedState();\n this.setLocales(); // 更新 tooltip(展开/收起)\n\n // 通知外部:用于重新计算 Dialog 高度\n if (this.options.onExpandedChange) {\n this.options.onExpandedChange(this.isExpanded);\n }\n });\n\n toggleBox.appendChild(this.toggleBtn);\n toolsBox.appendChild(toggleBox);\n this.mainViewEl.appendChild(toolsBox);\n\n // 中部:结果区\n const resultBox = document.createElement('div');\n resultBox.className = 'bim-measure-result';\n\n // 主结果值(随模式变化)\n const mainValueRow = document.createElement('div');\n mainValueRow.className = 'bim-measure-row';\n const mainValueLabel = document.createElement('span');\n mainValueLabel.className = 'label';\n this.mainValueLabelEl = mainValueLabel;\n const mainValueValue = document.createElement('span');\n mainValueValue.className = 'value';\n this.mainValueValueEl = mainValueValue;\n\n // 主值拆分:数值(黄色)+ 单位(普通色)\n // 这样可以满足:\n // 1) 只让“数据”变黄,单位不变色\n // 2) 没有数据时展示 `-- 单位`\n this.mainNumberEl = document.createElement('span');\n this.mainNumberEl.className = 'bim-measure-main-number';\n this.mainUnitEl = document.createElement('span');\n this.mainUnitEl.className = 'bim-measure-main-unit';\n this.mainValueValueEl.appendChild(this.mainNumberEl);\n this.mainValueValueEl.appendChild(document.createTextNode(' '));\n this.mainValueValueEl.appendChild(this.mainUnitEl);\n mainValueRow.appendChild(mainValueLabel);\n mainValueRow.appendChild(mainValueValue);\n resultBox.appendChild(mainValueRow);\n\n // XYZ\n const xyzBox = document.createElement('div');\n xyzBox.className = 'bim-measure-xyz';\n this.xyzBoxEl = xyzBox;\n\n const makeXyzRow = (labelKey: string, valueClassName: string, valueElSetter: (el: HTMLElement) => void) => {\n const row = document.createElement('div');\n row.className = 'bim-measure-row';\n const label = document.createElement('span');\n label.className = 'label';\n label.dataset.i18nKey = labelKey;\n const value = document.createElement('span');\n value.className = `value ${valueClassName}`;\n valueElSetter(value);\n row.appendChild(label);\n row.appendChild(value);\n return row;\n };\n\n xyzBox.appendChild(makeXyzRow('measure.labels.x', 'bim-measure-xyz-x', (el) => (this.xyzXEl = el)));\n xyzBox.appendChild(makeXyzRow('measure.labels.y', 'bim-measure-xyz-y', (el) => (this.xyzYEl = el)));\n xyzBox.appendChild(makeXyzRow('measure.labels.z', 'bim-measure-xyz-z', (el) => (this.xyzZEl = el)));\n resultBox.appendChild(xyzBox);\n\n this.mainViewEl.appendChild(resultBox);\n\n // 底部:删除全部 + 设置\n const footer = document.createElement('div');\n footer.className = 'bim-measure-footer';\n\n this.clearBtn = document.createElement('button');\n this.clearBtn.type = 'button';\n this.clearBtn.className = 'bim-measure-clear-btn';\n this.clearBtn.addEventListener('click', () => {\n this.clearAll();\n });\n\n this.settingsBtn = document.createElement('button');\n this.settingsBtn.type = 'button';\n this.settingsBtn.className = 'bim-measure-settings-btn';\n this.settingsBtn.innerHTML = `\n \n \n \n `;\n this.settingsBtn.addEventListener('click', () => {\n this.openSettings();\n });\n\n footer.appendChild(this.clearBtn);\n footer.appendChild(this.settingsBtn);\n this.mainViewEl.appendChild(footer);\n\n // 设置视图容器(默认隐藏)\n this.settingsViewEl = this.createSettingsDom();\n\n root.appendChild(this.mainViewEl);\n root.appendChild(this.settingsViewEl);\n\n return root;\n }\n\n /**\n * 创建“设置面板”DOM\n */\n private createSettingsDom(): HTMLElement {\n const box = document.createElement('div');\n box.className = 'bim-measure-settings';\n\n // 标题\n const title = document.createElement('div');\n title.className = 'bim-measure-settings-title';\n title.dataset.i18nKey = 'measure.settings.title';\n box.appendChild(title);\n\n // 单位\n const unitRow = document.createElement('div');\n unitRow.className = 'bim-measure-settings-row';\n const unitLabel = document.createElement('div');\n unitLabel.className = 'label';\n unitLabel.dataset.i18nKey = 'measure.settings.unit';\n this.unitSelectEl = document.createElement('select');\n this.unitSelectEl.className = 'bim-measure-settings-select';\n this.unitSelectEl.appendChild(this.makeOption('m'));\n this.unitSelectEl.appendChild(this.makeOption('cm'));\n this.unitSelectEl.appendChild(this.makeOption('mm'));\n this.unitSelectEl.appendChild(this.makeOption('km'));\n unitRow.appendChild(unitLabel);\n unitRow.appendChild(this.unitSelectEl);\n box.appendChild(unitRow);\n\n // 提示文本:你要求放在“单位”下面\n const hint = document.createElement('div');\n hint.className = 'bim-measure-settings-hint';\n hint.dataset.i18nKey = 'measure.settings.hint';\n box.appendChild(hint);\n\n // 精度\n const precisionRow = document.createElement('div');\n precisionRow.className = 'bim-measure-settings-row';\n const precisionLabel = document.createElement('div');\n precisionLabel.className = 'label';\n precisionLabel.dataset.i18nKey = 'measure.settings.precision';\n this.precisionSelectEl = document.createElement('select');\n this.precisionSelectEl.className = 'bim-measure-settings-select';\n this.precisionSelectEl.appendChild(this.makePrecisionOption(0));\n this.precisionSelectEl.appendChild(this.makePrecisionOption(1));\n this.precisionSelectEl.appendChild(this.makePrecisionOption(2));\n this.precisionSelectEl.appendChild(this.makePrecisionOption(3));\n precisionRow.appendChild(precisionLabel);\n precisionRow.appendChild(this.precisionSelectEl);\n box.appendChild(precisionRow);\n\n // 底部按钮\n const actions = document.createElement('div');\n actions.className = 'bim-measure-settings-actions';\n\n this.saveSettingsBtn = document.createElement('button');\n this.saveSettingsBtn.type = 'button';\n this.saveSettingsBtn.className = 'bim-measure-settings-save';\n this.saveSettingsBtn.addEventListener('click', () => {\n this.saveSettings();\n });\n\n this.cancelSettingsBtn = document.createElement('button');\n this.cancelSettingsBtn.type = 'button';\n this.cancelSettingsBtn.className = 'bim-measure-settings-cancel';\n this.cancelSettingsBtn.addEventListener('click', () => {\n this.cancelSettings();\n });\n\n actions.appendChild(this.saveSettingsBtn);\n actions.appendChild(this.cancelSettingsBtn);\n box.appendChild(actions);\n\n // 初次同步表单值\n this.syncSettingsFormFromConfig(this.config);\n\n return box;\n }\n\n private makeOption(unit: MeasureUnit): HTMLOptionElement {\n const opt = document.createElement('option');\n opt.value = unit;\n // 选项显示内容:直接显示单位字符串\n opt.textContent = unit;\n return opt;\n }\n\n private makePrecisionOption(precision: MeasurePrecision): HTMLOptionElement {\n const opt = document.createElement('option');\n opt.value = String(precision);\n // 显示:0 / 0.0 / 0.00 / 0.000\n opt.textContent = precision === 0 ? '0' : `0.${'0'.repeat(precision)}`;\n return opt;\n }\n\n /**\n * 进入设置视图:保存一份当前配置作为草稿基线\n */\n private enterSettingsView(): void {\n this.draftConfig = { ...this.config };\n this.view = 'settings';\n this.syncSettingsFormFromConfig(this.config);\n this.applyViewState();\n }\n\n /**\n * 保存设置:写入 config + 写缓存 + 返回主视图\n */\n private saveSettings(): void {\n const unit = (this.unitSelectEl.value as MeasureUnit) || this.config.unit;\n const precision = (Number(this.precisionSelectEl.value) as MeasurePrecision);\n const next: MeasureConfig = {\n unit,\n precision: this.isValidPrecision(precision) ? precision : this.config.precision\n };\n\n this.config = next;\n this.saveConfigToCache(next);\n this.draftConfig = null;\n this.view = 'main';\n this.applyViewState();\n\n // 配置变化会影响显示\n this.renderResult();\n\n // 高度变化(设置面板 -> 主面板)也需要通知外部\n if (this.options.onExpandedChange) {\n this.options.onExpandedChange(this.isExpanded);\n }\n }\n\n /**\n * 取消设置:回滚到进入设置前的配置,并返回主视图\n */\n private cancelSettings(): void {\n if (this.draftConfig) {\n this.config = { ...this.draftConfig };\n }\n this.draftConfig = null;\n this.view = 'main';\n this.applyViewState();\n this.renderResult();\n\n // 高度变化(设置面板 -> 主面板)也需要通知外部\n if (this.options.onExpandedChange) {\n this.options.onExpandedChange(this.isExpanded);\n }\n }\n\n private syncSettingsFormFromConfig(config: MeasureConfig): void {\n this.unitSelectEl.value = config.unit;\n this.precisionSelectEl.value = String(config.precision);\n }\n\n private applyViewState(): void {\n if (this.view === 'settings') {\n this.mainViewEl.style.display = 'none';\n // 注意:CSS 里 `.bim-measure-settings { display: none; }` 是默认隐藏\n // 因此这里必须显式设置为可见(否则会出现“进入设置页后什么都不显示”的问题)\n this.settingsViewEl.style.display = 'block';\n } else {\n // 显式恢复主视图显示(避免外部样式干扰)\n this.mainViewEl.style.display = 'block';\n this.settingsViewEl.style.display = 'none';\n }\n }\n\n /**\n * 从缓存读取配置\n * - 有缓存:返回解析后的配置\n * - 无缓存/解析失败:返回 null\n */\n private loadConfigFromCache(): MeasureConfig | null {\n try {\n const raw = localStorage.getItem(MeasurePanel.CONFIG_CACHE_KEY);\n if (!raw) return null;\n const parsed = JSON.parse(raw) as Partial;\n if (!parsed || typeof parsed !== 'object') return null;\n\n const unit = parsed.unit;\n const precision = parsed.precision;\n\n if (!this.isValidUnit(unit) || !this.isValidPrecision(precision as number)) return null;\n\n return {\n unit,\n precision: precision as MeasurePrecision\n };\n } catch (_e) {\n // localStorage 可能被禁用或 JSON 格式不正确,直接忽略\n return null;\n }\n }\n\n /**\n * 写入缓存(localStorage)\n */\n private saveConfigToCache(config: MeasureConfig): void {\n try {\n localStorage.setItem(MeasurePanel.CONFIG_CACHE_KEY, JSON.stringify(config));\n } catch (_e) {\n // localStorage 可能被禁用:忽略即可,不影响功能\n }\n }\n\n private isValidUnit(unit: any): unit is MeasureUnit {\n return unit === 'm' || unit === 'cm' || unit === 'mm' || unit === 'km';\n }\n\n private isValidPrecision(precision: any): precision is MeasurePrecision {\n return precision === 0 || precision === 1 || precision === 2 || precision === 3;\n }\n\n /**\n * 应用“展开/收起”状态:默认只显示前 4 个按钮\n */\n private applyExpandedState(): void {\n let index = 0;\n for (const btn of this.toolButtons.values()) {\n // 默认展示前四个,其余根据展开状态显示/隐藏\n if (index >= 4) {\n btn.style.display = this.isExpanded ? '' : 'none';\n } else {\n btn.style.display = '';\n }\n index++;\n }\n\n // toggle 样式(旋转箭头)\n if (this.isExpanded) {\n this.toggleBtn.classList.add('is-expanded');\n } else {\n this.toggleBtn.classList.remove('is-expanded');\n }\n }\n\n /**\n * 应用“当前选中按钮”样式\n */\n private applyActiveModeState(): void {\n for (const [mode, btn] of this.toolButtons.entries()) {\n if (mode === this.activeMode) {\n btn.classList.add('is-active');\n } else {\n btn.classList.remove('is-active');\n }\n }\n }\n\n /**\n * 渲染结果区(根据 activeMode 从 result 里取对应字段)\n */\n private renderResult(): void {\n // 1) 根据模式决定结果区显示规则\n // 你给的规则:\n // - 距离:显示数值 + xyz\n // - 最小距离:只显示数值\n // - 角度:--°\n // - 标高:--m(固定 m)\n // - 体积:--mm³(单位随设置变动,即 unit³)\n // - 激光测距:不显示任何数值/xyz,只显示“激光测距”文字\n // - 坡度:--%\n // - 空间体积:--mm³(单位随设置变动,即 unit³)\n\n // 1.1) 主行:默认显示 label + value(数值/单位拆分)\n // 激光测距:只显示文字,因此隐藏 label/单位\n if (this.activeMode === 'laserDistance') {\n this.mainValueLabelEl.style.display = 'none';\n this.mainNumberEl.textContent = t(this.getModeI18nKey('laserDistance'));\n this.mainUnitEl.textContent = '';\n // 激光测距:你要求不使用黄色主数据\n this.mainNumberEl.classList.add('is-laser-text');\n } else {\n this.mainValueLabelEl.style.display = '';\n this.mainValueLabelEl.textContent = t(this.getModeValueLabelI18nKey(this.activeMode));\n const parts = this.formatMainValueParts(this.activeMode, this.result);\n this.mainNumberEl.textContent = parts.numberText;\n this.mainUnitEl.textContent = parts.unitText;\n // 其它模式:恢复黄色主数据\n this.mainNumberEl.classList.remove('is-laser-text');\n }\n\n // 1.2) XYZ:只有“距离”需要展示\n if (this.activeMode === 'distance') {\n this.xyzBoxEl.style.display = '';\n const xyz = this.result?.xyz;\n if (!xyz) {\n this.xyzXEl.textContent = '--';\n this.xyzYEl.textContent = '--';\n this.xyzZEl.textContent = '--';\n return;\n }\n this.xyzXEl.textContent = this.formatNumberWithPrecision(xyz.x, this.config.precision);\n this.xyzYEl.textContent = this.formatNumberWithPrecision(xyz.y, this.config.precision);\n this.xyzZEl.textContent = this.formatNumberWithPrecision(xyz.z, this.config.precision);\n return;\n }\n\n // 非 distance:隐藏 xyz\n this.xyzBoxEl.style.display = 'none';\n }\n\n /**\n * 获取模式名称的国际化 key\n */\n private getModeI18nKey(mode: MeasureMode): string {\n return `measure.modes.${mode}`;\n }\n\n /**\n * 获取“主值 label”的国际化 key(随模式变化)\n */\n private getModeValueLabelI18nKey(mode: MeasureMode): string {\n return `measure.labels.value.${mode}`;\n }\n\n // 注意:旧的 formatMainValue/formatWithFixedUnit 已被 formatMainValueParts 替代,\n // 以支持“数值与单位分色显示”和“无数据时仍展示单位”。\n\n /**\n * 基础数字格式化(按精度显示)\n */\n private formatNumberWithPrecision(value: number, precision: MeasurePrecision): string {\n // 你要求精度可选:0 / 0.0 / 0.00 / 0.000,因此这里不做 trim,严格按 toFixed 输出\n return value.toFixed(precision);\n }\n\n // 注意:旧的 formatLengthWithConfig 已被 formatLengthParts 替代。\n\n private convertMmToUnit(mm: number, unit: MeasureUnit): number {\n switch (unit) {\n case 'mm':\n return mm;\n case 'cm':\n return mm / 10;\n case 'm':\n return mm / 1000;\n case 'km':\n return mm / 1_000_000;\n default:\n return mm;\n }\n }\n\n private getUnitI18nKey(unit: MeasureUnit): string {\n return `measure.units.${unit}`;\n }\n\n // 注意:旧的 formatElevationFixedMeters / formatVolumeWithConfig 已被 formatMainValueParts 替代。\n\n private convertMm3ToUnit3(mm3: number, unit: MeasureUnit): number {\n // 先把 mm³ -> 对应 unit³\n // mm -> cm: /10,因此 mm³ -> cm³: /1000\n // mm -> m : /1000,因此 mm³ -> m³ : /1e9\n // mm -> km: /1e6,因此 mm³ -> km³: /1e18\n switch (unit) {\n case 'mm':\n return mm3;\n case 'cm':\n return mm3 / 1000;\n case 'm':\n return mm3 / 1_000_000_000;\n case 'km':\n return mm3 / 1_000_000_000_000_000_000;\n default:\n return mm3;\n }\n }\n\n /**\n * 主数据拆分:返回 { 数值文本, 单位文本 }\n * 规则:\n * - 没数据时:必须展示 `-- 单位`(而不是只展示 `--`)\n * - 单位随模式变化:\n * - 距离/最小距离:单位随设置变动\n * - 角度:°\n * - 标高:固定 m\n * - 体积/空间体积:单位³(随设置变动)\n * - 坡度:%\n */\n private formatMainValueParts(mode: MeasureMode, result: MeasureResult | null): { numberText: string; unitText: string } {\n if (mode === 'laserDistance') return { numberText: t(this.getModeI18nKey('laserDistance')), unitText: '' };\n\n // 没有数据:显示 `-- 单位`\n if (!result) {\n return this.getEmptyValuePartsByMode(mode);\n }\n\n switch (mode) {\n case 'distance':\n return this.formatLengthParts(result.distanceMm);\n case 'minDistance':\n return this.formatLengthParts(result.minDistanceMm);\n case 'angle':\n return this.formatFixedUnitParts(result.angleDeg, t('measure.units.deg'));\n case 'elevation':\n // 标高固定 m(外部注入值约定为 mm)\n return this.formatFixedUnitParts(\n result.elevationMm === undefined ? undefined : result.elevationMm / 1000,\n t('measure.units.m')\n );\n case 'volume':\n return this.formatVolumeParts(result.volumeM3);\n case 'slope':\n return this.formatFixedUnitParts(result.slopePercent, t('measure.units.percent'));\n case 'spaceVolume':\n return this.formatVolumeParts(result.spaceVolumeM3);\n default:\n return { numberText: '--', unitText: '' };\n }\n }\n\n private getEmptyValuePartsByMode(mode: MeasureMode): { numberText: string; unitText: string } {\n switch (mode) {\n case 'distance':\n case 'minDistance':\n return { numberText: '--', unitText: t(this.getUnitI18nKey(this.config.unit)) };\n case 'angle':\n return { numberText: '--', unitText: t('measure.units.deg') };\n case 'elevation':\n return { numberText: '--', unitText: t('measure.units.m') };\n case 'volume':\n case 'spaceVolume':\n return { numberText: '--', unitText: `${this.config.unit}³` };\n case 'slope':\n return { numberText: '--', unitText: t('measure.units.percent') };\n default:\n return { numberText: '--', unitText: '' };\n }\n }\n\n private formatFixedUnitParts(value: number | undefined, unitText: string): { numberText: string; unitText: string } {\n if (value === null || value === undefined || Number.isNaN(value)) {\n return { numberText: '--', unitText };\n }\n return { numberText: this.formatNumberWithPrecision(value, this.config.precision), unitText };\n }\n\n private formatLengthParts(valueMm: number | undefined): { numberText: string; unitText: string } {\n const unitText = t(this.getUnitI18nKey(this.config.unit));\n if (valueMm === null || valueMm === undefined || Number.isNaN(valueMm)) {\n return { numberText: '--', unitText };\n }\n const converted = this.convertMmToUnit(valueMm, this.config.unit);\n return { numberText: this.formatNumberWithPrecision(converted, this.config.precision), unitText };\n }\n\n private formatVolumeParts(valueMm3: number | undefined): { numberText: string; unitText: string } {\n const unitText = `${this.config.unit}³`;\n if (valueMm3 === null || valueMm3 === undefined || Number.isNaN(valueMm3)) {\n return { numberText: '--', unitText };\n }\n const converted = this.convertMm3ToUnit3(valueMm3, this.config.unit);\n return { numberText: this.formatNumberWithPrecision(converted, this.config.precision), unitText };\n }\n}\n\n\n","import {BimComponent} from '../core/component';\nimport {BimEngine} from '../bim-engine';\nimport {BimDialog} from \"../components/dialog\";\nimport { MeasurePanel } from '../components/measure-panel';\nimport type { MeasureConfig, MeasureMode, MeasureResult } from '../components/measure-panel/types';\n\n/**\n * 测量弹窗管理器\n */\nexport class MeasureDialogManager extends BimComponent {\n private dialogId = 'measure-dialog';\n private dialog: BimDialog | null = null;\n private panel: MeasurePanel | null = null;\n /**\n * 测量配置项(单位/精度)\n * 说明:MeasurePanel 会自行从缓存加载默认配置,Manager 这里只做“对外读取/设置”的镜像。\n */\n private config: MeasureConfig | null = null;\n\n constructor(engine: BimEngine) {\n super(engine);\n }\n\n public init(): void {\n // 可以在这里监听事件\n }\n /**\n * 显示测量弹窗\n */\n public show() {\n if (!this.engine.dialog || !this.engine.container) {\n console.warn('Dialog manager or container is not initialized');\n return;\n }\n\n const dialogWidth = 250;\n const dialogHeight = 300;\n const paddingRight = 20; // 你想要的右边距\n const container = this.engine.container;\n const containerWidth = container.clientWidth;\n const containerHeight = container.clientHeight;\n const x = containerWidth - dialogWidth - paddingRight;\n const y = (containerHeight - dialogHeight) / 2;\n\n // 如果已打开过,先销毁旧实例,避免重复创建/重复订阅\n this.destroy();\n\n // 创建测量面板(只做 UI,不实现真实测量)\n this.panel = new MeasurePanel({\n defaultMode: 'distance', // 默认展示前四个,且默认选中“距离”\n defaultExpanded: false,\n onModeChange: (mode) => {\n // 这里只做事件/占位:未来可在这里切换引擎内置工具\n // 本次需求不实现真实测量,因此仅保留回调位置\n console.log('[MeasureDialogManager] 当前测量方式已切换:', mode);\n },\n onClearAll: () => {\n // 预留:未来可清理引擎测量绘制/标注\n console.log('[MeasureDialogManager] 删除全部(仅 UI 清空,本次不清理引擎侧内容)');\n },\n onSettings: () => {\n // 预留:未来可打开设置弹窗/面板\n console.log('[MeasureDialogManager] 打开设置(仅预留接口)');\n },\n onExpandedChange: () => {\n // 展开/收起时,动态适配 Dialog 高度,避免遮挡底部操作按钮\n this.dialog?.fitHeight(false);\n }\n });\n this.panel.init();\n // 同步一次当前配置(由组件从缓存/默认加载)\n this.config = this.panel.getConfig();\n\n // 注意:你要求“组件本身不加边距”,因此在 Manager 这里用 wrapper 增加左右内边距\n // 这样 MeasurePanel 可以保持通用性,避免在不同场景复用时产生多余 padding。\n const panelWrapper = document.createElement('div');\n panelWrapper.style.padding = '12px';\n panelWrapper.appendChild(this.panel.element);\n\n this.dialog = this.engine.dialog.create({\n id: this.dialogId,\n title: 'measure.dialogTitle',\n content: panelWrapper,\n width: dialogWidth,\n // 高度交给 fitHeight 动态计算(避免内容展开后遮挡底部操作区)\n height: 'auto',\n position: {\n x: x,\n y: y\n },\n onClose: () => {\n this.engine.toolbar?.setBtnActive('measure', false)\n }\n });\n this.dialog.init();\n\n // 初次打开时也执行一次自适应高度(收起态)\n this.dialog.fitHeight(false);\n }\n\n /**\n * 获取当前测量方式\n * 说明:如果面板未创建,则返回 null\n */\n public getActiveMode(): MeasureMode | null {\n return this.panel ? this.panel.getActiveMode() : null;\n }\n\n /**\n * 切换测量方式(你要求的“切换类型的方法”)\n * @param mode 测量方式\n */\n public switchMode(mode: MeasureMode): void {\n if (!this.panel) return;\n this.panel.switchMode(mode);\n }\n\n /**\n * 设置测量结果(推荐使用的新方法名)\n * 说明:内部直接调用 MeasurePanel.setResult()\n * @param result 测量结果;传 null 表示清空\n */\n public setMeasureResult(result: MeasureResult | null): void {\n // 按你的要求:仅当 panel 存在时才调用,不做缓存\n if (!this.panel) {\n return;\n }\n this.panel.setResult(result);\n }\n\n /**\n * 获取测量配置(单位/精度)\n * - 如果面板存在:返回面板当前配置\n * - 否则:返回 Manager 缓存的最后一次配置(可能为 null)\n */\n public getConfig(): MeasureConfig | null {\n if (this.panel) {\n this.config = this.panel.getConfig();\n }\n return this.config ? { ...this.config } : null;\n }\n\n /**\n * 设置测量配置(单位/精度)\n * @param partial 部分更新\n * @param persist 是否写入缓存(默认 true)\n */\n public setConfig(partial: Partial, persist: boolean = true): void {\n // 面板存在则直接设置面板;否则仅更新 Manager 缓存\n if (this.panel) {\n this.panel.setConfig(partial, persist);\n this.config = this.panel.getConfig();\n // 配置变化可能影响高度(比如设置面板显示/隐藏),安全起见做一次 fit\n this.dialog?.fitHeight(false);\n return;\n }\n\n // 面板未创建:只更新本地缓存\n const prev = this.config;\n const next: MeasureConfig = {\n unit: partial.unit ?? prev?.unit ?? 'mm',\n precision: partial.precision ?? prev?.precision ?? 2\n };\n this.config = next;\n // 注意:缓存写入由 MeasurePanel 负责(你要求默认维护在组件里)\n // 这里不写 localStorage,避免重复逻辑。\n }\n\n /**\n * 删除全部(仅清空 UI;真实测量清理逻辑后续再接)\n */\n public clearAll(): void {\n if (!this.panel) return;\n this.panel.clearAll();\n }\n\n /**\n * 打开设置(仅预留方法/回调)\n */\n public openSettings(): void {\n if (!this.panel) return;\n this.panel.openSettings();\n }\n\n public destroy(): void {\n // 关闭弹窗\n if (this.dialog) {\n this.dialog.destroy();\n this.dialog = null;\n }\n\n // 销毁测量面板(清理订阅与 DOM)\n if (this.panel) {\n this.panel.destroy();\n this.panel = null;\n }\n }\n}\n","import './index.css';\nimport type { ThemeConfig } from '../../themes/types';\nimport { IBimComponent } from '../../types/component';\nimport { localeManager, t } from '../../services/locale';\nimport { themeManager } from '../../services/theme';\nimport type { SectionPlanePanelOptions } from './types';\n\n/**\n * 拾取面剖切面板组件\n * 包含三个操作按钮:隐藏、反向、重置\n */\nexport class SectionPlanePanel implements IBimComponent {\n public element: HTMLElement;\n private options: SectionPlanePanelOptions;\n\n // DOM 引用\n private hideBtn!: HTMLButtonElement;\n private reverseBtn!: HTMLButtonElement;\n private resetBtn!: HTMLButtonElement;\n private hideLabelEl!: HTMLElement;\n private reverseLabelEl!: HTMLElement;\n private resetLabelEl!: HTMLElement;\n\n // 订阅清理\n private unsubscribeLocale: (() => void) | null = null;\n private unsubscribeTheme: (() => void) | null = null;\n\n constructor(options: SectionPlanePanelOptions = {}) {\n this.options = options;\n this.element = this.createDom();\n }\n\n /**\n * 初始化组件\n */\n public init(): void {\n // 订阅语言变更\n this.unsubscribeLocale = localeManager.subscribe(() => {\n this.setLocales();\n });\n\n // 订阅主题变更\n this.unsubscribeTheme = themeManager.subscribe((theme) => {\n this.setTheme(theme);\n });\n\n // 初始应用\n this.setLocales();\n this.setTheme(themeManager.getTheme());\n }\n\n /**\n * 设置主题\n */\n public setTheme(theme: ThemeConfig): void {\n const style = this.element.style;\n style.setProperty('--bim-section-btn-bg', theme.componentBackground ?? 'rgba(255, 255, 255, 0.06)');\n style.setProperty('--bim-section-btn-hover', theme.componentHover ?? 'rgba(255, 255, 255, 0.10)');\n style.setProperty('--bim-section-btn-active', theme.componentActive ?? 'rgba(255, 255, 255, 0.14)');\n style.setProperty('--bim-primary-color', theme.primary ?? '#1890ff');\n style.setProperty('--bim-icon-color', theme.icon ?? '#ccc');\n style.setProperty('--bim-text-color', theme.textSecondary ?? 'rgba(255, 255, 255, 0.90)');\n style.setProperty('--bim-text-active-color', theme.textPrimary ?? '#fff');\n }\n\n /**\n * 设置语言\n */\n public setLocales(): void {\n this.hideLabelEl.textContent = t('sectionPlane.actions.hide');\n this.reverseLabelEl.textContent = t('sectionPlane.actions.reverse');\n this.resetLabelEl.textContent = t('sectionPlane.actions.reset');\n\n this.hideBtn.title = t('sectionPlane.actions.hide');\n this.reverseBtn.title = t('sectionPlane.actions.reverse');\n this.resetBtn.title = t('sectionPlane.actions.reset');\n }\n\n /**\n * 销毁组件\n */\n public destroy(): void {\n if (this.unsubscribeLocale) {\n this.unsubscribeLocale();\n this.unsubscribeLocale = null;\n }\n if (this.unsubscribeTheme) {\n this.unsubscribeTheme();\n this.unsubscribeTheme = null;\n }\n this.element.remove();\n }\n\n /**\n * 创建 DOM\n */\n private createDom(): HTMLElement {\n const root = document.createElement('div');\n root.className = 'section-plane-panel';\n\n // 隐藏按钮\n this.hideBtn = this.createButton(\n 'hide',\n '',\n () => {\n if (this.options.onHide) {\n this.options.onHide();\n }\n }\n );\n\n // 反向按钮\n this.reverseBtn = this.createButton(\n 'reverse',\n '',\n () => {\n if (this.options.onReverse) {\n this.options.onReverse();\n }\n }\n );\n\n // 重置按钮\n this.resetBtn = this.createButton(\n 'reset',\n '',\n () => {\n if (this.options.onReset) {\n this.options.onReset();\n }\n }\n );\n\n root.appendChild(this.hideBtn);\n root.appendChild(this.reverseBtn);\n root.appendChild(this.resetBtn);\n\n return root;\n }\n\n /**\n * 创建按钮\n */\n private createButton(type: 'hide' | 'reverse' | 'reset', iconSvg: string, onClick: () => void): HTMLButtonElement {\n const btn = document.createElement('button');\n btn.type = 'button';\n btn.className = 'section-plane-btn';\n\n // 图标\n const icon = document.createElement('div');\n icon.className = 'section-plane-btn-icon';\n icon.innerHTML = iconSvg;\n btn.appendChild(icon);\n\n // 标签\n const label = document.createElement('div');\n label.className = 'section-plane-btn-label';\n btn.appendChild(label);\n\n // 保存 label 引用\n if (type === 'hide') {\n this.hideLabelEl = label;\n } else if (type === 'reverse') {\n this.reverseLabelEl = label;\n } else {\n this.resetLabelEl = label;\n }\n\n // 点击事件\n btn.addEventListener('click', onClick);\n\n return btn;\n }\n}\n","import { BimComponent } from '../core/component';\nimport { BimEngine } from '../bim-engine';\nimport { BimDialog } from '../components/dialog';\nimport { SectionPlanePanel } from '../components/section-plane-panel';\n\n/**\n * 拾取面剖切弹窗管理器\n */\nexport class SectionPlaneDialogManager extends BimComponent {\n private dialogId = 'section-plane-dialog';\n private dialog: BimDialog | null = null;\n private panel: SectionPlanePanel | null = null;\n\n constructor(engine: BimEngine) {\n super(engine);\n }\n\n public init(): void {\n // 可以在这里监听事件\n }\n\n /**\n * 显示拾取面剖切弹窗\n */\n public show(): void {\n if (!this.engine.dialog || !this.engine.container) {\n console.warn('Dialog manager or container is not initialized');\n return;\n }\n\n // 如果已打开过,先销毁旧实例\n this.destroy();\n\n // 创建面板\n this.panel = new SectionPlanePanel({\n onHide: () => {\n console.log('[SectionPlaneDialogManager] 隐藏');\n // TODO: 调用引擎的隐藏功能\n },\n onReverse: () => {\n console.log('[SectionPlaneDialogManager] 反向');\n // TODO: 调用引擎的反向功能\n },\n onReset: () => {\n console.log('[SectionPlaneDialogManager] 重置');\n // TODO: 调用引擎的重置功能\n }\n });\n this.panel.init();\n\n // 创建弹窗\n const dialogWidth = 240;\n const dialogHeight = 120;\n const paddingRight = 20;\n const paddingBottom = 50;\n const container = this.engine.container;\n const containerWidth = container.clientWidth;\n const containerHeight = container.clientHeight;\n const x = containerWidth - dialogWidth - paddingRight;\n const y = containerHeight - dialogHeight - paddingBottom;\n\n this.dialog = this.engine.dialog.create({\n id: this.dialogId,\n title: 'sectionPlane.dialogTitle',\n width: dialogWidth,\n height: dialogHeight,\n position: { x, y },\n draggable: true,\n resizable: false,\n content: this.panel.element,\n onClose: () => {\n this.engine.toolbar?.setBtnActive('section-plane', false);\n this.hide();\n }\n });\n }\n\n /**\n * 隐藏弹窗\n */\n public hide(): void {\n this.destroy();\n }\n\n /**\n * 销毁弹窗\n */\n public destroy(): void {\n if (this.dialog) {\n this.dialog.destroy();\n this.dialog = null;\n }\n if (this.panel) {\n this.panel.destroy();\n this.panel = null;\n }\n }\n}\n","import './index.css';\nimport type { ThemeConfig } from '../../themes/types';\nimport { IBimComponent } from '../../types/component';\nimport { localeManager, t } from '../../services/locale';\nimport { themeManager } from '../../services/theme';\nimport type { SectionAxisPanelOptions, SectionAxis } from './types';\n\n/**\n * 轴向剖切面板组件\n * 第一行:隐藏(toggle)、反向\n * 第二行:X、Y、Z(互斥按钮组)\n */\nexport class SectionAxisPanel implements IBimComponent {\n public element: HTMLElement;\n private options: SectionAxisPanelOptions;\n\n // 状态\n private isHidden: boolean = false;\n private activeAxis: SectionAxis = 'x';\n\n // DOM 引用 - 第一行\n private hideBtn!: HTMLButtonElement;\n private reverseBtn!: HTMLButtonElement;\n private hideLabelEl!: HTMLElement;\n private reverseLabelEl!: HTMLElement;\n\n // DOM 引用 - 第二行\n private axisXBtn!: HTMLButtonElement;\n private axisYBtn!: HTMLButtonElement;\n private axisZBtn!: HTMLButtonElement;\n\n // 订阅清理\n private unsubscribeLocale: (() => void) | null = null;\n private unsubscribeTheme: (() => void) | null = null;\n\n constructor(options: SectionAxisPanelOptions = {}) {\n this.options = options;\n this.isHidden = options.defaultHidden ?? false;\n this.activeAxis = options.defaultAxis ?? 'x';\n this.element = this.createDom();\n }\n\n /**\n * 初始化组件\n */\n public init(): void {\n // 订阅语言变更\n this.unsubscribeLocale = localeManager.subscribe(() => {\n this.setLocales();\n });\n\n // 订阅主题变更\n this.unsubscribeTheme = themeManager.subscribe((theme) => {\n this.setTheme(theme);\n });\n\n // 初始应用\n this.setLocales();\n this.setTheme(themeManager.getTheme());\n\n // 初始化按钮状态\n this.updateHideButtonState();\n this.updateAxisButtonsState();\n }\n\n /**\n * 设置主题\n */\n public setTheme(theme: ThemeConfig): void {\n const style = this.element.style;\n style.setProperty('--bim-section-axis-btn-bg', theme.componentBackground ?? 'rgba(255, 255, 255, 0.06)');\n style.setProperty('--bim-section-axis-btn-hover', theme.componentHover ?? 'rgba(255, 255, 255, 0.10)');\n style.setProperty('--bim-section-axis-btn-active', theme.componentActive ?? 'rgba(255, 255, 255, 0.14)');\n style.setProperty('--bim-primary-color', theme.primary ?? '#1890ff');\n style.setProperty('--bim-icon-color', theme.icon ?? '#ccc');\n style.setProperty('--bim-text-color', theme.textSecondary ?? 'rgba(255, 255, 255, 0.90)');\n style.setProperty('--bim-text-active-color', theme.textPrimary ?? '#fff');\n }\n\n /**\n * 设置语言\n */\n public setLocales(): void {\n this.hideLabelEl.textContent = t('sectionAxis.actions.hide');\n this.reverseLabelEl.textContent = t('sectionAxis.actions.reverse');\n // XYZ按钮的文字不需要国际化,保持为单个字母\n\n this.hideBtn.title = t('sectionAxis.actions.hide');\n this.reverseBtn.title = t('sectionAxis.actions.reverse');\n this.axisXBtn.title = t('sectionAxis.actions.axisX');\n this.axisYBtn.title = t('sectionAxis.actions.axisY');\n this.axisZBtn.title = t('sectionAxis.actions.axisZ');\n }\n\n /**\n * 设置隐藏状态\n */\n public setHiddenState(isHidden: boolean): void {\n this.isHidden = isHidden;\n this.updateHideButtonState();\n }\n\n /**\n * 获取隐藏状态\n */\n public getHiddenState(): boolean {\n return this.isHidden;\n }\n\n /**\n * 设置激活的轴向\n */\n public setActiveAxis(axis: SectionAxis): void {\n this.activeAxis = axis;\n this.updateAxisButtonsState();\n }\n\n /**\n * 获取激活的轴向\n */\n public getActiveAxis(): SectionAxis {\n return this.activeAxis;\n }\n\n /**\n * 销毁组件\n */\n public destroy(): void {\n if (this.unsubscribeLocale) {\n this.unsubscribeLocale();\n this.unsubscribeLocale = null;\n }\n if (this.unsubscribeTheme) {\n this.unsubscribeTheme();\n this.unsubscribeTheme = null;\n }\n this.element.remove();\n }\n\n /**\n * 创建 DOM\n */\n private createDom(): HTMLElement {\n const root = document.createElement('div');\n root.className = 'section-axis-panel';\n\n // 第一行:隐藏、反向\n const row1 = document.createElement('div');\n row1.className = 'section-axis-row-1';\n\n this.hideBtn = this.createButton(\n 'hide',\n '',\n () => this.handleHideToggle()\n );\n\n this.reverseBtn = this.createButton(\n 'reverse',\n '',\n () => this.handleReverse()\n );\n\n row1.appendChild(this.hideBtn);\n row1.appendChild(this.reverseBtn);\n\n // 第二行:X、Y、Z\n const row2 = document.createElement('div');\n row2.className = 'section-axis-row-2';\n\n this.axisXBtn = this.createAxisButton('axisX', 'X', () => this.handleAxisChange('x'));\n this.axisYBtn = this.createAxisButton('axisY', 'Y', () => this.handleAxisChange('y'));\n this.axisZBtn = this.createAxisButton('axisZ', 'Z', () => this.handleAxisChange('z'));\n\n row2.appendChild(this.axisXBtn);\n row2.appendChild(this.axisYBtn);\n row2.appendChild(this.axisZBtn);\n\n root.appendChild(row1);\n root.appendChild(row2);\n\n return root;\n }\n\n /**\n * 创建按钮(带图标)\n */\n private createButton(\n type: 'hide' | 'reverse',\n iconSvg: string,\n onClick: () => void\n ): HTMLButtonElement {\n const btn = document.createElement('button');\n btn.type = 'button';\n btn.className = 'section-axis-btn';\n\n // 图标\n const icon = document.createElement('div');\n icon.className = 'section-axis-btn-icon';\n icon.innerHTML = iconSvg;\n btn.appendChild(icon);\n\n // 标签\n const label = document.createElement('div');\n label.className = 'section-axis-btn-label';\n btn.appendChild(label);\n\n // 保存 label 引用\n if (type === 'hide') {\n this.hideLabelEl = label;\n } else if (type === 'reverse') {\n this.reverseLabelEl = label;\n }\n\n // 点击事件\n btn.addEventListener('click', onClick);\n\n return btn;\n }\n\n /**\n * 创建轴向按钮(仅文字)\n */\n private createAxisButton(\n _type: 'axisX' | 'axisY' | 'axisZ',\n text: string,\n onClick: () => void\n ): HTMLButtonElement {\n const btn = document.createElement('button');\n btn.type = 'button';\n btn.className = 'section-axis-btn section-axis-btn-text';\n\n // 文字标签(既是图标也是标签)\n const label = document.createElement('div');\n label.className = 'section-axis-btn-label';\n label.textContent = text;\n btn.appendChild(label);\n\n // 点击事件\n btn.addEventListener('click', onClick);\n\n return btn;\n }\n\n /**\n * 处理隐藏按钮切换\n */\n private handleHideToggle(): void {\n this.isHidden = !this.isHidden;\n this.updateHideButtonState();\n\n if (this.options.onHideToggle) {\n this.options.onHideToggle(this.isHidden);\n }\n }\n\n /**\n * 处理反向按钮点击\n */\n private handleReverse(): void {\n if (this.options.onReverse) {\n this.options.onReverse();\n }\n }\n\n /**\n * 处理轴向切换\n */\n private handleAxisChange(axis: SectionAxis): void {\n if (this.activeAxis === axis) {\n return; // 已经是激活状态,不重复触发\n }\n\n this.activeAxis = axis;\n this.updateAxisButtonsState();\n\n if (this.options.onAxisChange) {\n this.options.onAxisChange(axis);\n }\n }\n\n /**\n * 更新隐藏按钮状态\n */\n private updateHideButtonState(): void {\n if (this.isHidden) {\n this.hideBtn.classList.add('active');\n } else {\n this.hideBtn.classList.remove('active');\n }\n }\n\n /**\n * 更新轴向按钮状态\n */\n private updateAxisButtonsState(): void {\n this.axisXBtn.classList.toggle('active', this.activeAxis === 'x');\n this.axisYBtn.classList.toggle('active', this.activeAxis === 'y');\n this.axisZBtn.classList.toggle('active', this.activeAxis === 'z');\n }\n}\n","import { BimComponent } from '../core/component';\nimport { BimEngine } from '../bim-engine';\nimport { BimDialog } from '../components/dialog';\nimport { SectionAxisPanel } from '../components/section-axis-panel';\nimport type { SectionAxis } from '../components/section-axis-panel/types';\n\n/**\n * 轴向剖切弹窗管理器\n */\nexport class SectionAxisDialogManager extends BimComponent {\n private dialogId = 'section-axis-dialog';\n private dialog: BimDialog | null = null;\n private panel: SectionAxisPanel | null = null;\n\n constructor(engine: BimEngine) {\n super(engine);\n }\n\n public init(): void {\n // 可以在这里监听事件\n }\n\n /**\n * 显示弹窗\n */\n public show(): void {\n if (!this.engine.dialog || !this.engine.container) {\n console.warn('Dialog manager or container is not initialized');\n return;\n }\n\n // 如果已打开,先销毁\n this.destroy();\n\n // 创建面板\n this.panel = new SectionAxisPanel({\n defaultAxis: 'x',\n defaultHidden: false,\n onHideToggle: (isHidden) => {\n console.log('[SectionAxisDialogManager] 隐藏切换:', isHidden);\n // TODO: 实现隐藏/显示剖切面的逻辑\n },\n onReverse: () => {\n console.log('[SectionAxisDialogManager] 反向剖切');\n // TODO: 实现反向剖切的逻辑\n },\n onAxisChange: (axis) => {\n console.log('[SectionAxisDialogManager] 切换轴向:', axis);\n // TODO: 实现轴向切换的逻辑\n }\n });\n this.panel.init();\n\n // 创建弹窗\n const dialogWidth = 240;\n const paddingRight = 20;\n const paddingBottom = 50;\n const container = this.engine.container;\n const containerWidth = container.clientWidth;\n const containerHeight = container.clientHeight;\n const x = containerWidth - dialogWidth - paddingRight;\n const y = containerHeight - paddingBottom - 200; // 临时y值,会被fitHeight调整\n\n this.dialog = this.engine.dialog.create({\n id: this.dialogId,\n title: 'sectionAxis.dialogTitle',\n width: dialogWidth,\n height: 'auto', // 自动高度\n position: { x, y },\n draggable: true,\n resizable: false,\n content: this.panel.element,\n onClose: () => {\n this.engine.toolbar?.setBtnActive('section-axis', false);\n this.hide();\n }\n });\n this.dialog.init();\n\n // 自适应高度\n this.dialog.fitHeight(false);\n }\n\n /**\n * 隐藏弹窗\n */\n public hide(): void {\n this.destroy();\n }\n\n /**\n * 获取隐藏状态\n */\n public getHiddenState(): boolean {\n return this.panel?.getHiddenState() ?? false;\n }\n\n /**\n * 设置隐藏状态\n */\n public setHiddenState(isHidden: boolean): void {\n this.panel?.setHiddenState(isHidden);\n }\n\n /**\n * 获取当前激活的轴向\n */\n public getActiveAxis(): SectionAxis {\n return this.panel?.getActiveAxis() ?? 'x';\n }\n\n /**\n * 设置激活的轴向\n */\n public setActiveAxis(axis: SectionAxis): void {\n this.panel?.setActiveAxis(axis);\n }\n\n /**\n * 销毁弹窗和面板\n */\n public destroy(): void {\n // 关闭弹窗\n if (this.dialog) {\n this.dialog.destroy();\n this.dialog = null;\n }\n\n // 销毁面板\n if (this.panel) {\n this.panel.destroy();\n this.panel = null;\n }\n }\n}\n","import './index.css';\nimport type { ThemeConfig } from '../../themes/types';\nimport { IBimComponent } from '../../types/component';\nimport { localeManager, t } from '../../services/locale';\nimport { themeManager } from '../../services/theme';\nimport type { SectionBoxPanelOptions, SectionBoxRange } from './types';\n\nconst DEFAULT_RANGE: SectionBoxRange = {\n x: { min: 0, max: 100 },\n y: { min: 0, max: 100 },\n z: { min: 0, max: 100 }\n};\n\nexport class SectionBoxPanel implements IBimComponent {\n public element!: HTMLElement;\n private options: SectionBoxPanelOptions;\n\n private isHidden: boolean = false;\n private isReversed: boolean = false;\n private range: SectionBoxRange;\n\n private hideBtn!: HTMLButtonElement;\n private reverseBtn!: HTMLButtonElement;\n private fitBtn!: HTMLButtonElement;\n private resetBtn!: HTMLButtonElement;\n\n private hideLabelEl!: HTMLElement;\n private reverseLabelEl!: HTMLElement;\n private fitLabelEl!: HTMLElement;\n private resetLabelEl!: HTMLElement;\n private xLabelEl!: HTMLElement;\n private yLabelEl!: HTMLElement;\n private zLabelEl!: HTMLElement;\n\n private unsubscribeLocale: (() => void) | null = null;\n private unsubscribeTheme: (() => void) | null = null;\n\n private xSlider!: HTMLElement;\n private ySlider!: HTMLElement;\n private zSlider!: HTMLElement;\n\n private xMinHandle!: HTMLElement;\n private xMaxHandle!: HTMLElement;\n private yMinHandle!: HTMLElement;\n private yMaxHandle!: HTMLElement;\n private zMinHandle!: HTMLElement;\n private zMaxHandle!: HTMLElement;\n\n private dragState: {\n isDragging: boolean;\n axis: 'x' | 'y' | 'z' | null;\n handleType: 'min' | 'max' | null;\n pointerId: number | null;\n } = {\n isDragging: false,\n axis: null,\n handleType: null,\n pointerId: null\n };\n\n constructor(options: SectionBoxPanelOptions = {}) {\n this.options = options;\n this.isHidden = options.defaultHidden ?? false;\n this.isReversed = options.defaultReversed ?? false;\n this.range = JSON.parse(JSON.stringify(options.defaultRange ?? DEFAULT_RANGE));\n }\n\n public init(): void {\n this.element = this.createPanel();\n this.unsubscribeLocale = localeManager.subscribe(() => this.setLocales());\n this.unsubscribeTheme = themeManager.subscribe((theme) => this.setTheme(theme));\n\n this.setLocales();\n this.setTheme(themeManager.getTheme());\n this.updateButtonStates();\n this.updateAllSlidersUI();\n this.setupDragListeners();\n }\n\n // --- Public APIs ---\n\n public setHiddenState(isHidden: boolean): void {\n this.isHidden = isHidden;\n this.updateButtonStates();\n }\n\n public getHiddenState(): boolean {\n return this.isHidden;\n }\n\n public setReversedState(isReversed: boolean): void {\n this.isReversed = isReversed;\n this.updateButtonStates();\n }\n\n public getReversedState(): boolean {\n return this.isReversed;\n }\n\n public setRange(range: Partial): void {\n if (range.x) this.range.x = { ...this.range.x, ...range.x };\n if (range.y) this.range.y = { ...this.range.y, ...range.y };\n if (range.z) this.range.z = { ...this.range.z, ...range.z };\n this.updateAllSlidersUI();\n }\n\n public getRange(): SectionBoxRange {\n return JSON.parse(JSON.stringify(this.range));\n }\n\n public reset(): void {\n this.isHidden = this.options.defaultHidden ?? false;\n this.isReversed = this.options.defaultReversed ?? false;\n this.range = JSON.parse(JSON.stringify(this.options.defaultRange ?? DEFAULT_RANGE));\n this.updateButtonStates();\n this.updateAllSlidersUI();\n this.options.onReset?.();\n this.options.onRangeChange?.(this.range);\n }\n\n // --- Private Setup ---\n\n private createPanel(): HTMLElement {\n const panel = document.createElement('div');\n panel.className = 'section-box-panel';\n\n const buttonsContainer = document.createElement('div');\n buttonsContainer.className = 'section-box-row-buttons';\n\n this.hideBtn = this.createButton('hide', t('sectionBox.actions.hide'), () => {\n this.isHidden = !this.isHidden;\n this.updateButtonStates();\n this.options.onHideToggle?.(this.isHidden);\n }, 'hide');\n\n this.reverseBtn = this.createButton('reverse', t('sectionBox.actions.reverse'), () => {\n this.isReversed = !this.isReversed;\n this.updateButtonStates();\n this.options.onReverseToggle?.(this.isReversed);\n }, 'reverse');\n\n this.fitBtn = this.createButton('fit', t('sectionBox.actions.fitToModel'), () => {\n this.options.onFitToModel?.();\n }, 'fit');\n\n this.resetBtn = this.createButton('reset', t('sectionBox.actions.reset'), () => this.reset(), 'reset');\n\n [this.hideBtn, this.reverseBtn, this.fitBtn, this.resetBtn].forEach(btn => buttonsContainer.appendChild(btn));\n\n const slidersContainer = document.createElement('div');\n slidersContainer.className = 'section-box-sliders';\n slidersContainer.addEventListener('pointerdown', (e) => e.stopPropagation());\n\n this.xSlider = this.createSlider('x', t('sectionBox.axes.x'));\n this.ySlider = this.createSlider('y', t('sectionBox.axes.y'));\n this.zSlider = this.createSlider('z', t('sectionBox.axes.z'));\n\n [this.xSlider, this.ySlider, this.zSlider].forEach(s => slidersContainer.appendChild(s));\n\n panel.appendChild(buttonsContainer);\n panel.appendChild(slidersContainer);\n return panel;\n }\n\n private createButton(type: string, label: string, onClick: () => void, ref?: string): HTMLButtonElement {\n const btn = document.createElement('button');\n btn.className = 'section-box-btn';\n btn.title = label;\n\n const icon = document.createElement('div');\n icon.className = 'section-box-btn-icon';\n icon.innerHTML = this.getIconSVG(type);\n\n const labelEl = document.createElement('div');\n labelEl.className = 'section-box-btn-label';\n labelEl.textContent = label;\n\n if (ref === 'hide') this.hideLabelEl = labelEl;\n else if (ref === 'reverse') this.reverseLabelEl = labelEl;\n else if (ref === 'fit') this.fitLabelEl = labelEl;\n else if (ref === 'reset') this.resetLabelEl = labelEl;\n\n btn.appendChild(icon);\n btn.appendChild(labelEl);\n btn.addEventListener('click', onClick);\n return btn;\n }\n\n private createSlider(axis: 'x' | 'y' | 'z', label: string): HTMLElement {\n const slider = document.createElement('div');\n slider.className = 'section-box-slider';\n\n const labelEl = document.createElement('div');\n labelEl.className = 'section-box-slider-label';\n labelEl.textContent = label;\n if (axis === 'x') this.xLabelEl = labelEl;\n else if (axis === 'y') this.yLabelEl = labelEl;\n else this.zLabelEl = labelEl;\n\n const track = document.createElement('div');\n track.className = 'section-box-slider-track';\n\n const range = document.createElement('div');\n range.className = 'section-box-slider-range';\n\n const minHandle = document.createElement('div');\n minHandle.className = 'section-box-slider-handle';\n minHandle.setAttribute('data-axis', axis);\n minHandle.setAttribute('data-handle', 'min');\n\n const maxHandle = document.createElement('div');\n maxHandle.className = 'section-box-slider-handle';\n maxHandle.setAttribute('data-axis', axis);\n maxHandle.setAttribute('data-handle', 'max');\n\n track.append(range, minHandle, maxHandle);\n slider.append(labelEl, track);\n\n if (axis === 'x') { this.xMinHandle = minHandle; this.xMaxHandle = maxHandle; }\n else if (axis === 'y') { this.yMinHandle = minHandle; this.yMaxHandle = maxHandle; }\n else { this.zMinHandle = minHandle; this.zMaxHandle = maxHandle; }\n\n return slider;\n }\n\n private setupDragListeners(): void {\n const handles = [this.xMinHandle, this.xMaxHandle, this.yMinHandle, this.yMaxHandle, this.zMinHandle, this.zMaxHandle];\n\n handles.forEach(handle => {\n handle.addEventListener('pointerdown', (e: PointerEvent) => {\n e.preventDefault();\n e.stopPropagation();\n\n // 核心锁定:确保后续所有移动事件都只发给这个手柄\n handle.setPointerCapture(e.pointerId);\n\n this.dragState = {\n isDragging: true,\n axis: handle.getAttribute('data-axis') as 'x' | 'y' | 'z',\n handleType: handle.getAttribute('data-handle') as 'min' | 'max',\n pointerId: e.pointerId\n };\n\n handle.classList.add('dragging');\n (handle.closest('.section-box-slider') as HTMLElement).style.zIndex = '100';\n });\n\n handle.addEventListener('pointermove', (e: PointerEvent) => {\n if (this.dragState.isDragging && this.dragState.pointerId === e.pointerId) {\n this.onDragging(e);\n }\n });\n\n const stop = (e: PointerEvent) => {\n if (this.dragState.isDragging && this.dragState.pointerId === e.pointerId) {\n handle.releasePointerCapture(e.pointerId);\n (handle.closest('.section-box-slider') as HTMLElement).style.zIndex = '';\n handle.classList.remove('dragging');\n this.dragState.isDragging = false;\n this.dragState.pointerId = null;\n }\n };\n\n handle.addEventListener('pointerup', stop);\n handle.addEventListener('pointercancel', stop);\n });\n }\n\n private onDragging(e: PointerEvent): void {\n const { axis, handleType } = this.dragState;\n if (!axis || !handleType) return;\n\n const sliderEl = axis === 'x' ? this.xSlider : (axis === 'y' ? this.ySlider : this.zSlider);\n const track = sliderEl.querySelector('.section-box-slider-track') as HTMLElement;\n const rect = track.getBoundingClientRect();\n\n let percentage = ((e.clientX - rect.left) / rect.width) * 100;\n percentage = Math.max(0, Math.min(100, percentage));\n\n const current = this.range[axis];\n if (handleType === 'min') {\n current.min = Math.min(percentage, current.max);\n } else {\n current.max = Math.max(percentage, current.min);\n }\n\n this.updateSliderUI(axis);\n this.options.onRangeChange?.(this.range);\n }\n\n private updateSliderUI(axis: 'x' | 'y' | 'z'): void {\n const range = this.range[axis];\n const minH = axis === 'x' ? this.xMinHandle : (axis === 'y' ? this.yMinHandle : this.zMinHandle);\n const maxH = axis === 'x' ? this.xMaxHandle : (axis === 'y' ? this.yMaxHandle : this.zMaxHandle);\n const slider = axis === 'x' ? this.xSlider : (axis === 'y' ? this.ySlider : this.zSlider);\n const rangeEl = slider.querySelector('.section-box-slider-range') as HTMLElement;\n\n minH.style.left = `${range.min}%`;\n maxH.style.left = `${range.max}%`;\n rangeEl.style.left = `${range.min}%`;\n rangeEl.style.width = `${range.max - range.min}%`;\n\n minH.setAttribute('data-value', Math.round(range.min).toString());\n maxH.setAttribute('data-value', Math.round(range.max).toString());\n }\n\n private updateAllSlidersUI(): void {\n ['x', 'y', 'z'].forEach((a: any) => this.updateSliderUI(a));\n }\n\n private updateButtonStates(): void {\n if (this.hideBtn) this.hideBtn.classList.toggle('active', this.isHidden);\n if (this.reverseBtn) this.reverseBtn.classList.toggle('active', this.isReversed);\n }\n\n private getIconSVG(type: string): string {\n const icons: Record = {\n hide: '',\n reverse: '',\n fit: '',\n reset: ''\n };\n return icons[type] || '';\n }\n\n public setLocales(): void {\n if (!this.hideLabelEl) return;\n this.hideLabelEl.textContent = t('sectionBox.actions.hide');\n this.reverseLabelEl.textContent = t('sectionBox.actions.reverse');\n this.fitLabelEl.textContent = t('sectionBox.actions.fitToModel');\n this.resetLabelEl.textContent = t('sectionBox.actions.reset');\n this.xLabelEl.textContent = t('sectionBox.axes.x');\n this.yLabelEl.textContent = t('sectionBox.axes.y');\n this.zLabelEl.textContent = t('sectionBox.axes.z');\n this.hideBtn.title = t('sectionBox.actions.hide');\n this.reverseBtn.title = t('sectionBox.actions.reverse');\n this.fitBtn.title = t('sectionBox.actions.fitToModel');\n this.resetBtn.title = t('sectionBox.actions.reset');\n }\n\n public setTheme(theme: ThemeConfig): void {\n if (!this.element) return;\n const style = this.element.style;\n style.setProperty('--bim-section-box-btn-bg', theme.componentBackground ?? 'rgba(255, 255, 255, 0.06)');\n style.setProperty('--bim-section-box-btn-hover', theme.componentHover ?? 'rgba(255, 255, 255, 0.10)');\n style.setProperty('--bim-section-box-btn-active', theme.componentActive ?? 'rgba(255, 255, 255, 0.14)');\n style.setProperty('--bim-primary-color', theme.primary ?? '#1890ff');\n style.setProperty('--bim-icon-color', theme.icon ?? '#ccc');\n style.setProperty('--bim-text-color', theme.textSecondary ?? 'rgba(255, 255, 255, 0.90)');\n style.setProperty('--bim-text-active-color', theme.textPrimary ?? '#fff');\n }\n\n public destroy(): void {\n this.unsubscribeLocale?.();\n this.unsubscribeTheme?.();\n if (this.element && this.element.parentElement) {\n this.element.parentElement.removeChild(this.element);\n }\n }\n}","import { BimComponent } from '../core/component';\nimport { BimEngine } from '../bim-engine';\nimport { BimDialog } from '../components/dialog';\nimport { SectionBoxPanel } from '../components/section-box-panel';\nimport type { SectionBoxRange } from '../components/section-box-panel/types';\n\n/**\n * 剖切盒弹窗管理器\n */\nexport class SectionBoxDialogManager extends BimComponent {\n private dialogId = 'section-box-dialog';\n private dialog: BimDialog | null = null;\n private panel: SectionBoxPanel | null = null;\n\n constructor(engine: BimEngine) {\n super(engine);\n }\n\n public init(): void {\n // 可以在这里监听事件\n }\n\n /**\n * 显示弹窗\n */\n public show(): void {\n if (!this.engine.dialog || !this.engine.container) {\n console.warn('Dialog manager or container is not initialized');\n return;\n }\n\n // 如果已打开,先销毁\n this.destroy();\n\n // 创建面板\n this.panel = new SectionBoxPanel({\n defaultHidden: false,\n defaultReversed: false,\n onHideToggle: (isHidden) => {\n console.log('[SectionBoxDialogManager] 隐藏切换:', isHidden);\n // TODO: 实现隐藏/显示剖切盒的逻辑\n },\n onReverseToggle: (isReversed) => {\n console.log('[SectionBoxDialogManager] 反向切换:', isReversed);\n // TODO: 实现反向剖切的逻辑\n },\n onFitToModel: () => {\n console.log('[SectionBoxDialogManager] 适应到模型');\n // TODO: 实现自动适应模型的逻辑\n },\n onReset: () => {\n console.log('[SectionBoxDialogManager] 重置');\n // 注意:不要在这里调用 panel.reset(),会造成无限递归\n // panel 的 reset 按钮已经在内部处理了状态重置\n // TODO: 这里只需要通知 3D 引擎重置剖切盒即可\n },\n onRangeChange: (range) => {\n console.log('[SectionBoxDialogManager] 范围变化:', range);\n // TODO: 实现范围变化的逻辑\n }\n });\n this.panel.init();\n\n // 创建弹窗\n const dialogWidth = 280;\n const paddingRight = 20;\n const paddingBottom = 50;\n const container = this.engine.container;\n const containerWidth = container.clientWidth;\n const containerHeight = container.clientHeight;\n const x = containerWidth - dialogWidth - paddingRight;\n const y = containerHeight - paddingBottom - 300; // 临时y值,会被fitHeight调整\n\n this.dialog = this.engine.dialog.create({\n id: this.dialogId,\n title: 'sectionBox.dialogTitle',\n width: dialogWidth,\n height: 'auto',\n position: { x, y },\n draggable: true,\n resizable: false,\n content: this.panel.element,\n onClose: () => {\n this.engine.toolbar?.setBtnActive('section-box', false);\n this.hide();\n }\n });\n this.dialog.init();\n\n // 自适应高度\n this.dialog.fitHeight(false);\n }\n\n /**\n * 隐藏弹窗\n */\n public hide(): void {\n this.destroy();\n }\n\n /**\n * 获取隐藏状态\n */\n public getHiddenState(): boolean {\n return this.panel?.getHiddenState() ?? false;\n }\n\n /**\n * 设置隐藏状态\n */\n public setHiddenState(isHidden: boolean): void {\n this.panel?.setHiddenState(isHidden);\n }\n\n /**\n * 获取反向状态\n */\n public getReversedState(): boolean {\n return this.panel?.getReversedState() ?? false;\n }\n\n /**\n * 设置反向状态\n */\n public setReversedState(isReversed: boolean): void {\n this.panel?.setReversedState(isReversed);\n }\n\n /**\n * 获取范围值\n */\n public getRange(): SectionBoxRange | null {\n return this.panel?.getRange() ?? null;\n }\n\n /**\n * 设置范围值\n */\n public setRange(range: Partial): void {\n this.panel?.setRange(range);\n }\n\n /**\n * 销毁弹窗和面板\n */\n public destroy(): void {\n // 关闭弹窗\n if (this.dialog) {\n this.dialog.destroy();\n this.dialog = null;\n }\n\n // 销毁面板\n if (this.panel) {\n this.panel.destroy();\n this.panel = null;\n }\n }\n}\n","import './index.css';\nimport type { ThemeConfig } from '../../themes/types';\nimport { IBimComponent } from '../../types/component';\nimport { localeManager, t } from '../../services/locale';\nimport { themeManager } from '../../services/theme';\nimport type { WalkControlPanelOptions, WalkControlState, WalkControlMode, CharacterModel, WalkMode } from './types';\nimport { getIcon } from '../../utils/icon-manager';\n\nexport class WalkControlPanel implements IBimComponent {\n public element!: HTMLElement;\n private options: WalkControlPanelOptions;\n\n // 状态\n private state: WalkControlState = {\n mode: 'none',\n isPlanViewActive: false,\n speed: 1,\n gravity: false,\n collision: false,\n characterModel: 'construction-worker',\n walkMode: 'walk'\n };\n\n // DOM 引用 - 左侧按钮\n private planViewBtn!: HTMLButtonElement;\n private pathModeBtn!: HTMLButtonElement;\n private walkModeBtn!: HTMLButtonElement;\n\n // DOM 引用 - 中间设置区\n private settingsContainer!: HTMLElement;\n private speedControl!: HTMLElement;\n private speedDecreaseBtn!: HTMLButtonElement;\n private speedIncreaseBtn!: HTMLButtonElement;\n private speedDisplay!: HTMLElement;\n private gravityCheckbox!: HTMLInputElement;\n private gravityLabel!: HTMLElement;\n private collisionCheckbox!: HTMLInputElement;\n private collisionLabel!: HTMLElement;\n private characterModelSelect!: HTMLSelectElement;\n private characterModelLabel!: HTMLElement;\n private walkModeSelect!: HTMLSelectElement;\n private walkModeLabel!: HTMLElement;\n\n // DOM 引用 - 退出按钮\n private exitBtn!: HTMLButtonElement;\n\n // 国际化订阅\n private unsubscribeLocale: (() => void) | null = null;\n private unsubscribeTheme: (() => void) | null = null;\n\n constructor(options: WalkControlPanelOptions = {}) {\n this.options = options;\n this.state.speed = options.defaultSpeed ?? 1;\n this.state.gravity = options.defaultGravity ?? false;\n this.state.collision = options.defaultCollision ?? false;\n this.state.characterModel = options.defaultCharacterModel ?? 'construction-worker';\n this.state.walkMode = options.defaultWalkMode ?? 'walk';\n }\n\n public init(): void {\n this.element = this.createPanel();\n this.updateSettingsView();\n\n // 订阅\n this.unsubscribeLocale = localeManager.subscribe(() => this.setLocales());\n this.unsubscribeTheme = themeManager.subscribe((theme) => this.setTheme(theme));\n\n this.setLocales();\n this.setTheme(themeManager.getTheme());\n }\n\n // --- 公共方法 ---\n\n public setPlanViewActive(active: boolean): void {\n this.state.isPlanViewActive = active;\n this.updateButtonStates();\n }\n\n public setPathModeActive(active: boolean): void {\n // 只有当前是路径模式时,取消才设置为 none\n // 避免在其他模式下被误设置为 none\n if (!active && this.state.mode !== 'path') {\n return;\n }\n const newMode: WalkControlMode = active ? 'path' : 'none';\n this.setMode(newMode);\n }\n\n public getState(): WalkControlState {\n return { ...this.state };\n }\n\n // --- 私有方法 ---\n\n private createPanel(): HTMLElement {\n const panel = document.createElement('div');\n panel.className = 'walk-control-panel';\n\n // 左侧按钮区\n const leftButtons = this.createLeftButtons();\n\n // 分割线1\n const divider1 = document.createElement('div');\n divider1.className = 'walk-divider';\n\n // 中间设置区\n this.settingsContainer = this.createSettingsContainer();\n\n // 分割线2\n const divider2 = document.createElement('div');\n divider2.className = 'walk-divider';\n\n // 右侧退出按钮\n const exitBtn = this.createExitButton();\n\n panel.appendChild(leftButtons);\n panel.appendChild(divider1);\n panel.appendChild(this.settingsContainer);\n panel.appendChild(divider2);\n panel.appendChild(exitBtn);\n\n return panel;\n }\n\n private createLeftButtons(): HTMLElement {\n const container = document.createElement('div');\n container.className = 'walk-control-left';\n\n this.planViewBtn = this.createIconButton('plan-view', () => {\n this.state.isPlanViewActive = !this.state.isPlanViewActive;\n this.updateButtonStates();\n this.options.onPlanViewToggle?.(this.state.isPlanViewActive);\n });\n\n this.pathModeBtn = this.createIconButton('path', () => {\n const newMode: WalkControlMode = this.state.mode === 'path' ? 'none' : 'path';\n this.setMode(newMode);\n this.options.onPathModeToggle?.(newMode === 'path');\n });\n\n this.walkModeBtn = this.createIconButton('walk', () => {\n const newMode: WalkControlMode = this.state.mode === 'walk' ? 'none' : 'walk';\n this.setMode(newMode);\n this.options.onWalkModeToggle?.(newMode === 'walk');\n });\n\n container.appendChild(this.planViewBtn);\n container.appendChild(this.pathModeBtn);\n container.appendChild(this.walkModeBtn);\n\n return container;\n }\n\n private createSettingsContainer(): HTMLElement {\n const container = document.createElement('div');\n container.className = 'walk-control-settings';\n\n // 移动速度控件\n this.speedControl = this.createSpeedControl();\n\n // 重力复选框\n const gravityWrapper = document.createElement('label');\n gravityWrapper.className = 'walk-checkbox-wrapper walk-checkbox-gravity';\n this.gravityCheckbox = document.createElement('input');\n this.gravityCheckbox.type = 'checkbox';\n this.gravityCheckbox.className = 'walk-checkbox';\n this.gravityCheckbox.checked = this.state.gravity;\n this.gravityCheckbox.addEventListener('change', () => {\n this.state.gravity = this.gravityCheckbox.checked;\n this.options.onGravityToggle?.(this.state.gravity);\n });\n this.gravityLabel = document.createElement('span');\n this.gravityLabel.className = 'walk-checkbox-label';\n gravityWrapper.appendChild(this.gravityCheckbox);\n gravityWrapper.appendChild(this.gravityLabel);\n\n // 碰撞复选框\n const collisionWrapper = document.createElement('label');\n collisionWrapper.className = 'walk-checkbox-wrapper walk-checkbox-collision';\n this.collisionCheckbox = document.createElement('input');\n this.collisionCheckbox.type = 'checkbox';\n this.collisionCheckbox.className = 'walk-checkbox';\n this.collisionCheckbox.checked = this.state.collision;\n this.collisionCheckbox.addEventListener('change', () => {\n this.state.collision = this.collisionCheckbox.checked;\n this.options.onCollisionToggle?.(this.state.collision);\n });\n this.collisionLabel = document.createElement('span');\n this.collisionLabel.className = 'walk-checkbox-label';\n collisionWrapper.appendChild(this.collisionCheckbox);\n collisionWrapper.appendChild(this.collisionLabel);\n\n // 角色模型选择\n const characterWrapper = document.createElement('div');\n characterWrapper.className = 'walk-select-wrapper walk-select-wrapper-character-model';\n this.characterModelLabel = document.createElement('label');\n this.characterModelLabel.className = 'walk-select-label';\n this.characterModelSelect = document.createElement('select');\n this.characterModelSelect.className = 'walk-select walk-select-character-model';\n this.characterModelSelect.addEventListener('change', () => {\n this.state.characterModel = this.characterModelSelect.value as CharacterModel;\n this.options.onCharacterModelChange?.(this.state.characterModel);\n });\n characterWrapper.appendChild(this.characterModelLabel);\n characterWrapper.appendChild(this.characterModelSelect);\n\n // 行走模式选择\n const walkModeWrapper = document.createElement('div');\n walkModeWrapper.className = 'walk-select-wrapper walk-select-wrapper-walk-mode';\n this.walkModeLabel = document.createElement('label');\n this.walkModeLabel.className = 'walk-select-label';\n this.walkModeSelect = document.createElement('select');\n this.walkModeSelect.className = 'walk-select walk-select-walk-mode';\n this.walkModeSelect.addEventListener('change', () => {\n this.state.walkMode = this.walkModeSelect.value as WalkMode;\n this.options.onWalkModeChange?.(this.state.walkMode);\n });\n walkModeWrapper.appendChild(this.walkModeLabel);\n walkModeWrapper.appendChild(this.walkModeSelect);\n\n // 添加所有控件\n // 注意:顺序为 速度、角色模型、行走模式、重力、碰撞\n // 这样在漫游模式下显示的顺序就是:角色模型、行走模式、重力、碰撞\n container.appendChild(this.speedControl);\n container.appendChild(characterWrapper);\n container.appendChild(walkModeWrapper);\n container.appendChild(gravityWrapper);\n container.appendChild(collisionWrapper);\n\n return container;\n }\n\n private createSpeedControl(): HTMLElement {\n const container = document.createElement('div');\n container.className = 'walk-speed-control';\n\n const label = document.createElement('label');\n label.className = 'walk-speed-label';\n label.textContent = t('walkControl.speed');\n\n const controlGroup = document.createElement('div');\n controlGroup.className = 'walk-speed-group';\n\n // 减速按钮\n this.speedDecreaseBtn = document.createElement('button');\n this.speedDecreaseBtn.className = 'walk-speed-btn';\n this.speedDecreaseBtn.textContent = '-';\n this.speedDecreaseBtn.addEventListener('click', () => {\n if (this.state.speed > 1) {\n this.state.speed--;\n this.updateSpeedDisplay();\n this.options.onSpeedChange?.(this.state.speed);\n }\n });\n\n // 速度显示\n this.speedDisplay = document.createElement('div');\n this.speedDisplay.className = 'walk-speed-display';\n this.speedDisplay.textContent = `${this.state.speed}X`;\n\n // 加速按钮\n this.speedIncreaseBtn = document.createElement('button');\n this.speedIncreaseBtn.className = 'walk-speed-btn';\n this.speedIncreaseBtn.textContent = '+';\n this.speedIncreaseBtn.addEventListener('click', () => {\n if (this.state.speed < 10) {\n this.state.speed++;\n this.updateSpeedDisplay();\n this.options.onSpeedChange?.(this.state.speed);\n }\n });\n\n controlGroup.appendChild(this.speedDecreaseBtn);\n controlGroup.appendChild(this.speedDisplay);\n controlGroup.appendChild(this.speedIncreaseBtn);\n\n container.appendChild(label);\n container.appendChild(controlGroup);\n\n return container;\n }\n\n private createIconButton(type: string, onClick: () => void): HTMLButtonElement {\n const btn = document.createElement('button');\n btn.className = `walk-icon-btn walk-icon-btn-${type}`;\n btn.innerHTML = this.getIconSVG(type);\n btn.addEventListener('click', onClick);\n return btn;\n }\n\n private createExitButton(): HTMLButtonElement {\n const btn = document.createElement('button');\n btn.className = 'walk-exit-btn';\n btn.addEventListener('click', () => {\n this.options.onExit?.();\n });\n this.exitBtn = btn;\n return btn;\n }\n\n private setMode(mode: WalkControlMode): void {\n const oldMode = this.state.mode;\n\n // 如果从walk模式切换到其他模式,触发walk关闭事件\n if (oldMode === 'walk' && mode !== 'walk') {\n this.options.onWalkModeToggle?.(false);\n }\n\n // 如果从path模式切换到其他模式,触发path关闭事件\n if (oldMode === 'path' && mode !== 'path') {\n this.options.onPathModeToggle?.(false);\n }\n\n this.state.mode = mode;\n\n // 路径模式:禁用重力和碰撞\n if (mode === 'path') {\n this.state.gravity = false;\n this.state.collision = false;\n this.gravityCheckbox.checked = false;\n this.gravityCheckbox.disabled = true;\n this.collisionCheckbox.checked = false;\n this.collisionCheckbox.disabled = true;\n } else {\n this.gravityCheckbox.disabled = false;\n this.collisionCheckbox.disabled = false;\n }\n\n this.updateButtonStates();\n this.updateSettingsView();\n this.updateSpeedButtonStates();\n }\n\n private updateButtonStates(): void {\n // 平面图按钮\n this.planViewBtn.classList.toggle('active', this.state.isPlanViewActive);\n\n // 路径漫游按钮\n this.pathModeBtn.classList.toggle('active', this.state.mode === 'path');\n\n // 漫游按钮\n this.walkModeBtn.classList.toggle('active', this.state.mode === 'walk');\n }\n\n private updateSettingsView(): void {\n // 根据模式显示/隐藏不同的控件\n const speedWrapper = this.speedControl;\n const gravityWrapper = this.gravityCheckbox.parentElement!;\n const collisionWrapper = this.collisionCheckbox.parentElement!;\n const characterWrapper = this.characterModelSelect.parentElement!;\n const walkModeWrapper = this.walkModeSelect.parentElement!;\n\n if (this.state.mode === 'walk') {\n // 漫游模式:隐藏速度,显示模型、行走模式、重力、碰撞\n speedWrapper.style.display = 'none';\n gravityWrapper.style.display = 'flex';\n collisionWrapper.style.display = 'flex';\n characterWrapper.style.display = 'flex';\n walkModeWrapper.style.display = 'flex';\n } else {\n // 默认或路径模式:显示速度、重力、碰撞,隐藏模型和行走模式\n speedWrapper.style.display = 'flex';\n gravityWrapper.style.display = 'flex';\n collisionWrapper.style.display = 'flex';\n characterWrapper.style.display = 'none';\n walkModeWrapper.style.display = 'none';\n }\n }\n\n private updateSpeedDisplay(): void {\n this.speedDisplay.textContent = `${this.state.speed}X`;\n this.updateSpeedButtonStates();\n }\n\n private updateSpeedButtonStates(): void {\n this.speedDecreaseBtn.disabled = this.state.speed <= 1;\n this.speedIncreaseBtn.disabled = this.state.speed >= 10;\n }\n\n private getIconSVG(type: string): string {\n const icons: Record = {\n 'plan-view': getIcon('地图'),\n 'path': getIcon('地图'),\n 'walk': getIcon('漫游')\n };\n return icons[type] || '';\n }\n\n public setLocales(): void {\n // 更新速度标签\n const speedLabel = this.speedControl.querySelector('.walk-speed-label');\n if (speedLabel) {\n speedLabel.textContent = t('walkControl.speed');\n }\n\n // 更新复选框标签\n this.gravityLabel.textContent = t('walkControl.gravity');\n this.collisionLabel.textContent = t('walkControl.collision');\n\n // 更新角色模型下拉框\n this.characterModelLabel.textContent = t('walkControl.characterModel.label');\n this.characterModelSelect.innerHTML = '';\n const constructionWorkerOption = document.createElement('option');\n constructionWorkerOption.value = 'construction-worker';\n constructionWorkerOption.textContent = t('walkControl.characterModel.constructionWorker');\n constructionWorkerOption.selected = this.state.characterModel === 'construction-worker';\n this.characterModelSelect.appendChild(constructionWorkerOption);\n\n const officeMaleOption = document.createElement('option');\n officeMaleOption.value = 'office-male';\n officeMaleOption.textContent = t('walkControl.characterModel.officeMale');\n officeMaleOption.selected = this.state.characterModel === 'office-male';\n this.characterModelSelect.appendChild(officeMaleOption);\n\n // 更新行走模式下拉框\n this.walkModeLabel.textContent = t('walkControl.walkMode.label');\n this.walkModeSelect.innerHTML = '';\n const walkOption = document.createElement('option');\n walkOption.value = 'walk';\n walkOption.textContent = t('walkControl.walkMode.walk');\n walkOption.selected = this.state.walkMode === 'walk';\n this.walkModeSelect.appendChild(walkOption);\n\n const runOption = document.createElement('option');\n runOption.value = 'run';\n runOption.textContent = t('walkControl.walkMode.run');\n runOption.selected = this.state.walkMode === 'run';\n this.walkModeSelect.appendChild(runOption);\n\n // 更新退出按钮\n this.exitBtn.textContent = t('walkControl.exit');\n }\n\n public setTheme(theme: ThemeConfig): void {\n if (!this.element) return;\n const style = this.element.style;\n style.setProperty('--bim-walk-control-bg', theme.panelBackground ?? 'rgba(0, 0, 0, 0.8)');\n style.setProperty('--bim-walk-btn-hover', theme.componentHover ?? 'rgba(255, 255, 255, 0.15)');\n style.setProperty('--bim-walk-btn-active', theme.componentActive ?? 'rgba(255, 255, 255, 0.3)');\n style.setProperty('--bim-primary-color', theme.primary ?? '#1890ff');\n style.setProperty('--bim-primary-hover', theme.primaryHover ?? '#40a9ff');\n style.setProperty('--bim-icon-color', theme.icon ?? '#ccc');\n style.setProperty('--bim-text-color', theme.textPrimary ?? '#fff');\n style.setProperty('--bim-divider-color', theme.border ?? 'rgba(255, 255, 255, 0.2)');\n style.setProperty('--bim-speed-group-bg', theme.componentHover ?? 'rgba(255, 255, 255, 0.1)');\n style.setProperty('--bim-speed-btn-bg', theme.componentHover ?? 'rgba(255, 255, 255, 0.1)');\n style.setProperty('--bim-speed-btn-hover', theme.componentActive ?? 'rgba(255, 255, 255, 0.2)');\n style.setProperty('--bim-select-bg', theme.componentHover ?? 'rgba(255, 255, 255, 0.1)');\n style.setProperty('--bim-select-border', theme.border ?? 'rgba(255, 255, 255, 0.2)');\n style.setProperty('--bim-select-option-bg', theme.panelBackground ?? '#333');\n }\n\n public destroy(): void {\n this.unsubscribeLocale?.();\n this.unsubscribeTheme?.();\n if (this.element && this.element.parentElement) {\n this.element.parentElement.removeChild(this.element);\n }\n }\n}\n","import type { ThemeConfig } from '../../themes/types';\nimport { IBimComponent } from '../../types/component';\nimport { localeManager } from '../../services/locale';\nimport { themeManager } from '../../services/theme';\n\n/**\n * 路径漫游面板组件(暂时空内容)\n */\nexport class WalkPathPanel implements IBimComponent {\n public element!: HTMLElement;\n\n private unsubscribeLocale: (() => void) | null = null;\n private unsubscribeTheme: (() => void) | null = null;\n\n constructor() {\n // 暂时无配置\n }\n\n public init(): void {\n this.element = this.createPanel();\n\n // 订阅\n this.unsubscribeLocale = localeManager.subscribe(() => this.setLocales());\n this.unsubscribeTheme = themeManager.subscribe((theme) => this.setTheme(theme));\n\n this.setLocales();\n this.setTheme(themeManager.getTheme());\n }\n\n private createPanel(): HTMLElement {\n const panel = document.createElement('div');\n panel.className = 'walk-path-panel';\n panel.style.padding = '20px';\n panel.style.color = 'var(--bim-text-color, #fff)';\n panel.textContent = '路径漫游内容待实现';\n return panel;\n }\n\n public setLocales(): void {\n // 更新文本\n }\n\n public setTheme(_theme: ThemeConfig): void {\n // 应用主题\n }\n\n public destroy(): void {\n this.unsubscribeLocale?.();\n this.unsubscribeTheme?.();\n if (this.element && this.element.parentElement) {\n this.element.parentElement.removeChild(this.element);\n }\n }\n}\n","import { BimComponent } from '../core/component';\nimport { BimEngine } from '../bim-engine';\nimport { BimDialog } from '../components/dialog';\nimport { WalkPathPanel } from '../components/walk-path-panel';\n\n/**\n * 路径漫游弹窗管理器\n */\nexport class WalkPathDialogManager extends BimComponent {\n private dialogId = 'walk-path-dialog';\n private dialog: BimDialog | null = null;\n private panel: WalkPathPanel | null = null;\n\n constructor(engine: BimEngine) {\n super(engine);\n }\n\n public init(): void {\n // 可以在这里监听事件\n }\n\n /**\n * 显示弹窗\n */\n public show(): void {\n if (!this.engine.dialog || !this.engine.container) {\n console.warn('Dialog manager or container is not initialized');\n return;\n }\n\n // 如果已打开,先销毁\n this.destroy();\n\n // 创建面板(暂时空内容)\n this.panel = new WalkPathPanel();\n this.panel.init();\n\n const dialogWidth = 300;\n const dialogHeight = 400;\n const paddingRight = 20;\n const container = this.engine.container;\n const containerHeight = container.clientHeight;\n const containerWidth = container.clientWidth;\n\n // 右边中间:right: 20px, 垂直居中\n const x = containerWidth - dialogWidth - paddingRight;\n const y = (containerHeight - dialogHeight) / 2;\n\n this.dialog = this.engine.dialog.create({\n id: this.dialogId,\n title: 'walkControl.path.dialogTitle',\n width: dialogWidth,\n height: dialogHeight,\n position: { x, y },\n draggable: true,\n resizable: false,\n content: this.panel.element,\n onClose: () => {\n // 通知主控制面板更新状态\n if (this.engine.walkControl && this.engine.walkControl.panel) {\n this.engine.walkControl.panel.setPathModeActive(false);\n }\n this.hide();\n }\n });\n this.dialog.init();\n }\n\n /**\n * 隐藏弹窗\n */\n public hide(): void {\n this.destroy();\n }\n\n /**\n * 销毁弹窗和面板\n */\n public destroy(): void {\n // 先保存 dialog 引用,避免在回调中重复调用\n const dialog = this.dialog;\n\n // 立即清空引用,防止递归\n this.dialog = null;\n\n // 关闭弹窗\n if (dialog) {\n dialog.destroy();\n }\n\n // 销毁面板\n if (this.panel) {\n this.panel.destroy();\n this.panel = null;\n }\n }\n}\n","import { BimComponent } from '../core/component';\nimport { BimEngine } from '../bim-engine';\nimport { WalkControlPanel } from '../components/walk-control-panel';\nimport { WalkPathDialogManager } from './walk-path-dialog-manager';\n\n/**\n * 漫游控制管理器\n */\nexport class WalkControlManager extends BimComponent {\n public panel: WalkControlPanel | null = null;\n private pathManager: WalkPathDialogManager | null = null;\n\n constructor(engine: BimEngine) {\n super(engine);\n }\n\n public init(): void {\n // 初始化子 manager\n this.pathManager = new WalkPathDialogManager(this.engine);\n this.pathManager.init();\n }\n\n /**\n * 显示漫游控制面板\n */\n public show(): void {\n if (!this.engine.toolbar) {\n console.warn('Toolbar not initialized');\n return;\n }\n\n // 隐藏 toolbar\n this.engine.toolbar.hide();\n\n // 创建漫游控制面板\n this.panel = new WalkControlPanel({\n onPlanViewToggle: (isActive) => {\n console.log('[WalkControl] 地图:', isActive);\n if (isActive) {\n this.engine.map?.show();\n } else {\n this.engine.map?.hide();\n }\n // 触发事件\n this.emit('walk:plan-view-toggle', { isActive });\n },\n onPathModeToggle: (isActive) => {\n console.log('[WalkControl] 路径漫游:', isActive);\n if (isActive) {\n this.pathManager?.show();\n } else {\n this.pathManager?.hide();\n }\n // 触发事件\n this.emit('walk:path-mode-toggle', { isActive });\n },\n onWalkModeToggle: (isActive) => {\n console.log('[WalkControl] 漫游模式:', isActive);\n // 切换到漫游模式时,关闭路径漫游弹窗\n if (isActive) {\n this.pathManager?.hide();\n }\n // 触发事件\n this.emit('walk:walk-mode-toggle', { isActive });\n },\n onSpeedChange: (speed) => {\n console.log('[WalkControl] 速度变化:', speed);\n // 触发事件\n this.emit('walk:speed-change', { speed });\n },\n onGravityToggle: (enabled) => {\n console.log('[WalkControl] 重力:', enabled);\n // 触发事件\n this.emit('walk:gravity-toggle', { enabled });\n },\n onCollisionToggle: (enabled) => {\n console.log('[WalkControl] 碰撞:', enabled);\n // 触发事件\n this.emit('walk:collision-toggle', { enabled });\n },\n onCharacterModelChange: (model) => {\n console.log('[WalkControl] 角色模型:', model);\n // TODO: 实现角色模型变化逻辑\n },\n onWalkModeChange: (mode) => {\n console.log('[WalkControl] 行走模式:', mode);\n // TODO: 实现行走模式变化逻辑\n },\n onExit: () => {\n this.hide();\n }\n });\n this.panel.init();\n\n // 如果地图已经打开,同步按钮状态\n if (this.engine.map?.isOpen()) {\n this.panel.setPlanViewActive(true);\n }\n\n // 监听地图事件,同步漫游面板中的地图按钮状态\n this.engine.on('map:opened', () => {\n this.panel?.setPlanViewActive(true);\n });\n\n this.engine.on('map:closed', () => {\n this.panel?.setPlanViewActive(false);\n });\n\n // 将面板添加到主容器中,定位在底部中间(类似toolbar的位置)\n if (this.engine.container) {\n // 添加定位样式\n this.panel.element.style.position = 'absolute';\n this.panel.element.style.bottom = '20px';\n this.panel.element.style.left = '50%';\n this.panel.element.style.transform = 'translateX(-50%)';\n this.panel.element.style.zIndex = '1000';\n\n this.engine.container.appendChild(this.panel.element);\n } else {\n console.warn('[WalkControlManager] Container not found');\n }\n }\n\n /**\n * 隐藏漫游控制面板\n */\n public hide(): void {\n // 关闭路径漫游弹窗(但不关闭地图,因为地图可能是用户单独打开的)\n this.pathManager?.hide();\n\n // 销毁面板\n if (this.panel) {\n this.panel.destroy();\n this.panel = null;\n }\n\n // 显示 toolbar\n if (this.engine.toolbar) {\n this.engine.toolbar.show();\n }\n }\n\n /**\n * 销毁管理器\n */\n public destroy(): void {\n this.hide();\n this.pathManager?.destroy();\n this.pathManager = null;\n }\n}\n","import type { ThemeConfig } from '../../themes/types';\nimport { IBimComponent } from '../../types/component';\nimport { localeManager } from '../../services/locale';\nimport { themeManager } from '../../services/theme';\n\n/**\n * 地图面板组件\n */\nexport class MapPanel implements IBimComponent {\n public element!: HTMLElement;\n private unsubscribeLocale: (() => void) | null = null;\n private unsubscribeTheme: (() => void) | null = null;\n\n constructor() {}\n\n public init(): void {\n this.element = this.createPanel();\n this.unsubscribeLocale = localeManager.subscribe(() => this.setLocales());\n this.unsubscribeTheme = themeManager.subscribe((theme) => this.setTheme(theme));\n\n this.setLocales();\n this.setTheme(themeManager.getTheme());\n }\n\n private createPanel(): HTMLElement {\n const panel = document.createElement('div');\n panel.className = 'map-panel';\n panel.style.padding = '20px';\n panel.style.color = '#fff';\n panel.textContent = '地图内容待实现';\n return panel;\n }\n\n public setLocales(): void {\n // 更新文本\n }\n\n public setTheme(_theme: ThemeConfig): void {\n // 应用主题\n }\n\n public destroy(): void {\n this.unsubscribeLocale?.();\n this.unsubscribeTheme?.();\n if (this.element && this.element.parentElement) {\n this.element.parentElement.removeChild(this.element);\n }\n }\n}\n","import { BimComponent } from '../core/component';\nimport { BimEngine } from '../bim-engine';\nimport { BimDialog } from '../components/dialog';\nimport { MapPanel } from '../components/map-panel';\n\n/**\n * 地图弹窗管理器(独立通用组件)\n */\nexport class MapDialogManager extends BimComponent {\n private dialogId = 'map-dialog';\n private dialog: BimDialog | null = null;\n private panel: MapPanel | null = null;\n\n constructor(engine: BimEngine) {\n super(engine);\n }\n\n public init(): void {\n // 可以在这里监听事件\n }\n\n /**\n * 显示弹窗\n */\n public show(): void {\n if (!this.engine.dialog || !this.engine.container) {\n console.warn('Dialog manager or container is not initialized');\n return;\n }\n\n // 如果已打开,不重复打开\n if (this.isOpen()) {\n return;\n }\n\n // 创建面板\n this.panel = new MapPanel();\n this.panel.init();\n\n const dialogWidth = 300;\n const dialogHeight = 400;\n const paddingLeft = 20;\n const paddingBottom = 20;\n const container = this.engine.container;\n const containerHeight = container.clientHeight;\n\n // 左下角:left: 20px, bottom: 20px\n const x = paddingLeft;\n const y = containerHeight - dialogHeight - paddingBottom;\n\n this.dialog = this.engine.dialog.create({\n id: this.dialogId,\n title: 'map.dialogTitle',\n width: dialogWidth,\n height: dialogHeight,\n position: { x, y },\n draggable: true,\n resizable: false,\n content: this.panel.element,\n onClose: () => {\n this.hide();\n }\n });\n this.dialog.init();\n\n // 触发地图打开事件\n this.emit('map:opened', {});\n }\n\n /**\n * 隐藏弹窗\n */\n public hide(): void {\n this.destroy();\n // 触发地图关闭事件\n this.emit('map:closed', {});\n }\n\n /**\n * 检查地图是否打开\n */\n public isOpen(): boolean {\n return this.dialog !== null;\n }\n\n /**\n * 销毁弹窗和面板\n */\n public destroy(): void {\n // 先保存 dialog 引用,避免在回调中重复调用\n const dialog = this.dialog;\n\n // 立即清空引用,防止递归\n this.dialog = null;\n\n // 关闭弹窗\n if (dialog) {\n dialog.destroy();\n }\n\n // 销毁面板\n if (this.panel) {\n this.panel.destroy();\n this.panel = null;\n }\n }\n}\n","type Listener = (payload: T) => void;\n\nexport class EventEmitter {\n private events: Map = new Map();\n\n public on(event: string, listener: Listener): () => void {\n if (!this.events.has(event)) {\n this.events.set(event, []);\n }\n this.events.get(event)!.push(listener);\n\n // Return unsubscribe function\n return () => this.off(event, listener);\n }\n\n public off(event: string, listener: Listener): void {\n const listeners = this.events.get(event);\n if (!listeners) return;\n\n const index = listeners.indexOf(listener);\n if (index !== -1) {\n listeners.splice(index, 1);\n }\n }\n\n public emit(event: string, payload?: any): void {\n const listeners = this.events.get(event);\n if (listeners) {\n listeners.forEach(listener => {\n try {\n listener(payload);\n } catch (error) {\n console.error(`[EventEmitter] Error in listener for event \"${event}\":`, error);\n }\n });\n }\n }\n\n public clear(): void {\n this.events.clear();\n }\n}\n","import './bim-engine.css';\nimport {ToolbarManager} from './managers/toolbar-manager';\nimport {ButtonGroupManager} from './managers/button-group-manager';\nimport {DialogManager} from './managers/dialog-manager';\nimport {EngineManager} from './managers/engine-manager';\nimport {RightKeyManager} from './managers/right-key-manager';\nimport {ConstructTreeManagerBtn} from './managers/construct-tree-manager-btn';\nimport {PropertyPanelManager} from './managers/property-panel-manager';\nimport {MeasureDialogManager} from './managers/measure-dialog-manager';\nimport {SectionPlaneDialogManager} from './managers/section-plane-dialog-manager';\nimport {SectionAxisDialogManager} from './managers/section-axis-dialog-manager';\nimport {SectionBoxDialogManager} from './managers/section-box-dialog-manager';\nimport {WalkControlManager} from './managers/walk-control-manager';\nimport {MapDialogManager} from './managers/map-dialog-manager';\nimport type {EngineOptions, ModelLoadOptions} from './components/engine';\nimport {localeManager} from './services/locale';\nimport {themeManager} from './services/theme';\nimport type {LocaleType} from './locales/types';\nimport type {ThemeType, ThemeConfig} from './themes/types';\nimport {EventEmitter} from './core/event-emitter';\nimport {EngineEvents} from './types/events';\n\nexport type {EngineOptions, ModelLoadOptions};\n\nexport class BimEngine extends EventEmitter {\n public container: HTMLElement;\n private wrapper: HTMLElement | null = null;\n\n public toolbar: ToolbarManager | null = null; // 底部专用\n public constructTreeBtn: ConstructTreeManagerBtn | null = null; // 底部专用\n public buttonGroup: ButtonGroupManager | null = null; // 通用\n public dialog: DialogManager | null = null;\n public engine: EngineManager | null = null; // 3D 引擎管理器\n public rightKey: RightKeyManager | null = null; // 右键菜单管理器\n public propertyPanel: PropertyPanelManager | null = null; // 属性面板 (演示 Collapse)\n public measure: MeasureDialogManager | null = null; // 测量面板\n public sectionPlane: SectionPlaneDialogManager | null = null; // 拾取面剖切面板\n public sectionAxis: SectionAxisDialogManager | null = null; // 轴向剖切面板\n public sectionBox: SectionBoxDialogManager | null = null; // 剖切盒面板\n public walkControl: WalkControlManager | null = null; // 漫游控制面板\n public map: MapDialogManager | null = null; // 地图面板\n\n\n constructor(\n container: HTMLElement | string,\n options?: {\n locale?: LocaleType;\n theme?: ThemeType;\n }\n ) {\n super();\n const el = typeof container === 'string' ? document.getElementById(container) : container;\n if (!el) throw new Error('Container not found');\n this.container = el;\n\n if (options?.locale) localeManager.setLocale(options.locale);\n if (options?.theme) {\n if (options.theme === 'custom') {\n console.warn('Custom theme should be set via setCustomTheme().');\n } else {\n themeManager.setTheme(options.theme);\n }\n }\n\n this.init();\n }\n\n // Typed wrappers for events\n public emit(event: K, payload: EngineEvents[K]) {\n super.emit(event, payload);\n }\n\n public on(event: K, listener: (payload: EngineEvents[K]) => void): () => void {\n return super.on(event, listener);\n }\n\n public setLocale(locale: LocaleType) {\n localeManager.setLocale(locale);\n }\n\n public getLocale(): LocaleType {\n return localeManager.getLocale();\n }\n\n public setTheme(theme: 'dark' | 'light') {\n themeManager.setTheme(theme);\n }\n\n public setCustomTheme(theme: ThemeConfig) {\n themeManager.setCustomTheme(theme);\n }\n\n private init() {\n this.container.innerHTML = '';\n this.wrapper = document.createElement('div');\n this.wrapper.className = 'bim-engine-wrapper';\n this.container.appendChild(this.wrapper);\n\n // 创建 3D 引擎管理器\n this.engine = new EngineManager(this, this.wrapper);\n this.dialog = new DialogManager(this, this.wrapper);\n this.toolbar = new ToolbarManager(this, this.wrapper);\n this.buttonGroup = new ButtonGroupManager(this, this.wrapper);\n this.rightKey = new RightKeyManager(this, this.wrapper);\n this.constructTreeBtn = new ConstructTreeManagerBtn(this, this.wrapper);\n this.propertyPanel = new PropertyPanelManager(this);\n this.measure = new MeasureDialogManager(this);\n this.sectionPlane = new SectionPlaneDialogManager(this);\n this.sectionAxis = new SectionAxisDialogManager(this);\n this.sectionBox = new SectionBoxDialogManager(this);\n this.walkControl = new WalkControlManager(this);\n this.walkControl.init();\n this.map = new MapDialogManager(this);\n this.map.init();\n\n // 初始主题\n this.updateTheme(themeManager.getTheme());\n // 订阅主题变化\n themeManager.subscribe((theme) => {\n this.updateTheme(theme);\n });\n }\n\n\n private updateTheme(theme: ThemeConfig) {\n if (this.wrapper) {\n this.wrapper.style.backgroundColor = theme.background;\n this.wrapper.style.color = theme.textPrimary;\n }\n }\n\n public destroy() {\n this.toolbar?.destroy();\n this.buttonGroup?.destroy();\n this.engine?.destroy();\n this.dialog?.destroy();\n this.rightKey?.destroy();\n this.propertyPanel?.destroy();\n this.measure?.destroy();\n this.sectionPlane?.destroy();\n this.sectionAxis?.destroy();\n this.sectionBox?.destroy();\n this.walkControl?.destroy();\n this.container.innerHTML = '';\n this.clear();\n }\n}\n","import type { ButtonConfig } from '../../../index.type';\nimport type { BimEngine } from '../../../../../bim-engine';\nimport { getIcon } from '../../../../../utils/icon-manager';\n\n/**\n * 首页按钮配置\n * 使用工厂函数模式,注入 engine 实例\n */\nexport const createHomeButton = (engine: BimEngine): ButtonConfig => {\n return {\n id: 'home',\n groupId: 'group-1',\n type: 'button',\n label: 'toolbar.home',\n icon: getIcon('主视角'),\n keepActive: true,\n onClick: (button) => {\n console.log('首页按钮被点击:', button.id);\n // 演示:使用 engine 发送事件\n // engine.dialog?.showInfoDialog()\n engine.emit('ui:open-dialog', { id: 'home-info' });\n\n // 或者直接调用 engine 的方法\n // if (engine.engine) {\n // engine.engine.loadModel('...');\n // }\n }\n };\n};\n","import type { ButtonConfig } from '../../../index.type';\nimport type { BimEngine } from '../../../../../bim-engine';\nimport { getIcon } from '../../../../../utils/icon-manager';\n\n/**\n * 选框放大按钮配置\n *\n * 说明:\n * - 当前仅添加 UI 按钮,点击事件先留空(后续接入引擎能力再实现)\n * - 使用工厂函数模式注入 engine,便于未来调用 engine API\n */\nexport const createZoomBoxButton = (_engine: BimEngine): ButtonConfig => {\n return {\n id: 'zoom-box',\n groupId: 'group-1',\n keepActive: true,\n type: 'button',\n label: 'toolbar.zoomBox',\n icon: getIcon('框选放大'),\n onClick: () => {\n // 事件先留空:后续实现“框选放大/框选缩放”能力时再接入\n // 这里不做任何动作,避免误触影响用户操作\n }\n };\n};\n\n\n","import type { ButtonConfig } from '../../../../index.type';\nimport type { BimEngine } from '../../../../../../bim-engine';\nimport { getIcon } from '../../../../../../utils/icon-manager';\n\n/**\n * 漫游按钮配置(普通按钮,不带子菜单)\n */\nexport const createWalkMenuButton = (engine: BimEngine): ButtonConfig => {\n return {\n id: 'walk',\n groupId: 'group-1',\n type: 'button',\n label: 'toolbar.walk',\n align: 'vertical',\n icon: getIcon('漫游'),\n onClick: () => {\n console.log('漫游按钮被点击');\n engine.walkControl?.show();\n }\n };\n};\n","import type { ButtonConfig } from '../../../index.type';\nimport type { BimEngine } from '../../../../../bim-engine';\nimport { getIcon } from '../../../../../utils/icon-manager';\n\n/**\n * 地图按钮配置(开关按钮)\n */\nexport const createMapButton = (engine: BimEngine): ButtonConfig => {\n // 监听地图打开/关闭事件,同步按钮状态\n engine.on('map:opened', () => {\n engine.toolbar?.setBtnActive('map', true);\n });\n\n engine.on('map:closed', () => {\n engine.toolbar?.setBtnActive('map', false);\n });\n\n return {\n id: 'map',\n groupId: 'group-1',\n type: 'button',\n label: 'toolbar.map',\n align: 'vertical',\n keepActive: true,\n icon: getIcon('地图'),\n onClick: () => {\n // 切换地图显示状态\n if (engine.map?.isOpen()) {\n engine.map?.hide();\n } else {\n engine.map?.show();\n }\n }\n };\n};\n","import type { ButtonConfig } from '../../../index.type';\nimport type { BimEngine } from '../../../../../bim-engine';\nimport { getIcon } from '../../../../../utils/icon-manager';\n\n/**\n * 构件详情按钮配置\n */\nexport const createPropertyButton = (engine: BimEngine): ButtonConfig => {\n return {\n id: 'property',\n groupId: 'group-1',\n type: 'button',\n label: 'toolbar.property',\n align: 'vertical',\n icon: getIcon('文档'),\n onClick: () => {\n console.log('构件详情按钮被点击');\n engine.propertyPanel?.show();\n }\n };\n};\n","import type { ButtonConfig } from '../../../index.type';\nimport type { BimEngine } from '../../../../../bim-engine';\nimport { getIcon } from '../../../../../utils/icon-manager';\n\n/**\n * 设置按钮配置\n */\nexport const createSettingButton = (_engine: BimEngine): ButtonConfig => {\n return {\n id: 'setting',\n groupId: 'group-2',\n type: 'button',\n label: 'toolbar.setting',\n icon: getIcon('设置'),\n keepActive: false,\n onClick: (button) => {\n // 预留:未来接入设置逻辑(此处已注入 engine)\n console.log('设置按钮被点击:', button.id);\n }\n };\n};\n","export const infoIcon = '';\n","import type { ButtonConfig } from '../../../index.type';\nimport type { BimEngine } from '../../../../../bim-engine';\nimport { infoIcon } from './icon';\n\n/**\n * 信息按钮配置\n * 说明:当前仍保留 demo 的事件触发方式;engine 已注入,便于未来替换为 SDK 内部逻辑。\n */\nexport const createInfoButton = (_engine: BimEngine): ButtonConfig => {\n return {\n id: 'toolbar-info',\n groupId: 'group-2',\n type: 'button',\n label: 'toolbar.info',\n icon: infoIcon,\n onClick: () => {\n // WORKAROUND: Dispatch a standard custom event on document\n document.dispatchEvent(new CustomEvent('bim-demo:open-property-panel'));\n }\n };\n};\n","import type { ButtonConfig } from '../../../index.type';\nimport type { BimEngine } from '../../../../../bim-engine';\nimport { getIcon } from '../../../../../utils/icon-manager';\n\n/**\n * 全屏按钮配置\n */\nexport const createFullscreenButton = (_engine: BimEngine): ButtonConfig => {\n return {\n id: 'fullscreen',\n groupId: 'group-2',\n type: 'button',\n label: 'toolbar.fullscreen',\n align: 'vertical',\n icon: getIcon('全屏'),\n onClick: async () => {\n console.log('全屏按钮被点击');\n\n // 0. 环境检查 (帮助调试 Iframe 问题)\n const isIframe = window.self !== window.top;\n if (isIframe) {\n console.warn('检测到在 Iframe 中运行,请确保父级 iframe 标签拥有 allow=\"fullscreen\" 属性');\n }\n\n try {\n // 1. 获取当前全屏状态 (使用 any 绕过 TS 检查)\n const doc = document as any;\n const fullscreenElement = doc.fullscreenElement ||\n doc.webkitFullscreenElement ||\n doc.mozFullScreenElement ||\n doc.msFullscreenElement;\n\n const isFullscreen = !!fullscreenElement;\n console.log('当前是否全屏:', isFullscreen);\n\n // 2. 确定要全屏的目标元素\n // 优先查找 BIM 容器,如果找不到则使用 document.body\n const bimContainer = document.querySelector('.bim-engine-container') as HTMLElement;\n const targetElem = bimContainer || document.body;\n\n // 将 targetElem 断言为 any,解决 \"Property 'webkitRequestFullscreen' does not exist\" 报错\n const el = targetElem as any;\n\n if (!isFullscreen) {\n // === 进入全屏 ===\n console.log('准备进入全屏...');\n\n // 关键:防止全屏后背景变黑\n if (targetElem.style.backgroundColor === '' || targetElem.style.backgroundColor === 'transparent') {\n targetElem.style.backgroundColor = '#ffffff'; // 根据你的主题颜色调整\n }\n\n // 兼容不同浏览器的 API\n const requestMethod = el.requestFullscreen ||\n el.webkitRequestFullscreen ||\n el.mozRequestFullScreen ||\n el.msRequestFullscreen;\n\n if (requestMethod) {\n // 使用 call 绑定正确的上下文\n await requestMethod.call(el, { navigationUI: 'hide' });\n console.log('全屏请求已发送');\n } else {\n console.warn('当前浏览器不支持全屏 API');\n alert('当前浏览器不支持全屏功能');\n }\n\n } else {\n // === 退出全屏 ===\n console.log('准备退出全屏...');\n\n // 兼容不同浏览器的退出 API\n const exitMethod = doc.exitFullscreen ||\n doc.webkitExitFullscreen ||\n doc.mozCancelFullScreen ||\n doc.msExitFullscreen;\n\n if (exitMethod) {\n await exitMethod.call(doc);\n console.log('退出全屏请求已发送');\n }\n }\n } catch (error: any) {\n console.error('全屏操作失败:', error);\n // 专门提示权限问题\n if (error && error.message && error.message.includes('denied')) {\n console.error('全屏请求被拒绝。如果是 Iframe,请检查 allow=\"fullscreen\"。如果是自动触发,请确保由用户点击触发。');\n }\n }\n }\n };\n};","import type {ButtonConfig} from '../../../index.type';\nimport type {BimEngine} from '../../../../../bim-engine';\nimport { getIcon } from '../../../../../utils/icon-manager';\n\n/**\n * 测量按钮配置\n * 使用工厂函数模式,注入 engine 实例\n */\nexport const createMeasureButton = (engine: BimEngine): ButtonConfig => {\n return {\n id: 'measure',\n groupId: 'group-1',\n type: 'button',\n label: 'toolbar.measure',\n icon: getIcon('测量'),\n keepActive: true,\n onClick: (button) => {\n if (button.isActive) {\n engine.measure?.show()\n } else {\n engine.measure?.destroy()\n }\n }\n };\n};\n","import type { ButtonConfig } from '../../../../index.type';\nimport type { BimEngine } from '../../../../../../bim-engine';\nimport { getIcon } from '../../../../../../utils/icon-manager';\n\n/**\n * 剖切菜单按钮配置\n */\nexport const createSectionMenuButton = (_engine: BimEngine): ButtonConfig => {\n return {\n id: 'section',\n groupId: 'group-1',\n type: 'menu',\n label: 'toolbar.section',\n align: 'vertical',\n icon: getIcon('剖切'),\n keepActive: true,\n onClick: (button) => {\n console.log('剖切按钮被点击:', button.id);\n }\n };\n};\n","import type { ButtonConfig } from '../../../../index.type';\nimport type { BimEngine } from '../../../../../../bim-engine';\nimport { getIcon } from '../../../../../../utils/icon-manager';\n\n/**\n * 拾取面剖切按钮配置\n */\nexport const createSectionPlaneButton = (engine: BimEngine): ButtonConfig => {\n return {\n id: 'section-plane',\n groupId: 'group-1',\n parentId: 'section',\n type: 'button',\n keepActive: true,\n exclusive: true,\n align: 'vertical',\n label: 'toolbar.sectionPlane',\n icon: getIcon('拾曲面剖切'),\n onClick: (button) => {\n console.log('拾取面剖切被点击:', button.id, '激活状态:', button.isActive);\n if (button.isActive) {\n // 激活时显示弹窗\n engine.sectionPlane?.show();\n } else {\n // 关闭时隐藏弹窗\n engine.sectionPlane?.hide();\n }\n }\n };\n};\n","import type { ButtonConfig } from '../../../../index.type';\nimport type { BimEngine } from '../../../../../../bim-engine';\nimport { getIcon } from '../../../../../../utils/icon-manager';\n\n/**\n * 轴向剖切按钮配置\n */\nexport const createSectionAxisButton = (engine: BimEngine): ButtonConfig => {\n return {\n id: 'section-axis',\n groupId: 'group-1',\n parentId: 'section',\n type: 'button',\n keepActive: true,\n exclusive: true,\n align: 'vertical',\n label: 'toolbar.sectionAxis',\n icon: getIcon('轴向剖切'),\n onClick: (button) => {\n if (button.isActive) {\n engine.sectionAxis?.show();\n } else {\n engine.sectionAxis?.destroy();\n }\n }\n };\n};\n","import type { ButtonConfig } from 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\ No newline at end of file +{"version":3,"file":"bim-engine-sdk.umd.js","sources":["../src/locales/zh-CN.ts","../src/locales/en-US.ts","../src/services/locale.ts","../src/themes/presets.ts","../src/services/theme.ts","../src/components/button-group/index.ts","../src/components/button-group/toolbar/index.ts","../src/core/component.ts","../src/managers/toolbar-manager.ts","../src/managers/button-group-manager.ts","../src/components/dialog/index.ts","../src/components/dialog/bimInfoDialog/index.ts","../src/managers/dialog-manager.ts","../src/bim-engine-sdk.es.js","../src/components/engine/index.ts","../src/components/right-key/index.ts","../src/components/menu/index.ts","../src/managers/right-key-manager.ts","../src/components/menu/buttons/info.ts","../src/components/menu/buttons/four.ts","../src/components/menu/buttons/second.ts","../src/components/menu/buttons/home.ts","../src/managers/engine-manager.ts","../src/components/tree/types.ts","../src/components/tree/tree-node.ts","../src/components/tree/index.ts","../src/components/tab/index.ts","../src/utils/icon-manager.ts","../src/managers/construct-tree-manager-btn.ts","../src/components/collapse/index.ts","../src/components/description/index.ts","../src/managers/property-panel-manager.ts","../src/components/measure-panel/index.ts","../src/managers/measure-dialog-manager.ts","../src/components/section-plane-panel/index.ts","../src/managers/section-plane-dialog-manager.ts","../src/components/section-axis-panel/index.ts","../src/managers/section-axis-dialog-manager.ts","../src/components/section-box-panel/index.ts","../src/managers/section-box-dialog-manager.ts","../src/components/walk-control-panel/index.ts","../src/components/walk-path-panel/index.ts","../src/managers/walk-path-dialog-manager.ts","../src/managers/walk-control-manager.ts","../src/components/map-panel/index.ts","../src/managers/map-dialog-manager.ts","../src/core/event-emitter.ts","../src/bim-engine.ts","../src/components/button-group/toolbar/buttons/home/index.ts","../src/components/button-group/toolbar/buttons/zoom-box/index.ts","../src/components/button-group/toolbar/buttons/walk/walk-menu/index.ts","../src/components/button-group/toolbar/buttons/map/index.ts","../src/components/button-group/toolbar/buttons/property/index.ts","../src/components/button-group/toolbar/buttons/setting/index.ts","../src/components/button-group/toolbar/buttons/info/icon.ts","../src/components/button-group/toolbar/buttons/info/index.ts","../src/components/button-group/toolbar/buttons/fullscreen/index.ts","../src/components/button-group/toolbar/buttons/measure/index.ts","../src/components/button-group/toolbar/buttons/section/section-menu/index.ts","../src/components/button-group/toolbar/buttons/section/section-plane/index.ts","../src/components/button-group/toolbar/buttons/section/section-axis/index.ts","../src/components/button-group/toolbar/buttons/section/section-box/index.ts"],"sourcesContent":["import {TranslationDictionary} from './types';\n\nexport const zhCN: TranslationDictionary = {\n common: {\n title: 'BimEngine',\n description: '这是一个使用 BIM-ENGINE。',\n openTestDialog: '打开测试弹窗',\n openInfoDialog: '打开信息弹窗 (封装版)',\n },\n toolbar: {\n home: '首页',\n measure: '测量',\n zoomBox: '选框放大',\n info: '信息',\n location: '定位',\n setting: '设置',\n walk: '漫游',\n map: '地图',\n property: '构件详情',\n fullscreen: '全屏',\n walkMenu: '漫游菜单',\n walkPerson: '第一人称',\n walkBird: '第三人称',\n tree: '模型树',\n section: '剖切',\n sectionPlane: '拾取面剖切',\n sectionAxis: '轴向剖切',\n sectionBox: '剖切盒'\n },\n dialog: {\n testTitle: '测试弹窗',\n testContent: '
    这是一个 可拖拽可缩放 的弹窗。

    你可以尝试拖动标题栏,或者拖动右下角改变大小。
    ',\n },\n menu: {\n info: '信息',\n home: '首页'\n },\n tree: {\n searchPlaceholder: '请输入要搜索的内容',\n },\n constructTree: {\n title: '目录树',\n },\n tab: {\n component: '构件',\n system: '系统',\n space: '空间',\n },\n panel: {\n property: {\n title: '构件详情',\n base: '基本属性',\n material: '材质信息',\n advanced: '高级设置',\n tab: {\n props: '属性',\n material: '材质'\n }\n }\n },\n measure: {\n btnName: '测量',\n dialogTitle: '测量',\n modes: {\n distance: '距离',\n minDistance: '最小距离',\n angle: '角度',\n elevation: '标高',\n volume: '体积',\n laserDistance: '激光测距',\n slope: '坡度',\n spaceVolume: '空间体积',\n },\n actions: {\n expand: '展开',\n collapse: '收起',\n clearAll: '删除全部',\n settings: '设置',\n },\n labels: {\n currentMode: '当前测量方式:',\n x: 'X:',\n y: 'Y:',\n z: 'Z:',\n value: {\n distance: '距离:',\n minDistance: '最小距离:',\n angle: '角度:',\n elevation: '标高:',\n volume: '体积:',\n laserDistance: '激光测距:',\n slope: '坡度:',\n spaceVolume: '空间体积:',\n }\n },\n units: {\n mm: 'mm',\n cm: 'cm',\n m: 'm',\n km: 'km',\n deg: '°',\n m3: 'm³',\n percent: '%',\n },\n settings: {\n title: '设置',\n unit: '单位:',\n precision: '精度:',\n hint: '距离、最小距离和标高默认使用该单位;角度和体积有各自默认单位。',\n save: '保存设置',\n cancel: '取消',\n }\n },\n sectionPlane: {\n dialogTitle: '拾取面剖切',\n actions: {\n hide: '隐藏',\n reverse: '反向',\n reset: '重置'\n }\n },\n sectionAxis: {\n dialogTitle: '轴向剖切',\n actions: {\n hide: '隐藏',\n reverse: '反向',\n axisX: 'X',\n axisY: 'Y',\n axisZ: 'Z'\n }\n },\n sectionBox: {\n dialogTitle: '剖切盒',\n actions: {\n hide: '隐藏',\n reverse: '反向',\n fitToModel: '适应',\n reset: '重置'\n },\n axes: {\n x: 'X',\n y: 'Y',\n z: 'Z'\n }\n },\n walkControl: {\n speed: '移动速度:',\n gravity: '重力',\n collision: '碰撞',\n characterModel: {\n label: '建筑工人',\n constructionWorker: '建筑工人',\n officeMale: '办公室男性'\n },\n walkMode: {\n label: '行走模式',\n walk: '行走模式',\n run: '奔跑模式'\n },\n exit: '退出',\n path: {\n dialogTitle: '路径漫游'\n }\n },\n map: {\n dialogTitle: '地图'\n }\n};\n","import {TranslationDictionary} from './types';\n\nexport const enUS: TranslationDictionary = {\n common: {\n title: 'BimEngine',\n description: 'This is a BIM-ENGINE demo.',\n openTestDialog: 'Open Test Dialog',\n openInfoDialog: 'Open Info Dialog (Wrapped)',\n },\n toolbar: {\n home: 'Home',\n measure: 'Measure',\n zoomBox: 'Zoom Box',\n info: 'Info',\n location: 'Location',\n setting: 'Settings',\n walk: 'Walk',\n map: 'Map',\n property: 'Property',\n fullscreen: 'Fullscreen',\n walkPerson: 'Person',\n walkBird: 'Bird Eye',\n walkMenu: 'Menu',\n tree: 'Tree',\n section: 'Section',\n sectionPlane: 'Plane Section',\n sectionAxis: 'Axis Section',\n sectionBox: 'Section Box'\n },\n dialog: {\n testTitle: 'Test Dialog',\n testContent: '
    This is a draggable and resizable dialog.

    Try dragging the title bar or resizing from the bottom-right corner.
    ',\n },\n menu: {\n info: 'Info',\n home: 'Home',\n },\n tree: {\n searchPlaceholder: 'Please enter content to search',\n },\n constructTree: {\n title: 'Construct Tree',\n },\n tab: {\n component: 'Component',\n system: 'System',\n space: 'Space',\n },\n panel: {\n property: {\n title: 'Component Details',\n base: 'Basic Info',\n material: 'Material',\n advanced: 'Advanced',\n tab: {\n props: 'Properties',\n material: 'Material'\n }\n }\n },\n measure: {\n btnName: 'Measure',\n dialogTitle: 'Measure',\n modes: {\n distance: 'Distance',\n minDistance: 'Min Distance',\n angle: 'Angle',\n elevation: 'Elevation',\n volume: 'Volume',\n laserDistance: 'Laser Distance',\n slope: 'Slope',\n spaceVolume: 'Space Volume',\n },\n actions: {\n expand: 'Expand',\n collapse: 'Collapse',\n clearAll: 'Clear All',\n settings: 'Settings',\n },\n labels: {\n currentMode: 'Mode:',\n x: 'X:',\n y: 'Y:',\n z: 'Z:',\n value: {\n distance: 'Distance:',\n minDistance: 'Min Distance:',\n angle: 'Angle:',\n elevation: 'Elevation:',\n volume: 'Volume:',\n laserDistance: 'Laser Distance:',\n slope: 'Slope:',\n spaceVolume: 'Space Volume:',\n }\n },\n units: {\n mm: 'mm',\n cm: 'cm',\n m: 'm',\n km: 'km',\n deg: '°',\n m3: 'm³',\n percent: '%',\n },\n settings: {\n title: 'Settings',\n unit: 'Unit:',\n precision: 'Precision:',\n hint: 'Distance, min distance and elevation use this unit by default; angle and volume use their own units.',\n save: 'Save',\n cancel: 'Cancel',\n }\n },\n sectionPlane: {\n dialogTitle: 'Plane Section',\n actions: {\n hide: 'Hide',\n reverse: 'Reverse',\n reset: 'Reset'\n }\n },\n sectionAxis: {\n dialogTitle: 'Axis Section',\n actions: {\n hide: 'Hide',\n reverse: 'Reverse',\n axisX: 'X',\n axisY: 'Y',\n axisZ: 'Z'\n }\n },\n sectionBox: {\n dialogTitle: 'Section Box',\n actions: {\n hide: 'Hide',\n reverse: 'Reverse',\n fitToModel: 'Fit',\n reset: 'Reset'\n },\n axes: {\n x: 'X',\n y: 'Y',\n z: 'Z'\n }\n },\n walkControl: {\n speed: 'Speed:',\n gravity: 'Gravity',\n collision: 'Collision',\n characterModel: {\n label: 'Construction Worker',\n constructionWorker: 'Construction Worker',\n officeMale: 'Office Male'\n },\n walkMode: {\n label: 'Walk Mode',\n walk: 'Walk',\n run: 'Run'\n },\n exit: 'Exit',\n path: {\n dialogTitle: 'Path Walk'\n }\n },\n map: {\n dialogTitle: 'Map'\n }\n};\n","import { LocaleType, TranslationDictionary } from '../locales/types';\nimport { zhCN } from '../locales/zh-CN';\nimport { enUS } from '../locales/en-US';\n\ntype LocaleChangeListener = (locale: LocaleType) => void;\n\n/**\n * 语言管理器类\n */\nexport class LocaleManager {\n private currentLocale: LocaleType = 'zh-CN';\n private messages: Record = {\n 'zh-CN': zhCN,\n 'en-US': enUS,\n };\n private listeners: LocaleChangeListener[] = [];\n\n constructor() {\n // 默认初始化\n }\n\n /**\n * 获取当前语言\n */\n public getLocale(): LocaleType {\n return this.currentLocale;\n }\n\n /**\n * 切换语言\n */\n public setLocale(locale: LocaleType) {\n if (this.currentLocale === locale) return;\n this.currentLocale = locale;\n this.notifyListeners();\n }\n\n /**\n * 翻译核心方法\n */\n public t(key: string): string {\n if (!key) return '';\n \n const keys = key.split('.');\n let value: any = this.messages[this.currentLocale];\n \n for (const k of keys) {\n if (value && typeof value === 'object' && k in value) {\n value = value[k];\n } else {\n return key;\n }\n }\n return value as string;\n }\n\n /**\n * 订阅变更\n */\n public subscribe(listener: LocaleChangeListener): () => void {\n this.listeners.push(listener);\n return () => {\n this.listeners = this.listeners.filter(l => l !== listener);\n };\n }\n\n private notifyListeners() {\n this.listeners.forEach(listener => listener(this.currentLocale));\n }\n}\n\n// --- 导出单例 ---\nexport const localeManager = new LocaleManager();\n\n// --- 导出便捷方法 ---\n/**\n * 全局翻译函数\n * @param key 键路径 (如 'toolbar.home')\n */\nexport const t = (key: string): string => localeManager.t(key);\n","import { ThemeConfig } from './types';\n\n/**\n * 深色主题 (默认)\n */\nexport const darkTheme: ThemeConfig = {\n name: 'dark',\n primary: '#0078d4',\n primaryHover: '#0063b1',\n\n // 修改:背景色统一为浅灰,不再跟随深色模式变黑\n background: '#f5f5f5',\n panelBackground: 'rgba(30, 30, 30, 0.9)',\n\n textPrimary: '#ffffff',\n textSecondary: '#cccccc',\n\n border: '#444444',\n\n icon: '#cccccc',\n iconActive: '#ffffff',\n\n componentBackground: 'transparent',\n componentHover: '#4e4d4dff',\n componentActive: 'rgba(255, 255, 255, 0.1)'\n};\n\n/**\n * 浅色主题\n */\nexport const lightTheme: ThemeConfig = {\n name: 'light',\n primary: '#0078d4',\n primaryHover: '#106ebe',\n\n // 统一为浅灰\n background: '#f5f5f5',\n panelBackground: '#ffffff',\n\n textPrimary: '#333333',\n textSecondary: '#666666',\n\n border: '#e0e0e0',\n\n icon: '#555555',\n iconActive: '#0078d4',\n\n componentBackground: 'transparent',\n componentHover: '#f0f0f0',\n componentActive: '#e0e0e0'\n};","import { ThemeConfig } from '../themes/types';\nimport { darkTheme, lightTheme } from '../themes/presets';\n\ntype ThemeChangeListener = (theme: ThemeConfig) => void;\n\n/**\n * 主题管理器 (单例)\n */\nexport class ThemeManager {\n private currentTheme: ThemeConfig = darkTheme;\n private listeners: ThemeChangeListener[] = [];\n\n constructor() {\n // 默认初始化\n }\n\n /**\n * 获取当前主题配置\n */\n public getTheme(): ThemeConfig {\n return this.currentTheme;\n }\n\n /**\n * 切换预设主题\n * @param themeName 'dark' | 'light'\n */\n public setTheme(themeName: 'dark' | 'light') {\n if (themeName === 'light') {\n this.applyTheme(lightTheme);\n } else {\n this.applyTheme(darkTheme);\n }\n }\n\n /**\n * 应用自定义主题配置\n * @param theme 配置对象\n */\n public setCustomTheme(theme: ThemeConfig) {\n this.applyTheme(theme);\n }\n\n /**\n * 内部应用主题逻辑\n */\n private applyTheme(theme: ThemeConfig) {\n this.currentTheme = theme;\n this.notifyListeners();\n }\n\n /**\n * 订阅主题变更\n */\n public subscribe(listener: ThemeChangeListener): () => void {\n this.listeners.push(listener);\n // 立即回调一次当前状态\n listener(this.currentTheme);\n return () => {\n this.listeners = this.listeners.filter(l => l !== listener);\n };\n }\n\n private notifyListeners() {\n this.listeners.forEach(listener => listener(this.currentTheme));\n }\n}\n\n// 导出单例\nexport const themeManager = new ThemeManager();","import './index.css';\nimport type {\n OptButton,\n ButtonGroup,\n ButtonGroupOptions,\n ButtonConfig,\n ButtonGroupColors\n} from './index.type';\nimport { t, localeManager } from '../../services/locale';\nimport { themeManager } from '../../services/theme';\nimport type { ThemeConfig } from '../../themes/types';\nimport { IBimComponent } from '../../types/component';\nimport type { BimEngine } from '../../bim-engine';\nimport { EngineEvents } from '../../types/events';\n\n/**\n * 通用按钮组组件 (BimButtonGroup)\n */\nexport class BimButtonGroup implements IBimComponent {\n private container: HTMLElement;\n private options: ButtonGroupOptions;\n private groups: ButtonGroup[] = [];\n private activeBtnIds: Set = new Set();\n private btnRefs: Map = new Map();\n private dropdownElement: HTMLElement | null = null;\n private hoverTimeout: number | null = null;\n private customColors: Set = new Set(); // 记录用户自定义的颜色属性\n private unsubscribeLocale: (() => void) | null = null;\n private unsubscribeTheme: (() => void) | null = null;\n\n protected engine: BimEngine | null = null;\n\n private readonly DEFAULT_ICON = '';\n\n constructor(options: ButtonGroupOptions) {\n const el = typeof options.container === 'string'\n ? document.getElementById(options.container)\n : options.container;\n\n if (!el) throw new Error('Container not found');\n\n this.container = el;\n // 合并默认配置\n this.options = {\n showLabel: true,\n visibility: {},\n direction: 'row', // 默认横向\n position: 'static', // 默认静态定位\n align: 'vertical', // 默认图标在上\n expand: 'down', // 默认向下展开\n ...options\n };\n\n // 记录初始传入的自定义颜色\n const colorKeys: (keyof ButtonGroupColors)[] = [\n 'backgroundColor', 'btnBackgroundColor', 'btnHoverColor',\n 'btnActiveColor', 'iconColor', 'iconActiveColor',\n 'textColor', 'textActiveColor'\n ];\n colorKeys.forEach(key => {\n if (options[key]) {\n this.customColors.add(key);\n }\n });\n\n this.initContainer();\n this.applyStyles();\n }\n\n public setEngine(engine: BimEngine) {\n this.engine = engine;\n }\n\n protected emit(event: K, payload: EngineEvents[K]) {\n if (this.engine) {\n this.engine.emit(event, payload);\n } else {\n console.warn('[BimButtonGroup] Engine not set, cannot emit event:', event);\n }\n }\n\n private initContainer(): void {\n this.container.innerHTML = '';\n this.container.classList.add('bim-btn-group-root');\n\n if (this.options.direction === 'column') {\n this.container.classList.add('dir-column');\n } else {\n this.container.classList.add('dir-row');\n }\n\n if (this.options.className) {\n this.container.classList.add(this.options.className);\n }\n\n this.updatePosition();\n\n // 添加事件拦截,防止点击穿透到 3D 引擎\n this.setupEventInterception(this.container);\n }\n\n /**\n * 设置事件拦截,防止事件冒泡到下层元素(如 3D 引擎)\n */\n private setupEventInterception(el: HTMLElement): void {\n const stopPropagation = (e: Event) => {\n e.stopPropagation();\n };\n\n const events = [\n 'click', 'dblclick', 'contextmenu', 'wheel',\n 'mousedown', 'mouseup', 'mousemove',\n 'touchstart', 'touchend', 'touchmove',\n 'pointerdown', 'pointerup', 'pointermove', 'pointerenter', 'pointerleave', 'pointerover', 'pointerout'\n ];\n\n events.forEach(eventType => {\n el.addEventListener(eventType, stopPropagation, { passive: false });\n });\n }\n\n private updatePosition() {\n const pos = this.options.position;\n const style = this.container.style;\n\n style.top = ''; style.bottom = ''; style.left = ''; style.right = ''; style.transform = '';\n\n if (pos === 'static') {\n this.container.classList.add('static');\n return;\n }\n\n this.container.classList.remove('static');\n this.container.style.position = 'absolute';\n\n if (typeof pos === 'object' && 'x' in pos) {\n style.left = `${pos.x}px`;\n style.top = `${pos.y}px`;\n } else {\n const margin = '20px';\n switch (pos) {\n case 'top-left':\n style.top = margin; style.left = margin;\n break;\n case 'top-center':\n style.top = margin; style.left = '50%'; style.transform = 'translateX(-50%)';\n break;\n case 'top-right':\n style.top = margin; style.right = margin;\n break;\n case 'bottom-left':\n style.bottom = margin; style.left = margin;\n break;\n case 'bottom-center':\n style.bottom = margin; style.left = '50%'; style.transform = 'translateX(-50%)';\n break;\n case 'bottom-right':\n style.bottom = margin; style.right = margin;\n break;\n case 'left-center':\n style.left = margin; style.top = '50%'; style.transform = 'translateY(-50%)';\n break;\n case 'right-center':\n style.right = margin; style.top = '50%'; style.transform = 'translateY(-50%)';\n break;\n case 'center':\n style.top = '50%'; style.left = '50%'; style.transform = 'translate(-50%, -50%)';\n break;\n }\n }\n }\n\n /**\n * 应用样式到容器\n */\n private applyStyles(): void {\n const style = this.container.style;\n if (this.options.backgroundColor) style.setProperty('--bim-btn-group-section-bg', this.options.backgroundColor);\n if (this.options.btnBackgroundColor) style.setProperty('--bim-btn-bg', this.options.btnBackgroundColor);\n if (this.options.btnHoverColor) style.setProperty('--bim-btn-hover-bg', this.options.btnHoverColor);\n if (this.options.btnActiveColor) style.setProperty('--bim-btn-active-bg', this.options.btnActiveColor);\n if (this.options.iconColor) style.setProperty('--bim-icon-color', this.options.iconColor);\n if (this.options.iconActiveColor) style.setProperty('--bim-icon-active-color', this.options.iconActiveColor);\n if (this.options.textColor) style.setProperty('--bim-btn-text-color', this.options.textColor);\n if (this.options.textActiveColor) style.setProperty('--bim-btn-text-active-color', this.options.textActiveColor);\n\n // 同步更新所有已存在的dropdown元素的CSS变量(dropdown被添加到body,无法继承容器的CSS变量)\n const dropdowns = document.querySelectorAll('.opt-btn-dropdown');\n dropdowns.forEach(dropdown => {\n const dropdownStyle = (dropdown as HTMLElement).style;\n if (this.options.iconColor) dropdownStyle.setProperty('--bim-icon-color', this.options.iconColor);\n if (this.options.iconActiveColor) dropdownStyle.setProperty('--bim-icon-active-color', this.options.iconActiveColor);\n if (this.options.textColor) dropdownStyle.setProperty('--bim-btn-text-color', this.options.textColor);\n if (this.options.textActiveColor) dropdownStyle.setProperty('--bim-btn-text-active-color', this.options.textActiveColor);\n if (this.options.btnBackgroundColor) dropdownStyle.setProperty('--bim-btn-bg', this.options.btnBackgroundColor);\n if (this.options.btnHoverColor) dropdownStyle.setProperty('--bim-btn-hover-bg', this.options.btnHoverColor);\n if (this.options.btnActiveColor) dropdownStyle.setProperty('--bim-btn-active-bg', this.options.btnActiveColor);\n });\n }\n\n /**\n * 设置主题的primary颜色(用于边框等)\n */\n private setPrimaryColor(color: string): void {\n this.container.style.setProperty('--bim-primary-color', color);\n\n // 同步更新所有dropdown(dropdown被添加到body,无法继承容器的CSS变量)\n const dropdowns = document.querySelectorAll('.opt-btn-dropdown');\n dropdowns.forEach(dropdown => {\n (dropdown as HTMLElement).style.setProperty('--bim-primary-color', color);\n });\n }\n\n /**\n * 设置主题颜色\n * 只会应用到没有被用户自定义的颜色属性上\n */\n public setTheme(theme: ThemeConfig): void {\n const themeColors: ButtonGroupColors = {\n backgroundColor: theme.panelBackground,\n btnBackgroundColor: theme.componentBackground,\n btnHoverColor: theme.componentHover,\n btnActiveColor: theme.componentActive,\n iconColor: theme.icon,\n iconActiveColor: theme.iconActive,\n textColor: theme.textSecondary,\n textActiveColor: theme.textPrimary\n };\n\n // 只应用没有被自定义的颜色\n Object.entries(themeColors).forEach(([key, value]) => {\n const colorKey = key as keyof ButtonGroupColors;\n if (!this.customColors.has(colorKey)) {\n this.options[colorKey] = value;\n }\n });\n\n this.applyStyles();\n this.setPrimaryColor(theme.primary);\n }\n\n /**\n * 直接设置颜色(强制覆盖)\n * 设置的颜色会被标记为自定义,后续的 setTheme 不会覆盖它们\n */\n public setColors(colors: ButtonGroupColors): void {\n // 更新 options\n this.options = { ...this.options, ...colors };\n\n // 标记这些颜色为自定义\n Object.keys(colors).forEach(key => {\n this.customColors.add(key as keyof ButtonGroupColors);\n });\n\n this.applyStyles();\n }\n\n public async init(): Promise {\n this.render();\n\n // 自动订阅语言变更\n this.unsubscribeLocale = localeManager.subscribe(() => {\n this.setLocales();\n });\n\n // 自动订阅主题变更\n this.unsubscribeTheme = themeManager.subscribe((theme) => {\n this.setTheme(theme);\n });\n }\n\n public setLocales(): void {\n this.render();\n }\n\n public addGroup(groupId: string, beforeGroupId?: string): void {\n if (this.groups.some(g => g.id === groupId)) return;\n const newGroup: ButtonGroup = { id: groupId, buttons: [] };\n if (beforeGroupId) {\n const index = this.groups.findIndex(g => g.id === beforeGroupId);\n index !== -1 ? this.groups.splice(index, 0, newGroup) : this.groups.push(newGroup);\n } else {\n this.groups.push(newGroup);\n }\n }\n\n public addButton(config: ButtonConfig): void {\n const { groupId, parentId } = config;\n const group = this.groups.find(g => g.id === groupId);\n if (!group) return;\n\n const button: OptButton = { ...config, children: config.children || [] };\n if (parentId) {\n const parentBtn = this.findButton(group.buttons, parentId);\n if (parentBtn) {\n if (!parentBtn.children) parentBtn.children = [];\n parentBtn.children.push(button);\n }\n } else {\n group.buttons.push(button);\n }\n }\n\n private findButton(buttons: OptButton[], id: string): OptButton | undefined {\n for (const btn of buttons) {\n if (btn.id === id) return btn;\n if (btn.children) {\n const found = this.findButton(btn.children, id);\n if (found) return found;\n }\n }\n return undefined;\n }\n\n public render(): void {\n this.container.innerHTML = '';\n this.btnRefs.clear();\n\n this.groups.forEach((group, index) => {\n const groupElement = this.renderGroup(group, index, this.groups.length);\n this.container.appendChild(groupElement);\n });\n }\n\n private renderGroup(group: ButtonGroup, index: number, total: number): HTMLElement {\n const groupEl = document.createElement('div');\n groupEl.className = 'bim-btn-group-section';\n\n if (index < total - 1) {\n groupEl.classList.add('has-divider');\n }\n\n group.buttons.forEach(button => {\n if (this.isVisible(button.id)) {\n const btnWrapper = this.renderButton(button);\n groupEl.appendChild(btnWrapper);\n }\n });\n return groupEl;\n }\n\n private renderButton(button: OptButton): HTMLElement {\n const wrapper = document.createElement('div');\n wrapper.className = 'opt-btn-wrapper';\n\n const btnEl = document.createElement('div');\n btnEl.className = 'opt-btn';\n\n // 初始化时根据 button 自身的属性同步 active 状态\n if (button.isActive) {\n this.activeBtnIds.add(button.id);\n }\n\n // 按钮优先使用自己的 align,否则使用全局配置,默认为 vertical\n const align = button.align || this.options.align || 'vertical';\n if (align === 'horizontal') {\n btnEl.classList.add('align-horizontal');\n } else {\n btnEl.classList.add('align-vertical');\n }\n\n if (this.activeBtnIds.has(button.id)) btnEl.classList.add('active');\n if (button.disabled) btnEl.classList.add('disabled');\n\n // 判断是否显示 label\n const hasLabel = this.options.showLabel && button.label;\n if (!hasLabel) {\n btnEl.classList.add('no-label');\n // 当不显示 label 时,添加 title 属性作为 tooltip\n if (button.label) {\n btnEl.title = t(button.label);\n }\n }\n\n // 应用按钮的自定义样式\n const iconSize = button.iconSize || 32;\n const minWidth = button.minWidth || 50;\n btnEl.style.minWidth = `${minWidth}px`;\n\n const icon = document.createElement('div');\n icon.className = 'opt-btn-icon';\n icon.style.width = `${iconSize}px`;\n icon.style.height = `${iconSize}px`;\n icon.innerHTML = this.getIcon(button.icon);\n btnEl.appendChild(icon);\n\n // 创建文字和箭头的容器,确保它们始终在一起(无论主轴是横是竖)\n const textWrapper = document.createElement('div');\n textWrapper.className = 'opt-btn-text-wrapper';\n\n if (this.options.showLabel && button.label) {\n const label = document.createElement('span');\n label.className = 'opt-btn-label';\n label.textContent = t(button.label);\n textWrapper.appendChild(label);\n }\n\n if (button.children && button.children.length > 0) {\n const arrow = document.createElement('span');\n arrow.className = 'opt-btn-arrow';\n arrow.textContent = '▼';\n textWrapper.appendChild(arrow);\n }\n\n // 只有当有内容时才添加 wrapper\n if (textWrapper.hasChildNodes()) {\n btnEl.appendChild(textWrapper);\n }\n\n btnEl.addEventListener('click', () => this.handleClick(button));\n btnEl.addEventListener('mouseenter', () => this.handleMouseEnter(button, btnEl));\n btnEl.addEventListener('mouseleave', () => this.handleMouseLeave());\n\n this.btnRefs.set(button.id, btnEl);\n wrapper.appendChild(btnEl);\n return wrapper;\n }\n\n /**\n * 设置按钮的激活状态\n * @param id 按钮 ID\n * @param active 可选,如果不传则切换(toggle)当前状态\n */\n public setBtnActive(id: string, active?: boolean): void {\n const button = this.findButtonById(id);\n if (!button) return;\n\n // 确定最终状态\n const newState = active !== undefined ? active : !this.activeBtnIds.has(id);\n\n if (newState) {\n this.activeBtnIds.add(id);\n } else {\n this.activeBtnIds.delete(id);\n }\n\n // 同步对象状态并更新 DOM\n button.isActive = newState;\n this.updateButtonState(id);\n }\n\n private handleClick(button: OptButton): void {\n if (button.disabled) return;\n if (!button.children || button.children.length === 0) {\n if (button.keepActive) {\n // 1) 先切换自身激活状态(onClick 里通常会根据 isActive 决定“打开/关闭”逻辑)\n const wasActive = this.activeBtnIds.has(button.id);\n const newState = !wasActive;\n this.setBtnActive(button.id, newState);\n\n // 2) 互斥逻辑:仅在“本次切换为激活”时触发\n // - 一级按钮:同 groupId 下其它一级按钮互斥\n // - 二级按钮:同 groupId + 同 parentId 下其它二级按钮互斥\n // - 被关闭的按钮需要触发 onClick(用于执行关闭逻辑)\n if (newState && button.exclusive && button.groupId) {\n this.deactivateExclusiveSiblings(button);\n }\n }\n this.closeDropdown();\n if (button.onClick) button.onClick(button);\n }\n }\n\n /**\n * 互斥关闭同范围内的其它已激活按钮,并触发它们的 onClick\n * @param button 当前被激活的按钮\n */\n private deactivateExclusiveSiblings(button: OptButton): void {\n const group = this.groups.find(g => g.id === button.groupId);\n if (!group) return;\n\n // 二级按钮:同 groupId + 同 parentId\n if (button.parentId) {\n const parent = this.findButton(group.buttons, button.parentId);\n const siblings = parent?.children || [];\n for (const sib of siblings) {\n if (!sib) continue;\n if (sib.id === button.id) continue;\n if (sib.parentId !== button.parentId) continue;\n if (sib.groupId !== button.groupId) continue;\n\n if (this.activeBtnIds.has(sib.id)) {\n this.setBtnActive(sib.id, false);\n // 触发被关闭按钮的 onClick(此时 sib.isActive 已经同步为 false)\n if (sib.onClick) sib.onClick(sib);\n }\n }\n return;\n }\n\n // 一级按钮:同 groupId 下其它一级按钮(不包含二级)\n for (const sib of group.buttons) {\n if (sib.id === button.id) continue;\n if (sib.groupId !== button.groupId) continue;\n if (sib.parentId) continue; // 只处理一级按钮\n\n if (this.activeBtnIds.has(sib.id)) {\n this.setBtnActive(sib.id, false);\n if (sib.onClick) sib.onClick(sib);\n }\n }\n }\n\n private handleMouseEnter(button: OptButton, btnEl: HTMLElement): void {\n if (this.hoverTimeout) clearTimeout(this.hoverTimeout);\n if (button.children && button.children.length > 0) {\n this.showDropdown(button, btnEl);\n } else {\n this.closeDropdown();\n }\n }\n\n private handleMouseLeave(): void {\n this.hoverTimeout = window.setTimeout(() => this.closeDropdown(), 200);\n }\n\n private showDropdown(button: OptButton, btnEl: HTMLElement): void {\n this.closeDropdown();\n if (!button.children) return;\n\n const dropdown = document.createElement('div');\n dropdown.className = 'opt-btn-dropdown';\n if (this.options.backgroundColor) dropdown.style.setProperty('--bim-toolbar-bg', this.options.backgroundColor);\n\n // 将主题CSS变量复制到dropdown元素上(因为dropdown被添加到body,无法继承容器的CSS变量)\n const dropdownStyle = dropdown.style;\n if (this.options.iconColor) dropdownStyle.setProperty('--bim-icon-color', this.options.iconColor);\n if (this.options.iconActiveColor) dropdownStyle.setProperty('--bim-icon-active-color', this.options.iconActiveColor);\n if (this.options.textColor) dropdownStyle.setProperty('--bim-btn-text-color', this.options.textColor);\n if (this.options.textActiveColor) dropdownStyle.setProperty('--bim-btn-text-active-color', this.options.textActiveColor);\n if (this.options.btnBackgroundColor) dropdownStyle.setProperty('--bim-btn-bg', this.options.btnBackgroundColor);\n if (this.options.btnHoverColor) dropdownStyle.setProperty('--bim-btn-hover-bg', this.options.btnHoverColor);\n if (this.options.btnActiveColor) dropdownStyle.setProperty('--bim-btn-active-bg', this.options.btnActiveColor);\n\n // 获取按钮的位置信息\n const btnRect = btnEl.getBoundingClientRect();\n const expand = this.options.expand || 'down';\n\n // 根据主按钮组的方向设置下拉菜单的布局方向\n if (this.options.direction === 'row') {\n dropdown.style.flexDirection = 'column'; // 横向按钮组,菜单纵向排列\n } else {\n dropdown.style.flexDirection = 'row'; // 纵向按钮组,菜单横向排列\n }\n\n // 先添加到 DOM 以便计算尺寸\n document.body.appendChild(dropdown);\n\n // 添加事件拦截\n this.setupEventInterception(dropdown);\n\n // 添加菜单项\n button.children.forEach(subBtn => {\n if (this.isVisible(subBtn.id)) {\n const item = this.renderDropdownItem(subBtn);\n dropdown.appendChild(item);\n }\n });\n\n // 获取下拉菜单的实际尺寸\n const dropdownRect = dropdown.getBoundingClientRect();\n\n if (expand === 'up') {\n // 向上展开,与按钮水平居中对齐\n dropdown.style.bottom = (window.innerHeight - btnRect.top + 8) + 'px';\n dropdown.style.left = (btnRect.left + (btnRect.width - dropdownRect.width) / 2) + 'px';\n } else if (expand === 'down') {\n // 向下展开,与按钮水平居中对齐\n dropdown.style.top = (btnRect.bottom + 8) + 'px';\n dropdown.style.left = (btnRect.left + (btnRect.width - dropdownRect.width) / 2) + 'px';\n } else if (expand === 'right') {\n // 向右展开,与按钮垂直居中对齐\n dropdown.style.top = (btnRect.top + (btnRect.height - dropdownRect.height) / 2) + 'px';\n dropdown.style.left = (btnRect.right + 8) + 'px';\n } else if (expand === 'left') {\n // 向左展开,与按钮垂直居中对齐\n dropdown.style.top = (btnRect.top + (btnRect.height - dropdownRect.height) / 2) + 'px';\n dropdown.style.right = (window.innerWidth - btnRect.left + 8) + 'px';\n }\n\n dropdown.addEventListener('mouseenter', () => { if (this.hoverTimeout) clearTimeout(this.hoverTimeout); });\n dropdown.addEventListener('mouseleave', () => this.handleMouseLeave());\n this.dropdownElement = dropdown;\n }\n\n private renderDropdownItem(button: OptButton): HTMLElement {\n const item = document.createElement('div');\n item.className = 'opt-btn-dropdown-item';\n\n // 应用按钮的 align 设置,默认为 horizontal(图标在左)\n const align = button.align || 'horizontal';\n if (align === 'horizontal') {\n item.classList.add('align-horizontal');\n } else {\n item.classList.add('align-vertical');\n }\n\n // 二级菜单项的 active 状态渲染(修复 keepActive 在二级按钮“看起来不生效”的问题)\n // 说明:\n // - keepActive 的状态会记录在 activeBtnIds / button.isActive 上\n // - 下拉菜单每次打开都会重新渲染,因此必须在这里同步一次 active 样式\n if (this.activeBtnIds.has(button.id) || button.isActive) {\n item.classList.add('active');\n }\n\n // 应用按钮的自定义样式\n const iconSize = button.iconSize || 32; // 二级菜单默认图标更小\n const minWidth = button.minWidth; // 不设置默认值,让下拉菜单项保持紧凑\n if (minWidth) {\n item.style.minWidth = `${minWidth}px`;\n }\n\n const icon = document.createElement('div');\n icon.className = 'opt-btn-icon';\n icon.style.width = `${iconSize}px`;\n icon.style.height = `${iconSize}px`;\n icon.innerHTML = this.getIcon(button.icon);\n item.appendChild(icon);\n\n // 只有在 showLabel 为 true 时才显示 label\n if (this.options.showLabel && button.label) {\n const label = document.createElement('span');\n label.className = 'opt-btn-dropdown-label';\n label.textContent = t(button.label);\n item.appendChild(label);\n } else if (button.label) {\n // 当不显示 label 时,添加 title 属性作为 tooltip\n item.title = t(button.label);\n }\n\n item.addEventListener('click', (e) => { e.stopPropagation(); this.handleClick(button); });\n return item;\n }\n\n private closeDropdown(): void {\n if (this.dropdownElement) {\n this.dropdownElement.remove();\n this.dropdownElement = null;\n }\n this.btnRefs.forEach(btnEl => {\n const arrow = btnEl.querySelector('.opt-btn-arrow');\n if (arrow) arrow.classList.remove('rotated');\n });\n }\n\n private updateButtonState(buttonId: string): void {\n const btnEl = this.btnRefs.get(buttonId);\n if (btnEl) {\n if (this.activeBtnIds.has(buttonId)) {\n btnEl.classList.add('active');\n } else {\n btnEl.classList.remove('active');\n }\n }\n }\n\n private getIcon(icon?: string): string { return icon || this.DEFAULT_ICON; }\n\n public updateButtonVisibility(id: string, visible: boolean): void {\n if (!this.options.visibility) this.options.visibility = {};\n this.options.visibility[id] = visible;\n this.render();\n }\n\n public setShowLabel(show: boolean): void {\n this.options.showLabel = show;\n this.updateLabelsVisibility();\n }\n\n private updateLabelsVisibility(): void {\n this.btnRefs.forEach((btnEl, buttonId) => {\n // 查找按钮配置\n const button = this.findButtonById(buttonId);\n if (!button) return;\n\n const hasLabel = this.options.showLabel && button.label;\n\n // 更新 no-label 类和 title 属性\n if (hasLabel) {\n btnEl.classList.remove('no-label');\n // 显示标签时,移除 title(避免重复显示)\n btnEl.removeAttribute('title');\n } else {\n btnEl.classList.add('no-label');\n // 隐藏标签时,添加 title 作为 tooltip\n if (button.label) {\n btnEl.title = t(button.label);\n }\n }\n });\n }\n\n private findButtonById(id: string): OptButton | undefined {\n for (const group of this.groups) {\n const found = this.findButton(group.buttons, id);\n if (found) return found;\n }\n return undefined;\n }\n\n public setBackgroundColor(color: string): void { this.setColors({ backgroundColor: color }); }\n private isVisible(id: string): boolean { return this.options.visibility?.[id] !== false; }\n\n public destroy(): void {\n if (this.unsubscribeLocale) {\n this.unsubscribeLocale();\n this.unsubscribeLocale = null;\n }\n if (this.unsubscribeTheme) {\n this.unsubscribeTheme();\n this.unsubscribeTheme = null;\n }\n this.closeDropdown();\n this.container.innerHTML = '';\n this.btnRefs.clear();\n }\n}\n","import { BimButtonGroup } from '../index';\n\n/**\n * 底部工具栏 (Toolbar)\n * BimButtonGroup 的子类,专门用于加载工具栏默认按钮。\n */\nexport class Toolbar extends BimButtonGroup {\n /**\n * 重写初始化,加载默认按钮\n */\n public async init(): Promise {\n await super.init();\n\n // 动态加载默认按钮配置\n const { createHomeButton } = await import('./buttons/home');\n const { createZoomBoxButton } = await import('./buttons/zoom-box');\n const { createWalkMenuButton } = await import('./buttons/walk/walk-menu');\n const { createMapButton } = await import('./buttons/map');\n const { createPropertyButton } = await import('./buttons/property');\n const { createSettingButton } = await import('./buttons/setting');\n const { createInfoButton } = await import('./buttons/info');\n const { createFullscreenButton } = await import('./buttons/fullscreen');\n const { createMeasureButton } = await import('./buttons/measure');\n const { createSectionMenuButton } = await import('./buttons/section/section-menu');\n const { createSectionPlaneButton } = await import('./buttons/section/section-plane');\n const { createSectionAxisButton } = await import('./buttons/section/section-axis');\n const { createSectionBoxButton } = await import('./buttons/section/section-box');\n\n this.addGroup('group-1');\n\n // 使用工厂函数创建按钮,并注入 engine\n if (this.engine) {\n this.addButton(createHomeButton(this.engine));\n // 你要求:在\"首页\"后面添加\"选框放大\"\n this.addButton(createZoomBoxButton(this.engine));\n this.addButton(createMeasureButton(this.engine));\n this.addButton(createSectionMenuButton(this.engine));\n this.addButton(createSectionPlaneButton(this.engine));\n this.addButton(createSectionAxisButton(this.engine));\n this.addButton(createSectionBoxButton(this.engine));\n this.addButton(createWalkMenuButton(this.engine));\n this.addButton(createMapButton(this.engine));\n this.addButton(createPropertyButton(this.engine));\n this.addGroup('group-2');\n this.addButton(createSettingButton(this.engine));\n this.addButton(createInfoButton(this.engine));\n this.addButton(createFullscreenButton(this.engine));\n } else {\n console.warn('[Toolbar] Engine not available when creating buttons.');\n }\n\n this.render();\n }\n}\n","import { BimEngine } from '../bim-engine';\nimport { EngineEvents } from '../types/events';\n\nexport abstract class BimComponent {\n protected engine: BimEngine;\n\n constructor(engine: BimEngine) {\n this.engine = engine;\n }\n\n /**\n * Helper to send events easily\n */\n protected emit(event: K, payload: EngineEvents[K]): void {\n this.engine.emit(event, payload);\n }\n\n /**\n * Helper to listen to events easily\n * Returns an unsubscribe function\n */\n protected on(event: K, listener: (payload: EngineEvents[K]) => void): () => void {\n return this.engine.on(event, listener);\n }\n\n abstract destroy(): void;\n}\n","import type { ButtonGroupColors, ButtonConfig } from '../components/button-group/index.type';\nimport { Toolbar } from '../components/button-group/toolbar';\nimport type { ThemeConfig } from '../themes/types';\nimport { BimComponent } from '../core/component';\nimport type { BimEngine } from '../bim-engine';\n\n/**\n * 底部工具栏管理器 (ToolbarManager)\n * 仅负责管理底部工具栏实例。\n */\nexport class ToolbarManager extends BimComponent {\n private toolbar: Toolbar | null = null;\n private toolbarContainer: HTMLElement | null = null;\n private container: HTMLElement;\n\n constructor(engine: BimEngine, container: HTMLElement) {\n super(engine);\n this.container = container;\n this.init();\n }\n\n private init() {\n // 创建底部工具栏专用容器\n this.toolbarContainer = document.createElement('div');\n this.toolbarContainer.id = 'opt-btn-groups';\n this.toolbarContainer.className = 'bim-engine-opt-btn-container is-bottom-toolbar';\n this.container.appendChild(this.toolbarContainer);\n\n this.toolbar = new Toolbar({\n container: this.toolbarContainer,\n showLabel: true,\n direction: 'row',\n position: 'bottom-center', // 底部居中\n align: 'vertical', // 图标在上\n expand: 'up' // 向上展开\n });\n\n // 注入 engine 到 Toolbar\n // @ts-ignore - Toolbar 还没更新类型,暂时忽略\n this.toolbar.setEngine(this.engine);\n\n this.toolbar.init();\n }\n\n public updateTheme(theme: ThemeConfig) {\n this.toolbar?.setTheme(theme);\n }\n\n public refresh() {\n this.toolbar?.render();\n }\n\n public destroy() {\n this.toolbar?.destroy();\n this.toolbar = null;\n }\n\n // --- 转发 API ---\n public addGroup(groupId: string, beforeGroupId?: string) { this.toolbar?.addGroup(groupId, beforeGroupId); this.toolbar?.render(); }\n public addButton(config: ButtonConfig) { this.toolbar?.addButton(config); this.toolbar?.render(); }\n public setButtonVisibility(id: string, v: boolean) { this.toolbar?.updateButtonVisibility(id, v); }\n public setShowLabel(show: boolean) { this.toolbar?.setShowLabel(show); }\n public setBtnActive(id: string, active?: boolean) { this.toolbar?.setBtnActive(id, active); }\n public setVisible(visible: boolean) {\n if (this.toolbarContainer) {\n this.toolbarContainer.style.visibility = visible ? 'visible' : 'hidden';\n }\n }\n public setBackgroundColor(color: string) { this.toolbar?.setBackgroundColor(color); }\n public setColors(colors: ButtonGroupColors) { this.toolbar?.setColors(colors); }\n\n /**\n * 隐藏工具栏\n */\n public hide(): void {\n if (this.toolbarContainer) {\n this.toolbarContainer.style.display = 'none';\n }\n }\n\n /**\n * 显示工具栏\n */\n public show(): void {\n if (this.toolbarContainer) {\n this.toolbarContainer.style.display = '';\n }\n }\n\n /**\n * 获取工具栏容器\n */\n public getContainer(): HTMLElement | null {\n return this.toolbarContainer;\n }\n}\n","import { BimButtonGroup } from '../components/button-group';\nimport type { ButtonGroupOptions } from '../components/button-group/index.type';\nimport type { ThemeConfig } from '../themes/types';\nimport { BimComponent } from '../core/component';\nimport type { BimEngine } from '../bim-engine';\n\n/**\n * 通用按钮组管理器 (ButtonGroupManager)\n * 负责创建和管理通用的按钮组实例。\n */\nexport class ButtonGroupManager extends BimComponent {\n private groups: Map = new Map();\n private container: HTMLElement;\n\n constructor(engine: BimEngine, container: HTMLElement) {\n super(engine);\n this.container = container;\n }\n\n public create(id: string, options: Omit): BimButtonGroup {\n const group = new BimButtonGroup({\n container: this.container,\n ...options\n });\n\n // @ts-ignore\n group.setEngine(this.engine);\n\n group.init();\n this.groups.set(id, group);\n return group;\n }\n\n public get(id: string): BimButtonGroup | undefined {\n return this.groups.get(id);\n }\n\n public updateTheme(theme: ThemeConfig) {\n this.groups.forEach(group => group.setTheme(theme));\n }\n\n public destroy() {\n this.groups.forEach(group => group.destroy());\n this.groups.clear();\n }\n}\n","import './index.css';\nimport type { DialogOptions } from './index.type';\nimport type { ThemeConfig } from '../../themes/types';\nimport { IBimComponent } from '../../types/component';\nimport { themeManager } from '../../services/theme';\nimport { t, localeManager } from '../../services/locale';\n\n/**\n * 通用弹窗组件类\n * 支持拖拽、缩放、自定义内容和位置。\n */\nexport class BimDialog implements IBimComponent {\n private element: HTMLElement;\n private options: DialogOptions;\n private container: HTMLElement;\n private header: HTMLElement;\n private contentArea: HTMLElement;\n private _isDestroyed = false;\n private _isInitialized = false;\n private unsubscribeTheme: (() => void) | null = null;\n private unsubscribeLocale: (() => void) | null = null;\n\n // 性能优化:用于存储 requestAnimationFrame 的 ID\n private rafId: number | null = null;\n\n /**\n * 构造函数\n * @param options 弹窗配置选项\n */\n constructor(options: DialogOptions) {\n // 合并默认配置\n this.options = {\n title: 'Dialog',\n width: 300,\n height: 'auto',\n position: 'center',\n draggable: true,\n resizable: false,\n minWidth: 200,\n minHeight: 100,\n ...options\n };\n this.container = options.container;\n\n // 创建 DOM 结构\n this.element = this.createDom();\n this.header = this.element.querySelector('.bim-dialog-header') as HTMLElement;\n this.contentArea = this.element.querySelector('.bim-dialog-content') as HTMLElement;\n\n // 自动初始化 (为了兼容现有逻辑)\n this.init();\n }\n\n /**\n * 设置主题\n * @param theme 全局主题配置\n */\n public setTheme(theme: ThemeConfig) {\n const style = this.element.style;\n if (!this.options.backgroundColor) style.setProperty('--bim-dialog-bg', theme.panelBackground);\n if (!this.options.headerBackgroundColor) style.setProperty('--bim-dialog-header-bg', theme.componentHover);\n if (!this.options.titleColor) style.setProperty('--bim-dialog-title-color', theme.textPrimary);\n if (!this.options.textColor) style.setProperty('--bim-dialog-text-color', theme.textPrimary);\n if (!this.options.borderColor) style.setProperty('--bim-dialog-border-color', theme.border);\n }\n\n /**\n * 初始化组件功能 (接口实现)\n */\n public init() {\n if (this._isInitialized) return;\n\n this.container.appendChild(this.element);\n\n // 必须先挂载才能计算尺寸进行定位\n this.initPosition();\n\n if (this.options.draggable) {\n this.initDrag();\n }\n\n if (this.options.resizable) {\n this.initResize();\n }\n\n this._isInitialized = true;\n\n // 调用弹窗开启后回调\n if (this.options.onOpen) {\n this.options.onOpen();\n }\n\n // 自动订阅主题变更\n this.unsubscribeTheme = themeManager.subscribe((theme) => {\n this.setTheme(theme);\n });\n\n // 自动订阅语言变更\n this.unsubscribeLocale = localeManager.subscribe(() => {\n this.setLocales();\n });\n }\n\n public setLocales(): void {\n if (this.options.title) {\n const titleEl = this.header.querySelector('.bim-dialog-title');\n if (titleEl) {\n titleEl.textContent = t(this.options.title);\n }\n }\n }\n\n /**\n * 创建弹窗的 DOM 结构\n */\n private createDom(): HTMLElement {\n const el = document.createElement('div');\n el.className = 'bim-dialog';\n\n if (this.options.id) el.id = this.options.id;\n\n // 应用颜色配置到 CSS 变量\n const style = el.style;\n if (this.options.backgroundColor) style.setProperty('--bim-dialog-bg', this.options.backgroundColor);\n if (this.options.headerBackgroundColor) style.setProperty('--bim-dialog-header-bg', this.options.headerBackgroundColor);\n if (this.options.titleColor) style.setProperty('--bim-dialog-title-color', this.options.titleColor);\n if (this.options.textColor) style.setProperty('--bim-dialog-text-color', this.options.textColor);\n if (this.options.borderColor) style.setProperty('--bim-dialog-border-color', this.options.borderColor);\n\n // 设置初始尺寸\n this.setSize(el, this.options.width, this.options.height);\n // 确保最小尺寸生效\n if (this.options.minWidth) el.style.minWidth = `${this.options.minWidth}px`;\n\n // 创建标题栏 (Header)\n const header = document.createElement('div');\n header.className = 'bim-dialog-header';\n if (this.options.draggable) header.classList.add('draggable');\n\n const title = document.createElement('span');\n title.className = 'bim-dialog-title';\n title.textContent = this.options.title ? t(this.options.title) : '';\n\n const closeBtn = document.createElement('span');\n closeBtn.className = 'bim-dialog-close';\n closeBtn.innerHTML = '×';\n // 修复 TS 报错:去掉未使用的参数 e\n closeBtn.onclick = () => {\n this.close();\n };\n\n header.appendChild(title);\n header.appendChild(closeBtn);\n\n // 创建内容区域 (Content)\n const content = document.createElement('div');\n content.className = 'bim-dialog-content';\n if (typeof this.options.content === 'string') {\n content.innerHTML = this.options.content;\n } else if (this.options.content instanceof HTMLElement) {\n content.appendChild(this.options.content);\n }\n\n el.appendChild(header);\n el.appendChild(content);\n\n // 如果允许缩放,创建缩放手柄\n if (this.options.resizable) {\n const resizeHandle = document.createElement('div');\n resizeHandle.className = 'bim-dialog-resize-handle';\n el.appendChild(resizeHandle);\n }\n\n // ==================== 事件拦截核心逻辑 ====================\n // 定义阻断逻辑:只阻止冒泡,不阻止捕获,也不阻止默认行为(除非显式阻止)\n const stopPropagation = (e: Event) => {\n e.stopPropagation();\n };\n\n // 现代浏览器和 3D 引擎 (Three.js/Cesium) 交互事件\n const events = [\n 'click', 'dblclick', 'contextmenu', 'wheel',\n 'mousedown', 'mouseup', 'mousemove',\n 'touchstart', 'touchend', 'touchmove',\n 'pointerdown', 'pointerup', 'pointermove', 'pointerenter', 'pointerleave', 'pointerover', 'pointerout'\n ];\n\n // 绑定监听器 (默认冒泡阶段)\n // 这样内部元素(如关闭按钮)先触发,然后冒泡到这里被拦截,不再传给地图\n events.forEach(eventType => {\n el.addEventListener(eventType, stopPropagation, { passive: false });\n });\n\n return el;\n }\n\n /**\n * 设置元素尺寸\n */\n private setSize(el: HTMLElement, width?: number | string, height?: number | string) {\n if (width !== undefined) {\n if (width === 'auto' || width === 'fit-content') {\n el.style.width = width;\n } else {\n el.style.width = typeof width === 'number' ? `${width}px` : width;\n }\n }\n if (height !== undefined) {\n if (height === 'auto' || height === 'fit-content') {\n el.style.height = height;\n } else {\n el.style.height = typeof height === 'number' ? `${height}px` : height;\n }\n }\n }\n\n /**\n * 根据内容自动调整弹窗宽度\n * @param recenter 是否重新计算定位(例如保持居中),默认 true\n */\n public fitWidth(recenter: boolean = false) {\n // 1. 设置为 fit-content 以获取自然宽度,高度保持不变\n this.element.style.width = 'fit-content';\n\n // 2. 如果需要重新定位\n if (recenter) {\n this.initPosition();\n }\n }\n\n /**\n * 根据内容自动调整弹窗高度\n *\n * 设计说明:\n * - 主要用于“内容展开/收起”场景(比如测量面板展开后,Dialog 高度跟随变化)\n * - 默认不改变用户拖拽后的当前位置,只做边界夹紧,避免弹窗超出容器\n *\n * @param recenter 是否根据 options.position 重新定位(默认 false)\n */\n public fitHeight(recenter: boolean = false) {\n // 1) 先让高度由内容自然撑开,便于测量真实高度\n this.element.style.height = 'auto';\n\n // 2) 获取自然高度并做约束(最小高度 + 不超过容器)\n const naturalHeight = this.element.getBoundingClientRect().height;\n const minHeight = this.options.minHeight ?? 100;\n const containerHeight = this.container.clientHeight || 0;\n\n // 如果容器高度不可用,至少保证最小高度\n let targetHeight = Math.max(minHeight, naturalHeight);\n\n // 约束最大高度:不超过容器高度(避免完全溢出)\n if (containerHeight > 0) {\n targetHeight = Math.min(targetHeight, containerHeight);\n }\n\n this.element.style.height = `${targetHeight}px`;\n\n // 3) 定位修正:recenter 则重新按 position 计算,否则只做边界夹紧\n if (recenter) {\n this.initPosition();\n } else {\n this.clampToContainer();\n }\n }\n\n /**\n * 边界夹紧:保持当前 left/top 不变的前提下,确保弹窗不超出容器\n * 说明:用于 fitHeight / fitWidth 后的“尺寸变化”场景,避免弹窗被裁切。\n */\n private clampToContainer(): void {\n const containerW = this.container.clientWidth;\n const containerH = this.container.clientHeight;\n const elW = this.element.offsetWidth;\n const elH = this.element.offsetHeight;\n\n // 当前 left/top(优先从 style 读取,避免 NaN)\n const currentLeft = this.element.offsetLeft;\n const currentTop = this.element.offsetTop;\n\n const maxLeft = Math.max(0, containerW - elW);\n const maxTop = Math.max(0, containerH - elH);\n\n const nextLeft = Math.max(0, Math.min(currentLeft, maxLeft));\n const nextTop = Math.max(0, Math.min(currentTop, maxTop));\n\n this.element.style.left = `${nextLeft}px`;\n this.element.style.top = `${nextTop}px`;\n }\n\n /**\n * 初始化弹窗位置\n */\n private initPosition() {\n const pos = this.options.position;\n const elRect = this.element.getBoundingClientRect();\n\n // 计算相对父容器的定位\n let left = 0;\n let top = 0;\n\n const pW = this.container.clientWidth;\n const pH = this.container.clientHeight;\n const elW = elRect.width;\n const elH = elRect.height;\n\n if (typeof pos === 'object' && 'x' in pos) {\n left = pos.x;\n top = pos.y;\n } else {\n switch (pos) {\n case 'center':\n left = (pW - elW) / 2;\n top = (pH - elH) / 2;\n break;\n case 'top-left': left = 0; top = 0; break;\n case 'top-center': left = (pW - elW) / 2; top = 0; break;\n case 'top-right': left = pW - elW; top = 0; break;\n case 'left-center': left = 0; top = (pH - elH) / 2; break;\n case 'right-center': left = pW - elW; top = (pH - elH) / 2; break;\n case 'bottom-left': left = 0; top = pH - elH; break;\n case 'bottom-center': left = (pW - elW) / 2; top = pH - elH; break;\n case 'bottom-right': left = pW - elW; top = pH - elH; break;\n default:\n left = (pW - elW) / 2;\n top = (pH - elH) / 2;\n }\n }\n\n left = Math.max(0, Math.min(left, pW - elW));\n top = Math.max(0, Math.min(top, pH - elH));\n\n this.element.style.left = `${left}px`;\n this.element.style.top = `${top}px`;\n }\n\n /**\n * 初始化拖拽功能 (性能优化 + 解决粘手)\n */\n private initDrag() {\n let startX = 0;\n let startY = 0;\n let startLeft = 0;\n let startTop = 0;\n let containerW = 0;\n let containerH = 0;\n let elW = 0;\n let elH = 0;\n\n const onMouseDown = (e: MouseEvent) => {\n e.preventDefault(); // 阻止默认行为(如选中文本),非常重要,防止卡顿\n e.stopPropagation(); // 阻止传递给 Three.js\n\n startX = e.clientX;\n startY = e.clientY;\n startLeft = this.element.offsetLeft;\n startTop = this.element.offsetTop;\n\n // 缓存尺寸,减少 reflow\n containerW = this.container.clientWidth;\n containerH = this.container.clientHeight;\n elW = this.element.offsetWidth;\n elH = this.element.offsetHeight;\n\n // 关键:使用 capture: true\n // 确保即使 createDom 阻止了冒泡,document 也能在捕获阶段收到事件\n document.addEventListener('mousemove', onMouseMove, { capture: true });\n document.addEventListener('mouseup', onMouseUp, { capture: true });\n };\n\n const onMouseMove = (e: MouseEvent) => {\n e.preventDefault();\n e.stopPropagation();\n\n // 节流优化:使用 requestAnimationFrame\n if (this.rafId) return;\n\n this.rafId = requestAnimationFrame(() => {\n const dx = e.clientX - startX;\n const dy = e.clientY - startY;\n\n let newLeft = startLeft + dx;\n let newTop = startTop + dy;\n\n const maxLeft = containerW - elW;\n const maxTop = containerH - elH;\n\n newLeft = Math.max(0, Math.min(newLeft, maxLeft));\n newTop = Math.max(0, Math.min(newTop, maxTop));\n\n this.element.style.left = `${newLeft}px`;\n this.element.style.top = `${newTop}px`;\n\n this.rafId = null;\n });\n };\n\n const onMouseUp = () => {\n if (this.rafId) {\n cancelAnimationFrame(this.rafId);\n this.rafId = null;\n }\n // 移除监听\n document.removeEventListener('mousemove', onMouseMove, { capture: true });\n document.removeEventListener('mouseup', onMouseUp, { capture: true });\n };\n\n this.header.addEventListener('mousedown', onMouseDown);\n }\n\n /**\n * 初始化缩放功能 (性能优化 + 解决粘手)\n */\n private initResize() {\n const handle = this.element.querySelector('.bim-dialog-resize-handle') as HTMLElement;\n if (!handle) return;\n\n let startX = 0;\n let startY = 0;\n let startW = 0;\n let startH = 0;\n\n const onMouseDown = (e: MouseEvent) => {\n e.preventDefault();\n e.stopPropagation();\n startX = e.clientX;\n startY = e.clientY;\n startW = this.element.offsetWidth;\n startH = this.element.offsetHeight;\n\n // 关键:使用 capture: true\n document.addEventListener('mousemove', onMouseMove, { capture: true });\n document.addEventListener('mouseup', onMouseUp, { capture: true });\n };\n\n const onMouseMove = (e: MouseEvent) => {\n e.preventDefault();\n e.stopPropagation();\n\n if (this.rafId) return;\n\n this.rafId = requestAnimationFrame(() => {\n const dx = e.clientX - startX;\n const dy = e.clientY - startY;\n\n const newW = Math.max(this.options.minWidth || 100, startW + dx);\n const newH = Math.max(this.options.minHeight || 50, startH + dy);\n\n this.element.style.width = `${newW}px`;\n this.element.style.height = `${newH}px`;\n\n this.rafId = null;\n });\n };\n\n const onMouseUp = () => {\n if (this.rafId) {\n cancelAnimationFrame(this.rafId);\n this.rafId = null;\n }\n document.removeEventListener('mousemove', onMouseMove, { capture: true });\n document.removeEventListener('mouseup', onMouseUp, { capture: true });\n };\n\n handle.addEventListener('mousedown', onMouseDown);\n }\n\n /**\n * 动态设置内容\n * @param content 内容元素或 HTML 字符串\n */\n public setContent(content: HTMLElement | string) {\n this.contentArea.innerHTML = '';\n if (typeof content === 'string') {\n this.contentArea.innerHTML = content;\n } else {\n this.contentArea.appendChild(content);\n }\n }\n\n /**\n * 关闭弹窗并销毁\n */\n public close() {\n if (this._isDestroyed) return;\n\n // 清理可能存在的动画帧,防止报错\n if (this.rafId) {\n cancelAnimationFrame(this.rafId);\n this.rafId = null;\n }\n\n if (this.unsubscribeTheme) {\n this.unsubscribeTheme();\n this.unsubscribeTheme = null;\n }\n if (this.unsubscribeLocale) {\n this.unsubscribeLocale();\n this.unsubscribeLocale = null;\n }\n this.element.remove();\n this._isDestroyed = true;\n if (this.options.onClose) {\n this.options.onClose();\n }\n }\n\n /**\n * 销毁组件 (接口实现)\n */\n public destroy() {\n this.close();\n }\n}\n","import './index.css';\nimport { BimDialog } from '../index';\n\n/**\n * BimInfoDialog (继承版)\n * 这是一个展示项目信息的业务弹窗组件,直接继承自 BimDialog。\n */\nexport class BimInfoDialog extends BimDialog {\n /**\n * 构造函数\n * @param container 父容器\n */\n constructor(container: HTMLElement) {\n // 1. 准备内容 DOM\n const contentEl = document.createElement('div');\n contentEl.className = 'bim-info-dialog-content';\n\n const infoTitle = document.createElement('h3');\n infoTitle.textContent = 'Model Information';\n\n const infoList = document.createElement('ul');\n infoList.innerHTML = `\n
  • Name: Sample Project
  • \n
  • Version: 1.0.0
  • \n
  • Date: ${new Date().toLocaleDateString()}
  • \n
  • Status: Active
  • \n `;\n\n const actionBtn = document.createElement('button');\n actionBtn.textContent = 'Update Status';\n actionBtn.style.marginTop = '10px';\n actionBtn.onclick = () => {\n alert('Status updated!');\n };\n\n contentEl.appendChild(infoTitle);\n contentEl.appendChild(infoList);\n contentEl.appendChild(actionBtn);\n\n // 2. 调用父类构造函数,传入特定的配置\n super({\n container: container,\n title: 'dialog.testTitle',\n content: contentEl,\n width: 320,\n height: 'auto',\n position: 'center',\n resizable: true,\n draggable: true,\n // 可以在这里添加特定的 onClose 逻辑\n onClose: () => {\n console.log('Info dialog closed');\n },\n onOpen: () => {\n console.log('Info dialog opened');\n }\n });\n\n // 3. 如果有特定于子类的初始化逻辑,可以在 super() 之后执行\n // 例如:this.element.classList.add('my-special-class');\n }\n\n // 不需要再手动实现 setTheme, destroy, close, init\n // 它们都已从 BimDialog 继承\n}","import { BimDialog } from '../components/dialog';\nimport { BimInfoDialog } from '../components/dialog/bimInfoDialog';\nimport type { DialogOptions } from '../components/dialog/index.type';\nimport type { ThemeConfig } from '../themes/types';\nimport { themeManager } from '../services/theme';\nimport { BimComponent } from '../core/component';\nimport type { BimEngine } from '../bim-engine';\n\n/**\n * 弹窗管理器\n * 负责创建和管理应用中的各类弹窗。\n */\nexport class DialogManager extends BimComponent {\n /** 弹窗挂载的父容器 */\n private container: HTMLElement;\n /** 活跃的弹窗实例列表 */\n private activeDialogs: BimDialog[] = [];\n\n /**\n * 构造函数\n * @param engine 引擎实例\n * @param container 弹窗挂载的目标容器\n */\n constructor(engine: BimEngine, container: HTMLElement) {\n super(engine);\n this.container = container;\n\n // 监听打开弹窗事件\n this.on('ui:open-dialog', (payload) => {\n // 这里可以根据 payload.id 做更复杂的逻辑,目前简单演示\n console.log('[DialogManager] Received open-dialog event:', payload);\n // 示例:如果 payload.id 是 'info',则打开 info dialog\n if (payload.id === 'info') {\n this.showInfoDialog();\n }\n });\n }\n\n /**\n * 创建一个通用弹窗\n * @param options 弹窗配置选项(不需要传 container,自动使用管理器绑定的容器)\n * @returns BimDialog 实例\n */\n public create(options: Omit): BimDialog {\n const dialog = new BimDialog({\n container: this.container,\n ...options,\n onClose: () => {\n // 从活跃列表中移除\n this.activeDialogs = this.activeDialogs.filter(d => d !== dialog);\n if (options.onClose) options.onClose();\n }\n });\n\n // 应用当前主题\n dialog.setTheme(themeManager.getTheme());\n\n this.activeDialogs.push(dialog);\n return dialog;\n }\n\n /**\n * 显示二次封装的模型信息弹窗\n * 演示如何调用特定的业务弹窗组件\n */\n public showInfoDialog() {\n // 最佳实践:所有弹窗应通过 create 统一管理,或者手动加入管理。\n new BimInfoDialog(this.container);\n // 暂时不做主题追踪,作为遗留逻辑保留\n }\n\n /**\n * 响应全局主题变更\n * @param theme 全局主题配置\n */\n public updateTheme(theme: ThemeConfig) {\n this.activeDialogs.forEach(dialog => {\n if (dialog.setTheme) {\n dialog.setTheme(theme);\n }\n });\n }\n\n public destroy() {\n this.activeDialogs.forEach(d => d.destroy());\n this.activeDialogs = [];\n }\n}\n","const Ni = { ROTATE: 0, DOLLY: 1, PAN: 2 }, Ii = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 }, Nh = 0, tl = 1, Fh = 2, Dc = 1, Lc = 2, On = 3, En = 0, zt = 1, Wt = 2, Mt = 0, Fi = 1, _r = 2, nl = 3, il = 4, Ic = 5, cn = 100, Oh = 101, Bh = 102, zh = 103, kh = 104, ps = 200, Vh = 201, Gh = 202, Hh = 203, ba = 204, ya = 205, Ta = 206, Wh = 207, Ea = 208, Xh = 209, jh = 210, qh = 211, Yh = 212, Kh = 213, Zh = 214, wa = 0, Aa = 1, Ra = 2, Vi = 3, Ca = 4, Pa = 5, Da = 6, La = 7, So = 0, $h = 1, Jh = 2, Jn = 0, Uc = 1, Nc = 2, Fc = 3, bo = 4, Oc = 5, Bc = 6, zc = 7, sl = \"attached\", Qh = \"detached\", kc = 300, Gi = 301, Hi = 302, vr = 303, Ia = 304, Rr = 306, wn = 1e3, en = 1001, Mr = 1002, Dt = 1003, Vc = 1004, ms = 1005, bt = 1006, ur = 1007, yn = 1008, mn = 1009, Gc = 1010, Hc = 1011, Ss = 1012, yo = 1013, di = 1014, Xt = 1015, xt = 1016, To = 1017, Eo = 1018, Wi = 1020, Wc = 35902, Xc = 35899, jc = 1021, qc = 1022, Zt = 1023, bs = 1026, Xi = 1027, wo = 1028, Ao = 1029, Ro = 1030, Co = 1031, Po = 1033, dr = 33776, fr = 33777, pr = 33778, mr = 33779, Ua = 35840, Na = 35841, Fa = 35842, Oa = 35843, Ba = 36196, za = 37492, ka = 37496, Va = 37808, Ga = 37809, Ha = 37810, Wa = 37811, Xa = 37812, ja = 37813, qa = 37814, Ya = 37815, Ka = 37816, Za = 37817, $a = 37818, Ja = 37819, Qa = 37820, eo = 37821, to = 36492, no = 36494, io = 36495, so = 36283, ro = 36284, ao = 36285, oo = 36286, ys = 2300, Ts = 2301, Ur = 2302, rl = 2400, al = 2401, ol = 2402, eu = 2500, tu = 0, Yc = 1, lo = 2, nu = 3200, Kc = 3201, Cr = 0, iu = 1, Kn = \"\", Rt = \"srgb\", Ut = \"srgb-linear\", Sr = \"linear\", et = \"srgb\", xi = 7680, Nr = 34055, Fr = 34056, su = 517, co = 519, ru = 512, au = 513, ou = 514, Zc = 515, lu = 516, cu = 517, hu = 518, uu = 519, ho = 35044, ll = \"300 es\", Tn = 2e3, br = 2001;\nfunction $c(i) {\n for (let e = i.length - 1; e >= 0; --e)\n if (i[e] >= 65535) return !0;\n return !1;\n}\nfunction Es(i) {\n return document.createElementNS(\"http://www.w3.org/1999/xhtml\", i);\n}\nfunction du() {\n const i = Es(\"canvas\");\n return i.style.display = \"block\", i;\n}\nconst cl = {};\nfunction yr(...i) {\n const e = \"THREE.\" + i.shift();\n console.log(e, ...i);\n}\nfunction Te(...i) {\n const e = \"THREE.\" + i.shift();\n console.warn(e, ...i);\n}\nfunction Xe(...i) {\n const e = \"THREE.\" + i.shift();\n console.error(e, ...i);\n}\nfunction ws(...i) {\n const e = i.join(\" \");\n e in cl || (cl[e] = !0, Te(...i));\n}\nfunction fu(i, e, t) {\n return new Promise(function(n, s) {\n function r() {\n switch (i.clientWaitSync(e, i.SYNC_FLUSH_COMMANDS_BIT, 0)) {\n case i.WAIT_FAILED:\n s();\n break;\n case i.TIMEOUT_EXPIRED:\n setTimeout(r, t);\n break;\n default:\n n();\n }\n }\n setTimeout(r, t);\n });\n}\nclass mi {\n /**\n * Adds the given event listener to the given event type.\n *\n * @param {string} type - The type of event to listen to.\n * @param {Function} listener - The function that gets called when the event is fired.\n */\n addEventListener(e, t) {\n this._listeners === void 0 && (this._listeners = {});\n const n = this._listeners;\n n[e] === void 0 && (n[e] = []), n[e].indexOf(t) === -1 && n[e].push(t);\n }\n /**\n * Returns `true` if the given event listener has been added to the given event type.\n *\n * @param {string} type - The type of event.\n * @param {Function} listener - The listener to check.\n * @return {boolean} Whether the given event listener has been added to the given event type.\n */\n hasEventListener(e, t) {\n const n = this._listeners;\n return n === void 0 ? !1 : n[e] !== void 0 && n[e].indexOf(t) !== -1;\n }\n /**\n * Removes the given event listener from the given event type.\n *\n * @param {string} type - The type of event.\n * @param {Function} listener - The listener to remove.\n */\n removeEventListener(e, t) {\n const n = this._listeners;\n if (n === void 0) return;\n const s = n[e];\n if (s !== void 0) {\n const r = s.indexOf(t);\n r !== -1 && s.splice(r, 1);\n }\n }\n /**\n * Dispatches an event object.\n *\n * @param {Object} event - The event that gets fired.\n */\n dispatchEvent(e) {\n const t = this._listeners;\n if (t === void 0) return;\n const n = t[e.type];\n if (n !== void 0) {\n e.target = this;\n const s = n.slice(0);\n for (let r = 0, a = s.length; r < a; r++)\n s[r].call(this, e);\n e.target = null;\n }\n }\n}\nconst Lt = [\"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\"];\nlet hl = 1234567;\nconst _s = Math.PI / 180, ji = 180 / Math.PI;\nfunction fn() {\n const i = Math.random() * 4294967295 | 0, e = Math.random() * 4294967295 | 0, t = Math.random() * 4294967295 | 0, n = Math.random() * 4294967295 | 0;\n return (Lt[i & 255] + Lt[i >> 8 & 255] + Lt[i >> 16 & 255] + Lt[i >> 24 & 255] + \"-\" + Lt[e & 255] + Lt[e >> 8 & 255] + \"-\" + Lt[e >> 16 & 15 | 64] + Lt[e >> 24 & 255] + \"-\" + Lt[t & 63 | 128] + Lt[t >> 8 & 255] + \"-\" + Lt[t >> 16 & 255] + Lt[t >> 24 & 255] + Lt[n & 255] + Lt[n >> 8 & 255] + Lt[n >> 16 & 255] + Lt[n >> 24 & 255]).toLowerCase();\n}\nfunction He(i, e, t) {\n return Math.max(e, Math.min(t, i));\n}\nfunction Do(i, e) {\n return (i % e + e) % e;\n}\nfunction pu(i, e, t, n, s) {\n return n + (i - e) * (s - n) / (t - e);\n}\nfunction mu(i, e, t) {\n return i !== e ? (t - i) / (e - i) : 0;\n}\nfunction vs(i, e, t) {\n return (1 - t) * i + t * e;\n}\nfunction gu(i, e, t, n) {\n return vs(i, e, 1 - Math.exp(-t * n));\n}\nfunction xu(i, e = 1) {\n return e - Math.abs(Do(i, e * 2) - e);\n}\nfunction _u(i, e, t) {\n return i <= e ? 0 : i >= t ? 1 : (i = (i - e) / (t - e), i * i * (3 - 2 * i));\n}\nfunction vu(i, e, t) {\n return i <= e ? 0 : i >= t ? 1 : (i = (i - e) / (t - e), i * i * i * (i * (i * 6 - 15) + 10));\n}\nfunction Mu(i, e) {\n return i + Math.floor(Math.random() * (e - i + 1));\n}\nfunction Su(i, e) {\n return i + Math.random() * (e - i);\n}\nfunction bu(i) {\n return i * (0.5 - Math.random());\n}\nfunction yu(i) {\n i !== void 0 && (hl = i);\n let e = hl += 1831565813;\n return e = Math.imul(e ^ e >>> 15, e | 1), e ^= e + Math.imul(e ^ e >>> 7, e | 61), ((e ^ e >>> 14) >>> 0) / 4294967296;\n}\nfunction Tu(i) {\n return i * _s;\n}\nfunction Eu(i) {\n return i * ji;\n}\nfunction wu(i) {\n return (i & i - 1) === 0 && i !== 0;\n}\nfunction Au(i) {\n return Math.pow(2, Math.ceil(Math.log(i) / Math.LN2));\n}\nfunction Ru(i) {\n return Math.pow(2, Math.floor(Math.log(i) / Math.LN2));\n}\nfunction Cu(i, e, t, n, s) {\n const r = Math.cos, a = Math.sin, o = r(t / 2), l = a(t / 2), c = r((e + n) / 2), h = a((e + n) / 2), u = r((e - n) / 2), d = a((e - n) / 2), p = r((n - e) / 2), g = a((n - e) / 2);\n switch (s) {\n case \"XYX\":\n i.set(o * h, l * u, l * d, o * c);\n break;\n case \"YZY\":\n i.set(l * d, o * h, l * u, o * c);\n break;\n case \"ZXZ\":\n i.set(l * u, l * d, o * h, o * c);\n break;\n case \"XZX\":\n i.set(o * h, l * g, l * p, o * c);\n break;\n case \"YXY\":\n i.set(l * p, o * h, l * g, o * c);\n break;\n case \"ZYZ\":\n i.set(l * g, l * p, o * h, o * c);\n break;\n default:\n Te(\"MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: \" + s);\n }\n}\nfunction hn(i, e) {\n switch (e.constructor) {\n case Float32Array:\n return i;\n case Uint32Array:\n return i / 4294967295;\n case Uint16Array:\n return i / 65535;\n case Uint8Array:\n return i / 255;\n case Int32Array:\n return Math.max(i / 2147483647, -1);\n case Int16Array:\n return Math.max(i / 32767, -1);\n case Int8Array:\n return Math.max(i / 127, -1);\n default:\n throw new Error(\"Invalid component type.\");\n }\n}\nfunction tt(i, e) {\n switch (e.constructor) {\n case Float32Array:\n return i;\n case Uint32Array:\n return Math.round(i * 4294967295);\n case Uint16Array:\n return Math.round(i * 65535);\n case Uint8Array:\n return Math.round(i * 255);\n case Int32Array:\n return Math.round(i * 2147483647);\n case Int16Array:\n return Math.round(i * 32767);\n case Int8Array:\n return Math.round(i * 127);\n default:\n throw new Error(\"Invalid component type.\");\n }\n}\nconst Lo = {\n DEG2RAD: _s,\n RAD2DEG: ji,\n /**\n * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)\n * (universally unique identifier).\n *\n * @static\n * @method\n * @return {string} The UUID.\n */\n generateUUID: fn,\n /**\n * Clamps the given value between min and max.\n *\n * @static\n * @method\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 */\n clamp: He,\n /**\n * Computes the Euclidean modulo of the given parameters that\n * is `( ( n % m ) + m ) % m`.\n *\n * @static\n * @method\n * @param {number} n - The first parameter.\n * @param {number} m - The second parameter.\n * @return {number} The Euclidean modulo.\n */\n euclideanModulo: Do,\n /**\n * Performs a linear mapping from range `` to range ``\n * for the given value.\n *\n * @static\n * @method\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 */\n mapLinear: pu,\n /**\n * Returns the percentage in the closed interval `[0, 1]` of the given value\n * between the start and end point.\n *\n * @static\n * @method\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 */\n inverseLerp: mu,\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 * @static\n * @method\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 */\n lerp: vs,\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 * @static\n * @method\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 */\n damp: gu,\n /**\n * Returns a value that alternates between `0` and the given `length` parameter.\n *\n * @static\n * @method\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 */\n pingpong: xu,\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 * @static\n * @method\n * @param {number} x - The value to evaluate based on its position between min and max.\n * @param {number} min - The min value. Any x value below min will be `0`.\n * @param {number} max - The max value. Any x value above max will be `1`.\n * @return {number} The alternated value.\n */\n smoothstep: _u,\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 * @static\n * @method\n * @param {number} x - The value to evaluate based on its position between min and max.\n * @param {number} min - The min value. Any x value below min will be `0`.\n * @param {number} max - The max value. Any x value above max will be `1`.\n * @return {number} The alternated value.\n */\n smootherstep: vu,\n /**\n * Returns a random integer from `` interval.\n *\n * @static\n * @method\n * @param {number} low - The lower value boundary.\n * @param {number} high - The upper value boundary\n * @return {number} A random integer.\n */\n randInt: Mu,\n /**\n * Returns a random float from `` interval.\n *\n * @static\n * @method\n * @param {number} low - The lower value boundary.\n * @param {number} high - The upper value boundary\n * @return {number} A random float.\n */\n randFloat: Su,\n /**\n * Returns a random integer from `<-range/2, range/2>` interval.\n *\n * @static\n * @method\n * @param {number} range - Defines the value range.\n * @return {number} A random float.\n */\n randFloatSpread: bu,\n /**\n * Returns a deterministic pseudo-random float in the interval `[0, 1]`.\n *\n * @static\n * @method\n * @param {number} [s] - The integer seed.\n * @return {number} A random float.\n */\n seededRandom: yu,\n /**\n * Converts degrees to radians.\n *\n * @static\n * @method\n * @param {number} degrees - A value in degrees.\n * @return {number} The converted value in radians.\n */\n degToRad: Tu,\n /**\n * Converts radians to degrees.\n *\n * @static\n * @method\n * @param {number} radians - A value in radians.\n * @return {number} The converted value in degrees.\n */\n radToDeg: Eu,\n /**\n * Returns `true` if the given number is a power of two.\n *\n * @static\n * @method\n * @param {number} value - The value to check.\n * @return {boolean} Whether the given number is a power of two or not.\n */\n isPowerOfTwo: wu,\n /**\n * Returns the smallest power of two that is greater than or equal to the given number.\n *\n * @static\n * @method\n * @param {number} value - The value to find a POT for.\n * @return {number} The smallest power of two that is greater than or equal to the given number.\n */\n ceilPowerOfTwo: Au,\n /**\n * Returns the largest power of two that is less than or equal to the given number.\n *\n * @static\n * @method\n * @param {number} value - The value to find a POT for.\n * @return {number} The largest power of two that is less than or equal to the given number.\n */\n floorPowerOfTwo: Ru,\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 * @static\n * @method\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 */\n setQuaternionFromProperEuler: Cu,\n /**\n * Normalizes the given value according to the given typed array.\n *\n * @static\n * @method\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 */\n normalize: tt,\n /**\n * Denormalizes the given value according to the given typed array.\n *\n * @static\n * @method\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 */\n denormalize: hn\n};\nclass le {\n /**\n * Constructs a new 2D vector.\n *\n * @param {number} [x=0] - The x value of this vector.\n * @param {number} [y=0] - The y value of this vector.\n */\n constructor(e = 0, t = 0) {\n le.prototype.isVector2 = !0, this.x = e, this.y = t;\n }\n /**\n * Alias for {@link Vector2#x}.\n *\n * @type {number}\n */\n get width() {\n return this.x;\n }\n set width(e) {\n this.x = e;\n }\n /**\n * Alias for {@link Vector2#y}.\n *\n * @type {number}\n */\n get height() {\n return this.y;\n }\n set height(e) {\n this.y = e;\n }\n /**\n * Sets the vector components.\n *\n * @param {number} x - The value of the x component.\n * @param {number} y - The value of the y component.\n * @return {Vector2} A reference to this vector.\n */\n set(e, t) {\n return this.x = e, this.y = t, this;\n }\n /**\n * Sets the vector components to the same value.\n *\n * @param {number} scalar - The value to set for all vector components.\n * @return {Vector2} A reference to this vector.\n */\n setScalar(e) {\n return this.x = e, this.y = e, this;\n }\n /**\n * Sets the vector's x component to the given value\n *\n * @param {number} x - The value to set.\n * @return {Vector2} A reference to this vector.\n */\n setX(e) {\n return this.x = e, this;\n }\n /**\n * Sets the vector's y component to the given value\n *\n * @param {number} y - The value to set.\n * @return {Vector2} A reference to this vector.\n */\n setY(e) {\n return this.y = e, this;\n }\n /**\n * Allows to set a vector component with an index.\n *\n * @param {number} index - The component index. `0` equals to x, `1` equals to y.\n * @param {number} value - The value to set.\n * @return {Vector2} A reference to this vector.\n */\n setComponent(e, t) {\n switch (e) {\n case 0:\n this.x = t;\n break;\n case 1:\n this.y = t;\n break;\n default:\n throw new Error(\"index is out of range: \" + e);\n }\n return this;\n }\n /**\n * Returns the value of the vector component which matches the given index.\n *\n * @param {number} index - The component index. `0` equals to x, `1` equals to y.\n * @return {number} A vector component value.\n */\n getComponent(e) {\n switch (e) {\n case 0:\n return this.x;\n case 1:\n return this.y;\n default:\n throw new Error(\"index is out of range: \" + e);\n }\n }\n /**\n * Returns a new vector with copied values from this instance.\n *\n * @return {Vector2} A clone of this instance.\n */\n clone() {\n return new this.constructor(this.x, this.y);\n }\n /**\n * Copies the values of the given vector to this instance.\n *\n * @param {Vector2} v - The vector to copy.\n * @return {Vector2} A reference to this vector.\n */\n copy(e) {\n return this.x = e.x, this.y = e.y, this;\n }\n /**\n * Adds the given vector to this instance.\n *\n * @param {Vector2} v - The vector to add.\n * @return {Vector2} A reference to this vector.\n */\n add(e) {\n return this.x += e.x, this.y += e.y, this;\n }\n /**\n * Adds the given scalar value to all components of this instance.\n *\n * @param {number} s - The scalar to add.\n * @return {Vector2} A reference to this vector.\n */\n addScalar(e) {\n return this.x += e, this.y += e, this;\n }\n /**\n * Adds the given vectors and stores the result in this instance.\n *\n * @param {Vector2} a - The first vector.\n * @param {Vector2} b - The second vector.\n * @return {Vector2} A reference to this vector.\n */\n addVectors(e, t) {\n return this.x = e.x + t.x, this.y = e.y + t.y, this;\n }\n /**\n * Adds the given vector scaled by the given factor to this instance.\n *\n * @param {Vector2} v - The vector.\n * @param {number} s - The factor that scales `v`.\n * @return {Vector2} A reference to this vector.\n */\n addScaledVector(e, t) {\n return this.x += e.x * t, this.y += e.y * t, this;\n }\n /**\n * Subtracts the given vector from this instance.\n *\n * @param {Vector2} v - The vector to subtract.\n * @return {Vector2} A reference to this vector.\n */\n sub(e) {\n return this.x -= e.x, this.y -= e.y, this;\n }\n /**\n * Subtracts the given scalar value from all components of this instance.\n *\n * @param {number} s - The scalar to subtract.\n * @return {Vector2} A reference to this vector.\n */\n subScalar(e) {\n return this.x -= e, this.y -= e, this;\n }\n /**\n * Subtracts the given vectors and stores the result in this instance.\n *\n * @param {Vector2} a - The first vector.\n * @param {Vector2} b - The second vector.\n * @return {Vector2} A reference to this vector.\n */\n subVectors(e, t) {\n return this.x = e.x - t.x, this.y = e.y - t.y, this;\n }\n /**\n * Multiplies the given vector with this instance.\n *\n * @param {Vector2} v - The vector to multiply.\n * @return {Vector2} A reference to this vector.\n */\n multiply(e) {\n return this.x *= e.x, this.y *= e.y, this;\n }\n /**\n * Multiplies the given scalar value with all components of this instance.\n *\n * @param {number} scalar - The scalar to multiply.\n * @return {Vector2} A reference to this vector.\n */\n multiplyScalar(e) {\n return this.x *= e, this.y *= e, this;\n }\n /**\n * Divides this instance by the given vector.\n *\n * @param {Vector2} v - The vector to divide.\n * @return {Vector2} A reference to this vector.\n */\n divide(e) {\n return this.x /= e.x, this.y /= e.y, this;\n }\n /**\n * Divides this vector by the given scalar.\n *\n * @param {number} scalar - The scalar to divide.\n * @return {Vector2} A reference to this vector.\n */\n divideScalar(e) {\n return this.multiplyScalar(1 / e);\n }\n /**\n * Multiplies this vector (with an implicit 1 as the 3rd component) by\n * the given 3x3 matrix.\n *\n * @param {Matrix3} m - The matrix to apply.\n * @return {Vector2} A reference to this vector.\n */\n applyMatrix3(e) {\n const t = this.x, n = this.y, s = e.elements;\n return this.x = s[0] * t + s[3] * n + s[6], this.y = s[1] * t + s[4] * n + s[7], this;\n }\n /**\n * If this vector's x or y value is greater than the given vector's x or y\n * value, replace that value with the corresponding min value.\n *\n * @param {Vector2} v - The vector.\n * @return {Vector2} A reference to this vector.\n */\n min(e) {\n return this.x = Math.min(this.x, e.x), this.y = Math.min(this.y, e.y), this;\n }\n /**\n * If this vector's x or y value is less than the given vector's x or y\n * value, replace that value with the corresponding max value.\n *\n * @param {Vector2} v - The vector.\n * @return {Vector2} A reference to this vector.\n */\n max(e) {\n return this.x = Math.max(this.x, e.x), this.y = Math.max(this.y, e.y), this;\n }\n /**\n * If this vector's x or y value is greater than the max vector's x or y\n * value, it is replaced by the corresponding value.\n * If this vector's x or y value is less than the min vector's x or y value,\n * it is replaced by the corresponding value.\n *\n * @param {Vector2} min - The minimum x and y values.\n * @param {Vector2} max - The maximum x and y values in the desired range.\n * @return {Vector2} A reference to this vector.\n */\n clamp(e, t) {\n return this.x = He(this.x, e.x, t.x), this.y = He(this.y, e.y, t.y), this;\n }\n /**\n * If this vector's x or y values are greater than the max value, they are\n * replaced by the max value.\n * If this vector's x or y values are less than the min value, they are\n * replaced by the min value.\n *\n * @param {number} minVal - The minimum value the components will be clamped to.\n * @param {number} maxVal - The maximum value the components will be clamped to.\n * @return {Vector2} A reference to this vector.\n */\n clampScalar(e, t) {\n return this.x = He(this.x, e, t), this.y = He(this.y, e, t), this;\n }\n /**\n * If this vector's length is greater than the max value, it is replaced by\n * the max value.\n * If this vector's length is less than the min value, it is replaced by the\n * min value.\n *\n * @param {number} min - The minimum value the vector length will be clamped to.\n * @param {number} max - The maximum value the vector length will be clamped to.\n * @return {Vector2} A reference to this vector.\n */\n clampLength(e, t) {\n const n = this.length();\n return this.divideScalar(n || 1).multiplyScalar(He(n, e, t));\n }\n /**\n * The components of this vector are rounded down to the nearest integer value.\n *\n * @return {Vector2} A reference to this vector.\n */\n floor() {\n return this.x = Math.floor(this.x), this.y = Math.floor(this.y), this;\n }\n /**\n * The components of this vector are rounded up to the nearest integer value.\n *\n * @return {Vector2} A reference to this vector.\n */\n ceil() {\n return this.x = Math.ceil(this.x), this.y = Math.ceil(this.y), this;\n }\n /**\n * The components of this vector are rounded to the nearest integer value\n *\n * @return {Vector2} A reference to this vector.\n */\n round() {\n return this.x = Math.round(this.x), this.y = Math.round(this.y), this;\n }\n /**\n * The components of this vector are rounded towards zero (up if negative,\n * down if positive) to an integer value.\n *\n * @return {Vector2} A reference to this vector.\n */\n roundToZero() {\n return this.x = Math.trunc(this.x), this.y = Math.trunc(this.y), this;\n }\n /**\n * Inverts this vector - i.e. sets x = -x and y = -y.\n *\n * @return {Vector2} A reference to this vector.\n */\n negate() {\n return this.x = -this.x, this.y = -this.y, this;\n }\n /**\n * Calculates the dot product of the given vector with this instance.\n *\n * @param {Vector2} v - The vector to compute the dot product with.\n * @return {number} The result of the dot product.\n */\n dot(e) {\n return this.x * e.x + this.y * e.y;\n }\n /**\n * Calculates the cross product of the given vector with this instance.\n *\n * @param {Vector2} v - The vector to compute the cross product with.\n * @return {number} The result of the cross product.\n */\n cross(e) {\n return this.x * e.y - this.y * e.x;\n }\n /**\n * Computes the square of the Euclidean length (straight-line length) from\n * (0, 0) to (x, y). If you are comparing the lengths of vectors, you should\n * compare the length squared instead as it is slightly more efficient to calculate.\n *\n * @return {number} The square length of this vector.\n */\n lengthSq() {\n return this.x * this.x + this.y * this.y;\n }\n /**\n * Computes the Euclidean length (straight-line length) from (0, 0) to (x, y).\n *\n * @return {number} The length of this vector.\n */\n length() {\n return Math.sqrt(this.x * this.x + this.y * this.y);\n }\n /**\n * Computes the Manhattan length of this vector.\n *\n * @return {number} The length of this vector.\n */\n manhattanLength() {\n return Math.abs(this.x) + Math.abs(this.y);\n }\n /**\n * Converts this vector to a unit vector - that is, sets it equal to a vector\n * with the same direction as this one, but with a vector length of `1`.\n *\n * @return {Vector2} A reference to this vector.\n */\n normalize() {\n return this.divideScalar(this.length() || 1);\n }\n /**\n * Computes the angle in radians of this vector with respect to the positive x-axis.\n *\n * @return {number} The angle in radians.\n */\n angle() {\n return Math.atan2(-this.y, -this.x) + Math.PI;\n }\n /**\n * Returns the angle between the given vector and this instance in radians.\n *\n * @param {Vector2} v - The vector to compute the angle with.\n * @return {number} The angle in radians.\n */\n angleTo(e) {\n const t = Math.sqrt(this.lengthSq() * e.lengthSq());\n if (t === 0) return Math.PI / 2;\n const n = this.dot(e) / t;\n return Math.acos(He(n, -1, 1));\n }\n /**\n * Computes the distance from the given vector to this instance.\n *\n * @param {Vector2} v - The vector to compute the distance to.\n * @return {number} The distance.\n */\n distanceTo(e) {\n return Math.sqrt(this.distanceToSquared(e));\n }\n /**\n * Computes the squared distance from the given vector to this instance.\n * If you are just comparing the distance with another distance, you should compare\n * the distance squared instead as it is slightly more efficient to calculate.\n *\n * @param {Vector2} v - The vector to compute the squared distance to.\n * @return {number} The squared distance.\n */\n distanceToSquared(e) {\n const t = this.x - e.x, n = this.y - e.y;\n return t * t + n * n;\n }\n /**\n * Computes the Manhattan distance from the given vector to this instance.\n *\n * @param {Vector2} v - The vector to compute the Manhattan distance to.\n * @return {number} The Manhattan distance.\n */\n manhattanDistanceTo(e) {\n return Math.abs(this.x - e.x) + Math.abs(this.y - e.y);\n }\n /**\n * Sets this vector to a vector with the same direction as this one, but\n * with the specified length.\n *\n * @param {number} length - The new length of this vector.\n * @return {Vector2} A reference to this vector.\n */\n setLength(e) {\n return this.normalize().multiplyScalar(e);\n }\n /**\n * Linearly interpolates between the given vector and this instance, where\n * alpha is the percent distance along the line - alpha = 0 will be this\n * vector, and alpha = 1 will be the given one.\n *\n * @param {Vector2} v - The vector to interpolate towards.\n * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.\n * @return {Vector2} A reference to this vector.\n */\n lerp(e, t) {\n return this.x += (e.x - this.x) * t, this.y += (e.y - this.y) * t, this;\n }\n /**\n * Linearly interpolates between the given vectors, where alpha is the percent\n * distance along the line - alpha = 0 will be first vector, and alpha = 1 will\n * be the second one. The result is stored in this instance.\n *\n * @param {Vector2} v1 - The first vector.\n * @param {Vector2} v2 - The second vector.\n * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.\n * @return {Vector2} A reference to this vector.\n */\n lerpVectors(e, t, n) {\n return this.x = e.x + (t.x - e.x) * n, this.y = e.y + (t.y - e.y) * n, this;\n }\n /**\n * Returns `true` if this vector is equal with the given one.\n *\n * @param {Vector2} v - The vector to test for equality.\n * @return {boolean} Whether this vector is equal with the given one.\n */\n equals(e) {\n return e.x === this.x && e.y === this.y;\n }\n /**\n * Sets this vector's x value to be `array[ offset ]` and y\n * value to be `array[ offset + 1 ]`.\n *\n * @param {Array} array - An array holding the vector component values.\n * @param {number} [offset=0] - The offset into the array.\n * @return {Vector2} A reference to this vector.\n */\n fromArray(e, t = 0) {\n return this.x = e[t], this.y = e[t + 1], this;\n }\n /**\n * Writes the components of this vector to the given array. If no array is provided,\n * the method returns a new instance.\n *\n * @param {Array} [array=[]] - The target array holding the vector components.\n * @param {number} [offset=0] - Index of the first element in the array.\n * @return {Array} The vector components.\n */\n toArray(e = [], t = 0) {\n return e[t] = this.x, e[t + 1] = this.y, e;\n }\n /**\n * Sets the components of this vector from the given buffer attribute.\n *\n * @param {BufferAttribute} attribute - The buffer attribute holding vector data.\n * @param {number} index - The index into the attribute.\n * @return {Vector2} A reference to this vector.\n */\n fromBufferAttribute(e, t) {\n return this.x = e.getX(t), this.y = e.getY(t), this;\n }\n /**\n * Rotates this vector around the given center by the given angle.\n *\n * @param {Vector2} center - The point around which to rotate.\n * @param {number} angle - The angle to rotate, in radians.\n * @return {Vector2} A reference to this vector.\n */\n rotateAround(e, t) {\n const n = Math.cos(t), s = Math.sin(t), r = this.x - e.x, a = this.y - e.y;\n return this.x = r * n - a * s + e.x, this.y = r * s + a * n + e.y, this;\n }\n /**\n * Sets each component of this vector to a pseudo-random value between `0` and\n * `1`, excluding `1`.\n *\n * @return {Vector2} A reference to this vector.\n */\n random() {\n return this.x = Math.random(), this.y = Math.random(), this;\n }\n *[Symbol.iterator]() {\n yield this.x, yield this.y;\n }\n}\nclass gn {\n /**\n * Constructs a new quaternion.\n *\n * @param {number} [x=0] - The x value of this quaternion.\n * @param {number} [y=0] - The y value of this quaternion.\n * @param {number} [z=0] - The z value of this quaternion.\n * @param {number} [w=1] - The w value of this quaternion.\n */\n constructor(e = 0, t = 0, n = 0, s = 1) {\n this.isQuaternion = !0, this._x = e, this._y = t, this._z = n, this._w = s;\n }\n /**\n * Interpolates between two quaternions via SLERP. This implementation assumes the\n * quaternion data are managed in flat arrays.\n *\n * @param {Array} dst - The destination array.\n * @param {number} dstOffset - An offset into the destination array.\n * @param {Array} src0 - The source array of the first quaternion.\n * @param {number} srcOffset0 - An offset into the first source array.\n * @param {Array} src1 - The source array of the second quaternion.\n * @param {number} srcOffset1 - An offset into the second source array.\n * @param {number} t - The interpolation factor in the range `[0,1]`.\n * @see {@link Quaternion#slerp}\n */\n static slerpFlat(e, t, n, s, r, a, o) {\n let l = n[s + 0], c = n[s + 1], h = n[s + 2], u = n[s + 3], d = r[a + 0], p = r[a + 1], g = r[a + 2], x = r[a + 3];\n if (o <= 0) {\n e[t + 0] = l, e[t + 1] = c, e[t + 2] = h, e[t + 3] = u;\n return;\n }\n if (o >= 1) {\n e[t + 0] = d, e[t + 1] = p, e[t + 2] = g, e[t + 3] = x;\n return;\n }\n if (u !== x || l !== d || c !== p || h !== g) {\n let m = l * d + c * p + h * g + u * x;\n m < 0 && (d = -d, p = -p, g = -g, x = -x, m = -m);\n let f = 1 - o;\n if (m < 0.9995) {\n const y = Math.acos(m), v = Math.sin(y);\n f = Math.sin(f * y) / v, o = Math.sin(o * y) / v, l = l * f + d * o, c = c * f + p * o, h = h * f + g * o, u = u * f + x * o;\n } else {\n l = l * f + d * o, c = c * f + p * o, h = h * f + g * o, u = u * f + x * o;\n const y = 1 / Math.sqrt(l * l + c * c + h * h + u * u);\n l *= y, c *= y, h *= y, u *= y;\n }\n }\n e[t] = l, e[t + 1] = c, e[t + 2] = h, e[t + 3] = u;\n }\n /**\n * Multiplies two quaternions. This implementation assumes the quaternion data are managed\n * in flat arrays.\n *\n * @param {Array} dst - The destination array.\n * @param {number} dstOffset - An offset into the destination array.\n * @param {Array} src0 - The source array of the first quaternion.\n * @param {number} srcOffset0 - An offset into the first source array.\n * @param {Array} src1 - The source array of the second quaternion.\n * @param {number} srcOffset1 - An offset into the second source array.\n * @return {Array} The destination array.\n * @see {@link Quaternion#multiplyQuaternions}.\n */\n static multiplyQuaternionsFlat(e, t, n, s, r, a) {\n const o = n[s], l = n[s + 1], c = n[s + 2], h = n[s + 3], u = r[a], d = r[a + 1], p = r[a + 2], g = r[a + 3];\n return e[t] = o * g + h * u + l * p - c * d, e[t + 1] = l * g + h * d + c * u - o * p, e[t + 2] = c * g + h * p + o * d - l * u, e[t + 3] = h * g - o * u - l * d - c * p, e;\n }\n /**\n * The x value of this quaternion.\n *\n * @type {number}\n * @default 0\n */\n get x() {\n return this._x;\n }\n set x(e) {\n this._x = e, this._onChangeCallback();\n }\n /**\n * The y value of this quaternion.\n *\n * @type {number}\n * @default 0\n */\n get y() {\n return this._y;\n }\n set y(e) {\n this._y = e, this._onChangeCallback();\n }\n /**\n * The z value of this quaternion.\n *\n * @type {number}\n * @default 0\n */\n get z() {\n return this._z;\n }\n set z(e) {\n this._z = e, this._onChangeCallback();\n }\n /**\n * The w value of this quaternion.\n *\n * @type {number}\n * @default 1\n */\n get w() {\n return this._w;\n }\n set w(e) {\n this._w = e, this._onChangeCallback();\n }\n /**\n * Sets the quaternion components.\n *\n * @param {number} x - The x value of this quaternion.\n * @param {number} y - The y value of this quaternion.\n * @param {number} z - The z value of this quaternion.\n * @param {number} w - The w value of this quaternion.\n * @return {Quaternion} A reference to this quaternion.\n */\n set(e, t, n, s) {\n return this._x = e, this._y = t, this._z = n, this._w = s, this._onChangeCallback(), this;\n }\n /**\n * Returns a new quaternion with copied values from this instance.\n *\n * @return {Quaternion} A clone of this instance.\n */\n clone() {\n return new this.constructor(this._x, this._y, this._z, this._w);\n }\n /**\n * Copies the values of the given quaternion to this instance.\n *\n * @param {Quaternion} quaternion - The quaternion to copy.\n * @return {Quaternion} A reference to this quaternion.\n */\n copy(e) {\n return this._x = e.x, this._y = e.y, this._z = e.z, this._w = e.w, this._onChangeCallback(), this;\n }\n /**\n * Sets this quaternion from the rotation specified by the given\n * Euler angles.\n *\n * @param {Euler} euler - The Euler angles.\n * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.\n * @return {Quaternion} A reference to this quaternion.\n */\n setFromEuler(e, t = !0) {\n const n = e._x, s = e._y, r = e._z, a = e._order, o = Math.cos, l = Math.sin, c = o(n / 2), h = o(s / 2), u = o(r / 2), d = l(n / 2), p = l(s / 2), g = l(r / 2);\n switch (a) {\n case \"XYZ\":\n this._x = d * h * u + c * p * g, this._y = c * p * u - d * h * g, this._z = c * h * g + d * p * u, this._w = c * h * u - d * p * g;\n break;\n case \"YXZ\":\n this._x = d * h * u + c * p * g, this._y = c * p * u - d * h * g, this._z = c * h * g - d * p * u, this._w = c * h * u + d * p * g;\n break;\n case \"ZXY\":\n this._x = d * h * u - c * p * g, this._y = c * p * u + d * h * g, this._z = c * h * g + d * p * u, this._w = c * h * u - d * p * g;\n break;\n case \"ZYX\":\n this._x = d * h * u - c * p * g, this._y = c * p * u + d * h * g, this._z = c * h * g - d * p * u, this._w = c * h * u + d * p * g;\n break;\n case \"YZX\":\n this._x = d * h * u + c * p * g, this._y = c * p * u + d * h * g, this._z = c * h * g - d * p * u, this._w = c * h * u - d * p * g;\n break;\n case \"XZY\":\n this._x = d * h * u - c * p * g, this._y = c * p * u - d * h * g, this._z = c * h * g + d * p * u, this._w = c * h * u + d * p * g;\n break;\n default:\n Te(\"Quaternion: .setFromEuler() encountered an unknown order: \" + a);\n }\n return t === !0 && this._onChangeCallback(), this;\n }\n /**\n * Sets this quaternion from the given axis and angle.\n *\n * @param {Vector3} axis - The normalized axis.\n * @param {number} angle - The angle in radians.\n * @return {Quaternion} A reference to this quaternion.\n */\n setFromAxisAngle(e, t) {\n const n = t / 2, s = Math.sin(n);\n return this._x = e.x * s, this._y = e.y * s, this._z = e.z * s, this._w = Math.cos(n), this._onChangeCallback(), this;\n }\n /**\n * Sets this quaternion from the given rotation matrix.\n *\n * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).\n * @return {Quaternion} A reference to this quaternion.\n */\n setFromRotationMatrix(e) {\n const t = e.elements, n = t[0], s = t[4], r = t[8], a = t[1], o = t[5], l = t[9], c = t[2], h = t[6], u = t[10], d = n + o + u;\n if (d > 0) {\n const p = 0.5 / Math.sqrt(d + 1);\n this._w = 0.25 / p, this._x = (h - l) * p, this._y = (r - c) * p, this._z = (a - s) * p;\n } else if (n > o && n > u) {\n const p = 2 * Math.sqrt(1 + n - o - u);\n this._w = (h - l) / p, this._x = 0.25 * p, this._y = (s + a) / p, this._z = (r + c) / p;\n } else if (o > u) {\n const p = 2 * Math.sqrt(1 + o - n - u);\n this._w = (r - c) / p, this._x = (s + a) / p, this._y = 0.25 * p, this._z = (l + h) / p;\n } else {\n const p = 2 * Math.sqrt(1 + u - n - o);\n this._w = (a - s) / p, this._x = (r + c) / p, this._y = (l + h) / p, this._z = 0.25 * p;\n }\n return this._onChangeCallback(), this;\n }\n /**\n * Sets this quaternion to the rotation required to rotate the direction vector\n * `vFrom` to the direction vector `vTo`.\n *\n * @param {Vector3} vFrom - The first (normalized) direction vector.\n * @param {Vector3} vTo - The second (normalized) direction vector.\n * @return {Quaternion} A reference to this quaternion.\n */\n setFromUnitVectors(e, t) {\n let n = e.dot(t) + 1;\n return n < 1e-8 ? (n = 0, Math.abs(e.x) > Math.abs(e.z) ? (this._x = -e.y, this._y = e.x, this._z = 0, this._w = n) : (this._x = 0, this._y = -e.z, this._z = e.y, this._w = n)) : (this._x = e.y * t.z - e.z * t.y, this._y = e.z * t.x - e.x * t.z, this._z = e.x * t.y - e.y * t.x, this._w = n), this.normalize();\n }\n /**\n * Returns the angle between this quaternion and the given one in radians.\n *\n * @param {Quaternion} q - The quaternion to compute the angle with.\n * @return {number} The angle in radians.\n */\n angleTo(e) {\n return 2 * Math.acos(Math.abs(He(this.dot(e), -1, 1)));\n }\n /**\n * Rotates this quaternion by a given angular step to the given quaternion.\n * The method ensures that the final quaternion will not overshoot `q`.\n *\n * @param {Quaternion} q - The target quaternion.\n * @param {number} step - The angular step in radians.\n * @return {Quaternion} A reference to this quaternion.\n */\n rotateTowards(e, t) {\n const n = this.angleTo(e);\n if (n === 0) return this;\n const s = Math.min(1, t / n);\n return this.slerp(e, s), this;\n }\n /**\n * Sets this quaternion to the identity quaternion; that is, to the\n * quaternion that represents \"no rotation\".\n *\n * @return {Quaternion} A reference to this quaternion.\n */\n identity() {\n return this.set(0, 0, 0, 1);\n }\n /**\n * Inverts this quaternion via {@link Quaternion#conjugate}. The\n * quaternion is assumed to have unit length.\n *\n * @return {Quaternion} A reference to this quaternion.\n */\n invert() {\n return this.conjugate();\n }\n /**\n * Returns the rotational conjugate of this quaternion. The conjugate of a\n * quaternion represents the same rotation in the opposite direction about\n * the rotational axis.\n *\n * @return {Quaternion} A reference to this quaternion.\n */\n conjugate() {\n return this._x *= -1, this._y *= -1, this._z *= -1, this._onChangeCallback(), this;\n }\n /**\n * Calculates the dot product of this quaternion and the given one.\n *\n * @param {Quaternion} v - The quaternion to compute the dot product with.\n * @return {number} The result of the dot product.\n */\n dot(e) {\n return this._x * e._x + this._y * e._y + this._z * e._z + this._w * e._w;\n }\n /**\n * Computes the squared Euclidean length (straight-line length) of this quaternion,\n * considered as a 4 dimensional vector. This can be useful if you are comparing the\n * lengths of two quaternions, as this is a slightly more efficient calculation than\n * {@link Quaternion#length}.\n *\n * @return {number} The squared Euclidean length.\n */\n lengthSq() {\n return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;\n }\n /**\n * Computes the Euclidean length (straight-line length) of this quaternion,\n * considered as a 4 dimensional vector.\n *\n * @return {number} The Euclidean length.\n */\n length() {\n return Math.sqrt(this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w);\n }\n /**\n * Normalizes this quaternion - that is, calculated the quaternion that performs\n * the same rotation as this one, but has a length equal to `1`.\n *\n * @return {Quaternion} A reference to this quaternion.\n */\n normalize() {\n let e = this.length();\n return e === 0 ? (this._x = 0, this._y = 0, this._z = 0, this._w = 1) : (e = 1 / e, this._x = this._x * e, this._y = this._y * e, this._z = this._z * e, this._w = this._w * e), this._onChangeCallback(), this;\n }\n /**\n * Multiplies this quaternion by the given one.\n *\n * @param {Quaternion} q - The quaternion.\n * @return {Quaternion} A reference to this quaternion.\n */\n multiply(e) {\n return this.multiplyQuaternions(this, e);\n }\n /**\n * Pre-multiplies this quaternion by the given one.\n *\n * @param {Quaternion} q - The quaternion.\n * @return {Quaternion} A reference to this quaternion.\n */\n premultiply(e) {\n return this.multiplyQuaternions(e, this);\n }\n /**\n * Multiplies the given quaternions and stores the result in this instance.\n *\n * @param {Quaternion} a - The first quaternion.\n * @param {Quaternion} b - The second quaternion.\n * @return {Quaternion} A reference to this quaternion.\n */\n multiplyQuaternions(e, t) {\n const n = e._x, s = e._y, r = e._z, a = e._w, o = t._x, l = t._y, c = t._z, h = t._w;\n return this._x = n * h + a * o + s * c - r * l, this._y = s * h + a * l + r * o - n * c, this._z = r * h + a * c + n * l - s * o, this._w = a * h - n * o - s * l - r * c, this._onChangeCallback(), this;\n }\n /**\n * Performs a spherical linear interpolation between quaternions.\n *\n * @param {Quaternion} qb - The target quaternion.\n * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.\n * @return {Quaternion} A reference to this quaternion.\n */\n slerp(e, t) {\n if (t <= 0) return this;\n if (t >= 1) return this.copy(e);\n let n = e._x, s = e._y, r = e._z, a = e._w, o = this.dot(e);\n o < 0 && (n = -n, s = -s, r = -r, a = -a, o = -o);\n let l = 1 - t;\n if (o < 0.9995) {\n const c = Math.acos(o), h = Math.sin(c);\n l = Math.sin(l * c) / h, t = Math.sin(t * c) / h, this._x = this._x * l + n * t, this._y = this._y * l + s * t, this._z = this._z * l + r * t, this._w = this._w * l + a * t, this._onChangeCallback();\n } else\n this._x = this._x * l + n * t, this._y = this._y * l + s * t, this._z = this._z * l + r * t, this._w = this._w * l + a * t, this.normalize();\n return this;\n }\n /**\n * Performs a spherical linear interpolation between the given quaternions\n * and stores the result in this quaternion.\n *\n * @param {Quaternion} qa - The source quaternion.\n * @param {Quaternion} qb - The target quaternion.\n * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.\n * @return {Quaternion} A reference to this quaternion.\n */\n slerpQuaternions(e, t, n) {\n return this.copy(e).slerp(t, n);\n }\n /**\n * Sets this quaternion to a uniformly random, normalized quaternion.\n *\n * @return {Quaternion} A reference to this quaternion.\n */\n random() {\n const e = 2 * Math.PI * Math.random(), t = 2 * Math.PI * Math.random(), n = Math.random(), s = Math.sqrt(1 - n), r = Math.sqrt(n);\n return this.set(\n s * Math.sin(e),\n s * Math.cos(e),\n r * Math.sin(t),\n r * Math.cos(t)\n );\n }\n /**\n * Returns `true` if this quaternion is equal with the given one.\n *\n * @param {Quaternion} quaternion - The quaternion to test for equality.\n * @return {boolean} Whether this quaternion is equal with the given one.\n */\n equals(e) {\n return e._x === this._x && e._y === this._y && e._z === this._z && e._w === this._w;\n }\n /**\n * Sets this quaternion's components from the given array.\n *\n * @param {Array} array - An array holding the quaternion component values.\n * @param {number} [offset=0] - The offset into the array.\n * @return {Quaternion} A reference to this quaternion.\n */\n fromArray(e, t = 0) {\n return this._x = e[t], this._y = e[t + 1], this._z = e[t + 2], this._w = e[t + 3], this._onChangeCallback(), this;\n }\n /**\n * Writes the components of this quaternion to the given array. If no array is provided,\n * the method returns a new instance.\n *\n * @param {Array} [array=[]] - The target array holding the quaternion components.\n * @param {number} [offset=0] - Index of the first element in the array.\n * @return {Array} The quaternion components.\n */\n toArray(e = [], t = 0) {\n return e[t] = this._x, e[t + 1] = this._y, e[t + 2] = this._z, e[t + 3] = this._w, e;\n }\n /**\n * Sets the components of this quaternion from the given buffer attribute.\n *\n * @param {BufferAttribute} attribute - The buffer attribute holding quaternion data.\n * @param {number} index - The index into the attribute.\n * @return {Quaternion} A reference to this quaternion.\n */\n fromBufferAttribute(e, t) {\n return this._x = e.getX(t), this._y = e.getY(t), this._z = e.getZ(t), this._w = e.getW(t), this._onChangeCallback(), this;\n }\n /**\n * This methods defines the serialization result of this class. Returns the\n * numerical elements of this quaternion in an array of format `[x, y, z, w]`.\n *\n * @return {Array} The serialized quaternion.\n */\n toJSON() {\n return this.toArray();\n }\n _onChange(e) {\n return this._onChangeCallback = e, this;\n }\n _onChangeCallback() {\n }\n *[Symbol.iterator]() {\n yield this._x, yield this._y, yield this._z, yield this._w;\n }\n}\nclass w {\n /**\n * Constructs a new 3D vector.\n *\n * @param {number} [x=0] - The x value of this vector.\n * @param {number} [y=0] - The y value of this vector.\n * @param {number} [z=0] - The z value of this vector.\n */\n constructor(e = 0, t = 0, n = 0) {\n w.prototype.isVector3 = !0, this.x = e, this.y = t, this.z = n;\n }\n /**\n * Sets the vector components.\n *\n * @param {number} x - The value of the x component.\n * @param {number} y - The value of the y component.\n * @param {number} z - The value of the z component.\n * @return {Vector3} A reference to this vector.\n */\n set(e, t, n) {\n return n === void 0 && (n = this.z), this.x = e, this.y = t, this.z = n, this;\n }\n /**\n * Sets the vector components to the same value.\n *\n * @param {number} scalar - The value to set for all vector components.\n * @return {Vector3} A reference to this vector.\n */\n setScalar(e) {\n return this.x = e, this.y = e, this.z = e, this;\n }\n /**\n * Sets the vector's x component to the given value\n *\n * @param {number} x - The value to set.\n * @return {Vector3} A reference to this vector.\n */\n setX(e) {\n return this.x = e, this;\n }\n /**\n * Sets the vector's y component to the given value\n *\n * @param {number} y - The value to set.\n * @return {Vector3} A reference to this vector.\n */\n setY(e) {\n return this.y = e, this;\n }\n /**\n * Sets the vector's z component to the given value\n *\n * @param {number} z - The value to set.\n * @return {Vector3} A reference to this vector.\n */\n setZ(e) {\n return this.z = e, this;\n }\n /**\n * Allows to set a vector component with an index.\n *\n * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.\n * @param {number} value - The value to set.\n * @return {Vector3} A reference to this vector.\n */\n setComponent(e, t) {\n switch (e) {\n case 0:\n this.x = t;\n break;\n case 1:\n this.y = t;\n break;\n case 2:\n this.z = t;\n break;\n default:\n throw new Error(\"index is out of range: \" + e);\n }\n return this;\n }\n /**\n * Returns the value of the vector component which matches the given index.\n *\n * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.\n * @return {number} A vector component value.\n */\n getComponent(e) {\n switch (e) {\n case 0:\n return this.x;\n case 1:\n return this.y;\n case 2:\n return this.z;\n default:\n throw new Error(\"index is out of range: \" + e);\n }\n }\n /**\n * Returns a new vector with copied values from this instance.\n *\n * @return {Vector3} A clone of this instance.\n */\n clone() {\n return new this.constructor(this.x, this.y, this.z);\n }\n /**\n * Copies the values of the given vector to this instance.\n *\n * @param {Vector3} v - The vector to copy.\n * @return {Vector3} A reference to this vector.\n */\n copy(e) {\n return this.x = e.x, this.y = e.y, this.z = e.z, this;\n }\n /**\n * Adds the given vector to this instance.\n *\n * @param {Vector3} v - The vector to add.\n * @return {Vector3} A reference to this vector.\n */\n add(e) {\n return this.x += e.x, this.y += e.y, this.z += e.z, this;\n }\n /**\n * Adds the given scalar value to all components of this instance.\n *\n * @param {number} s - The scalar to add.\n * @return {Vector3} A reference to this vector.\n */\n addScalar(e) {\n return this.x += e, this.y += e, this.z += e, this;\n }\n /**\n * Adds the given vectors and stores the result in this instance.\n *\n * @param {Vector3} a - The first vector.\n * @param {Vector3} b - The second vector.\n * @return {Vector3} A reference to this vector.\n */\n addVectors(e, t) {\n return this.x = e.x + t.x, this.y = e.y + t.y, this.z = e.z + t.z, this;\n }\n /**\n * Adds the given vector scaled by the given factor to this instance.\n *\n * @param {Vector3|Vector4} v - The vector.\n * @param {number} s - The factor that scales `v`.\n * @return {Vector3} A reference to this vector.\n */\n addScaledVector(e, t) {\n return this.x += e.x * t, this.y += e.y * t, this.z += e.z * t, this;\n }\n /**\n * Subtracts the given vector from this instance.\n *\n * @param {Vector3} v - The vector to subtract.\n * @return {Vector3} A reference to this vector.\n */\n sub(e) {\n return this.x -= e.x, this.y -= e.y, this.z -= e.z, this;\n }\n /**\n * Subtracts the given scalar value from all components of this instance.\n *\n * @param {number} s - The scalar to subtract.\n * @return {Vector3} A reference to this vector.\n */\n subScalar(e) {\n return this.x -= e, this.y -= e, this.z -= e, this;\n }\n /**\n * Subtracts the given vectors and stores the result in this instance.\n *\n * @param {Vector3} a - The first vector.\n * @param {Vector3} b - The second vector.\n * @return {Vector3} A reference to this vector.\n */\n subVectors(e, t) {\n return this.x = e.x - t.x, this.y = e.y - t.y, this.z = e.z - t.z, this;\n }\n /**\n * Multiplies the given vector with this instance.\n *\n * @param {Vector3} v - The vector to multiply.\n * @return {Vector3} A reference to this vector.\n */\n multiply(e) {\n return this.x *= e.x, this.y *= e.y, this.z *= e.z, this;\n }\n /**\n * Multiplies the given scalar value with all components of this instance.\n *\n * @param {number} scalar - The scalar to multiply.\n * @return {Vector3} A reference to this vector.\n */\n multiplyScalar(e) {\n return this.x *= e, this.y *= e, this.z *= e, this;\n }\n /**\n * Multiplies the given vectors and stores the result in this instance.\n *\n * @param {Vector3} a - The first vector.\n * @param {Vector3} b - The second vector.\n * @return {Vector3} A reference to this vector.\n */\n multiplyVectors(e, t) {\n return this.x = e.x * t.x, this.y = e.y * t.y, this.z = e.z * t.z, this;\n }\n /**\n * Applies the given Euler rotation to this vector.\n *\n * @param {Euler} euler - The Euler angles.\n * @return {Vector3} A reference to this vector.\n */\n applyEuler(e) {\n return this.applyQuaternion(ul.setFromEuler(e));\n }\n /**\n * Applies a rotation specified by an axis and an angle to this vector.\n *\n * @param {Vector3} axis - A normalized vector representing the rotation axis.\n * @param {number} angle - The angle in radians.\n * @return {Vector3} A reference to this vector.\n */\n applyAxisAngle(e, t) {\n return this.applyQuaternion(ul.setFromAxisAngle(e, t));\n }\n /**\n * Multiplies this vector with the given 3x3 matrix.\n *\n * @param {Matrix3} m - The 3x3 matrix.\n * @return {Vector3} A reference to this vector.\n */\n applyMatrix3(e) {\n const t = this.x, n = this.y, s = this.z, r = e.elements;\n return this.x = r[0] * t + r[3] * n + r[6] * s, this.y = r[1] * t + r[4] * n + r[7] * s, this.z = r[2] * t + r[5] * n + r[8] * s, this;\n }\n /**\n * Multiplies this vector by the given normal matrix and normalizes\n * the result.\n *\n * @param {Matrix3} m - The normal matrix.\n * @return {Vector3} A reference to this vector.\n */\n applyNormalMatrix(e) {\n return this.applyMatrix3(e).normalize();\n }\n /**\n * Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and\n * divides by perspective.\n *\n * @param {Matrix4} m - The matrix to apply.\n * @return {Vector3} A reference to this vector.\n */\n applyMatrix4(e) {\n const t = this.x, n = this.y, s = this.z, r = e.elements, a = 1 / (r[3] * t + r[7] * n + r[11] * s + r[15]);\n return this.x = (r[0] * t + r[4] * n + r[8] * s + r[12]) * a, this.y = (r[1] * t + r[5] * n + r[9] * s + r[13]) * a, this.z = (r[2] * t + r[6] * n + r[10] * s + r[14]) * a, this;\n }\n /**\n * Applies the given Quaternion to this vector.\n *\n * @param {Quaternion} q - The Quaternion.\n * @return {Vector3} A reference to this vector.\n */\n applyQuaternion(e) {\n const t = this.x, n = this.y, s = this.z, r = e.x, a = e.y, o = e.z, l = e.w, c = 2 * (a * s - o * n), h = 2 * (o * t - r * s), u = 2 * (r * n - a * t);\n return this.x = t + l * c + a * u - o * h, this.y = n + l * h + o * c - r * u, this.z = s + l * u + r * h - a * c, this;\n }\n /**\n * Projects this vector from world space into the camera's normalized\n * device coordinate (NDC) space.\n *\n * @param {Camera} camera - The camera.\n * @return {Vector3} A reference to this vector.\n */\n project(e) {\n return this.applyMatrix4(e.matrixWorldInverse).applyMatrix4(e.projectionMatrix);\n }\n /**\n * Unprojects this vector from the camera's normalized device coordinate (NDC)\n * space into world space.\n *\n * @param {Camera} camera - The camera.\n * @return {Vector3} A reference to this vector.\n */\n unproject(e) {\n return this.applyMatrix4(e.projectionMatrixInverse).applyMatrix4(e.matrixWorld);\n }\n /**\n * Transforms the direction of this vector by a matrix (the upper left 3 x 3\n * subset of the given 4x4 matrix and then normalizes the result.\n *\n * @param {Matrix4} m - The matrix.\n * @return {Vector3} A reference to this vector.\n */\n transformDirection(e) {\n const t = this.x, n = this.y, s = this.z, r = e.elements;\n return this.x = r[0] * t + r[4] * n + r[8] * s, this.y = r[1] * t + r[5] * n + r[9] * s, this.z = r[2] * t + r[6] * n + r[10] * s, this.normalize();\n }\n /**\n * Divides this instance by the given vector.\n *\n * @param {Vector3} v - The vector to divide.\n * @return {Vector3} A reference to this vector.\n */\n divide(e) {\n return this.x /= e.x, this.y /= e.y, this.z /= e.z, this;\n }\n /**\n * Divides this vector by the given scalar.\n *\n * @param {number} scalar - The scalar to divide.\n * @return {Vector3} A reference to this vector.\n */\n divideScalar(e) {\n return this.multiplyScalar(1 / e);\n }\n /**\n * If this vector's x, y or z value is greater than the given vector's x, y or z\n * value, replace that value with the corresponding min value.\n *\n * @param {Vector3} v - The vector.\n * @return {Vector3} A reference to this vector.\n */\n min(e) {\n return this.x = Math.min(this.x, e.x), this.y = Math.min(this.y, e.y), this.z = Math.min(this.z, e.z), this;\n }\n /**\n * If this vector's x, y or z value is less than the given vector's x, y or z\n * value, replace that value with the corresponding max value.\n *\n * @param {Vector3} v - The vector.\n * @return {Vector3} A reference to this vector.\n */\n max(e) {\n return this.x = Math.max(this.x, e.x), this.y = Math.max(this.y, e.y), this.z = Math.max(this.z, e.z), this;\n }\n /**\n * If this vector's x, y or z value is greater than the max vector's x, y or z\n * value, it is replaced by the corresponding value.\n * If this vector's x, y or z value is less than the min vector's x, y or z value,\n * it is replaced by the corresponding value.\n *\n * @param {Vector3} min - The minimum x, y and z values.\n * @param {Vector3} max - The maximum x, y and z values in the desired range.\n * @return {Vector3} A reference to this vector.\n */\n clamp(e, t) {\n return this.x = He(this.x, e.x, t.x), this.y = He(this.y, e.y, t.y), this.z = He(this.z, e.z, t.z), this;\n }\n /**\n * If this vector's x, y or z values are greater than the max value, they are\n * replaced by the max value.\n * If this vector's x, y or z values are less than the min value, they are\n * replaced by the min value.\n *\n * @param {number} minVal - The minimum value the components will be clamped to.\n * @param {number} maxVal - The maximum value the components will be clamped to.\n * @return {Vector3} A reference to this vector.\n */\n clampScalar(e, t) {\n return this.x = He(this.x, e, t), this.y = He(this.y, e, t), this.z = He(this.z, e, t), this;\n }\n /**\n * If this vector's length is greater than the max value, it is replaced by\n * the max value.\n * If this vector's length is less than the min value, it is replaced by the\n * min value.\n *\n * @param {number} min - The minimum value the vector length will be clamped to.\n * @param {number} max - The maximum value the vector length will be clamped to.\n * @return {Vector3} A reference to this vector.\n */\n clampLength(e, t) {\n const n = this.length();\n return this.divideScalar(n || 1).multiplyScalar(He(n, e, t));\n }\n /**\n * The components of this vector are rounded down to the nearest integer value.\n *\n * @return {Vector3} A reference to this vector.\n */\n floor() {\n return this.x = Math.floor(this.x), this.y = Math.floor(this.y), this.z = Math.floor(this.z), this;\n }\n /**\n * The components of this vector are rounded up to the nearest integer value.\n *\n * @return {Vector3} A reference to this vector.\n */\n ceil() {\n return this.x = Math.ceil(this.x), this.y = Math.ceil(this.y), this.z = Math.ceil(this.z), this;\n }\n /**\n * The components of this vector are rounded to the nearest integer value\n *\n * @return {Vector3} A reference to this vector.\n */\n round() {\n return this.x = Math.round(this.x), this.y = Math.round(this.y), this.z = Math.round(this.z), this;\n }\n /**\n * The components of this vector are rounded towards zero (up if negative,\n * down if positive) to an integer value.\n *\n * @return {Vector3} A reference to this vector.\n */\n roundToZero() {\n return this.x = Math.trunc(this.x), this.y = Math.trunc(this.y), this.z = Math.trunc(this.z), this;\n }\n /**\n * Inverts this vector - i.e. sets x = -x, y = -y and z = -z.\n *\n * @return {Vector3} A reference to this vector.\n */\n negate() {\n return this.x = -this.x, this.y = -this.y, this.z = -this.z, this;\n }\n /**\n * Calculates the dot product of the given vector with this instance.\n *\n * @param {Vector3} v - The vector to compute the dot product with.\n * @return {number} The result of the dot product.\n */\n dot(e) {\n return this.x * e.x + this.y * e.y + this.z * e.z;\n }\n // TODO lengthSquared?\n /**\n * Computes the square of the Euclidean length (straight-line length) from\n * (0, 0, 0) to (x, y, z). If you are comparing the lengths of vectors, you should\n * compare the length squared instead as it is slightly more efficient to calculate.\n *\n * @return {number} The square length of this vector.\n */\n lengthSq() {\n return this.x * this.x + this.y * this.y + this.z * this.z;\n }\n /**\n * Computes the Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z).\n *\n * @return {number} The length of this vector.\n */\n length() {\n return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);\n }\n /**\n * Computes the Manhattan length of this vector.\n *\n * @return {number} The length of this vector.\n */\n manhattanLength() {\n return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z);\n }\n /**\n * Converts this vector to a unit vector - that is, sets it equal to a vector\n * with the same direction as this one, but with a vector length of `1`.\n *\n * @return {Vector3} A reference to this vector.\n */\n normalize() {\n return this.divideScalar(this.length() || 1);\n }\n /**\n * Sets this vector to a vector with the same direction as this one, but\n * with the specified length.\n *\n * @param {number} length - The new length of this vector.\n * @return {Vector3} A reference to this vector.\n */\n setLength(e) {\n return this.normalize().multiplyScalar(e);\n }\n /**\n * Linearly interpolates between the given vector and this instance, where\n * alpha is the percent distance along the line - alpha = 0 will be this\n * vector, and alpha = 1 will be the given one.\n *\n * @param {Vector3} v - The vector to interpolate towards.\n * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.\n * @return {Vector3} A reference to this vector.\n */\n lerp(e, t) {\n return this.x += (e.x - this.x) * t, this.y += (e.y - this.y) * t, this.z += (e.z - this.z) * t, this;\n }\n /**\n * Linearly interpolates between the given vectors, where alpha is the percent\n * distance along the line - alpha = 0 will be first vector, and alpha = 1 will\n * be the second one. The result is stored in this instance.\n *\n * @param {Vector3} v1 - The first vector.\n * @param {Vector3} v2 - The second vector.\n * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.\n * @return {Vector3} A reference to this vector.\n */\n lerpVectors(e, t, n) {\n return this.x = e.x + (t.x - e.x) * n, this.y = e.y + (t.y - e.y) * n, this.z = e.z + (t.z - e.z) * n, this;\n }\n /**\n * Calculates the cross product of the given vector with this instance.\n *\n * @param {Vector3} v - The vector to compute the cross product with.\n * @return {Vector3} The result of the cross product.\n */\n cross(e) {\n return this.crossVectors(this, e);\n }\n /**\n * Calculates the cross product of the given vectors and stores the result\n * in this instance.\n *\n * @param {Vector3} a - The first vector.\n * @param {Vector3} b - The second vector.\n * @return {Vector3} A reference to this vector.\n */\n crossVectors(e, t) {\n const n = e.x, s = e.y, r = e.z, a = t.x, o = t.y, l = t.z;\n return this.x = s * l - r * o, this.y = r * a - n * l, this.z = n * o - s * a, this;\n }\n /**\n * Projects this vector onto the given one.\n *\n * @param {Vector3} v - The vector to project to.\n * @return {Vector3} A reference to this vector.\n */\n projectOnVector(e) {\n const t = e.lengthSq();\n if (t === 0) return this.set(0, 0, 0);\n const n = e.dot(this) / t;\n return this.copy(e).multiplyScalar(n);\n }\n /**\n * Projects this vector onto a plane by subtracting this\n * vector projected onto the plane's normal from this vector.\n *\n * @param {Vector3} planeNormal - The plane normal.\n * @return {Vector3} A reference to this vector.\n */\n projectOnPlane(e) {\n return Or.copy(this).projectOnVector(e), this.sub(Or);\n }\n /**\n * Reflects this vector off a plane orthogonal to the given normal vector.\n *\n * @param {Vector3} normal - The (normalized) normal vector.\n * @return {Vector3} A reference to this vector.\n */\n reflect(e) {\n return this.sub(Or.copy(e).multiplyScalar(2 * this.dot(e)));\n }\n /**\n * Returns the angle between the given vector and this instance in radians.\n *\n * @param {Vector3} v - The vector to compute the angle with.\n * @return {number} The angle in radians.\n */\n angleTo(e) {\n const t = Math.sqrt(this.lengthSq() * e.lengthSq());\n if (t === 0) return Math.PI / 2;\n const n = this.dot(e) / t;\n return Math.acos(He(n, -1, 1));\n }\n /**\n * Computes the distance from the given vector to this instance.\n *\n * @param {Vector3} v - The vector to compute the distance to.\n * @return {number} The distance.\n */\n distanceTo(e) {\n return Math.sqrt(this.distanceToSquared(e));\n }\n /**\n * Computes the squared distance from the given vector to this instance.\n * If you are just comparing the distance with another distance, you should compare\n * the distance squared instead as it is slightly more efficient to calculate.\n *\n * @param {Vector3} v - The vector to compute the squared distance to.\n * @return {number} The squared distance.\n */\n distanceToSquared(e) {\n const t = this.x - e.x, n = this.y - e.y, s = this.z - e.z;\n return t * t + n * n + s * s;\n }\n /**\n * Computes the Manhattan distance from the given vector to this instance.\n *\n * @param {Vector3} v - The vector to compute the Manhattan distance to.\n * @return {number} The Manhattan distance.\n */\n manhattanDistanceTo(e) {\n return Math.abs(this.x - e.x) + Math.abs(this.y - e.y) + Math.abs(this.z - e.z);\n }\n /**\n * Sets the vector components from the given spherical coordinates.\n *\n * @param {Spherical} s - The spherical coordinates.\n * @return {Vector3} A reference to this vector.\n */\n setFromSpherical(e) {\n return this.setFromSphericalCoords(e.radius, e.phi, e.theta);\n }\n /**\n * Sets the vector components from the given spherical coordinates.\n *\n * @param {number} radius - The radius.\n * @param {number} phi - The phi angle in radians.\n * @param {number} theta - The theta angle in radians.\n * @return {Vector3} A reference to this vector.\n */\n setFromSphericalCoords(e, t, n) {\n const s = Math.sin(t) * e;\n return this.x = s * Math.sin(n), this.y = Math.cos(t) * e, this.z = s * Math.cos(n), this;\n }\n /**\n * Sets the vector components from the given cylindrical coordinates.\n *\n * @param {Cylindrical} c - The cylindrical coordinates.\n * @return {Vector3} A reference to this vector.\n */\n setFromCylindrical(e) {\n return this.setFromCylindricalCoords(e.radius, e.theta, e.y);\n }\n /**\n * Sets the vector components from the given cylindrical coordinates.\n *\n * @param {number} radius - The radius.\n * @param {number} theta - The theta angle in radians.\n * @param {number} y - The y value.\n * @return {Vector3} A reference to this vector.\n */\n setFromCylindricalCoords(e, t, n) {\n return this.x = e * Math.sin(t), this.y = n, this.z = e * Math.cos(t), this;\n }\n /**\n * Sets the vector components to the position elements of the\n * given transformation matrix.\n *\n * @param {Matrix4} m - The 4x4 matrix.\n * @return {Vector3} A reference to this vector.\n */\n setFromMatrixPosition(e) {\n const t = e.elements;\n return this.x = t[12], this.y = t[13], this.z = t[14], this;\n }\n /**\n * Sets the vector components to the scale elements of the\n * given transformation matrix.\n *\n * @param {Matrix4} m - The 4x4 matrix.\n * @return {Vector3} A reference to this vector.\n */\n setFromMatrixScale(e) {\n const t = this.setFromMatrixColumn(e, 0).length(), n = this.setFromMatrixColumn(e, 1).length(), s = this.setFromMatrixColumn(e, 2).length();\n return this.x = t, this.y = n, this.z = s, this;\n }\n /**\n * Sets the vector components from the specified matrix column.\n *\n * @param {Matrix4} m - The 4x4 matrix.\n * @param {number} index - The column index.\n * @return {Vector3} A reference to this vector.\n */\n setFromMatrixColumn(e, t) {\n return this.fromArray(e.elements, t * 4);\n }\n /**\n * Sets the vector components from the specified matrix column.\n *\n * @param {Matrix3} m - The 3x3 matrix.\n * @param {number} index - The column index.\n * @return {Vector3} A reference to this vector.\n */\n setFromMatrix3Column(e, t) {\n return this.fromArray(e.elements, t * 3);\n }\n /**\n * Sets the vector components from the given Euler angles.\n *\n * @param {Euler} e - The Euler angles to set.\n * @return {Vector3} A reference to this vector.\n */\n setFromEuler(e) {\n return this.x = e._x, this.y = e._y, this.z = e._z, this;\n }\n /**\n * Sets the vector components from the RGB components of the\n * given color.\n *\n * @param {Color} c - The color to set.\n * @return {Vector3} A reference to this vector.\n */\n setFromColor(e) {\n return this.x = e.r, this.y = e.g, this.z = e.b, this;\n }\n /**\n * Returns `true` if this vector is equal with the given one.\n *\n * @param {Vector3} v - The vector to test for equality.\n * @return {boolean} Whether this vector is equal with the given one.\n */\n equals(e) {\n return e.x === this.x && e.y === this.y && e.z === this.z;\n }\n /**\n * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`\n * and z value to be `array[ offset + 2 ]`.\n *\n * @param {Array} array - An array holding the vector component values.\n * @param {number} [offset=0] - The offset into the array.\n * @return {Vector3} A reference to this vector.\n */\n fromArray(e, t = 0) {\n return this.x = e[t], this.y = e[t + 1], this.z = e[t + 2], this;\n }\n /**\n * Writes the components of this vector to the given array. If no array is provided,\n * the method returns a new instance.\n *\n * @param {Array} [array=[]] - The target array holding the vector components.\n * @param {number} [offset=0] - Index of the first element in the array.\n * @return {Array} The vector components.\n */\n toArray(e = [], t = 0) {\n return e[t] = this.x, e[t + 1] = this.y, e[t + 2] = this.z, e;\n }\n /**\n * Sets the components of this vector from the given buffer attribute.\n *\n * @param {BufferAttribute} attribute - The buffer attribute holding vector data.\n * @param {number} index - The index into the attribute.\n * @return {Vector3} A reference to this vector.\n */\n fromBufferAttribute(e, t) {\n return this.x = e.getX(t), this.y = e.getY(t), this.z = e.getZ(t), this;\n }\n /**\n * Sets each component of this vector to a pseudo-random value between `0` and\n * `1`, excluding `1`.\n *\n * @return {Vector3} A reference to this vector.\n */\n random() {\n return this.x = Math.random(), this.y = Math.random(), this.z = Math.random(), this;\n }\n /**\n * Sets this vector to a uniformly random point on a unit sphere.\n *\n * @return {Vector3} A reference to this vector.\n */\n randomDirection() {\n const e = Math.random() * Math.PI * 2, t = Math.random() * 2 - 1, n = Math.sqrt(1 - t * t);\n return this.x = n * Math.cos(e), this.y = t, this.z = n * Math.sin(e), this;\n }\n *[Symbol.iterator]() {\n yield this.x, yield this.y, yield this.z;\n }\n}\nconst Or = /* @__PURE__ */ new w(), ul = /* @__PURE__ */ new gn();\nclass ze {\n /**\n * Constructs a new 3x3 matrix. The arguments are supposed to be\n * in row-major order. If no arguments are provided, the constructor\n * initializes the matrix as an identity matrix.\n *\n * @param {number} [n11] - 1-1 matrix element.\n * @param {number} [n12] - 1-2 matrix element.\n * @param {number} [n13] - 1-3 matrix element.\n * @param {number} [n21] - 2-1 matrix element.\n * @param {number} [n22] - 2-2 matrix element.\n * @param {number} [n23] - 2-3 matrix element.\n * @param {number} [n31] - 3-1 matrix element.\n * @param {number} [n32] - 3-2 matrix element.\n * @param {number} [n33] - 3-3 matrix element.\n */\n constructor(e, t, n, s, r, a, o, l, c) {\n ze.prototype.isMatrix3 = !0, this.elements = [\n 1,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 1\n ], e !== void 0 && this.set(e, t, n, s, r, a, o, l, c);\n }\n /**\n * Sets the elements of the matrix.The arguments are supposed to be\n * in row-major order.\n *\n * @param {number} [n11] - 1-1 matrix element.\n * @param {number} [n12] - 1-2 matrix element.\n * @param {number} [n13] - 1-3 matrix element.\n * @param {number} [n21] - 2-1 matrix element.\n * @param {number} [n22] - 2-2 matrix element.\n * @param {number} [n23] - 2-3 matrix element.\n * @param {number} [n31] - 3-1 matrix element.\n * @param {number} [n32] - 3-2 matrix element.\n * @param {number} [n33] - 3-3 matrix element.\n * @return {Matrix3} A reference to this matrix.\n */\n set(e, t, n, s, r, a, o, l, c) {\n const h = this.elements;\n return h[0] = e, h[1] = s, h[2] = o, h[3] = t, h[4] = r, h[5] = l, h[6] = n, h[7] = a, h[8] = c, this;\n }\n /**\n * Sets this matrix to the 3x3 identity matrix.\n *\n * @return {Matrix3} A reference to this matrix.\n */\n identity() {\n return this.set(\n 1,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n /**\n * Copies the values of the given matrix to this instance.\n *\n * @param {Matrix3} m - The matrix to copy.\n * @return {Matrix3} A reference to this matrix.\n */\n copy(e) {\n const t = this.elements, n = e.elements;\n return t[0] = n[0], t[1] = n[1], t[2] = n[2], t[3] = n[3], t[4] = n[4], t[5] = n[5], t[6] = n[6], t[7] = n[7], t[8] = n[8], this;\n }\n /**\n * Extracts the basis of this matrix into the three axis vectors provided.\n *\n * @param {Vector3} xAxis - The basis's x axis.\n * @param {Vector3} yAxis - The basis's y axis.\n * @param {Vector3} zAxis - The basis's z axis.\n * @return {Matrix3} A reference to this matrix.\n */\n extractBasis(e, t, n) {\n return e.setFromMatrix3Column(this, 0), t.setFromMatrix3Column(this, 1), n.setFromMatrix3Column(this, 2), this;\n }\n /**\n * Set this matrix to the upper 3x3 matrix of the given 4x4 matrix.\n *\n * @param {Matrix4} m - The 4x4 matrix.\n * @return {Matrix3} A reference to this matrix.\n */\n setFromMatrix4(e) {\n const t = e.elements;\n return this.set(\n t[0],\n t[4],\n t[8],\n t[1],\n t[5],\n t[9],\n t[2],\n t[6],\n t[10]\n ), this;\n }\n /**\n * Post-multiplies this matrix by the given 3x3 matrix.\n *\n * @param {Matrix3} m - The matrix to multiply with.\n * @return {Matrix3} A reference to this matrix.\n */\n multiply(e) {\n return this.multiplyMatrices(this, e);\n }\n /**\n * Pre-multiplies this matrix by the given 3x3 matrix.\n *\n * @param {Matrix3} m - The matrix to multiply with.\n * @return {Matrix3} A reference to this matrix.\n */\n premultiply(e) {\n return this.multiplyMatrices(e, this);\n }\n /**\n * Multiples the given 3x3 matrices and stores the result\n * in this matrix.\n *\n * @param {Matrix3} a - The first matrix.\n * @param {Matrix3} b - The second matrix.\n * @return {Matrix3} A reference to this matrix.\n */\n multiplyMatrices(e, t) {\n const n = e.elements, s = t.elements, r = this.elements, a = n[0], o = n[3], l = n[6], c = n[1], h = n[4], u = n[7], d = n[2], p = n[5], g = n[8], x = s[0], m = s[3], f = s[6], y = s[1], v = s[4], T = s[7], R = s[2], E = s[5], P = s[8];\n return r[0] = a * x + o * y + l * R, r[3] = a * m + o * v + l * E, r[6] = a * f + o * T + l * P, r[1] = c * x + h * y + u * R, r[4] = c * m + h * v + u * E, r[7] = c * f + h * T + u * P, r[2] = d * x + p * y + g * R, r[5] = d * m + p * v + g * E, r[8] = d * f + p * T + g * P, this;\n }\n /**\n * Multiplies every component of the matrix by the given scalar.\n *\n * @param {number} s - The scalar.\n * @return {Matrix3} A reference to this matrix.\n */\n multiplyScalar(e) {\n const t = this.elements;\n return t[0] *= e, t[3] *= e, t[6] *= e, t[1] *= e, t[4] *= e, t[7] *= e, t[2] *= e, t[5] *= e, t[8] *= e, this;\n }\n /**\n * Computes and returns the determinant of this matrix.\n *\n * @return {number} The determinant.\n */\n determinant() {\n const e = this.elements, t = e[0], n = e[1], s = e[2], r = e[3], a = e[4], o = e[5], l = e[6], c = e[7], h = e[8];\n return t * a * h - t * o * c - n * r * h + n * o * l + s * r * c - s * a * l;\n }\n /**\n * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).\n * You can not invert with a determinant of zero. If you attempt this, the method produces\n * a zero matrix instead.\n *\n * @return {Matrix3} A reference to this matrix.\n */\n invert() {\n const e = this.elements, t = e[0], n = e[1], s = e[2], r = e[3], a = e[4], o = e[5], l = e[6], c = e[7], h = e[8], u = h * a - o * c, d = o * l - h * r, p = c * r - a * l, g = t * u + n * d + s * p;\n if (g === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0);\n const x = 1 / g;\n return e[0] = u * x, e[1] = (s * c - h * n) * x, e[2] = (o * n - s * a) * x, e[3] = d * x, e[4] = (h * t - s * l) * x, e[5] = (s * r - o * t) * x, e[6] = p * x, e[7] = (n * l - c * t) * x, e[8] = (a * t - n * r) * x, this;\n }\n /**\n * Transposes this matrix in place.\n *\n * @return {Matrix3} A reference to this matrix.\n */\n transpose() {\n let e;\n const t = this.elements;\n return e = t[1], t[1] = t[3], t[3] = e, e = t[2], t[2] = t[6], t[6] = e, e = t[5], t[5] = t[7], t[7] = e, this;\n }\n /**\n * Computes the normal matrix which is the inverse transpose of the upper\n * left 3x3 portion of the given 4x4 matrix.\n *\n * @param {Matrix4} matrix4 - The 4x4 matrix.\n * @return {Matrix3} A reference to this matrix.\n */\n getNormalMatrix(e) {\n return this.setFromMatrix4(e).invert().transpose();\n }\n /**\n * Transposes this matrix into the supplied array, and returns itself unchanged.\n *\n * @param {Array} r - An array to store the transposed matrix elements.\n * @return {Matrix3} A reference to this matrix.\n */\n transposeIntoArray(e) {\n const t = this.elements;\n return e[0] = t[0], e[1] = t[3], e[2] = t[6], e[3] = t[1], e[4] = t[4], e[5] = t[7], e[6] = t[2], e[7] = t[5], e[8] = t[8], this;\n }\n /**\n * Sets the UV transform matrix from offset, repeat, rotation, and center.\n *\n * @param {number} tx - Offset x.\n * @param {number} ty - Offset y.\n * @param {number} sx - Repeat x.\n * @param {number} sy - Repeat y.\n * @param {number} rotation - Rotation, in radians. Positive values rotate counterclockwise.\n * @param {number} cx - Center x of rotation.\n * @param {number} cy - Center y of rotation\n * @return {Matrix3} A reference to this matrix.\n */\n setUvTransform(e, t, n, s, r, a, o) {\n const l = Math.cos(r), c = Math.sin(r);\n return this.set(\n n * l,\n n * c,\n -n * (l * a + c * o) + a + e,\n -s * c,\n s * l,\n -s * (-c * a + l * o) + o + t,\n 0,\n 0,\n 1\n ), this;\n }\n /**\n * Scales this matrix with the given scalar values.\n *\n * @param {number} sx - The amount to scale in the X axis.\n * @param {number} sy - The amount to scale in the Y axis.\n * @return {Matrix3} A reference to this matrix.\n */\n scale(e, t) {\n return this.premultiply(Br.makeScale(e, t)), this;\n }\n /**\n * Rotates this matrix by the given angle.\n *\n * @param {number} theta - The rotation in radians.\n * @return {Matrix3} A reference to this matrix.\n */\n rotate(e) {\n return this.premultiply(Br.makeRotation(-e)), this;\n }\n /**\n * Translates this matrix by the given scalar values.\n *\n * @param {number} tx - The amount to translate in the X axis.\n * @param {number} ty - The amount to translate in the Y axis.\n * @return {Matrix3} A reference to this matrix.\n */\n translate(e, t) {\n return this.premultiply(Br.makeTranslation(e, t)), this;\n }\n // for 2D Transforms\n /**\n * Sets this matrix as a 2D translation transform.\n *\n * @param {number|Vector2} x - The amount to translate in the X axis or alternatively a translation vector.\n * @param {number} y - The amount to translate in the Y axis.\n * @return {Matrix3} A reference to this matrix.\n */\n makeTranslation(e, t) {\n return e.isVector2 ? this.set(\n 1,\n 0,\n e.x,\n 0,\n 1,\n e.y,\n 0,\n 0,\n 1\n ) : this.set(\n 1,\n 0,\n e,\n 0,\n 1,\n t,\n 0,\n 0,\n 1\n ), this;\n }\n /**\n * Sets this matrix as a 2D rotational transformation.\n *\n * @param {number} theta - The rotation in radians.\n * @return {Matrix3} A reference to this matrix.\n */\n makeRotation(e) {\n const t = Math.cos(e), n = Math.sin(e);\n return this.set(\n t,\n -n,\n 0,\n n,\n t,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n /**\n * Sets this matrix as a 2D scale transform.\n *\n * @param {number} x - The amount to scale in the X axis.\n * @param {number} y - The amount to scale in the Y axis.\n * @return {Matrix3} A reference to this matrix.\n */\n makeScale(e, t) {\n return this.set(\n e,\n 0,\n 0,\n 0,\n t,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n /**\n * Returns `true` if this matrix is equal with the given one.\n *\n * @param {Matrix3} matrix - The matrix to test for equality.\n * @return {boolean} Whether this matrix is equal with the given one.\n */\n equals(e) {\n const t = this.elements, n = e.elements;\n for (let s = 0; s < 9; s++)\n if (t[s] !== n[s]) return !1;\n return !0;\n }\n /**\n * Sets the elements of the matrix from the given array.\n *\n * @param {Array} array - The matrix elements in column-major order.\n * @param {number} [offset=0] - Index of the first element in the array.\n * @return {Matrix3} A reference to this matrix.\n */\n fromArray(e, t = 0) {\n for (let n = 0; n < 9; n++)\n this.elements[n] = e[n + t];\n return this;\n }\n /**\n * Writes the elements of this matrix to the given array. If no array is provided,\n * the method returns a new instance.\n *\n * @param {Array} [array=[]] - The target array holding the matrix elements in column-major order.\n * @param {number} [offset=0] - Index of the first element in the array.\n * @return {Array} The matrix elements in column-major order.\n */\n toArray(e = [], t = 0) {\n const n = this.elements;\n return e[t] = n[0], e[t + 1] = n[1], e[t + 2] = n[2], e[t + 3] = n[3], e[t + 4] = n[4], e[t + 5] = n[5], e[t + 6] = n[6], e[t + 7] = n[7], e[t + 8] = n[8], e;\n }\n /**\n * Returns a matrix with copied values from this instance.\n *\n * @return {Matrix3} A clone of this instance.\n */\n clone() {\n return new this.constructor().fromArray(this.elements);\n }\n}\nconst Br = /* @__PURE__ */ new ze(), dl = /* @__PURE__ */ new ze().set(\n 0.4123908,\n 0.3575843,\n 0.1804808,\n 0.212639,\n 0.7151687,\n 0.0721923,\n 0.0193308,\n 0.1191948,\n 0.9505322\n), fl = /* @__PURE__ */ new ze().set(\n 3.2409699,\n -1.5373832,\n -0.4986108,\n -0.9692436,\n 1.8759675,\n 0.0415551,\n 0.0556301,\n -0.203977,\n 1.0569715\n);\nfunction Pu() {\n const i = {\n enabled: !0,\n workingColorSpace: Ut,\n /**\n * Implementations of supported color spaces.\n *\n * Required:\n *\t- primaries: chromaticity coordinates [ rx ry gx gy bx by ]\n *\t- whitePoint: reference white [ x y ]\n *\t- transfer: transfer function (pre-defined)\n *\t- toXYZ: Matrix3 RGB to XYZ transform\n *\t- fromXYZ: Matrix3 XYZ to RGB transform\n *\t- luminanceCoefficients: RGB luminance coefficients\n *\n * Optional:\n * - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace, toneMappingMode: 'extended' | 'standard' }\n * - workingColorSpaceConfig: { unpackColorSpace: ColorSpace }\n *\n * Reference:\n * - https://www.russellcottrell.com/photo/matrixCalculator.htm\n */\n spaces: {},\n convert: function(s, r, a) {\n return this.enabled === !1 || r === a || !r || !a || (this.spaces[r].transfer === et && (s.r = Vn(s.r), s.g = Vn(s.g), s.b = Vn(s.b)), this.spaces[r].primaries !== this.spaces[a].primaries && (s.applyMatrix3(this.spaces[r].toXYZ), s.applyMatrix3(this.spaces[a].fromXYZ)), this.spaces[a].transfer === et && (s.r = Oi(s.r), s.g = Oi(s.g), s.b = Oi(s.b))), s;\n },\n workingToColorSpace: function(s, r) {\n return this.convert(s, this.workingColorSpace, r);\n },\n colorSpaceToWorking: function(s, r) {\n return this.convert(s, r, this.workingColorSpace);\n },\n getPrimaries: function(s) {\n return this.spaces[s].primaries;\n },\n getTransfer: function(s) {\n return s === Kn ? Sr : this.spaces[s].transfer;\n },\n getToneMappingMode: function(s) {\n return this.spaces[s].outputColorSpaceConfig.toneMappingMode || \"standard\";\n },\n getLuminanceCoefficients: function(s, r = this.workingColorSpace) {\n return s.fromArray(this.spaces[r].luminanceCoefficients);\n },\n define: function(s) {\n Object.assign(this.spaces, s);\n },\n // Internal APIs\n _getMatrix: function(s, r, a) {\n return s.copy(this.spaces[r].toXYZ).multiply(this.spaces[a].fromXYZ);\n },\n _getDrawingBufferColorSpace: function(s) {\n return this.spaces[s].outputColorSpaceConfig.drawingBufferColorSpace;\n },\n _getUnpackColorSpace: function(s = this.workingColorSpace) {\n return this.spaces[s].workingColorSpaceConfig.unpackColorSpace;\n },\n // Deprecated\n fromWorkingColorSpace: function(s, r) {\n return ws(\"ColorManagement: .fromWorkingColorSpace() has been renamed to .workingToColorSpace().\"), i.workingToColorSpace(s, r);\n },\n toWorkingColorSpace: function(s, r) {\n return ws(\"ColorManagement: .toWorkingColorSpace() has been renamed to .colorSpaceToWorking().\"), i.colorSpaceToWorking(s, r);\n }\n }, e = [0.64, 0.33, 0.3, 0.6, 0.15, 0.06], t = [0.2126, 0.7152, 0.0722], n = [0.3127, 0.329];\n return i.define({\n [Ut]: {\n primaries: e,\n whitePoint: n,\n transfer: Sr,\n toXYZ: dl,\n fromXYZ: fl,\n luminanceCoefficients: t,\n workingColorSpaceConfig: { unpackColorSpace: Rt },\n outputColorSpaceConfig: { drawingBufferColorSpace: Rt }\n },\n [Rt]: {\n primaries: e,\n whitePoint: n,\n transfer: et,\n toXYZ: dl,\n fromXYZ: fl,\n luminanceCoefficients: t,\n outputColorSpaceConfig: { drawingBufferColorSpace: Rt }\n }\n }), i;\n}\nconst Ye = /* @__PURE__ */ Pu();\nfunction Vn(i) {\n return i < 0.04045 ? i * 0.0773993808 : Math.pow(i * 0.9478672986 + 0.0521327014, 2.4);\n}\nfunction Oi(i) {\n return i < 31308e-7 ? i * 12.92 : 1.055 * Math.pow(i, 0.41666) - 0.055;\n}\nlet _i;\nclass Du {\n /**\n * Returns a data URI containing a representation of the given image.\n *\n * @param {(HTMLImageElement|HTMLCanvasElement)} image - The image object.\n * @param {string} [type='image/png'] - Indicates the image format.\n * @return {string} The data URI.\n */\n static getDataURL(e, t = \"image/png\") {\n if (/^data:/i.test(e.src) || typeof HTMLCanvasElement > \"u\")\n return e.src;\n let n;\n if (e instanceof HTMLCanvasElement)\n n = e;\n else {\n _i === void 0 && (_i = Es(\"canvas\")), _i.width = e.width, _i.height = e.height;\n const s = _i.getContext(\"2d\");\n e instanceof ImageData ? s.putImageData(e, 0, 0) : s.drawImage(e, 0, 0, e.width, e.height), n = _i;\n }\n return n.toDataURL(t);\n }\n /**\n * Converts the given sRGB image data to linear color space.\n *\n * @param {(HTMLImageElement|HTMLCanvasElement|ImageBitmap|Object)} image - The image object.\n * @return {HTMLCanvasElement|Object} The converted image.\n */\n static sRGBToLinear(e) {\n if (typeof HTMLImageElement < \"u\" && e instanceof HTMLImageElement || typeof HTMLCanvasElement < \"u\" && e instanceof HTMLCanvasElement || typeof ImageBitmap < \"u\" && e instanceof ImageBitmap) {\n const t = Es(\"canvas\");\n t.width = e.width, t.height = e.height;\n const n = t.getContext(\"2d\");\n n.drawImage(e, 0, 0, e.width, e.height);\n const s = n.getImageData(0, 0, e.width, e.height), r = s.data;\n for (let a = 0; a < r.length; a++)\n r[a] = Vn(r[a] / 255) * 255;\n return n.putImageData(s, 0, 0), t;\n } else if (e.data) {\n const t = e.data.slice(0);\n for (let n = 0; n < t.length; n++)\n t instanceof Uint8Array || t instanceof Uint8ClampedArray ? t[n] = Math.floor(Vn(t[n] / 255) * 255) : t[n] = Vn(t[n]);\n return {\n data: t,\n width: e.width,\n height: e.height\n };\n } else\n return Te(\"ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.\"), e;\n }\n}\nlet Lu = 0;\nclass Io {\n /**\n * Constructs a new video texture.\n *\n * @param {any} [data=null] - The data definition of a texture.\n */\n constructor(e = null) {\n this.isSource = !0, Object.defineProperty(this, \"id\", { value: Lu++ }), this.uuid = fn(), this.data = e, this.dataReady = !0, this.version = 0;\n }\n /**\n * Returns the dimensions of the source into the given target vector.\n *\n * @param {(Vector2|Vector3)} target - The target object the result is written into.\n * @return {(Vector2|Vector3)} The dimensions of the source.\n */\n getSize(e) {\n const t = this.data;\n return typeof HTMLVideoElement < \"u\" && t instanceof HTMLVideoElement ? e.set(t.videoWidth, t.videoHeight, 0) : t instanceof VideoFrame ? e.set(t.displayHeight, t.displayWidth, 0) : t !== null ? e.set(t.width, t.height, t.depth || 0) : e.set(0, 0, 0), e;\n }\n /**\n * When the property is set to `true`, the engine allocates the memory\n * for the texture (if necessary) and triggers the actual texture upload\n * to the GPU next time the source is used.\n *\n * @type {boolean}\n * @default false\n * @param {boolean} value\n */\n set needsUpdate(e) {\n e === !0 && this.version++;\n }\n /**\n * Serializes the source into JSON.\n *\n * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.\n * @return {Object} A JSON object representing the serialized source.\n * @see {@link ObjectLoader#parse}\n */\n toJSON(e) {\n const t = e === void 0 || typeof e == \"string\";\n if (!t && e.images[this.uuid] !== void 0)\n return e.images[this.uuid];\n const n = {\n uuid: this.uuid,\n url: \"\"\n }, s = this.data;\n if (s !== null) {\n let r;\n if (Array.isArray(s)) {\n r = [];\n for (let a = 0, o = s.length; a < o; a++)\n s[a].isDataTexture ? r.push(zr(s[a].image)) : r.push(zr(s[a]));\n } else\n r = zr(s);\n n.url = r;\n }\n return t || (e.images[this.uuid] = n), n;\n }\n}\nfunction zr(i) {\n return typeof HTMLImageElement < \"u\" && i instanceof HTMLImageElement || typeof HTMLCanvasElement < \"u\" && i instanceof HTMLCanvasElement || typeof ImageBitmap < \"u\" && i instanceof ImageBitmap ? Du.getDataURL(i) : i.data ? {\n data: Array.from(i.data),\n width: i.width,\n height: i.height,\n type: i.data.constructor.name\n } : (Te(\"Texture: Unable to serialize Texture.\"), {});\n}\nlet Iu = 0;\nconst kr = /* @__PURE__ */ new w();\nclass Ct extends mi {\n /**\n * Constructs a new texture.\n *\n * @param {?Object} [image=Texture.DEFAULT_IMAGE] - The image holding the texture data.\n * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.\n * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.\n * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.\n * @param {number} [magFilter=LinearFilter] - The mag filter value.\n * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.\n * @param {number} [format=RGBAFormat] - The texture format.\n * @param {number} [type=UnsignedByteType] - The texture type.\n * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.\n * @param {string} [colorSpace=NoColorSpace] - The color space.\n */\n constructor(e = Ct.DEFAULT_IMAGE, t = Ct.DEFAULT_MAPPING, n = en, s = en, r = bt, a = yn, o = Zt, l = mn, c = Ct.DEFAULT_ANISOTROPY, h = Kn) {\n super(), this.isTexture = !0, Object.defineProperty(this, \"id\", { value: Iu++ }), this.uuid = fn(), this.name = \"\", this.source = new Io(e), this.mipmaps = [], this.mapping = t, this.channel = 0, this.wrapS = n, this.wrapT = s, this.magFilter = r, this.minFilter = a, this.anisotropy = c, this.format = o, this.internalFormat = null, this.type = l, this.offset = new le(0, 0), this.repeat = new le(1, 1), this.center = new le(0, 0), this.rotation = 0, this.matrixAutoUpdate = !0, this.matrix = new ze(), this.generateMipmaps = !0, this.premultiplyAlpha = !1, this.flipY = !0, this.unpackAlignment = 4, this.colorSpace = h, this.userData = {}, this.updateRanges = [], this.version = 0, this.onUpdate = null, this.renderTarget = null, this.isRenderTargetTexture = !1, this.isArrayTexture = !!(e && e.depth && e.depth > 1), this.pmremVersion = 0;\n }\n /**\n * The width of the texture in pixels.\n */\n get width() {\n return this.source.getSize(kr).x;\n }\n /**\n * The height of the texture in pixels.\n */\n get height() {\n return this.source.getSize(kr).y;\n }\n /**\n * The depth of the texture in pixels.\n */\n get depth() {\n return this.source.getSize(kr).z;\n }\n /**\n * The image object holding the texture data.\n *\n * @type {?Object}\n */\n get image() {\n return this.source.data;\n }\n set image(e = null) {\n this.source.data = e;\n }\n /**\n * Updates the texture transformation matrix from the from the properties {@link Texture#offset},\n * {@link Texture#repeat}, {@link Texture#rotation}, and {@link Texture#center}.\n */\n updateMatrix() {\n this.matrix.setUvTransform(this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y);\n }\n /**\n * Adds a range of data in the data texture to be updated on the GPU.\n *\n * @param {number} start - Position at which to start update.\n * @param {number} count - The number of components to update.\n */\n addUpdateRange(e, t) {\n this.updateRanges.push({ start: e, count: t });\n }\n /**\n * Clears the update ranges.\n */\n clearUpdateRanges() {\n this.updateRanges.length = 0;\n }\n /**\n * Returns a new texture with copied values from this instance.\n *\n * @return {Texture} A clone of this instance.\n */\n clone() {\n return new this.constructor().copy(this);\n }\n /**\n * Copies the values of the given texture to this instance.\n *\n * @param {Texture} source - The texture to copy.\n * @return {Texture} A reference to this instance.\n */\n copy(e) {\n return this.name = e.name, this.source = e.source, this.mipmaps = e.mipmaps.slice(0), this.mapping = e.mapping, this.channel = e.channel, this.wrapS = e.wrapS, this.wrapT = e.wrapT, this.magFilter = e.magFilter, this.minFilter = e.minFilter, this.anisotropy = e.anisotropy, this.format = e.format, this.internalFormat = e.internalFormat, this.type = e.type, this.offset.copy(e.offset), this.repeat.copy(e.repeat), this.center.copy(e.center), this.rotation = e.rotation, this.matrixAutoUpdate = e.matrixAutoUpdate, this.matrix.copy(e.matrix), this.generateMipmaps = e.generateMipmaps, this.premultiplyAlpha = e.premultiplyAlpha, this.flipY = e.flipY, this.unpackAlignment = e.unpackAlignment, this.colorSpace = e.colorSpace, this.renderTarget = e.renderTarget, this.isRenderTargetTexture = e.isRenderTargetTexture, this.isArrayTexture = e.isArrayTexture, this.userData = JSON.parse(JSON.stringify(e.userData)), this.needsUpdate = !0, this;\n }\n /**\n * Sets this texture's properties based on `values`.\n * @param {Object} values - A container with texture parameters.\n */\n setValues(e) {\n for (const t in e) {\n const n = e[t];\n if (n === void 0) {\n Te(`Texture.setValues(): parameter '${t}' has value of undefined.`);\n continue;\n }\n const s = this[t];\n if (s === void 0) {\n Te(`Texture.setValues(): property '${t}' does not exist.`);\n continue;\n }\n s && n && s.isVector2 && n.isVector2 || s && n && s.isVector3 && n.isVector3 || s && n && s.isMatrix3 && n.isMatrix3 ? s.copy(n) : this[t] = n;\n }\n }\n /**\n * Serializes the texture into JSON.\n *\n * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.\n * @return {Object} A JSON object representing the serialized texture.\n * @see {@link ObjectLoader#parse}\n */\n toJSON(e) {\n const t = e === void 0 || typeof e == \"string\";\n if (!t && e.textures[this.uuid] !== void 0)\n return e.textures[this.uuid];\n const n = {\n metadata: {\n version: 4.7,\n type: \"Texture\",\n generator: \"Texture.toJSON\"\n },\n uuid: this.uuid,\n name: this.name,\n image: this.source.toJSON(e).uuid,\n mapping: this.mapping,\n channel: this.channel,\n repeat: [this.repeat.x, this.repeat.y],\n offset: [this.offset.x, this.offset.y],\n center: [this.center.x, this.center.y],\n rotation: this.rotation,\n wrap: [this.wrapS, this.wrapT],\n format: this.format,\n internalFormat: this.internalFormat,\n type: this.type,\n colorSpace: this.colorSpace,\n minFilter: this.minFilter,\n magFilter: this.magFilter,\n anisotropy: this.anisotropy,\n flipY: this.flipY,\n generateMipmaps: this.generateMipmaps,\n premultiplyAlpha: this.premultiplyAlpha,\n unpackAlignment: this.unpackAlignment\n };\n return Object.keys(this.userData).length > 0 && (n.userData = this.userData), t || (e.textures[this.uuid] = n), n;\n }\n /**\n * Frees the GPU-related resources allocated by this instance. Call this\n * method whenever this instance is no longer used in your app.\n *\n * @fires Texture#dispose\n */\n dispose() {\n this.dispatchEvent({ type: \"dispose\" });\n }\n /**\n * Transforms the given uv vector with the textures uv transformation matrix.\n *\n * @param {Vector2} uv - The uv vector.\n * @return {Vector2} The transformed uv vector.\n */\n transformUv(e) {\n if (this.mapping !== kc) return e;\n if (e.applyMatrix3(this.matrix), e.x < 0 || e.x > 1)\n switch (this.wrapS) {\n case wn:\n e.x = e.x - Math.floor(e.x);\n break;\n case en:\n e.x = e.x < 0 ? 0 : 1;\n break;\n case Mr:\n Math.abs(Math.floor(e.x) % 2) === 1 ? e.x = Math.ceil(e.x) - e.x : e.x = e.x - Math.floor(e.x);\n break;\n }\n if (e.y < 0 || e.y > 1)\n switch (this.wrapT) {\n case wn:\n e.y = e.y - Math.floor(e.y);\n break;\n case en:\n e.y = e.y < 0 ? 0 : 1;\n break;\n case Mr:\n Math.abs(Math.floor(e.y) % 2) === 1 ? e.y = Math.ceil(e.y) - e.y : e.y = e.y - Math.floor(e.y);\n break;\n }\n return this.flipY && (e.y = 1 - e.y), e;\n }\n /**\n * Setting this property to `true` indicates the engine the texture\n * must be updated in the next render. This triggers a texture upload\n * to the GPU and ensures correct texture parameter configuration.\n *\n * @type {boolean}\n * @default false\n * @param {boolean} value\n */\n set needsUpdate(e) {\n e === !0 && (this.version++, this.source.needsUpdate = !0);\n }\n /**\n * Setting this property to `true` indicates the engine the PMREM\n * must be regenerated.\n *\n * @type {boolean}\n * @default false\n * @param {boolean} value\n */\n set needsPMREMUpdate(e) {\n e === !0 && this.pmremVersion++;\n }\n}\nCt.DEFAULT_IMAGE = null;\nCt.DEFAULT_MAPPING = kc;\nCt.DEFAULT_ANISOTROPY = 1;\nclass Je {\n /**\n * Constructs a new 4D vector.\n *\n * @param {number} [x=0] - The x value of this vector.\n * @param {number} [y=0] - The y value of this vector.\n * @param {number} [z=0] - The z value of this vector.\n * @param {number} [w=1] - The w value of this vector.\n */\n constructor(e = 0, t = 0, n = 0, s = 1) {\n Je.prototype.isVector4 = !0, this.x = e, this.y = t, this.z = n, this.w = s;\n }\n /**\n * Alias for {@link Vector4#z}.\n *\n * @type {number}\n */\n get width() {\n return this.z;\n }\n set width(e) {\n this.z = e;\n }\n /**\n * Alias for {@link Vector4#w}.\n *\n * @type {number}\n */\n get height() {\n return this.w;\n }\n set height(e) {\n this.w = e;\n }\n /**\n * Sets the vector components.\n *\n * @param {number} x - The value of the x component.\n * @param {number} y - The value of the y component.\n * @param {number} z - The value of the z component.\n * @param {number} w - The value of the w component.\n * @return {Vector4} A reference to this vector.\n */\n set(e, t, n, s) {\n return this.x = e, this.y = t, this.z = n, this.w = s, this;\n }\n /**\n * Sets the vector components to the same value.\n *\n * @param {number} scalar - The value to set for all vector components.\n * @return {Vector4} A reference to this vector.\n */\n setScalar(e) {\n return this.x = e, this.y = e, this.z = e, this.w = e, this;\n }\n /**\n * Sets the vector's x component to the given value\n *\n * @param {number} x - The value to set.\n * @return {Vector4} A reference to this vector.\n */\n setX(e) {\n return this.x = e, this;\n }\n /**\n * Sets the vector's y component to the given value\n *\n * @param {number} y - The value to set.\n * @return {Vector4} A reference to this vector.\n */\n setY(e) {\n return this.y = e, this;\n }\n /**\n * Sets the vector's z component to the given value\n *\n * @param {number} z - The value to set.\n * @return {Vector4} A reference to this vector.\n */\n setZ(e) {\n return this.z = e, this;\n }\n /**\n * Sets the vector's w component to the given value\n *\n * @param {number} w - The value to set.\n * @return {Vector4} A reference to this vector.\n */\n setW(e) {\n return this.w = e, this;\n }\n /**\n * Allows to set a vector component with an index.\n *\n * @param {number} index - The component index. `0` equals to x, `1` equals to y,\n * `2` equals to z, `3` equals to w.\n * @param {number} value - The value to set.\n * @return {Vector4} A reference to this vector.\n */\n setComponent(e, t) {\n switch (e) {\n case 0:\n this.x = t;\n break;\n case 1:\n this.y = t;\n break;\n case 2:\n this.z = t;\n break;\n case 3:\n this.w = t;\n break;\n default:\n throw new Error(\"index is out of range: \" + e);\n }\n return this;\n }\n /**\n * Returns the value of the vector component which matches the given index.\n *\n * @param {number} index - The component index. `0` equals to x, `1` equals to y,\n * `2` equals to z, `3` equals to w.\n * @return {number} A vector component value.\n */\n getComponent(e) {\n switch (e) {\n case 0:\n return this.x;\n case 1:\n return this.y;\n case 2:\n return this.z;\n case 3:\n return this.w;\n default:\n throw new Error(\"index is out of range: \" + e);\n }\n }\n /**\n * Returns a new vector with copied values from this instance.\n *\n * @return {Vector4} A clone of this instance.\n */\n clone() {\n return new this.constructor(this.x, this.y, this.z, this.w);\n }\n /**\n * Copies the values of the given vector to this instance.\n *\n * @param {Vector3|Vector4} v - The vector to copy.\n * @return {Vector4} A reference to this vector.\n */\n copy(e) {\n return this.x = e.x, this.y = e.y, this.z = e.z, this.w = e.w !== void 0 ? e.w : 1, this;\n }\n /**\n * Adds the given vector to this instance.\n *\n * @param {Vector4} v - The vector to add.\n * @return {Vector4} A reference to this vector.\n */\n add(e) {\n return this.x += e.x, this.y += e.y, this.z += e.z, this.w += e.w, this;\n }\n /**\n * Adds the given scalar value to all components of this instance.\n *\n * @param {number} s - The scalar to add.\n * @return {Vector4} A reference to this vector.\n */\n addScalar(e) {\n return this.x += e, this.y += e, this.z += e, this.w += e, this;\n }\n /**\n * Adds the given vectors and stores the result in this instance.\n *\n * @param {Vector4} a - The first vector.\n * @param {Vector4} b - The second vector.\n * @return {Vector4} A reference to this vector.\n */\n addVectors(e, t) {\n return this.x = e.x + t.x, this.y = e.y + t.y, this.z = e.z + t.z, this.w = e.w + t.w, this;\n }\n /**\n * Adds the given vector scaled by the given factor to this instance.\n *\n * @param {Vector4} v - The vector.\n * @param {number} s - The factor that scales `v`.\n * @return {Vector4} A reference to this vector.\n */\n addScaledVector(e, t) {\n return this.x += e.x * t, this.y += e.y * t, this.z += e.z * t, this.w += e.w * t, this;\n }\n /**\n * Subtracts the given vector from this instance.\n *\n * @param {Vector4} v - The vector to subtract.\n * @return {Vector4} A reference to this vector.\n */\n sub(e) {\n return this.x -= e.x, this.y -= e.y, this.z -= e.z, this.w -= e.w, this;\n }\n /**\n * Subtracts the given scalar value from all components of this instance.\n *\n * @param {number} s - The scalar to subtract.\n * @return {Vector4} A reference to this vector.\n */\n subScalar(e) {\n return this.x -= e, this.y -= e, this.z -= e, this.w -= e, this;\n }\n /**\n * Subtracts the given vectors and stores the result in this instance.\n *\n * @param {Vector4} a - The first vector.\n * @param {Vector4} b - The second vector.\n * @return {Vector4} A reference to this vector.\n */\n subVectors(e, t) {\n return this.x = e.x - t.x, this.y = e.y - t.y, this.z = e.z - t.z, this.w = e.w - t.w, this;\n }\n /**\n * Multiplies the given vector with this instance.\n *\n * @param {Vector4} v - The vector to multiply.\n * @return {Vector4} A reference to this vector.\n */\n multiply(e) {\n return this.x *= e.x, this.y *= e.y, this.z *= e.z, this.w *= e.w, this;\n }\n /**\n * Multiplies the given scalar value with all components of this instance.\n *\n * @param {number} scalar - The scalar to multiply.\n * @return {Vector4} A reference to this vector.\n */\n multiplyScalar(e) {\n return this.x *= e, this.y *= e, this.z *= e, this.w *= e, this;\n }\n /**\n * Multiplies this vector with the given 4x4 matrix.\n *\n * @param {Matrix4} m - The 4x4 matrix.\n * @return {Vector4} A reference to this vector.\n */\n applyMatrix4(e) {\n const t = this.x, n = this.y, s = this.z, r = this.w, a = e.elements;\n return this.x = a[0] * t + a[4] * n + a[8] * s + a[12] * r, this.y = a[1] * t + a[5] * n + a[9] * s + a[13] * r, this.z = a[2] * t + a[6] * n + a[10] * s + a[14] * r, this.w = a[3] * t + a[7] * n + a[11] * s + a[15] * r, this;\n }\n /**\n * Divides this instance by the given vector.\n *\n * @param {Vector4} v - The vector to divide.\n * @return {Vector4} A reference to this vector.\n */\n divide(e) {\n return this.x /= e.x, this.y /= e.y, this.z /= e.z, this.w /= e.w, this;\n }\n /**\n * Divides this vector by the given scalar.\n *\n * @param {number} scalar - The scalar to divide.\n * @return {Vector4} A reference to this vector.\n */\n divideScalar(e) {\n return this.multiplyScalar(1 / e);\n }\n /**\n * Sets the x, y and z components of this\n * vector to the quaternion's axis and w to the angle.\n *\n * @param {Quaternion} q - The Quaternion to set.\n * @return {Vector4} A reference to this vector.\n */\n setAxisAngleFromQuaternion(e) {\n this.w = 2 * Math.acos(e.w);\n const t = Math.sqrt(1 - e.w * e.w);\n return t < 1e-4 ? (this.x = 1, this.y = 0, this.z = 0) : (this.x = e.x / t, this.y = e.y / t, this.z = e.z / t), this;\n }\n /**\n * Sets the x, y and z components of this\n * vector to the axis of rotation and w to the angle.\n *\n * @param {Matrix4} m - A 4x4 matrix of which the upper left 3x3 matrix is a pure rotation matrix.\n * @return {Vector4} A reference to this vector.\n */\n setAxisAngleFromRotationMatrix(e) {\n let t, n, s, r;\n const l = e.elements, c = l[0], h = l[4], u = l[8], d = l[1], p = l[5], g = l[9], x = l[2], m = l[6], f = l[10];\n if (Math.abs(h - d) < 0.01 && Math.abs(u - x) < 0.01 && Math.abs(g - m) < 0.01) {\n if (Math.abs(h + d) < 0.1 && Math.abs(u + x) < 0.1 && Math.abs(g + m) < 0.1 && Math.abs(c + p + f - 3) < 0.1)\n return this.set(1, 0, 0, 0), this;\n t = Math.PI;\n const v = (c + 1) / 2, T = (p + 1) / 2, R = (f + 1) / 2, E = (h + d) / 4, P = (u + x) / 4, I = (g + m) / 4;\n return v > T && v > R ? v < 0.01 ? (n = 0, s = 0.707106781, r = 0.707106781) : (n = Math.sqrt(v), s = E / n, r = P / n) : T > R ? T < 0.01 ? (n = 0.707106781, s = 0, r = 0.707106781) : (s = Math.sqrt(T), n = E / s, r = I / s) : R < 0.01 ? (n = 0.707106781, s = 0.707106781, r = 0) : (r = Math.sqrt(R), n = P / r, s = I / r), this.set(n, s, r, t), this;\n }\n let y = Math.sqrt((m - g) * (m - g) + (u - x) * (u - x) + (d - h) * (d - h));\n return Math.abs(y) < 1e-3 && (y = 1), this.x = (m - g) / y, this.y = (u - x) / y, this.z = (d - h) / y, this.w = Math.acos((c + p + f - 1) / 2), this;\n }\n /**\n * Sets the vector components to the position elements of the\n * given transformation matrix.\n *\n * @param {Matrix4} m - The 4x4 matrix.\n * @return {Vector4} A reference to this vector.\n */\n setFromMatrixPosition(e) {\n const t = e.elements;\n return this.x = t[12], this.y = t[13], this.z = t[14], this.w = t[15], this;\n }\n /**\n * If this vector's x, y, z or w value is greater than the given vector's x, y, z or w\n * value, replace that value with the corresponding min value.\n *\n * @param {Vector4} v - The vector.\n * @return {Vector4} A reference to this vector.\n */\n min(e) {\n return this.x = Math.min(this.x, e.x), this.y = Math.min(this.y, e.y), this.z = Math.min(this.z, e.z), this.w = Math.min(this.w, e.w), this;\n }\n /**\n * If this vector's x, y, z or w value is less than the given vector's x, y, z or w\n * value, replace that value with the corresponding max value.\n *\n * @param {Vector4} v - The vector.\n * @return {Vector4} A reference to this vector.\n */\n max(e) {\n return this.x = Math.max(this.x, e.x), this.y = Math.max(this.y, e.y), this.z = Math.max(this.z, e.z), this.w = Math.max(this.w, e.w), this;\n }\n /**\n * If this vector's x, y, z or w value is greater than the max vector's x, y, z or w\n * value, it is replaced by the corresponding value.\n * If this vector's x, y, z or w value is less than the min vector's x, y, z or w value,\n * it is replaced by the corresponding value.\n *\n * @param {Vector4} min - The minimum x, y and z values.\n * @param {Vector4} max - The maximum x, y and z values in the desired range.\n * @return {Vector4} A reference to this vector.\n */\n clamp(e, t) {\n return this.x = He(this.x, e.x, t.x), this.y = He(this.y, e.y, t.y), this.z = He(this.z, e.z, t.z), this.w = He(this.w, e.w, t.w), this;\n }\n /**\n * If this vector's x, y, z or w values are greater than the max value, they are\n * replaced by the max value.\n * If this vector's x, y, z or w values are less than the min value, they are\n * replaced by the min value.\n *\n * @param {number} minVal - The minimum value the components will be clamped to.\n * @param {number} maxVal - The maximum value the components will be clamped to.\n * @return {Vector4} A reference to this vector.\n */\n clampScalar(e, t) {\n return this.x = He(this.x, e, t), this.y = He(this.y, e, t), this.z = He(this.z, e, t), this.w = He(this.w, e, t), this;\n }\n /**\n * If this vector's length is greater than the max value, it is replaced by\n * the max value.\n * If this vector's length is less than the min value, it is replaced by the\n * min value.\n *\n * @param {number} min - The minimum value the vector length will be clamped to.\n * @param {number} max - The maximum value the vector length will be clamped to.\n * @return {Vector4} A reference to this vector.\n */\n clampLength(e, t) {\n const n = this.length();\n return this.divideScalar(n || 1).multiplyScalar(He(n, e, t));\n }\n /**\n * The components of this vector are rounded down to the nearest integer value.\n *\n * @return {Vector4} A reference to this vector.\n */\n floor() {\n return this.x = Math.floor(this.x), this.y = Math.floor(this.y), this.z = Math.floor(this.z), this.w = Math.floor(this.w), this;\n }\n /**\n * The components of this vector are rounded up to the nearest integer value.\n *\n * @return {Vector4} A reference to this vector.\n */\n ceil() {\n return this.x = Math.ceil(this.x), this.y = Math.ceil(this.y), this.z = Math.ceil(this.z), this.w = Math.ceil(this.w), this;\n }\n /**\n * The components of this vector are rounded to the nearest integer value\n *\n * @return {Vector4} A reference to this vector.\n */\n round() {\n return this.x = Math.round(this.x), this.y = Math.round(this.y), this.z = Math.round(this.z), this.w = Math.round(this.w), this;\n }\n /**\n * The components of this vector are rounded towards zero (up if negative,\n * down if positive) to an integer value.\n *\n * @return {Vector4} A reference to this vector.\n */\n roundToZero() {\n return this.x = Math.trunc(this.x), this.y = Math.trunc(this.y), this.z = Math.trunc(this.z), this.w = Math.trunc(this.w), this;\n }\n /**\n * Inverts this vector - i.e. sets x = -x, y = -y, z = -z, w = -w.\n *\n * @return {Vector4} A reference to this vector.\n */\n negate() {\n return this.x = -this.x, this.y = -this.y, this.z = -this.z, this.w = -this.w, this;\n }\n /**\n * Calculates the dot product of the given vector with this instance.\n *\n * @param {Vector4} v - The vector to compute the dot product with.\n * @return {number} The result of the dot product.\n */\n dot(e) {\n return this.x * e.x + this.y * e.y + this.z * e.z + this.w * e.w;\n }\n /**\n * Computes the square of the Euclidean length (straight-line length) from\n * (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of vectors, you should\n * compare the length squared instead as it is slightly more efficient to calculate.\n *\n * @return {number} The square length of this vector.\n */\n lengthSq() {\n return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;\n }\n /**\n * Computes the Euclidean length (straight-line length) from (0, 0, 0, 0) to (x, y, z, w).\n *\n * @return {number} The length of this vector.\n */\n length() {\n return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);\n }\n /**\n * Computes the Manhattan length of this vector.\n *\n * @return {number} The length of this vector.\n */\n manhattanLength() {\n return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z) + Math.abs(this.w);\n }\n /**\n * Converts this vector to a unit vector - that is, sets it equal to a vector\n * with the same direction as this one, but with a vector length of `1`.\n *\n * @return {Vector4} A reference to this vector.\n */\n normalize() {\n return this.divideScalar(this.length() || 1);\n }\n /**\n * Sets this vector to a vector with the same direction as this one, but\n * with the specified length.\n *\n * @param {number} length - The new length of this vector.\n * @return {Vector4} A reference to this vector.\n */\n setLength(e) {\n return this.normalize().multiplyScalar(e);\n }\n /**\n * Linearly interpolates between the given vector and this instance, where\n * alpha is the percent distance along the line - alpha = 0 will be this\n * vector, and alpha = 1 will be the given one.\n *\n * @param {Vector4} v - The vector to interpolate towards.\n * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.\n * @return {Vector4} A reference to this vector.\n */\n lerp(e, t) {\n return this.x += (e.x - this.x) * t, this.y += (e.y - this.y) * t, this.z += (e.z - this.z) * t, this.w += (e.w - this.w) * t, this;\n }\n /**\n * Linearly interpolates between the given vectors, where alpha is the percent\n * distance along the line - alpha = 0 will be first vector, and alpha = 1 will\n * be the second one. The result is stored in this instance.\n *\n * @param {Vector4} v1 - The first vector.\n * @param {Vector4} v2 - The second vector.\n * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.\n * @return {Vector4} A reference to this vector.\n */\n lerpVectors(e, t, n) {\n return this.x = e.x + (t.x - e.x) * n, this.y = e.y + (t.y - e.y) * n, this.z = e.z + (t.z - e.z) * n, this.w = e.w + (t.w - e.w) * n, this;\n }\n /**\n * Returns `true` if this vector is equal with the given one.\n *\n * @param {Vector4} v - The vector to test for equality.\n * @return {boolean} Whether this vector is equal with the given one.\n */\n equals(e) {\n return e.x === this.x && e.y === this.y && e.z === this.z && e.w === this.w;\n }\n /**\n * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`,\n * z value to be `array[ offset + 2 ]`, w value to be `array[ offset + 3 ]`.\n *\n * @param {Array} array - An array holding the vector component values.\n * @param {number} [offset=0] - The offset into the array.\n * @return {Vector4} A reference to this vector.\n */\n fromArray(e, t = 0) {\n return this.x = e[t], this.y = e[t + 1], this.z = e[t + 2], this.w = e[t + 3], this;\n }\n /**\n * Writes the components of this vector to the given array. If no array is provided,\n * the method returns a new instance.\n *\n * @param {Array} [array=[]] - The target array holding the vector components.\n * @param {number} [offset=0] - Index of the first element in the array.\n * @return {Array} The vector components.\n */\n toArray(e = [], t = 0) {\n return e[t] = this.x, e[t + 1] = this.y, e[t + 2] = this.z, e[t + 3] = this.w, e;\n }\n /**\n * Sets the components of this vector from the given buffer attribute.\n *\n * @param {BufferAttribute} attribute - The buffer attribute holding vector data.\n * @param {number} index - The index into the attribute.\n * @return {Vector4} A reference to this vector.\n */\n fromBufferAttribute(e, t) {\n return this.x = e.getX(t), this.y = e.getY(t), this.z = e.getZ(t), this.w = e.getW(t), this;\n }\n /**\n * Sets each component of this vector to a pseudo-random value between `0` and\n * `1`, excluding `1`.\n *\n * @return {Vector4} A reference to this vector.\n */\n random() {\n return this.x = Math.random(), this.y = Math.random(), this.z = Math.random(), this.w = Math.random(), this;\n }\n *[Symbol.iterator]() {\n yield this.x, yield this.y, yield this.z, yield this.w;\n }\n}\nclass Uu extends mi {\n /**\n * Render target options.\n *\n * @typedef {Object} RenderTarget~Options\n * @property {boolean} [generateMipmaps=false] - Whether to generate mipmaps or not.\n * @property {number} [magFilter=LinearFilter] - The mag filter.\n * @property {number} [minFilter=LinearFilter] - The min filter.\n * @property {number} [format=RGBAFormat] - The texture format.\n * @property {number} [type=UnsignedByteType] - The texture type.\n * @property {?string} [internalFormat=null] - The texture's internal format.\n * @property {number} [wrapS=ClampToEdgeWrapping] - The texture's uv wrapping mode.\n * @property {number} [wrapT=ClampToEdgeWrapping] - The texture's uv wrapping mode.\n * @property {number} [anisotropy=1] - The texture's anisotropy value.\n * @property {string} [colorSpace=NoColorSpace] - The texture's color space.\n * @property {boolean} [depthBuffer=true] - Whether to allocate a depth buffer or not.\n * @property {boolean} [stencilBuffer=false] - Whether to allocate a stencil buffer or not.\n * @property {boolean} [resolveDepthBuffer=true] - Whether to resolve the depth buffer or not.\n * @property {boolean} [resolveStencilBuffer=true] - Whether to resolve the stencil buffer or not.\n * @property {?Texture} [depthTexture=null] - Reference to a depth texture.\n * @property {number} [samples=0] - The MSAA samples count.\n * @property {number} [count=1] - Defines the number of color attachments . Must be at least `1`.\n * @property {number} [depth=1] - The texture depth.\n * @property {boolean} [multiview=false] - Whether this target is used for multiview rendering.\n */\n /**\n * Constructs a new render target.\n *\n * @param {number} [width=1] - The width of the render target.\n * @param {number} [height=1] - The height of the render target.\n * @param {RenderTarget~Options} [options] - The configuration object.\n */\n constructor(e = 1, t = 1, n = {}) {\n super(), n = Object.assign({\n generateMipmaps: !1,\n internalFormat: null,\n minFilter: bt,\n depthBuffer: !0,\n stencilBuffer: !1,\n resolveDepthBuffer: !0,\n resolveStencilBuffer: !0,\n depthTexture: null,\n samples: 0,\n count: 1,\n depth: 1,\n multiview: !1\n }, n), this.isRenderTarget = !0, this.width = e, this.height = t, this.depth = n.depth, this.scissor = new Je(0, 0, e, t), this.scissorTest = !1, this.viewport = new Je(0, 0, e, t);\n const s = { width: e, height: t, depth: n.depth }, r = new Ct(s);\n this.textures = [];\n const a = n.count;\n for (let o = 0; o < a; o++)\n this.textures[o] = r.clone(), this.textures[o].isRenderTargetTexture = !0, this.textures[o].renderTarget = this;\n this._setTextureOptions(n), this.depthBuffer = n.depthBuffer, this.stencilBuffer = n.stencilBuffer, this.resolveDepthBuffer = n.resolveDepthBuffer, this.resolveStencilBuffer = n.resolveStencilBuffer, this._depthTexture = null, this.depthTexture = n.depthTexture, this.samples = n.samples, this.multiview = n.multiview;\n }\n _setTextureOptions(e = {}) {\n const t = {\n minFilter: bt,\n generateMipmaps: !1,\n flipY: !1,\n internalFormat: null\n };\n e.mapping !== void 0 && (t.mapping = e.mapping), e.wrapS !== void 0 && (t.wrapS = e.wrapS), e.wrapT !== void 0 && (t.wrapT = e.wrapT), e.wrapR !== void 0 && (t.wrapR = e.wrapR), e.magFilter !== void 0 && (t.magFilter = e.magFilter), e.minFilter !== void 0 && (t.minFilter = e.minFilter), e.format !== void 0 && (t.format = e.format), e.type !== void 0 && (t.type = e.type), e.anisotropy !== void 0 && (t.anisotropy = e.anisotropy), e.colorSpace !== void 0 && (t.colorSpace = e.colorSpace), e.flipY !== void 0 && (t.flipY = e.flipY), e.generateMipmaps !== void 0 && (t.generateMipmaps = e.generateMipmaps), e.internalFormat !== void 0 && (t.internalFormat = e.internalFormat);\n for (let n = 0; n < this.textures.length; n++)\n this.textures[n].setValues(t);\n }\n /**\n * The texture representing the default color attachment.\n *\n * @type {Texture}\n */\n get texture() {\n return this.textures[0];\n }\n set texture(e) {\n this.textures[0] = e;\n }\n set depthTexture(e) {\n this._depthTexture !== null && (this._depthTexture.renderTarget = null), e !== null && (e.renderTarget = this), this._depthTexture = e;\n }\n /**\n * Instead of saving the depth in a renderbuffer, a texture\n * can be used instead which is useful for further processing\n * e.g. in context of post-processing.\n *\n * @type {?DepthTexture}\n * @default null\n */\n get depthTexture() {\n return this._depthTexture;\n }\n /**\n * Sets the size of this render target.\n *\n * @param {number} width - The width.\n * @param {number} height - The height.\n * @param {number} [depth=1] - The depth.\n */\n setSize(e, t, n = 1) {\n if (this.width !== e || this.height !== t || this.depth !== n) {\n this.width = e, this.height = t, this.depth = n;\n for (let s = 0, r = this.textures.length; s < r; s++)\n this.textures[s].image.width = e, this.textures[s].image.height = t, this.textures[s].image.depth = n, this.textures[s].isData3DTexture !== !0 && (this.textures[s].isArrayTexture = this.textures[s].image.depth > 1);\n this.dispose();\n }\n this.viewport.set(0, 0, e, t), this.scissor.set(0, 0, e, t);\n }\n /**\n * Returns a new render target with copied values from this instance.\n *\n * @return {RenderTarget} A clone of this instance.\n */\n clone() {\n return new this.constructor().copy(this);\n }\n /**\n * Copies the settings of the given render target. This is a structural copy so\n * no resources are shared between render targets after the copy. That includes\n * all MRT textures and the depth texture.\n *\n * @param {RenderTarget} source - The render target to copy.\n * @return {RenderTarget} A reference to this instance.\n */\n copy(e) {\n this.width = e.width, this.height = e.height, this.depth = e.depth, this.scissor.copy(e.scissor), this.scissorTest = e.scissorTest, this.viewport.copy(e.viewport), this.textures.length = 0;\n for (let t = 0, n = e.textures.length; t < n; t++) {\n this.textures[t] = e.textures[t].clone(), this.textures[t].isRenderTargetTexture = !0, this.textures[t].renderTarget = this;\n const s = Object.assign({}, e.textures[t].image);\n this.textures[t].source = new Io(s);\n }\n return this.depthBuffer = e.depthBuffer, this.stencilBuffer = e.stencilBuffer, this.resolveDepthBuffer = e.resolveDepthBuffer, this.resolveStencilBuffer = e.resolveStencilBuffer, e.depthTexture !== null && (this.depthTexture = e.depthTexture.clone()), this.samples = e.samples, this;\n }\n /**\n * Frees the GPU-related resources allocated by this instance. Call this\n * method whenever this instance is no longer used in your app.\n *\n * @fires RenderTarget#dispose\n */\n dispose() {\n this.dispatchEvent({ type: \"dispose\" });\n }\n}\nclass St extends Uu {\n /**\n * Constructs a new 3D render target.\n *\n * @param {number} [width=1] - The width of the render target.\n * @param {number} [height=1] - The height of the render target.\n * @param {RenderTarget~Options} [options] - The configuration object.\n */\n constructor(e = 1, t = 1, n = {}) {\n super(e, t, n), this.isWebGLRenderTarget = !0;\n }\n}\nclass Jc extends Ct {\n /**\n * Constructs a new data array texture.\n *\n * @param {?TypedArray} [data=null] - The buffer data.\n * @param {number} [width=1] - The width of the texture.\n * @param {number} [height=1] - The height of the texture.\n * @param {number} [depth=1] - The depth of the texture.\n */\n constructor(e = null, t = 1, n = 1, s = 1) {\n super(null), this.isDataArrayTexture = !0, this.image = { data: e, width: t, height: n, depth: s }, this.magFilter = Dt, this.minFilter = Dt, this.wrapR = en, this.generateMipmaps = !1, this.flipY = !1, this.unpackAlignment = 1, this.layerUpdates = /* @__PURE__ */ new Set();\n }\n /**\n * Describes that a specific layer of the texture needs to be updated.\n * Normally when {@link Texture#needsUpdate} is set to `true`, the\n * entire data texture array is sent to the GPU. Marking specific\n * layers will only transmit subsets of all mipmaps associated with a\n * specific depth in the array which is often much more performant.\n *\n * @param {number} layerIndex - The layer index that should be updated.\n */\n addLayerUpdate(e) {\n this.layerUpdates.add(e);\n }\n /**\n * Resets the layer updates registry.\n */\n clearLayerUpdates() {\n this.layerUpdates.clear();\n }\n}\nclass Nu extends Ct {\n /**\n * Constructs a new data array texture.\n *\n * @param {?TypedArray} [data=null] - The buffer data.\n * @param {number} [width=1] - The width of the texture.\n * @param {number} [height=1] - The height of the texture.\n * @param {number} [depth=1] - The depth of the texture.\n */\n constructor(e = null, t = 1, n = 1, s = 1) {\n super(null), this.isData3DTexture = !0, this.image = { data: e, width: t, height: n, depth: s }, this.magFilter = Dt, this.minFilter = Dt, this.wrapR = en, this.generateMipmaps = !1, this.flipY = !1, this.unpackAlignment = 1;\n }\n}\nclass Pt {\n /**\n * Constructs a new bounding box.\n *\n * @param {Vector3} [min=(Infinity,Infinity,Infinity)] - A vector representing the lower boundary of the box.\n * @param {Vector3} [max=(-Infinity,-Infinity,-Infinity)] - A vector representing the upper boundary of the box.\n */\n constructor(e = new w(1 / 0, 1 / 0, 1 / 0), t = new w(-1 / 0, -1 / 0, -1 / 0)) {\n this.isBox3 = !0, this.min = e, this.max = t;\n }\n /**\n * Sets the lower and upper boundaries of this box.\n * Please note that this method only copies the values from the given objects.\n *\n * @param {Vector3} min - The lower boundary of the box.\n * @param {Vector3} max - The upper boundary of the box.\n * @return {Box3} A reference to this bounding box.\n */\n set(e, t) {\n return this.min.copy(e), this.max.copy(t), this;\n }\n /**\n * Sets the upper and lower bounds of this box so it encloses the position data\n * in the given array.\n *\n * @param {Array} array - An array holding 3D position data.\n * @return {Box3} A reference to this bounding box.\n */\n setFromArray(e) {\n this.makeEmpty();\n for (let t = 0, n = e.length; t < n; t += 3)\n this.expandByPoint(rn.fromArray(e, t));\n return this;\n }\n /**\n * Sets the upper and lower bounds of this box so it encloses the position data\n * in the given buffer attribute.\n *\n * @param {BufferAttribute} attribute - A buffer attribute holding 3D position data.\n * @return {Box3} A reference to this bounding box.\n */\n setFromBufferAttribute(e) {\n this.makeEmpty();\n for (let t = 0, n = e.count; t < n; t++)\n this.expandByPoint(rn.fromBufferAttribute(e, t));\n return this;\n }\n /**\n * Sets the upper and lower bounds of this box so it encloses the position data\n * in the given array.\n *\n * @param {Array} points - An array holding 3D position data as instances of {@link Vector3}.\n * @return {Box3} A reference to this bounding box.\n */\n setFromPoints(e) {\n this.makeEmpty();\n for (let t = 0, n = e.length; t < n; t++)\n this.expandByPoint(e[t]);\n return this;\n }\n /**\n * Centers this box on the given center vector and sets this box's width, height and\n * depth to the given size values.\n *\n * @param {Vector3} center - The center of the box.\n * @param {Vector3} size - The x, y and z dimensions of the box.\n * @return {Box3} A reference to this bounding box.\n */\n setFromCenterAndSize(e, t) {\n const n = rn.copy(t).multiplyScalar(0.5);\n return this.min.copy(e).sub(n), this.max.copy(e).add(n), this;\n }\n /**\n * Computes the world-axis-aligned bounding box for the given 3D object\n * (including its children), accounting for the object's, and children's,\n * world transforms. The function may result in a larger box than strictly necessary.\n *\n * @param {Object3D} object - The 3D object to compute the bounding box for.\n * @param {boolean} [precise=false] - If set to `true`, the method computes the smallest\n * world-axis-aligned bounding box at the expense of more computation.\n * @return {Box3} A reference to this bounding box.\n */\n setFromObject(e, t = !1) {\n return this.makeEmpty(), this.expandByObject(e, t);\n }\n /**\n * Returns a new box with copied values from this instance.\n *\n * @return {Box3} A clone of this instance.\n */\n clone() {\n return new this.constructor().copy(this);\n }\n /**\n * Copies the values of the given box to this instance.\n *\n * @param {Box3} box - The box to copy.\n * @return {Box3} A reference to this bounding box.\n */\n copy(e) {\n return this.min.copy(e.min), this.max.copy(e.max), this;\n }\n /**\n * Makes this box empty which means in encloses a zero space in 3D.\n *\n * @return {Box3} A reference to this bounding box.\n */\n makeEmpty() {\n return this.min.x = this.min.y = this.min.z = 1 / 0, this.max.x = this.max.y = this.max.z = -1 / 0, this;\n }\n /**\n * Returns true if this box includes zero points within its bounds.\n * Note that a box with equal lower and upper bounds still includes one\n * point, the one both bounds share.\n *\n * @return {boolean} Whether this box is empty or not.\n */\n isEmpty() {\n return this.max.x < this.min.x || this.max.y < this.min.y || this.max.z < this.min.z;\n }\n /**\n * Returns the center point of this box.\n *\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {Vector3} The center point.\n */\n getCenter(e) {\n return this.isEmpty() ? e.set(0, 0, 0) : e.addVectors(this.min, this.max).multiplyScalar(0.5);\n }\n /**\n * Returns the dimensions of this box.\n *\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {Vector3} The size.\n */\n getSize(e) {\n return this.isEmpty() ? e.set(0, 0, 0) : e.subVectors(this.max, this.min);\n }\n /**\n * Expands the boundaries of this box to include the given point.\n *\n * @param {Vector3} point - The point that should be included by the bounding box.\n * @return {Box3} A reference to this bounding box.\n */\n expandByPoint(e) {\n return this.min.min(e), this.max.max(e), this;\n }\n /**\n * Expands this box equilaterally by the given vector. The width of this\n * box will be expanded by the x component of the vector in both\n * directions. The height of this box will be expanded by the y component of\n * the vector in both directions. The depth of this box will be\n * expanded by the z component of the vector in both directions.\n *\n * @param {Vector3} vector - The vector that should expand the bounding box.\n * @return {Box3} A reference to this bounding box.\n */\n expandByVector(e) {\n return this.min.sub(e), this.max.add(e), this;\n }\n /**\n * Expands each dimension of the box by the given scalar. If negative, the\n * dimensions of the box will be contracted.\n *\n * @param {number} scalar - The scalar value that should expand the bounding box.\n * @return {Box3} A reference to this bounding box.\n */\n expandByScalar(e) {\n return this.min.addScalar(-e), this.max.addScalar(e), this;\n }\n /**\n * Expands the boundaries of this box to include the given 3D object and\n * its children, accounting for the object's, and children's, world\n * transforms. The function may result in a larger box than strictly\n * necessary (unless the precise parameter is set to true).\n *\n * @param {Object3D} object - The 3D object that should expand the bounding box.\n * @param {boolean} precise - If set to `true`, the method expands the bounding box\n * as little as necessary at the expense of more computation.\n * @return {Box3} A reference to this bounding box.\n */\n expandByObject(e, t = !1) {\n e.updateWorldMatrix(!1, !1);\n const n = e.geometry;\n if (n !== void 0) {\n const r = n.getAttribute(\"position\");\n if (t === !0 && r !== void 0 && e.isInstancedMesh !== !0)\n for (let a = 0, o = r.count; a < o; a++)\n e.isMesh === !0 ? e.getVertexPosition(a, rn) : rn.fromBufferAttribute(r, a), rn.applyMatrix4(e.matrixWorld), this.expandByPoint(rn);\n else\n e.boundingBox !== void 0 ? (e.boundingBox === null && e.computeBoundingBox(), Is.copy(e.boundingBox)) : (n.boundingBox === null && n.computeBoundingBox(), Is.copy(n.boundingBox)), Is.applyMatrix4(e.matrixWorld), this.union(Is);\n }\n const s = e.children;\n for (let r = 0, a = s.length; r < a; r++)\n this.expandByObject(s[r], t);\n return this;\n }\n /**\n * Returns `true` if the given point lies within or on the boundaries of this box.\n *\n * @param {Vector3} point - The point to test.\n * @return {boolean} Whether the bounding box contains the given point or not.\n */\n containsPoint(e) {\n return e.x >= this.min.x && e.x <= this.max.x && e.y >= this.min.y && e.y <= this.max.y && e.z >= this.min.z && e.z <= this.max.z;\n }\n /**\n * Returns `true` if this bounding box includes the entirety of the given bounding box.\n * If this box and the given one are identical, this function also returns `true`.\n *\n * @param {Box3} box - The bounding box to test.\n * @return {boolean} Whether the bounding box contains the given bounding box or not.\n */\n containsBox(e) {\n return this.min.x <= e.min.x && e.max.x <= this.max.x && this.min.y <= e.min.y && e.max.y <= this.max.y && this.min.z <= e.min.z && e.max.z <= this.max.z;\n }\n /**\n * Returns a point as a proportion of this box's width, height and depth.\n *\n * @param {Vector3} point - A point in 3D space.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {Vector3} A point as a proportion of this box's width, height and depth.\n */\n getParameter(e, t) {\n return t.set(\n (e.x - this.min.x) / (this.max.x - this.min.x),\n (e.y - this.min.y) / (this.max.y - this.min.y),\n (e.z - this.min.z) / (this.max.z - this.min.z)\n );\n }\n /**\n * Returns `true` if the given bounding box intersects with this bounding box.\n *\n * @param {Box3} box - The bounding box to test.\n * @return {boolean} Whether the given bounding box intersects with this bounding box.\n */\n intersectsBox(e) {\n return e.max.x >= this.min.x && e.min.x <= this.max.x && e.max.y >= this.min.y && e.min.y <= this.max.y && e.max.z >= this.min.z && e.min.z <= this.max.z;\n }\n /**\n * Returns `true` if the given bounding sphere intersects with this bounding box.\n *\n * @param {Sphere} sphere - The bounding sphere to test.\n * @return {boolean} Whether the given bounding sphere intersects with this bounding box.\n */\n intersectsSphere(e) {\n return this.clampPoint(e.center, rn), rn.distanceToSquared(e.center) <= e.radius * e.radius;\n }\n /**\n * Returns `true` if the given plane intersects with this bounding box.\n *\n * @param {Plane} plane - The plane to test.\n * @return {boolean} Whether the given plane intersects with this bounding box.\n */\n intersectsPlane(e) {\n let t, n;\n return e.normal.x > 0 ? (t = e.normal.x * this.min.x, n = e.normal.x * this.max.x) : (t = e.normal.x * this.max.x, n = e.normal.x * this.min.x), e.normal.y > 0 ? (t += e.normal.y * this.min.y, n += e.normal.y * this.max.y) : (t += e.normal.y * this.max.y, n += e.normal.y * this.min.y), e.normal.z > 0 ? (t += e.normal.z * this.min.z, n += e.normal.z * this.max.z) : (t += e.normal.z * this.max.z, n += e.normal.z * this.min.z), t <= -e.constant && n >= -e.constant;\n }\n /**\n * Returns `true` if the given triangle intersects with this bounding box.\n *\n * @param {Triangle} triangle - The triangle to test.\n * @return {boolean} Whether the given triangle intersects with this bounding box.\n */\n intersectsTriangle(e) {\n if (this.isEmpty())\n return !1;\n this.getCenter(ss), Us.subVectors(this.max, ss), vi.subVectors(e.a, ss), Mi.subVectors(e.b, ss), Si.subVectors(e.c, ss), Gn.subVectors(Mi, vi), Hn.subVectors(Si, Mi), si.subVectors(vi, Si);\n let t = [\n 0,\n -Gn.z,\n Gn.y,\n 0,\n -Hn.z,\n Hn.y,\n 0,\n -si.z,\n si.y,\n Gn.z,\n 0,\n -Gn.x,\n Hn.z,\n 0,\n -Hn.x,\n si.z,\n 0,\n -si.x,\n -Gn.y,\n Gn.x,\n 0,\n -Hn.y,\n Hn.x,\n 0,\n -si.y,\n si.x,\n 0\n ];\n return !Vr(t, vi, Mi, Si, Us) || (t = [1, 0, 0, 0, 1, 0, 0, 0, 1], !Vr(t, vi, Mi, Si, Us)) ? !1 : (Ns.crossVectors(Gn, Hn), t = [Ns.x, Ns.y, Ns.z], Vr(t, vi, Mi, Si, Us));\n }\n /**\n * Clamps the given point within the bounds of this box.\n *\n * @param {Vector3} point - The point to clamp.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {Vector3} The clamped point.\n */\n clampPoint(e, t) {\n return t.copy(e).clamp(this.min, this.max);\n }\n /**\n * Returns the euclidean distance from any edge of this box to the specified point. If\n * the given point lies inside of this box, the distance will be `0`.\n *\n * @param {Vector3} point - The point to compute the distance to.\n * @return {number} The euclidean distance.\n */\n distanceToPoint(e) {\n return this.clampPoint(e, rn).distanceTo(e);\n }\n /**\n * Returns a bounding sphere that encloses this bounding box.\n *\n * @param {Sphere} target - The target sphere that is used to store the method's result.\n * @return {Sphere} The bounding sphere that encloses this bounding box.\n */\n getBoundingSphere(e) {\n return this.isEmpty() ? e.makeEmpty() : (this.getCenter(e.center), e.radius = this.getSize(rn).length() * 0.5), e;\n }\n /**\n * Computes the intersection of this bounding box and the given one, setting the upper\n * bound of this box to the lesser of the two boxes' upper bounds and the\n * lower bound of this box to the greater of the two boxes' lower bounds. If\n * there's no overlap, makes this box empty.\n *\n * @param {Box3} box - The bounding box to intersect with.\n * @return {Box3} A reference to this bounding box.\n */\n intersect(e) {\n return this.min.max(e.min), this.max.min(e.max), this.isEmpty() && this.makeEmpty(), this;\n }\n /**\n * Computes the union of this box and another and the given one, setting the upper\n * bound of this box to the greater of the two boxes' upper bounds and the\n * lower bound of this box to the lesser of the two boxes' lower bounds.\n *\n * @param {Box3} box - The bounding box that will be unioned with this instance.\n * @return {Box3} A reference to this bounding box.\n */\n union(e) {\n return this.min.min(e.min), this.max.max(e.max), this;\n }\n /**\n * Transforms this bounding box by the given 4x4 transformation matrix.\n *\n * @param {Matrix4} matrix - The transformation matrix.\n * @return {Box3} A reference to this bounding box.\n */\n applyMatrix4(e) {\n return this.isEmpty() ? this : (Pn[0].set(this.min.x, this.min.y, this.min.z).applyMatrix4(e), Pn[1].set(this.min.x, this.min.y, this.max.z).applyMatrix4(e), Pn[2].set(this.min.x, this.max.y, this.min.z).applyMatrix4(e), Pn[3].set(this.min.x, this.max.y, this.max.z).applyMatrix4(e), Pn[4].set(this.max.x, this.min.y, this.min.z).applyMatrix4(e), Pn[5].set(this.max.x, this.min.y, this.max.z).applyMatrix4(e), Pn[6].set(this.max.x, this.max.y, this.min.z).applyMatrix4(e), Pn[7].set(this.max.x, this.max.y, this.max.z).applyMatrix4(e), this.setFromPoints(Pn), this);\n }\n /**\n * Adds the given offset to both the upper and lower bounds of this bounding box,\n * effectively moving it in 3D space.\n *\n * @param {Vector3} offset - The offset that should be used to translate the bounding box.\n * @return {Box3} A reference to this bounding box.\n */\n translate(e) {\n return this.min.add(e), this.max.add(e), this;\n }\n /**\n * Returns `true` if this bounding box is equal with the given one.\n *\n * @param {Box3} box - The box to test for equality.\n * @return {boolean} Whether this bounding box is equal with the given one.\n */\n equals(e) {\n return e.min.equals(this.min) && e.max.equals(this.max);\n }\n /**\n * Returns a serialized structure of the bounding box.\n *\n * @return {Object} Serialized structure with fields representing the object state.\n */\n toJSON() {\n return {\n min: this.min.toArray(),\n max: this.max.toArray()\n };\n }\n /**\n * Returns a serialized structure of the bounding box.\n *\n * @param {Object} json - The serialized json to set the box from.\n * @return {Box3} A reference to this bounding box.\n */\n fromJSON(e) {\n return this.min.fromArray(e.min), this.max.fromArray(e.max), this;\n }\n}\nconst Pn = [\n /* @__PURE__ */ new w(),\n /* @__PURE__ */ new w(),\n /* @__PURE__ */ new w(),\n /* @__PURE__ */ new w(),\n /* @__PURE__ */ new w(),\n /* @__PURE__ */ new w(),\n /* @__PURE__ */ new w(),\n /* @__PURE__ */ new w()\n], rn = /* @__PURE__ */ new w(), Is = /* @__PURE__ */ new Pt(), vi = /* @__PURE__ */ new w(), Mi = /* @__PURE__ */ new w(), Si = /* @__PURE__ */ new w(), Gn = /* @__PURE__ */ new w(), Hn = /* @__PURE__ */ new w(), si = /* @__PURE__ */ new w(), ss = /* @__PURE__ */ new w(), Us = /* @__PURE__ */ new w(), Ns = /* @__PURE__ */ new w(), ri = /* @__PURE__ */ new w();\nfunction Vr(i, e, t, n, s) {\n for (let r = 0, a = i.length - 3; r <= a; r += 3) {\n ri.fromArray(i, r);\n const o = s.x * Math.abs(ri.x) + s.y * Math.abs(ri.y) + s.z * Math.abs(ri.z), l = e.dot(ri), c = t.dot(ri), h = n.dot(ri);\n if (Math.max(-Math.max(l, c, h), Math.min(l, c, h)) > o)\n return !1;\n }\n return !0;\n}\nconst Fu = /* @__PURE__ */ new Pt(), rs = /* @__PURE__ */ new w(), Gr = /* @__PURE__ */ new w();\nclass Rn {\n /**\n * Constructs a new sphere.\n *\n * @param {Vector3} [center=(0,0,0)] - The center of the sphere\n * @param {number} [radius=-1] - The radius of the sphere.\n */\n constructor(e = new w(), t = -1) {\n this.isSphere = !0, this.center = e, this.radius = t;\n }\n /**\n * Sets the sphere's components by copying the given values.\n *\n * @param {Vector3} center - The center.\n * @param {number} radius - The radius.\n * @return {Sphere} A reference to this sphere.\n */\n set(e, t) {\n return this.center.copy(e), this.radius = t, this;\n }\n /**\n * Computes the minimum bounding sphere for list of points.\n * If the optional center point is given, it is used as the sphere's\n * center. Otherwise, the center of the axis-aligned bounding box\n * encompassing the points is calculated.\n *\n * @param {Array} points - A list of points in 3D space.\n * @param {Vector3} [optionalCenter] - The center of the sphere.\n * @return {Sphere} A reference to this sphere.\n */\n setFromPoints(e, t) {\n const n = this.center;\n t !== void 0 ? n.copy(t) : Fu.setFromPoints(e).getCenter(n);\n let s = 0;\n for (let r = 0, a = e.length; r < a; r++)\n s = Math.max(s, n.distanceToSquared(e[r]));\n return this.radius = Math.sqrt(s), this;\n }\n /**\n * Copies the values of the given sphere to this instance.\n *\n * @param {Sphere} sphere - The sphere to copy.\n * @return {Sphere} A reference to this sphere.\n */\n copy(e) {\n return this.center.copy(e.center), this.radius = e.radius, this;\n }\n /**\n * Returns `true` if the sphere is empty (the radius set to a negative number).\n *\n * Spheres with a radius of `0` contain only their center point and are not\n * considered to be empty.\n *\n * @return {boolean} Whether this sphere is empty or not.\n */\n isEmpty() {\n return this.radius < 0;\n }\n /**\n * Makes this sphere empty which means in encloses a zero space in 3D.\n *\n * @return {Sphere} A reference to this sphere.\n */\n makeEmpty() {\n return this.center.set(0, 0, 0), this.radius = -1, this;\n }\n /**\n * Returns `true` if this sphere contains the given point inclusive of\n * the surface of the sphere.\n *\n * @param {Vector3} point - The point to check.\n * @return {boolean} Whether this sphere contains the given point or not.\n */\n containsPoint(e) {\n return e.distanceToSquared(this.center) <= this.radius * this.radius;\n }\n /**\n * Returns the closest distance from the boundary of the sphere to the\n * given point. If the sphere contains the point, the distance will\n * be negative.\n *\n * @param {Vector3} point - The point to compute the distance to.\n * @return {number} The distance to the point.\n */\n distanceToPoint(e) {\n return e.distanceTo(this.center) - this.radius;\n }\n /**\n * Returns `true` if this sphere intersects with the given one.\n *\n * @param {Sphere} sphere - The sphere to test.\n * @return {boolean} Whether this sphere intersects with the given one or not.\n */\n intersectsSphere(e) {\n const t = this.radius + e.radius;\n return e.center.distanceToSquared(this.center) <= t * t;\n }\n /**\n * Returns `true` if this sphere intersects with the given box.\n *\n * @param {Box3} box - The box to test.\n * @return {boolean} Whether this sphere intersects with the given box or not.\n */\n intersectsBox(e) {\n return e.intersectsSphere(this);\n }\n /**\n * Returns `true` if this sphere intersects with the given plane.\n *\n * @param {Plane} plane - The plane to test.\n * @return {boolean} Whether this sphere intersects with the given plane or not.\n */\n intersectsPlane(e) {\n return Math.abs(e.distanceToPoint(this.center)) <= this.radius;\n }\n /**\n * Clamps a point within the sphere. If the point is outside the sphere, it\n * will clamp it to the closest point on the edge of the sphere. Points\n * already inside the sphere will not be affected.\n *\n * @param {Vector3} point - The plane to clamp.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {Vector3} The clamped point.\n */\n clampPoint(e, t) {\n const n = this.center.distanceToSquared(e);\n return t.copy(e), n > this.radius * this.radius && (t.sub(this.center).normalize(), t.multiplyScalar(this.radius).add(this.center)), t;\n }\n /**\n * Returns a bounding box that encloses this sphere.\n *\n * @param {Box3} target - The target box that is used to store the method's result.\n * @return {Box3} The bounding box that encloses this sphere.\n */\n getBoundingBox(e) {\n return this.isEmpty() ? (e.makeEmpty(), e) : (e.set(this.center, this.center), e.expandByScalar(this.radius), e);\n }\n /**\n * Transforms this sphere with the given 4x4 transformation matrix.\n *\n * @param {Matrix4} matrix - The transformation matrix.\n * @return {Sphere} A reference to this sphere.\n */\n applyMatrix4(e) {\n return this.center.applyMatrix4(e), this.radius = this.radius * e.getMaxScaleOnAxis(), this;\n }\n /**\n * Translates the sphere's center by the given offset.\n *\n * @param {Vector3} offset - The offset.\n * @return {Sphere} A reference to this sphere.\n */\n translate(e) {\n return this.center.add(e), this;\n }\n /**\n * Expands the boundaries of this sphere to include the given point.\n *\n * @param {Vector3} point - The point to include.\n * @return {Sphere} A reference to this sphere.\n */\n expandByPoint(e) {\n if (this.isEmpty())\n return this.center.copy(e), this.radius = 0, this;\n rs.subVectors(e, this.center);\n const t = rs.lengthSq();\n if (t > this.radius * this.radius) {\n const n = Math.sqrt(t), s = (n - this.radius) * 0.5;\n this.center.addScaledVector(rs, s / n), this.radius += s;\n }\n return this;\n }\n /**\n * Expands this sphere to enclose both the original sphere and the given sphere.\n *\n * @param {Sphere} sphere - The sphere to include.\n * @return {Sphere} A reference to this sphere.\n */\n union(e) {\n return e.isEmpty() ? this : this.isEmpty() ? (this.copy(e), this) : (this.center.equals(e.center) === !0 ? this.radius = Math.max(this.radius, e.radius) : (Gr.subVectors(e.center, this.center).setLength(e.radius), this.expandByPoint(rs.copy(e.center).add(Gr)), this.expandByPoint(rs.copy(e.center).sub(Gr))), this);\n }\n /**\n * Returns `true` if this sphere is equal with the given one.\n *\n * @param {Sphere} sphere - The sphere to test for equality.\n * @return {boolean} Whether this bounding sphere is equal with the given one.\n */\n equals(e) {\n return e.center.equals(this.center) && e.radius === this.radius;\n }\n /**\n * Returns a new sphere with copied values from this instance.\n *\n * @return {Sphere} A clone of this instance.\n */\n clone() {\n return new this.constructor().copy(this);\n }\n /**\n * Returns a serialized structure of the bounding sphere.\n *\n * @return {Object} Serialized structure with fields representing the object state.\n */\n toJSON() {\n return {\n radius: this.radius,\n center: this.center.toArray()\n };\n }\n /**\n * Returns a serialized structure of the bounding sphere.\n *\n * @param {Object} json - The serialized json to set the sphere from.\n * @return {Box3} A reference to this bounding sphere.\n */\n fromJSON(e) {\n return this.radius = e.radius, this.center.fromArray(e.center), this;\n }\n}\nconst Dn = /* @__PURE__ */ new w(), Hr = /* @__PURE__ */ new w(), Fs = /* @__PURE__ */ new w(), Wn = /* @__PURE__ */ new w(), Wr = /* @__PURE__ */ new w(), Os = /* @__PURE__ */ new w(), Xr = /* @__PURE__ */ new w();\nclass Ji {\n /**\n * Constructs a new ray.\n *\n * @param {Vector3} [origin=(0,0,0)] - The origin of the ray.\n * @param {Vector3} [direction=(0,0,-1)] - The (normalized) direction of the ray.\n */\n constructor(e = new w(), t = new w(0, 0, -1)) {\n this.origin = e, this.direction = t;\n }\n /**\n * Sets the ray's components by copying the given values.\n *\n * @param {Vector3} origin - The origin.\n * @param {Vector3} direction - The direction.\n * @return {Ray} A reference to this ray.\n */\n set(e, t) {\n return this.origin.copy(e), this.direction.copy(t), this;\n }\n /**\n * Copies the values of the given ray to this instance.\n *\n * @param {Ray} ray - The ray to copy.\n * @return {Ray} A reference to this ray.\n */\n copy(e) {\n return this.origin.copy(e.origin), this.direction.copy(e.direction), this;\n }\n /**\n * Returns a vector that is located at a given distance along this ray.\n *\n * @param {number} t - The distance along the ray to retrieve a position for.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {Vector3} A position on the ray.\n */\n at(e, t) {\n return t.copy(this.origin).addScaledVector(this.direction, e);\n }\n /**\n * Adjusts the direction of the ray to point at the given vector in world space.\n *\n * @param {Vector3} v - The target position.\n * @return {Ray} A reference to this ray.\n */\n lookAt(e) {\n return this.direction.copy(e).sub(this.origin).normalize(), this;\n }\n /**\n * Shift the origin of this ray along its direction by the given distance.\n *\n * @param {number} t - The distance along the ray to interpolate.\n * @return {Ray} A reference to this ray.\n */\n recast(e) {\n return this.origin.copy(this.at(e, Dn)), this;\n }\n /**\n * Returns the point along this ray that is closest to the given point.\n *\n * @param {Vector3} point - A point in 3D space to get the closet location on the ray for.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {Vector3} The closest point on this ray.\n */\n closestPointToPoint(e, t) {\n t.subVectors(e, this.origin);\n const n = t.dot(this.direction);\n return n < 0 ? t.copy(this.origin) : t.copy(this.origin).addScaledVector(this.direction, n);\n }\n /**\n * Returns the distance of the closest approach between this ray and the given point.\n *\n * @param {Vector3} point - A point in 3D space to compute the distance to.\n * @return {number} The distance.\n */\n distanceToPoint(e) {\n return Math.sqrt(this.distanceSqToPoint(e));\n }\n /**\n * Returns the squared distance of the closest approach between this ray and the given point.\n *\n * @param {Vector3} point - A point in 3D space to compute the distance to.\n * @return {number} The squared distance.\n */\n distanceSqToPoint(e) {\n const t = Dn.subVectors(e, this.origin).dot(this.direction);\n return t < 0 ? this.origin.distanceToSquared(e) : (Dn.copy(this.origin).addScaledVector(this.direction, t), Dn.distanceToSquared(e));\n }\n /**\n * Returns the squared distance between this ray and the given line segment.\n *\n * @param {Vector3} v0 - The start point of the line segment.\n * @param {Vector3} v1 - The end point of the line segment.\n * @param {Vector3} [optionalPointOnRay] - When provided, it receives the point on this ray that is closest to the segment.\n * @param {Vector3} [optionalPointOnSegment] - When provided, it receives the point on the line segment that is closest to this ray.\n * @return {number} The squared distance.\n */\n distanceSqToSegment(e, t, n, s) {\n Hr.copy(e).add(t).multiplyScalar(0.5), Fs.copy(t).sub(e).normalize(), Wn.copy(this.origin).sub(Hr);\n const r = e.distanceTo(t) * 0.5, a = -this.direction.dot(Fs), o = Wn.dot(this.direction), l = -Wn.dot(Fs), c = Wn.lengthSq(), h = Math.abs(1 - a * a);\n let u, d, p, g;\n if (h > 0)\n if (u = a * l - o, d = a * o - l, g = r * h, u >= 0)\n if (d >= -g)\n if (d <= g) {\n const x = 1 / h;\n u *= x, d *= x, p = u * (u + a * d + 2 * o) + d * (a * u + d + 2 * l) + c;\n } else\n d = r, u = Math.max(0, -(a * d + o)), p = -u * u + d * (d + 2 * l) + c;\n else\n d = -r, u = Math.max(0, -(a * d + o)), p = -u * u + d * (d + 2 * l) + c;\n else\n d <= -g ? (u = Math.max(0, -(-a * r + o)), d = u > 0 ? -r : Math.min(Math.max(-r, -l), r), p = -u * u + d * (d + 2 * l) + c) : d <= g ? (u = 0, d = Math.min(Math.max(-r, -l), r), p = d * (d + 2 * l) + c) : (u = Math.max(0, -(a * r + o)), d = u > 0 ? r : Math.min(Math.max(-r, -l), r), p = -u * u + d * (d + 2 * l) + c);\n else\n d = a > 0 ? -r : r, u = Math.max(0, -(a * d + o)), p = -u * u + d * (d + 2 * l) + c;\n return n && n.copy(this.origin).addScaledVector(this.direction, u), s && s.copy(Hr).addScaledVector(Fs, d), p;\n }\n /**\n * Intersects this ray with the given sphere, returning the intersection\n * point or `null` if there is no intersection.\n *\n * @param {Sphere} sphere - The sphere to intersect.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {?Vector3} The intersection point.\n */\n intersectSphere(e, t) {\n Dn.subVectors(e.center, this.origin);\n const n = Dn.dot(this.direction), s = Dn.dot(Dn) - n * n, r = e.radius * e.radius;\n if (s > r) return null;\n const a = Math.sqrt(r - s), o = n - a, l = n + a;\n return l < 0 ? null : o < 0 ? this.at(l, t) : this.at(o, t);\n }\n /**\n * Returns `true` if this ray intersects with the given sphere.\n *\n * @param {Sphere} sphere - The sphere to intersect.\n * @return {boolean} Whether this ray intersects with the given sphere or not.\n */\n intersectsSphere(e) {\n return e.radius < 0 ? !1 : this.distanceSqToPoint(e.center) <= e.radius * e.radius;\n }\n /**\n * Computes the distance from the ray's origin to the given plane. Returns `null` if the ray\n * does not intersect with the plane.\n *\n * @param {Plane} plane - The plane to compute the distance to.\n * @return {?number} Whether this ray intersects with the given sphere or not.\n */\n distanceToPlane(e) {\n const t = e.normal.dot(this.direction);\n if (t === 0)\n return e.distanceToPoint(this.origin) === 0 ? 0 : null;\n const n = -(this.origin.dot(e.normal) + e.constant) / t;\n return n >= 0 ? n : null;\n }\n /**\n * Intersects this ray with the given plane, returning the intersection\n * point or `null` if there is no intersection.\n *\n * @param {Plane} plane - The plane to intersect.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {?Vector3} The intersection point.\n */\n intersectPlane(e, t) {\n const n = this.distanceToPlane(e);\n return n === null ? null : this.at(n, t);\n }\n /**\n * Returns `true` if this ray intersects with the given plane.\n *\n * @param {Plane} plane - The plane to intersect.\n * @return {boolean} Whether this ray intersects with the given plane or not.\n */\n intersectsPlane(e) {\n const t = e.distanceToPoint(this.origin);\n return t === 0 || e.normal.dot(this.direction) * t < 0;\n }\n /**\n * Intersects this ray with the given bounding box, returning the intersection\n * point or `null` if there is no intersection.\n *\n * @param {Box3} box - The box to intersect.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {?Vector3} The intersection point.\n */\n intersectBox(e, t) {\n let n, s, r, a, o, l;\n const c = 1 / this.direction.x, h = 1 / this.direction.y, u = 1 / this.direction.z, d = this.origin;\n return c >= 0 ? (n = (e.min.x - d.x) * c, s = (e.max.x - d.x) * c) : (n = (e.max.x - d.x) * c, s = (e.min.x - d.x) * c), h >= 0 ? (r = (e.min.y - d.y) * h, a = (e.max.y - d.y) * h) : (r = (e.max.y - d.y) * h, a = (e.min.y - d.y) * h), n > a || r > s || ((r > n || isNaN(n)) && (n = r), (a < s || isNaN(s)) && (s = a), u >= 0 ? (o = (e.min.z - d.z) * u, l = (e.max.z - d.z) * u) : (o = (e.max.z - d.z) * u, l = (e.min.z - d.z) * u), n > l || o > s) || ((o > n || n !== n) && (n = o), (l < s || s !== s) && (s = l), s < 0) ? null : this.at(n >= 0 ? n : s, t);\n }\n /**\n * Returns `true` if this ray intersects with the given box.\n *\n * @param {Box3} box - The box to intersect.\n * @return {boolean} Whether this ray intersects with the given box or not.\n */\n intersectsBox(e) {\n return this.intersectBox(e, Dn) !== null;\n }\n /**\n * Intersects this ray with the given triangle, returning the intersection\n * point or `null` if there is no intersection.\n *\n * @param {Vector3} a - The first vertex of the triangle.\n * @param {Vector3} b - The second vertex of the triangle.\n * @param {Vector3} c - The third vertex of the triangle.\n * @param {boolean} backfaceCulling - Whether to use backface culling or not.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {?Vector3} The intersection point.\n */\n intersectTriangle(e, t, n, s, r) {\n Wr.subVectors(t, e), Os.subVectors(n, e), Xr.crossVectors(Wr, Os);\n let a = this.direction.dot(Xr), o;\n if (a > 0) {\n if (s) return null;\n o = 1;\n } else if (a < 0)\n o = -1, a = -a;\n else\n return null;\n Wn.subVectors(this.origin, e);\n const l = o * this.direction.dot(Os.crossVectors(Wn, Os));\n if (l < 0)\n return null;\n const c = o * this.direction.dot(Wr.cross(Wn));\n if (c < 0 || l + c > a)\n return null;\n const h = -o * Wn.dot(Xr);\n return h < 0 ? null : this.at(h / a, r);\n }\n /**\n * Transforms this ray with the given 4x4 transformation matrix.\n *\n * @param {Matrix4} matrix4 - The transformation matrix.\n * @return {Ray} A reference to this ray.\n */\n applyMatrix4(e) {\n return this.origin.applyMatrix4(e), this.direction.transformDirection(e), this;\n }\n /**\n * Returns `true` if this ray is equal with the given one.\n *\n * @param {Ray} ray - The ray to test for equality.\n * @return {boolean} Whether this ray is equal with the given one.\n */\n equals(e) {\n return e.origin.equals(this.origin) && e.direction.equals(this.direction);\n }\n /**\n * Returns a new ray with copied values from this instance.\n *\n * @return {Ray} A clone of this instance.\n */\n clone() {\n return new this.constructor().copy(this);\n }\n}\nclass Ne {\n /**\n * Constructs a new 4x4 matrix. The arguments are supposed to be\n * in row-major order. If no arguments are provided, the constructor\n * initializes the matrix as an identity matrix.\n *\n * @param {number} [n11] - 1-1 matrix element.\n * @param {number} [n12] - 1-2 matrix element.\n * @param {number} [n13] - 1-3 matrix element.\n * @param {number} [n14] - 1-4 matrix element.\n * @param {number} [n21] - 2-1 matrix element.\n * @param {number} [n22] - 2-2 matrix element.\n * @param {number} [n23] - 2-3 matrix element.\n * @param {number} [n24] - 2-4 matrix element.\n * @param {number} [n31] - 3-1 matrix element.\n * @param {number} [n32] - 3-2 matrix element.\n * @param {number} [n33] - 3-3 matrix element.\n * @param {number} [n34] - 3-4 matrix element.\n * @param {number} [n41] - 4-1 matrix element.\n * @param {number} [n42] - 4-2 matrix element.\n * @param {number} [n43] - 4-3 matrix element.\n * @param {number} [n44] - 4-4 matrix element.\n */\n constructor(e, t, n, s, r, a, o, l, c, h, u, d, p, g, x, m) {\n Ne.prototype.isMatrix4 = !0, this.elements = [\n 1,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 1\n ], e !== void 0 && this.set(e, t, n, s, r, a, o, l, c, h, u, d, p, g, x, m);\n }\n /**\n * Sets the elements of the matrix.The arguments are supposed to be\n * in row-major order.\n *\n * @param {number} [n11] - 1-1 matrix element.\n * @param {number} [n12] - 1-2 matrix element.\n * @param {number} [n13] - 1-3 matrix element.\n * @param {number} [n14] - 1-4 matrix element.\n * @param {number} [n21] - 2-1 matrix element.\n * @param {number} [n22] - 2-2 matrix element.\n * @param {number} [n23] - 2-3 matrix element.\n * @param {number} [n24] - 2-4 matrix element.\n * @param {number} [n31] - 3-1 matrix element.\n * @param {number} [n32] - 3-2 matrix element.\n * @param {number} [n33] - 3-3 matrix element.\n * @param {number} [n34] - 3-4 matrix element.\n * @param {number} [n41] - 4-1 matrix element.\n * @param {number} [n42] - 4-2 matrix element.\n * @param {number} [n43] - 4-3 matrix element.\n * @param {number} [n44] - 4-4 matrix element.\n * @return {Matrix4} A reference to this matrix.\n */\n set(e, t, n, s, r, a, o, l, c, h, u, d, p, g, x, m) {\n const f = this.elements;\n return f[0] = e, f[4] = t, f[8] = n, f[12] = s, f[1] = r, f[5] = a, f[9] = o, f[13] = l, f[2] = c, f[6] = h, f[10] = u, f[14] = d, f[3] = p, f[7] = g, f[11] = x, f[15] = m, this;\n }\n /**\n * Sets this matrix to the 4x4 identity matrix.\n *\n * @return {Matrix4} A reference to this matrix.\n */\n identity() {\n return this.set(\n 1,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n /**\n * Returns a matrix with copied values from this instance.\n *\n * @return {Matrix4} A clone of this instance.\n */\n clone() {\n return new Ne().fromArray(this.elements);\n }\n /**\n * Copies the values of the given matrix to this instance.\n *\n * @param {Matrix4} m - The matrix to copy.\n * @return {Matrix4} A reference to this matrix.\n */\n copy(e) {\n const t = this.elements, n = e.elements;\n return t[0] = n[0], t[1] = n[1], t[2] = n[2], t[3] = n[3], t[4] = n[4], t[5] = n[5], t[6] = n[6], t[7] = n[7], t[8] = n[8], t[9] = n[9], t[10] = n[10], t[11] = n[11], t[12] = n[12], t[13] = n[13], t[14] = n[14], t[15] = n[15], this;\n }\n /**\n * Copies the translation component of the given matrix\n * into this matrix's translation component.\n *\n * @param {Matrix4} m - The matrix to copy the translation component.\n * @return {Matrix4} A reference to this matrix.\n */\n copyPosition(e) {\n const t = this.elements, n = e.elements;\n return t[12] = n[12], t[13] = n[13], t[14] = n[14], this;\n }\n /**\n * Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix.\n *\n * @param {Matrix3} m - The 3x3 matrix.\n * @return {Matrix4} A reference to this matrix.\n */\n setFromMatrix3(e) {\n const t = e.elements;\n return this.set(\n t[0],\n t[3],\n t[6],\n 0,\n t[1],\n t[4],\n t[7],\n 0,\n t[2],\n t[5],\n t[8],\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n /**\n * Extracts the basis of this matrix into the three axis vectors provided.\n *\n * @param {Vector3} xAxis - The basis's x axis.\n * @param {Vector3} yAxis - The basis's y axis.\n * @param {Vector3} zAxis - The basis's z axis.\n * @return {Matrix4} A reference to this matrix.\n */\n extractBasis(e, t, n) {\n return e.setFromMatrixColumn(this, 0), t.setFromMatrixColumn(this, 1), n.setFromMatrixColumn(this, 2), this;\n }\n /**\n * Sets the given basis vectors to this matrix.\n *\n * @param {Vector3} xAxis - The basis's x axis.\n * @param {Vector3} yAxis - The basis's y axis.\n * @param {Vector3} zAxis - The basis's z axis.\n * @return {Matrix4} A reference to this matrix.\n */\n makeBasis(e, t, n) {\n return this.set(\n e.x,\n t.x,\n n.x,\n 0,\n e.y,\n t.y,\n n.y,\n 0,\n e.z,\n t.z,\n n.z,\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n /**\n * Extracts the rotation component of the given matrix\n * into this matrix's rotation component.\n *\n * Note: This method does not support reflection matrices.\n *\n * @param {Matrix4} m - The matrix.\n * @return {Matrix4} A reference to this matrix.\n */\n extractRotation(e) {\n const t = this.elements, n = e.elements, s = 1 / bi.setFromMatrixColumn(e, 0).length(), r = 1 / bi.setFromMatrixColumn(e, 1).length(), a = 1 / bi.setFromMatrixColumn(e, 2).length();\n return t[0] = n[0] * s, t[1] = n[1] * s, t[2] = n[2] * s, t[3] = 0, t[4] = n[4] * r, t[5] = n[5] * r, t[6] = n[6] * r, t[7] = 0, t[8] = n[8] * a, t[9] = n[9] * a, t[10] = n[10] * a, t[11] = 0, t[12] = 0, t[13] = 0, t[14] = 0, t[15] = 1, this;\n }\n /**\n * Sets the rotation component (the upper left 3x3 matrix) of this matrix to\n * the rotation specified by the given Euler angles. The rest of\n * the matrix is set to the identity. Depending on the {@link Euler#order},\n * there are six possible outcomes. See [this page](https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix)\n * for a complete list.\n *\n * @param {Euler} euler - The Euler angles.\n * @return {Matrix4} A reference to this matrix.\n */\n makeRotationFromEuler(e) {\n const t = this.elements, n = e.x, s = e.y, r = e.z, a = Math.cos(n), o = Math.sin(n), l = Math.cos(s), c = Math.sin(s), h = Math.cos(r), u = Math.sin(r);\n if (e.order === \"XYZ\") {\n const d = a * h, p = a * u, g = o * h, x = o * u;\n t[0] = l * h, t[4] = -l * u, t[8] = c, t[1] = p + g * c, t[5] = d - x * c, t[9] = -o * l, t[2] = x - d * c, t[6] = g + p * c, t[10] = a * l;\n } else if (e.order === \"YXZ\") {\n const d = l * h, p = l * u, g = c * h, x = c * u;\n t[0] = d + x * o, t[4] = g * o - p, t[8] = a * c, t[1] = a * u, t[5] = a * h, t[9] = -o, t[2] = p * o - g, t[6] = x + d * o, t[10] = a * l;\n } else if (e.order === \"ZXY\") {\n const d = l * h, p = l * u, g = c * h, x = c * u;\n t[0] = d - x * o, t[4] = -a * u, t[8] = g + p * o, t[1] = p + g * o, t[5] = a * h, t[9] = x - d * o, t[2] = -a * c, t[6] = o, t[10] = a * l;\n } else if (e.order === \"ZYX\") {\n const d = a * h, p = a * u, g = o * h, x = o * u;\n t[0] = l * h, t[4] = g * c - p, t[8] = d * c + x, t[1] = l * u, t[5] = x * c + d, t[9] = p * c - g, t[2] = -c, t[6] = o * l, t[10] = a * l;\n } else if (e.order === \"YZX\") {\n const d = a * l, p = a * c, g = o * l, x = o * c;\n t[0] = l * h, t[4] = x - d * u, t[8] = g * u + p, t[1] = u, t[5] = a * h, t[9] = -o * h, t[2] = -c * h, t[6] = p * u + g, t[10] = d - x * u;\n } else if (e.order === \"XZY\") {\n const d = a * l, p = a * c, g = o * l, x = o * c;\n t[0] = l * h, t[4] = -u, t[8] = c * h, t[1] = d * u + x, t[5] = a * h, t[9] = p * u - g, t[2] = g * u - p, t[6] = o * h, t[10] = x * u + d;\n }\n return t[3] = 0, t[7] = 0, t[11] = 0, t[12] = 0, t[13] = 0, t[14] = 0, t[15] = 1, this;\n }\n /**\n * Sets the rotation component of this matrix to the rotation specified by\n * the given Quaternion as outlined [here](https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion)\n * The rest of the matrix is set to the identity.\n *\n * @param {Quaternion} q - The Quaternion.\n * @return {Matrix4} A reference to this matrix.\n */\n makeRotationFromQuaternion(e) {\n return this.compose(Ou, e, Bu);\n }\n /**\n * Sets the rotation component of the transformation matrix, looking from `eye` towards\n * `target`, and oriented by the up-direction.\n *\n * @param {Vector3} eye - The eye vector.\n * @param {Vector3} target - The target vector.\n * @param {Vector3} up - The up vector.\n * @return {Matrix4} A reference to this matrix.\n */\n lookAt(e, t, n) {\n const s = this.elements;\n return Yt.subVectors(e, t), Yt.lengthSq() === 0 && (Yt.z = 1), Yt.normalize(), Xn.crossVectors(n, Yt), Xn.lengthSq() === 0 && (Math.abs(n.z) === 1 ? Yt.x += 1e-4 : Yt.z += 1e-4, Yt.normalize(), Xn.crossVectors(n, Yt)), Xn.normalize(), Bs.crossVectors(Yt, Xn), s[0] = Xn.x, s[4] = Bs.x, s[8] = Yt.x, s[1] = Xn.y, s[5] = Bs.y, s[9] = Yt.y, s[2] = Xn.z, s[6] = Bs.z, s[10] = Yt.z, this;\n }\n /**\n * Post-multiplies this matrix by the given 4x4 matrix.\n *\n * @param {Matrix4} m - The matrix to multiply with.\n * @return {Matrix4} A reference to this matrix.\n */\n multiply(e) {\n return this.multiplyMatrices(this, e);\n }\n /**\n * Pre-multiplies this matrix by the given 4x4 matrix.\n *\n * @param {Matrix4} m - The matrix to multiply with.\n * @return {Matrix4} A reference to this matrix.\n */\n premultiply(e) {\n return this.multiplyMatrices(e, this);\n }\n /**\n * Multiples the given 4x4 matrices and stores the result\n * in this matrix.\n *\n * @param {Matrix4} a - The first matrix.\n * @param {Matrix4} b - The second matrix.\n * @return {Matrix4} A reference to this matrix.\n */\n multiplyMatrices(e, t) {\n const n = e.elements, s = t.elements, r = this.elements, a = n[0], o = n[4], l = n[8], c = n[12], h = n[1], u = n[5], d = n[9], p = n[13], g = n[2], x = n[6], m = n[10], f = n[14], y = n[3], v = n[7], T = n[11], R = n[15], E = s[0], P = s[4], I = s[8], S = s[12], M = s[1], C = s[5], U = s[9], B = s[13], z = s[2], W = s[6], k = s[10], ee = s[14], X = s[3], $ = s[7], Q = s[11], ge = s[15];\n return r[0] = a * E + o * M + l * z + c * X, r[4] = a * P + o * C + l * W + c * $, r[8] = a * I + o * U + l * k + c * Q, r[12] = a * S + o * B + l * ee + c * ge, r[1] = h * E + u * M + d * z + p * X, r[5] = h * P + u * C + d * W + p * $, r[9] = h * I + u * U + d * k + p * Q, r[13] = h * S + u * B + d * ee + p * ge, r[2] = g * E + x * M + m * z + f * X, r[6] = g * P + x * C + m * W + f * $, r[10] = g * I + x * U + m * k + f * Q, r[14] = g * S + x * B + m * ee + f * ge, r[3] = y * E + v * M + T * z + R * X, r[7] = y * P + v * C + T * W + R * $, r[11] = y * I + v * U + T * k + R * Q, r[15] = y * S + v * B + T * ee + R * ge, this;\n }\n /**\n * Multiplies every component of the matrix by the given scalar.\n *\n * @param {number} s - The scalar.\n * @return {Matrix4} A reference to this matrix.\n */\n multiplyScalar(e) {\n const t = this.elements;\n return t[0] *= e, t[4] *= e, t[8] *= e, t[12] *= e, t[1] *= e, t[5] *= e, t[9] *= e, t[13] *= e, t[2] *= e, t[6] *= e, t[10] *= e, t[14] *= e, t[3] *= e, t[7] *= e, t[11] *= e, t[15] *= e, this;\n }\n /**\n * Computes and returns the determinant of this matrix.\n *\n * Based on the method outlined [here](http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html).\n *\n * @return {number} The determinant.\n */\n determinant() {\n const e = this.elements, t = e[0], n = e[4], s = e[8], r = e[12], a = e[1], o = e[5], l = e[9], c = e[13], h = e[2], u = e[6], d = e[10], p = e[14], g = e[3], x = e[7], m = e[11], f = e[15];\n return g * (+r * l * u - s * c * u - r * o * d + n * c * d + s * o * p - n * l * p) + x * (+t * l * p - t * c * d + r * a * d - s * a * p + s * c * h - r * l * h) + m * (+t * c * u - t * o * p - r * a * u + n * a * p + r * o * h - n * c * h) + f * (-s * o * h - t * l * u + t * o * d + s * a * u - n * a * d + n * l * h);\n }\n /**\n * Transposes this matrix in place.\n *\n * @return {Matrix4} A reference to this matrix.\n */\n transpose() {\n const e = this.elements;\n let t;\n return t = e[1], e[1] = e[4], e[4] = t, t = e[2], e[2] = e[8], e[8] = t, t = e[6], e[6] = e[9], e[9] = t, t = e[3], e[3] = e[12], e[12] = t, t = e[7], e[7] = e[13], e[13] = t, t = e[11], e[11] = e[14], e[14] = t, this;\n }\n /**\n * Sets the position component for this matrix from the given vector,\n * without affecting the rest of the matrix.\n *\n * @param {number|Vector3} x - The x component of the vector or alternatively the vector object.\n * @param {number} y - The y component of the vector.\n * @param {number} z - The z component of the vector.\n * @return {Matrix4} A reference to this matrix.\n */\n setPosition(e, t, n) {\n const s = this.elements;\n return e.isVector3 ? (s[12] = e.x, s[13] = e.y, s[14] = e.z) : (s[12] = e, s[13] = t, s[14] = n), this;\n }\n /**\n * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).\n * You can not invert with a determinant of zero. If you attempt this, the method produces\n * a zero matrix instead.\n *\n * @return {Matrix4} A reference to this matrix.\n */\n invert() {\n const e = this.elements, t = e[0], n = e[1], s = e[2], r = e[3], a = e[4], o = e[5], l = e[6], c = e[7], h = e[8], u = e[9], d = e[10], p = e[11], g = e[12], x = e[13], m = e[14], f = e[15], y = u * m * c - x * d * c + x * l * p - o * m * p - u * l * f + o * d * f, v = g * d * c - h * m * c - g * l * p + a * m * p + h * l * f - a * d * f, T = h * x * c - g * u * c + g * o * p - a * x * p - h * o * f + a * u * f, R = g * u * l - h * x * l - g * o * d + a * x * d + h * o * m - a * u * m, E = t * y + n * v + s * T + r * R;\n if (E === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);\n const P = 1 / E;\n return e[0] = y * P, e[1] = (x * d * r - u * m * r - x * s * p + n * m * p + u * s * f - n * d * f) * P, e[2] = (o * m * r - x * l * r + x * s * c - n * m * c - o * s * f + n * l * f) * P, e[3] = (u * l * r - o * d * r - u * s * c + n * d * c + o * s * p - n * l * p) * P, e[4] = v * P, e[5] = (h * m * r - g * d * r + g * s * p - t * m * p - h * s * f + t * d * f) * P, e[6] = (g * l * r - a * m * r - g * s * c + t * m * c + a * s * f - t * l * f) * P, e[7] = (a * d * r - h * l * r + h * s * c - t * d * c - a * s * p + t * l * p) * P, e[8] = T * P, e[9] = (g * u * r - h * x * r - g * n * p + t * x * p + h * n * f - t * u * f) * P, e[10] = (a * x * r - g * o * r + g * n * c - t * x * c - a * n * f + t * o * f) * P, e[11] = (h * o * r - a * u * r - h * n * c + t * u * c + a * n * p - t * o * p) * P, e[12] = R * P, e[13] = (h * x * s - g * u * s + g * n * d - t * x * d - h * n * m + t * u * m) * P, e[14] = (g * o * s - a * x * s - g * n * l + t * x * l + a * n * m - t * o * m) * P, e[15] = (a * u * s - h * o * s + h * n * l - t * u * l - a * n * d + t * o * d) * P, this;\n }\n /**\n * Multiplies the columns of this matrix by the given vector.\n *\n * @param {Vector3} v - The scale vector.\n * @return {Matrix4} A reference to this matrix.\n */\n scale(e) {\n const t = this.elements, n = e.x, s = e.y, r = e.z;\n return t[0] *= n, t[4] *= s, t[8] *= r, t[1] *= n, t[5] *= s, t[9] *= r, t[2] *= n, t[6] *= s, t[10] *= r, t[3] *= n, t[7] *= s, t[11] *= r, this;\n }\n /**\n * Gets the maximum scale value of the three axes.\n *\n * @return {number} The maximum scale.\n */\n getMaxScaleOnAxis() {\n const e = this.elements, t = e[0] * e[0] + e[1] * e[1] + e[2] * e[2], n = e[4] * e[4] + e[5] * e[5] + e[6] * e[6], s = e[8] * e[8] + e[9] * e[9] + e[10] * e[10];\n return Math.sqrt(Math.max(t, n, s));\n }\n /**\n * Sets this matrix as a translation transform from the given vector.\n *\n * @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector.\n * @param {number} y - The amount to translate in the Y axis.\n * @param {number} z - The amount to translate in the z axis.\n * @return {Matrix4} A reference to this matrix.\n */\n makeTranslation(e, t, n) {\n return e.isVector3 ? this.set(\n 1,\n 0,\n 0,\n e.x,\n 0,\n 1,\n 0,\n e.y,\n 0,\n 0,\n 1,\n e.z,\n 0,\n 0,\n 0,\n 1\n ) : this.set(\n 1,\n 0,\n 0,\n e,\n 0,\n 1,\n 0,\n t,\n 0,\n 0,\n 1,\n n,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n /**\n * Sets this matrix as a rotational transformation around the X axis by\n * the given angle.\n *\n * @param {number} theta - The rotation in radians.\n * @return {Matrix4} A reference to this matrix.\n */\n makeRotationX(e) {\n const t = Math.cos(e), n = Math.sin(e);\n return this.set(\n 1,\n 0,\n 0,\n 0,\n 0,\n t,\n -n,\n 0,\n 0,\n n,\n t,\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n /**\n * Sets this matrix as a rotational transformation around the Y axis by\n * the given angle.\n *\n * @param {number} theta - The rotation in radians.\n * @return {Matrix4} A reference to this matrix.\n */\n makeRotationY(e) {\n const t = Math.cos(e), n = Math.sin(e);\n return this.set(\n t,\n 0,\n n,\n 0,\n 0,\n 1,\n 0,\n 0,\n -n,\n 0,\n t,\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n /**\n * Sets this matrix as a rotational transformation around the Z axis by\n * the given angle.\n *\n * @param {number} theta - The rotation in radians.\n * @return {Matrix4} A reference to this matrix.\n */\n makeRotationZ(e) {\n const t = Math.cos(e), n = Math.sin(e);\n return this.set(\n t,\n -n,\n 0,\n 0,\n n,\n t,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n /**\n * Sets this matrix as a rotational transformation around the given axis by\n * the given angle.\n *\n * This is a somewhat controversial but mathematically sound alternative to\n * rotating via Quaternions. See the discussion [here](https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199).\n *\n * @param {Vector3} axis - The normalized rotation axis.\n * @param {number} angle - The rotation in radians.\n * @return {Matrix4} A reference to this matrix.\n */\n makeRotationAxis(e, t) {\n const n = Math.cos(t), s = Math.sin(t), r = 1 - n, a = e.x, o = e.y, l = e.z, c = r * a, h = r * o;\n return this.set(\n c * a + n,\n c * o - s * l,\n c * l + s * o,\n 0,\n c * o + s * l,\n h * o + n,\n h * l - s * a,\n 0,\n c * l - s * o,\n h * l + s * a,\n r * l * l + n,\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n /**\n * Sets this matrix as a scale transformation.\n *\n * @param {number} x - The amount to scale in the X axis.\n * @param {number} y - The amount to scale in the Y axis.\n * @param {number} z - The amount to scale in the Z axis.\n * @return {Matrix4} A reference to this matrix.\n */\n makeScale(e, t, n) {\n return this.set(\n e,\n 0,\n 0,\n 0,\n 0,\n t,\n 0,\n 0,\n 0,\n 0,\n n,\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n /**\n * Sets this matrix as a shear transformation.\n *\n * @param {number} xy - The amount to shear X by Y.\n * @param {number} xz - The amount to shear X by Z.\n * @param {number} yx - The amount to shear Y by X.\n * @param {number} yz - The amount to shear Y by Z.\n * @param {number} zx - The amount to shear Z by X.\n * @param {number} zy - The amount to shear Z by Y.\n * @return {Matrix4} A reference to this matrix.\n */\n makeShear(e, t, n, s, r, a) {\n return this.set(\n 1,\n n,\n r,\n 0,\n e,\n 1,\n a,\n 0,\n t,\n s,\n 1,\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n /**\n * Sets this matrix to the transformation composed of the given position,\n * rotation (Quaternion) and scale.\n *\n * @param {Vector3} position - The position vector.\n * @param {Quaternion} quaternion - The rotation as a Quaternion.\n * @param {Vector3} scale - The scale vector.\n * @return {Matrix4} A reference to this matrix.\n */\n compose(e, t, n) {\n const s = this.elements, r = t._x, a = t._y, o = t._z, l = t._w, c = r + r, h = a + a, u = o + o, d = r * c, p = r * h, g = r * u, x = a * h, m = a * u, f = o * u, y = l * c, v = l * h, T = l * u, R = n.x, E = n.y, P = n.z;\n return s[0] = (1 - (x + f)) * R, s[1] = (p + T) * R, s[2] = (g - v) * R, s[3] = 0, s[4] = (p - T) * E, s[5] = (1 - (d + f)) * E, s[6] = (m + y) * E, s[7] = 0, s[8] = (g + v) * P, s[9] = (m - y) * P, s[10] = (1 - (d + x)) * P, s[11] = 0, s[12] = e.x, s[13] = e.y, s[14] = e.z, s[15] = 1, this;\n }\n /**\n * Decomposes this matrix into its position, rotation and scale components\n * and provides the result in the given objects.\n *\n * Note: Not all matrices are decomposable in this way. For example, if an\n * object has a non-uniformly scaled parent, then the object's world matrix\n * may not be decomposable, and this method may not be appropriate.\n *\n * @param {Vector3} position - The position vector.\n * @param {Quaternion} quaternion - The rotation as a Quaternion.\n * @param {Vector3} scale - The scale vector.\n * @return {Matrix4} A reference to this matrix.\n */\n decompose(e, t, n) {\n const s = this.elements;\n let r = bi.set(s[0], s[1], s[2]).length();\n const a = bi.set(s[4], s[5], s[6]).length(), o = bi.set(s[8], s[9], s[10]).length();\n this.determinant() < 0 && (r = -r), e.x = s[12], e.y = s[13], e.z = s[14], an.copy(this);\n const c = 1 / r, h = 1 / a, u = 1 / o;\n return an.elements[0] *= c, an.elements[1] *= c, an.elements[2] *= c, an.elements[4] *= h, an.elements[5] *= h, an.elements[6] *= h, an.elements[8] *= u, an.elements[9] *= u, an.elements[10] *= u, t.setFromRotationMatrix(an), n.x = r, n.y = a, n.z = o, this;\n }\n /**\n \t * Creates a perspective projection matrix. This is used internally by\n \t * {@link PerspectiveCamera#updateProjectionMatrix}.\n \n \t * @param {number} left - Left boundary of the viewing frustum at the near plane.\n \t * @param {number} right - Right boundary of the viewing frustum at the near plane.\n \t * @param {number} top - Top boundary of the viewing frustum at the near plane.\n \t * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.\n \t * @param {number} near - The distance from the camera to the near plane.\n \t * @param {number} far - The distance from the camera to the far plane.\n \t * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.\n \t * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.\n \t * @return {Matrix4} A reference to this matrix.\n \t */\n makePerspective(e, t, n, s, r, a, o = Tn, l = !1) {\n const c = this.elements, h = 2 * r / (t - e), u = 2 * r / (n - s), d = (t + e) / (t - e), p = (n + s) / (n - s);\n let g, x;\n if (l)\n g = r / (a - r), x = a * r / (a - r);\n else if (o === Tn)\n g = -(a + r) / (a - r), x = -2 * a * r / (a - r);\n else if (o === br)\n g = -a / (a - r), x = -a * r / (a - r);\n else\n throw new Error(\"THREE.Matrix4.makePerspective(): Invalid coordinate system: \" + o);\n return c[0] = h, c[4] = 0, c[8] = d, c[12] = 0, c[1] = 0, c[5] = u, c[9] = p, c[13] = 0, c[2] = 0, c[6] = 0, c[10] = g, c[14] = x, c[3] = 0, c[7] = 0, c[11] = -1, c[15] = 0, this;\n }\n /**\n \t * Creates a orthographic projection matrix. This is used internally by\n \t * {@link OrthographicCamera#updateProjectionMatrix}.\n \n \t * @param {number} left - Left boundary of the viewing frustum at the near plane.\n \t * @param {number} right - Right boundary of the viewing frustum at the near plane.\n \t * @param {number} top - Top boundary of the viewing frustum at the near plane.\n \t * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.\n \t * @param {number} near - The distance from the camera to the near plane.\n \t * @param {number} far - The distance from the camera to the far plane.\n \t * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.\n \t * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.\n \t * @return {Matrix4} A reference to this matrix.\n \t */\n makeOrthographic(e, t, n, s, r, a, o = Tn, l = !1) {\n const c = this.elements, h = 2 / (t - e), u = 2 / (n - s), d = -(t + e) / (t - e), p = -(n + s) / (n - s);\n let g, x;\n if (l)\n g = 1 / (a - r), x = a / (a - r);\n else if (o === Tn)\n g = -2 / (a - r), x = -(a + r) / (a - r);\n else if (o === br)\n g = -1 / (a - r), x = -r / (a - r);\n else\n throw new Error(\"THREE.Matrix4.makeOrthographic(): Invalid coordinate system: \" + o);\n return c[0] = h, c[4] = 0, c[8] = 0, c[12] = d, c[1] = 0, c[5] = u, c[9] = 0, c[13] = p, c[2] = 0, c[6] = 0, c[10] = g, c[14] = x, c[3] = 0, c[7] = 0, c[11] = 0, c[15] = 1, this;\n }\n /**\n * Returns `true` if this matrix is equal with the given one.\n *\n * @param {Matrix4} matrix - The matrix to test for equality.\n * @return {boolean} Whether this matrix is equal with the given one.\n */\n equals(e) {\n const t = this.elements, n = e.elements;\n for (let s = 0; s < 16; s++)\n if (t[s] !== n[s]) return !1;\n return !0;\n }\n /**\n * Sets the elements of the matrix from the given array.\n *\n * @param {Array} array - The matrix elements in column-major order.\n * @param {number} [offset=0] - Index of the first element in the array.\n * @return {Matrix4} A reference to this matrix.\n */\n fromArray(e, t = 0) {\n for (let n = 0; n < 16; n++)\n this.elements[n] = e[n + t];\n return this;\n }\n /**\n * Writes the elements of this matrix to the given array. If no array is provided,\n * the method returns a new instance.\n *\n * @param {Array} [array=[]] - The target array holding the matrix elements in column-major order.\n * @param {number} [offset=0] - Index of the first element in the array.\n * @return {Array} The matrix elements in column-major order.\n */\n toArray(e = [], t = 0) {\n const n = this.elements;\n return e[t] = n[0], e[t + 1] = n[1], e[t + 2] = n[2], e[t + 3] = n[3], e[t + 4] = n[4], e[t + 5] = n[5], e[t + 6] = n[6], e[t + 7] = n[7], e[t + 8] = n[8], e[t + 9] = n[9], e[t + 10] = n[10], e[t + 11] = n[11], e[t + 12] = n[12], e[t + 13] = n[13], e[t + 14] = n[14], e[t + 15] = n[15], e;\n }\n}\nconst bi = /* @__PURE__ */ new w(), an = /* @__PURE__ */ new Ne(), Ou = /* @__PURE__ */ new w(0, 0, 0), Bu = /* @__PURE__ */ new w(1, 1, 1), Xn = /* @__PURE__ */ new w(), Bs = /* @__PURE__ */ new w(), Yt = /* @__PURE__ */ new w(), pl = /* @__PURE__ */ new Ne(), ml = /* @__PURE__ */ new gn();\nclass xn {\n /**\n * Constructs a new euler instance.\n *\n * @param {number} [x=0] - The angle of the x axis in radians.\n * @param {number} [y=0] - The angle of the y axis in radians.\n * @param {number} [z=0] - The angle of the z axis in radians.\n * @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied.\n */\n constructor(e = 0, t = 0, n = 0, s = xn.DEFAULT_ORDER) {\n this.isEuler = !0, this._x = e, this._y = t, this._z = n, this._order = s;\n }\n /**\n * The angle of the x axis in radians.\n *\n * @type {number}\n * @default 0\n */\n get x() {\n return this._x;\n }\n set x(e) {\n this._x = e, this._onChangeCallback();\n }\n /**\n * The angle of the y axis in radians.\n *\n * @type {number}\n * @default 0\n */\n get y() {\n return this._y;\n }\n set y(e) {\n this._y = e, this._onChangeCallback();\n }\n /**\n * The angle of the z axis in radians.\n *\n * @type {number}\n * @default 0\n */\n get z() {\n return this._z;\n }\n set z(e) {\n this._z = e, this._onChangeCallback();\n }\n /**\n * A string representing the order that the rotations are applied.\n *\n * @type {string}\n * @default 'XYZ'\n */\n get order() {\n return this._order;\n }\n set order(e) {\n this._order = e, this._onChangeCallback();\n }\n /**\n * Sets the Euler components.\n *\n * @param {number} x - The angle of the x axis in radians.\n * @param {number} y - The angle of the y axis in radians.\n * @param {number} z - The angle of the z axis in radians.\n * @param {string} [order] - A string representing the order that the rotations are applied.\n * @return {Euler} A reference to this Euler instance.\n */\n set(e, t, n, s = this._order) {\n return this._x = e, this._y = t, this._z = n, this._order = s, this._onChangeCallback(), this;\n }\n /**\n * Returns a new Euler instance with copied values from this instance.\n *\n * @return {Euler} A clone of this instance.\n */\n clone() {\n return new this.constructor(this._x, this._y, this._z, this._order);\n }\n /**\n * Copies the values of the given Euler instance to this instance.\n *\n * @param {Euler} euler - The Euler instance to copy.\n * @return {Euler} A reference to this Euler instance.\n */\n copy(e) {\n return this._x = e._x, this._y = e._y, this._z = e._z, this._order = e._order, this._onChangeCallback(), this;\n }\n /**\n * Sets the angles of this Euler instance from a pure rotation matrix.\n *\n * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).\n * @param {string} [order] - A string representing the order that the rotations are applied.\n * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.\n * @return {Euler} A reference to this Euler instance.\n */\n setFromRotationMatrix(e, t = this._order, n = !0) {\n const s = e.elements, r = s[0], a = s[4], o = s[8], l = s[1], c = s[5], h = s[9], u = s[2], d = s[6], p = s[10];\n switch (t) {\n case \"XYZ\":\n this._y = Math.asin(He(o, -1, 1)), Math.abs(o) < 0.9999999 ? (this._x = Math.atan2(-h, p), this._z = Math.atan2(-a, r)) : (this._x = Math.atan2(d, c), this._z = 0);\n break;\n case \"YXZ\":\n this._x = Math.asin(-He(h, -1, 1)), Math.abs(h) < 0.9999999 ? (this._y = Math.atan2(o, p), this._z = Math.atan2(l, c)) : (this._y = Math.atan2(-u, r), this._z = 0);\n break;\n case \"ZXY\":\n this._x = Math.asin(He(d, -1, 1)), Math.abs(d) < 0.9999999 ? (this._y = Math.atan2(-u, p), this._z = Math.atan2(-a, c)) : (this._y = 0, this._z = Math.atan2(l, r));\n break;\n case \"ZYX\":\n this._y = Math.asin(-He(u, -1, 1)), Math.abs(u) < 0.9999999 ? (this._x = Math.atan2(d, p), this._z = Math.atan2(l, r)) : (this._x = 0, this._z = Math.atan2(-a, c));\n break;\n case \"YZX\":\n this._z = Math.asin(He(l, -1, 1)), Math.abs(l) < 0.9999999 ? (this._x = Math.atan2(-h, c), this._y = Math.atan2(-u, r)) : (this._x = 0, this._y = Math.atan2(o, p));\n break;\n case \"XZY\":\n this._z = Math.asin(-He(a, -1, 1)), Math.abs(a) < 0.9999999 ? (this._x = Math.atan2(d, c), this._y = Math.atan2(o, r)) : (this._x = Math.atan2(-h, p), this._y = 0);\n break;\n default:\n Te(\"Euler: .setFromRotationMatrix() encountered an unknown order: \" + t);\n }\n return this._order = t, n === !0 && this._onChangeCallback(), this;\n }\n /**\n * Sets the angles of this Euler instance from a normalized quaternion.\n *\n * @param {Quaternion} q - A normalized Quaternion.\n * @param {string} [order] - A string representing the order that the rotations are applied.\n * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.\n * @return {Euler} A reference to this Euler instance.\n */\n setFromQuaternion(e, t, n) {\n return pl.makeRotationFromQuaternion(e), this.setFromRotationMatrix(pl, t, n);\n }\n /**\n * Sets the angles of this Euler instance from the given vector.\n *\n * @param {Vector3} v - The vector.\n * @param {string} [order] - A string representing the order that the rotations are applied.\n * @return {Euler} A reference to this Euler instance.\n */\n setFromVector3(e, t = this._order) {\n return this.set(e.x, e.y, e.z, t);\n }\n /**\n * Resets the euler angle with a new order by creating a quaternion from this\n * euler angle and then setting this euler angle with the quaternion and the\n * new order.\n *\n * Warning: This discards revolution information.\n *\n * @param {string} [newOrder] - A string representing the new order that the rotations are applied.\n * @return {Euler} A reference to this Euler instance.\n */\n reorder(e) {\n return ml.setFromEuler(this), this.setFromQuaternion(ml, e);\n }\n /**\n * Returns `true` if this Euler instance is equal with the given one.\n *\n * @param {Euler} euler - The Euler instance to test for equality.\n * @return {boolean} Whether this Euler instance is equal with the given one.\n */\n equals(e) {\n return e._x === this._x && e._y === this._y && e._z === this._z && e._order === this._order;\n }\n /**\n * Sets this Euler instance's components to values from the given array. The first three\n * entries of the array are assign to the x,y and z components. An optional fourth entry\n * defines the Euler order.\n *\n * @param {Array} array - An array holding the Euler component values.\n * @return {Euler} A reference to this Euler instance.\n */\n fromArray(e) {\n return this._x = e[0], this._y = e[1], this._z = e[2], e[3] !== void 0 && (this._order = e[3]), this._onChangeCallback(), this;\n }\n /**\n * Writes the components of this Euler instance to the given array. If no array is provided,\n * the method returns a new instance.\n *\n * @param {Array} [array=[]] - The target array holding the Euler components.\n * @param {number} [offset=0] - Index of the first element in the array.\n * @return {Array} The Euler components.\n */\n toArray(e = [], t = 0) {\n return e[t] = this._x, e[t + 1] = this._y, e[t + 2] = this._z, e[t + 3] = this._order, e;\n }\n _onChange(e) {\n return this._onChangeCallback = e, this;\n }\n _onChangeCallback() {\n }\n *[Symbol.iterator]() {\n yield this._x, yield this._y, yield this._z, yield this._order;\n }\n}\nxn.DEFAULT_ORDER = \"XYZ\";\nclass Uo {\n /**\n * Constructs a new layers instance, with membership\n * initially set to layer `0`.\n */\n constructor() {\n this.mask = 1;\n }\n /**\n * Sets membership to the given layer, and remove membership all other layers.\n *\n * @param {number} layer - The layer to set.\n */\n set(e) {\n this.mask = (1 << e | 0) >>> 0;\n }\n /**\n * Adds membership of the given layer.\n *\n * @param {number} layer - The layer to enable.\n */\n enable(e) {\n this.mask |= 1 << e | 0;\n }\n /**\n * Adds membership to all layers.\n */\n enableAll() {\n this.mask = -1;\n }\n /**\n * Toggles the membership of the given layer.\n *\n * @param {number} layer - The layer to toggle.\n */\n toggle(e) {\n this.mask ^= 1 << e | 0;\n }\n /**\n * Removes membership of the given layer.\n *\n * @param {number} layer - The layer to enable.\n */\n disable(e) {\n this.mask &= ~(1 << e | 0);\n }\n /**\n * Removes the membership from all layers.\n */\n disableAll() {\n this.mask = 0;\n }\n /**\n * Returns `true` if this and the given layers object have at least one\n * layer in common.\n *\n * @param {Layers} layers - The layers to test.\n * @return {boolean } Whether this and the given layers object have at least one layer in common or not.\n */\n test(e) {\n return (this.mask & e.mask) !== 0;\n }\n /**\n * Returns `true` if the given layer is enabled.\n *\n * @param {number} layer - The layer to test.\n * @return {boolean } Whether the given layer is enabled or not.\n */\n isEnabled(e) {\n return (this.mask & (1 << e | 0)) !== 0;\n }\n}\nlet zu = 0;\nconst gl = /* @__PURE__ */ new w(), yi = /* @__PURE__ */ new gn(), Ln = /* @__PURE__ */ new Ne(), zs = /* @__PURE__ */ new w(), as = /* @__PURE__ */ new w(), ku = /* @__PURE__ */ new w(), Vu = /* @__PURE__ */ new gn(), xl = /* @__PURE__ */ new w(1, 0, 0), _l = /* @__PURE__ */ new w(0, 1, 0), vl = /* @__PURE__ */ new w(0, 0, 1), Ml = { type: \"added\" }, Gu = { type: \"removed\" }, Ti = { type: \"childadded\", child: null }, jr = { type: \"childremoved\", child: null };\nclass pt extends mi {\n /**\n * Constructs a new 3D object.\n */\n constructor() {\n super(), this.isObject3D = !0, Object.defineProperty(this, \"id\", { value: zu++ }), this.uuid = fn(), this.name = \"\", this.type = \"Object3D\", this.parent = null, this.children = [], this.up = pt.DEFAULT_UP.clone();\n const e = new w(), t = new xn(), n = new gn(), s = new w(1, 1, 1);\n function r() {\n n.setFromEuler(t, !1);\n }\n function a() {\n t.setFromQuaternion(n, void 0, !1);\n }\n t._onChange(r), n._onChange(a), Object.defineProperties(this, {\n /**\n * Represents the object's local position.\n *\n * @name Object3D#position\n * @type {Vector3}\n * @default (0,0,0)\n */\n position: {\n configurable: !0,\n enumerable: !0,\n value: e\n },\n /**\n * Represents the object's local rotation as Euler angles, in radians.\n *\n * @name Object3D#rotation\n * @type {Euler}\n * @default (0,0,0)\n */\n rotation: {\n configurable: !0,\n enumerable: !0,\n value: t\n },\n /**\n * Represents the object's local rotation as Quaternions.\n *\n * @name Object3D#quaternion\n * @type {Quaternion}\n */\n quaternion: {\n configurable: !0,\n enumerable: !0,\n value: n\n },\n /**\n * Represents the object's local scale.\n *\n * @name Object3D#scale\n * @type {Vector3}\n * @default (1,1,1)\n */\n scale: {\n configurable: !0,\n enumerable: !0,\n value: s\n },\n /**\n * Represents the object's model-view matrix.\n *\n * @name Object3D#modelViewMatrix\n * @type {Matrix4}\n */\n modelViewMatrix: {\n value: new Ne()\n },\n /**\n * Represents the object's normal matrix.\n *\n * @name Object3D#normalMatrix\n * @type {Matrix3}\n */\n normalMatrix: {\n value: new ze()\n }\n }), this.matrix = new Ne(), this.matrixWorld = new Ne(), this.matrixAutoUpdate = pt.DEFAULT_MATRIX_AUTO_UPDATE, this.matrixWorldAutoUpdate = pt.DEFAULT_MATRIX_WORLD_AUTO_UPDATE, this.matrixWorldNeedsUpdate = !1, this.layers = new Uo(), this.visible = !0, this.castShadow = !1, this.receiveShadow = !1, this.frustumCulled = !0, this.renderOrder = 0, this.animations = [], this.customDepthMaterial = void 0, this.customDistanceMaterial = void 0, this.userData = {};\n }\n /**\n * A callback that is executed immediately before a 3D object is rendered to a shadow map.\n *\n * @param {Renderer|WebGLRenderer} renderer - The renderer.\n * @param {Object3D} object - The 3D object.\n * @param {Camera} camera - The camera that is used to render the scene.\n * @param {Camera} shadowCamera - The shadow camera.\n * @param {BufferGeometry} geometry - The 3D object's geometry.\n * @param {Material} depthMaterial - The depth material.\n * @param {Object} group - The geometry group data.\n */\n onBeforeShadow() {\n }\n /**\n * A callback that is executed immediately after a 3D object is rendered to a shadow map.\n *\n * @param {Renderer|WebGLRenderer} renderer - The renderer.\n * @param {Object3D} object - The 3D object.\n * @param {Camera} camera - The camera that is used to render the scene.\n * @param {Camera} shadowCamera - The shadow camera.\n * @param {BufferGeometry} geometry - The 3D object's geometry.\n * @param {Material} depthMaterial - The depth material.\n * @param {Object} group - The geometry group data.\n */\n onAfterShadow() {\n }\n /**\n * A callback that is executed immediately before a 3D object is rendered.\n *\n * @param {Renderer|WebGLRenderer} renderer - The renderer.\n * @param {Object3D} object - The 3D object.\n * @param {Camera} camera - The camera that is used to render the scene.\n * @param {BufferGeometry} geometry - The 3D object's geometry.\n * @param {Material} material - The 3D object's material.\n * @param {Object} group - The geometry group data.\n */\n onBeforeRender() {\n }\n /**\n * A callback that is executed immediately after a 3D object is rendered.\n *\n * @param {Renderer|WebGLRenderer} renderer - The renderer.\n * @param {Object3D} object - The 3D object.\n * @param {Camera} camera - The camera that is used to render the scene.\n * @param {BufferGeometry} geometry - The 3D object's geometry.\n * @param {Material} material - The 3D object's material.\n * @param {Object} group - The geometry group data.\n */\n onAfterRender() {\n }\n /**\n * Applies the given transformation matrix to the object and updates the object's position,\n * rotation and scale.\n *\n * @param {Matrix4} matrix - The transformation matrix.\n */\n applyMatrix4(e) {\n this.matrixAutoUpdate && this.updateMatrix(), this.matrix.premultiply(e), this.matrix.decompose(this.position, this.quaternion, this.scale);\n }\n /**\n * Applies a rotation represented by given the quaternion to the 3D object.\n *\n * @param {Quaternion} q - The quaternion.\n * @return {Object3D} A reference to this instance.\n */\n applyQuaternion(e) {\n return this.quaternion.premultiply(e), this;\n }\n /**\n * Sets the given rotation represented as an axis/angle couple to the 3D object.\n *\n * @param {Vector3} axis - The (normalized) axis vector.\n * @param {number} angle - The angle in radians.\n */\n setRotationFromAxisAngle(e, t) {\n this.quaternion.setFromAxisAngle(e, t);\n }\n /**\n * Sets the given rotation represented as Euler angles to the 3D object.\n *\n * @param {Euler} euler - The Euler angles.\n */\n setRotationFromEuler(e) {\n this.quaternion.setFromEuler(e, !0);\n }\n /**\n * Sets the given rotation represented as rotation matrix to the 3D object.\n *\n * @param {Matrix4} m - Although a 4x4 matrix is expected, the upper 3x3 portion must be\n * a pure rotation matrix (i.e, unscaled).\n */\n setRotationFromMatrix(e) {\n this.quaternion.setFromRotationMatrix(e);\n }\n /**\n * Sets the given rotation represented as a Quaternion to the 3D object.\n *\n * @param {Quaternion} q - The Quaternion\n */\n setRotationFromQuaternion(e) {\n this.quaternion.copy(e);\n }\n /**\n * Rotates the 3D object along an axis in local space.\n *\n * @param {Vector3} axis - The (normalized) axis vector.\n * @param {number} angle - The angle in radians.\n * @return {Object3D} A reference to this instance.\n */\n rotateOnAxis(e, t) {\n return yi.setFromAxisAngle(e, t), this.quaternion.multiply(yi), this;\n }\n /**\n * Rotates the 3D object along an axis in world space.\n *\n * @param {Vector3} axis - The (normalized) axis vector.\n * @param {number} angle - The angle in radians.\n * @return {Object3D} A reference to this instance.\n */\n rotateOnWorldAxis(e, t) {\n return yi.setFromAxisAngle(e, t), this.quaternion.premultiply(yi), this;\n }\n /**\n * Rotates the 3D object around its X axis in local space.\n *\n * @param {number} angle - The angle in radians.\n * @return {Object3D} A reference to this instance.\n */\n rotateX(e) {\n return this.rotateOnAxis(xl, e);\n }\n /**\n * Rotates the 3D object around its Y axis in local space.\n *\n * @param {number} angle - The angle in radians.\n * @return {Object3D} A reference to this instance.\n */\n rotateY(e) {\n return this.rotateOnAxis(_l, e);\n }\n /**\n * Rotates the 3D object around its Z axis in local space.\n *\n * @param {number} angle - The angle in radians.\n * @return {Object3D} A reference to this instance.\n */\n rotateZ(e) {\n return this.rotateOnAxis(vl, e);\n }\n /**\n * Translate the 3D object by a distance along the given axis in local space.\n *\n * @param {Vector3} axis - The (normalized) axis vector.\n * @param {number} distance - The distance in world units.\n * @return {Object3D} A reference to this instance.\n */\n translateOnAxis(e, t) {\n return gl.copy(e).applyQuaternion(this.quaternion), this.position.add(gl.multiplyScalar(t)), this;\n }\n /**\n * Translate the 3D object by a distance along its X-axis in local space.\n *\n * @param {number} distance - The distance in world units.\n * @return {Object3D} A reference to this instance.\n */\n translateX(e) {\n return this.translateOnAxis(xl, e);\n }\n /**\n * Translate the 3D object by a distance along its Y-axis in local space.\n *\n * @param {number} distance - The distance in world units.\n * @return {Object3D} A reference to this instance.\n */\n translateY(e) {\n return this.translateOnAxis(_l, e);\n }\n /**\n * Translate the 3D object by a distance along its Z-axis in local space.\n *\n * @param {number} distance - The distance in world units.\n * @return {Object3D} A reference to this instance.\n */\n translateZ(e) {\n return this.translateOnAxis(vl, e);\n }\n /**\n * Converts the given vector from this 3D object's local space to world space.\n *\n * @param {Vector3} vector - The vector to convert.\n * @return {Vector3} The converted vector.\n */\n localToWorld(e) {\n return this.updateWorldMatrix(!0, !1), e.applyMatrix4(this.matrixWorld);\n }\n /**\n * Converts the given vector from this 3D object's word space to local space.\n *\n * @param {Vector3} vector - The vector to convert.\n * @return {Vector3} The converted vector.\n */\n worldToLocal(e) {\n return this.updateWorldMatrix(!0, !1), e.applyMatrix4(Ln.copy(this.matrixWorld).invert());\n }\n /**\n * Rotates the object to face a point in world space.\n *\n * This method does not support objects having non-uniformly-scaled parent(s).\n *\n * @param {number|Vector3} x - The x coordinate in world space. Alternatively, a vector representing a position in world space\n * @param {number} [y] - The y coordinate in world space.\n * @param {number} [z] - The z coordinate in world space.\n */\n lookAt(e, t, n) {\n e.isVector3 ? zs.copy(e) : zs.set(e, t, n);\n const s = this.parent;\n this.updateWorldMatrix(!0, !1), as.setFromMatrixPosition(this.matrixWorld), this.isCamera || this.isLight ? Ln.lookAt(as, zs, this.up) : Ln.lookAt(zs, as, this.up), this.quaternion.setFromRotationMatrix(Ln), s && (Ln.extractRotation(s.matrixWorld), yi.setFromRotationMatrix(Ln), this.quaternion.premultiply(yi.invert()));\n }\n /**\n * Adds the given 3D object as a child to this 3D object. An arbitrary number of\n * objects may be added. Any current parent on an object passed in here will be\n * removed, since an object can have at most one parent.\n *\n * @fires Object3D#added\n * @fires Object3D#childadded\n * @param {Object3D} object - The 3D object to add.\n * @return {Object3D} A reference to this instance.\n */\n add(e) {\n if (arguments.length > 1) {\n for (let t = 0; t < arguments.length; t++)\n this.add(arguments[t]);\n return this;\n }\n return e === this ? (Xe(\"Object3D.add: object can't be added as a child of itself.\", e), this) : (e && e.isObject3D ? (e.removeFromParent(), e.parent = this, this.children.push(e), e.dispatchEvent(Ml), Ti.child = e, this.dispatchEvent(Ti), Ti.child = null) : Xe(\"Object3D.add: object not an instance of THREE.Object3D.\", e), this);\n }\n /**\n * Removes the given 3D object as child from this 3D object.\n * An arbitrary number of objects may be removed.\n *\n * @fires Object3D#removed\n * @fires Object3D#childremoved\n * @param {Object3D} object - The 3D object to remove.\n * @return {Object3D} A reference to this instance.\n */\n remove(e) {\n if (arguments.length > 1) {\n for (let n = 0; n < arguments.length; n++)\n this.remove(arguments[n]);\n return this;\n }\n const t = this.children.indexOf(e);\n return t !== -1 && (e.parent = null, this.children.splice(t, 1), e.dispatchEvent(Gu), jr.child = e, this.dispatchEvent(jr), jr.child = null), this;\n }\n /**\n * Removes this 3D object from its current parent.\n *\n * @fires Object3D#removed\n * @fires Object3D#childremoved\n * @return {Object3D} A reference to this instance.\n */\n removeFromParent() {\n const e = this.parent;\n return e !== null && e.remove(this), this;\n }\n /**\n * Removes all child objects.\n *\n * @fires Object3D#removed\n * @fires Object3D#childremoved\n * @return {Object3D} A reference to this instance.\n */\n clear() {\n return this.remove(...this.children);\n }\n /**\n * Adds the given 3D object as a child of this 3D object, while maintaining the object's world\n * transform. This method does not support scene graphs having non-uniformly-scaled nodes(s).\n *\n * @fires Object3D#added\n * @fires Object3D#childadded\n * @param {Object3D} object - The 3D object to attach.\n * @return {Object3D} A reference to this instance.\n */\n attach(e) {\n return this.updateWorldMatrix(!0, !1), Ln.copy(this.matrixWorld).invert(), e.parent !== null && (e.parent.updateWorldMatrix(!0, !1), Ln.multiply(e.parent.matrixWorld)), e.applyMatrix4(Ln), e.removeFromParent(), e.parent = this, this.children.push(e), e.updateWorldMatrix(!1, !0), e.dispatchEvent(Ml), Ti.child = e, this.dispatchEvent(Ti), Ti.child = null, this;\n }\n /**\n * Searches through the 3D object and its children, starting with the 3D object\n * itself, and returns the first with a matching ID.\n *\n * @param {number} id - The id.\n * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.\n */\n getObjectById(e) {\n return this.getObjectByProperty(\"id\", e);\n }\n /**\n * Searches through the 3D object and its children, starting with the 3D object\n * itself, and returns the first with a matching name.\n *\n * @param {string} name - The name.\n * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.\n */\n getObjectByName(e) {\n return this.getObjectByProperty(\"name\", e);\n }\n /**\n * Searches through the 3D object and its children, starting with the 3D object\n * itself, and returns the first with a matching property value.\n *\n * @param {string} name - The name of the property.\n * @param {any} value - The value.\n * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.\n */\n getObjectByProperty(e, t) {\n if (this[e] === t) return this;\n for (let n = 0, s = this.children.length; n < s; n++) {\n const a = this.children[n].getObjectByProperty(e, t);\n if (a !== void 0)\n return a;\n }\n }\n /**\n * Searches through the 3D object and its children, starting with the 3D object\n * itself, and returns all 3D objects with a matching property value.\n *\n * @param {string} name - The name of the property.\n * @param {any} value - The value.\n * @param {Array} result - The method stores the result in this array.\n * @return {Array} The found 3D objects.\n */\n getObjectsByProperty(e, t, n = []) {\n this[e] === t && n.push(this);\n const s = this.children;\n for (let r = 0, a = s.length; r < a; r++)\n s[r].getObjectsByProperty(e, t, n);\n return n;\n }\n /**\n * Returns a vector representing the position of the 3D object in world space.\n *\n * @param {Vector3} target - The target vector the result is stored to.\n * @return {Vector3} The 3D object's position in world space.\n */\n getWorldPosition(e) {\n return this.updateWorldMatrix(!0, !1), e.setFromMatrixPosition(this.matrixWorld);\n }\n /**\n * Returns a Quaternion representing the position of the 3D object in world space.\n *\n * @param {Quaternion} target - The target Quaternion the result is stored to.\n * @return {Quaternion} The 3D object's rotation in world space.\n */\n getWorldQuaternion(e) {\n return this.updateWorldMatrix(!0, !1), this.matrixWorld.decompose(as, e, ku), e;\n }\n /**\n * Returns a vector representing the scale of the 3D object in world space.\n *\n * @param {Vector3} target - The target vector the result is stored to.\n * @return {Vector3} The 3D object's scale in world space.\n */\n getWorldScale(e) {\n return this.updateWorldMatrix(!0, !1), this.matrixWorld.decompose(as, Vu, e), e;\n }\n /**\n * Returns a vector representing the (\"look\") direction of the 3D object in world space.\n *\n * @param {Vector3} target - The target vector the result is stored to.\n * @return {Vector3} The 3D object's direction in world space.\n */\n getWorldDirection(e) {\n this.updateWorldMatrix(!0, !1);\n const t = this.matrixWorld.elements;\n return e.set(t[8], t[9], t[10]).normalize();\n }\n /**\n * Abstract method to get intersections between a casted ray and this\n * 3D object. Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points}\n * implement this method in order to use raycasting.\n *\n * @abstract\n * @param {Raycaster} raycaster - The raycaster.\n * @param {Array} intersects - An array holding the result of the method.\n */\n raycast() {\n }\n /**\n * Executes the callback on this 3D object and all descendants.\n *\n * Note: Modifying the scene graph inside the callback is discouraged.\n *\n * @param {Function} callback - A callback function that allows to process the current 3D object.\n */\n traverse(e) {\n e(this);\n const t = this.children;\n for (let n = 0, s = t.length; n < s; n++)\n t[n].traverse(e);\n }\n /**\n * Like {@link Object3D#traverse}, but the callback will only be executed for visible 3D objects.\n * Descendants of invisible 3D objects are not traversed.\n *\n * Note: Modifying the scene graph inside the callback is discouraged.\n *\n * @param {Function} callback - A callback function that allows to process the current 3D object.\n */\n traverseVisible(e) {\n if (this.visible === !1) return;\n e(this);\n const t = this.children;\n for (let n = 0, s = t.length; n < s; n++)\n t[n].traverseVisible(e);\n }\n /**\n * Like {@link Object3D#traverse}, but the callback will only be executed for all ancestors.\n *\n * Note: Modifying the scene graph inside the callback is discouraged.\n *\n * @param {Function} callback - A callback function that allows to process the current 3D object.\n */\n traverseAncestors(e) {\n const t = this.parent;\n t !== null && (e(t), t.traverseAncestors(e));\n }\n /**\n * Updates the transformation matrix in local space by computing it from the current\n * position, rotation and scale values.\n */\n updateMatrix() {\n this.matrix.compose(this.position, this.quaternion, this.scale), this.matrixWorldNeedsUpdate = !0;\n }\n /**\n * Updates the transformation matrix in world space of this 3D objects and its descendants.\n *\n * To ensure correct results, this method also recomputes the 3D object's transformation matrix in\n * local space. The computation of the local and world matrix can be controlled with the\n * {@link Object3D#matrixAutoUpdate} and {@link Object3D#matrixWorldAutoUpdate} flags which are both\n * `true` by default. Set these flags to `false` if you need more control over the update matrix process.\n *\n * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even\n * when {@link Object3D#matrixWorldAutoUpdate} is set to `false`.\n */\n updateMatrixWorld(e) {\n this.matrixAutoUpdate && this.updateMatrix(), (this.matrixWorldNeedsUpdate || e) && (this.matrixWorldAutoUpdate === !0 && (this.parent === null ? this.matrixWorld.copy(this.matrix) : this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix)), this.matrixWorldNeedsUpdate = !1, e = !0);\n const t = this.children;\n for (let n = 0, s = t.length; n < s; n++)\n t[n].updateMatrixWorld(e);\n }\n /**\n * An alternative version of {@link Object3D#updateMatrixWorld} with more control over the\n * update of ancestor and descendant nodes.\n *\n * @param {boolean} [updateParents=false] Whether ancestor nodes should be updated or not.\n * @param {boolean} [updateChildren=false] Whether descendant nodes should be updated or not.\n */\n updateWorldMatrix(e, t) {\n const n = this.parent;\n if (e === !0 && n !== null && n.updateWorldMatrix(!0, !1), this.matrixAutoUpdate && this.updateMatrix(), this.matrixWorldAutoUpdate === !0 && (this.parent === null ? this.matrixWorld.copy(this.matrix) : this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix)), t === !0) {\n const s = this.children;\n for (let r = 0, a = s.length; r < a; r++)\n s[r].updateWorldMatrix(!1, !0);\n }\n }\n /**\n * Serializes the 3D object into JSON.\n *\n * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.\n * @return {Object} A JSON object representing the serialized 3D object.\n * @see {@link ObjectLoader#parse}\n */\n toJSON(e) {\n const t = e === void 0 || typeof e == \"string\", n = {};\n t && (e = {\n geometries: {},\n materials: {},\n textures: {},\n images: {},\n shapes: {},\n skeletons: {},\n animations: {},\n nodes: {}\n }, n.metadata = {\n version: 4.7,\n type: \"Object\",\n generator: \"Object3D.toJSON\"\n });\n const s = {};\n s.uuid = this.uuid, s.type = this.type, this.name !== \"\" && (s.name = this.name), this.castShadow === !0 && (s.castShadow = !0), this.receiveShadow === !0 && (s.receiveShadow = !0), this.visible === !1 && (s.visible = !1), this.frustumCulled === !1 && (s.frustumCulled = !1), this.renderOrder !== 0 && (s.renderOrder = this.renderOrder), Object.keys(this.userData).length > 0 && (s.userData = this.userData), s.layers = this.layers.mask, s.matrix = this.matrix.toArray(), s.up = this.up.toArray(), this.matrixAutoUpdate === !1 && (s.matrixAutoUpdate = !1), this.isInstancedMesh && (s.type = \"InstancedMesh\", s.count = this.count, s.instanceMatrix = this.instanceMatrix.toJSON(), this.instanceColor !== null && (s.instanceColor = this.instanceColor.toJSON())), this.isBatchedMesh && (s.type = \"BatchedMesh\", s.perObjectFrustumCulled = this.perObjectFrustumCulled, s.sortObjects = this.sortObjects, s.drawRanges = this._drawRanges, s.reservedRanges = this._reservedRanges, s.geometryInfo = this._geometryInfo.map((o) => ({\n ...o,\n boundingBox: o.boundingBox ? o.boundingBox.toJSON() : void 0,\n boundingSphere: o.boundingSphere ? o.boundingSphere.toJSON() : void 0\n })), s.instanceInfo = this._instanceInfo.map((o) => ({ ...o })), s.availableInstanceIds = this._availableInstanceIds.slice(), s.availableGeometryIds = this._availableGeometryIds.slice(), s.nextIndexStart = this._nextIndexStart, s.nextVertexStart = this._nextVertexStart, s.geometryCount = this._geometryCount, s.maxInstanceCount = this._maxInstanceCount, s.maxVertexCount = this._maxVertexCount, s.maxIndexCount = this._maxIndexCount, s.geometryInitialized = this._geometryInitialized, s.matricesTexture = this._matricesTexture.toJSON(e), s.indirectTexture = this._indirectTexture.toJSON(e), this._colorsTexture !== null && (s.colorsTexture = this._colorsTexture.toJSON(e)), this.boundingSphere !== null && (s.boundingSphere = this.boundingSphere.toJSON()), this.boundingBox !== null && (s.boundingBox = this.boundingBox.toJSON()));\n function r(o, l) {\n return o[l.uuid] === void 0 && (o[l.uuid] = l.toJSON(e)), l.uuid;\n }\n if (this.isScene)\n this.background && (this.background.isColor ? s.background = this.background.toJSON() : this.background.isTexture && (s.background = this.background.toJSON(e).uuid)), this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== !0 && (s.environment = this.environment.toJSON(e).uuid);\n else if (this.isMesh || this.isLine || this.isPoints) {\n s.geometry = r(e.geometries, this.geometry);\n const o = this.geometry.parameters;\n if (o !== void 0 && o.shapes !== void 0) {\n const l = o.shapes;\n if (Array.isArray(l))\n for (let c = 0, h = l.length; c < h; c++) {\n const u = l[c];\n r(e.shapes, u);\n }\n else\n r(e.shapes, l);\n }\n }\n if (this.isSkinnedMesh && (s.bindMode = this.bindMode, s.bindMatrix = this.bindMatrix.toArray(), this.skeleton !== void 0 && (r(e.skeletons, this.skeleton), s.skeleton = this.skeleton.uuid)), this.material !== void 0)\n if (Array.isArray(this.material)) {\n const o = [];\n for (let l = 0, c = this.material.length; l < c; l++)\n o.push(r(e.materials, this.material[l]));\n s.material = o;\n } else\n s.material = r(e.materials, this.material);\n if (this.children.length > 0) {\n s.children = [];\n for (let o = 0; o < this.children.length; o++)\n s.children.push(this.children[o].toJSON(e).object);\n }\n if (this.animations.length > 0) {\n s.animations = [];\n for (let o = 0; o < this.animations.length; o++) {\n const l = this.animations[o];\n s.animations.push(r(e.animations, l));\n }\n }\n if (t) {\n const o = a(e.geometries), l = a(e.materials), c = a(e.textures), h = a(e.images), u = a(e.shapes), d = a(e.skeletons), p = a(e.animations), g = a(e.nodes);\n o.length > 0 && (n.geometries = o), l.length > 0 && (n.materials = l), c.length > 0 && (n.textures = c), h.length > 0 && (n.images = h), u.length > 0 && (n.shapes = u), d.length > 0 && (n.skeletons = d), p.length > 0 && (n.animations = p), g.length > 0 && (n.nodes = g);\n }\n return n.object = s, n;\n function a(o) {\n const l = [];\n for (const c in o) {\n const h = o[c];\n delete h.metadata, l.push(h);\n }\n return l;\n }\n }\n /**\n * Returns a new 3D object with copied values from this instance.\n *\n * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are also cloned.\n * @return {Object3D} A clone of this instance.\n */\n clone(e) {\n return new this.constructor().copy(this, e);\n }\n /**\n * Copies the values of the given 3D object to this instance.\n *\n * @param {Object3D} source - The 3D object to copy.\n * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are cloned.\n * @return {Object3D} A reference to this instance.\n */\n copy(e, t = !0) {\n if (this.name = e.name, this.up.copy(e.up), this.position.copy(e.position), this.rotation.order = e.rotation.order, this.quaternion.copy(e.quaternion), this.scale.copy(e.scale), this.matrix.copy(e.matrix), this.matrixWorld.copy(e.matrixWorld), this.matrixAutoUpdate = e.matrixAutoUpdate, this.matrixWorldAutoUpdate = e.matrixWorldAutoUpdate, this.matrixWorldNeedsUpdate = e.matrixWorldNeedsUpdate, this.layers.mask = e.layers.mask, this.visible = e.visible, this.castShadow = e.castShadow, this.receiveShadow = e.receiveShadow, this.frustumCulled = e.frustumCulled, this.renderOrder = e.renderOrder, this.animations = e.animations.slice(), this.userData = JSON.parse(JSON.stringify(e.userData)), t === !0)\n for (let n = 0; n < e.children.length; n++) {\n const s = e.children[n];\n this.add(s.clone());\n }\n return this;\n }\n}\npt.DEFAULT_UP = /* @__PURE__ */ new w(0, 1, 0);\npt.DEFAULT_MATRIX_AUTO_UPDATE = !0;\npt.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = !0;\nconst on = /* @__PURE__ */ new w(), In = /* @__PURE__ */ new w(), qr = /* @__PURE__ */ new w(), Un = /* @__PURE__ */ new w(), Ei = /* @__PURE__ */ new w(), wi = /* @__PURE__ */ new w(), Sl = /* @__PURE__ */ new w(), Yr = /* @__PURE__ */ new w(), Kr = /* @__PURE__ */ new w(), Zr = /* @__PURE__ */ new w(), $r = /* @__PURE__ */ new Je(), Jr = /* @__PURE__ */ new Je(), Qr = /* @__PURE__ */ new Je();\nclass un {\n /**\n * Constructs a new triangle.\n *\n * @param {Vector3} [a=(0,0,0)] - The first corner of the triangle.\n * @param {Vector3} [b=(0,0,0)] - The second corner of the triangle.\n * @param {Vector3} [c=(0,0,0)] - The third corner of the triangle.\n */\n constructor(e = new w(), t = new w(), n = new w()) {\n this.a = e, this.b = t, this.c = n;\n }\n /**\n * Computes the normal vector of a triangle.\n *\n * @param {Vector3} a - The first corner of the triangle.\n * @param {Vector3} b - The second corner of the triangle.\n * @param {Vector3} c - The third corner of the triangle.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {Vector3} The triangle's normal.\n */\n static getNormal(e, t, n, s) {\n s.subVectors(n, t), on.subVectors(e, t), s.cross(on);\n const r = s.lengthSq();\n return r > 0 ? s.multiplyScalar(1 / Math.sqrt(r)) : s.set(0, 0, 0);\n }\n /**\n * Computes a barycentric coordinates from the given vector.\n * Returns `null` if the triangle is degenerate.\n *\n * @param {Vector3} point - A point in 3D space.\n * @param {Vector3} a - The first corner of the triangle.\n * @param {Vector3} b - The second corner of the triangle.\n * @param {Vector3} c - The third corner of the triangle.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {?Vector3} The barycentric coordinates for the given point\n */\n static getBarycoord(e, t, n, s, r) {\n on.subVectors(s, t), In.subVectors(n, t), qr.subVectors(e, t);\n const a = on.dot(on), o = on.dot(In), l = on.dot(qr), c = In.dot(In), h = In.dot(qr), u = a * c - o * o;\n if (u === 0)\n return r.set(0, 0, 0), null;\n const d = 1 / u, p = (c * l - o * h) * d, g = (a * h - o * l) * d;\n return r.set(1 - p - g, g, p);\n }\n /**\n * Returns `true` if the given point, when projected onto the plane of the\n * triangle, lies within the triangle.\n *\n * @param {Vector3} point - The point in 3D space to test.\n * @param {Vector3} a - The first corner of the triangle.\n * @param {Vector3} b - The second corner of the triangle.\n * @param {Vector3} c - The third corner of the triangle.\n * @return {boolean} Whether the given point, when projected onto the plane of the\n * triangle, lies within the triangle or not.\n */\n static containsPoint(e, t, n, s) {\n return this.getBarycoord(e, t, n, s, Un) === null ? !1 : Un.x >= 0 && Un.y >= 0 && Un.x + Un.y <= 1;\n }\n /**\n * Computes the value barycentrically interpolated for the given point on the\n * triangle. Returns `null` if the triangle is degenerate.\n *\n * @param {Vector3} point - Position of interpolated point.\n * @param {Vector3} p1 - The first corner of the triangle.\n * @param {Vector3} p2 - The second corner of the triangle.\n * @param {Vector3} p3 - The third corner of the triangle.\n * @param {Vector3} v1 - Value to interpolate of first vertex.\n * @param {Vector3} v2 - Value to interpolate of second vertex.\n * @param {Vector3} v3 - Value to interpolate of third vertex.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {?Vector3} The interpolated value.\n */\n static getInterpolation(e, t, n, s, r, a, o, l) {\n return this.getBarycoord(e, t, n, s, Un) === null ? (l.x = 0, l.y = 0, \"z\" in l && (l.z = 0), \"w\" in l && (l.w = 0), null) : (l.setScalar(0), l.addScaledVector(r, Un.x), l.addScaledVector(a, Un.y), l.addScaledVector(o, Un.z), l);\n }\n /**\n * Computes the value barycentrically interpolated for the given attribute and indices.\n *\n * @param {BufferAttribute} attr - The attribute to interpolate.\n * @param {number} i1 - Index of first vertex.\n * @param {number} i2 - Index of second vertex.\n * @param {number} i3 - Index of third vertex.\n * @param {Vector3} barycoord - The barycoordinate value to use to interpolate.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {Vector3} The interpolated attribute value.\n */\n static getInterpolatedAttribute(e, t, n, s, r, a) {\n return $r.setScalar(0), Jr.setScalar(0), Qr.setScalar(0), $r.fromBufferAttribute(e, t), Jr.fromBufferAttribute(e, n), Qr.fromBufferAttribute(e, s), a.setScalar(0), a.addScaledVector($r, r.x), a.addScaledVector(Jr, r.y), a.addScaledVector(Qr, r.z), a;\n }\n /**\n * Returns `true` if the triangle is oriented towards the given direction.\n *\n * @param {Vector3} a - The first corner of the triangle.\n * @param {Vector3} b - The second corner of the triangle.\n * @param {Vector3} c - The third corner of the triangle.\n * @param {Vector3} direction - The (normalized) direction vector.\n * @return {boolean} Whether the triangle is oriented towards the given direction or not.\n */\n static isFrontFacing(e, t, n, s) {\n return on.subVectors(n, t), In.subVectors(e, t), on.cross(In).dot(s) < 0;\n }\n /**\n * Sets the triangle's vertices by copying the given values.\n *\n * @param {Vector3} a - The first corner of the triangle.\n * @param {Vector3} b - The second corner of the triangle.\n * @param {Vector3} c - The third corner of the triangle.\n * @return {Triangle} A reference to this triangle.\n */\n set(e, t, n) {\n return this.a.copy(e), this.b.copy(t), this.c.copy(n), this;\n }\n /**\n * Sets the triangle's vertices by copying the given array values.\n *\n * @param {Array} points - An array with 3D points.\n * @param {number} i0 - The array index representing the first corner of the triangle.\n * @param {number} i1 - The array index representing the second corner of the triangle.\n * @param {number} i2 - The array index representing the third corner of the triangle.\n * @return {Triangle} A reference to this triangle.\n */\n setFromPointsAndIndices(e, t, n, s) {\n return this.a.copy(e[t]), this.b.copy(e[n]), this.c.copy(e[s]), this;\n }\n /**\n * Sets the triangle's vertices by copying the given attribute values.\n *\n * @param {BufferAttribute} attribute - A buffer attribute with 3D points data.\n * @param {number} i0 - The attribute index representing the first corner of the triangle.\n * @param {number} i1 - The attribute index representing the second corner of the triangle.\n * @param {number} i2 - The attribute index representing the third corner of the triangle.\n * @return {Triangle} A reference to this triangle.\n */\n setFromAttributeAndIndices(e, t, n, s) {\n return this.a.fromBufferAttribute(e, t), this.b.fromBufferAttribute(e, n), this.c.fromBufferAttribute(e, s), this;\n }\n /**\n * Returns a new triangle with copied values from this instance.\n *\n * @return {Triangle} A clone of this instance.\n */\n clone() {\n return new this.constructor().copy(this);\n }\n /**\n * Copies the values of the given triangle to this instance.\n *\n * @param {Triangle} triangle - The triangle to copy.\n * @return {Triangle} A reference to this triangle.\n */\n copy(e) {\n return this.a.copy(e.a), this.b.copy(e.b), this.c.copy(e.c), this;\n }\n /**\n * Computes the area of the triangle.\n *\n * @return {number} The triangle's area.\n */\n getArea() {\n return on.subVectors(this.c, this.b), In.subVectors(this.a, this.b), on.cross(In).length() * 0.5;\n }\n /**\n * Computes the midpoint of the triangle.\n *\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {Vector3} The triangle's midpoint.\n */\n getMidpoint(e) {\n return e.addVectors(this.a, this.b).add(this.c).multiplyScalar(1 / 3);\n }\n /**\n * Computes the normal of the triangle.\n *\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {Vector3} The triangle's normal.\n */\n getNormal(e) {\n return un.getNormal(this.a, this.b, this.c, e);\n }\n /**\n * Computes a plane the triangle lies within.\n *\n * @param {Plane} target - The target vector that is used to store the method's result.\n * @return {Plane} The plane the triangle lies within.\n */\n getPlane(e) {\n return e.setFromCoplanarPoints(this.a, this.b, this.c);\n }\n /**\n * Computes a barycentric coordinates from the given vector.\n * Returns `null` if the triangle is degenerate.\n *\n * @param {Vector3} point - A point in 3D space.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {?Vector3} The barycentric coordinates for the given point\n */\n getBarycoord(e, t) {\n return un.getBarycoord(e, this.a, this.b, this.c, t);\n }\n /**\n * Computes the value barycentrically interpolated for the given point on the\n * triangle. Returns `null` if the triangle is degenerate.\n *\n * @param {Vector3} point - Position of interpolated point.\n * @param {Vector3} v1 - Value to interpolate of first vertex.\n * @param {Vector3} v2 - Value to interpolate of second vertex.\n * @param {Vector3} v3 - Value to interpolate of third vertex.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {?Vector3} The interpolated value.\n */\n getInterpolation(e, t, n, s, r) {\n return un.getInterpolation(e, this.a, this.b, this.c, t, n, s, r);\n }\n /**\n * Returns `true` if the given point, when projected onto the plane of the\n * triangle, lies within the triangle.\n *\n * @param {Vector3} point - The point in 3D space to test.\n * @return {boolean} Whether the given point, when projected onto the plane of the\n * triangle, lies within the triangle or not.\n */\n containsPoint(e) {\n return un.containsPoint(e, this.a, this.b, this.c);\n }\n /**\n * Returns `true` if the triangle is oriented towards the given direction.\n *\n * @param {Vector3} direction - The (normalized) direction vector.\n * @return {boolean} Whether the triangle is oriented towards the given direction or not.\n */\n isFrontFacing(e) {\n return un.isFrontFacing(this.a, this.b, this.c, e);\n }\n /**\n * Returns `true` if this triangle intersects with the given box.\n *\n * @param {Box3} box - The box to intersect.\n * @return {boolean} Whether this triangle intersects with the given box or not.\n */\n intersectsBox(e) {\n return e.intersectsTriangle(this);\n }\n /**\n * Returns the closest point on the triangle to the given point.\n *\n * @param {Vector3} p - The point to compute the closest point for.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {Vector3} The closest point on the triangle.\n */\n closestPointToPoint(e, t) {\n const n = this.a, s = this.b, r = this.c;\n let a, o;\n Ei.subVectors(s, n), wi.subVectors(r, n), Yr.subVectors(e, n);\n const l = Ei.dot(Yr), c = wi.dot(Yr);\n if (l <= 0 && c <= 0)\n return t.copy(n);\n Kr.subVectors(e, s);\n const h = Ei.dot(Kr), u = wi.dot(Kr);\n if (h >= 0 && u <= h)\n return t.copy(s);\n const d = l * u - h * c;\n if (d <= 0 && l >= 0 && h <= 0)\n return a = l / (l - h), t.copy(n).addScaledVector(Ei, a);\n Zr.subVectors(e, r);\n const p = Ei.dot(Zr), g = wi.dot(Zr);\n if (g >= 0 && p <= g)\n return t.copy(r);\n const x = p * c - l * g;\n if (x <= 0 && c >= 0 && g <= 0)\n return o = c / (c - g), t.copy(n).addScaledVector(wi, o);\n const m = h * g - p * u;\n if (m <= 0 && u - h >= 0 && p - g >= 0)\n return Sl.subVectors(r, s), o = (u - h) / (u - h + (p - g)), t.copy(s).addScaledVector(Sl, o);\n const f = 1 / (m + x + d);\n return a = x * f, o = d * f, t.copy(n).addScaledVector(Ei, a).addScaledVector(wi, o);\n }\n /**\n * Returns `true` if this triangle is equal with the given one.\n *\n * @param {Triangle} triangle - The triangle to test for equality.\n * @return {boolean} Whether this triangle is equal with the given one.\n */\n equals(e) {\n return e.a.equals(this.a) && e.b.equals(this.b) && e.c.equals(this.c);\n }\n}\nconst Qc = {\n aliceblue: 15792383,\n antiquewhite: 16444375,\n aqua: 65535,\n aquamarine: 8388564,\n azure: 15794175,\n beige: 16119260,\n bisque: 16770244,\n black: 0,\n blanchedalmond: 16772045,\n blue: 255,\n blueviolet: 9055202,\n brown: 10824234,\n burlywood: 14596231,\n cadetblue: 6266528,\n chartreuse: 8388352,\n chocolate: 13789470,\n coral: 16744272,\n cornflowerblue: 6591981,\n cornsilk: 16775388,\n crimson: 14423100,\n cyan: 65535,\n darkblue: 139,\n darkcyan: 35723,\n darkgoldenrod: 12092939,\n darkgray: 11119017,\n darkgreen: 25600,\n darkgrey: 11119017,\n darkkhaki: 12433259,\n darkmagenta: 9109643,\n darkolivegreen: 5597999,\n darkorange: 16747520,\n darkorchid: 10040012,\n darkred: 9109504,\n darksalmon: 15308410,\n darkseagreen: 9419919,\n darkslateblue: 4734347,\n darkslategray: 3100495,\n darkslategrey: 3100495,\n darkturquoise: 52945,\n darkviolet: 9699539,\n deeppink: 16716947,\n deepskyblue: 49151,\n dimgray: 6908265,\n dimgrey: 6908265,\n dodgerblue: 2003199,\n firebrick: 11674146,\n floralwhite: 16775920,\n forestgreen: 2263842,\n fuchsia: 16711935,\n gainsboro: 14474460,\n ghostwhite: 16316671,\n gold: 16766720,\n goldenrod: 14329120,\n gray: 8421504,\n green: 32768,\n greenyellow: 11403055,\n grey: 8421504,\n honeydew: 15794160,\n hotpink: 16738740,\n indianred: 13458524,\n indigo: 4915330,\n ivory: 16777200,\n khaki: 15787660,\n lavender: 15132410,\n lavenderblush: 16773365,\n lawngreen: 8190976,\n lemonchiffon: 16775885,\n lightblue: 11393254,\n lightcoral: 15761536,\n lightcyan: 14745599,\n lightgoldenrodyellow: 16448210,\n lightgray: 13882323,\n lightgreen: 9498256,\n lightgrey: 13882323,\n lightpink: 16758465,\n lightsalmon: 16752762,\n lightseagreen: 2142890,\n lightskyblue: 8900346,\n lightslategray: 7833753,\n lightslategrey: 7833753,\n lightsteelblue: 11584734,\n lightyellow: 16777184,\n lime: 65280,\n limegreen: 3329330,\n linen: 16445670,\n magenta: 16711935,\n maroon: 8388608,\n mediumaquamarine: 6737322,\n mediumblue: 205,\n mediumorchid: 12211667,\n mediumpurple: 9662683,\n mediumseagreen: 3978097,\n mediumslateblue: 8087790,\n mediumspringgreen: 64154,\n mediumturquoise: 4772300,\n mediumvioletred: 13047173,\n midnightblue: 1644912,\n mintcream: 16121850,\n mistyrose: 16770273,\n moccasin: 16770229,\n navajowhite: 16768685,\n navy: 128,\n oldlace: 16643558,\n olive: 8421376,\n olivedrab: 7048739,\n orange: 16753920,\n orangered: 16729344,\n orchid: 14315734,\n palegoldenrod: 15657130,\n palegreen: 10025880,\n paleturquoise: 11529966,\n palevioletred: 14381203,\n papayawhip: 16773077,\n peachpuff: 16767673,\n peru: 13468991,\n pink: 16761035,\n plum: 14524637,\n powderblue: 11591910,\n purple: 8388736,\n rebeccapurple: 6697881,\n red: 16711680,\n rosybrown: 12357519,\n royalblue: 4286945,\n saddlebrown: 9127187,\n salmon: 16416882,\n sandybrown: 16032864,\n seagreen: 3050327,\n seashell: 16774638,\n sienna: 10506797,\n silver: 12632256,\n skyblue: 8900331,\n slateblue: 6970061,\n slategray: 7372944,\n slategrey: 7372944,\n snow: 16775930,\n springgreen: 65407,\n steelblue: 4620980,\n tan: 13808780,\n teal: 32896,\n thistle: 14204888,\n tomato: 16737095,\n turquoise: 4251856,\n violet: 15631086,\n wheat: 16113331,\n white: 16777215,\n whitesmoke: 16119285,\n yellow: 16776960,\n yellowgreen: 10145074\n}, jn = { h: 0, s: 0, l: 0 }, ks = { h: 0, s: 0, l: 0 };\nfunction ea(i, e, t) {\n return t < 0 && (t += 1), t > 1 && (t -= 1), t < 1 / 6 ? i + (e - i) * 6 * t : t < 1 / 2 ? e : t < 2 / 3 ? i + (e - i) * 6 * (2 / 3 - t) : i;\n}\nclass Se {\n /**\n * Constructs a new color.\n *\n * Note that standard method of specifying color in three.js is with a hexadecimal triplet,\n * and that method is used throughout the rest of the documentation.\n *\n * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are\n * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.\n * @param {number} [g] - The green component.\n * @param {number} [b] - The blue component.\n */\n constructor(e, t, n) {\n return this.isColor = !0, this.r = 1, this.g = 1, this.b = 1, this.set(e, t, n);\n }\n /**\n * Sets the colors's components from the given values.\n *\n * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are\n * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.\n * @param {number} [g] - The green component.\n * @param {number} [b] - The blue component.\n * @return {Color} A reference to this color.\n */\n set(e, t, n) {\n if (t === void 0 && n === void 0) {\n const s = e;\n s && s.isColor ? this.copy(s) : typeof s == \"number\" ? this.setHex(s) : typeof s == \"string\" && this.setStyle(s);\n } else\n this.setRGB(e, t, n);\n return this;\n }\n /**\n * Sets the colors's components to the given scalar value.\n *\n * @param {number} scalar - The scalar value.\n * @return {Color} A reference to this color.\n */\n setScalar(e) {\n return this.r = e, this.g = e, this.b = e, this;\n }\n /**\n * Sets this color from a hexadecimal value.\n *\n * @param {number} hex - The hexadecimal value.\n * @param {string} [colorSpace=SRGBColorSpace] - The color space.\n * @return {Color} A reference to this color.\n */\n setHex(e, t = Rt) {\n return e = Math.floor(e), this.r = (e >> 16 & 255) / 255, this.g = (e >> 8 & 255) / 255, this.b = (e & 255) / 255, Ye.colorSpaceToWorking(this, t), this;\n }\n /**\n * Sets this color from RGB values.\n *\n * @param {number} r - Red channel value between `0.0` and `1.0`.\n * @param {number} g - Green channel value between `0.0` and `1.0`.\n * @param {number} b - Blue channel value between `0.0` and `1.0`.\n * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.\n * @return {Color} A reference to this color.\n */\n setRGB(e, t, n, s = Ye.workingColorSpace) {\n return this.r = e, this.g = t, this.b = n, Ye.colorSpaceToWorking(this, s), this;\n }\n /**\n * Sets this color from RGB values.\n *\n * @param {number} h - Hue value between `0.0` and `1.0`.\n * @param {number} s - Saturation value between `0.0` and `1.0`.\n * @param {number} l - Lightness value between `0.0` and `1.0`.\n * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.\n * @return {Color} A reference to this color.\n */\n setHSL(e, t, n, s = Ye.workingColorSpace) {\n if (e = Do(e, 1), t = He(t, 0, 1), n = He(n, 0, 1), t === 0)\n this.r = this.g = this.b = n;\n else {\n const r = n <= 0.5 ? n * (1 + t) : n + t - n * t, a = 2 * n - r;\n this.r = ea(a, r, e + 1 / 3), this.g = ea(a, r, e), this.b = ea(a, r, e - 1 / 3);\n }\n return Ye.colorSpaceToWorking(this, s), this;\n }\n /**\n * Sets this color from a CSS-style string. For example, `rgb(250, 0,0)`,\n * `rgb(100%, 0%, 0%)`, `hsl(0, 100%, 50%)`, `#ff0000`, `#f00`, or `red` ( or\n * any [X11 color name](https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart) -\n * all 140 color names are supported).\n *\n * @param {string} style - Color as a CSS-style string.\n * @param {string} [colorSpace=SRGBColorSpace] - The color space.\n * @return {Color} A reference to this color.\n */\n setStyle(e, t = Rt) {\n function n(r) {\n r !== void 0 && parseFloat(r) < 1 && Te(\"Color: Alpha component of \" + e + \" will be ignored.\");\n }\n let s;\n if (s = /^(\\w+)\\(([^\\)]*)\\)/.exec(e)) {\n let r;\n const a = s[1], o = s[2];\n switch (a) {\n case \"rgb\":\n case \"rgba\":\n if (r = /^\\s*(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec(o))\n return n(r[4]), this.setRGB(\n Math.min(255, parseInt(r[1], 10)) / 255,\n Math.min(255, parseInt(r[2], 10)) / 255,\n Math.min(255, parseInt(r[3], 10)) / 255,\n t\n );\n if (r = /^\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec(o))\n return n(r[4]), this.setRGB(\n Math.min(100, parseInt(r[1], 10)) / 100,\n Math.min(100, parseInt(r[2], 10)) / 100,\n Math.min(100, parseInt(r[3], 10)) / 100,\n t\n );\n break;\n case \"hsl\":\n case \"hsla\":\n if (r = /^\\s*(\\d*\\.?\\d+)\\s*,\\s*(\\d*\\.?\\d+)\\%\\s*,\\s*(\\d*\\.?\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec(o))\n return n(r[4]), this.setHSL(\n parseFloat(r[1]) / 360,\n parseFloat(r[2]) / 100,\n parseFloat(r[3]) / 100,\n t\n );\n break;\n default:\n Te(\"Color: Unknown color model \" + e);\n }\n } else if (s = /^\\#([A-Fa-f\\d]+)$/.exec(e)) {\n const r = s[1], a = r.length;\n if (a === 3)\n return this.setRGB(\n parseInt(r.charAt(0), 16) / 15,\n parseInt(r.charAt(1), 16) / 15,\n parseInt(r.charAt(2), 16) / 15,\n t\n );\n if (a === 6)\n return this.setHex(parseInt(r, 16), t);\n Te(\"Color: Invalid hex color \" + e);\n } else if (e && e.length > 0)\n return this.setColorName(e, t);\n return this;\n }\n /**\n * Sets this color from a color name. Faster than {@link Color#setStyle} if\n * you don't need the other CSS-style formats.\n *\n * For convenience, the list of names is exposed in `Color.NAMES` as a hash.\n * ```js\n * Color.NAMES.aliceblue // returns 0xF0F8FF\n * ```\n *\n * @param {string} style - The color name.\n * @param {string} [colorSpace=SRGBColorSpace] - The color space.\n * @return {Color} A reference to this color.\n */\n setColorName(e, t = Rt) {\n const n = Qc[e.toLowerCase()];\n return n !== void 0 ? this.setHex(n, t) : Te(\"Color: Unknown color \" + e), this;\n }\n /**\n * Returns a new color with copied values from this instance.\n *\n * @return {Color} A clone of this instance.\n */\n clone() {\n return new this.constructor(this.r, this.g, this.b);\n }\n /**\n * Copies the values of the given color to this instance.\n *\n * @param {Color} color - The color to copy.\n * @return {Color} A reference to this color.\n */\n copy(e) {\n return this.r = e.r, this.g = e.g, this.b = e.b, this;\n }\n /**\n * Copies the given color into this color, and then converts this color from\n * `SRGBColorSpace` to `LinearSRGBColorSpace`.\n *\n * @param {Color} color - The color to copy/convert.\n * @return {Color} A reference to this color.\n */\n copySRGBToLinear(e) {\n return this.r = Vn(e.r), this.g = Vn(e.g), this.b = Vn(e.b), this;\n }\n /**\n * Copies the given color into this color, and then converts this color from\n * `LinearSRGBColorSpace` to `SRGBColorSpace`.\n *\n * @param {Color} color - The color to copy/convert.\n * @return {Color} A reference to this color.\n */\n copyLinearToSRGB(e) {\n return this.r = Oi(e.r), this.g = Oi(e.g), this.b = Oi(e.b), this;\n }\n /**\n * Converts this color from `SRGBColorSpace` to `LinearSRGBColorSpace`.\n *\n * @return {Color} A reference to this color.\n */\n convertSRGBToLinear() {\n return this.copySRGBToLinear(this), this;\n }\n /**\n * Converts this color from `LinearSRGBColorSpace` to `SRGBColorSpace`.\n *\n * @return {Color} A reference to this color.\n */\n convertLinearToSRGB() {\n return this.copyLinearToSRGB(this), this;\n }\n /**\n * Returns the hexadecimal value of this color.\n *\n * @param {string} [colorSpace=SRGBColorSpace] - The color space.\n * @return {number} The hexadecimal value.\n */\n getHex(e = Rt) {\n return Ye.workingToColorSpace(It.copy(this), e), Math.round(He(It.r * 255, 0, 255)) * 65536 + Math.round(He(It.g * 255, 0, 255)) * 256 + Math.round(He(It.b * 255, 0, 255));\n }\n /**\n * Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').\n *\n * @param {string} [colorSpace=SRGBColorSpace] - The color space.\n * @return {string} The hexadecimal value as a string.\n */\n getHexString(e = Rt) {\n return (\"000000\" + this.getHex(e).toString(16)).slice(-6);\n }\n /**\n * Converts the colors RGB values into the HSL format and stores them into the\n * given target object.\n *\n * @param {{h:number,s:number,l:number}} target - The target object that is used to store the method's result.\n * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.\n * @return {{h:number,s:number,l:number}} The HSL representation of this color.\n */\n getHSL(e, t = Ye.workingColorSpace) {\n Ye.workingToColorSpace(It.copy(this), t);\n const n = It.r, s = It.g, r = It.b, a = Math.max(n, s, r), o = Math.min(n, s, r);\n let l, c;\n const h = (o + a) / 2;\n if (o === a)\n l = 0, c = 0;\n else {\n const u = a - o;\n switch (c = h <= 0.5 ? u / (a + o) : u / (2 - a - o), a) {\n case n:\n l = (s - r) / u + (s < r ? 6 : 0);\n break;\n case s:\n l = (r - n) / u + 2;\n break;\n case r:\n l = (n - s) / u + 4;\n break;\n }\n l /= 6;\n }\n return e.h = l, e.s = c, e.l = h, e;\n }\n /**\n * Returns the RGB values of this color and stores them into the given target object.\n *\n * @param {Color} target - The target color that is used to store the method's result.\n * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.\n * @return {Color} The RGB representation of this color.\n */\n getRGB(e, t = Ye.workingColorSpace) {\n return Ye.workingToColorSpace(It.copy(this), t), e.r = It.r, e.g = It.g, e.b = It.b, e;\n }\n /**\n * Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`.\n *\n * @param {string} [colorSpace=SRGBColorSpace] - The color space.\n * @return {string} The CSS representation of this color.\n */\n getStyle(e = Rt) {\n Ye.workingToColorSpace(It.copy(this), e);\n const t = It.r, n = It.g, s = It.b;\n return e !== Rt ? `color(${e} ${t.toFixed(3)} ${n.toFixed(3)} ${s.toFixed(3)})` : `rgb(${Math.round(t * 255)},${Math.round(n * 255)},${Math.round(s * 255)})`;\n }\n /**\n * Adds the given HSL values to this color's values.\n * Internally, this converts the color's RGB values to HSL, adds HSL\n * and then converts the color back to RGB.\n *\n * @param {number} h - Hue value between `0.0` and `1.0`.\n * @param {number} s - Saturation value between `0.0` and `1.0`.\n * @param {number} l - Lightness value between `0.0` and `1.0`.\n * @return {Color} A reference to this color.\n */\n offsetHSL(e, t, n) {\n return this.getHSL(jn), this.setHSL(jn.h + e, jn.s + t, jn.l + n);\n }\n /**\n * Adds the RGB values of the given color to the RGB values of this color.\n *\n * @param {Color} color - The color to add.\n * @return {Color} A reference to this color.\n */\n add(e) {\n return this.r += e.r, this.g += e.g, this.b += e.b, this;\n }\n /**\n * Adds the RGB values of the given colors and stores the result in this instance.\n *\n * @param {Color} color1 - The first color.\n * @param {Color} color2 - The second color.\n * @return {Color} A reference to this color.\n */\n addColors(e, t) {\n return this.r = e.r + t.r, this.g = e.g + t.g, this.b = e.b + t.b, this;\n }\n /**\n * Adds the given scalar value to the RGB values of this color.\n *\n * @param {number} s - The scalar to add.\n * @return {Color} A reference to this color.\n */\n addScalar(e) {\n return this.r += e, this.g += e, this.b += e, this;\n }\n /**\n * Subtracts the RGB values of the given color from the RGB values of this color.\n *\n * @param {Color} color - The color to subtract.\n * @return {Color} A reference to this color.\n */\n sub(e) {\n return this.r = Math.max(0, this.r - e.r), this.g = Math.max(0, this.g - e.g), this.b = Math.max(0, this.b - e.b), this;\n }\n /**\n * Multiplies the RGB values of the given color with the RGB values of this color.\n *\n * @param {Color} color - The color to multiply.\n * @return {Color} A reference to this color.\n */\n multiply(e) {\n return this.r *= e.r, this.g *= e.g, this.b *= e.b, this;\n }\n /**\n * Multiplies the given scalar value with the RGB values of this color.\n *\n * @param {number} s - The scalar to multiply.\n * @return {Color} A reference to this color.\n */\n multiplyScalar(e) {\n return this.r *= e, this.g *= e, this.b *= e, this;\n }\n /**\n * Linearly interpolates this color's RGB values toward the RGB values of the\n * given color. The alpha argument can be thought of as the ratio between\n * the two colors, where `0.0` is this color and `1.0` is the first argument.\n *\n * @param {Color} color - The color to converge on.\n * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.\n * @return {Color} A reference to this color.\n */\n lerp(e, t) {\n return this.r += (e.r - this.r) * t, this.g += (e.g - this.g) * t, this.b += (e.b - this.b) * t, this;\n }\n /**\n * Linearly interpolates between the given colors and stores the result in this instance.\n * The alpha argument can be thought of as the ratio between the two colors, where `0.0`\n * is the first and `1.0` is the second color.\n *\n * @param {Color} color1 - The first color.\n * @param {Color} color2 - The second color.\n * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.\n * @return {Color} A reference to this color.\n */\n lerpColors(e, t, n) {\n return this.r = e.r + (t.r - e.r) * n, this.g = e.g + (t.g - e.g) * n, this.b = e.b + (t.b - e.b) * n, this;\n }\n /**\n * Linearly interpolates this color's HSL values toward the HSL values of the\n * given color. It differs from {@link Color#lerp} by not interpolating straight\n * from one color to the other, but instead going through all the hues in between\n * those two colors. The alpha argument can be thought of as the ratio between\n * the two colors, where 0.0 is this color and 1.0 is the first argument.\n *\n * @param {Color} color - The color to converge on.\n * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.\n * @return {Color} A reference to this color.\n */\n lerpHSL(e, t) {\n this.getHSL(jn), e.getHSL(ks);\n const n = vs(jn.h, ks.h, t), s = vs(jn.s, ks.s, t), r = vs(jn.l, ks.l, t);\n return this.setHSL(n, s, r), this;\n }\n /**\n * Sets the color's RGB components from the given 3D vector.\n *\n * @param {Vector3} v - The vector to set.\n * @return {Color} A reference to this color.\n */\n setFromVector3(e) {\n return this.r = e.x, this.g = e.y, this.b = e.z, this;\n }\n /**\n * Transforms this color with the given 3x3 matrix.\n *\n * @param {Matrix3} m - The matrix.\n * @return {Color} A reference to this color.\n */\n applyMatrix3(e) {\n const t = this.r, n = this.g, s = this.b, r = e.elements;\n return this.r = r[0] * t + r[3] * n + r[6] * s, this.g = r[1] * t + r[4] * n + r[7] * s, this.b = r[2] * t + r[5] * n + r[8] * s, this;\n }\n /**\n * Returns `true` if this color is equal with the given one.\n *\n * @param {Color} c - The color to test for equality.\n * @return {boolean} Whether this bounding color is equal with the given one.\n */\n equals(e) {\n return e.r === this.r && e.g === this.g && e.b === this.b;\n }\n /**\n * Sets this color's RGB components from the given array.\n *\n * @param {Array} array - An array holding the RGB values.\n * @param {number} [offset=0] - The offset into the array.\n * @return {Color} A reference to this color.\n */\n fromArray(e, t = 0) {\n return this.r = e[t], this.g = e[t + 1], this.b = e[t + 2], this;\n }\n /**\n * Writes the RGB components of this color to the given array. If no array is provided,\n * the method returns a new instance.\n *\n * @param {Array} [array=[]] - The target array holding the color components.\n * @param {number} [offset=0] - Index of the first element in the array.\n * @return {Array} The color components.\n */\n toArray(e = [], t = 0) {\n return e[t] = this.r, e[t + 1] = this.g, e[t + 2] = this.b, e;\n }\n /**\n * Sets the components of this color from the given buffer attribute.\n *\n * @param {BufferAttribute} attribute - The buffer attribute holding color data.\n * @param {number} index - The index into the attribute.\n * @return {Color} A reference to this color.\n */\n fromBufferAttribute(e, t) {\n return this.r = e.getX(t), this.g = e.getY(t), this.b = e.getZ(t), this;\n }\n /**\n * This methods defines the serialization result of this class. Returns the color\n * as a hexadecimal value.\n *\n * @return {number} The hexadecimal value.\n */\n toJSON() {\n return this.getHex();\n }\n *[Symbol.iterator]() {\n yield this.r, yield this.g, yield this.b;\n }\n}\nconst It = /* @__PURE__ */ new Se();\nSe.NAMES = Qc;\nlet Hu = 0;\nclass tn extends mi {\n /**\n * Constructs a new material.\n */\n constructor() {\n super(), this.isMaterial = !0, Object.defineProperty(this, \"id\", { value: Hu++ }), this.uuid = fn(), this.name = \"\", this.type = \"Material\", this.blending = Fi, this.side = En, this.vertexColors = !1, this.opacity = 1, this.transparent = !1, this.alphaHash = !1, this.blendSrc = ba, this.blendDst = ya, this.blendEquation = cn, this.blendSrcAlpha = null, this.blendDstAlpha = null, this.blendEquationAlpha = null, this.blendColor = new Se(0, 0, 0), this.blendAlpha = 0, this.depthFunc = Vi, this.depthTest = !0, this.depthWrite = !0, this.stencilWriteMask = 255, this.stencilFunc = co, this.stencilRef = 0, this.stencilFuncMask = 255, this.stencilFail = xi, this.stencilZFail = xi, this.stencilZPass = xi, this.stencilWrite = !1, this.clippingPlanes = null, this.clipIntersection = !1, this.clipShadows = !1, this.shadowSide = null, this.colorWrite = !0, this.precision = null, this.polygonOffset = !1, this.polygonOffsetFactor = 0, this.polygonOffsetUnits = 0, this.dithering = !1, this.alphaToCoverage = !1, this.premultipliedAlpha = !1, this.forceSinglePass = !1, this.allowOverride = !0, this.visible = !0, this.toneMapped = !0, this.userData = {}, this.version = 0, this._alphaTest = 0;\n }\n /**\n * Sets the alpha value to be used when running an alpha test. The material\n * will not be rendered if the opacity is lower than this value.\n *\n * @type {number}\n * @readonly\n * @default 0\n */\n get alphaTest() {\n return this._alphaTest;\n }\n set alphaTest(e) {\n this._alphaTest > 0 != e > 0 && this.version++, this._alphaTest = e;\n }\n /**\n * An optional callback that is executed immediately before the material is used to render a 3D object.\n *\n * This method can only be used when rendering with {@link WebGLRenderer}.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Scene} scene - The scene.\n * @param {Camera} camera - The camera that is used to render the scene.\n * @param {BufferGeometry} geometry - The 3D object's geometry.\n * @param {Object3D} object - The 3D object.\n * @param {Object} group - The geometry group data.\n */\n onBeforeRender() {\n }\n /**\n * An optional callback that is executed immediately before the shader\n * program is compiled. This function is called with the shader source code\n * as a parameter. Useful for the modification of built-in materials.\n *\n * This method can only be used when rendering with {@link WebGLRenderer}. The\n * recommended approach when customizing materials is to use `WebGPURenderer` with the new\n * Node Material system and [TSL](https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language).\n *\n * @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source.\n * @param {WebGLRenderer} renderer - A reference to the renderer.\n */\n onBeforeCompile() {\n }\n /**\n * In case {@link Material#onBeforeCompile} is used, this callback can be used to identify\n * values of settings used in `onBeforeCompile()`, so three.js can reuse a cached\n * shader or recompile the shader for this material as needed.\n *\n * This method can only be used when rendering with {@link WebGLRenderer}.\n *\n * @return {string} The custom program cache key.\n */\n customProgramCacheKey() {\n return this.onBeforeCompile.toString();\n }\n /**\n * This method can be used to set default values from parameter objects.\n * It is a generic implementation so it can be used with different types\n * of materials.\n *\n * @param {Object} [values] - The material values to set.\n */\n setValues(e) {\n if (e !== void 0)\n for (const t in e) {\n const n = e[t];\n if (n === void 0) {\n Te(`Material: parameter '${t}' has value of undefined.`);\n continue;\n }\n const s = this[t];\n if (s === void 0) {\n Te(`Material: '${t}' is not a property of THREE.${this.type}.`);\n continue;\n }\n s && s.isColor ? s.set(n) : s && s.isVector3 && n && n.isVector3 ? s.copy(n) : this[t] = n;\n }\n }\n /**\n * Serializes the material into JSON.\n *\n * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.\n * @return {Object} A JSON object representing the serialized material.\n * @see {@link ObjectLoader#parse}\n */\n toJSON(e) {\n const t = e === void 0 || typeof e == \"string\";\n t && (e = {\n textures: {},\n images: {}\n });\n const n = {\n metadata: {\n version: 4.7,\n type: \"Material\",\n generator: \"Material.toJSON\"\n }\n };\n n.uuid = this.uuid, n.type = this.type, this.name !== \"\" && (n.name = this.name), this.color && this.color.isColor && (n.color = this.color.getHex()), this.roughness !== void 0 && (n.roughness = this.roughness), this.metalness !== void 0 && (n.metalness = this.metalness), this.sheen !== void 0 && (n.sheen = this.sheen), this.sheenColor && this.sheenColor.isColor && (n.sheenColor = this.sheenColor.getHex()), this.sheenRoughness !== void 0 && (n.sheenRoughness = this.sheenRoughness), this.emissive && this.emissive.isColor && (n.emissive = this.emissive.getHex()), this.emissiveIntensity !== void 0 && this.emissiveIntensity !== 1 && (n.emissiveIntensity = this.emissiveIntensity), this.specular && this.specular.isColor && (n.specular = this.specular.getHex()), this.specularIntensity !== void 0 && (n.specularIntensity = this.specularIntensity), this.specularColor && this.specularColor.isColor && (n.specularColor = this.specularColor.getHex()), this.shininess !== void 0 && (n.shininess = this.shininess), this.clearcoat !== void 0 && (n.clearcoat = this.clearcoat), this.clearcoatRoughness !== void 0 && (n.clearcoatRoughness = this.clearcoatRoughness), this.clearcoatMap && this.clearcoatMap.isTexture && (n.clearcoatMap = this.clearcoatMap.toJSON(e).uuid), this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture && (n.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON(e).uuid), this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture && (n.clearcoatNormalMap = this.clearcoatNormalMap.toJSON(e).uuid, n.clearcoatNormalScale = this.clearcoatNormalScale.toArray()), this.sheenColorMap && this.sheenColorMap.isTexture && (n.sheenColorMap = this.sheenColorMap.toJSON(e).uuid), this.sheenRoughnessMap && this.sheenRoughnessMap.isTexture && (n.sheenRoughnessMap = this.sheenRoughnessMap.toJSON(e).uuid), this.dispersion !== void 0 && (n.dispersion = this.dispersion), this.iridescence !== void 0 && (n.iridescence = this.iridescence), this.iridescenceIOR !== void 0 && (n.iridescenceIOR = this.iridescenceIOR), this.iridescenceThicknessRange !== void 0 && (n.iridescenceThicknessRange = this.iridescenceThicknessRange), this.iridescenceMap && this.iridescenceMap.isTexture && (n.iridescenceMap = this.iridescenceMap.toJSON(e).uuid), this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture && (n.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON(e).uuid), this.anisotropy !== void 0 && (n.anisotropy = this.anisotropy), this.anisotropyRotation !== void 0 && (n.anisotropyRotation = this.anisotropyRotation), this.anisotropyMap && this.anisotropyMap.isTexture && (n.anisotropyMap = this.anisotropyMap.toJSON(e).uuid), this.map && this.map.isTexture && (n.map = this.map.toJSON(e).uuid), this.matcap && this.matcap.isTexture && (n.matcap = this.matcap.toJSON(e).uuid), this.alphaMap && this.alphaMap.isTexture && (n.alphaMap = this.alphaMap.toJSON(e).uuid), this.lightMap && this.lightMap.isTexture && (n.lightMap = this.lightMap.toJSON(e).uuid, n.lightMapIntensity = this.lightMapIntensity), this.aoMap && this.aoMap.isTexture && (n.aoMap = this.aoMap.toJSON(e).uuid, n.aoMapIntensity = this.aoMapIntensity), this.bumpMap && this.bumpMap.isTexture && (n.bumpMap = this.bumpMap.toJSON(e).uuid, n.bumpScale = this.bumpScale), this.normalMap && this.normalMap.isTexture && (n.normalMap = this.normalMap.toJSON(e).uuid, n.normalMapType = this.normalMapType, n.normalScale = this.normalScale.toArray()), this.displacementMap && this.displacementMap.isTexture && (n.displacementMap = this.displacementMap.toJSON(e).uuid, n.displacementScale = this.displacementScale, n.displacementBias = this.displacementBias), this.roughnessMap && this.roughnessMap.isTexture && (n.roughnessMap = this.roughnessMap.toJSON(e).uuid), this.metalnessMap && this.metalnessMap.isTexture && (n.metalnessMap = this.metalnessMap.toJSON(e).uuid), this.emissiveMap && this.emissiveMap.isTexture && (n.emissiveMap = this.emissiveMap.toJSON(e).uuid), this.specularMap && this.specularMap.isTexture && (n.specularMap = this.specularMap.toJSON(e).uuid), this.specularIntensityMap && this.specularIntensityMap.isTexture && (n.specularIntensityMap = this.specularIntensityMap.toJSON(e).uuid), this.specularColorMap && this.specularColorMap.isTexture && (n.specularColorMap = this.specularColorMap.toJSON(e).uuid), this.envMap && this.envMap.isTexture && (n.envMap = this.envMap.toJSON(e).uuid, this.combine !== void 0 && (n.combine = this.combine)), this.envMapRotation !== void 0 && (n.envMapRotation = this.envMapRotation.toArray()), this.envMapIntensity !== void 0 && (n.envMapIntensity = this.envMapIntensity), this.reflectivity !== void 0 && (n.reflectivity = this.reflectivity), this.refractionRatio !== void 0 && (n.refractionRatio = this.refractionRatio), this.gradientMap && this.gradientMap.isTexture && (n.gradientMap = this.gradientMap.toJSON(e).uuid), this.transmission !== void 0 && (n.transmission = this.transmission), this.transmissionMap && this.transmissionMap.isTexture && (n.transmissionMap = this.transmissionMap.toJSON(e).uuid), this.thickness !== void 0 && (n.thickness = this.thickness), this.thicknessMap && this.thicknessMap.isTexture && (n.thicknessMap = this.thicknessMap.toJSON(e).uuid), this.attenuationDistance !== void 0 && this.attenuationDistance !== 1 / 0 && (n.attenuationDistance = this.attenuationDistance), this.attenuationColor !== void 0 && (n.attenuationColor = this.attenuationColor.getHex()), this.size !== void 0 && (n.size = this.size), this.shadowSide !== null && (n.shadowSide = this.shadowSide), this.sizeAttenuation !== void 0 && (n.sizeAttenuation = this.sizeAttenuation), this.blending !== Fi && (n.blending = this.blending), this.side !== En && (n.side = this.side), this.vertexColors === !0 && (n.vertexColors = !0), this.opacity < 1 && (n.opacity = this.opacity), this.transparent === !0 && (n.transparent = !0), this.blendSrc !== ba && (n.blendSrc = this.blendSrc), this.blendDst !== ya && (n.blendDst = this.blendDst), this.blendEquation !== cn && (n.blendEquation = this.blendEquation), this.blendSrcAlpha !== null && (n.blendSrcAlpha = this.blendSrcAlpha), this.blendDstAlpha !== null && (n.blendDstAlpha = this.blendDstAlpha), this.blendEquationAlpha !== null && (n.blendEquationAlpha = this.blendEquationAlpha), this.blendColor && this.blendColor.isColor && (n.blendColor = this.blendColor.getHex()), this.blendAlpha !== 0 && (n.blendAlpha = this.blendAlpha), this.depthFunc !== Vi && (n.depthFunc = this.depthFunc), this.depthTest === !1 && (n.depthTest = this.depthTest), this.depthWrite === !1 && (n.depthWrite = this.depthWrite), this.colorWrite === !1 && (n.colorWrite = this.colorWrite), this.stencilWriteMask !== 255 && (n.stencilWriteMask = this.stencilWriteMask), this.stencilFunc !== co && (n.stencilFunc = this.stencilFunc), this.stencilRef !== 0 && (n.stencilRef = this.stencilRef), this.stencilFuncMask !== 255 && (n.stencilFuncMask = this.stencilFuncMask), this.stencilFail !== xi && (n.stencilFail = this.stencilFail), this.stencilZFail !== xi && (n.stencilZFail = this.stencilZFail), this.stencilZPass !== xi && (n.stencilZPass = this.stencilZPass), this.stencilWrite === !0 && (n.stencilWrite = this.stencilWrite), this.rotation !== void 0 && this.rotation !== 0 && (n.rotation = this.rotation), this.polygonOffset === !0 && (n.polygonOffset = !0), this.polygonOffsetFactor !== 0 && (n.polygonOffsetFactor = this.polygonOffsetFactor), this.polygonOffsetUnits !== 0 && (n.polygonOffsetUnits = this.polygonOffsetUnits), this.linewidth !== void 0 && this.linewidth !== 1 && (n.linewidth = this.linewidth), this.dashSize !== void 0 && (n.dashSize = this.dashSize), this.gapSize !== void 0 && (n.gapSize = this.gapSize), this.scale !== void 0 && (n.scale = this.scale), this.dithering === !0 && (n.dithering = !0), this.alphaTest > 0 && (n.alphaTest = this.alphaTest), this.alphaHash === !0 && (n.alphaHash = !0), this.alphaToCoverage === !0 && (n.alphaToCoverage = !0), this.premultipliedAlpha === !0 && (n.premultipliedAlpha = !0), this.forceSinglePass === !0 && (n.forceSinglePass = !0), this.wireframe === !0 && (n.wireframe = !0), this.wireframeLinewidth > 1 && (n.wireframeLinewidth = this.wireframeLinewidth), this.wireframeLinecap !== \"round\" && (n.wireframeLinecap = this.wireframeLinecap), this.wireframeLinejoin !== \"round\" && (n.wireframeLinejoin = this.wireframeLinejoin), this.flatShading === !0 && (n.flatShading = !0), this.visible === !1 && (n.visible = !1), this.toneMapped === !1 && (n.toneMapped = !1), this.fog === !1 && (n.fog = !1), Object.keys(this.userData).length > 0 && (n.userData = this.userData);\n function s(r) {\n const a = [];\n for (const o in r) {\n const l = r[o];\n delete l.metadata, a.push(l);\n }\n return a;\n }\n if (t) {\n const r = s(e.textures), a = s(e.images);\n r.length > 0 && (n.textures = r), a.length > 0 && (n.images = a);\n }\n return n;\n }\n /**\n * Returns a new material with copied values from this instance.\n *\n * @return {Material} A clone of this instance.\n */\n clone() {\n return new this.constructor().copy(this);\n }\n /**\n * Copies the values of the given material to this instance.\n *\n * @param {Material} source - The material to copy.\n * @return {Material} A reference to this instance.\n */\n copy(e) {\n this.name = e.name, this.blending = e.blending, this.side = e.side, this.vertexColors = e.vertexColors, this.opacity = e.opacity, this.transparent = e.transparent, this.blendSrc = e.blendSrc, this.blendDst = e.blendDst, this.blendEquation = e.blendEquation, this.blendSrcAlpha = e.blendSrcAlpha, this.blendDstAlpha = e.blendDstAlpha, this.blendEquationAlpha = e.blendEquationAlpha, this.blendColor.copy(e.blendColor), this.blendAlpha = e.blendAlpha, this.depthFunc = e.depthFunc, this.depthTest = e.depthTest, this.depthWrite = e.depthWrite, this.stencilWriteMask = e.stencilWriteMask, this.stencilFunc = e.stencilFunc, this.stencilRef = e.stencilRef, this.stencilFuncMask = e.stencilFuncMask, this.stencilFail = e.stencilFail, this.stencilZFail = e.stencilZFail, this.stencilZPass = e.stencilZPass, this.stencilWrite = e.stencilWrite;\n const t = e.clippingPlanes;\n let n = null;\n if (t !== null) {\n const s = t.length;\n n = new Array(s);\n for (let r = 0; r !== s; ++r)\n n[r] = t[r].clone();\n }\n return this.clippingPlanes = n, this.clipIntersection = e.clipIntersection, this.clipShadows = e.clipShadows, this.shadowSide = e.shadowSide, this.colorWrite = e.colorWrite, this.precision = e.precision, this.polygonOffset = e.polygonOffset, this.polygonOffsetFactor = e.polygonOffsetFactor, this.polygonOffsetUnits = e.polygonOffsetUnits, this.dithering = e.dithering, this.alphaTest = e.alphaTest, this.alphaHash = e.alphaHash, this.alphaToCoverage = e.alphaToCoverage, this.premultipliedAlpha = e.premultipliedAlpha, this.forceSinglePass = e.forceSinglePass, this.visible = e.visible, this.toneMapped = e.toneMapped, this.userData = JSON.parse(JSON.stringify(e.userData)), this;\n }\n /**\n * Frees the GPU-related resources allocated by this instance. Call this\n * method whenever this instance is no longer used in your app.\n *\n * @fires Material#dispose\n */\n dispose() {\n this.dispatchEvent({ type: \"dispose\" });\n }\n /**\n * Setting this property to `true` indicates the engine the material\n * needs to be recompiled.\n *\n * @type {boolean}\n * @default false\n * @param {boolean} value\n */\n set needsUpdate(e) {\n e === !0 && this.version++;\n }\n}\nclass Bt extends tn {\n /**\n * Constructs a new mesh basic material.\n *\n * @param {Object} [parameters] - An object with one or more properties\n * defining the material's appearance. Any property of the material\n * (including any property from inherited materials) can be passed\n * in here. Color values can be passed any type of value accepted\n * by {@link Color#set}.\n */\n constructor(e) {\n super(), this.isMeshBasicMaterial = !0, this.type = \"MeshBasicMaterial\", this.color = new Se(16777215), this.map = null, this.lightMap = null, this.lightMapIntensity = 1, this.aoMap = null, this.aoMapIntensity = 1, this.specularMap = null, this.alphaMap = null, this.envMap = null, this.envMapRotation = new xn(), this.combine = So, this.reflectivity = 1, this.refractionRatio = 0.98, this.wireframe = !1, this.wireframeLinewidth = 1, this.wireframeLinecap = \"round\", this.wireframeLinejoin = \"round\", this.fog = !0, this.setValues(e);\n }\n copy(e) {\n return super.copy(e), this.color.copy(e.color), this.map = e.map, this.lightMap = e.lightMap, this.lightMapIntensity = e.lightMapIntensity, this.aoMap = e.aoMap, this.aoMapIntensity = e.aoMapIntensity, this.specularMap = e.specularMap, this.alphaMap = e.alphaMap, this.envMap = e.envMap, this.envMapRotation.copy(e.envMapRotation), this.combine = e.combine, this.reflectivity = e.reflectivity, this.refractionRatio = e.refractionRatio, this.wireframe = e.wireframe, this.wireframeLinewidth = e.wireframeLinewidth, this.wireframeLinecap = e.wireframeLinecap, this.wireframeLinejoin = e.wireframeLinejoin, this.fog = e.fog, this;\n }\n}\nconst Bn = /* @__PURE__ */ Wu();\nfunction Wu() {\n const i = new ArrayBuffer(4), e = new Float32Array(i), t = new Uint32Array(i), n = new Uint32Array(512), s = new Uint32Array(512);\n for (let l = 0; l < 256; ++l) {\n const c = l - 127;\n c < -27 ? (n[l] = 0, n[l | 256] = 32768, s[l] = 24, s[l | 256] = 24) : c < -14 ? (n[l] = 1024 >> -c - 14, n[l | 256] = 1024 >> -c - 14 | 32768, s[l] = -c - 1, s[l | 256] = -c - 1) : c <= 15 ? (n[l] = c + 15 << 10, n[l | 256] = c + 15 << 10 | 32768, s[l] = 13, s[l | 256] = 13) : c < 128 ? (n[l] = 31744, n[l | 256] = 64512, s[l] = 24, s[l | 256] = 24) : (n[l] = 31744, n[l | 256] = 64512, s[l] = 13, s[l | 256] = 13);\n }\n const r = new Uint32Array(2048), a = new Uint32Array(64), o = new Uint32Array(64);\n for (let l = 1; l < 1024; ++l) {\n let c = l << 13, h = 0;\n for (; (c & 8388608) === 0; )\n c <<= 1, h -= 8388608;\n c &= -8388609, h += 947912704, r[l] = c | h;\n }\n for (let l = 1024; l < 2048; ++l)\n r[l] = 939524096 + (l - 1024 << 13);\n for (let l = 1; l < 31; ++l)\n a[l] = l << 23;\n a[31] = 1199570944, a[32] = 2147483648;\n for (let l = 33; l < 63; ++l)\n a[l] = 2147483648 + (l - 32 << 23);\n a[63] = 3347054592;\n for (let l = 1; l < 64; ++l)\n l !== 32 && (o[l] = 1024);\n return {\n floatView: e,\n uint32View: t,\n baseTable: n,\n shiftTable: s,\n mantissaTable: r,\n exponentTable: a,\n offsetTable: o\n };\n}\nfunction Xu(i) {\n Math.abs(i) > 65504 && Te(\"DataUtils.toHalfFloat(): Value out of range.\"), i = He(i, -65504, 65504), Bn.floatView[0] = i;\n const e = Bn.uint32View[0], t = e >> 23 & 511;\n return Bn.baseTable[t] + ((e & 8388607) >> Bn.shiftTable[t]);\n}\nfunction ju(i) {\n const e = i >> 10;\n return Bn.uint32View[0] = Bn.mantissaTable[Bn.offsetTable[e] + (i & 1023)] + Bn.exponentTable[e], Bn.floatView[0];\n}\nclass Vs {\n /**\n * Returns a half precision floating point value (FP16) from the given single\n * precision floating point value (FP32).\n *\n * @param {number} val - A single precision floating point value.\n * @return {number} The FP16 value.\n */\n static toHalfFloat(e) {\n return Xu(e);\n }\n /**\n * Returns a single precision floating point value (FP32) from the given half\n * precision floating point value (FP16).\n *\n * @param {number} val - A half precision floating point value.\n * @return {number} The FP32 value.\n */\n static fromHalfFloat(e) {\n return ju(e);\n }\n}\nconst vt = /* @__PURE__ */ new w(), Gs = /* @__PURE__ */ new le();\nlet qu = 0;\nclass kt {\n /**\n * Constructs a new buffer attribute.\n *\n * @param {TypedArray} array - The array holding the attribute data.\n * @param {number} itemSize - The item size.\n * @param {boolean} [normalized=false] - Whether the data are normalized or not.\n */\n constructor(e, t, n = !1) {\n if (Array.isArray(e))\n throw new TypeError(\"THREE.BufferAttribute: array should be a Typed Array.\");\n this.isBufferAttribute = !0, Object.defineProperty(this, \"id\", { value: qu++ }), this.name = \"\", this.array = e, this.itemSize = t, this.count = e !== void 0 ? e.length / t : 0, this.normalized = n, this.usage = ho, this.updateRanges = [], this.gpuType = Xt, this.version = 0;\n }\n /**\n * A callback function that is executed after the renderer has transferred the attribute\n * array data to the GPU.\n */\n onUploadCallback() {\n }\n /**\n * Flag to indicate that this attribute has changed and should be re-sent to\n * the GPU. Set this to `true` when you modify the value of the array.\n *\n * @type {number}\n * @default false\n * @param {boolean} value\n */\n set needsUpdate(e) {\n e === !0 && this.version++;\n }\n /**\n * Sets the usage of this buffer attribute.\n *\n * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.\n * @return {BufferAttribute} A reference to this buffer attribute.\n */\n setUsage(e) {\n return this.usage = e, this;\n }\n /**\n * Adds a range of data in the data array to be updated on the GPU.\n *\n * @param {number} start - Position at which to start update.\n * @param {number} count - The number of components to update.\n */\n addUpdateRange(e, t) {\n this.updateRanges.push({ start: e, count: t });\n }\n /**\n * Clears the update ranges.\n */\n clearUpdateRanges() {\n this.updateRanges.length = 0;\n }\n /**\n * Copies the values of the given buffer attribute to this instance.\n *\n * @param {BufferAttribute} source - The buffer attribute to copy.\n * @return {BufferAttribute} A reference to this instance.\n */\n copy(e) {\n return this.name = e.name, this.array = new e.array.constructor(e.array), this.itemSize = e.itemSize, this.count = e.count, this.normalized = e.normalized, this.usage = e.usage, this.gpuType = e.gpuType, this;\n }\n /**\n * Copies a vector from the given buffer attribute to this one. The start\n * and destination position in the attribute buffers are represented by the\n * given indices.\n *\n * @param {number} index1 - The destination index into this buffer attribute.\n * @param {BufferAttribute} attribute - The buffer attribute to copy from.\n * @param {number} index2 - The source index into the given buffer attribute.\n * @return {BufferAttribute} A reference to this instance.\n */\n copyAt(e, t, n) {\n e *= this.itemSize, n *= t.itemSize;\n for (let s = 0, r = this.itemSize; s < r; s++)\n this.array[e + s] = t.array[n + s];\n return this;\n }\n /**\n * Copies the given array data into this buffer attribute.\n *\n * @param {(TypedArray|Array)} array - The array to copy.\n * @return {BufferAttribute} A reference to this instance.\n */\n copyArray(e) {\n return this.array.set(e), this;\n }\n /**\n * Applies the given 3x3 matrix to the given attribute. Works with\n * item size `2` and `3`.\n *\n * @param {Matrix3} m - The matrix to apply.\n * @return {BufferAttribute} A reference to this instance.\n */\n applyMatrix3(e) {\n if (this.itemSize === 2)\n for (let t = 0, n = this.count; t < n; t++)\n Gs.fromBufferAttribute(this, t), Gs.applyMatrix3(e), this.setXY(t, Gs.x, Gs.y);\n else if (this.itemSize === 3)\n for (let t = 0, n = this.count; t < n; t++)\n vt.fromBufferAttribute(this, t), vt.applyMatrix3(e), this.setXYZ(t, vt.x, vt.y, vt.z);\n return this;\n }\n /**\n * Applies the given 4x4 matrix to the given attribute. Only works with\n * item size `3`.\n *\n * @param {Matrix4} m - The matrix to apply.\n * @return {BufferAttribute} A reference to this instance.\n */\n applyMatrix4(e) {\n for (let t = 0, n = this.count; t < n; t++)\n vt.fromBufferAttribute(this, t), vt.applyMatrix4(e), this.setXYZ(t, vt.x, vt.y, vt.z);\n return this;\n }\n /**\n * Applies the given 3x3 normal matrix to the given attribute. Only works with\n * item size `3`.\n *\n * @param {Matrix3} m - The normal matrix to apply.\n * @return {BufferAttribute} A reference to this instance.\n */\n applyNormalMatrix(e) {\n for (let t = 0, n = this.count; t < n; t++)\n vt.fromBufferAttribute(this, t), vt.applyNormalMatrix(e), this.setXYZ(t, vt.x, vt.y, vt.z);\n return this;\n }\n /**\n * Applies the given 4x4 matrix to the given attribute. Only works with\n * item size `3` and with direction vectors.\n *\n * @param {Matrix4} m - The matrix to apply.\n * @return {BufferAttribute} A reference to this instance.\n */\n transformDirection(e) {\n for (let t = 0, n = this.count; t < n; t++)\n vt.fromBufferAttribute(this, t), vt.transformDirection(e), this.setXYZ(t, vt.x, vt.y, vt.z);\n return this;\n }\n /**\n * Sets the given array data in the buffer attribute.\n *\n * @param {(TypedArray|Array)} value - The array data to set.\n * @param {number} [offset=0] - The offset in this buffer attribute's array.\n * @return {BufferAttribute} A reference to this instance.\n */\n set(e, t = 0) {\n return this.array.set(e, t), this;\n }\n /**\n * Returns the given component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} component - The component index.\n * @return {number} The returned value.\n */\n getComponent(e, t) {\n let n = this.array[e * this.itemSize + t];\n return this.normalized && (n = hn(n, this.array)), n;\n }\n /**\n * Sets the given value to the given component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} component - The component index.\n * @param {number} value - The value to set.\n * @return {BufferAttribute} A reference to this instance.\n */\n setComponent(e, t, n) {\n return this.normalized && (n = tt(n, this.array)), this.array[e * this.itemSize + t] = n, this;\n }\n /**\n * Returns the x component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @return {number} The x component.\n */\n getX(e) {\n let t = this.array[e * this.itemSize];\n return this.normalized && (t = hn(t, this.array)), t;\n }\n /**\n * Sets the x component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} x - The value to set.\n * @return {BufferAttribute} A reference to this instance.\n */\n setX(e, t) {\n return this.normalized && (t = tt(t, this.array)), this.array[e * this.itemSize] = t, this;\n }\n /**\n * Returns the y component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @return {number} The y component.\n */\n getY(e) {\n let t = this.array[e * this.itemSize + 1];\n return this.normalized && (t = hn(t, this.array)), t;\n }\n /**\n * Sets the y component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} y - The value to set.\n * @return {BufferAttribute} A reference to this instance.\n */\n setY(e, t) {\n return this.normalized && (t = tt(t, this.array)), this.array[e * this.itemSize + 1] = t, this;\n }\n /**\n * Returns the z component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @return {number} The z component.\n */\n getZ(e) {\n let t = this.array[e * this.itemSize + 2];\n return this.normalized && (t = hn(t, this.array)), t;\n }\n /**\n * Sets the z component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} z - The value to set.\n * @return {BufferAttribute} A reference to this instance.\n */\n setZ(e, t) {\n return this.normalized && (t = tt(t, this.array)), this.array[e * this.itemSize + 2] = t, this;\n }\n /**\n * Returns the w component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @return {number} The w component.\n */\n getW(e) {\n let t = this.array[e * this.itemSize + 3];\n return this.normalized && (t = hn(t, this.array)), t;\n }\n /**\n * Sets the w component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} w - The value to set.\n * @return {BufferAttribute} A reference to this instance.\n */\n setW(e, t) {\n return this.normalized && (t = tt(t, this.array)), this.array[e * this.itemSize + 3] = t, this;\n }\n /**\n * Sets the x and y component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} x - The value for the x component to set.\n * @param {number} y - The value for the y component to set.\n * @return {BufferAttribute} A reference to this instance.\n */\n setXY(e, t, n) {\n return e *= this.itemSize, this.normalized && (t = tt(t, this.array), n = tt(n, this.array)), this.array[e + 0] = t, this.array[e + 1] = n, this;\n }\n /**\n * Sets the x, y and z component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} x - The value for the x component to set.\n * @param {number} y - The value for the y component to set.\n * @param {number} z - The value for the z component to set.\n * @return {BufferAttribute} A reference to this instance.\n */\n setXYZ(e, t, n, s) {\n return e *= this.itemSize, this.normalized && (t = tt(t, this.array), n = tt(n, this.array), s = tt(s, this.array)), this.array[e + 0] = t, this.array[e + 1] = n, this.array[e + 2] = s, this;\n }\n /**\n * Sets the x, y, z and w component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} x - The value for the x component to set.\n * @param {number} y - The value for the y component to set.\n * @param {number} z - The value for the z component to set.\n * @param {number} w - The value for the w component to set.\n * @return {BufferAttribute} A reference to this instance.\n */\n setXYZW(e, t, n, s, r) {\n return e *= this.itemSize, this.normalized && (t = tt(t, this.array), n = tt(n, this.array), s = tt(s, this.array), r = tt(r, this.array)), this.array[e + 0] = t, this.array[e + 1] = n, this.array[e + 2] = s, this.array[e + 3] = r, this;\n }\n /**\n * Sets the given callback function that is executed after the Renderer has transferred\n * the attribute array data to the GPU. Can be used to perform clean-up operations after\n * the upload when attribute data are not needed anymore on the CPU side.\n *\n * @param {Function} callback - The `onUpload()` callback.\n * @return {BufferAttribute} A reference to this instance.\n */\n onUpload(e) {\n return this.onUploadCallback = e, this;\n }\n /**\n * Returns a new buffer attribute with copied values from this instance.\n *\n * @return {BufferAttribute} A clone of this instance.\n */\n clone() {\n return new this.constructor(this.array, this.itemSize).copy(this);\n }\n /**\n * Serializes the buffer attribute into JSON.\n *\n * @return {Object} A JSON object representing the serialized buffer attribute.\n */\n toJSON() {\n const e = {\n itemSize: this.itemSize,\n type: this.array.constructor.name,\n array: Array.from(this.array),\n normalized: this.normalized\n };\n return this.name !== \"\" && (e.name = this.name), this.usage !== ho && (e.usage = this.usage), e;\n }\n}\nclass eh extends kt {\n /**\n * Constructs a new buffer attribute.\n *\n * @param {(Array|Uint16Array)} array - The array holding the attribute data.\n * @param {number} itemSize - The item size.\n * @param {boolean} [normalized=false] - Whether the data are normalized or not.\n */\n constructor(e, t, n) {\n super(new Uint16Array(e), t, n);\n }\n}\nclass th extends kt {\n /**\n * Constructs a new buffer attribute.\n *\n * @param {(Array|Uint32Array)} array - The array holding the attribute data.\n * @param {number} itemSize - The item size.\n * @param {boolean} [normalized=false] - Whether the data are normalized or not.\n */\n constructor(e, t, n) {\n super(new Uint32Array(e), t, n);\n }\n}\nclass pn extends kt {\n /**\n * Constructs a new buffer attribute.\n *\n * @param {(Array|Float32Array)} array - The array holding the attribute data.\n * @param {number} itemSize - The item size.\n * @param {boolean} [normalized=false] - Whether the data are normalized or not.\n */\n constructor(e, t, n) {\n super(new Float32Array(e), t, n);\n }\n}\nlet Yu = 0;\nconst Jt = /* @__PURE__ */ new Ne(), ta = /* @__PURE__ */ new pt(), Ai = /* @__PURE__ */ new w(), Kt = /* @__PURE__ */ new Pt(), os = /* @__PURE__ */ new Pt(), At = /* @__PURE__ */ new w();\nclass nn extends mi {\n /**\n * Constructs a new geometry.\n */\n constructor() {\n super(), this.isBufferGeometry = !0, Object.defineProperty(this, \"id\", { value: Yu++ }), this.uuid = fn(), this.name = \"\", this.type = \"BufferGeometry\", this.index = null, this.indirect = null, this.attributes = {}, this.morphAttributes = {}, this.morphTargetsRelative = !1, this.groups = [], this.boundingBox = null, this.boundingSphere = null, this.drawRange = { start: 0, count: 1 / 0 }, this.userData = {};\n }\n /**\n * Returns the index of this geometry.\n *\n * @return {?BufferAttribute} The index. Returns `null` if no index is defined.\n */\n getIndex() {\n return this.index;\n }\n /**\n * Sets the given index to this geometry.\n *\n * @param {Array|BufferAttribute} index - The index to set.\n * @return {BufferGeometry} A reference to this instance.\n */\n setIndex(e) {\n return Array.isArray(e) ? this.index = new ($c(e) ? th : eh)(e, 1) : this.index = e, this;\n }\n /**\n * Sets the given indirect attribute to this geometry.\n *\n * @param {BufferAttribute} indirect - The attribute holding indirect draw calls.\n * @return {BufferGeometry} A reference to this instance.\n */\n setIndirect(e) {\n return this.indirect = e, this;\n }\n /**\n * Returns the indirect attribute of this geometry.\n *\n * @return {?BufferAttribute} The indirect attribute. Returns `null` if no indirect attribute is defined.\n */\n getIndirect() {\n return this.indirect;\n }\n /**\n * Returns the buffer attribute for the given name.\n *\n * @param {string} name - The attribute name.\n * @return {BufferAttribute|InterleavedBufferAttribute|undefined} The buffer attribute.\n * Returns `undefined` if not attribute has been found.\n */\n getAttribute(e) {\n return this.attributes[e];\n }\n /**\n * Sets the given attribute for the given name.\n *\n * @param {string} name - The attribute name.\n * @param {BufferAttribute|InterleavedBufferAttribute} attribute - The attribute to set.\n * @return {BufferGeometry} A reference to this instance.\n */\n setAttribute(e, t) {\n return this.attributes[e] = t, this;\n }\n /**\n * Deletes the attribute for the given name.\n *\n * @param {string} name - The attribute name to delete.\n * @return {BufferGeometry} A reference to this instance.\n */\n deleteAttribute(e) {\n return delete this.attributes[e], this;\n }\n /**\n * Returns `true` if this geometry has an attribute for the given name.\n *\n * @param {string} name - The attribute name.\n * @return {boolean} Whether this geometry has an attribute for the given name or not.\n */\n hasAttribute(e) {\n return this.attributes[e] !== void 0;\n }\n /**\n * Adds a group to this geometry.\n *\n * @param {number} start - The first element in this draw call. That is the first\n * vertex for non-indexed geometry, otherwise the first triangle index.\n * @param {number} count - Specifies how many vertices (or indices) are part of this group.\n * @param {number} [materialIndex=0] - The material array index to use.\n */\n addGroup(e, t, n = 0) {\n this.groups.push({\n start: e,\n count: t,\n materialIndex: n\n });\n }\n /**\n * Clears all groups.\n */\n clearGroups() {\n this.groups = [];\n }\n /**\n * Sets the draw range for this geometry.\n *\n * @param {number} start - The first vertex for non-indexed geometry, otherwise the first triangle index.\n * @param {number} count - For non-indexed BufferGeometry, `count` is the number of vertices to render.\n * For indexed BufferGeometry, `count` is the number of indices to render.\n */\n setDrawRange(e, t) {\n this.drawRange.start = e, this.drawRange.count = t;\n }\n /**\n * Applies the given 4x4 transformation matrix to the geometry.\n *\n * @param {Matrix4} matrix - The matrix to apply.\n * @return {BufferGeometry} A reference to this instance.\n */\n applyMatrix4(e) {\n const t = this.attributes.position;\n t !== void 0 && (t.applyMatrix4(e), t.needsUpdate = !0);\n const n = this.attributes.normal;\n if (n !== void 0) {\n const r = new ze().getNormalMatrix(e);\n n.applyNormalMatrix(r), n.needsUpdate = !0;\n }\n const s = this.attributes.tangent;\n return s !== void 0 && (s.transformDirection(e), s.needsUpdate = !0), this.boundingBox !== null && this.computeBoundingBox(), this.boundingSphere !== null && this.computeBoundingSphere(), this;\n }\n /**\n * Applies the rotation represented by the Quaternion to the geometry.\n *\n * @param {Quaternion} q - The Quaternion to apply.\n * @return {BufferGeometry} A reference to this instance.\n */\n applyQuaternion(e) {\n return Jt.makeRotationFromQuaternion(e), this.applyMatrix4(Jt), this;\n }\n /**\n * Rotates the geometry about the X axis. This is typically done as a one time\n * operation, and not during a loop. Use {@link Object3D#rotation} for typical\n * real-time mesh rotation.\n *\n * @param {number} angle - The angle in radians.\n * @return {BufferGeometry} A reference to this instance.\n */\n rotateX(e) {\n return Jt.makeRotationX(e), this.applyMatrix4(Jt), this;\n }\n /**\n * Rotates the geometry about the Y axis. This is typically done as a one time\n * operation, and not during a loop. Use {@link Object3D#rotation} for typical\n * real-time mesh rotation.\n *\n * @param {number} angle - The angle in radians.\n * @return {BufferGeometry} A reference to this instance.\n */\n rotateY(e) {\n return Jt.makeRotationY(e), this.applyMatrix4(Jt), this;\n }\n /**\n * Rotates the geometry about the Z axis. This is typically done as a one time\n * operation, and not during a loop. Use {@link Object3D#rotation} for typical\n * real-time mesh rotation.\n *\n * @param {number} angle - The angle in radians.\n * @return {BufferGeometry} A reference to this instance.\n */\n rotateZ(e) {\n return Jt.makeRotationZ(e), this.applyMatrix4(Jt), this;\n }\n /**\n * Translates the geometry. This is typically done as a one time\n * operation, and not during a loop. Use {@link Object3D#position} for typical\n * real-time mesh rotation.\n *\n * @param {number} x - The x offset.\n * @param {number} y - The y offset.\n * @param {number} z - The z offset.\n * @return {BufferGeometry} A reference to this instance.\n */\n translate(e, t, n) {\n return Jt.makeTranslation(e, t, n), this.applyMatrix4(Jt), this;\n }\n /**\n * Scales the geometry. This is typically done as a one time\n * operation, and not during a loop. Use {@link Object3D#scale} for typical\n * real-time mesh rotation.\n *\n * @param {number} x - The x scale.\n * @param {number} y - The y scale.\n * @param {number} z - The z scale.\n * @return {BufferGeometry} A reference to this instance.\n */\n scale(e, t, n) {\n return Jt.makeScale(e, t, n), this.applyMatrix4(Jt), this;\n }\n /**\n * Rotates the geometry to face a point in 3D space. This is typically done as a one time\n * operation, and not during a loop. Use {@link Object3D#lookAt} for typical\n * real-time mesh rotation.\n *\n * @param {Vector3} vector - The target point.\n * @return {BufferGeometry} A reference to this instance.\n */\n lookAt(e) {\n return ta.lookAt(e), ta.updateMatrix(), this.applyMatrix4(ta.matrix), this;\n }\n /**\n * Center the geometry based on its bounding box.\n *\n * @return {BufferGeometry} A reference to this instance.\n */\n center() {\n return this.computeBoundingBox(), this.boundingBox.getCenter(Ai).negate(), this.translate(Ai.x, Ai.y, Ai.z), this;\n }\n /**\n * Defines a geometry by creating a `position` attribute based on the given array of points. The array\n * can hold 2D or 3D vectors. When using two-dimensional data, the `z` coordinate for all vertices is\n * set to `0`.\n *\n * If the method is used with an existing `position` attribute, the vertex data are overwritten with the\n * data from the array. The length of the array must match the vertex count.\n *\n * @param {Array|Array} points - The points.\n * @return {BufferGeometry} A reference to this instance.\n */\n setFromPoints(e) {\n const t = this.getAttribute(\"position\");\n if (t === void 0) {\n const n = [];\n for (let s = 0, r = e.length; s < r; s++) {\n const a = e[s];\n n.push(a.x, a.y, a.z || 0);\n }\n this.setAttribute(\"position\", new pn(n, 3));\n } else {\n const n = Math.min(e.length, t.count);\n for (let s = 0; s < n; s++) {\n const r = e[s];\n t.setXYZ(s, r.x, r.y, r.z || 0);\n }\n e.length > t.count && Te(\"BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.\"), t.needsUpdate = !0;\n }\n return this;\n }\n /**\n * Computes the bounding box of the geometry, and updates the `boundingBox` member.\n * The bounding box is not computed by the engine; it must be computed by your app.\n * You may need to recompute the bounding box if the geometry vertices are modified.\n */\n computeBoundingBox() {\n this.boundingBox === null && (this.boundingBox = new Pt());\n const e = this.attributes.position, t = this.morphAttributes.position;\n if (e && e.isGLBufferAttribute) {\n Xe(\"BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.\", this), this.boundingBox.set(\n new w(-1 / 0, -1 / 0, -1 / 0),\n new w(1 / 0, 1 / 0, 1 / 0)\n );\n return;\n }\n if (e !== void 0) {\n if (this.boundingBox.setFromBufferAttribute(e), t)\n for (let n = 0, s = t.length; n < s; n++) {\n const r = t[n];\n Kt.setFromBufferAttribute(r), this.morphTargetsRelative ? (At.addVectors(this.boundingBox.min, Kt.min), this.boundingBox.expandByPoint(At), At.addVectors(this.boundingBox.max, Kt.max), this.boundingBox.expandByPoint(At)) : (this.boundingBox.expandByPoint(Kt.min), this.boundingBox.expandByPoint(Kt.max));\n }\n } else\n this.boundingBox.makeEmpty();\n (isNaN(this.boundingBox.min.x) || isNaN(this.boundingBox.min.y) || isNaN(this.boundingBox.min.z)) && Xe('BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The \"position\" attribute is likely to have NaN values.', this);\n }\n /**\n * Computes the bounding sphere of the geometry, and updates the `boundingSphere` member.\n * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.\n * You may need to recompute the bounding sphere if the geometry vertices are modified.\n */\n computeBoundingSphere() {\n this.boundingSphere === null && (this.boundingSphere = new Rn());\n const e = this.attributes.position, t = this.morphAttributes.position;\n if (e && e.isGLBufferAttribute) {\n Xe(\"BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.\", this), this.boundingSphere.set(new w(), 1 / 0);\n return;\n }\n if (e) {\n const n = this.boundingSphere.center;\n if (Kt.setFromBufferAttribute(e), t)\n for (let r = 0, a = t.length; r < a; r++) {\n const o = t[r];\n os.setFromBufferAttribute(o), this.morphTargetsRelative ? (At.addVectors(Kt.min, os.min), Kt.expandByPoint(At), At.addVectors(Kt.max, os.max), Kt.expandByPoint(At)) : (Kt.expandByPoint(os.min), Kt.expandByPoint(os.max));\n }\n Kt.getCenter(n);\n let s = 0;\n for (let r = 0, a = e.count; r < a; r++)\n At.fromBufferAttribute(e, r), s = Math.max(s, n.distanceToSquared(At));\n if (t)\n for (let r = 0, a = t.length; r < a; r++) {\n const o = t[r], l = this.morphTargetsRelative;\n for (let c = 0, h = o.count; c < h; c++)\n At.fromBufferAttribute(o, c), l && (Ai.fromBufferAttribute(e, c), At.add(Ai)), s = Math.max(s, n.distanceToSquared(At));\n }\n this.boundingSphere.radius = Math.sqrt(s), isNaN(this.boundingSphere.radius) && Xe('BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The \"position\" attribute is likely to have NaN values.', this);\n }\n }\n /**\n * Calculates and adds a tangent attribute to this geometry.\n *\n * The computation is only supported for indexed geometries and if position, normal, and uv attributes\n * are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by\n * {@link BufferGeometryUtils#computeMikkTSpaceTangents} instead.\n */\n computeTangents() {\n const e = this.index, t = this.attributes;\n if (e === null || t.position === void 0 || t.normal === void 0 || t.uv === void 0) {\n Xe(\"BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)\");\n return;\n }\n const n = t.position, s = t.normal, r = t.uv;\n this.hasAttribute(\"tangent\") === !1 && this.setAttribute(\"tangent\", new kt(new Float32Array(4 * n.count), 4));\n const a = this.getAttribute(\"tangent\"), o = [], l = [];\n for (let I = 0; I < n.count; I++)\n o[I] = new w(), l[I] = new w();\n const c = new w(), h = new w(), u = new w(), d = new le(), p = new le(), g = new le(), x = new w(), m = new w();\n function f(I, S, M) {\n c.fromBufferAttribute(n, I), h.fromBufferAttribute(n, S), u.fromBufferAttribute(n, M), d.fromBufferAttribute(r, I), p.fromBufferAttribute(r, S), g.fromBufferAttribute(r, M), h.sub(c), u.sub(c), p.sub(d), g.sub(d);\n const C = 1 / (p.x * g.y - g.x * p.y);\n isFinite(C) && (x.copy(h).multiplyScalar(g.y).addScaledVector(u, -p.y).multiplyScalar(C), m.copy(u).multiplyScalar(p.x).addScaledVector(h, -g.x).multiplyScalar(C), o[I].add(x), o[S].add(x), o[M].add(x), l[I].add(m), l[S].add(m), l[M].add(m));\n }\n let y = this.groups;\n y.length === 0 && (y = [{\n start: 0,\n count: e.count\n }]);\n for (let I = 0, S = y.length; I < S; ++I) {\n const M = y[I], C = M.start, U = M.count;\n for (let B = C, z = C + U; B < z; B += 3)\n f(\n e.getX(B + 0),\n e.getX(B + 1),\n e.getX(B + 2)\n );\n }\n const v = new w(), T = new w(), R = new w(), E = new w();\n function P(I) {\n R.fromBufferAttribute(s, I), E.copy(R);\n const S = o[I];\n v.copy(S), v.sub(R.multiplyScalar(R.dot(S))).normalize(), T.crossVectors(E, S);\n const C = T.dot(l[I]) < 0 ? -1 : 1;\n a.setXYZW(I, v.x, v.y, v.z, C);\n }\n for (let I = 0, S = y.length; I < S; ++I) {\n const M = y[I], C = M.start, U = M.count;\n for (let B = C, z = C + U; B < z; B += 3)\n P(e.getX(B + 0)), P(e.getX(B + 1)), P(e.getX(B + 2));\n }\n }\n /**\n * Computes vertex normals for the given vertex data. For indexed geometries, the method sets\n * each vertex normal to be the average of the face normals of the faces that share that vertex.\n * For non-indexed geometries, vertices are not shared, and the method sets each vertex normal\n * to be the same as the face normal.\n */\n computeVertexNormals() {\n const e = this.index, t = this.getAttribute(\"position\");\n if (t !== void 0) {\n let n = this.getAttribute(\"normal\");\n if (n === void 0)\n n = new kt(new Float32Array(t.count * 3), 3), this.setAttribute(\"normal\", n);\n else\n for (let d = 0, p = n.count; d < p; d++)\n n.setXYZ(d, 0, 0, 0);\n const s = new w(), r = new w(), a = new w(), o = new w(), l = new w(), c = new w(), h = new w(), u = new w();\n if (e)\n for (let d = 0, p = e.count; d < p; d += 3) {\n const g = e.getX(d + 0), x = e.getX(d + 1), m = e.getX(d + 2);\n s.fromBufferAttribute(t, g), r.fromBufferAttribute(t, x), a.fromBufferAttribute(t, m), h.subVectors(a, r), u.subVectors(s, r), h.cross(u), o.fromBufferAttribute(n, g), l.fromBufferAttribute(n, x), c.fromBufferAttribute(n, m), o.add(h), l.add(h), c.add(h), n.setXYZ(g, o.x, o.y, o.z), n.setXYZ(x, l.x, l.y, l.z), n.setXYZ(m, c.x, c.y, c.z);\n }\n else\n for (let d = 0, p = t.count; d < p; d += 3)\n s.fromBufferAttribute(t, d + 0), r.fromBufferAttribute(t, d + 1), a.fromBufferAttribute(t, d + 2), h.subVectors(a, r), u.subVectors(s, r), h.cross(u), n.setXYZ(d + 0, h.x, h.y, h.z), n.setXYZ(d + 1, h.x, h.y, h.z), n.setXYZ(d + 2, h.x, h.y, h.z);\n this.normalizeNormals(), n.needsUpdate = !0;\n }\n }\n /**\n * Ensures every normal vector in a geometry will have a magnitude of `1`. This will\n * correct lighting on the geometry surfaces.\n */\n normalizeNormals() {\n const e = this.attributes.normal;\n for (let t = 0, n = e.count; t < n; t++)\n At.fromBufferAttribute(e, t), At.normalize(), e.setXYZ(t, At.x, At.y, At.z);\n }\n /**\n * Return a new non-index version of this indexed geometry. If the geometry\n * is already non-indexed, the method is a NOOP.\n *\n * @return {BufferGeometry} The non-indexed version of this indexed geometry.\n */\n toNonIndexed() {\n function e(o, l) {\n const c = o.array, h = o.itemSize, u = o.normalized, d = new c.constructor(l.length * h);\n let p = 0, g = 0;\n for (let x = 0, m = l.length; x < m; x++) {\n o.isInterleavedBufferAttribute ? p = l[x] * o.data.stride + o.offset : p = l[x] * h;\n for (let f = 0; f < h; f++)\n d[g++] = c[p++];\n }\n return new kt(d, h, u);\n }\n if (this.index === null)\n return Te(\"BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.\"), this;\n const t = new nn(), n = this.index.array, s = this.attributes;\n for (const o in s) {\n const l = s[o], c = e(l, n);\n t.setAttribute(o, c);\n }\n const r = this.morphAttributes;\n for (const o in r) {\n const l = [], c = r[o];\n for (let h = 0, u = c.length; h < u; h++) {\n const d = c[h], p = e(d, n);\n l.push(p);\n }\n t.morphAttributes[o] = l;\n }\n t.morphTargetsRelative = this.morphTargetsRelative;\n const a = this.groups;\n for (let o = 0, l = a.length; o < l; o++) {\n const c = a[o];\n t.addGroup(c.start, c.count, c.materialIndex);\n }\n return t;\n }\n /**\n * Serializes the geometry into JSON.\n *\n * @return {Object} A JSON object representing the serialized geometry.\n */\n toJSON() {\n const e = {\n metadata: {\n version: 4.7,\n type: \"BufferGeometry\",\n generator: \"BufferGeometry.toJSON\"\n }\n };\n if (e.uuid = this.uuid, e.type = this.type, this.name !== \"\" && (e.name = this.name), Object.keys(this.userData).length > 0 && (e.userData = this.userData), this.parameters !== void 0) {\n const l = this.parameters;\n for (const c in l)\n l[c] !== void 0 && (e[c] = l[c]);\n return e;\n }\n e.data = { attributes: {} };\n const t = this.index;\n t !== null && (e.data.index = {\n type: t.array.constructor.name,\n array: Array.prototype.slice.call(t.array)\n });\n const n = this.attributes;\n for (const l in n) {\n const c = n[l];\n e.data.attributes[l] = c.toJSON(e.data);\n }\n const s = {};\n let r = !1;\n for (const l in this.morphAttributes) {\n const c = this.morphAttributes[l], h = [];\n for (let u = 0, d = c.length; u < d; u++) {\n const p = c[u];\n h.push(p.toJSON(e.data));\n }\n h.length > 0 && (s[l] = h, r = !0);\n }\n r && (e.data.morphAttributes = s, e.data.morphTargetsRelative = this.morphTargetsRelative);\n const a = this.groups;\n a.length > 0 && (e.data.groups = JSON.parse(JSON.stringify(a)));\n const o = this.boundingSphere;\n return o !== null && (e.data.boundingSphere = o.toJSON()), e;\n }\n /**\n * Returns a new geometry with copied values from this instance.\n *\n * @return {BufferGeometry} A clone of this instance.\n */\n clone() {\n return new this.constructor().copy(this);\n }\n /**\n * Copies the values of the given geometry to this instance.\n *\n * @param {BufferGeometry} source - The geometry to copy.\n * @return {BufferGeometry} A reference to this instance.\n */\n copy(e) {\n this.index = null, this.attributes = {}, this.morphAttributes = {}, this.groups = [], this.boundingBox = null, this.boundingSphere = null;\n const t = {};\n this.name = e.name;\n const n = e.index;\n n !== null && this.setIndex(n.clone());\n const s = e.attributes;\n for (const c in s) {\n const h = s[c];\n this.setAttribute(c, h.clone(t));\n }\n const r = e.morphAttributes;\n for (const c in r) {\n const h = [], u = r[c];\n for (let d = 0, p = u.length; d < p; d++)\n h.push(u[d].clone(t));\n this.morphAttributes[c] = h;\n }\n this.morphTargetsRelative = e.morphTargetsRelative;\n const a = e.groups;\n for (let c = 0, h = a.length; c < h; c++) {\n const u = a[c];\n this.addGroup(u.start, u.count, u.materialIndex);\n }\n const o = e.boundingBox;\n o !== null && (this.boundingBox = o.clone());\n const l = e.boundingSphere;\n return l !== null && (this.boundingSphere = l.clone()), this.drawRange.start = e.drawRange.start, this.drawRange.count = e.drawRange.count, this.userData = e.userData, this;\n }\n /**\n * Frees the GPU-related resources allocated by this instance. Call this\n * method whenever this instance is no longer used in your app.\n *\n * @fires BufferGeometry#dispose\n */\n dispose() {\n this.dispatchEvent({ type: \"dispose\" });\n }\n}\nconst bl = /* @__PURE__ */ new Ne(), ai = /* @__PURE__ */ new Ji(), Hs = /* @__PURE__ */ new Rn(), yl = /* @__PURE__ */ new w(), Ws = /* @__PURE__ */ new w(), Xs = /* @__PURE__ */ new w(), js = /* @__PURE__ */ new w(), na = /* @__PURE__ */ new w(), qs = /* @__PURE__ */ new w(), Tl = /* @__PURE__ */ new w(), Ys = /* @__PURE__ */ new w();\nclass ot extends pt {\n /**\n * Constructs a new mesh.\n *\n * @param {BufferGeometry} [geometry] - The mesh geometry.\n * @param {Material|Array} [material] - The mesh material.\n */\n constructor(e = new nn(), t = new Bt()) {\n super(), this.isMesh = !0, this.type = \"Mesh\", this.geometry = e, this.material = t, this.morphTargetDictionary = void 0, this.morphTargetInfluences = void 0, this.count = 1, this.updateMorphTargets();\n }\n copy(e, t) {\n return super.copy(e, t), e.morphTargetInfluences !== void 0 && (this.morphTargetInfluences = e.morphTargetInfluences.slice()), e.morphTargetDictionary !== void 0 && (this.morphTargetDictionary = Object.assign({}, e.morphTargetDictionary)), this.material = Array.isArray(e.material) ? e.material.slice() : e.material, this.geometry = e.geometry, this;\n }\n /**\n * Sets the values of {@link Mesh#morphTargetDictionary} and {@link Mesh#morphTargetInfluences}\n * to make sure existing morph targets can influence this 3D object.\n */\n updateMorphTargets() {\n const t = this.geometry.morphAttributes, n = Object.keys(t);\n if (n.length > 0) {\n const s = t[n[0]];\n if (s !== void 0) {\n this.morphTargetInfluences = [], this.morphTargetDictionary = {};\n for (let r = 0, a = s.length; r < a; r++) {\n const o = s[r].name || String(r);\n this.morphTargetInfluences.push(0), this.morphTargetDictionary[o] = r;\n }\n }\n }\n }\n /**\n * Returns the local-space position of the vertex at the given index, taking into\n * account the current animation state of both morph targets and skinning.\n *\n * @param {number} index - The vertex index.\n * @param {Vector3} target - The target object that is used to store the method's result.\n * @return {Vector3} The vertex position in local space.\n */\n getVertexPosition(e, t) {\n const n = this.geometry, s = n.attributes.position, r = n.morphAttributes.position, a = n.morphTargetsRelative;\n t.fromBufferAttribute(s, e);\n const o = this.morphTargetInfluences;\n if (r && o) {\n qs.set(0, 0, 0);\n for (let l = 0, c = r.length; l < c; l++) {\n const h = o[l], u = r[l];\n h !== 0 && (na.fromBufferAttribute(u, e), a ? qs.addScaledVector(na, h) : qs.addScaledVector(na.sub(t), h));\n }\n t.add(qs);\n }\n return t;\n }\n /**\n * Computes intersection points between a casted ray and this line.\n *\n * @param {Raycaster} raycaster - The raycaster.\n * @param {Array} intersects - The target array that holds the intersection points.\n */\n raycast(e, t) {\n const n = this.geometry, s = this.material, r = this.matrixWorld;\n s !== void 0 && (n.boundingSphere === null && n.computeBoundingSphere(), Hs.copy(n.boundingSphere), Hs.applyMatrix4(r), ai.copy(e.ray).recast(e.near), !(Hs.containsPoint(ai.origin) === !1 && (ai.intersectSphere(Hs, yl) === null || ai.origin.distanceToSquared(yl) > (e.far - e.near) ** 2)) && (bl.copy(r).invert(), ai.copy(e.ray).applyMatrix4(bl), !(n.boundingBox !== null && ai.intersectsBox(n.boundingBox) === !1) && this._computeIntersections(e, t, ai)));\n }\n _computeIntersections(e, t, n) {\n let s;\n const r = this.geometry, a = this.material, o = r.index, l = r.attributes.position, c = r.attributes.uv, h = r.attributes.uv1, u = r.attributes.normal, d = r.groups, p = r.drawRange;\n if (o !== null)\n if (Array.isArray(a))\n for (let g = 0, x = d.length; g < x; g++) {\n const m = d[g], f = a[m.materialIndex], y = Math.max(m.start, p.start), v = Math.min(o.count, Math.min(m.start + m.count, p.start + p.count));\n for (let T = y, R = v; T < R; T += 3) {\n const E = o.getX(T), P = o.getX(T + 1), I = o.getX(T + 2);\n s = Ks(this, f, e, n, c, h, u, E, P, I), s && (s.faceIndex = Math.floor(T / 3), s.face.materialIndex = m.materialIndex, t.push(s));\n }\n }\n else {\n const g = Math.max(0, p.start), x = Math.min(o.count, p.start + p.count);\n for (let m = g, f = x; m < f; m += 3) {\n const y = o.getX(m), v = o.getX(m + 1), T = o.getX(m + 2);\n s = Ks(this, a, e, n, c, h, u, y, v, T), s && (s.faceIndex = Math.floor(m / 3), t.push(s));\n }\n }\n else if (l !== void 0)\n if (Array.isArray(a))\n for (let g = 0, x = d.length; g < x; g++) {\n const m = d[g], f = a[m.materialIndex], y = Math.max(m.start, p.start), v = Math.min(l.count, Math.min(m.start + m.count, p.start + p.count));\n for (let T = y, R = v; T < R; T += 3) {\n const E = T, P = T + 1, I = T + 2;\n s = Ks(this, f, e, n, c, h, u, E, P, I), s && (s.faceIndex = Math.floor(T / 3), s.face.materialIndex = m.materialIndex, t.push(s));\n }\n }\n else {\n const g = Math.max(0, p.start), x = Math.min(l.count, p.start + p.count);\n for (let m = g, f = x; m < f; m += 3) {\n const y = m, v = m + 1, T = m + 2;\n s = Ks(this, a, e, n, c, h, u, y, v, T), s && (s.faceIndex = Math.floor(m / 3), t.push(s));\n }\n }\n }\n}\nfunction Ku(i, e, t, n, s, r, a, o) {\n let l;\n if (e.side === zt ? l = n.intersectTriangle(a, r, s, !0, o) : l = n.intersectTriangle(s, r, a, e.side === En, o), l === null) return null;\n Ys.copy(o), Ys.applyMatrix4(i.matrixWorld);\n const c = t.ray.origin.distanceTo(Ys);\n return c < t.near || c > t.far ? null : {\n distance: c,\n point: Ys.clone(),\n object: i\n };\n}\nfunction Ks(i, e, t, n, s, r, a, o, l, c) {\n i.getVertexPosition(o, Ws), i.getVertexPosition(l, Xs), i.getVertexPosition(c, js);\n const h = Ku(i, e, t, n, Ws, Xs, js, Tl);\n if (h) {\n const u = new w();\n un.getBarycoord(Tl, Ws, Xs, js, u), s && (h.uv = un.getInterpolatedAttribute(s, o, l, c, u, new le())), r && (h.uv1 = un.getInterpolatedAttribute(r, o, l, c, u, new le())), a && (h.normal = un.getInterpolatedAttribute(a, o, l, c, u, new w()), h.normal.dot(n.direction) > 0 && h.normal.multiplyScalar(-1));\n const d = {\n a: o,\n b: l,\n c,\n normal: new w(),\n materialIndex: 0\n };\n un.getNormal(Ws, Xs, js, d.normal), h.face = d, h.barycoord = u;\n }\n return h;\n}\nclass fi extends nn {\n /**\n * Constructs a new box geometry.\n *\n * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis.\n * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis.\n * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis.\n * @param {number} [widthSegments=1] - Number of segmented rectangular faces along the width of the sides.\n * @param {number} [heightSegments=1] - Number of segmented rectangular faces along the height of the sides.\n * @param {number} [depthSegments=1] - Number of segmented rectangular faces along the depth of the sides.\n */\n constructor(e = 1, t = 1, n = 1, s = 1, r = 1, a = 1) {\n super(), this.type = \"BoxGeometry\", this.parameters = {\n width: e,\n height: t,\n depth: n,\n widthSegments: s,\n heightSegments: r,\n depthSegments: a\n };\n const o = this;\n s = Math.floor(s), r = Math.floor(r), a = Math.floor(a);\n const l = [], c = [], h = [], u = [];\n let d = 0, p = 0;\n g(\"z\", \"y\", \"x\", -1, -1, n, t, e, a, r, 0), g(\"z\", \"y\", \"x\", 1, -1, n, t, -e, a, r, 1), g(\"x\", \"z\", \"y\", 1, 1, e, n, t, s, a, 2), g(\"x\", \"z\", \"y\", 1, -1, e, n, -t, s, a, 3), g(\"x\", \"y\", \"z\", 1, -1, e, t, n, s, r, 4), g(\"x\", \"y\", \"z\", -1, -1, e, t, -n, s, r, 5), this.setIndex(l), this.setAttribute(\"position\", new pn(c, 3)), this.setAttribute(\"normal\", new pn(h, 3)), this.setAttribute(\"uv\", new pn(u, 2));\n function g(x, m, f, y, v, T, R, E, P, I, S) {\n const M = T / P, C = R / I, U = T / 2, B = R / 2, z = E / 2, W = P + 1, k = I + 1;\n let ee = 0, X = 0;\n const $ = new w();\n for (let Q = 0; Q < k; Q++) {\n const ge = Q * C - B;\n for (let we = 0; we < W; we++) {\n const Oe = we * M - U;\n $[x] = Oe * y, $[m] = ge * v, $[f] = z, c.push($.x, $.y, $.z), $[x] = 0, $[m] = 0, $[f] = E > 0 ? 1 : -1, h.push($.x, $.y, $.z), u.push(we / P), u.push(1 - Q / I), ee += 1;\n }\n }\n for (let Q = 0; Q < I; Q++)\n for (let ge = 0; ge < P; ge++) {\n const we = d + ge + W * Q, Oe = d + ge + W * (Q + 1), Ke = d + (ge + 1) + W * (Q + 1), $e = d + (ge + 1) + W * Q;\n l.push(we, Oe, $e), l.push(Oe, Ke, $e), X += 6;\n }\n o.addGroup(p, X, S), p += X, d += ee;\n }\n }\n copy(e) {\n return super.copy(e), this.parameters = Object.assign({}, e.parameters), this;\n }\n /**\n * Factory method for creating an instance of this class from the given\n * JSON object.\n *\n * @param {Object} data - A JSON object representing the serialized geometry.\n * @return {BoxGeometry} A new instance.\n */\n static fromJSON(e) {\n return new fi(e.width, e.height, e.depth, e.widthSegments, e.heightSegments, e.depthSegments);\n }\n}\nfunction qi(i) {\n const e = {};\n for (const t in i) {\n e[t] = {};\n for (const n in i[t]) {\n const s = i[t][n];\n s && (s.isColor || s.isMatrix3 || s.isMatrix4 || s.isVector2 || s.isVector3 || s.isVector4 || s.isTexture || s.isQuaternion) ? s.isRenderTargetTexture ? (Te(\"UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().\"), e[t][n] = null) : e[t][n] = s.clone() : Array.isArray(s) ? e[t][n] = s.slice() : e[t][n] = s;\n }\n }\n return e;\n}\nfunction Ot(i) {\n const e = {};\n for (let t = 0; t < i.length; t++) {\n const n = qi(i[t]);\n for (const s in n)\n e[s] = n[s];\n }\n return e;\n}\nfunction Zu(i) {\n const e = [];\n for (let t = 0; t < i.length; t++)\n e.push(i[t].clone());\n return e;\n}\nfunction nh(i) {\n const e = i.getRenderTarget();\n return e === null ? i.outputColorSpace : e.isXRRenderTarget === !0 ? e.texture.colorSpace : Ye.workingColorSpace;\n}\nconst dn = { clone: qi, merge: Ot };\nvar $u = `void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}`, Ju = `void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}`;\nclass ht extends tn {\n /**\n * Constructs a new shader material.\n *\n * @param {Object} [parameters] - An object with one or more properties\n * defining the material's appearance. Any property of the material\n * (including any property from inherited materials) can be passed\n * in here. Color values can be passed any type of value accepted\n * by {@link Color#set}.\n */\n constructor(e) {\n super(), this.isShaderMaterial = !0, this.type = \"ShaderMaterial\", this.defines = {}, this.uniforms = {}, this.uniformsGroups = [], this.vertexShader = $u, this.fragmentShader = Ju, this.linewidth = 1, this.wireframe = !1, this.wireframeLinewidth = 1, this.fog = !1, this.lights = !1, this.clipping = !1, this.forceSinglePass = !0, this.extensions = {\n clipCullDistance: !1,\n // set to use vertex shader clipping\n multiDraw: !1\n // set to use vertex shader multi_draw / enable gl_DrawID\n }, this.defaultAttributeValues = {\n color: [1, 1, 1],\n uv: [0, 0],\n uv1: [0, 0]\n }, this.index0AttributeName = void 0, this.uniformsNeedUpdate = !1, this.glslVersion = null, e !== void 0 && this.setValues(e);\n }\n copy(e) {\n return super.copy(e), this.fragmentShader = e.fragmentShader, this.vertexShader = e.vertexShader, this.uniforms = qi(e.uniforms), this.uniformsGroups = Zu(e.uniformsGroups), this.defines = Object.assign({}, e.defines), this.wireframe = e.wireframe, this.wireframeLinewidth = e.wireframeLinewidth, this.fog = e.fog, this.lights = e.lights, this.clipping = e.clipping, this.extensions = Object.assign({}, e.extensions), this.glslVersion = e.glslVersion, this;\n }\n toJSON(e) {\n const t = super.toJSON(e);\n t.glslVersion = this.glslVersion, t.uniforms = {};\n for (const s in this.uniforms) {\n const a = this.uniforms[s].value;\n a && a.isTexture ? t.uniforms[s] = {\n type: \"t\",\n value: a.toJSON(e).uuid\n } : a && a.isColor ? t.uniforms[s] = {\n type: \"c\",\n value: a.getHex()\n } : a && a.isVector2 ? t.uniforms[s] = {\n type: \"v2\",\n value: a.toArray()\n } : a && a.isVector3 ? t.uniforms[s] = {\n type: \"v3\",\n value: a.toArray()\n } : a && a.isVector4 ? t.uniforms[s] = {\n type: \"v4\",\n value: a.toArray()\n } : a && a.isMatrix3 ? t.uniforms[s] = {\n type: \"m3\",\n value: a.toArray()\n } : a && a.isMatrix4 ? t.uniforms[s] = {\n type: \"m4\",\n value: a.toArray()\n } : t.uniforms[s] = {\n value: a\n };\n }\n Object.keys(this.defines).length > 0 && (t.defines = this.defines), t.vertexShader = this.vertexShader, t.fragmentShader = this.fragmentShader, t.lights = this.lights, t.clipping = this.clipping;\n const n = {};\n for (const s in this.extensions)\n this.extensions[s] === !0 && (n[s] = !0);\n return Object.keys(n).length > 0 && (t.extensions = n), t;\n }\n}\nclass ih extends pt {\n /**\n * Constructs a new camera.\n */\n constructor() {\n super(), this.isCamera = !0, this.type = \"Camera\", this.matrixWorldInverse = new Ne(), this.projectionMatrix = new Ne(), this.projectionMatrixInverse = new Ne(), this.coordinateSystem = Tn, this._reversedDepth = !1;\n }\n /**\n * The flag that indicates whether the camera uses a reversed depth buffer.\n *\n * @type {boolean}\n * @default false\n */\n get reversedDepth() {\n return this._reversedDepth;\n }\n copy(e, t) {\n return super.copy(e, t), this.matrixWorldInverse.copy(e.matrixWorldInverse), this.projectionMatrix.copy(e.projectionMatrix), this.projectionMatrixInverse.copy(e.projectionMatrixInverse), this.coordinateSystem = e.coordinateSystem, this;\n }\n /**\n * Returns a vector representing the (\"look\") direction of the 3D object in world space.\n *\n * This method is overwritten since cameras have a different forward vector compared to other\n * 3D objects. A camera looks down its local, negative z-axis by default.\n *\n * @param {Vector3} target - The target vector the result is stored to.\n * @return {Vector3} The 3D object's direction in world space.\n */\n getWorldDirection(e) {\n return super.getWorldDirection(e).negate();\n }\n updateMatrixWorld(e) {\n super.updateMatrixWorld(e), this.matrixWorldInverse.copy(this.matrixWorld).invert();\n }\n updateWorldMatrix(e, t) {\n super.updateWorldMatrix(e, t), this.matrixWorldInverse.copy(this.matrixWorld).invert();\n }\n clone() {\n return new this.constructor().copy(this);\n }\n}\nconst qn = /* @__PURE__ */ new w(), El = /* @__PURE__ */ new le(), wl = /* @__PURE__ */ new le();\nclass Tt extends ih {\n /**\n * Constructs a new perspective camera.\n *\n * @param {number} [fov=50] - The vertical field of view.\n * @param {number} [aspect=1] - The aspect ratio.\n * @param {number} [near=0.1] - The camera's near plane.\n * @param {number} [far=2000] - The camera's far plane.\n */\n constructor(e = 50, t = 1, n = 0.1, s = 2e3) {\n super(), this.isPerspectiveCamera = !0, this.type = \"PerspectiveCamera\", this.fov = e, this.zoom = 1, this.near = n, this.far = s, this.focus = 10, this.aspect = t, this.view = null, this.filmGauge = 35, this.filmOffset = 0, this.updateProjectionMatrix();\n }\n copy(e, t) {\n return super.copy(e, t), this.fov = e.fov, this.zoom = e.zoom, this.near = e.near, this.far = e.far, this.focus = e.focus, this.aspect = e.aspect, this.view = e.view === null ? null : Object.assign({}, e.view), this.filmGauge = e.filmGauge, this.filmOffset = e.filmOffset, this;\n }\n /**\n * Sets the FOV by focal length in respect to the current {@link PerspectiveCamera#filmGauge}.\n *\n * The default film gauge is 35, so that the focal length can be specified for\n * a 35mm (full frame) camera.\n *\n * @param {number} focalLength - Values for focal length and film gauge must have the same unit.\n */\n setFocalLength(e) {\n const t = 0.5 * this.getFilmHeight() / e;\n this.fov = ji * 2 * Math.atan(t), this.updateProjectionMatrix();\n }\n /**\n * Returns the focal length from the current {@link PerspectiveCamera#fov} and\n * {@link PerspectiveCamera#filmGauge}.\n *\n * @return {number} The computed focal length.\n */\n getFocalLength() {\n const e = Math.tan(_s * 0.5 * this.fov);\n return 0.5 * this.getFilmHeight() / e;\n }\n /**\n * Returns the current vertical field of view angle in degrees considering {@link PerspectiveCamera#zoom}.\n *\n * @return {number} The effective FOV.\n */\n getEffectiveFOV() {\n return ji * 2 * Math.atan(\n Math.tan(_s * 0.5 * this.fov) / this.zoom\n );\n }\n /**\n * Returns the width of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or\n * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.\n *\n * @return {number} The film width.\n */\n getFilmWidth() {\n return this.filmGauge * Math.min(this.aspect, 1);\n }\n /**\n * Returns the height of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or\n * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.\n *\n * @return {number} The film width.\n */\n getFilmHeight() {\n return this.filmGauge / Math.max(this.aspect, 1);\n }\n /**\n * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.\n * Sets `minTarget` and `maxTarget` to the coordinates of the lower-left and upper-right corners of the view rectangle.\n *\n * @param {number} distance - The viewing distance.\n * @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector.\n * @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector.\n */\n getViewBounds(e, t, n) {\n qn.set(-1, -1, 0.5).applyMatrix4(this.projectionMatrixInverse), t.set(qn.x, qn.y).multiplyScalar(-e / qn.z), qn.set(1, 1, 0.5).applyMatrix4(this.projectionMatrixInverse), n.set(qn.x, qn.y).multiplyScalar(-e / qn.z);\n }\n /**\n * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.\n *\n * @param {number} distance - The viewing distance.\n * @param {Vector2} target - The target vector that is used to store result where x is width and y is height.\n * @returns {Vector2} The view size.\n */\n getViewSize(e, t) {\n return this.getViewBounds(e, El, wl), t.subVectors(wl, El);\n }\n /**\n * Sets an offset in a larger frustum. This is useful for multi-window or\n * multi-monitor/multi-machine setups.\n *\n * For example, if you have 3x2 monitors and each monitor is 1920x1080 and\n * the monitors are in grid like this\n *```\n * +---+---+---+\n * | A | B | C |\n * +---+---+---+\n * | D | E | F |\n * +---+---+---+\n *```\n * then for each monitor you would call it like this:\n *```js\n * const w = 1920;\n * const h = 1080;\n * const fullWidth = w * 3;\n * const fullHeight = h * 2;\n *\n * // --A--\n * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );\n * // --B--\n * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );\n * // --C--\n * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );\n * // --D--\n * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );\n * // --E--\n * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );\n * // --F--\n * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );\n * ```\n *\n * Note there is no reason monitors have to be the same size or in a grid.\n *\n * @param {number} fullWidth - The full width of multiview setup.\n * @param {number} fullHeight - The full height of multiview setup.\n * @param {number} x - The horizontal offset of the subcamera.\n * @param {number} y - The vertical offset of the subcamera.\n * @param {number} width - The width of subcamera.\n * @param {number} height - The height of subcamera.\n */\n setViewOffset(e, t, n, s, r, a) {\n this.aspect = e / t, this.view === null && (this.view = {\n enabled: !0,\n fullWidth: 1,\n fullHeight: 1,\n offsetX: 0,\n offsetY: 0,\n width: 1,\n height: 1\n }), this.view.enabled = !0, this.view.fullWidth = e, this.view.fullHeight = t, this.view.offsetX = n, this.view.offsetY = s, this.view.width = r, this.view.height = a, this.updateProjectionMatrix();\n }\n /**\n * Removes the view offset from the projection matrix.\n */\n clearViewOffset() {\n this.view !== null && (this.view.enabled = !1), this.updateProjectionMatrix();\n }\n /**\n * Updates the camera's projection matrix. Must be called after any change of\n * camera properties.\n */\n updateProjectionMatrix() {\n const e = this.near;\n let t = e * Math.tan(_s * 0.5 * this.fov) / this.zoom, n = 2 * t, s = this.aspect * n, r = -0.5 * s;\n const a = this.view;\n if (this.view !== null && this.view.enabled) {\n const l = a.fullWidth, c = a.fullHeight;\n r += a.offsetX * s / l, t -= a.offsetY * n / c, s *= a.width / l, n *= a.height / c;\n }\n const o = this.filmOffset;\n o !== 0 && (r += e * o / this.getFilmWidth()), this.projectionMatrix.makePerspective(r, r + s, t, t - n, e, this.far, this.coordinateSystem, this.reversedDepth), this.projectionMatrixInverse.copy(this.projectionMatrix).invert();\n }\n toJSON(e) {\n const t = super.toJSON(e);\n return t.object.fov = this.fov, t.object.zoom = this.zoom, t.object.near = this.near, t.object.far = this.far, t.object.focus = this.focus, t.object.aspect = this.aspect, this.view !== null && (t.object.view = Object.assign({}, this.view)), t.object.filmGauge = this.filmGauge, t.object.filmOffset = this.filmOffset, t;\n }\n}\nconst Ri = -90, Ci = 1;\nclass Qu extends pt {\n /**\n * Constructs a new cube camera.\n *\n * @param {number} near - The camera's near plane.\n * @param {number} far - The camera's far plane.\n * @param {WebGLCubeRenderTarget} renderTarget - The cube render target.\n */\n constructor(e, t, n) {\n super(), this.type = \"CubeCamera\", this.renderTarget = n, this.coordinateSystem = null, this.activeMipmapLevel = 0;\n const s = new Tt(Ri, Ci, e, t);\n s.layers = this.layers, this.add(s);\n const r = new Tt(Ri, Ci, e, t);\n r.layers = this.layers, this.add(r);\n const a = new Tt(Ri, Ci, e, t);\n a.layers = this.layers, this.add(a);\n const o = new Tt(Ri, Ci, e, t);\n o.layers = this.layers, this.add(o);\n const l = new Tt(Ri, Ci, e, t);\n l.layers = this.layers, this.add(l);\n const c = new Tt(Ri, Ci, e, t);\n c.layers = this.layers, this.add(c);\n }\n /**\n * Must be called when the coordinate system of the cube camera is changed.\n */\n updateCoordinateSystem() {\n const e = this.coordinateSystem, t = this.children.concat(), [n, s, r, a, o, l] = t;\n for (const c of t) this.remove(c);\n if (e === Tn)\n n.up.set(0, 1, 0), n.lookAt(1, 0, 0), s.up.set(0, 1, 0), s.lookAt(-1, 0, 0), r.up.set(0, 0, -1), r.lookAt(0, 1, 0), a.up.set(0, 0, 1), a.lookAt(0, -1, 0), o.up.set(0, 1, 0), o.lookAt(0, 0, 1), l.up.set(0, 1, 0), l.lookAt(0, 0, -1);\n else if (e === br)\n n.up.set(0, -1, 0), n.lookAt(-1, 0, 0), s.up.set(0, -1, 0), s.lookAt(1, 0, 0), r.up.set(0, 0, 1), r.lookAt(0, 1, 0), a.up.set(0, 0, -1), a.lookAt(0, -1, 0), o.up.set(0, -1, 0), o.lookAt(0, 0, 1), l.up.set(0, -1, 0), l.lookAt(0, 0, -1);\n else\n throw new Error(\"THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: \" + e);\n for (const c of t)\n this.add(c), c.updateMatrixWorld();\n }\n /**\n * Calling this method will render the given scene with the given renderer\n * into the cube render target of the camera.\n *\n * @param {(Renderer|WebGLRenderer)} renderer - The renderer.\n * @param {Scene} scene - The scene to render.\n */\n update(e, t) {\n this.parent === null && this.updateMatrixWorld();\n const { renderTarget: n, activeMipmapLevel: s } = this;\n this.coordinateSystem !== e.coordinateSystem && (this.coordinateSystem = e.coordinateSystem, this.updateCoordinateSystem());\n const [r, a, o, l, c, h] = this.children, u = e.getRenderTarget(), d = e.getActiveCubeFace(), p = e.getActiveMipmapLevel(), g = e.xr.enabled;\n e.xr.enabled = !1;\n const x = n.texture.generateMipmaps;\n n.texture.generateMipmaps = !1, e.setRenderTarget(n, 0, s), e.render(t, r), e.setRenderTarget(n, 1, s), e.render(t, a), e.setRenderTarget(n, 2, s), e.render(t, o), e.setRenderTarget(n, 3, s), e.render(t, l), e.setRenderTarget(n, 4, s), e.render(t, c), n.texture.generateMipmaps = x, e.setRenderTarget(n, 5, s), e.render(t, h), e.setRenderTarget(u, d, p), e.xr.enabled = g, n.texture.needsPMREMUpdate = !0;\n }\n}\nclass No extends Ct {\n /**\n * Constructs a new cube texture.\n *\n * @param {Array} [images=[]] - An array holding a image for each side of a cube.\n * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.\n * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.\n * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.\n * @param {number} [magFilter=LinearFilter] - The mag filter value.\n * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.\n * @param {number} [format=RGBAFormat] - The texture format.\n * @param {number} [type=UnsignedByteType] - The texture type.\n * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.\n * @param {string} [colorSpace=NoColorSpace] - The color space value.\n */\n constructor(e = [], t = Gi, n, s, r, a, o, l, c, h) {\n super(e, t, n, s, r, a, o, l, c, h), this.isCubeTexture = !0, this.flipY = !1;\n }\n /**\n * Alias for {@link CubeTexture#image}.\n *\n * @type {Array}\n */\n get images() {\n return this.image;\n }\n set images(e) {\n this.image = e;\n }\n}\nclass ed extends St {\n /**\n * Constructs a new cube render target.\n *\n * @param {number} [size=1] - The size of the render target.\n * @param {RenderTarget~Options} [options] - The configuration object.\n */\n constructor(e = 1, t = {}) {\n super(e, e, t), this.isWebGLCubeRenderTarget = !0;\n const n = { width: e, height: e, depth: 1 }, s = [n, n, n, n, n, n];\n this.texture = new No(s), this._setTextureOptions(t), this.texture.isRenderTargetTexture = !0;\n }\n /**\n * Converts the given equirectangular texture to a cube map.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {Texture} texture - The equirectangular texture.\n * @return {WebGLCubeRenderTarget} A reference to this cube render target.\n */\n fromEquirectangularTexture(e, t) {\n this.texture.type = t.type, this.texture.colorSpace = t.colorSpace, this.texture.generateMipmaps = t.generateMipmaps, this.texture.minFilter = t.minFilter, this.texture.magFilter = t.magFilter;\n const n = {\n uniforms: {\n tEquirect: { value: null }\n },\n vertexShader: (\n /* glsl */\n `\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\n\t\t\t\t}\n\t\t\t`\n ),\n fragmentShader: (\n /* glsl */\n `\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include \n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t`\n )\n }, s = new fi(5, 5, 5), r = new ht({\n name: \"CubemapFromEquirect\",\n uniforms: qi(n.uniforms),\n vertexShader: n.vertexShader,\n fragmentShader: n.fragmentShader,\n side: zt,\n blending: Mt\n });\n r.uniforms.tEquirect.value = t;\n const a = new ot(s, r), o = t.minFilter;\n return t.minFilter === yn && (t.minFilter = bt), new Qu(1, 10, this).update(e, a), t.minFilter = o, a.geometry.dispose(), a.material.dispose(), this;\n }\n /**\n * Clears this cube render target.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {boolean} [color=true] - Whether the color buffer should be cleared or not.\n * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.\n * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.\n */\n clear(e, t = !0, n = !0, s = !0) {\n const r = e.getRenderTarget();\n for (let a = 0; a < 6; a++)\n e.setRenderTarget(this, a), e.clear(t, n, s);\n e.setRenderTarget(r);\n }\n}\nlet zn = class extends pt {\n constructor() {\n super(), this.isGroup = !0, this.type = \"Group\";\n }\n};\nconst td = { type: \"move\" };\nclass ia {\n /**\n * Constructs a new XR controller.\n */\n constructor() {\n this._targetRay = null, this._grip = null, this._hand = null;\n }\n /**\n * Returns a group representing the hand space of the XR controller.\n *\n * @return {Group} A group representing the hand space of the XR controller.\n */\n getHandSpace() {\n return this._hand === null && (this._hand = new zn(), this._hand.matrixAutoUpdate = !1, this._hand.visible = !1, this._hand.joints = {}, this._hand.inputState = { pinching: !1 }), this._hand;\n }\n /**\n * Returns a group representing the target ray space of the XR controller.\n *\n * @return {Group} A group representing the target ray space of the XR controller.\n */\n getTargetRaySpace() {\n return this._targetRay === null && (this._targetRay = new zn(), this._targetRay.matrixAutoUpdate = !1, this._targetRay.visible = !1, this._targetRay.hasLinearVelocity = !1, this._targetRay.linearVelocity = new w(), this._targetRay.hasAngularVelocity = !1, this._targetRay.angularVelocity = new w()), this._targetRay;\n }\n /**\n * Returns a group representing the grip space of the XR controller.\n *\n * @return {Group} A group representing the grip space of the XR controller.\n */\n getGripSpace() {\n return this._grip === null && (this._grip = new zn(), this._grip.matrixAutoUpdate = !1, this._grip.visible = !1, this._grip.hasLinearVelocity = !1, this._grip.linearVelocity = new w(), this._grip.hasAngularVelocity = !1, this._grip.angularVelocity = new w()), this._grip;\n }\n /**\n * Dispatches the given event to the groups representing\n * the different coordinate spaces of the XR controller.\n *\n * @param {Object} event - The event to dispatch.\n * @return {WebXRController} A reference to this instance.\n */\n dispatchEvent(e) {\n return this._targetRay !== null && this._targetRay.dispatchEvent(e), this._grip !== null && this._grip.dispatchEvent(e), this._hand !== null && this._hand.dispatchEvent(e), this;\n }\n /**\n * Connects the controller with the given XR input source.\n *\n * @param {XRInputSource} inputSource - The input source.\n * @return {WebXRController} A reference to this instance.\n */\n connect(e) {\n if (e && e.hand) {\n const t = this._hand;\n if (t)\n for (const n of e.hand.values())\n this._getHandJoint(t, n);\n }\n return this.dispatchEvent({ type: \"connected\", data: e }), this;\n }\n /**\n * Disconnects the controller from the given XR input source.\n *\n * @param {XRInputSource} inputSource - The input source.\n * @return {WebXRController} A reference to this instance.\n */\n disconnect(e) {\n return this.dispatchEvent({ type: \"disconnected\", data: e }), this._targetRay !== null && (this._targetRay.visible = !1), this._grip !== null && (this._grip.visible = !1), this._hand !== null && (this._hand.visible = !1), this;\n }\n /**\n * Updates the controller with the given input source, XR frame and reference space.\n * This updates the transformations of the groups that represent the different\n * coordinate systems of the controller.\n *\n * @param {XRInputSource} inputSource - The input source.\n * @param {XRFrame} frame - The XR frame.\n * @param {XRReferenceSpace} referenceSpace - The reference space.\n * @return {WebXRController} A reference to this instance.\n */\n update(e, t, n) {\n let s = null, r = null, a = null;\n const o = this._targetRay, l = this._grip, c = this._hand;\n if (e && t.session.visibilityState !== \"visible-blurred\") {\n if (c && e.hand) {\n a = !0;\n for (const x of e.hand.values()) {\n const m = t.getJointPose(x, n), f = this._getHandJoint(c, x);\n m !== null && (f.matrix.fromArray(m.transform.matrix), f.matrix.decompose(f.position, f.rotation, f.scale), f.matrixWorldNeedsUpdate = !0, f.jointRadius = m.radius), f.visible = m !== null;\n }\n const h = c.joints[\"index-finger-tip\"], u = c.joints[\"thumb-tip\"], d = h.position.distanceTo(u.position), p = 0.02, g = 5e-3;\n c.inputState.pinching && d > p + g ? (c.inputState.pinching = !1, this.dispatchEvent({\n type: \"pinchend\",\n handedness: e.handedness,\n target: this\n })) : !c.inputState.pinching && d <= p - g && (c.inputState.pinching = !0, this.dispatchEvent({\n type: \"pinchstart\",\n handedness: e.handedness,\n target: this\n }));\n } else\n l !== null && e.gripSpace && (r = t.getPose(e.gripSpace, n), r !== null && (l.matrix.fromArray(r.transform.matrix), l.matrix.decompose(l.position, l.rotation, l.scale), l.matrixWorldNeedsUpdate = !0, r.linearVelocity ? (l.hasLinearVelocity = !0, l.linearVelocity.copy(r.linearVelocity)) : l.hasLinearVelocity = !1, r.angularVelocity ? (l.hasAngularVelocity = !0, l.angularVelocity.copy(r.angularVelocity)) : l.hasAngularVelocity = !1));\n o !== null && (s = t.getPose(e.targetRaySpace, n), s === null && r !== null && (s = r), s !== null && (o.matrix.fromArray(s.transform.matrix), o.matrix.decompose(o.position, o.rotation, o.scale), o.matrixWorldNeedsUpdate = !0, s.linearVelocity ? (o.hasLinearVelocity = !0, o.linearVelocity.copy(s.linearVelocity)) : o.hasLinearVelocity = !1, s.angularVelocity ? (o.hasAngularVelocity = !0, o.angularVelocity.copy(s.angularVelocity)) : o.hasAngularVelocity = !1, this.dispatchEvent(td)));\n }\n return o !== null && (o.visible = s !== null), l !== null && (l.visible = r !== null), c !== null && (c.visible = a !== null), this;\n }\n /**\n * Returns a group representing the hand joint for the given input joint.\n *\n * @private\n * @param {Group} hand - The group representing the hand space.\n * @param {XRJointSpace} inputjoint - The hand joint data.\n * @return {Group} A group representing the hand joint for the given input joint.\n */\n _getHandJoint(e, t) {\n if (e.joints[t.jointName] === void 0) {\n const n = new zn();\n n.matrixAutoUpdate = !1, n.visible = !1, e.joints[t.jointName] = n, e.add(n);\n }\n return e.joints[t.jointName];\n }\n}\nclass Fo extends pt {\n /**\n * Constructs a new scene.\n */\n constructor() {\n super(), this.isScene = !0, this.type = \"Scene\", this.background = null, this.environment = null, this.fog = null, this.backgroundBlurriness = 0, this.backgroundIntensity = 1, this.backgroundRotation = new xn(), this.environmentIntensity = 1, this.environmentRotation = new xn(), this.overrideMaterial = null, typeof __THREE_DEVTOOLS__ < \"u\" && __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent(\"observe\", { detail: this }));\n }\n copy(e, t) {\n return super.copy(e, t), e.background !== null && (this.background = e.background.clone()), e.environment !== null && (this.environment = e.environment.clone()), e.fog !== null && (this.fog = e.fog.clone()), this.backgroundBlurriness = e.backgroundBlurriness, this.backgroundIntensity = e.backgroundIntensity, this.backgroundRotation.copy(e.backgroundRotation), this.environmentIntensity = e.environmentIntensity, this.environmentRotation.copy(e.environmentRotation), e.overrideMaterial !== null && (this.overrideMaterial = e.overrideMaterial.clone()), this.matrixAutoUpdate = e.matrixAutoUpdate, this;\n }\n toJSON(e) {\n const t = super.toJSON(e);\n return this.fog !== null && (t.object.fog = this.fog.toJSON()), this.backgroundBlurriness > 0 && (t.object.backgroundBlurriness = this.backgroundBlurriness), this.backgroundIntensity !== 1 && (t.object.backgroundIntensity = this.backgroundIntensity), t.object.backgroundRotation = this.backgroundRotation.toArray(), this.environmentIntensity !== 1 && (t.object.environmentIntensity = this.environmentIntensity), t.object.environmentRotation = this.environmentRotation.toArray(), t;\n }\n}\nclass nd {\n /**\n * Constructs a new interleaved buffer.\n *\n * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.\n * @param {number} stride - The number of typed-array elements per vertex.\n */\n constructor(e, t) {\n this.isInterleavedBuffer = !0, this.array = e, this.stride = t, this.count = e !== void 0 ? e.length / t : 0, this.usage = ho, this.updateRanges = [], this.version = 0, this.uuid = fn();\n }\n /**\n * A callback function that is executed after the renderer has transferred the attribute array\n * data to the GPU.\n */\n onUploadCallback() {\n }\n /**\n * Flag to indicate that this attribute has changed and should be re-sent to\n * the GPU. Set this to `true` when you modify the value of the array.\n *\n * @type {number}\n * @default false\n * @param {boolean} value\n */\n set needsUpdate(e) {\n e === !0 && this.version++;\n }\n /**\n * Sets the usage of this interleaved buffer.\n *\n * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.\n * @return {InterleavedBuffer} A reference to this interleaved buffer.\n */\n setUsage(e) {\n return this.usage = e, this;\n }\n /**\n * Adds a range of data in the data array to be updated on the GPU.\n *\n * @param {number} start - Position at which to start update.\n * @param {number} count - The number of components to update.\n */\n addUpdateRange(e, t) {\n this.updateRanges.push({ start: e, count: t });\n }\n /**\n * Clears the update ranges.\n */\n clearUpdateRanges() {\n this.updateRanges.length = 0;\n }\n /**\n * Copies the values of the given interleaved buffer to this instance.\n *\n * @param {InterleavedBuffer} source - The interleaved buffer to copy.\n * @return {InterleavedBuffer} A reference to this instance.\n */\n copy(e) {\n return this.array = new e.array.constructor(e.array), this.count = e.count, this.stride = e.stride, this.usage = e.usage, this;\n }\n /**\n * Copies a vector from the given interleaved buffer to this one. The start\n * and destination position in the attribute buffers are represented by the\n * given indices.\n *\n * @param {number} index1 - The destination index into this interleaved buffer.\n * @param {InterleavedBuffer} interleavedBuffer - The interleaved buffer to copy from.\n * @param {number} index2 - The source index into the given interleaved buffer.\n * @return {InterleavedBuffer} A reference to this instance.\n */\n copyAt(e, t, n) {\n e *= this.stride, n *= t.stride;\n for (let s = 0, r = this.stride; s < r; s++)\n this.array[e + s] = t.array[n + s];\n return this;\n }\n /**\n * Sets the given array data in the interleaved buffer.\n *\n * @param {(TypedArray|Array)} value - The array data to set.\n * @param {number} [offset=0] - The offset in this interleaved buffer's array.\n * @return {InterleavedBuffer} A reference to this instance.\n */\n set(e, t = 0) {\n return this.array.set(e, t), this;\n }\n /**\n * Returns a new interleaved buffer with copied values from this instance.\n *\n * @param {Object} [data] - An object with shared array buffers that allows to retain shared structures.\n * @return {InterleavedBuffer} A clone of this instance.\n */\n clone(e) {\n e.arrayBuffers === void 0 && (e.arrayBuffers = {}), this.array.buffer._uuid === void 0 && (this.array.buffer._uuid = fn()), e.arrayBuffers[this.array.buffer._uuid] === void 0 && (e.arrayBuffers[this.array.buffer._uuid] = this.array.slice(0).buffer);\n const t = new this.array.constructor(e.arrayBuffers[this.array.buffer._uuid]), n = new this.constructor(t, this.stride);\n return n.setUsage(this.usage), n;\n }\n /**\n * Sets the given callback function that is executed after the Renderer has transferred\n * the array data to the GPU. Can be used to perform clean-up operations after\n * the upload when data are not needed anymore on the CPU side.\n *\n * @param {Function} callback - The `onUpload()` callback.\n * @return {InterleavedBuffer} A reference to this instance.\n */\n onUpload(e) {\n return this.onUploadCallback = e, this;\n }\n /**\n * Serializes the interleaved buffer into JSON.\n *\n * @param {Object} [data] - An optional value holding meta information about the serialization.\n * @return {Object} A JSON object representing the serialized interleaved buffer.\n */\n toJSON(e) {\n return e.arrayBuffers === void 0 && (e.arrayBuffers = {}), this.array.buffer._uuid === void 0 && (this.array.buffer._uuid = fn()), e.arrayBuffers[this.array.buffer._uuid] === void 0 && (e.arrayBuffers[this.array.buffer._uuid] = Array.from(new Uint32Array(this.array.buffer))), {\n uuid: this.uuid,\n buffer: this.array.buffer._uuid,\n type: this.array.constructor.name,\n stride: this.stride\n };\n }\n}\nconst Ft = /* @__PURE__ */ new w();\nclass Oo {\n /**\n * Constructs a new interleaved buffer attribute.\n *\n * @param {InterleavedBuffer} interleavedBuffer - The buffer holding the interleaved data.\n * @param {number} itemSize - The item size.\n * @param {number} offset - The attribute offset into the buffer.\n * @param {boolean} [normalized=false] - Whether the data are normalized or not.\n */\n constructor(e, t, n, s = !1) {\n this.isInterleavedBufferAttribute = !0, this.name = \"\", this.data = e, this.itemSize = t, this.offset = n, this.normalized = s;\n }\n /**\n * The item count of this buffer attribute.\n *\n * @type {number}\n * @readonly\n */\n get count() {\n return this.data.count;\n }\n /**\n * The array holding the interleaved buffer attribute data.\n *\n * @type {TypedArray}\n */\n get array() {\n return this.data.array;\n }\n /**\n * Flag to indicate that this attribute has changed and should be re-sent to\n * the GPU. Set this to `true` when you modify the value of the array.\n *\n * @type {number}\n * @default false\n * @param {boolean} value\n */\n set needsUpdate(e) {\n this.data.needsUpdate = e;\n }\n /**\n * Applies the given 4x4 matrix to the given attribute. Only works with\n * item size `3`.\n *\n * @param {Matrix4} m - The matrix to apply.\n * @return {InterleavedBufferAttribute} A reference to this instance.\n */\n applyMatrix4(e) {\n for (let t = 0, n = this.data.count; t < n; t++)\n Ft.fromBufferAttribute(this, t), Ft.applyMatrix4(e), this.setXYZ(t, Ft.x, Ft.y, Ft.z);\n return this;\n }\n /**\n * Applies the given 3x3 normal matrix to the given attribute. Only works with\n * item size `3`.\n *\n * @param {Matrix3} m - The normal matrix to apply.\n * @return {InterleavedBufferAttribute} A reference to this instance.\n */\n applyNormalMatrix(e) {\n for (let t = 0, n = this.count; t < n; t++)\n Ft.fromBufferAttribute(this, t), Ft.applyNormalMatrix(e), this.setXYZ(t, Ft.x, Ft.y, Ft.z);\n return this;\n }\n /**\n * Applies the given 4x4 matrix to the given attribute. Only works with\n * item size `3` and with direction vectors.\n *\n * @param {Matrix4} m - The matrix to apply.\n * @return {InterleavedBufferAttribute} A reference to this instance.\n */\n transformDirection(e) {\n for (let t = 0, n = this.count; t < n; t++)\n Ft.fromBufferAttribute(this, t), Ft.transformDirection(e), this.setXYZ(t, Ft.x, Ft.y, Ft.z);\n return this;\n }\n /**\n * Returns the given component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} component - The component index.\n * @return {number} The returned value.\n */\n getComponent(e, t) {\n let n = this.array[e * this.data.stride + this.offset + t];\n return this.normalized && (n = hn(n, this.array)), n;\n }\n /**\n * Sets the given value to the given component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} component - The component index.\n * @param {number} value - The value to set.\n * @return {InterleavedBufferAttribute} A reference to this instance.\n */\n setComponent(e, t, n) {\n return this.normalized && (n = tt(n, this.array)), this.data.array[e * this.data.stride + this.offset + t] = n, this;\n }\n /**\n * Sets the x component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} x - The value to set.\n * @return {InterleavedBufferAttribute} A reference to this instance.\n */\n setX(e, t) {\n return this.normalized && (t = tt(t, this.array)), this.data.array[e * this.data.stride + this.offset] = t, this;\n }\n /**\n * Sets the y component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} y - The value to set.\n * @return {InterleavedBufferAttribute} A reference to this instance.\n */\n setY(e, t) {\n return this.normalized && (t = tt(t, this.array)), this.data.array[e * this.data.stride + this.offset + 1] = t, this;\n }\n /**\n * Sets the z component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} z - The value to set.\n * @return {InterleavedBufferAttribute} A reference to this instance.\n */\n setZ(e, t) {\n return this.normalized && (t = tt(t, this.array)), this.data.array[e * this.data.stride + this.offset + 2] = t, this;\n }\n /**\n * Sets the w component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} w - The value to set.\n * @return {InterleavedBufferAttribute} A reference to this instance.\n */\n setW(e, t) {\n return this.normalized && (t = tt(t, this.array)), this.data.array[e * this.data.stride + this.offset + 3] = t, this;\n }\n /**\n * Returns the x component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @return {number} The x component.\n */\n getX(e) {\n let t = this.data.array[e * this.data.stride + this.offset];\n return this.normalized && (t = hn(t, this.array)), t;\n }\n /**\n * Returns the y component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @return {number} The y component.\n */\n getY(e) {\n let t = this.data.array[e * this.data.stride + this.offset + 1];\n return this.normalized && (t = hn(t, this.array)), t;\n }\n /**\n * Returns the z component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @return {number} The z component.\n */\n getZ(e) {\n let t = this.data.array[e * this.data.stride + this.offset + 2];\n return this.normalized && (t = hn(t, this.array)), t;\n }\n /**\n * Returns the w component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @return {number} The w component.\n */\n getW(e) {\n let t = this.data.array[e * this.data.stride + this.offset + 3];\n return this.normalized && (t = hn(t, this.array)), t;\n }\n /**\n * Sets the x and y component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} x - The value for the x component to set.\n * @param {number} y - The value for the y component to set.\n * @return {InterleavedBufferAttribute} A reference to this instance.\n */\n setXY(e, t, n) {\n return e = e * this.data.stride + this.offset, this.normalized && (t = tt(t, this.array), n = tt(n, this.array)), this.data.array[e + 0] = t, this.data.array[e + 1] = n, this;\n }\n /**\n * Sets the x, y and z component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} x - The value for the x component to set.\n * @param {number} y - The value for the y component to set.\n * @param {number} z - The value for the z component to set.\n * @return {InterleavedBufferAttribute} A reference to this instance.\n */\n setXYZ(e, t, n, s) {\n return e = e * this.data.stride + this.offset, this.normalized && (t = tt(t, this.array), n = tt(n, this.array), s = tt(s, this.array)), this.data.array[e + 0] = t, this.data.array[e + 1] = n, this.data.array[e + 2] = s, this;\n }\n /**\n * Sets the x, y, z and w component of the vector at the given index.\n *\n * @param {number} index - The index into the buffer attribute.\n * @param {number} x - The value for the x component to set.\n * @param {number} y - The value for the y component to set.\n * @param {number} z - The value for the z component to set.\n * @param {number} w - The value for the w component to set.\n * @return {InterleavedBufferAttribute} A reference to this instance.\n */\n setXYZW(e, t, n, s, r) {\n return e = e * this.data.stride + this.offset, this.normalized && (t = tt(t, this.array), n = tt(n, this.array), s = tt(s, this.array), r = tt(r, this.array)), this.data.array[e + 0] = t, this.data.array[e + 1] = n, this.data.array[e + 2] = s, this.data.array[e + 3] = r, this;\n }\n /**\n * Returns a new buffer attribute with copied values from this instance.\n *\n * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.\n *\n * @param {Object} [data] - An object with interleaved buffers that allows to retain the interleaved property.\n * @return {BufferAttribute|InterleavedBufferAttribute} A clone of this instance.\n */\n clone(e) {\n if (e === void 0) {\n yr(\"InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.\");\n const t = [];\n for (let n = 0; n < this.count; n++) {\n const s = n * this.data.stride + this.offset;\n for (let r = 0; r < this.itemSize; r++)\n t.push(this.data.array[s + r]);\n }\n return new kt(new this.array.constructor(t), this.itemSize, this.normalized);\n } else\n return e.interleavedBuffers === void 0 && (e.interleavedBuffers = {}), e.interleavedBuffers[this.data.uuid] === void 0 && (e.interleavedBuffers[this.data.uuid] = this.data.clone(e)), new Oo(e.interleavedBuffers[this.data.uuid], this.itemSize, this.offset, this.normalized);\n }\n /**\n * Serializes the buffer attribute into JSON.\n *\n * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.\n *\n * @param {Object} [data] - An optional value holding meta information about the serialization.\n * @return {Object} A JSON object representing the serialized buffer attribute.\n */\n toJSON(e) {\n if (e === void 0) {\n yr(\"InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.\");\n const t = [];\n for (let n = 0; n < this.count; n++) {\n const s = n * this.data.stride + this.offset;\n for (let r = 0; r < this.itemSize; r++)\n t.push(this.data.array[s + r]);\n }\n return {\n itemSize: this.itemSize,\n type: this.array.constructor.name,\n array: t,\n normalized: this.normalized\n };\n } else\n return e.interleavedBuffers === void 0 && (e.interleavedBuffers = {}), e.interleavedBuffers[this.data.uuid] === void 0 && (e.interleavedBuffers[this.data.uuid] = this.data.toJSON(e)), {\n isInterleavedBufferAttribute: !0,\n itemSize: this.itemSize,\n data: this.data.uuid,\n offset: this.offset,\n normalized: this.normalized\n };\n }\n}\nconst Al = /* @__PURE__ */ new w(), Rl = /* @__PURE__ */ new Je(), Cl = /* @__PURE__ */ new Je(), id = /* @__PURE__ */ new w(), Pl = /* @__PURE__ */ new Ne(), Zs = /* @__PURE__ */ new w(), sa = /* @__PURE__ */ new Rn(), Dl = /* @__PURE__ */ new Ne(), ra = /* @__PURE__ */ new Ji();\nclass sd extends ot {\n /**\n * Constructs a new skinned mesh.\n *\n * @param {BufferGeometry} [geometry] - The mesh geometry.\n * @param {Material|Array} [material] - The mesh material.\n */\n constructor(e, t) {\n super(e, t), this.isSkinnedMesh = !0, this.type = \"SkinnedMesh\", this.bindMode = sl, this.bindMatrix = new Ne(), this.bindMatrixInverse = new Ne(), this.boundingBox = null, this.boundingSphere = null;\n }\n /**\n * Computes the bounding box of the skinned mesh, and updates {@link SkinnedMesh#boundingBox}.\n * The bounding box is not automatically computed by the engine; this method must be called by your app.\n * If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect\n * the current animation state.\n */\n computeBoundingBox() {\n const e = this.geometry;\n this.boundingBox === null && (this.boundingBox = new Pt()), this.boundingBox.makeEmpty();\n const t = e.getAttribute(\"position\");\n for (let n = 0; n < t.count; n++)\n this.getVertexPosition(n, Zs), this.boundingBox.expandByPoint(Zs);\n }\n /**\n * Computes the bounding sphere of the skinned mesh, and updates {@link SkinnedMesh#boundingSphere}.\n * The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting\n * and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed\n * per frame in order to reflect the current animation state.\n */\n computeBoundingSphere() {\n const e = this.geometry;\n this.boundingSphere === null && (this.boundingSphere = new Rn()), this.boundingSphere.makeEmpty();\n const t = e.getAttribute(\"position\");\n for (let n = 0; n < t.count; n++)\n this.getVertexPosition(n, Zs), this.boundingSphere.expandByPoint(Zs);\n }\n copy(e, t) {\n return super.copy(e, t), this.bindMode = e.bindMode, this.bindMatrix.copy(e.bindMatrix), this.bindMatrixInverse.copy(e.bindMatrixInverse), this.skeleton = e.skeleton, e.boundingBox !== null && (this.boundingBox = e.boundingBox.clone()), e.boundingSphere !== null && (this.boundingSphere = e.boundingSphere.clone()), this;\n }\n raycast(e, t) {\n const n = this.material, s = this.matrixWorld;\n n !== void 0 && (this.boundingSphere === null && this.computeBoundingSphere(), sa.copy(this.boundingSphere), sa.applyMatrix4(s), e.ray.intersectsSphere(sa) !== !1 && (Dl.copy(s).invert(), ra.copy(e.ray).applyMatrix4(Dl), !(this.boundingBox !== null && ra.intersectsBox(this.boundingBox) === !1) && this._computeIntersections(e, t, ra)));\n }\n getVertexPosition(e, t) {\n return super.getVertexPosition(e, t), this.applyBoneTransform(e, t), t;\n }\n /**\n * Binds the given skeleton to the skinned mesh.\n *\n * @param {Skeleton} skeleton - The skeleton to bind.\n * @param {Matrix4} [bindMatrix] - The bind matrix. If no bind matrix is provided,\n * the skinned mesh's world matrix will be used instead.\n */\n bind(e, t) {\n this.skeleton = e, t === void 0 && (this.updateMatrixWorld(!0), this.skeleton.calculateInverses(), t = this.matrixWorld), this.bindMatrix.copy(t), this.bindMatrixInverse.copy(t).invert();\n }\n /**\n * This method sets the skinned mesh in the rest pose).\n */\n pose() {\n this.skeleton.pose();\n }\n /**\n * Normalizes the skin weights which are defined as a buffer attribute\n * in the skinned mesh's geometry.\n */\n normalizeSkinWeights() {\n const e = new Je(), t = this.geometry.attributes.skinWeight;\n for (let n = 0, s = t.count; n < s; n++) {\n e.fromBufferAttribute(t, n);\n const r = 1 / e.manhattanLength();\n r !== 1 / 0 ? e.multiplyScalar(r) : e.set(1, 0, 0, 0), t.setXYZW(n, e.x, e.y, e.z, e.w);\n }\n }\n updateMatrixWorld(e) {\n super.updateMatrixWorld(e), this.bindMode === sl ? this.bindMatrixInverse.copy(this.matrixWorld).invert() : this.bindMode === Qh ? this.bindMatrixInverse.copy(this.bindMatrix).invert() : Te(\"SkinnedMesh: Unrecognized bindMode: \" + this.bindMode);\n }\n /**\n * Applies the bone transform associated with the given index to the given\n * vertex position. Returns the updated vector.\n *\n * @param {number} index - The vertex index.\n * @param {Vector3} target - The target object that is used to store the method's result.\n * the skinned mesh's world matrix will be used instead.\n * @return {Vector3} The updated vertex position.\n */\n applyBoneTransform(e, t) {\n const n = this.skeleton, s = this.geometry;\n Rl.fromBufferAttribute(s.attributes.skinIndex, e), Cl.fromBufferAttribute(s.attributes.skinWeight, e), Al.copy(t).applyMatrix4(this.bindMatrix), t.set(0, 0, 0);\n for (let r = 0; r < 4; r++) {\n const a = Cl.getComponent(r);\n if (a !== 0) {\n const o = Rl.getComponent(r);\n Pl.multiplyMatrices(n.bones[o].matrixWorld, n.boneInverses[o]), t.addScaledVector(id.copy(Al).applyMatrix4(Pl), a);\n }\n }\n return t.applyMatrix4(this.bindMatrixInverse);\n }\n}\nclass sh extends pt {\n /**\n * Constructs a new bone.\n */\n constructor() {\n super(), this.isBone = !0, this.type = \"Bone\";\n }\n}\nclass Qi extends Ct {\n /**\n * Constructs a new data texture.\n *\n * @param {?TypedArray} [data=null] - The buffer data.\n * @param {number} [width=1] - The width of the texture.\n * @param {number} [height=1] - The height of the texture.\n * @param {number} [format=RGBAFormat] - The texture format.\n * @param {number} [type=UnsignedByteType] - The texture type.\n * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.\n * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.\n * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.\n * @param {number} [magFilter=NearestFilter] - The mag filter value.\n * @param {number} [minFilter=NearestFilter] - The min filter value.\n * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.\n * @param {string} [colorSpace=NoColorSpace] - The color space.\n */\n constructor(e = null, t = 1, n = 1, s, r, a, o, l, c = Dt, h = Dt, u, d) {\n super(null, a, o, l, c, h, s, r, u, d), this.isDataTexture = !0, this.image = { data: e, width: t, height: n }, this.generateMipmaps = !1, this.flipY = !1, this.unpackAlignment = 1;\n }\n}\nconst Ll = /* @__PURE__ */ new Ne(), rd = /* @__PURE__ */ new Ne();\nclass Bo {\n /**\n * Constructs a new skeleton.\n *\n * @param {Array} [bones] - An array of bones.\n * @param {Array} [boneInverses] - An array of bone inverse matrices.\n * If not provided, these matrices will be computed automatically via {@link Skeleton#calculateInverses}.\n */\n constructor(e = [], t = []) {\n this.uuid = fn(), this.bones = e.slice(0), this.boneInverses = t, this.boneMatrices = null, this.boneTexture = null, this.init();\n }\n /**\n * Initializes the skeleton. This method gets automatically called by the constructor\n * but depending on how the skeleton is created it might be necessary to call this method\n * manually.\n */\n init() {\n const e = this.bones, t = this.boneInverses;\n if (this.boneMatrices = new Float32Array(e.length * 16), t.length === 0)\n this.calculateInverses();\n else if (e.length !== t.length) {\n Te(\"Skeleton: Number of inverse bone matrices does not match amount of bones.\"), this.boneInverses = [];\n for (let n = 0, s = this.bones.length; n < s; n++)\n this.boneInverses.push(new Ne());\n }\n }\n /**\n * Computes the bone inverse matrices. This method resets {@link Skeleton#boneInverses}\n * and fills it with new matrices.\n */\n calculateInverses() {\n this.boneInverses.length = 0;\n for (let e = 0, t = this.bones.length; e < t; e++) {\n const n = new Ne();\n this.bones[e] && n.copy(this.bones[e].matrixWorld).invert(), this.boneInverses.push(n);\n }\n }\n /**\n * Resets the skeleton to the base pose.\n */\n pose() {\n for (let e = 0, t = this.bones.length; e < t; e++) {\n const n = this.bones[e];\n n && n.matrixWorld.copy(this.boneInverses[e]).invert();\n }\n for (let e = 0, t = this.bones.length; e < t; e++) {\n const n = this.bones[e];\n n && (n.parent && n.parent.isBone ? (n.matrix.copy(n.parent.matrixWorld).invert(), n.matrix.multiply(n.matrixWorld)) : n.matrix.copy(n.matrixWorld), n.matrix.decompose(n.position, n.quaternion, n.scale));\n }\n }\n /**\n * Resets the skeleton to the base pose.\n */\n update() {\n const e = this.bones, t = this.boneInverses, n = this.boneMatrices, s = this.boneTexture;\n for (let r = 0, a = e.length; r < a; r++) {\n const o = e[r] ? e[r].matrixWorld : rd;\n Ll.multiplyMatrices(o, t[r]), Ll.toArray(n, r * 16);\n }\n s !== null && (s.needsUpdate = !0);\n }\n /**\n * Returns a new skeleton with copied values from this instance.\n *\n * @return {Skeleton} A clone of this instance.\n */\n clone() {\n return new Bo(this.bones, this.boneInverses);\n }\n /**\n * Computes a data texture for passing bone data to the vertex shader.\n *\n * @return {Skeleton} A reference of this instance.\n */\n computeBoneTexture() {\n let e = Math.sqrt(this.bones.length * 4);\n e = Math.ceil(e / 4) * 4, e = Math.max(e, 4);\n const t = new Float32Array(e * e * 4);\n t.set(this.boneMatrices);\n const n = new Qi(t, e, e, Zt, Xt);\n return n.needsUpdate = !0, this.boneMatrices = t, this.boneTexture = n, this;\n }\n /**\n * Searches through the skeleton's bone array and returns the first with a\n * matching name.\n *\n * @param {string} name - The name of the bone.\n * @return {Bone|undefined} The found bone. `undefined` if no bone has been found.\n */\n getBoneByName(e) {\n for (let t = 0, n = this.bones.length; t < n; t++) {\n const s = this.bones[t];\n if (s.name === e)\n return s;\n }\n }\n /**\n * Frees the GPU-related resources allocated by this instance. Call this\n * method whenever this instance is no longer used in your app.\n */\n dispose() {\n this.boneTexture !== null && (this.boneTexture.dispose(), this.boneTexture = null);\n }\n /**\n * Setups the skeleton by the given JSON and bones.\n *\n * @param {Object} json - The skeleton as serialized JSON.\n * @param {Object} bones - An array of bones.\n * @return {Skeleton} A reference of this instance.\n */\n fromJSON(e, t) {\n this.uuid = e.uuid;\n for (let n = 0, s = e.bones.length; n < s; n++) {\n const r = e.bones[n];\n let a = t[r];\n a === void 0 && (Te(\"Skeleton: No bone found with UUID:\", r), a = new sh()), this.bones.push(a), this.boneInverses.push(new Ne().fromArray(e.boneInverses[n]));\n }\n return this.init(), this;\n }\n /**\n * Serializes the skeleton into JSON.\n *\n * @return {Object} A JSON object representing the serialized skeleton.\n * @see {@link ObjectLoader#parse}\n */\n toJSON() {\n const e = {\n metadata: {\n version: 4.7,\n type: \"Skeleton\",\n generator: \"Skeleton.toJSON\"\n },\n bones: [],\n boneInverses: []\n };\n e.uuid = this.uuid;\n const t = this.bones, n = this.boneInverses;\n for (let s = 0, r = t.length; s < r; s++) {\n const a = t[s];\n e.bones.push(a.uuid);\n const o = n[s];\n e.boneInverses.push(o.toArray());\n }\n return e;\n }\n}\nclass uo extends kt {\n /**\n * Constructs a new instanced buffer attribute.\n *\n * @param {TypedArray} array - The array holding the attribute data.\n * @param {number} itemSize - The item size.\n * @param {boolean} [normalized=false] - Whether the data are normalized or not.\n * @param {number} [meshPerAttribute=1] - How often a value of this buffer attribute should be repeated.\n */\n constructor(e, t, n, s = 1) {\n super(e, t, n), this.isInstancedBufferAttribute = !0, this.meshPerAttribute = s;\n }\n copy(e) {\n return super.copy(e), this.meshPerAttribute = e.meshPerAttribute, this;\n }\n toJSON() {\n const e = super.toJSON();\n return e.meshPerAttribute = this.meshPerAttribute, e.isInstancedBufferAttribute = !0, e;\n }\n}\nconst Pi = /* @__PURE__ */ new Ne(), Il = /* @__PURE__ */ new Ne(), $s = [], Ul = /* @__PURE__ */ new Pt(), ad = /* @__PURE__ */ new Ne(), ls = /* @__PURE__ */ new ot(), cs = /* @__PURE__ */ new Rn();\nclass od extends ot {\n /**\n * Constructs a new instanced mesh.\n *\n * @param {BufferGeometry} [geometry] - The mesh geometry.\n * @param {Material|Array} [material] - The mesh material.\n * @param {number} count - The number of instances.\n */\n constructor(e, t, n) {\n super(e, t), this.isInstancedMesh = !0, this.instanceMatrix = new uo(new Float32Array(n * 16), 16), this.instanceColor = null, this.morphTexture = null, this.count = n, this.boundingBox = null, this.boundingSphere = null;\n for (let s = 0; s < n; s++)\n this.setMatrixAt(s, ad);\n }\n /**\n * Computes the bounding box of the instanced mesh, and updates {@link InstancedMesh#boundingBox}.\n * The bounding box is not automatically computed by the engine; this method must be called by your app.\n * You may need to recompute the bounding box if an instance is transformed via {@link InstancedMesh#setMatrixAt}.\n */\n computeBoundingBox() {\n const e = this.geometry, t = this.count;\n this.boundingBox === null && (this.boundingBox = new Pt()), e.boundingBox === null && e.computeBoundingBox(), this.boundingBox.makeEmpty();\n for (let n = 0; n < t; n++)\n this.getMatrixAt(n, Pi), Ul.copy(e.boundingBox).applyMatrix4(Pi), this.boundingBox.union(Ul);\n }\n /**\n * Computes the bounding sphere of the instanced mesh, and updates {@link InstancedMesh#boundingSphere}\n * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.\n * You may need to recompute the bounding sphere if an instance is transformed via {@link InstancedMesh#setMatrixAt}.\n */\n computeBoundingSphere() {\n const e = this.geometry, t = this.count;\n this.boundingSphere === null && (this.boundingSphere = new Rn()), e.boundingSphere === null && e.computeBoundingSphere(), this.boundingSphere.makeEmpty();\n for (let n = 0; n < t; n++)\n this.getMatrixAt(n, Pi), cs.copy(e.boundingSphere).applyMatrix4(Pi), this.boundingSphere.union(cs);\n }\n copy(e, t) {\n return super.copy(e, t), this.instanceMatrix.copy(e.instanceMatrix), e.morphTexture !== null && (this.morphTexture = e.morphTexture.clone()), e.instanceColor !== null && (this.instanceColor = e.instanceColor.clone()), this.count = e.count, e.boundingBox !== null && (this.boundingBox = e.boundingBox.clone()), e.boundingSphere !== null && (this.boundingSphere = e.boundingSphere.clone()), this;\n }\n /**\n * Gets the color of the defined instance.\n *\n * @param {number} index - The instance index.\n * @param {Color} color - The target object that is used to store the method's result.\n */\n getColorAt(e, t) {\n t.fromArray(this.instanceColor.array, e * 3);\n }\n /**\n * Gets the local transformation matrix of the defined instance.\n *\n * @param {number} index - The instance index.\n * @param {Matrix4} matrix - The target object that is used to store the method's result.\n */\n getMatrixAt(e, t) {\n t.fromArray(this.instanceMatrix.array, e * 16);\n }\n /**\n * Gets the morph target weights of the defined instance.\n *\n * @param {number} index - The instance index.\n * @param {Mesh} object - The target object that is used to store the method's result.\n */\n getMorphAt(e, t) {\n const n = t.morphTargetInfluences, s = this.morphTexture.source.data.data, r = n.length + 1, a = e * r + 1;\n for (let o = 0; o < n.length; o++)\n n[o] = s[a + o];\n }\n raycast(e, t) {\n const n = this.matrixWorld, s = this.count;\n if (ls.geometry = this.geometry, ls.material = this.material, ls.material !== void 0 && (this.boundingSphere === null && this.computeBoundingSphere(), cs.copy(this.boundingSphere), cs.applyMatrix4(n), e.ray.intersectsSphere(cs) !== !1))\n for (let r = 0; r < s; r++) {\n this.getMatrixAt(r, Pi), Il.multiplyMatrices(n, Pi), ls.matrixWorld = Il, ls.raycast(e, $s);\n for (let a = 0, o = $s.length; a < o; a++) {\n const l = $s[a];\n l.instanceId = r, l.object = this, t.push(l);\n }\n $s.length = 0;\n }\n }\n /**\n * Sets the given color to the defined instance. Make sure you set the `needsUpdate` flag of\n * {@link InstancedMesh#instanceColor} to `true` after updating all the colors.\n *\n * @param {number} index - The instance index.\n * @param {Color} color - The instance color.\n */\n setColorAt(e, t) {\n this.instanceColor === null && (this.instanceColor = new uo(new Float32Array(this.instanceMatrix.count * 3).fill(1), 3)), t.toArray(this.instanceColor.array, e * 3);\n }\n /**\n * Sets the given local transformation matrix to the defined instance. Make sure you set the `needsUpdate` flag of\n * {@link InstancedMesh#instanceMatrix} to `true` after updating all the colors.\n *\n * @param {number} index - The instance index.\n * @param {Matrix4} matrix - The local transformation.\n */\n setMatrixAt(e, t) {\n t.toArray(this.instanceMatrix.array, e * 16);\n }\n /**\n * Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of\n * {@link InstancedMesh#morphTexture} to `true` after updating all the influences.\n *\n * @param {number} index - The instance index.\n * @param {Mesh} object - A mesh which `morphTargetInfluences` property containing the morph target weights\n * of a single instance.\n */\n setMorphAt(e, t) {\n const n = t.morphTargetInfluences, s = n.length + 1;\n this.morphTexture === null && (this.morphTexture = new Qi(new Float32Array(s * this.count), s, this.count, wo, Xt));\n const r = this.morphTexture.source.data.data;\n let a = 0;\n for (let c = 0; c < n.length; c++)\n a += n[c];\n const o = this.geometry.morphTargetsRelative ? 1 : 1 - a, l = s * e;\n r[l] = o, r.set(n, l + 1);\n }\n updateMorphTargets() {\n }\n /**\n * Frees the GPU-related resources allocated by this instance. Call this\n * method whenever this instance is no longer used in your app.\n */\n dispose() {\n this.dispatchEvent({ type: \"dispose\" }), this.morphTexture !== null && (this.morphTexture.dispose(), this.morphTexture = null);\n }\n}\nconst aa = /* @__PURE__ */ new w(), ld = /* @__PURE__ */ new w(), cd = /* @__PURE__ */ new ze();\nclass Sn {\n /**\n * Constructs a new plane.\n *\n * @param {Vector3} [normal=(1,0,0)] - A unit length vector defining the normal of the plane.\n * @param {number} [constant=0] - The signed distance from the origin to the plane.\n */\n constructor(e = new w(1, 0, 0), t = 0) {\n this.isPlane = !0, this.normal = e, this.constant = t;\n }\n /**\n * Sets the plane components by copying the given values.\n *\n * @param {Vector3} normal - The normal.\n * @param {number} constant - The constant.\n * @return {Plane} A reference to this plane.\n */\n set(e, t) {\n return this.normal.copy(e), this.constant = t, this;\n }\n /**\n * Sets the plane components by defining `x`, `y`, `z` as the\n * plane normal and `w` as the constant.\n *\n * @param {number} x - The value for the normal's x component.\n * @param {number} y - The value for the normal's y component.\n * @param {number} z - The value for the normal's z component.\n * @param {number} w - The constant value.\n * @return {Plane} A reference to this plane.\n */\n setComponents(e, t, n, s) {\n return this.normal.set(e, t, n), this.constant = s, this;\n }\n /**\n * Sets the plane from the given normal and coplanar point (that is a point\n * that lies onto the plane).\n *\n * @param {Vector3} normal - The normal.\n * @param {Vector3} point - A coplanar point.\n * @return {Plane} A reference to this plane.\n */\n setFromNormalAndCoplanarPoint(e, t) {\n return this.normal.copy(e), this.constant = -t.dot(this.normal), this;\n }\n /**\n * Sets the plane from three coplanar points. The winding order is\n * assumed to be counter-clockwise, and determines the direction of\n * the plane normal.\n *\n * @param {Vector3} a - The first coplanar point.\n * @param {Vector3} b - The second coplanar point.\n * @param {Vector3} c - The third coplanar point.\n * @return {Plane} A reference to this plane.\n */\n setFromCoplanarPoints(e, t, n) {\n const s = aa.subVectors(n, t).cross(ld.subVectors(e, t)).normalize();\n return this.setFromNormalAndCoplanarPoint(s, e), this;\n }\n /**\n * Copies the values of the given plane to this instance.\n *\n * @param {Plane} plane - The plane to copy.\n * @return {Plane} A reference to this plane.\n */\n copy(e) {\n return this.normal.copy(e.normal), this.constant = e.constant, this;\n }\n /**\n * Normalizes the plane normal and adjusts the constant accordingly.\n *\n * @return {Plane} A reference to this plane.\n */\n normalize() {\n const e = 1 / this.normal.length();\n return this.normal.multiplyScalar(e), this.constant *= e, this;\n }\n /**\n * Negates both the plane normal and the constant.\n *\n * @return {Plane} A reference to this plane.\n */\n negate() {\n return this.constant *= -1, this.normal.negate(), this;\n }\n /**\n * Returns the signed distance from the given point to this plane.\n *\n * @param {Vector3} point - The point to compute the distance for.\n * @return {number} The signed distance.\n */\n distanceToPoint(e) {\n return this.normal.dot(e) + this.constant;\n }\n /**\n * Returns the signed distance from the given sphere to this plane.\n *\n * @param {Sphere} sphere - The sphere to compute the distance for.\n * @return {number} The signed distance.\n */\n distanceToSphere(e) {\n return this.distanceToPoint(e.center) - e.radius;\n }\n /**\n * Projects a the given point onto the plane.\n *\n * @param {Vector3} point - The point to project.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {Vector3} The projected point on the plane.\n */\n projectPoint(e, t) {\n return t.copy(e).addScaledVector(this.normal, -this.distanceToPoint(e));\n }\n /**\n * Returns the intersection point of the passed line and the plane. Returns\n * `null` if the line does not intersect. Returns the line's starting point if\n * the line is coplanar with the plane.\n *\n * @param {Line3} line - The line to compute the intersection for.\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {?Vector3} The intersection point.\n */\n intersectLine(e, t) {\n const n = e.delta(aa), s = this.normal.dot(n);\n if (s === 0)\n return this.distanceToPoint(e.start) === 0 ? t.copy(e.start) : null;\n const r = -(e.start.dot(this.normal) + this.constant) / s;\n return r < 0 || r > 1 ? null : t.copy(e.start).addScaledVector(n, r);\n }\n /**\n * Returns `true` if the given line segment intersects with (passes through) the plane.\n *\n * @param {Line3} line - The line to test.\n * @return {boolean} Whether the given line segment intersects with the plane or not.\n */\n intersectsLine(e) {\n const t = this.distanceToPoint(e.start), n = this.distanceToPoint(e.end);\n return t < 0 && n > 0 || n < 0 && t > 0;\n }\n /**\n * Returns `true` if the given bounding box intersects with the plane.\n *\n * @param {Box3} box - The bounding box to test.\n * @return {boolean} Whether the given bounding box intersects with the plane or not.\n */\n intersectsBox(e) {\n return e.intersectsPlane(this);\n }\n /**\n * Returns `true` if the given bounding sphere intersects with the plane.\n *\n * @param {Sphere} sphere - The bounding sphere to test.\n * @return {boolean} Whether the given bounding sphere intersects with the plane or not.\n */\n intersectsSphere(e) {\n return e.intersectsPlane(this);\n }\n /**\n * Returns a coplanar vector to the plane, by calculating the\n * projection of the normal at the origin onto the plane.\n *\n * @param {Vector3} target - The target vector that is used to store the method's result.\n * @return {Vector3} The coplanar point.\n */\n coplanarPoint(e) {\n return e.copy(this.normal).multiplyScalar(-this.constant);\n }\n /**\n * Apply a 4x4 matrix to the plane. The matrix must be an affine, homogeneous transform.\n *\n * The optional normal matrix can be pre-computed like so:\n * ```js\n * const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );\n * ```\n *\n * @param {Matrix4} matrix - The transformation matrix.\n * @param {Matrix4} [optionalNormalMatrix] - A pre-computed normal matrix.\n * @return {Plane} A reference to this plane.\n */\n applyMatrix4(e, t) {\n const n = t || cd.getNormalMatrix(e), s = this.coplanarPoint(aa).applyMatrix4(e), r = this.normal.applyMatrix3(n).normalize();\n return this.constant = -s.dot(r), this;\n }\n /**\n * Translates the plane by the distance defined by the given offset vector.\n * Note that this only affects the plane constant and will not affect the normal vector.\n *\n * @param {Vector3} offset - The offset vector.\n * @return {Plane} A reference to this plane.\n */\n translate(e) {\n return this.constant -= e.dot(this.normal), this;\n }\n /**\n * Returns `true` if this plane is equal with the given one.\n *\n * @param {Plane} plane - The plane to test for equality.\n * @return {boolean} Whether this plane is equal with the given one.\n */\n equals(e) {\n return e.normal.equals(this.normal) && e.constant === this.constant;\n }\n /**\n * Returns a new plane with copied values from this instance.\n *\n * @return {Plane} A clone of this instance.\n */\n clone() {\n return new this.constructor().copy(this);\n }\n}\nconst oi = /* @__PURE__ */ new Rn(), hd = /* @__PURE__ */ new le(0.5, 0.5), Js = /* @__PURE__ */ new w();\nclass zo {\n /**\n * Constructs a new frustum.\n *\n * @param {Plane} [p0] - The first plane that encloses the frustum.\n * @param {Plane} [p1] - The second plane that encloses the frustum.\n * @param {Plane} [p2] - The third plane that encloses the frustum.\n * @param {Plane} [p3] - The fourth plane that encloses the frustum.\n * @param {Plane} [p4] - The fifth plane that encloses the frustum.\n * @param {Plane} [p5] - The sixth plane that encloses the frustum.\n */\n constructor(e = new Sn(), t = new Sn(), n = new Sn(), s = new Sn(), r = new Sn(), a = new Sn()) {\n this.planes = [e, t, n, s, r, a];\n }\n /**\n * Sets the frustum planes by copying the given planes.\n *\n * @param {Plane} [p0] - The first plane that encloses the frustum.\n * @param {Plane} [p1] - The second plane that encloses the frustum.\n * @param {Plane} [p2] - The third plane that encloses the frustum.\n * @param {Plane} [p3] - The fourth plane that encloses the frustum.\n * @param {Plane} [p4] - The fifth plane that encloses the frustum.\n * @param {Plane} [p5] - The sixth plane that encloses the frustum.\n * @return {Frustum} A reference to this frustum.\n */\n set(e, t, n, s, r, a) {\n const o = this.planes;\n return o[0].copy(e), o[1].copy(t), o[2].copy(n), o[3].copy(s), o[4].copy(r), o[5].copy(a), this;\n }\n /**\n * Copies the values of the given frustum to this instance.\n *\n * @param {Frustum} frustum - The frustum to copy.\n * @return {Frustum} A reference to this frustum.\n */\n copy(e) {\n const t = this.planes;\n for (let n = 0; n < 6; n++)\n t[n].copy(e.planes[n]);\n return this;\n }\n /**\n * Sets the frustum planes from the given projection matrix.\n *\n * @param {Matrix4} m - The projection matrix.\n * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system.\n * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.\n * @return {Frustum} A reference to this frustum.\n */\n setFromProjectionMatrix(e, t = Tn, n = !1) {\n const s = this.planes, r = e.elements, a = r[0], o = r[1], l = r[2], c = r[3], h = r[4], u = r[5], d = r[6], p = r[7], g = r[8], x = r[9], m = r[10], f = r[11], y = r[12], v = r[13], T = r[14], R = r[15];\n if (s[0].setComponents(c - a, p - h, f - g, R - y).normalize(), s[1].setComponents(c + a, p + h, f + g, R + y).normalize(), s[2].setComponents(c + o, p + u, f + x, R + v).normalize(), s[3].setComponents(c - o, p - u, f - x, R - v).normalize(), n)\n s[4].setComponents(l, d, m, T).normalize(), s[5].setComponents(c - l, p - d, f - m, R - T).normalize();\n else if (s[4].setComponents(c - l, p - d, f - m, R - T).normalize(), t === Tn)\n s[5].setComponents(c + l, p + d, f + m, R + T).normalize();\n else if (t === br)\n s[5].setComponents(l, d, m, T).normalize();\n else\n throw new Error(\"THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: \" + t);\n return this;\n }\n /**\n * Returns `true` if the 3D object's bounding sphere is intersecting this frustum.\n *\n * Note that the 3D object must have a geometry so that the bounding sphere can be calculated.\n *\n * @param {Object3D} object - The 3D object to test.\n * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not.\n */\n intersectsObject(e) {\n if (e.boundingSphere !== void 0)\n e.boundingSphere === null && e.computeBoundingSphere(), oi.copy(e.boundingSphere).applyMatrix4(e.matrixWorld);\n else {\n const t = e.geometry;\n t.boundingSphere === null && t.computeBoundingSphere(), oi.copy(t.boundingSphere).applyMatrix4(e.matrixWorld);\n }\n return this.intersectsSphere(oi);\n }\n /**\n * Returns `true` if the given sprite is intersecting this frustum.\n *\n * @param {Sprite} sprite - The sprite to test.\n * @return {boolean} Whether the sprite is intersecting this frustum or not.\n */\n intersectsSprite(e) {\n oi.center.set(0, 0, 0);\n const t = hd.distanceTo(e.center);\n return oi.radius = 0.7071067811865476 + t, oi.applyMatrix4(e.matrixWorld), this.intersectsSphere(oi);\n }\n /**\n * Returns `true` if the given bounding sphere is intersecting this frustum.\n *\n * @param {Sphere} sphere - The bounding sphere to test.\n * @return {boolean} Whether the bounding sphere is intersecting this frustum or not.\n */\n intersectsSphere(e) {\n const t = this.planes, n = e.center, s = -e.radius;\n for (let r = 0; r < 6; r++)\n if (t[r].distanceToPoint(n) < s)\n return !1;\n return !0;\n }\n /**\n * Returns `true` if the given bounding box is intersecting this frustum.\n *\n * @param {Box3} box - The bounding box to test.\n * @return {boolean} Whether the bounding box is intersecting this frustum or not.\n */\n intersectsBox(e) {\n const t = this.planes;\n for (let n = 0; n < 6; n++) {\n const s = t[n];\n if (Js.x = s.normal.x > 0 ? e.max.x : e.min.x, Js.y = s.normal.y > 0 ? e.max.y : e.min.y, Js.z = s.normal.z > 0 ? e.max.z : e.min.z, s.distanceToPoint(Js) < 0)\n return !1;\n }\n return !0;\n }\n /**\n * Returns `true` if the given point lies within the frustum.\n *\n * @param {Vector3} point - The point to test.\n * @return {boolean} Whether the point lies within this frustum or not.\n */\n containsPoint(e) {\n const t = this.planes;\n for (let n = 0; n < 6; n++)\n if (t[n].distanceToPoint(e) < 0)\n return !1;\n return !0;\n }\n /**\n * Returns a new frustum with copied values from this instance.\n *\n * @return {Frustum} A clone of this instance.\n */\n clone() {\n return new this.constructor().copy(this);\n }\n}\nclass rh extends tn {\n /**\n * Constructs a new line basic material.\n *\n * @param {Object} [parameters] - An object with one or more properties\n * defining the material's appearance. Any property of the material\n * (including any property from inherited materials) can be passed\n * in here. Color values can be passed any type of value accepted\n * by {@link Color#set}.\n */\n constructor(e) {\n super(), this.isLineBasicMaterial = !0, this.type = \"LineBasicMaterial\", this.color = new Se(16777215), this.map = null, this.linewidth = 1, this.linecap = \"round\", this.linejoin = \"round\", this.fog = !0, this.setValues(e);\n }\n copy(e) {\n return super.copy(e), this.color.copy(e.color), this.map = e.map, this.linewidth = e.linewidth, this.linecap = e.linecap, this.linejoin = e.linejoin, this.fog = e.fog, this;\n }\n}\nconst Tr = /* @__PURE__ */ new w(), Er = /* @__PURE__ */ new w(), Nl = /* @__PURE__ */ new Ne(), hs = /* @__PURE__ */ new Ji(), Qs = /* @__PURE__ */ new Rn(), oa = /* @__PURE__ */ new w(), Fl = /* @__PURE__ */ new w();\nclass ko extends pt {\n /**\n * Constructs a new line.\n *\n * @param {BufferGeometry} [geometry] - The line geometry.\n * @param {Material|Array} [material] - The line material.\n */\n constructor(e = new nn(), t = new rh()) {\n super(), this.isLine = !0, this.type = \"Line\", this.geometry = e, this.material = t, this.morphTargetDictionary = void 0, this.morphTargetInfluences = void 0, this.updateMorphTargets();\n }\n copy(e, t) {\n return super.copy(e, t), this.material = Array.isArray(e.material) ? e.material.slice() : e.material, this.geometry = e.geometry, this;\n }\n /**\n * Computes an array of distance values which are necessary for rendering dashed lines.\n * For each vertex in the geometry, the method calculates the cumulative length from the\n * current point to the very beginning of the line.\n *\n * @return {Line} A reference to this line.\n */\n computeLineDistances() {\n const e = this.geometry;\n if (e.index === null) {\n const t = e.attributes.position, n = [0];\n for (let s = 1, r = t.count; s < r; s++)\n Tr.fromBufferAttribute(t, s - 1), Er.fromBufferAttribute(t, s), n[s] = n[s - 1], n[s] += Tr.distanceTo(Er);\n e.setAttribute(\"lineDistance\", new pn(n, 1));\n } else\n Te(\"Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.\");\n return this;\n }\n /**\n * Computes intersection points between a casted ray and this line.\n *\n * @param {Raycaster} raycaster - The raycaster.\n * @param {Array} intersects - The target array that holds the intersection points.\n */\n raycast(e, t) {\n const n = this.geometry, s = this.matrixWorld, r = e.params.Line.threshold, a = n.drawRange;\n if (n.boundingSphere === null && n.computeBoundingSphere(), Qs.copy(n.boundingSphere), Qs.applyMatrix4(s), Qs.radius += r, e.ray.intersectsSphere(Qs) === !1) return;\n Nl.copy(s).invert(), hs.copy(e.ray).applyMatrix4(Nl);\n const o = r / ((this.scale.x + this.scale.y + this.scale.z) / 3), l = o * o, c = this.isLineSegments ? 2 : 1, h = n.index, d = n.attributes.position;\n if (h !== null) {\n const p = Math.max(0, a.start), g = Math.min(h.count, a.start + a.count);\n for (let x = p, m = g - 1; x < m; x += c) {\n const f = h.getX(x), y = h.getX(x + 1), v = er(this, e, hs, l, f, y, x);\n v && t.push(v);\n }\n if (this.isLineLoop) {\n const x = h.getX(g - 1), m = h.getX(p), f = er(this, e, hs, l, x, m, g - 1);\n f && t.push(f);\n }\n } else {\n const p = Math.max(0, a.start), g = Math.min(d.count, a.start + a.count);\n for (let x = p, m = g - 1; x < m; x += c) {\n const f = er(this, e, hs, l, x, x + 1, x);\n f && t.push(f);\n }\n if (this.isLineLoop) {\n const x = er(this, e, hs, l, g - 1, p, g - 1);\n x && t.push(x);\n }\n }\n }\n /**\n * Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences}\n * to make sure existing morph targets can influence this 3D object.\n */\n updateMorphTargets() {\n const t = this.geometry.morphAttributes, n = Object.keys(t);\n if (n.length > 0) {\n const s = t[n[0]];\n if (s !== void 0) {\n this.morphTargetInfluences = [], this.morphTargetDictionary = {};\n for (let r = 0, a = s.length; r < a; r++) {\n const o = s[r].name || String(r);\n this.morphTargetInfluences.push(0), this.morphTargetDictionary[o] = r;\n }\n }\n }\n }\n}\nfunction er(i, e, t, n, s, r, a) {\n const o = i.geometry.attributes.position;\n if (Tr.fromBufferAttribute(o, s), Er.fromBufferAttribute(o, r), t.distanceSqToSegment(Tr, Er, oa, Fl) > n) return;\n oa.applyMatrix4(i.matrixWorld);\n const c = e.ray.origin.distanceTo(oa);\n if (!(c < e.near || c > e.far))\n return {\n distance: c,\n // What do we want? intersection point on the ray or on the segment??\n // point: raycaster.ray.at( distance ),\n point: Fl.clone().applyMatrix4(i.matrixWorld),\n index: a,\n face: null,\n faceIndex: null,\n barycoord: null,\n object: i\n };\n}\nconst Ol = /* @__PURE__ */ new w(), Bl = /* @__PURE__ */ new w();\nclass ud extends ko {\n /**\n * Constructs a new line segments.\n *\n * @param {BufferGeometry} [geometry] - The line geometry.\n * @param {Material|Array} [material] - The line material.\n */\n constructor(e, t) {\n super(e, t), this.isLineSegments = !0, this.type = \"LineSegments\";\n }\n computeLineDistances() {\n const e = this.geometry;\n if (e.index === null) {\n const t = e.attributes.position, n = [];\n for (let s = 0, r = t.count; s < r; s += 2)\n Ol.fromBufferAttribute(t, s), Bl.fromBufferAttribute(t, s + 1), n[s] = s === 0 ? 0 : n[s - 1], n[s + 1] = n[s] + Ol.distanceTo(Bl);\n e.setAttribute(\"lineDistance\", new pn(n, 1));\n } else\n Te(\"LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.\");\n return this;\n }\n}\nclass dd extends ko {\n /**\n * Constructs a new line loop.\n *\n * @param {BufferGeometry} [geometry] - The line geometry.\n * @param {Material|Array} [material] - The line material.\n */\n constructor(e, t) {\n super(e, t), this.isLineLoop = !0, this.type = \"LineLoop\";\n }\n}\nclass ah extends tn {\n /**\n * Constructs a new points material.\n *\n * @param {Object} [parameters] - An object with one or more properties\n * defining the material's appearance. Any property of the material\n * (including any property from inherited materials) can be passed\n * in here. Color values can be passed any type of value accepted\n * by {@link Color#set}.\n */\n constructor(e) {\n super(), this.isPointsMaterial = !0, this.type = \"PointsMaterial\", this.color = new Se(16777215), this.map = null, this.alphaMap = null, this.size = 1, this.sizeAttenuation = !0, this.fog = !0, this.setValues(e);\n }\n copy(e) {\n return super.copy(e), this.color.copy(e.color), this.map = e.map, this.alphaMap = e.alphaMap, this.size = e.size, this.sizeAttenuation = e.sizeAttenuation, this.fog = e.fog, this;\n }\n}\nconst zl = /* @__PURE__ */ new Ne(), fo = /* @__PURE__ */ new Ji(), tr = /* @__PURE__ */ new Rn(), nr = /* @__PURE__ */ new w();\nclass fd extends pt {\n /**\n * Constructs a new point cloud.\n *\n * @param {BufferGeometry} [geometry] - The points geometry.\n * @param {Material|Array} [material] - The points material.\n */\n constructor(e = new nn(), t = new ah()) {\n super(), this.isPoints = !0, this.type = \"Points\", this.geometry = e, this.material = t, this.morphTargetDictionary = void 0, this.morphTargetInfluences = void 0, this.updateMorphTargets();\n }\n copy(e, t) {\n return super.copy(e, t), this.material = Array.isArray(e.material) ? e.material.slice() : e.material, this.geometry = e.geometry, this;\n }\n /**\n * Computes intersection points between a casted ray and this point cloud.\n *\n * @param {Raycaster} raycaster - The raycaster.\n * @param {Array} intersects - The target array that holds the intersection points.\n */\n raycast(e, t) {\n const n = this.geometry, s = this.matrixWorld, r = e.params.Points.threshold, a = n.drawRange;\n if (n.boundingSphere === null && n.computeBoundingSphere(), tr.copy(n.boundingSphere), tr.applyMatrix4(s), tr.radius += r, e.ray.intersectsSphere(tr) === !1) return;\n zl.copy(s).invert(), fo.copy(e.ray).applyMatrix4(zl);\n const o = r / ((this.scale.x + this.scale.y + this.scale.z) / 3), l = o * o, c = n.index, u = n.attributes.position;\n if (c !== null) {\n const d = Math.max(0, a.start), p = Math.min(c.count, a.start + a.count);\n for (let g = d, x = p; g < x; g++) {\n const m = c.getX(g);\n nr.fromBufferAttribute(u, m), kl(nr, m, l, s, e, t, this);\n }\n } else {\n const d = Math.max(0, a.start), p = Math.min(u.count, a.start + a.count);\n for (let g = d, x = p; g < x; g++)\n nr.fromBufferAttribute(u, g), kl(nr, g, l, s, e, t, this);\n }\n }\n /**\n * Sets the values of {@link Points#morphTargetDictionary} and {@link Points#morphTargetInfluences}\n * to make sure existing morph targets can influence this 3D object.\n */\n updateMorphTargets() {\n const t = this.geometry.morphAttributes, n = Object.keys(t);\n if (n.length > 0) {\n const s = t[n[0]];\n if (s !== void 0) {\n this.morphTargetInfluences = [], this.morphTargetDictionary = {};\n for (let r = 0, a = s.length; r < a; r++) {\n const o = s[r].name || String(r);\n this.morphTargetInfluences.push(0), this.morphTargetDictionary[o] = r;\n }\n }\n }\n }\n}\nfunction kl(i, e, t, n, s, r, a) {\n const o = fo.distanceSqToPoint(i);\n if (o < t) {\n const l = new w();\n fo.closestPointToPoint(i, l), l.applyMatrix4(n);\n const c = s.ray.origin.distanceTo(l);\n if (c < s.near || c > s.far) return;\n r.push({\n distance: c,\n distanceToRay: Math.sqrt(o),\n point: l,\n index: e,\n face: null,\n faceIndex: null,\n barycoord: null,\n object: a\n });\n }\n}\nclass Vo extends Ct {\n /**\n * Constructs a new depth texture.\n *\n * @param {number} width - The width of the texture.\n * @param {number} height - The height of the texture.\n * @param {number} [type=UnsignedIntType] - The texture type.\n * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.\n * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.\n * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.\n * @param {number} [magFilter=LinearFilter] - The mag filter value.\n * @param {number} [minFilter=LinearFilter] - The min filter value.\n * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.\n * @param {number} [format=DepthFormat] - The texture format.\n * @param {number} [depth=1] - The depth of the texture.\n */\n constructor(e, t, n = di, s, r, a, o = Dt, l = Dt, c, h = bs, u = 1) {\n if (h !== bs && h !== Xi)\n throw new Error(\"DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat\");\n const d = { width: e, height: t, depth: u };\n super(d, s, r, a, o, l, h, n, c), this.isDepthTexture = !0, this.flipY = !1, this.generateMipmaps = !1, this.compareFunction = null;\n }\n copy(e) {\n return super.copy(e), this.source = new Io(Object.assign({}, e.image)), this.compareFunction = e.compareFunction, this;\n }\n toJSON(e) {\n const t = super.toJSON(e);\n return this.compareFunction !== null && (t.compareFunction = this.compareFunction), t;\n }\n}\nclass oh extends Ct {\n /**\n * Creates a new raw texture.\n *\n * @param {?(WebGLTexture|GPUTexture)} [sourceTexture=null] - The external texture.\n */\n constructor(e = null) {\n super(), this.sourceTexture = e, this.isExternalTexture = !0;\n }\n copy(e) {\n return super.copy(e), this.sourceTexture = e.sourceTexture, this;\n }\n}\nclass As extends nn {\n /**\n * Constructs a new plane geometry.\n *\n * @param {number} [width=1] - The width along the X axis.\n * @param {number} [height=1] - The height along the Y axis\n * @param {number} [widthSegments=1] - The number of segments along the X axis.\n * @param {number} [heightSegments=1] - The number of segments along the Y axis.\n */\n constructor(e = 1, t = 1, n = 1, s = 1) {\n super(), this.type = \"PlaneGeometry\", this.parameters = {\n width: e,\n height: t,\n widthSegments: n,\n heightSegments: s\n };\n const r = e / 2, a = t / 2, o = Math.floor(n), l = Math.floor(s), c = o + 1, h = l + 1, u = e / o, d = t / l, p = [], g = [], x = [], m = [];\n for (let f = 0; f < h; f++) {\n const y = f * d - a;\n for (let v = 0; v < c; v++) {\n const T = v * u - r;\n g.push(T, -y, 0), x.push(0, 0, 1), m.push(v / o), m.push(1 - f / l);\n }\n }\n for (let f = 0; f < l; f++)\n for (let y = 0; y < o; y++) {\n const v = y + c * f, T = y + c * (f + 1), R = y + 1 + c * (f + 1), E = y + 1 + c * f;\n p.push(v, T, E), p.push(T, R, E);\n }\n this.setIndex(p), this.setAttribute(\"position\", new pn(g, 3)), this.setAttribute(\"normal\", new pn(x, 3)), this.setAttribute(\"uv\", new pn(m, 2));\n }\n copy(e) {\n return super.copy(e), this.parameters = Object.assign({}, e.parameters), this;\n }\n /**\n * Factory method for creating an instance of this class from the given\n * JSON object.\n *\n * @param {Object} data - A JSON object representing the serialized geometry.\n * @return {PlaneGeometry} A new instance.\n */\n static fromJSON(e) {\n return new As(e.width, e.height, e.widthSegments, e.heightSegments);\n }\n}\nclass pd extends ht {\n /**\n * Constructs a new raw shader material.\n *\n * @param {Object} [parameters] - An object with one or more properties\n * defining the material's appearance. Any property of the material\n * (including any property from inherited materials) can be passed\n * in here. Color values can be passed any type of value accepted\n * by {@link Color#set}.\n */\n constructor(e) {\n super(e), this.isRawShaderMaterial = !0, this.type = \"RawShaderMaterial\";\n }\n}\nclass Go extends tn {\n /**\n * Constructs a new mesh standard material.\n *\n * @param {Object} [parameters] - An object with one or more properties\n * defining the material's appearance. Any property of the material\n * (including any property from inherited materials) can be passed\n * in here. Color values can be passed any type of value accepted\n * by {@link Color#set}.\n */\n constructor(e) {\n super(), this.isMeshStandardMaterial = !0, this.type = \"MeshStandardMaterial\", this.defines = { STANDARD: \"\" }, this.color = new Se(16777215), this.roughness = 1, this.metalness = 0, this.map = null, this.lightMap = null, this.lightMapIntensity = 1, this.aoMap = null, this.aoMapIntensity = 1, this.emissive = new Se(0), this.emissiveIntensity = 1, this.emissiveMap = null, this.bumpMap = null, this.bumpScale = 1, this.normalMap = null, this.normalMapType = Cr, this.normalScale = new le(1, 1), this.displacementMap = null, this.displacementScale = 1, this.displacementBias = 0, this.roughnessMap = null, this.metalnessMap = null, this.alphaMap = null, this.envMap = null, this.envMapRotation = new xn(), this.envMapIntensity = 1, this.wireframe = !1, this.wireframeLinewidth = 1, this.wireframeLinecap = \"round\", this.wireframeLinejoin = \"round\", this.flatShading = !1, this.fog = !0, this.setValues(e);\n }\n copy(e) {\n return super.copy(e), this.defines = { STANDARD: \"\" }, this.color.copy(e.color), this.roughness = e.roughness, this.metalness = e.metalness, this.map = e.map, this.lightMap = e.lightMap, this.lightMapIntensity = e.lightMapIntensity, this.aoMap = e.aoMap, this.aoMapIntensity = e.aoMapIntensity, this.emissive.copy(e.emissive), this.emissiveMap = e.emissiveMap, this.emissiveIntensity = e.emissiveIntensity, this.bumpMap = e.bumpMap, this.bumpScale = e.bumpScale, this.normalMap = e.normalMap, this.normalMapType = e.normalMapType, this.normalScale.copy(e.normalScale), this.displacementMap = e.displacementMap, this.displacementScale = e.displacementScale, this.displacementBias = e.displacementBias, this.roughnessMap = e.roughnessMap, this.metalnessMap = e.metalnessMap, this.alphaMap = e.alphaMap, this.envMap = e.envMap, this.envMapRotation.copy(e.envMapRotation), this.envMapIntensity = e.envMapIntensity, this.wireframe = e.wireframe, this.wireframeLinewidth = e.wireframeLinewidth, this.wireframeLinecap = e.wireframeLinecap, this.wireframeLinejoin = e.wireframeLinejoin, this.flatShading = e.flatShading, this.fog = e.fog, this;\n }\n}\nclass Cn extends Go {\n /**\n * Constructs a new mesh physical material.\n *\n * @param {Object} [parameters] - An object with one or more properties\n * defining the material's appearance. Any property of the material\n * (including any property from inherited materials) can be passed\n * in here. Color values can be passed any type of value accepted\n * by {@link Color#set}.\n */\n constructor(e) {\n super(), this.isMeshPhysicalMaterial = !0, this.defines = {\n STANDARD: \"\",\n PHYSICAL: \"\"\n }, this.type = \"MeshPhysicalMaterial\", this.anisotropyRotation = 0, this.anisotropyMap = null, this.clearcoatMap = null, this.clearcoatRoughness = 0, this.clearcoatRoughnessMap = null, this.clearcoatNormalScale = new le(1, 1), this.clearcoatNormalMap = null, this.ior = 1.5, Object.defineProperty(this, \"reflectivity\", {\n get: function() {\n return He(2.5 * (this.ior - 1) / (this.ior + 1), 0, 1);\n },\n set: function(t) {\n this.ior = (1 + 0.4 * t) / (1 - 0.4 * t);\n }\n }), this.iridescenceMap = null, this.iridescenceIOR = 1.3, this.iridescenceThicknessRange = [100, 400], this.iridescenceThicknessMap = null, this.sheenColor = new Se(0), this.sheenColorMap = null, this.sheenRoughness = 1, this.sheenRoughnessMap = null, this.transmissionMap = null, this.thickness = 0, this.thicknessMap = null, this.attenuationDistance = 1 / 0, this.attenuationColor = new Se(1, 1, 1), this.specularIntensity = 1, this.specularIntensityMap = null, this.specularColor = new Se(1, 1, 1), this.specularColorMap = null, this._anisotropy = 0, this._clearcoat = 0, this._dispersion = 0, this._iridescence = 0, this._sheen = 0, this._transmission = 0, this.setValues(e);\n }\n /**\n * The anisotropy strength, from `0.0` to `1.0`.\n *\n * @type {number}\n * @default 0\n */\n get anisotropy() {\n return this._anisotropy;\n }\n set anisotropy(e) {\n this._anisotropy > 0 != e > 0 && this.version++, this._anisotropy = e;\n }\n /**\n * Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use\n * clear coat related properties to enable multilayer materials that have a\n * thin translucent layer over the base layer.\n *\n * @type {number}\n * @default 0\n */\n get clearcoat() {\n return this._clearcoat;\n }\n set clearcoat(e) {\n this._clearcoat > 0 != e > 0 && this.version++, this._clearcoat = e;\n }\n /**\n * The intensity of the iridescence layer, simulating RGB color shift based on the angle between\n * the surface and the viewer, from `0.0` to `1.0`.\n *\n * @type {number}\n * @default 0\n */\n get iridescence() {\n return this._iridescence;\n }\n set iridescence(e) {\n this._iridescence > 0 != e > 0 && this.version++, this._iridescence = e;\n }\n /**\n * Defines the strength of the angular separation of colors (chromatic aberration) transmitting\n * through a relatively clear volume. Any value zero or larger is valid, the typical range of\n * realistic values is `[0, 1]`. This property can be only be used with transmissive objects.\n *\n * @type {number}\n * @default 0\n */\n get dispersion() {\n return this._dispersion;\n }\n set dispersion(e) {\n this._dispersion > 0 != e > 0 && this.version++, this._dispersion = e;\n }\n /**\n * The intensity of the sheen layer, from `0.0` to `1.0`.\n *\n * @type {number}\n * @default 0\n */\n get sheen() {\n return this._sheen;\n }\n set sheen(e) {\n this._sheen > 0 != e > 0 && this.version++, this._sheen = e;\n }\n /**\n * Degree of transmission (or optical transparency), from `0.0` to `1.0`.\n *\n * Thin, transparent or semitransparent, plastic or glass materials remain\n * largely reflective even if they are fully transmissive. The transmission\n * property can be used to model these materials.\n *\n * When transmission is non-zero, `opacity` should be set to `1`.\n *\n * @type {number}\n * @default 0\n */\n get transmission() {\n return this._transmission;\n }\n set transmission(e) {\n this._transmission > 0 != e > 0 && this.version++, this._transmission = e;\n }\n copy(e) {\n return super.copy(e), this.defines = {\n STANDARD: \"\",\n PHYSICAL: \"\"\n }, this.anisotropy = e.anisotropy, this.anisotropyRotation = e.anisotropyRotation, this.anisotropyMap = e.anisotropyMap, this.clearcoat = e.clearcoat, this.clearcoatMap = e.clearcoatMap, this.clearcoatRoughness = e.clearcoatRoughness, this.clearcoatRoughnessMap = e.clearcoatRoughnessMap, this.clearcoatNormalMap = e.clearcoatNormalMap, this.clearcoatNormalScale.copy(e.clearcoatNormalScale), this.dispersion = e.dispersion, this.ior = e.ior, this.iridescence = e.iridescence, this.iridescenceMap = e.iridescenceMap, this.iridescenceIOR = e.iridescenceIOR, this.iridescenceThicknessRange = [...e.iridescenceThicknessRange], this.iridescenceThicknessMap = e.iridescenceThicknessMap, this.sheen = e.sheen, this.sheenColor.copy(e.sheenColor), this.sheenColorMap = e.sheenColorMap, this.sheenRoughness = e.sheenRoughness, this.sheenRoughnessMap = e.sheenRoughnessMap, this.transmission = e.transmission, this.transmissionMap = e.transmissionMap, this.thickness = e.thickness, this.thicknessMap = e.thicknessMap, this.attenuationDistance = e.attenuationDistance, this.attenuationColor.copy(e.attenuationColor), this.specularIntensity = e.specularIntensity, this.specularIntensityMap = e.specularIntensityMap, this.specularColor.copy(e.specularColor), this.specularColorMap = e.specularColorMap, this;\n }\n}\nclass md extends tn {\n /**\n * Constructs a new mesh normal material.\n *\n * @param {Object} [parameters] - An object with one or more properties\n * defining the material's appearance. Any property of the material\n * (including any property from inherited materials) can be passed\n * in here. Color values can be passed any type of value accepted\n * by {@link Color#set}.\n */\n constructor(e) {\n super(), this.isMeshNormalMaterial = !0, this.type = \"MeshNormalMaterial\", this.bumpMap = null, this.bumpScale = 1, this.normalMap = null, this.normalMapType = Cr, this.normalScale = new le(1, 1), this.displacementMap = null, this.displacementScale = 1, this.displacementBias = 0, this.wireframe = !1, this.wireframeLinewidth = 1, this.flatShading = !1, this.setValues(e);\n }\n copy(e) {\n return super.copy(e), this.bumpMap = e.bumpMap, this.bumpScale = e.bumpScale, this.normalMap = e.normalMap, this.normalMapType = e.normalMapType, this.normalScale.copy(e.normalScale), this.displacementMap = e.displacementMap, this.displacementScale = e.displacementScale, this.displacementBias = e.displacementBias, this.wireframe = e.wireframe, this.wireframeLinewidth = e.wireframeLinewidth, this.flatShading = e.flatShading, this;\n }\n}\nclass gd extends tn {\n /**\n * Constructs a new mesh lambert material.\n *\n * @param {Object} [parameters] - An object with one or more properties\n * defining the material's appearance. Any property of the material\n * (including any property from inherited materials) can be passed\n * in here. Color values can be passed any type of value accepted\n * by {@link Color#set}.\n */\n constructor(e) {\n super(), this.isMeshLambertMaterial = !0, this.type = \"MeshLambertMaterial\", this.color = new Se(16777215), this.map = null, this.lightMap = null, this.lightMapIntensity = 1, this.aoMap = null, this.aoMapIntensity = 1, this.emissive = new Se(0), this.emissiveIntensity = 1, this.emissiveMap = null, this.bumpMap = null, this.bumpScale = 1, this.normalMap = null, this.normalMapType = Cr, this.normalScale = new le(1, 1), this.displacementMap = null, this.displacementScale = 1, this.displacementBias = 0, this.specularMap = null, this.alphaMap = null, this.envMap = null, this.envMapRotation = new xn(), this.combine = So, this.reflectivity = 1, this.refractionRatio = 0.98, this.wireframe = !1, this.wireframeLinewidth = 1, this.wireframeLinecap = \"round\", this.wireframeLinejoin = \"round\", this.flatShading = !1, this.fog = !0, this.setValues(e);\n }\n copy(e) {\n return super.copy(e), this.color.copy(e.color), this.map = e.map, this.lightMap = e.lightMap, this.lightMapIntensity = e.lightMapIntensity, this.aoMap = e.aoMap, this.aoMapIntensity = e.aoMapIntensity, this.emissive.copy(e.emissive), this.emissiveMap = e.emissiveMap, this.emissiveIntensity = e.emissiveIntensity, this.bumpMap = e.bumpMap, this.bumpScale = e.bumpScale, this.normalMap = e.normalMap, this.normalMapType = e.normalMapType, this.normalScale.copy(e.normalScale), this.displacementMap = e.displacementMap, this.displacementScale = e.displacementScale, this.displacementBias = e.displacementBias, this.specularMap = e.specularMap, this.alphaMap = e.alphaMap, this.envMap = e.envMap, this.envMapRotation.copy(e.envMapRotation), this.combine = e.combine, this.reflectivity = e.reflectivity, this.refractionRatio = e.refractionRatio, this.wireframe = e.wireframe, this.wireframeLinewidth = e.wireframeLinewidth, this.wireframeLinecap = e.wireframeLinecap, this.wireframeLinejoin = e.wireframeLinejoin, this.flatShading = e.flatShading, this.fog = e.fog, this;\n }\n}\nclass lh extends tn {\n /**\n * Constructs a new mesh depth material.\n *\n * @param {Object} [parameters] - An object with one or more properties\n * defining the material's appearance. Any property of the material\n * (including any property from inherited materials) can be passed\n * in here. Color values can be passed any type of value accepted\n * by {@link Color#set}.\n */\n constructor(e) {\n super(), this.isMeshDepthMaterial = !0, this.type = \"MeshDepthMaterial\", this.depthPacking = nu, this.map = null, this.alphaMap = null, this.displacementMap = null, this.displacementScale = 1, this.displacementBias = 0, this.wireframe = !1, this.wireframeLinewidth = 1, this.setValues(e);\n }\n copy(e) {\n return super.copy(e), this.depthPacking = e.depthPacking, this.map = e.map, this.alphaMap = e.alphaMap, this.displacementMap = e.displacementMap, this.displacementScale = e.displacementScale, this.displacementBias = e.displacementBias, this.wireframe = e.wireframe, this.wireframeLinewidth = e.wireframeLinewidth, this;\n }\n}\nclass xd extends tn {\n /**\n * Constructs a new mesh distance material.\n *\n * @param {Object} [parameters] - An object with one or more properties\n * defining the material's appearance. Any property of the material\n * (including any property from inherited materials) can be passed\n * in here. Color values can be passed any type of value accepted\n * by {@link Color#set}.\n */\n constructor(e) {\n super(), this.isMeshDistanceMaterial = !0, this.type = \"MeshDistanceMaterial\", this.map = null, this.alphaMap = null, this.displacementMap = null, this.displacementScale = 1, this.displacementBias = 0, this.setValues(e);\n }\n copy(e) {\n return super.copy(e), this.map = e.map, this.alphaMap = e.alphaMap, this.displacementMap = e.displacementMap, this.displacementScale = e.displacementScale, this.displacementBias = e.displacementBias, this;\n }\n}\nfunction ir(i, e) {\n return !i || i.constructor === e ? i : typeof e.BYTES_PER_ELEMENT == \"number\" ? new e(i) : Array.prototype.slice.call(i);\n}\nfunction _d(i) {\n return ArrayBuffer.isView(i) && !(i instanceof DataView);\n}\nfunction vd(i) {\n function e(s, r) {\n return i[s] - i[r];\n }\n const t = i.length, n = new Array(t);\n for (let s = 0; s !== t; ++s) n[s] = s;\n return n.sort(e), n;\n}\nfunction Vl(i, e, t) {\n const n = i.length, s = new i.constructor(n);\n for (let r = 0, a = 0; a !== n; ++r) {\n const o = t[r] * e;\n for (let l = 0; l !== e; ++l)\n s[a++] = i[o + l];\n }\n return s;\n}\nfunction ch(i, e, t, n) {\n let s = 1, r = i[0];\n for (; r !== void 0 && r[n] === void 0; )\n r = i[s++];\n if (r === void 0) return;\n let a = r[n];\n if (a !== void 0)\n if (Array.isArray(a))\n do\n a = r[n], a !== void 0 && (e.push(r.time), t.push(...a)), r = i[s++];\n while (r !== void 0);\n else if (a.toArray !== void 0)\n do\n a = r[n], a !== void 0 && (e.push(r.time), a.toArray(t, t.length)), r = i[s++];\n while (r !== void 0);\n else\n do\n a = r[n], a !== void 0 && (e.push(r.time), t.push(a)), r = i[s++];\n while (r !== void 0);\n}\nclass Rs {\n /**\n * Constructs a new interpolant.\n *\n * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.\n * @param {TypedArray} sampleValues - The sample values.\n * @param {number} sampleSize - The sample size\n * @param {TypedArray} [resultBuffer] - The result buffer.\n */\n constructor(e, t, n, s) {\n this.parameterPositions = e, this._cachedIndex = 0, this.resultBuffer = s !== void 0 ? s : new t.constructor(n), this.sampleValues = t, this.valueSize = n, this.settings = null, this.DefaultSettings_ = {};\n }\n /**\n * Evaluate the interpolant at position `t`.\n *\n * @param {number} t - The interpolation factor.\n * @return {TypedArray} The result buffer.\n */\n evaluate(e) {\n const t = this.parameterPositions;\n let n = this._cachedIndex, s = t[n], r = t[n - 1];\n n: {\n e: {\n let a;\n t: {\n i: if (!(e < s)) {\n for (let o = n + 2; ; ) {\n if (s === void 0) {\n if (e < r) break i;\n return n = t.length, this._cachedIndex = n, this.copySampleValue_(n - 1);\n }\n if (n === o) break;\n if (r = s, s = t[++n], e < s)\n break e;\n }\n a = t.length;\n break t;\n }\n if (!(e >= r)) {\n const o = t[1];\n e < o && (n = 2, r = o);\n for (let l = n - 2; ; ) {\n if (r === void 0)\n return this._cachedIndex = 0, this.copySampleValue_(0);\n if (n === l) break;\n if (s = r, r = t[--n - 1], e >= r)\n break e;\n }\n a = n, n = 0;\n break t;\n }\n break n;\n }\n for (; n < a; ) {\n const o = n + a >>> 1;\n e < t[o] ? a = o : n = o + 1;\n }\n if (s = t[n], r = t[n - 1], r === void 0)\n return this._cachedIndex = 0, this.copySampleValue_(0);\n if (s === void 0)\n return n = t.length, this._cachedIndex = n, this.copySampleValue_(n - 1);\n }\n this._cachedIndex = n, this.intervalChanged_(n, r, s);\n }\n return this.interpolate_(n, r, e, s);\n }\n /**\n * Returns the interpolation settings.\n *\n * @return {Object} The interpolation settings.\n */\n getSettings_() {\n return this.settings || this.DefaultSettings_;\n }\n /**\n * Copies a sample value to the result buffer.\n *\n * @param {number} index - An index into the sample value buffer.\n * @return {TypedArray} The result buffer.\n */\n copySampleValue_(e) {\n const t = this.resultBuffer, n = this.sampleValues, s = this.valueSize, r = e * s;\n for (let a = 0; a !== s; ++a)\n t[a] = n[r + a];\n return t;\n }\n /**\n * Copies a sample value to the result buffer.\n *\n * @abstract\n * @param {number} i1 - An index into the sample value buffer.\n * @param {number} t0 - The previous interpolation factor.\n * @param {number} t - The current interpolation factor.\n * @param {number} t1 - The next interpolation factor.\n * @return {TypedArray} The result buffer.\n */\n interpolate_() {\n throw new Error(\"call to abstract method\");\n }\n /**\n * Optional method that is executed when the interval has changed.\n *\n * @param {number} i1 - An index into the sample value buffer.\n * @param {number} t0 - The previous interpolation factor.\n * @param {number} t - The current interpolation factor.\n */\n intervalChanged_() {\n }\n}\nclass Md extends Rs {\n /**\n * Constructs a new cubic interpolant.\n *\n * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.\n * @param {TypedArray} sampleValues - The sample values.\n * @param {number} sampleSize - The sample size\n * @param {TypedArray} [resultBuffer] - The result buffer.\n */\n constructor(e, t, n, s) {\n super(e, t, n, s), this._weightPrev = -0, this._offsetPrev = -0, this._weightNext = -0, this._offsetNext = -0, this.DefaultSettings_ = {\n endingStart: rl,\n endingEnd: rl\n };\n }\n intervalChanged_(e, t, n) {\n const s = this.parameterPositions;\n let r = e - 2, a = e + 1, o = s[r], l = s[a];\n if (o === void 0)\n switch (this.getSettings_().endingStart) {\n case al:\n r = e, o = 2 * t - n;\n break;\n case ol:\n r = s.length - 2, o = t + s[r] - s[r + 1];\n break;\n default:\n r = e, o = n;\n }\n if (l === void 0)\n switch (this.getSettings_().endingEnd) {\n case al:\n a = e, l = 2 * n - t;\n break;\n case ol:\n a = 1, l = n + s[1] - s[0];\n break;\n default:\n a = e - 1, l = t;\n }\n const c = (n - t) * 0.5, h = this.valueSize;\n this._weightPrev = c / (t - o), this._weightNext = c / (l - n), this._offsetPrev = r * h, this._offsetNext = a * h;\n }\n interpolate_(e, t, n, s) {\n const r = this.resultBuffer, a = this.sampleValues, o = this.valueSize, l = e * o, c = l - o, h = this._offsetPrev, u = this._offsetNext, d = this._weightPrev, p = this._weightNext, g = (n - t) / (s - t), x = g * g, m = x * g, f = -d * m + 2 * d * x - d * g, y = (1 + d) * m + (-1.5 - 2 * d) * x + (-0.5 + d) * g + 1, v = (-1 - p) * m + (1.5 + p) * x + 0.5 * g, T = p * m - p * x;\n for (let R = 0; R !== o; ++R)\n r[R] = f * a[h + R] + y * a[c + R] + v * a[l + R] + T * a[u + R];\n return r;\n }\n}\nclass Sd extends Rs {\n /**\n * Constructs a new linear interpolant.\n *\n * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.\n * @param {TypedArray} sampleValues - The sample values.\n * @param {number} sampleSize - The sample size\n * @param {TypedArray} [resultBuffer] - The result buffer.\n */\n constructor(e, t, n, s) {\n super(e, t, n, s);\n }\n interpolate_(e, t, n, s) {\n const r = this.resultBuffer, a = this.sampleValues, o = this.valueSize, l = e * o, c = l - o, h = (n - t) / (s - t), u = 1 - h;\n for (let d = 0; d !== o; ++d)\n r[d] = a[c + d] * u + a[l + d] * h;\n return r;\n }\n}\nclass bd extends Rs {\n /**\n * Constructs a new discrete interpolant.\n *\n * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.\n * @param {TypedArray} sampleValues - The sample values.\n * @param {number} sampleSize - The sample size\n * @param {TypedArray} [resultBuffer] - The result buffer.\n */\n constructor(e, t, n, s) {\n super(e, t, n, s);\n }\n interpolate_(e) {\n return this.copySampleValue_(e - 1);\n }\n}\nclass _n {\n /**\n * Constructs a new keyframe track.\n *\n * @param {string} name - The keyframe track's name.\n * @param {Array} times - A list of keyframe times.\n * @param {Array} values - A list of keyframe values.\n * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.\n */\n constructor(e, t, n, s) {\n if (e === void 0) throw new Error(\"THREE.KeyframeTrack: track name is undefined\");\n if (t === void 0 || t.length === 0) throw new Error(\"THREE.KeyframeTrack: no keyframes in track named \" + e);\n this.name = e, this.times = ir(t, this.TimeBufferType), this.values = ir(n, this.ValueBufferType), this.setInterpolation(s || this.DefaultInterpolation);\n }\n /**\n * Converts the keyframe track to JSON.\n *\n * @static\n * @param {KeyframeTrack} track - The keyframe track to serialize.\n * @return {Object} The serialized keyframe track as JSON.\n */\n static toJSON(e) {\n const t = e.constructor;\n let n;\n if (t.toJSON !== this.toJSON)\n n = t.toJSON(e);\n else {\n n = {\n name: e.name,\n times: ir(e.times, Array),\n values: ir(e.values, Array)\n };\n const s = e.getInterpolation();\n s !== e.DefaultInterpolation && (n.interpolation = s);\n }\n return n.type = e.ValueTypeName, n;\n }\n /**\n * Factory method for creating a new discrete interpolant.\n *\n * @static\n * @param {TypedArray} [result] - The result buffer.\n * @return {DiscreteInterpolant} The new interpolant.\n */\n InterpolantFactoryMethodDiscrete(e) {\n return new bd(this.times, this.values, this.getValueSize(), e);\n }\n /**\n * Factory method for creating a new linear interpolant.\n *\n * @static\n * @param {TypedArray} [result] - The result buffer.\n * @return {LinearInterpolant} The new interpolant.\n */\n InterpolantFactoryMethodLinear(e) {\n return new Sd(this.times, this.values, this.getValueSize(), e);\n }\n /**\n * Factory method for creating a new smooth interpolant.\n *\n * @static\n * @param {TypedArray} [result] - The result buffer.\n * @return {CubicInterpolant} The new interpolant.\n */\n InterpolantFactoryMethodSmooth(e) {\n return new Md(this.times, this.values, this.getValueSize(), e);\n }\n /**\n * Defines the interpolation factor method for this keyframe track.\n *\n * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} interpolation - The interpolation type.\n * @return {KeyframeTrack} A reference to this keyframe track.\n */\n setInterpolation(e) {\n let t;\n switch (e) {\n case ys:\n t = this.InterpolantFactoryMethodDiscrete;\n break;\n case Ts:\n t = this.InterpolantFactoryMethodLinear;\n break;\n case Ur:\n t = this.InterpolantFactoryMethodSmooth;\n break;\n }\n if (t === void 0) {\n const n = \"unsupported interpolation for \" + this.ValueTypeName + \" keyframe track named \" + this.name;\n if (this.createInterpolant === void 0)\n if (e !== this.DefaultInterpolation)\n this.setInterpolation(this.DefaultInterpolation);\n else\n throw new Error(n);\n return Te(\"KeyframeTrack:\", n), this;\n }\n return this.createInterpolant = t, this;\n }\n /**\n * Returns the current interpolation type.\n *\n * @return {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} The interpolation type.\n */\n getInterpolation() {\n switch (this.createInterpolant) {\n case this.InterpolantFactoryMethodDiscrete:\n return ys;\n case this.InterpolantFactoryMethodLinear:\n return Ts;\n case this.InterpolantFactoryMethodSmooth:\n return Ur;\n }\n }\n /**\n * Returns the value size.\n *\n * @return {number} The value size.\n */\n getValueSize() {\n return this.values.length / this.times.length;\n }\n /**\n * Moves all keyframes either forward or backward in time.\n *\n * @param {number} timeOffset - The offset to move the time values.\n * @return {KeyframeTrack} A reference to this keyframe track.\n */\n shift(e) {\n if (e !== 0) {\n const t = this.times;\n for (let n = 0, s = t.length; n !== s; ++n)\n t[n] += e;\n }\n return this;\n }\n /**\n * Scale all keyframe times by a factor (useful for frame - seconds conversions).\n *\n * @param {number} timeScale - The time scale.\n * @return {KeyframeTrack} A reference to this keyframe track.\n */\n scale(e) {\n if (e !== 1) {\n const t = this.times;\n for (let n = 0, s = t.length; n !== s; ++n)\n t[n] *= e;\n }\n return this;\n }\n /**\n * Removes keyframes before and after animation without changing any values within the defined time range.\n *\n * Note: The method does not shift around keys to the start of the track time, because for interpolated\n * keys this will change their values\n *\n * @param {number} startTime - The start time.\n * @param {number} endTime - The end time.\n * @return {KeyframeTrack} A reference to this keyframe track.\n */\n trim(e, t) {\n const n = this.times, s = n.length;\n let r = 0, a = s - 1;\n for (; r !== s && n[r] < e; )\n ++r;\n for (; a !== -1 && n[a] > t; )\n --a;\n if (++a, r !== 0 || a !== s) {\n r >= a && (a = Math.max(a, 1), r = a - 1);\n const o = this.getValueSize();\n this.times = n.slice(r, a), this.values = this.values.slice(r * o, a * o);\n }\n return this;\n }\n /**\n * Performs minimal validation on the keyframe track. Returns `true` if the values\n * are valid.\n *\n * @return {boolean} Whether the keyframes are valid or not.\n */\n validate() {\n let e = !0;\n const t = this.getValueSize();\n t - Math.floor(t) !== 0 && (Xe(\"KeyframeTrack: Invalid value size in track.\", this), e = !1);\n const n = this.times, s = this.values, r = n.length;\n r === 0 && (Xe(\"KeyframeTrack: Track is empty.\", this), e = !1);\n let a = null;\n for (let o = 0; o !== r; o++) {\n const l = n[o];\n if (typeof l == \"number\" && isNaN(l)) {\n Xe(\"KeyframeTrack: Time is not a valid number.\", this, o, l), e = !1;\n break;\n }\n if (a !== null && a > l) {\n Xe(\"KeyframeTrack: Out of order keys.\", this, o, l, a), e = !1;\n break;\n }\n a = l;\n }\n if (s !== void 0 && _d(s))\n for (let o = 0, l = s.length; o !== l; ++o) {\n const c = s[o];\n if (isNaN(c)) {\n Xe(\"KeyframeTrack: Value is not a valid number.\", this, o, c), e = !1;\n break;\n }\n }\n return e;\n }\n /**\n * Optimizes this keyframe track by removing equivalent sequential keys (which are\n * common in morph target sequences).\n *\n * @return {AnimationClip} A reference to this animation clip.\n */\n optimize() {\n const e = this.times.slice(), t = this.values.slice(), n = this.getValueSize(), s = this.getInterpolation() === Ur, r = e.length - 1;\n let a = 1;\n for (let o = 1; o < r; ++o) {\n let l = !1;\n const c = e[o], h = e[o + 1];\n if (c !== h && (o !== 1 || c !== e[0]))\n if (s)\n l = !0;\n else {\n const u = o * n, d = u - n, p = u + n;\n for (let g = 0; g !== n; ++g) {\n const x = t[u + g];\n if (x !== t[d + g] || x !== t[p + g]) {\n l = !0;\n break;\n }\n }\n }\n if (l) {\n if (o !== a) {\n e[a] = e[o];\n const u = o * n, d = a * n;\n for (let p = 0; p !== n; ++p)\n t[d + p] = t[u + p];\n }\n ++a;\n }\n }\n if (r > 0) {\n e[a] = e[r];\n for (let o = r * n, l = a * n, c = 0; c !== n; ++c)\n t[l + c] = t[o + c];\n ++a;\n }\n return a !== e.length ? (this.times = e.slice(0, a), this.values = t.slice(0, a * n)) : (this.times = e, this.values = t), this;\n }\n /**\n * Returns a new keyframe track with copied values from this instance.\n *\n * @return {KeyframeTrack} A clone of this instance.\n */\n clone() {\n const e = this.times.slice(), t = this.values.slice(), n = this.constructor, s = new n(this.name, e, t);\n return s.createInterpolant = this.createInterpolant, s;\n }\n}\n_n.prototype.ValueTypeName = \"\";\n_n.prototype.TimeBufferType = Float32Array;\n_n.prototype.ValueBufferType = Float32Array;\n_n.prototype.DefaultInterpolation = Ts;\nclass es extends _n {\n /**\n * Constructs a new boolean keyframe track.\n *\n * This keyframe track type has no `interpolation` parameter because the\n * interpolation is always discrete.\n *\n * @param {string} name - The keyframe track's name.\n * @param {Array} times - A list of keyframe times.\n * @param {Array} values - A list of keyframe values.\n */\n constructor(e, t, n) {\n super(e, t, n);\n }\n}\nes.prototype.ValueTypeName = \"bool\";\nes.prototype.ValueBufferType = Array;\nes.prototype.DefaultInterpolation = ys;\nes.prototype.InterpolantFactoryMethodLinear = void 0;\nes.prototype.InterpolantFactoryMethodSmooth = void 0;\nclass hh extends _n {\n /**\n * Constructs a new color keyframe track.\n *\n * @param {string} name - The keyframe track's name.\n * @param {Array} times - A list of keyframe times.\n * @param {Array} values - A list of keyframe values.\n * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.\n */\n constructor(e, t, n, s) {\n super(e, t, n, s);\n }\n}\nhh.prototype.ValueTypeName = \"color\";\nclass Yi extends _n {\n /**\n * Constructs a new number keyframe track.\n *\n * @param {string} name - The keyframe track's name.\n * @param {Array} times - A list of keyframe times.\n * @param {Array} values - A list of keyframe values.\n * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.\n */\n constructor(e, t, n, s) {\n super(e, t, n, s);\n }\n}\nYi.prototype.ValueTypeName = \"number\";\nclass yd extends Rs {\n /**\n * Constructs a new SLERP interpolant.\n *\n * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.\n * @param {TypedArray} sampleValues - The sample values.\n * @param {number} sampleSize - The sample size\n * @param {TypedArray} [resultBuffer] - The result buffer.\n */\n constructor(e, t, n, s) {\n super(e, t, n, s);\n }\n interpolate_(e, t, n, s) {\n const r = this.resultBuffer, a = this.sampleValues, o = this.valueSize, l = (n - t) / (s - t);\n let c = e * o;\n for (let h = c + o; c !== h; c += 4)\n gn.slerpFlat(r, 0, a, c - o, a, c, l);\n return r;\n }\n}\nclass Ki extends _n {\n /**\n * Constructs a new Quaternion keyframe track.\n *\n * @param {string} name - The keyframe track's name.\n * @param {Array} times - A list of keyframe times.\n * @param {Array} values - A list of keyframe values.\n * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.\n */\n constructor(e, t, n, s) {\n super(e, t, n, s);\n }\n /**\n * Overwritten so the method returns Quaternion based interpolant.\n *\n * @static\n * @param {TypedArray} [result] - The result buffer.\n * @return {QuaternionLinearInterpolant} The new interpolant.\n */\n InterpolantFactoryMethodLinear(e) {\n return new yd(this.times, this.values, this.getValueSize(), e);\n }\n}\nKi.prototype.ValueTypeName = \"quaternion\";\nKi.prototype.InterpolantFactoryMethodSmooth = void 0;\nclass ts extends _n {\n /**\n * Constructs a new string keyframe track.\n *\n * This keyframe track type has no `interpolation` parameter because the\n * interpolation is always discrete.\n *\n * @param {string} name - The keyframe track's name.\n * @param {Array} times - A list of keyframe times.\n * @param {Array} values - A list of keyframe values.\n */\n constructor(e, t, n) {\n super(e, t, n);\n }\n}\nts.prototype.ValueTypeName = \"string\";\nts.prototype.ValueBufferType = Array;\nts.prototype.DefaultInterpolation = ys;\nts.prototype.InterpolantFactoryMethodLinear = void 0;\nts.prototype.InterpolantFactoryMethodSmooth = void 0;\nclass Zi extends _n {\n /**\n * Constructs a new vector keyframe track.\n *\n * @param {string} name - The keyframe track's name.\n * @param {Array} times - A list of keyframe times.\n * @param {Array} values - A list of keyframe values.\n * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.\n */\n constructor(e, t, n, s) {\n super(e, t, n, s);\n }\n}\nZi.prototype.ValueTypeName = \"vector\";\nclass Td {\n /**\n * Constructs a new animation clip.\n *\n * Note: Instead of instantiating an AnimationClip directly with the constructor, you can\n * use the static interface of this class for creating clips. In most cases though, animation clips\n * will automatically be created by loaders when importing animated 3D assets.\n *\n * @param {string} [name=''] - The clip's name.\n * @param {number} [duration=-1] - The clip's duration in seconds. If a negative value is passed,\n * the duration will be calculated from the passed keyframes.\n * @param {Array} tracks - An array of keyframe tracks.\n * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode=NormalAnimationBlendMode] - Defines how the animation\n * is blended/combined when two or more animations are simultaneously played.\n */\n constructor(e = \"\", t = -1, n = [], s = eu) {\n this.name = e, this.tracks = n, this.duration = t, this.blendMode = s, this.uuid = fn(), this.userData = {}, this.duration < 0 && this.resetDuration();\n }\n /**\n * Factory method for creating an animation clip from the given JSON.\n *\n * @static\n * @param {Object} json - The serialized animation clip.\n * @return {AnimationClip} The new animation clip.\n */\n static parse(e) {\n const t = [], n = e.tracks, s = 1 / (e.fps || 1);\n for (let a = 0, o = n.length; a !== o; ++a)\n t.push(wd(n[a]).scale(s));\n const r = new this(e.name, e.duration, t, e.blendMode);\n return r.uuid = e.uuid, r.userData = JSON.parse(e.userData || \"{}\"), r;\n }\n /**\n * Serializes the given animation clip into JSON.\n *\n * @static\n * @param {AnimationClip} clip - The animation clip to serialize.\n * @return {Object} The JSON object.\n */\n static toJSON(e) {\n const t = [], n = e.tracks, s = {\n name: e.name,\n duration: e.duration,\n tracks: t,\n uuid: e.uuid,\n blendMode: e.blendMode,\n userData: JSON.stringify(e.userData)\n };\n for (let r = 0, a = n.length; r !== a; ++r)\n t.push(_n.toJSON(n[r]));\n return s;\n }\n /**\n * Returns a new animation clip from the passed morph targets array of a\n * geometry, taking a name and the number of frames per second.\n *\n * Note: The fps parameter is required, but the animation speed can be\n * overridden via {@link AnimationAction#setDuration}.\n *\n * @static\n * @param {string} name - The name of the animation clip.\n * @param {Array} morphTargetSequence - A sequence of morph targets.\n * @param {number} fps - The Frames-Per-Second value.\n * @param {boolean} noLoop - Whether the clip should be no loop or not.\n * @return {AnimationClip} The new animation clip.\n */\n static CreateFromMorphTargetSequence(e, t, n, s) {\n const r = t.length, a = [];\n for (let o = 0; o < r; o++) {\n let l = [], c = [];\n l.push(\n (o + r - 1) % r,\n o,\n (o + 1) % r\n ), c.push(0, 1, 0);\n const h = vd(l);\n l = Vl(l, 1, h), c = Vl(c, 1, h), !s && l[0] === 0 && (l.push(r), c.push(c[0])), a.push(\n new Yi(\n \".morphTargetInfluences[\" + t[o].name + \"]\",\n l,\n c\n ).scale(1 / n)\n );\n }\n return new this(e, -1, a);\n }\n /**\n * Searches for an animation clip by name, taking as its first parameter\n * either an array of clips, or a mesh or geometry that contains an\n * array named \"animations\" property.\n *\n * @static\n * @param {(Array|Object3D)} objectOrClipArray - The array or object to search through.\n * @param {string} name - The name to search for.\n * @return {?AnimationClip} The found animation clip. Returns `null` if no clip has been found.\n */\n static findByName(e, t) {\n let n = e;\n if (!Array.isArray(e)) {\n const s = e;\n n = s.geometry && s.geometry.animations || s.animations;\n }\n for (let s = 0; s < n.length; s++)\n if (n[s].name === t)\n return n[s];\n return null;\n }\n /**\n * Returns an array of new AnimationClips created from the morph target\n * sequences of a geometry, trying to sort morph target names into\n * animation-group-based patterns like \"Walk_001, Walk_002, Run_001, Run_002...\".\n *\n * See {@link MD2Loader#parse} as an example for how the method should be used.\n *\n * @static\n * @param {Array} morphTargets - A sequence of morph targets.\n * @param {number} fps - The Frames-Per-Second value.\n * @param {boolean} noLoop - Whether the clip should be no loop or not.\n * @return {Array} An array of new animation clips.\n */\n static CreateClipsFromMorphTargetSequences(e, t, n) {\n const s = {}, r = /^([\\w-]*?)([\\d]+)$/;\n for (let o = 0, l = e.length; o < l; o++) {\n const c = e[o], h = c.name.match(r);\n if (h && h.length > 1) {\n const u = h[1];\n let d = s[u];\n d || (s[u] = d = []), d.push(c);\n }\n }\n const a = [];\n for (const o in s)\n a.push(this.CreateFromMorphTargetSequence(o, s[o], t, n));\n return a;\n }\n /**\n * Parses the `animation.hierarchy` format and returns a new animation clip.\n *\n * @static\n * @deprecated since r175.\n * @param {Object} animation - A serialized animation clip as JSON.\n * @param {Array} bones - An array of bones.\n * @return {?AnimationClip} The new animation clip.\n */\n static parseAnimation(e, t) {\n if (Te(\"AnimationClip: parseAnimation() is deprecated and will be removed with r185\"), !e)\n return Xe(\"AnimationClip: No animation in JSONLoader data.\"), null;\n const n = function(u, d, p, g, x) {\n if (p.length !== 0) {\n const m = [], f = [];\n ch(p, m, f, g), m.length !== 0 && x.push(new u(d, m, f));\n }\n }, s = [], r = e.name || \"default\", a = e.fps || 30, o = e.blendMode;\n let l = e.length || -1;\n const c = e.hierarchy || [];\n for (let u = 0; u < c.length; u++) {\n const d = c[u].keys;\n if (!(!d || d.length === 0))\n if (d[0].morphTargets) {\n const p = {};\n let g;\n for (g = 0; g < d.length; g++)\n if (d[g].morphTargets)\n for (let x = 0; x < d[g].morphTargets.length; x++)\n p[d[g].morphTargets[x]] = -1;\n for (const x in p) {\n const m = [], f = [];\n for (let y = 0; y !== d[g].morphTargets.length; ++y) {\n const v = d[g];\n m.push(v.time), f.push(v.morphTarget === x ? 1 : 0);\n }\n s.push(new Yi(\".morphTargetInfluence[\" + x + \"]\", m, f));\n }\n l = p.length * a;\n } else {\n const p = \".bones[\" + t[u].name + \"]\";\n n(\n Zi,\n p + \".position\",\n d,\n \"pos\",\n s\n ), n(\n Ki,\n p + \".quaternion\",\n d,\n \"rot\",\n s\n ), n(\n Zi,\n p + \".scale\",\n d,\n \"scl\",\n s\n );\n }\n }\n return s.length === 0 ? null : new this(r, l, s, o);\n }\n /**\n * Sets the duration of this clip to the duration of its longest keyframe track.\n *\n * @return {AnimationClip} A reference to this animation clip.\n */\n resetDuration() {\n const e = this.tracks;\n let t = 0;\n for (let n = 0, s = e.length; n !== s; ++n) {\n const r = this.tracks[n];\n t = Math.max(t, r.times[r.times.length - 1]);\n }\n return this.duration = t, this;\n }\n /**\n * Trims all tracks to the clip's duration.\n *\n * @return {AnimationClip} A reference to this animation clip.\n */\n trim() {\n for (let e = 0; e < this.tracks.length; e++)\n this.tracks[e].trim(0, this.duration);\n return this;\n }\n /**\n * Performs minimal validation on each track in the clip. Returns `true` if all\n * tracks are valid.\n *\n * @return {boolean} Whether the clip's keyframes are valid or not.\n */\n validate() {\n let e = !0;\n for (let t = 0; t < this.tracks.length; t++)\n e = e && this.tracks[t].validate();\n return e;\n }\n /**\n * Optimizes each track by removing equivalent sequential keys (which are\n * common in morph target sequences).\n *\n * @return {AnimationClip} A reference to this animation clip.\n */\n optimize() {\n for (let e = 0; e < this.tracks.length; e++)\n this.tracks[e].optimize();\n return this;\n }\n /**\n * Returns a new animation clip with copied values from this instance.\n *\n * @return {AnimationClip} A clone of this instance.\n */\n clone() {\n const e = [];\n for (let n = 0; n < this.tracks.length; n++)\n e.push(this.tracks[n].clone());\n const t = new this.constructor(this.name, this.duration, e, this.blendMode);\n return t.userData = JSON.parse(JSON.stringify(this.userData)), t;\n }\n /**\n * Serializes this animation clip into JSON.\n *\n * @return {Object} The JSON object.\n */\n toJSON() {\n return this.constructor.toJSON(this);\n }\n}\nfunction Ed(i) {\n switch (i.toLowerCase()) {\n case \"scalar\":\n case \"double\":\n case \"float\":\n case \"number\":\n case \"integer\":\n return Yi;\n case \"vector\":\n case \"vector2\":\n case \"vector3\":\n case \"vector4\":\n return Zi;\n case \"color\":\n return hh;\n case \"quaternion\":\n return Ki;\n case \"bool\":\n case \"boolean\":\n return es;\n case \"string\":\n return ts;\n }\n throw new Error(\"THREE.KeyframeTrack: Unsupported typeName: \" + i);\n}\nfunction wd(i) {\n if (i.type === void 0)\n throw new Error(\"THREE.KeyframeTrack: track type undefined, can not parse\");\n const e = Ed(i.type);\n if (i.times === void 0) {\n const t = [], n = [];\n ch(i.keys, t, n, \"value\"), i.times = t, i.values = n;\n }\n return e.parse !== void 0 ? e.parse(i) : new e(i.name, i.times, i.values, i.interpolation);\n}\nconst kn = {\n /**\n * Whether caching is enabled or not.\n *\n * @static\n * @type {boolean}\n * @default false\n */\n enabled: !1,\n /**\n * A dictionary that holds cached files.\n *\n * @static\n * @type {Object}\n */\n files: {},\n /**\n * Adds a cache entry with a key to reference the file. If this key already\n * holds a file, it is overwritten.\n *\n * @static\n * @param {string} key - The key to reference the cached file.\n * @param {Object} file - The file to be cached.\n */\n add: function(i, e) {\n this.enabled !== !1 && (this.files[i] = e);\n },\n /**\n * Gets the cached value for the given key.\n *\n * @static\n * @param {string} key - The key to reference the cached file.\n * @return {Object|undefined} The cached file. If the key does not exist `undefined` is returned.\n */\n get: function(i) {\n if (this.enabled !== !1)\n return this.files[i];\n },\n /**\n * Removes the cached file associated with the given key.\n *\n * @static\n * @param {string} key - The key to reference the cached file.\n */\n remove: function(i) {\n delete this.files[i];\n },\n /**\n * Remove all values from the cache.\n *\n * @static\n */\n clear: function() {\n this.files = {};\n }\n};\nclass Ad {\n /**\n * Constructs a new loading manager.\n *\n * @param {Function} [onLoad] - Executes when all items have been loaded.\n * @param {Function} [onProgress] - Executes when single items have been loaded.\n * @param {Function} [onError] - Executes when an error occurs.\n */\n constructor(e, t, n) {\n const s = this;\n let r = !1, a = 0, o = 0, l;\n const c = [];\n this.onStart = void 0, this.onLoad = e, this.onProgress = t, this.onError = n, this._abortController = null, this.itemStart = function(h) {\n o++, r === !1 && s.onStart !== void 0 && s.onStart(h, a, o), r = !0;\n }, this.itemEnd = function(h) {\n a++, s.onProgress !== void 0 && s.onProgress(h, a, o), a === o && (r = !1, s.onLoad !== void 0 && s.onLoad());\n }, this.itemError = function(h) {\n s.onError !== void 0 && s.onError(h);\n }, this.resolveURL = function(h) {\n return l ? l(h) : h;\n }, this.setURLModifier = function(h) {\n return l = h, this;\n }, this.addHandler = function(h, u) {\n return c.push(h, u), this;\n }, this.removeHandler = function(h) {\n const u = c.indexOf(h);\n return u !== -1 && c.splice(u, 2), this;\n }, this.getHandler = function(h) {\n for (let u = 0, d = c.length; u < d; u += 2) {\n const p = c[u], g = c[u + 1];\n if (p.global && (p.lastIndex = 0), p.test(h))\n return g;\n }\n return null;\n }, this.abort = function() {\n return this.abortController.abort(), this._abortController = null, this;\n };\n }\n // TODO: Revert this back to a single member variable once this issue has been fixed\n // https://github.com/cloudflare/workerd/issues/3657\n /**\n * Used for aborting ongoing requests in loaders using this manager.\n *\n * @type {AbortController}\n */\n get abortController() {\n return this._abortController || (this._abortController = new AbortController()), this._abortController;\n }\n}\nconst Rd = /* @__PURE__ */ new Ad();\nclass ei {\n /**\n * Constructs a new loader.\n *\n * @param {LoadingManager} [manager] - The loading manager.\n */\n constructor(e) {\n this.manager = e !== void 0 ? e : Rd, this.crossOrigin = \"anonymous\", this.withCredentials = !1, this.path = \"\", this.resourcePath = \"\", this.requestHeader = {};\n }\n /**\n * This method needs to be implemented by all concrete loaders. It holds the\n * logic for loading assets from the backend.\n *\n * @abstract\n * @param {string} url - The path/URL of the file to be loaded.\n * @param {Function} onLoad - Executed when the loading process has been finished.\n * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.\n * @param {onErrorCallback} [onError] - Executed when errors occur.\n */\n load() {\n }\n /**\n * A async version of {@link Loader#load}.\n *\n * @param {string} url - The path/URL of the file to be loaded.\n * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.\n * @return {Promise} A Promise that resolves when the asset has been loaded.\n */\n loadAsync(e, t) {\n const n = this;\n return new Promise(function(s, r) {\n n.load(e, s, t, r);\n });\n }\n /**\n * This method needs to be implemented by all concrete loaders. It holds the\n * logic for parsing the asset into three.js entities.\n *\n * @abstract\n * @param {any} data - The data to parse.\n */\n parse() {\n }\n /**\n * Sets the `crossOrigin` String to implement CORS for loading the URL\n * from a different domain that allows CORS.\n *\n * @param {string} crossOrigin - The `crossOrigin` value.\n * @return {Loader} A reference to this instance.\n */\n setCrossOrigin(e) {\n return this.crossOrigin = e, this;\n }\n /**\n * Whether the XMLHttpRequest uses credentials such as cookies, authorization\n * headers or TLS client certificates, see [XMLHttpRequest.withCredentials](https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials).\n *\n * Note: This setting has no effect if you are loading files locally or from the same domain.\n *\n * @param {boolean} value - The `withCredentials` value.\n * @return {Loader} A reference to this instance.\n */\n setWithCredentials(e) {\n return this.withCredentials = e, this;\n }\n /**\n * Sets the base path for the asset.\n *\n * @param {string} path - The base path.\n * @return {Loader} A reference to this instance.\n */\n setPath(e) {\n return this.path = e, this;\n }\n /**\n * Sets the base path for dependent resources like textures.\n *\n * @param {string} resourcePath - The resource path.\n * @return {Loader} A reference to this instance.\n */\n setResourcePath(e) {\n return this.resourcePath = e, this;\n }\n /**\n * Sets the given request header.\n *\n * @param {Object} requestHeader - A [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)\n * for configuring the HTTP request.\n * @return {Loader} A reference to this instance.\n */\n setRequestHeader(e) {\n return this.requestHeader = e, this;\n }\n /**\n * This method can be implemented in loaders for aborting ongoing requests.\n *\n * @abstract\n * @return {Loader} A reference to this instance.\n */\n abort() {\n return this;\n }\n}\nei.DEFAULT_MATERIAL_NAME = \"__DEFAULT\";\nconst Nn = {};\nclass Cd extends Error {\n constructor(e, t) {\n super(e), this.response = t;\n }\n}\nclass Ho extends ei {\n /**\n * Constructs a new file loader.\n *\n * @param {LoadingManager} [manager] - The loading manager.\n */\n constructor(e) {\n super(e), this.mimeType = \"\", this.responseType = \"\", this._abortController = new AbortController();\n }\n /**\n * Starts loading from the given URL and pass the loaded response to the `onLoad()` callback.\n *\n * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.\n * @param {function(any)} onLoad - Executed when the loading process has been finished.\n * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.\n * @param {onErrorCallback} [onError] - Executed when errors occur.\n * @return {any|undefined} The cached resource if available.\n */\n load(e, t, n, s) {\n e === void 0 && (e = \"\"), this.path !== void 0 && (e = this.path + e), e = this.manager.resolveURL(e);\n const r = kn.get(`file:${e}`);\n if (r !== void 0)\n return this.manager.itemStart(e), setTimeout(() => {\n t && t(r), this.manager.itemEnd(e);\n }, 0), r;\n if (Nn[e] !== void 0) {\n Nn[e].push({\n onLoad: t,\n onProgress: n,\n onError: s\n });\n return;\n }\n Nn[e] = [], Nn[e].push({\n onLoad: t,\n onProgress: n,\n onError: s\n });\n const a = new Request(e, {\n headers: new Headers(this.requestHeader),\n credentials: this.withCredentials ? \"include\" : \"same-origin\",\n signal: typeof AbortSignal.any == \"function\" ? AbortSignal.any([this._abortController.signal, this.manager.abortController.signal]) : this._abortController.signal\n }), o = this.mimeType, l = this.responseType;\n fetch(a).then((c) => {\n if (c.status === 200 || c.status === 0) {\n if (c.status === 0 && Te(\"FileLoader: HTTP Status 0 received.\"), typeof ReadableStream > \"u\" || c.body === void 0 || c.body.getReader === void 0)\n return c;\n const h = Nn[e], u = c.body.getReader(), d = c.headers.get(\"X-File-Size\") || c.headers.get(\"Content-Length\"), p = d ? parseInt(d) : 0, g = p !== 0;\n let x = 0;\n const m = new ReadableStream({\n start(f) {\n y();\n function y() {\n u.read().then(({ done: v, value: T }) => {\n if (v)\n f.close();\n else {\n x += T.byteLength;\n const R = new ProgressEvent(\"progress\", { lengthComputable: g, loaded: x, total: p });\n for (let E = 0, P = h.length; E < P; E++) {\n const I = h[E];\n I.onProgress && I.onProgress(R);\n }\n f.enqueue(T), y();\n }\n }, (v) => {\n f.error(v);\n });\n }\n }\n });\n return new Response(m);\n } else\n throw new Cd(`fetch for \"${c.url}\" responded with ${c.status}: ${c.statusText}`, c);\n }).then((c) => {\n switch (l) {\n case \"arraybuffer\":\n return c.arrayBuffer();\n case \"blob\":\n return c.blob();\n case \"document\":\n return c.text().then((h) => new DOMParser().parseFromString(h, o));\n case \"json\":\n return c.json();\n default:\n if (o === \"\")\n return c.text();\n {\n const u = /charset=\"?([^;\"\\s]*)\"?/i.exec(o), d = u && u[1] ? u[1].toLowerCase() : void 0, p = new TextDecoder(d);\n return c.arrayBuffer().then((g) => p.decode(g));\n }\n }\n }).then((c) => {\n kn.add(`file:${e}`, c);\n const h = Nn[e];\n delete Nn[e];\n for (let u = 0, d = h.length; u < d; u++) {\n const p = h[u];\n p.onLoad && p.onLoad(c);\n }\n }).catch((c) => {\n const h = Nn[e];\n if (h === void 0)\n throw this.manager.itemError(e), c;\n delete Nn[e];\n for (let u = 0, d = h.length; u < d; u++) {\n const p = h[u];\n p.onError && p.onError(c);\n }\n this.manager.itemError(e);\n }).finally(() => {\n this.manager.itemEnd(e);\n }), this.manager.itemStart(e);\n }\n /**\n * Sets the expected response type.\n *\n * @param {('arraybuffer'|'blob'|'document'|'json'|'')} value - The response type.\n * @return {FileLoader} A reference to this file loader.\n */\n setResponseType(e) {\n return this.responseType = e, this;\n }\n /**\n * Sets the expected mime type of the loaded file.\n *\n * @param {string} value - The mime type.\n * @return {FileLoader} A reference to this file loader.\n */\n setMimeType(e) {\n return this.mimeType = e, this;\n }\n /**\n * Aborts ongoing fetch requests.\n *\n * @return {FileLoader} A reference to this instance.\n */\n abort() {\n return this._abortController.abort(), this._abortController = new AbortController(), this;\n }\n}\nconst Di = /* @__PURE__ */ new WeakMap();\nclass uh extends ei {\n /**\n * Constructs a new image loader.\n *\n * @param {LoadingManager} [manager] - The loading manager.\n */\n constructor(e) {\n super(e);\n }\n /**\n * Starts loading from the given URL and passes the loaded image\n * to the `onLoad()` callback. The method also returns a new `Image` object which can\n * directly be used for texture creation. If you do it this way, the texture\n * may pop up in your scene once the respective loading process is finished.\n *\n * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.\n * @param {function(Image)} onLoad - Executed when the loading process has been finished.\n * @param {onProgressCallback} onProgress - Unsupported in this loader.\n * @param {onErrorCallback} onError - Executed when errors occur.\n * @return {Image} The image.\n */\n load(e, t, n, s) {\n this.path !== void 0 && (e = this.path + e), e = this.manager.resolveURL(e);\n const r = this, a = kn.get(`image:${e}`);\n if (a !== void 0) {\n if (a.complete === !0)\n r.manager.itemStart(e), setTimeout(function() {\n t && t(a), r.manager.itemEnd(e);\n }, 0);\n else {\n let u = Di.get(a);\n u === void 0 && (u = [], Di.set(a, u)), u.push({ onLoad: t, onError: s });\n }\n return a;\n }\n const o = Es(\"img\");\n function l() {\n h(), t && t(this);\n const u = Di.get(this) || [];\n for (let d = 0; d < u.length; d++) {\n const p = u[d];\n p.onLoad && p.onLoad(this);\n }\n Di.delete(this), r.manager.itemEnd(e);\n }\n function c(u) {\n h(), s && s(u), kn.remove(`image:${e}`);\n const d = Di.get(this) || [];\n for (let p = 0; p < d.length; p++) {\n const g = d[p];\n g.onError && g.onError(u);\n }\n Di.delete(this), r.manager.itemError(e), r.manager.itemEnd(e);\n }\n function h() {\n o.removeEventListener(\"load\", l, !1), o.removeEventListener(\"error\", c, !1);\n }\n return o.addEventListener(\"load\", l, !1), o.addEventListener(\"error\", c, !1), e.slice(0, 5) !== \"data:\" && this.crossOrigin !== void 0 && (o.crossOrigin = this.crossOrigin), kn.add(`image:${e}`, o), r.manager.itemStart(e), o.src = e, o;\n }\n}\nclass dh extends ei {\n /**\n * Constructs a new cube texture loader.\n *\n * @param {LoadingManager} [manager] - The loading manager.\n */\n constructor(e) {\n super(e);\n }\n /**\n * Starts loading from the given URL and pass the fully loaded cube texture\n * to the `onLoad()` callback. The method also returns a new cube texture object which can\n * directly be used for material creation. If you do it this way, the cube texture\n * may pop up in your scene once the respective loading process is finished.\n *\n * @param {Array} urls - Array of 6 URLs to images, one for each side of the\n * cube texture. The urls should be specified in the following order: pos-x,\n * neg-x, pos-y, neg-y, pos-z, neg-z. An array of data URIs are allowed as well.\n * @param {function(CubeTexture)} onLoad - Executed when the loading process has been finished.\n * @param {onProgressCallback} onProgress - Unsupported in this loader.\n * @param {onErrorCallback} onError - Executed when errors occur.\n * @return {CubeTexture} The cube texture.\n */\n load(e, t, n, s) {\n const r = new No();\n r.colorSpace = Rt;\n const a = new uh(this.manager);\n a.setCrossOrigin(this.crossOrigin), a.setPath(this.path);\n let o = 0;\n function l(c) {\n a.load(e[c], function(h) {\n r.images[c] = h, o++, o === 6 && (r.needsUpdate = !0, t && t(r));\n }, void 0, s);\n }\n for (let c = 0; c < e.length; ++c)\n l(c);\n return r;\n }\n}\nclass Pd extends ei {\n /**\n * Constructs a new data texture loader.\n *\n * @param {LoadingManager} [manager] - The loading manager.\n */\n constructor(e) {\n super(e);\n }\n /**\n * Starts loading from the given URL and passes the loaded data texture\n * to the `onLoad()` callback. The method also returns a new texture object which can\n * directly be used for material creation. If you do it this way, the texture\n * may pop up in your scene once the respective loading process is finished.\n *\n * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.\n * @param {function(DataTexture)} onLoad - Executed when the loading process has been finished.\n * @param {onProgressCallback} onProgress - Executed while the loading is in progress.\n * @param {onErrorCallback} onError - Executed when errors occur.\n * @return {DataTexture} The data texture.\n */\n load(e, t, n, s) {\n const r = this, a = new Qi(), o = new Ho(this.manager);\n return o.setResponseType(\"arraybuffer\"), o.setRequestHeader(this.requestHeader), o.setPath(this.path), o.setWithCredentials(r.withCredentials), o.load(e, function(l) {\n let c;\n try {\n c = r.parse(l);\n } catch (h) {\n if (s !== void 0)\n s(h);\n else {\n h(h);\n return;\n }\n }\n c.image !== void 0 ? a.image = c.image : c.data !== void 0 && (a.image.width = c.width, a.image.height = c.height, a.image.data = c.data), a.wrapS = c.wrapS !== void 0 ? c.wrapS : en, a.wrapT = c.wrapT !== void 0 ? c.wrapT : en, a.magFilter = c.magFilter !== void 0 ? c.magFilter : bt, a.minFilter = c.minFilter !== void 0 ? c.minFilter : bt, a.anisotropy = c.anisotropy !== void 0 ? c.anisotropy : 1, c.colorSpace !== void 0 && (a.colorSpace = c.colorSpace), c.flipY !== void 0 && (a.flipY = c.flipY), c.format !== void 0 && (a.format = c.format), c.type !== void 0 && (a.type = c.type), c.mipmaps !== void 0 && (a.mipmaps = c.mipmaps, a.minFilter = yn), c.mipmapCount === 1 && (a.minFilter = bt), c.generateMipmaps !== void 0 && (a.generateMipmaps = c.generateMipmaps), a.needsUpdate = !0, t && t(a, c);\n }, n, s), a;\n }\n}\nclass fh extends ei {\n /**\n * Constructs a new texture loader.\n *\n * @param {LoadingManager} [manager] - The loading manager.\n */\n constructor(e) {\n super(e);\n }\n /**\n * Starts loading from the given URL and pass the fully loaded texture\n * to the `onLoad()` callback. The method also returns a new texture object which can\n * directly be used for material creation. If you do it this way, the texture\n * may pop up in your scene once the respective loading process is finished.\n *\n * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.\n * @param {function(Texture)} onLoad - Executed when the loading process has been finished.\n * @param {onProgressCallback} onProgress - Unsupported in this loader.\n * @param {onErrorCallback} onError - Executed when errors occur.\n * @return {Texture} The texture.\n */\n load(e, t, n, s) {\n const r = new Ct(), a = new uh(this.manager);\n return a.setCrossOrigin(this.crossOrigin), a.setPath(this.path), a.load(e, function(o) {\n r.image = o, r.needsUpdate = !0, t !== void 0 && t(r);\n }, n, s), r;\n }\n}\nclass Cs extends pt {\n /**\n * Constructs a new light.\n *\n * @param {(number|Color|string)} [color=0xffffff] - The light's color.\n * @param {number} [intensity=1] - The light's strength/intensity.\n */\n constructor(e, t = 1) {\n super(), this.isLight = !0, this.type = \"Light\", this.color = new Se(e), this.intensity = t;\n }\n /**\n * Frees the GPU-related resources allocated by this instance. Call this\n * method whenever this instance is no longer used in your app.\n */\n dispose() {\n }\n copy(e, t) {\n return super.copy(e, t), this.color.copy(e.color), this.intensity = e.intensity, this;\n }\n toJSON(e) {\n const t = super.toJSON(e);\n return t.object.color = this.color.getHex(), t.object.intensity = this.intensity, this.groundColor !== void 0 && (t.object.groundColor = this.groundColor.getHex()), this.distance !== void 0 && (t.object.distance = this.distance), this.angle !== void 0 && (t.object.angle = this.angle), this.decay !== void 0 && (t.object.decay = this.decay), this.penumbra !== void 0 && (t.object.penumbra = this.penumbra), this.shadow !== void 0 && (t.object.shadow = this.shadow.toJSON()), this.target !== void 0 && (t.object.target = this.target.uuid), t;\n }\n}\nconst la = /* @__PURE__ */ new Ne(), Gl = /* @__PURE__ */ new w(), Hl = /* @__PURE__ */ new w();\nclass Wo {\n /**\n * Constructs a new light shadow.\n *\n * @param {Camera} camera - The light's view of the world.\n */\n constructor(e) {\n this.camera = e, this.intensity = 1, this.bias = 0, this.normalBias = 0, this.radius = 1, this.blurSamples = 8, this.mapSize = new le(512, 512), this.mapType = mn, this.map = null, this.mapPass = null, this.matrix = new Ne(), this.autoUpdate = !0, this.needsUpdate = !1, this._frustum = new zo(), this._frameExtents = new le(1, 1), this._viewportCount = 1, this._viewports = [\n new Je(0, 0, 1, 1)\n ];\n }\n /**\n * Used internally by the renderer to get the number of viewports that need\n * to be rendered for this shadow.\n *\n * @return {number} The viewport count.\n */\n getViewportCount() {\n return this._viewportCount;\n }\n /**\n * Gets the shadow cameras frustum. Used internally by the renderer to cull objects.\n *\n * @return {Frustum} The shadow camera frustum.\n */\n getFrustum() {\n return this._frustum;\n }\n /**\n * Update the matrices for the camera and shadow, used internally by the renderer.\n *\n * @param {Light} light - The light for which the shadow is being rendered.\n */\n updateMatrices(e) {\n const t = this.camera, n = this.matrix;\n Gl.setFromMatrixPosition(e.matrixWorld), t.position.copy(Gl), Hl.setFromMatrixPosition(e.target.matrixWorld), t.lookAt(Hl), t.updateMatrixWorld(), la.multiplyMatrices(t.projectionMatrix, t.matrixWorldInverse), this._frustum.setFromProjectionMatrix(la, t.coordinateSystem, t.reversedDepth), t.reversedDepth ? n.set(\n 0.5,\n 0,\n 0,\n 0.5,\n 0,\n 0.5,\n 0,\n 0.5,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 1\n ) : n.set(\n 0.5,\n 0,\n 0,\n 0.5,\n 0,\n 0.5,\n 0,\n 0.5,\n 0,\n 0,\n 0.5,\n 0.5,\n 0,\n 0,\n 0,\n 1\n ), n.multiply(la);\n }\n /**\n * Returns a viewport definition for the given viewport index.\n *\n * @param {number} viewportIndex - The viewport index.\n * @return {Vector4} The viewport.\n */\n getViewport(e) {\n return this._viewports[e];\n }\n /**\n * Returns the frame extends.\n *\n * @return {Vector2} The frame extends.\n */\n getFrameExtents() {\n return this._frameExtents;\n }\n /**\n * Frees the GPU-related resources allocated by this instance. Call this\n * method whenever this instance is no longer used in your app.\n */\n dispose() {\n this.map && this.map.dispose(), this.mapPass && this.mapPass.dispose();\n }\n /**\n * Copies the values of the given light shadow instance to this instance.\n *\n * @param {LightShadow} source - The light shadow to copy.\n * @return {LightShadow} A reference to this light shadow instance.\n */\n copy(e) {\n return this.camera = e.camera.clone(), this.intensity = e.intensity, this.bias = e.bias, this.radius = e.radius, this.autoUpdate = e.autoUpdate, this.needsUpdate = e.needsUpdate, this.normalBias = e.normalBias, this.blurSamples = e.blurSamples, this.mapSize.copy(e.mapSize), this;\n }\n /**\n * Returns a new light shadow instance with copied values from this instance.\n *\n * @return {LightShadow} A clone of this instance.\n */\n clone() {\n return new this.constructor().copy(this);\n }\n /**\n * Serializes the light shadow into JSON.\n *\n * @return {Object} A JSON object representing the serialized light shadow.\n * @see {@link ObjectLoader#parse}\n */\n toJSON() {\n const e = {};\n return this.intensity !== 1 && (e.intensity = this.intensity), this.bias !== 0 && (e.bias = this.bias), this.normalBias !== 0 && (e.normalBias = this.normalBias), this.radius !== 1 && (e.radius = this.radius), (this.mapSize.x !== 512 || this.mapSize.y !== 512) && (e.mapSize = this.mapSize.toArray()), e.camera = this.camera.toJSON(!1).object, delete e.camera.matrix, e;\n }\n}\nclass Dd extends Wo {\n /**\n * Constructs a new spot light shadow.\n */\n constructor() {\n super(new Tt(50, 1, 0.5, 500)), this.isSpotLightShadow = !0, this.focus = 1, this.aspect = 1;\n }\n updateMatrices(e) {\n const t = this.camera, n = ji * 2 * e.angle * this.focus, s = this.mapSize.width / this.mapSize.height * this.aspect, r = e.distance || t.far;\n (n !== t.fov || s !== t.aspect || r !== t.far) && (t.fov = n, t.aspect = s, t.far = r, t.updateProjectionMatrix()), super.updateMatrices(e);\n }\n copy(e) {\n return super.copy(e), this.focus = e.focus, this;\n }\n}\nclass Ld extends Cs {\n /**\n * Constructs a new spot light.\n *\n * @param {(number|Color|string)} [color=0xffffff] - The light's color.\n * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).\n * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.\n * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.\n * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.\n * @param {number} [decay=2] - The amount the light dims along the distance of the light.\n */\n constructor(e, t, n = 0, s = Math.PI / 3, r = 0, a = 2) {\n super(e, t), this.isSpotLight = !0, this.type = \"SpotLight\", this.position.copy(pt.DEFAULT_UP), this.updateMatrix(), this.target = new pt(), this.distance = n, this.angle = s, this.penumbra = r, this.decay = a, this.map = null, this.shadow = new Dd();\n }\n /**\n * The light's power. Power is the luminous power of the light measured in lumens (lm).\n * Changing the power will also change the light's intensity.\n *\n * @type {number}\n */\n get power() {\n return this.intensity * Math.PI;\n }\n set power(e) {\n this.intensity = e / Math.PI;\n }\n dispose() {\n this.shadow.dispose();\n }\n copy(e, t) {\n return super.copy(e, t), this.distance = e.distance, this.angle = e.angle, this.penumbra = e.penumbra, this.decay = e.decay, this.target = e.target.clone(), this.shadow = e.shadow.clone(), this;\n }\n}\nconst Wl = /* @__PURE__ */ new Ne(), us = /* @__PURE__ */ new w(), ca = /* @__PURE__ */ new w();\nclass Id extends Wo {\n /**\n * Constructs a new point light shadow.\n */\n constructor() {\n super(new Tt(90, 1, 0.5, 500)), this.isPointLightShadow = !0, this._frameExtents = new le(4, 2), this._viewportCount = 6, this._viewports = [\n // These viewports map a cube-map onto a 2D texture with the\n // following orientation:\n //\n // xzXZ\n // y Y\n //\n // X - Positive x direction\n // x - Negative x direction\n // Y - Positive y direction\n // y - Negative y direction\n // Z - Positive z direction\n // z - Negative z direction\n // positive X\n new Je(2, 1, 1, 1),\n // negative X\n new Je(0, 1, 1, 1),\n // positive Z\n new Je(3, 1, 1, 1),\n // negative Z\n new Je(1, 1, 1, 1),\n // positive Y\n new Je(3, 0, 1, 1),\n // negative Y\n new Je(1, 0, 1, 1)\n ], this._cubeDirections = [\n new w(1, 0, 0),\n new w(-1, 0, 0),\n new w(0, 0, 1),\n new w(0, 0, -1),\n new w(0, 1, 0),\n new w(0, -1, 0)\n ], this._cubeUps = [\n new w(0, 1, 0),\n new w(0, 1, 0),\n new w(0, 1, 0),\n new w(0, 1, 0),\n new w(0, 0, 1),\n new w(0, 0, -1)\n ];\n }\n /**\n * Update the matrices for the camera and shadow, used internally by the renderer.\n *\n * @param {Light} light - The light for which the shadow is being rendered.\n * @param {number} [viewportIndex=0] - The viewport index.\n */\n updateMatrices(e, t = 0) {\n const n = this.camera, s = this.matrix, r = e.distance || n.far;\n r !== n.far && (n.far = r, n.updateProjectionMatrix()), us.setFromMatrixPosition(e.matrixWorld), n.position.copy(us), ca.copy(n.position), ca.add(this._cubeDirections[t]), n.up.copy(this._cubeUps[t]), n.lookAt(ca), n.updateMatrixWorld(), s.makeTranslation(-us.x, -us.y, -us.z), Wl.multiplyMatrices(n.projectionMatrix, n.matrixWorldInverse), this._frustum.setFromProjectionMatrix(Wl, n.coordinateSystem, n.reversedDepth);\n }\n}\nclass Ud extends Cs {\n /**\n * Constructs a new point light.\n *\n * @param {(number|Color|string)} [color=0xffffff] - The light's color.\n * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).\n * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.\n * @param {number} [decay=2] - The amount the light dims along the distance of the light.\n */\n constructor(e, t, n = 0, s = 2) {\n super(e, t), this.isPointLight = !0, this.type = \"PointLight\", this.distance = n, this.decay = s, this.shadow = new Id();\n }\n /**\n * The light's power. Power is the luminous power of the light measured in lumens (lm).\n * Changing the power will also change the light's intensity.\n *\n * @type {number}\n */\n get power() {\n return this.intensity * 4 * Math.PI;\n }\n set power(e) {\n this.intensity = e / (4 * Math.PI);\n }\n dispose() {\n this.shadow.dispose();\n }\n copy(e, t) {\n return super.copy(e, t), this.distance = e.distance, this.decay = e.decay, this.shadow = e.shadow.clone(), this;\n }\n}\nclass pi extends ih {\n /**\n * Constructs a new orthographic camera.\n *\n * @param {number} [left=-1] - The left plane of the camera's frustum.\n * @param {number} [right=1] - The right plane of the camera's frustum.\n * @param {number} [top=1] - The top plane of the camera's frustum.\n * @param {number} [bottom=-1] - The bottom plane of the camera's frustum.\n * @param {number} [near=0.1] - The camera's near plane.\n * @param {number} [far=2000] - The camera's far plane.\n */\n constructor(e = -1, t = 1, n = 1, s = -1, r = 0.1, a = 2e3) {\n super(), this.isOrthographicCamera = !0, this.type = \"OrthographicCamera\", this.zoom = 1, this.view = null, this.left = e, this.right = t, this.top = n, this.bottom = s, this.near = r, this.far = a, this.updateProjectionMatrix();\n }\n copy(e, t) {\n return super.copy(e, t), this.left = e.left, this.right = e.right, this.top = e.top, this.bottom = e.bottom, this.near = e.near, this.far = e.far, this.zoom = e.zoom, this.view = e.view === null ? null : Object.assign({}, e.view), this;\n }\n /**\n * Sets an offset in a larger frustum. This is useful for multi-window or\n * multi-monitor/multi-machine setups.\n *\n * @param {number} fullWidth - The full width of multiview setup.\n * @param {number} fullHeight - The full height of multiview setup.\n * @param {number} x - The horizontal offset of the subcamera.\n * @param {number} y - The vertical offset of the subcamera.\n * @param {number} width - The width of subcamera.\n * @param {number} height - The height of subcamera.\n * @see {@link PerspectiveCamera#setViewOffset}\n */\n setViewOffset(e, t, n, s, r, a) {\n this.view === null && (this.view = {\n enabled: !0,\n fullWidth: 1,\n fullHeight: 1,\n offsetX: 0,\n offsetY: 0,\n width: 1,\n height: 1\n }), this.view.enabled = !0, this.view.fullWidth = e, this.view.fullHeight = t, this.view.offsetX = n, this.view.offsetY = s, this.view.width = r, this.view.height = a, this.updateProjectionMatrix();\n }\n /**\n * Removes the view offset from the projection matrix.\n */\n clearViewOffset() {\n this.view !== null && (this.view.enabled = !1), this.updateProjectionMatrix();\n }\n /**\n * Updates the camera's projection matrix. Must be called after any change of\n * camera properties.\n */\n updateProjectionMatrix() {\n const e = (this.right - this.left) / (2 * this.zoom), t = (this.top - this.bottom) / (2 * this.zoom), n = (this.right + this.left) / 2, s = (this.top + this.bottom) / 2;\n let r = n - e, a = n + e, o = s + t, l = s - t;\n if (this.view !== null && this.view.enabled) {\n const c = (this.right - this.left) / this.view.fullWidth / this.zoom, h = (this.top - this.bottom) / this.view.fullHeight / this.zoom;\n r += c * this.view.offsetX, a = r + c * this.view.width, o -= h * this.view.offsetY, l = o - h * this.view.height;\n }\n this.projectionMatrix.makeOrthographic(r, a, o, l, this.near, this.far, this.coordinateSystem, this.reversedDepth), this.projectionMatrixInverse.copy(this.projectionMatrix).invert();\n }\n toJSON(e) {\n const t = super.toJSON(e);\n return t.object.zoom = this.zoom, t.object.left = this.left, t.object.right = this.right, t.object.top = this.top, t.object.bottom = this.bottom, t.object.near = this.near, t.object.far = this.far, this.view !== null && (t.object.view = Object.assign({}, this.view)), t;\n }\n}\nclass Nd extends Wo {\n /**\n * Constructs a new directional light shadow.\n */\n constructor() {\n super(new pi(-5, 5, 5, -5, 0.5, 500)), this.isDirectionalLightShadow = !0;\n }\n}\nclass ph extends Cs {\n /**\n * Constructs a new directional light.\n *\n * @param {(number|Color|string)} [color=0xffffff] - The light's color.\n * @param {number} [intensity=1] - The light's strength/intensity.\n */\n constructor(e, t) {\n super(e, t), this.isDirectionalLight = !0, this.type = \"DirectionalLight\", this.position.copy(pt.DEFAULT_UP), this.updateMatrix(), this.target = new pt(), this.shadow = new Nd();\n }\n dispose() {\n this.shadow.dispose();\n }\n copy(e) {\n return super.copy(e), this.target = e.target.clone(), this.shadow = e.shadow.clone(), this;\n }\n}\nclass mh extends Cs {\n /**\n * Constructs a new ambient light.\n *\n * @param {(number|Color|string)} [color=0xffffff] - The light's color.\n * @param {number} [intensity=1] - The light's strength/intensity.\n */\n constructor(e, t) {\n super(e, t), this.isAmbientLight = !0, this.type = \"AmbientLight\";\n }\n}\nclass Ms {\n /**\n * Extracts the base URL from the given URL.\n *\n * @param {string} url -The URL to extract the base URL from.\n * @return {string} The extracted base URL.\n */\n static extractUrlBase(e) {\n const t = e.lastIndexOf(\"/\");\n return t === -1 ? \"./\" : e.slice(0, t + 1);\n }\n /**\n * Resolves relative URLs against the given path. Absolute paths, data urls,\n * and blob URLs will be returned as is. Invalid URLs will return an empty\n * string.\n *\n * @param {string} url -The URL to resolve.\n * @param {string} path - The base path for relative URLs to be resolved against.\n * @return {string} The resolved URL.\n */\n static resolveURL(e, t) {\n return typeof e != \"string\" || e === \"\" ? \"\" : (/^https?:\\/\\//i.test(t) && /^\\//.test(e) && (t = t.replace(/(^https?:\\/\\/[^\\/]+).*/i, \"$1\")), /^(https?:)?\\/\\//i.test(e) || /^data:.*,.*$/i.test(e) || /^blob:.*$/i.test(e) ? e : t + e);\n }\n}\nconst ha = /* @__PURE__ */ new WeakMap();\nclass Fd extends ei {\n /**\n * Constructs a new image bitmap loader.\n *\n * @param {LoadingManager} [manager] - The loading manager.\n */\n constructor(e) {\n super(e), this.isImageBitmapLoader = !0, typeof createImageBitmap > \"u\" && Te(\"ImageBitmapLoader: createImageBitmap() not supported.\"), typeof fetch > \"u\" && Te(\"ImageBitmapLoader: fetch() not supported.\"), this.options = { premultiplyAlpha: \"none\" }, this._abortController = new AbortController();\n }\n /**\n * Sets the given loader options. The structure of the object must match the `options` parameter of\n * [createImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/Window/createImageBitmap).\n *\n * @param {Object} options - The loader options to set.\n * @return {ImageBitmapLoader} A reference to this image bitmap loader.\n */\n setOptions(e) {\n return this.options = e, this;\n }\n /**\n * Starts loading from the given URL and pass the loaded image bitmap to the `onLoad()` callback.\n *\n * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.\n * @param {function(ImageBitmap)} onLoad - Executed when the loading process has been finished.\n * @param {onProgressCallback} onProgress - Unsupported in this loader.\n * @param {onErrorCallback} onError - Executed when errors occur.\n * @return {ImageBitmap|undefined} The image bitmap.\n */\n load(e, t, n, s) {\n e === void 0 && (e = \"\"), this.path !== void 0 && (e = this.path + e), e = this.manager.resolveURL(e);\n const r = this, a = kn.get(`image-bitmap:${e}`);\n if (a !== void 0) {\n if (r.manager.itemStart(e), a.then) {\n a.then((c) => {\n if (ha.has(a) === !0)\n s && s(ha.get(a)), r.manager.itemError(e), r.manager.itemEnd(e);\n else\n return t && t(c), r.manager.itemEnd(e), c;\n });\n return;\n }\n return setTimeout(function() {\n t && t(a), r.manager.itemEnd(e);\n }, 0), a;\n }\n const o = {};\n o.credentials = this.crossOrigin === \"anonymous\" ? \"same-origin\" : \"include\", o.headers = this.requestHeader, o.signal = typeof AbortSignal.any == \"function\" ? AbortSignal.any([this._abortController.signal, this.manager.abortController.signal]) : this._abortController.signal;\n const l = fetch(e, o).then(function(c) {\n return c.blob();\n }).then(function(c) {\n return createImageBitmap(c, Object.assign(r.options, { colorSpaceConversion: \"none\" }));\n }).then(function(c) {\n return kn.add(`image-bitmap:${e}`, c), t && t(c), r.manager.itemEnd(e), c;\n }).catch(function(c) {\n s && s(c), ha.set(l, c), kn.remove(`image-bitmap:${e}`), r.manager.itemError(e), r.manager.itemEnd(e);\n });\n kn.add(`image-bitmap:${e}`, l), r.manager.itemStart(e);\n }\n /**\n * Aborts ongoing fetch requests.\n *\n * @return {ImageBitmapLoader} A reference to this instance.\n */\n abort() {\n return this._abortController.abort(), this._abortController = new AbortController(), this;\n }\n}\nclass Od extends Tt {\n /**\n * Constructs a new array camera.\n *\n * @param {Array} [array=[]] - An array of perspective sub cameras.\n */\n constructor(e = []) {\n super(), this.isArrayCamera = !0, this.isMultiViewCamera = !1, this.cameras = e;\n }\n}\nclass Bd {\n /**\n * Constructs a new clock.\n *\n * @param {boolean} [autoStart=true] - Whether to automatically start the clock when\n * `getDelta()` is called for the first time.\n */\n constructor(e = !0) {\n this.autoStart = e, this.startTime = 0, this.oldTime = 0, this.elapsedTime = 0, this.running = !1;\n }\n /**\n * Starts the clock. When `autoStart` is set to `true`, the method is automatically\n * called by the class.\n */\n start() {\n this.startTime = performance.now(), this.oldTime = this.startTime, this.elapsedTime = 0, this.running = !0;\n }\n /**\n * Stops the clock.\n */\n stop() {\n this.getElapsedTime(), this.running = !1, this.autoStart = !1;\n }\n /**\n * Returns the elapsed time in seconds.\n *\n * @return {number} The elapsed time.\n */\n getElapsedTime() {\n return this.getDelta(), this.elapsedTime;\n }\n /**\n * Returns the delta time in seconds.\n *\n * @return {number} The delta time.\n */\n getDelta() {\n let e = 0;\n if (this.autoStart && !this.running)\n return this.start(), 0;\n if (this.running) {\n const t = performance.now();\n e = (t - this.oldTime) / 1e3, this.oldTime = t, this.elapsedTime += e;\n }\n return e;\n }\n}\nconst Xo = \"\\\\[\\\\]\\\\.:\\\\/\", zd = new RegExp(\"[\" + Xo + \"]\", \"g\"), jo = \"[^\" + Xo + \"]\", kd = \"[^\" + Xo.replace(\"\\\\.\", \"\") + \"]\", Vd = /* @__PURE__ */ /((?:WC+[\\/:])*)/.source.replace(\"WC\", jo), Gd = /* @__PURE__ */ /(WCOD+)?/.source.replace(\"WCOD\", kd), Hd = /* @__PURE__ */ /(?:\\.(WC+)(?:\\[(.+)\\])?)?/.source.replace(\"WC\", jo), Wd = /* @__PURE__ */ /\\.(WC+)(?:\\[(.+)\\])?/.source.replace(\"WC\", jo), Xd = new RegExp(\n \"^\" + Vd + Gd + Hd + Wd + \"$\"\n), jd = [\"material\", \"materials\", \"bones\", \"map\"];\nclass qd {\n constructor(e, t, n) {\n const s = n || nt.parseTrackName(t);\n this._targetGroup = e, this._bindings = e.subscribe_(t, s);\n }\n getValue(e, t) {\n this.bind();\n const n = this._targetGroup.nCachedObjects_, s = this._bindings[n];\n s !== void 0 && s.getValue(e, t);\n }\n setValue(e, t) {\n const n = this._bindings;\n for (let s = this._targetGroup.nCachedObjects_, r = n.length; s !== r; ++s)\n n[s].setValue(e, t);\n }\n bind() {\n const e = this._bindings;\n for (let t = this._targetGroup.nCachedObjects_, n = e.length; t !== n; ++t)\n e[t].bind();\n }\n unbind() {\n const e = this._bindings;\n for (let t = this._targetGroup.nCachedObjects_, n = e.length; t !== n; ++t)\n e[t].unbind();\n }\n}\nclass nt {\n /**\n * Constructs a new property binding.\n *\n * @param {Object} rootNode - The root node.\n * @param {string} path - The path.\n * @param {?Object} [parsedPath] - The parsed path.\n */\n constructor(e, t, n) {\n this.path = t, this.parsedPath = n || nt.parseTrackName(t), this.node = nt.findNode(e, this.parsedPath.nodeName), this.rootNode = e, this.getValue = this._getValue_unbound, this.setValue = this._setValue_unbound;\n }\n /**\n * Factory method for creating a property binding from the given parameters.\n *\n * @static\n * @param {Object} root - The root node.\n * @param {string} path - The path.\n * @param {?Object} [parsedPath] - The parsed path.\n * @return {PropertyBinding|Composite} The created property binding or composite.\n */\n static create(e, t, n) {\n return e && e.isAnimationObjectGroup ? new nt.Composite(e, t, n) : new nt(e, t, n);\n }\n /**\n * Replaces spaces with underscores and removes unsupported characters from\n * node names, to ensure compatibility with parseTrackName().\n *\n * @param {string} name - Node name to be sanitized.\n * @return {string} The sanitized node name.\n */\n static sanitizeNodeName(e) {\n return e.replace(/\\s/g, \"_\").replace(zd, \"\");\n }\n /**\n * Parses the given track name (an object path to an animated property) and\n * returns an object with information about the path. Matches strings in the following forms:\n *\n * - nodeName.property\n * - nodeName.property[accessor]\n * - nodeName.material.property[accessor]\n * - uuid.property[accessor]\n * - uuid.objectName[objectIndex].propertyName[propertyIndex]\n * - parentName/nodeName.property\n * - parentName/parentName/nodeName.property[index]\n * - .bone[Armature.DEF_cog].position\n * - scene:helium_balloon_model:helium_balloon_model.position\n *\n * @static\n * @param {string} trackName - The track name to parse.\n * @return {Object} The parsed track name as an object.\n */\n static parseTrackName(e) {\n const t = Xd.exec(e);\n if (t === null)\n throw new Error(\"PropertyBinding: Cannot parse trackName: \" + e);\n const n = {\n // directoryName: matches[ 1 ], // (tschw) currently unused\n nodeName: t[2],\n objectName: t[3],\n objectIndex: t[4],\n propertyName: t[5],\n // required\n propertyIndex: t[6]\n }, s = n.nodeName && n.nodeName.lastIndexOf(\".\");\n if (s !== void 0 && s !== -1) {\n const r = n.nodeName.substring(s + 1);\n jd.indexOf(r) !== -1 && (n.nodeName = n.nodeName.substring(0, s), n.objectName = r);\n }\n if (n.propertyName === null || n.propertyName.length === 0)\n throw new Error(\"PropertyBinding: can not parse propertyName from trackName: \" + e);\n return n;\n }\n /**\n * Searches for a node in the hierarchy of the given root object by the given\n * node name.\n *\n * @static\n * @param {Object} root - The root object.\n * @param {string|number} nodeName - The name of the node.\n * @return {?Object} The found node. Returns `null` if no object was found.\n */\n static findNode(e, t) {\n if (t === void 0 || t === \"\" || t === \".\" || t === -1 || t === e.name || t === e.uuid)\n return e;\n if (e.skeleton) {\n const n = e.skeleton.getBoneByName(t);\n if (n !== void 0)\n return n;\n }\n if (e.children) {\n const n = function(r) {\n for (let a = 0; a < r.length; a++) {\n const o = r[a];\n if (o.name === t || o.uuid === t)\n return o;\n const l = n(o.children);\n if (l) return l;\n }\n return null;\n }, s = n(e.children);\n if (s)\n return s;\n }\n return null;\n }\n // these are used to \"bind\" a nonexistent property\n _getValue_unavailable() {\n }\n _setValue_unavailable() {\n }\n // Getters\n _getValue_direct(e, t) {\n e[t] = this.targetObject[this.propertyName];\n }\n _getValue_array(e, t) {\n const n = this.resolvedProperty;\n for (let s = 0, r = n.length; s !== r; ++s)\n e[t++] = n[s];\n }\n _getValue_arrayElement(e, t) {\n e[t] = this.resolvedProperty[this.propertyIndex];\n }\n _getValue_toArray(e, t) {\n this.resolvedProperty.toArray(e, t);\n }\n // Direct\n _setValue_direct(e, t) {\n this.targetObject[this.propertyName] = e[t];\n }\n _setValue_direct_setNeedsUpdate(e, t) {\n this.targetObject[this.propertyName] = e[t], this.targetObject.needsUpdate = !0;\n }\n _setValue_direct_setMatrixWorldNeedsUpdate(e, t) {\n this.targetObject[this.propertyName] = e[t], this.targetObject.matrixWorldNeedsUpdate = !0;\n }\n // EntireArray\n _setValue_array(e, t) {\n const n = this.resolvedProperty;\n for (let s = 0, r = n.length; s !== r; ++s)\n n[s] = e[t++];\n }\n _setValue_array_setNeedsUpdate(e, t) {\n const n = this.resolvedProperty;\n for (let s = 0, r = n.length; s !== r; ++s)\n n[s] = e[t++];\n this.targetObject.needsUpdate = !0;\n }\n _setValue_array_setMatrixWorldNeedsUpdate(e, t) {\n const n = this.resolvedProperty;\n for (let s = 0, r = n.length; s !== r; ++s)\n n[s] = e[t++];\n this.targetObject.matrixWorldNeedsUpdate = !0;\n }\n // ArrayElement\n _setValue_arrayElement(e, t) {\n this.resolvedProperty[this.propertyIndex] = e[t];\n }\n _setValue_arrayElement_setNeedsUpdate(e, t) {\n this.resolvedProperty[this.propertyIndex] = e[t], this.targetObject.needsUpdate = !0;\n }\n _setValue_arrayElement_setMatrixWorldNeedsUpdate(e, t) {\n this.resolvedProperty[this.propertyIndex] = e[t], this.targetObject.matrixWorldNeedsUpdate = !0;\n }\n // HasToFromArray\n _setValue_fromArray(e, t) {\n this.resolvedProperty.fromArray(e, t);\n }\n _setValue_fromArray_setNeedsUpdate(e, t) {\n this.resolvedProperty.fromArray(e, t), this.targetObject.needsUpdate = !0;\n }\n _setValue_fromArray_setMatrixWorldNeedsUpdate(e, t) {\n this.resolvedProperty.fromArray(e, t), this.targetObject.matrixWorldNeedsUpdate = !0;\n }\n _getValue_unbound(e, t) {\n this.bind(), this.getValue(e, t);\n }\n _setValue_unbound(e, t) {\n this.bind(), this.setValue(e, t);\n }\n /**\n * Creates a getter / setter pair for the property tracked by this binding.\n */\n bind() {\n let e = this.node;\n const t = this.parsedPath, n = t.objectName, s = t.propertyName;\n let r = t.propertyIndex;\n if (e || (e = nt.findNode(this.rootNode, t.nodeName), this.node = e), this.getValue = this._getValue_unavailable, this.setValue = this._setValue_unavailable, !e) {\n Te(\"PropertyBinding: No target node found for track: \" + this.path + \".\");\n return;\n }\n if (n) {\n let c = t.objectIndex;\n switch (n) {\n case \"materials\":\n if (!e.material) {\n Xe(\"PropertyBinding: Can not bind to material as node does not have a material.\", this);\n return;\n }\n if (!e.material.materials) {\n Xe(\"PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.\", this);\n return;\n }\n e = e.material.materials;\n break;\n case \"bones\":\n if (!e.skeleton) {\n Xe(\"PropertyBinding: Can not bind to bones as node does not have a skeleton.\", this);\n return;\n }\n e = e.skeleton.bones;\n for (let h = 0; h < e.length; h++)\n if (e[h].name === c) {\n c = h;\n break;\n }\n break;\n case \"map\":\n if (\"map\" in e) {\n e = e.map;\n break;\n }\n if (!e.material) {\n Xe(\"PropertyBinding: Can not bind to material as node does not have a material.\", this);\n return;\n }\n if (!e.material.map) {\n Xe(\"PropertyBinding: Can not bind to material.map as node.material does not have a map.\", this);\n return;\n }\n e = e.material.map;\n break;\n default:\n if (e[n] === void 0) {\n Xe(\"PropertyBinding: Can not bind to objectName of node undefined.\", this);\n return;\n }\n e = e[n];\n }\n if (c !== void 0) {\n if (e[c] === void 0) {\n Xe(\"PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.\", this, e);\n return;\n }\n e = e[c];\n }\n }\n const a = e[s];\n if (a === void 0) {\n const c = t.nodeName;\n Xe(\"PropertyBinding: Trying to update property for track: \" + c + \".\" + s + \" but it wasn't found.\", e);\n return;\n }\n let o = this.Versioning.None;\n this.targetObject = e, e.isMaterial === !0 ? o = this.Versioning.NeedsUpdate : e.isObject3D === !0 && (o = this.Versioning.MatrixWorldNeedsUpdate);\n let l = this.BindingType.Direct;\n if (r !== void 0) {\n if (s === \"morphTargetInfluences\") {\n if (!e.geometry) {\n Xe(\"PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.\", this);\n return;\n }\n if (!e.geometry.morphAttributes) {\n Xe(\"PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.\", this);\n return;\n }\n e.morphTargetDictionary[r] !== void 0 && (r = e.morphTargetDictionary[r]);\n }\n l = this.BindingType.ArrayElement, this.resolvedProperty = a, this.propertyIndex = r;\n } else a.fromArray !== void 0 && a.toArray !== void 0 ? (l = this.BindingType.HasFromToArray, this.resolvedProperty = a) : Array.isArray(a) ? (l = this.BindingType.EntireArray, this.resolvedProperty = a) : this.propertyName = s;\n this.getValue = this.GetterByBindingType[l], this.setValue = this.SetterByBindingTypeAndVersioning[l][o];\n }\n /**\n * Unbinds the property.\n */\n unbind() {\n this.node = null, this.getValue = this._getValue_unbound, this.setValue = this._setValue_unbound;\n }\n}\nnt.Composite = qd;\nnt.prototype.BindingType = {\n Direct: 0,\n EntireArray: 1,\n ArrayElement: 2,\n HasFromToArray: 3\n};\nnt.prototype.Versioning = {\n None: 0,\n NeedsUpdate: 1,\n MatrixWorldNeedsUpdate: 2\n};\nnt.prototype.GetterByBindingType = [\n nt.prototype._getValue_direct,\n nt.prototype._getValue_array,\n nt.prototype._getValue_arrayElement,\n nt.prototype._getValue_toArray\n];\nnt.prototype.SetterByBindingTypeAndVersioning = [\n [\n // Direct\n nt.prototype._setValue_direct,\n nt.prototype._setValue_direct_setNeedsUpdate,\n nt.prototype._setValue_direct_setMatrixWorldNeedsUpdate\n ],\n [\n // EntireArray\n nt.prototype._setValue_array,\n nt.prototype._setValue_array_setNeedsUpdate,\n nt.prototype._setValue_array_setMatrixWorldNeedsUpdate\n ],\n [\n // ArrayElement\n nt.prototype._setValue_arrayElement,\n nt.prototype._setValue_arrayElement_setNeedsUpdate,\n nt.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate\n ],\n [\n // HasToFromArray\n nt.prototype._setValue_fromArray,\n nt.prototype._setValue_fromArray_setNeedsUpdate,\n nt.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate\n ]\n];\nconst Xl = /* @__PURE__ */ new Ne();\nclass jl {\n /**\n * Constructs a new raycaster.\n *\n * @param {Vector3} origin - The origin vector where the ray casts from.\n * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.\n * @param {number} [near=0] - All results returned are further away than near. Near can't be negative.\n * @param {number} [far=Infinity] - All results returned are closer than far. Far can't be lower than near.\n */\n constructor(e, t, n = 0, s = 1 / 0) {\n this.ray = new Ji(e, t), this.near = n, this.far = s, this.camera = null, this.layers = new Uo(), this.params = {\n Mesh: {},\n Line: { threshold: 1 },\n LOD: {},\n Points: { threshold: 1 },\n Sprite: {}\n };\n }\n /**\n * Updates the ray with a new origin and direction by copying the values from the arguments.\n *\n * @param {Vector3} origin - The origin vector where the ray casts from.\n * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.\n */\n set(e, t) {\n this.ray.set(e, t);\n }\n /**\n * Uses the given coordinates and camera to compute a new origin and direction for the internal ray.\n *\n * @param {Vector2} coords - 2D coordinates of the mouse, in normalized device coordinates (NDC).\n * X and Y components should be between `-1` and `1`.\n * @param {Camera} camera - The camera from which the ray should originate.\n */\n setFromCamera(e, t) {\n t.isPerspectiveCamera ? (this.ray.origin.setFromMatrixPosition(t.matrixWorld), this.ray.direction.set(e.x, e.y, 0.5).unproject(t).sub(this.ray.origin).normalize(), this.camera = t) : t.isOrthographicCamera ? (this.ray.origin.set(e.x, e.y, (t.near + t.far) / (t.near - t.far)).unproject(t), this.ray.direction.set(0, 0, -1).transformDirection(t.matrixWorld), this.camera = t) : Xe(\"Raycaster: Unsupported camera type: \" + t.type);\n }\n /**\n * Uses the given WebXR controller to compute a new origin and direction for the internal ray.\n *\n * @param {WebXRController} controller - The controller to copy the position and direction from.\n * @return {Raycaster} A reference to this raycaster.\n */\n setFromXRController(e) {\n return Xl.identity().extractRotation(e.matrixWorld), this.ray.origin.setFromMatrixPosition(e.matrixWorld), this.ray.direction.set(0, 0, -1).applyMatrix4(Xl), this;\n }\n /**\n * The intersection point of a raycaster intersection test.\n * @typedef {Object} Raycaster~Intersection\n * @property {number} distance - The distance from the ray's origin to the intersection point.\n * @property {number} distanceToRay - Some 3D objects e.g. {@link Points} provide the distance of the\n * intersection to the nearest point on the ray. For other objects it will be `undefined`.\n * @property {Vector3} point - The intersection point, in world coordinates.\n * @property {Object} face - The face that has been intersected.\n * @property {number} faceIndex - The face index.\n * @property {Object3D} object - The 3D object that has been intersected.\n * @property {Vector2} uv - U,V coordinates at point of intersection.\n * @property {Vector2} uv1 - Second set of U,V coordinates at point of intersection.\n * @property {Vector3} uv1 - Interpolated normal vector at point of intersection.\n * @property {number} instanceId - The index number of the instance where the ray\n * intersects the {@link InstancedMesh}.\n */\n /**\n * Checks all intersection between the ray and the object with or without the\n * descendants. Intersections are returned sorted by distance, closest first.\n *\n * `Raycaster` delegates to the `raycast()` method of the passed 3D object, when\n * evaluating whether the ray intersects the object or not. This allows meshes to respond\n * differently to ray casting than lines or points.\n *\n * Note that for meshes, faces must be pointed towards the origin of the ray in order\n * to be detected; intersections of the ray passing through the back of a face will not\n * be detected. To raycast against both faces of an object, you'll want to set {@link Material#side}\n * to `THREE.DoubleSide`.\n *\n * @param {Object3D} object - The 3D object to check for intersection with the ray.\n * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.\n * Otherwise it only checks intersection with the object.\n * @param {Array} [intersects=[]] The target array that holds the result of the method.\n * @return {Array} An array holding the intersection points.\n */\n intersectObject(e, t = !0, n = []) {\n return po(e, this, n, t), n.sort(ql), n;\n }\n /**\n * Checks all intersection between the ray and the objects with or without\n * the descendants. Intersections are returned sorted by distance, closest first.\n *\n * @param {Array} objects - The 3D objects to check for intersection with the ray.\n * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.\n * Otherwise it only checks intersection with the object.\n * @param {Array} [intersects=[]] The target array that holds the result of the method.\n * @return {Array} An array holding the intersection points.\n */\n intersectObjects(e, t = !0, n = []) {\n for (let s = 0, r = e.length; s < r; s++)\n po(e[s], this, n, t);\n return n.sort(ql), n;\n }\n}\nfunction ql(i, e) {\n return i.distance - e.distance;\n}\nfunction po(i, e, t, n) {\n let s = !0;\n if (i.layers.test(e.layers) && i.raycast(e, t) === !1 && (s = !1), s === !0 && n === !0) {\n const r = i.children;\n for (let a = 0, o = r.length; a < o; a++)\n po(r[a], e, t, !0);\n }\n}\nclass Yl {\n /**\n * Constructs a new spherical.\n *\n * @param {number} [radius=1] - The radius, or the Euclidean distance (straight-line distance) from the point to the origin.\n * @param {number} [phi=0] - The polar angle in radians from the y (up) axis.\n * @param {number} [theta=0] - The equator/azimuthal angle in radians around the y (up) axis.\n */\n constructor(e = 1, t = 0, n = 0) {\n this.radius = e, this.phi = t, this.theta = n;\n }\n /**\n * Sets the spherical components by copying the given values.\n *\n * @param {number} radius - The radius.\n * @param {number} phi - The polar angle.\n * @param {number} theta - The azimuthal angle.\n * @return {Spherical} A reference to this spherical.\n */\n set(e, t, n) {\n return this.radius = e, this.phi = t, this.theta = n, this;\n }\n /**\n * Copies the values of the given spherical to this instance.\n *\n * @param {Spherical} other - The spherical to copy.\n * @return {Spherical} A reference to this spherical.\n */\n copy(e) {\n return this.radius = e.radius, this.phi = e.phi, this.theta = e.theta, this;\n }\n /**\n * Restricts the polar angle [page:.phi phi] to be between `0.000001` and pi -\n * `0.000001`.\n *\n * @return {Spherical} A reference to this spherical.\n */\n makeSafe() {\n return this.phi = He(this.phi, 1e-6, Math.PI - 1e-6), this;\n }\n /**\n * Sets the spherical components from the given vector which is assumed to hold\n * Cartesian coordinates.\n *\n * @param {Vector3} v - The vector to set.\n * @return {Spherical} A reference to this spherical.\n */\n setFromVector3(e) {\n return this.setFromCartesianCoords(e.x, e.y, e.z);\n }\n /**\n * Sets the spherical components from the given Cartesian coordinates.\n *\n * @param {number} x - The x value.\n * @param {number} y - The y value.\n * @param {number} z - The z value.\n * @return {Spherical} A reference to this spherical.\n */\n setFromCartesianCoords(e, t, n) {\n return this.radius = Math.sqrt(e * e + t * t + n * n), this.radius === 0 ? (this.theta = 0, this.phi = 0) : (this.theta = Math.atan2(e, n), this.phi = Math.acos(He(t / this.radius, -1, 1))), this;\n }\n /**\n * Returns a new spherical with copied values from this instance.\n *\n * @return {Spherical} A clone of this instance.\n */\n clone() {\n return new this.constructor().copy(this);\n }\n}\nclass Yd extends mi {\n /**\n * Constructs a new controls instance.\n *\n * @param {Object3D} object - The object that is managed by the controls.\n * @param {?HTMLElement} domElement - The HTML element used for event listeners.\n */\n constructor(e, t = null) {\n super(), this.object = e, this.domElement = t, this.enabled = !0, this.state = -1, this.keys = {}, this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null }, this.touches = { ONE: null, TWO: null };\n }\n /**\n * Connects the controls to the DOM. This method has so called \"side effects\" since\n * it adds the module's event listeners to the DOM.\n *\n * @param {HTMLElement} element - The DOM element to connect to.\n */\n connect(e) {\n if (e === void 0) {\n Te(\"Controls: connect() now requires an element.\");\n return;\n }\n this.domElement !== null && this.disconnect(), this.domElement = e;\n }\n /**\n * Disconnects the controls from the DOM.\n */\n disconnect() {\n }\n /**\n * Call this method if you no longer want use to the controls. It frees all internal\n * resources and removes all event listeners.\n */\n dispose() {\n }\n /**\n * Controls should implement this method if they have to update their internal state\n * per simulation step.\n *\n * @param {number} [delta] - The time delta in seconds.\n */\n update() {\n }\n}\nfunction Kl(i, e, t, n) {\n const s = Kd(n);\n switch (t) {\n // https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml\n case jc:\n return i * e;\n case wo:\n return i * e / s.components * s.byteLength;\n case Ao:\n return i * e / s.components * s.byteLength;\n case Ro:\n return i * e * 2 / s.components * s.byteLength;\n case Co:\n return i * e * 2 / s.components * s.byteLength;\n case qc:\n return i * e * 3 / s.components * s.byteLength;\n case Zt:\n return i * e * 4 / s.components * s.byteLength;\n case Po:\n return i * e * 4 / s.components * s.byteLength;\n // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/\n case dr:\n case fr:\n return Math.floor((i + 3) / 4) * Math.floor((e + 3) / 4) * 8;\n case pr:\n case mr:\n return Math.floor((i + 3) / 4) * Math.floor((e + 3) / 4) * 16;\n // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/\n case Na:\n case Oa:\n return Math.max(i, 16) * Math.max(e, 8) / 4;\n case Ua:\n case Fa:\n return Math.max(i, 8) * Math.max(e, 8) / 2;\n // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/\n case Ba:\n case za:\n return Math.floor((i + 3) / 4) * Math.floor((e + 3) / 4) * 8;\n case ka:\n return Math.floor((i + 3) / 4) * Math.floor((e + 3) / 4) * 16;\n // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/\n case Va:\n return Math.floor((i + 3) / 4) * Math.floor((e + 3) / 4) * 16;\n case Ga:\n return Math.floor((i + 4) / 5) * Math.floor((e + 3) / 4) * 16;\n case Ha:\n return Math.floor((i + 4) / 5) * Math.floor((e + 4) / 5) * 16;\n case Wa:\n return Math.floor((i + 5) / 6) * Math.floor((e + 4) / 5) * 16;\n case Xa:\n return Math.floor((i + 5) / 6) * Math.floor((e + 5) / 6) * 16;\n case ja:\n return Math.floor((i + 7) / 8) * Math.floor((e + 4) / 5) * 16;\n case qa:\n return Math.floor((i + 7) / 8) * Math.floor((e + 5) / 6) * 16;\n case Ya:\n return Math.floor((i + 7) / 8) * Math.floor((e + 7) / 8) * 16;\n case Ka:\n return Math.floor((i + 9) / 10) * Math.floor((e + 4) / 5) * 16;\n case Za:\n return Math.floor((i + 9) / 10) * Math.floor((e + 5) / 6) * 16;\n case $a:\n return Math.floor((i + 9) / 10) * Math.floor((e + 7) / 8) * 16;\n case Ja:\n return Math.floor((i + 9) / 10) * Math.floor((e + 9) / 10) * 16;\n case Qa:\n return Math.floor((i + 11) / 12) * Math.floor((e + 9) / 10) * 16;\n case eo:\n return Math.floor((i + 11) / 12) * Math.floor((e + 11) / 12) * 16;\n // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/\n case to:\n case no:\n case io:\n return Math.ceil(i / 4) * Math.ceil(e / 4) * 16;\n // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/\n case so:\n case ro:\n return Math.ceil(i / 4) * Math.ceil(e / 4) * 8;\n case ao:\n case oo:\n return Math.ceil(i / 4) * Math.ceil(e / 4) * 16;\n }\n throw new Error(\n `Unable to determine texture byte length for ${t} format.`\n );\n}\nfunction Kd(i) {\n switch (i) {\n case mn:\n case Gc:\n return { byteLength: 1, components: 1 };\n case Ss:\n case Hc:\n case xt:\n return { byteLength: 2, components: 1 };\n case To:\n case Eo:\n return { byteLength: 2, components: 4 };\n case di:\n case yo:\n case Xt:\n return { byteLength: 4, components: 1 };\n case Wc:\n case Xc:\n return { byteLength: 4, components: 3 };\n }\n throw new Error(`Unknown texture type ${i}.`);\n}\ntypeof __THREE_DEVTOOLS__ < \"u\" && __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent(\"register\", { detail: {\n revision: \"181\"\n} }));\ntypeof window < \"u\" && (window.__THREE__ ? Te(\"WARNING: Multiple instances of Three.js being imported.\") : window.__THREE__ = \"181\");\nfunction gh() {\n let i = null, e = !1, t = null, n = null;\n function s(r, a) {\n t(r, a), n = i.requestAnimationFrame(s);\n }\n return {\n start: function() {\n e !== !0 && t !== null && (n = i.requestAnimationFrame(s), e = !0);\n },\n stop: function() {\n i.cancelAnimationFrame(n), e = !1;\n },\n setAnimationLoop: function(r) {\n t = r;\n },\n setContext: function(r) {\n i = r;\n }\n };\n}\nfunction Zd(i) {\n const e = /* @__PURE__ */ new WeakMap();\n function t(o, l) {\n const c = o.array, h = o.usage, u = c.byteLength, d = i.createBuffer();\n i.bindBuffer(l, d), i.bufferData(l, c, h), o.onUploadCallback();\n let p;\n if (c instanceof Float32Array)\n p = i.FLOAT;\n else if (typeof Float16Array < \"u\" && c instanceof Float16Array)\n p = i.HALF_FLOAT;\n else if (c instanceof Uint16Array)\n o.isFloat16BufferAttribute ? p = i.HALF_FLOAT : p = i.UNSIGNED_SHORT;\n else if (c instanceof Int16Array)\n p = i.SHORT;\n else if (c instanceof Uint32Array)\n p = i.UNSIGNED_INT;\n else if (c instanceof Int32Array)\n p = i.INT;\n else if (c instanceof Int8Array)\n p = i.BYTE;\n else if (c instanceof Uint8Array)\n p = i.UNSIGNED_BYTE;\n else if (c instanceof Uint8ClampedArray)\n p = i.UNSIGNED_BYTE;\n else\n throw new Error(\"THREE.WebGLAttributes: Unsupported buffer data format: \" + c);\n return {\n buffer: d,\n type: p,\n bytesPerElement: c.BYTES_PER_ELEMENT,\n version: o.version,\n size: u\n };\n }\n function n(o, l, c) {\n const h = l.array, u = l.updateRanges;\n if (i.bindBuffer(c, o), u.length === 0)\n i.bufferSubData(c, 0, h);\n else {\n u.sort((p, g) => p.start - g.start);\n let d = 0;\n for (let p = 1; p < u.length; p++) {\n const g = u[d], x = u[p];\n x.start <= g.start + g.count + 1 ? g.count = Math.max(\n g.count,\n x.start + x.count - g.start\n ) : (++d, u[d] = x);\n }\n u.length = d + 1;\n for (let p = 0, g = u.length; p < g; p++) {\n const x = u[p];\n i.bufferSubData(\n c,\n x.start * h.BYTES_PER_ELEMENT,\n h,\n x.start,\n x.count\n );\n }\n l.clearUpdateRanges();\n }\n l.onUploadCallback();\n }\n function s(o) {\n return o.isInterleavedBufferAttribute && (o = o.data), e.get(o);\n }\n function r(o) {\n o.isInterleavedBufferAttribute && (o = o.data);\n const l = e.get(o);\n l && (i.deleteBuffer(l.buffer), e.delete(o));\n }\n function a(o, l) {\n if (o.isInterleavedBufferAttribute && (o = o.data), o.isGLBufferAttribute) {\n const h = e.get(o);\n (!h || h.version < o.version) && e.set(o, {\n buffer: o.buffer,\n type: o.type,\n bytesPerElement: o.elementSize,\n version: o.version\n });\n return;\n }\n const c = e.get(o);\n if (c === void 0)\n e.set(o, t(o, l));\n else if (c.version < o.version) {\n if (c.size !== o.array.byteLength)\n throw new Error(\"THREE.WebGLAttributes: The size of the buffer attribute's array buffer does not match the original size. Resizing buffer attributes is not supported.\");\n n(c.buffer, o, l), c.version = o.version;\n }\n }\n return {\n get: s,\n remove: r,\n update: a\n };\n}\nvar $d = `#ifdef USE_ALPHAHASH\n\tif ( diffuseColor.a < getAlphaHashThreshold( vPosition ) ) discard;\n#endif`, Jd = `#ifdef USE_ALPHAHASH\n\tconst float ALPHA_HASH_SCALE = 0.05;\n\tfloat hash2D( vec2 value ) {\n\t\treturn fract( 1.0e4 * sin( 17.0 * value.x + 0.1 * value.y ) * ( 0.1 + abs( sin( 13.0 * value.y + value.x ) ) ) );\n\t}\n\tfloat hash3D( vec3 value ) {\n\t\treturn hash2D( vec2( hash2D( value.xy ), value.z ) );\n\t}\n\tfloat getAlphaHashThreshold( vec3 position ) {\n\t\tfloat maxDeriv = max(\n\t\t\tlength( dFdx( position.xyz ) ),\n\t\t\tlength( dFdy( position.xyz ) )\n\t\t);\n\t\tfloat pixScale = 1.0 / ( ALPHA_HASH_SCALE * maxDeriv );\n\t\tvec2 pixScales = vec2(\n\t\t\texp2( floor( log2( pixScale ) ) ),\n\t\t\texp2( ceil( log2( pixScale ) ) )\n\t\t);\n\t\tvec2 alpha = vec2(\n\t\t\thash3D( floor( pixScales.x * position.xyz ) ),\n\t\t\thash3D( floor( pixScales.y * position.xyz ) )\n\t\t);\n\t\tfloat lerpFactor = fract( log2( pixScale ) );\n\t\tfloat x = ( 1.0 - lerpFactor ) * alpha.x + lerpFactor * alpha.y;\n\t\tfloat a = min( lerpFactor, 1.0 - lerpFactor );\n\t\tvec3 cases = vec3(\n\t\t\tx * x / ( 2.0 * a * ( 1.0 - a ) ),\n\t\t\t( x - 0.5 * a ) / ( 1.0 - a ),\n\t\t\t1.0 - ( ( 1.0 - x ) * ( 1.0 - x ) / ( 2.0 * a * ( 1.0 - a ) ) )\n\t\t);\n\t\tfloat threshold = ( x < ( 1.0 - a ) )\n\t\t\t? ( ( x < a ) ? cases.x : cases.y )\n\t\t\t: cases.z;\n\t\treturn clamp( threshold , 1.0e-6, 1.0 );\n\t}\n#endif`, Qd = `#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).g;\n#endif`, ef = `#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif`, tf = `#ifdef USE_ALPHATEST\n\t#ifdef ALPHA_TO_COVERAGE\n\tdiffuseColor.a = smoothstep( alphaTest, alphaTest + fwidth( diffuseColor.a ), diffuseColor.a );\n\tif ( diffuseColor.a == 0.0 ) discard;\n\t#else\n\tif ( diffuseColor.a < alphaTest ) discard;\n\t#endif\n#endif`, nf = `#ifdef USE_ALPHATEST\n\tuniform float alphaTest;\n#endif`, sf = `#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_CLEARCOAT ) \n\t\tclearcoatSpecularIndirect *= ambientOcclusion;\n\t#endif\n\t#if defined( USE_SHEEN ) \n\t\tsheenSpecularIndirect *= ambientOcclusion;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometryNormal, geometryViewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\n\t#endif\n#endif`, rf = `#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif`, af = `#ifdef USE_BATCHING\n\t#if ! defined( GL_ANGLE_multi_draw )\n\t#define gl_DrawID _gl_DrawID\n\tuniform int _gl_DrawID;\n\t#endif\n\tuniform highp sampler2D batchingTexture;\n\tuniform highp usampler2D batchingIdTexture;\n\tmat4 getBatchingMatrix( const in float i ) {\n\t\tint size = textureSize( batchingTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n\tfloat getIndirectIndex( const in int i ) {\n\t\tint size = textureSize( batchingIdTexture, 0 ).x;\n\t\tint x = i % size;\n\t\tint y = i / size;\n\t\treturn float( texelFetch( batchingIdTexture, ivec2( x, y ), 0 ).r );\n\t}\n#endif\n#ifdef USE_BATCHING_COLOR\n\tuniform sampler2D batchingColorTexture;\n\tvec3 getBatchingColor( const in float i ) {\n\t\tint size = textureSize( batchingColorTexture, 0 ).x;\n\t\tint j = int( i );\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\treturn texelFetch( batchingColorTexture, ivec2( x, y ), 0 ).rgb;\n\t}\n#endif`, of = `#ifdef USE_BATCHING\n\tmat4 batchingMatrix = getBatchingMatrix( getIndirectIndex( gl_DrawID ) );\n#endif`, lf = `vec3 transformed = vec3( position );\n#ifdef USE_ALPHAHASH\n\tvPosition = vec3( position );\n#endif`, cf = `vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif`, hf = `float G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n} // validated`, uf = `#ifdef USE_IRIDESCENCE\n\tconst mat3 XYZ_TO_REC709 = mat3(\n\t\t 3.2404542, -0.9692660, 0.0556434,\n\t\t-1.5371385, 1.8760108, -0.2040259,\n\t\t-0.4985314, 0.0415560, 1.0572252\n\t);\n\tvec3 Fresnel0ToIor( vec3 fresnel0 ) {\n\t\tvec3 sqrtF0 = sqrt( fresnel0 );\n\t\treturn ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\n\t}\n\tvec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\n\t}\n\tfloat IorToFresnel0( float transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\n\t}\n\tvec3 evalSensitivity( float OPD, vec3 shift ) {\n\t\tfloat phase = 2.0 * PI * OPD * 1.0e-9;\n\t\tvec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\n\t\tvec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\n\t\tvec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\n\t\tvec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\n\t\txyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\n\t\txyz /= 1.0685e-7;\n\t\tvec3 rgb = XYZ_TO_REC709 * xyz;\n\t\treturn rgb;\n\t}\n\tvec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\n\t\tvec3 I;\n\t\tfloat iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\n\t\tfloat sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\n\t\tfloat cosTheta2Sq = 1.0 - sinTheta2Sq;\n\t\tif ( cosTheta2Sq < 0.0 ) {\n\t\t\treturn vec3( 1.0 );\n\t\t}\n\t\tfloat cosTheta2 = sqrt( cosTheta2Sq );\n\t\tfloat R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\n\t\tfloat R12 = F_Schlick( R0, 1.0, cosTheta1 );\n\t\tfloat T121 = 1.0 - R12;\n\t\tfloat phi12 = 0.0;\n\t\tif ( iridescenceIOR < outsideIOR ) phi12 = PI;\n\t\tfloat phi21 = PI - phi12;\n\t\tvec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) );\t\tvec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\n\t\tvec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\n\t\tvec3 phi23 = vec3( 0.0 );\n\t\tif ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\n\t\tif ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\n\t\tif ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\n\t\tfloat OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\n\t\tvec3 phi = vec3( phi21 ) + phi23;\n\t\tvec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\n\t\tvec3 r123 = sqrt( R123 );\n\t\tvec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\n\t\tvec3 C0 = R12 + Rs;\n\t\tI = C0;\n\t\tvec3 Cm = Rs - T121;\n\t\tfor ( int m = 1; m <= 2; ++ m ) {\n\t\t\tCm *= r123;\n\t\t\tvec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\n\t\t\tI += Cm * Sm;\n\t\t}\n\t\treturn max( I, vec3( 0.0 ) );\n\t}\n#endif`, df = `#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vBumpMapUv );\n\t\tvec2 dSTdy = dFdy( vBumpMapUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vBumpMapUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n\t\tvec3 vSigmaX = normalize( dFdx( surf_pos.xyz ) );\n\t\tvec3 vSigmaY = normalize( dFdy( surf_pos.xyz ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif`, ff = `#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#ifdef ALPHA_TO_COVERAGE\n\t\tfloat distanceToPlane, distanceGradient;\n\t\tfloat clipOpacity = 1.0;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n\t\t\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\n\t\t\tclipOpacity *= smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n\t\t\tif ( clipOpacity == 0.0 ) discard;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\t\tfloat unionClipOpacity = 1.0;\n\t\t\t#pragma unroll_loop_start\n\t\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\t\tplane = clippingPlanes[ i ];\n\t\t\t\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n\t\t\t\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\n\t\t\t\tunionClipOpacity *= 1.0 - smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n\t\t\t}\n\t\t\t#pragma unroll_loop_end\n\t\t\tclipOpacity *= 1.0 - unionClipOpacity;\n\t\t#endif\n\t\tdiffuseColor.a *= clipOpacity;\n\t\tif ( diffuseColor.a == 0.0 ) discard;\n\t#else\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\t\tbool clipped = true;\n\t\t\t#pragma unroll_loop_start\n\t\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\t\tplane = clippingPlanes[ i ];\n\t\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t\t}\n\t\t\t#pragma unroll_loop_end\n\t\t\tif ( clipped ) discard;\n\t\t#endif\n\t#endif\n#endif`, pf = `#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif`, mf = `#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif`, gf = `#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif`, xf = `#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif`, _f = `#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif`, vf = `#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\n\tvarying vec3 vColor;\n#endif`, Mf = `#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif\n#ifdef USE_BATCHING_COLOR\n\tvec3 batchingColor = getBatchingColor( getIndirectIndex( gl_DrawID ) );\n\tvColor.xyz *= batchingColor.xyz;\n#endif`, Sf = `#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nvec3 pow2( const in vec3 x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract( sin( sn ) * c );\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\n#ifdef USE_ALPHAHASH\n\tvarying vec3 vPosition;\n#endif\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}\nvec3 BRDF_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n} // validated`, bf = `#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\thighp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\n\t\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\n\t\tuv.x *= CUBEUV_TEXEL_WIDTH;\n\t\tuv.y *= CUBEUV_TEXEL_HEIGHT;\n\t\t#ifdef texture2DGradEXT\n\t\t\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\n\t\t#else\n\t\t\treturn texture2D( envMap, uv ).rgb;\n\t\t#endif\n\t}\n\t#define cubeUV_r0 1.0\n\t#define cubeUV_m0 - 2.0\n\t#define cubeUV_r1 0.8\n\t#define cubeUV_m1 - 1.0\n\t#define cubeUV_r4 0.4\n\t#define cubeUV_m4 2.0\n\t#define cubeUV_r5 0.305\n\t#define cubeUV_m5 3.0\n\t#define cubeUV_r6 0.21\n\t#define cubeUV_m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= cubeUV_r1 ) {\n\t\t\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\n\t\t} else if ( roughness >= cubeUV_r4 ) {\n\t\t\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\n\t\t} else if ( roughness >= cubeUV_r5 ) {\n\t\t\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\n\t\t} else if ( roughness >= cubeUV_r6 ) {\n\t\t\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif`, yf = `vec3 transformedNormal = objectNormal;\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = objectTangent;\n#endif\n#ifdef USE_BATCHING\n\tmat3 bm = mat3( batchingMatrix );\n\ttransformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) );\n\ttransformedNormal = bm * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = bm * transformedTangent;\n\t#endif\n#endif\n#ifdef USE_INSTANCING\n\tmat3 im = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) );\n\ttransformedNormal = im * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = im * transformedTangent;\n\t#endif\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\ttransformedTangent = ( modelViewMatrix * vec4( transformedTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif`, Tf = `#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif`, Ef = `#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );\n#endif`, wf = `#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );\n\t#ifdef DECODE_VIDEO_TEXTURE_EMISSIVE\n\t\temissiveColor = sRGBTransferEOTF( emissiveColor );\n\t#endif\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif`, Af = `#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif`, Rf = \"gl_FragColor = linearToOutputTexel( gl_FragColor );\", Cf = `vec4 LinearTransferOETF( in vec4 value ) {\n\treturn value;\n}\nvec4 sRGBTransferEOTF( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 sRGBTransferOETF( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}`, Pf = `#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, envMapRotation * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif`, Df = `#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform mat3 envMapRotation;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n#endif`, Lf = `#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif`, If = `#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif`, Uf = `#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif`, Nf = `#ifdef USE_FOG\n\tvFogDepth = - mvPosition.z;\n#endif`, Ff = `#ifdef USE_FOG\n\tvarying float vFogDepth;\n#endif`, Of = `#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif`, Bf = `#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float vFogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif`, zf = `#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn vec3( texture2D( gradientMap, coord ).r );\n\t#else\n\t\tvec2 fw = fwidth( coord ) * 0.5;\n\t\treturn mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\n\t#endif\n}`, kf = `#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif`, Vf = `LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;`, Gf = `varying vec3 vViewPosition;\nstruct LambertMaterial {\n\tvec3 diffuseColor;\n\tfloat specularStrength;\n};\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Lambert\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Lambert`, Hf = `uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\n#if defined( USE_LIGHT_PROBES )\n\tuniform vec3 lightProbe[ 9 ];\n#endif\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\n\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\treturn irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif ( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\treturn irradiance;\n\t}\n#endif`, Wf = `#ifdef USE_ENVMAP\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 reflectVec = reflect( - viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, pow4( roughness ) ) );\n\t\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\t#ifdef USE_ANISOTROPY\n\t\tvec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\n\t\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\t\tvec3 bentNormal = cross( bitangent, viewDir );\n\t\t\t\tbentNormal = normalize( cross( bentNormal, bitangent ) );\n\t\t\t\tbentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\n\t\t\t\treturn getIBLRadiance( viewDir, bentNormal, roughness );\n\t\t\t#else\n\t\t\t\treturn vec3( 0.0 );\n\t\t\t#endif\n\t\t}\n\t#endif\n#endif`, Xf = `ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;`, jf = `varying vec3 vViewPosition;\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon`, qf = `BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;`, Yf = `varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong`, Kf = `PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n\tmaterial.ior = ior;\n\t#ifdef USE_SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULAR_COLORMAP\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;\n\t\t#endif\n\t\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;\n\t\t#endif\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\t#else\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularColorFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\t#endif\n\tmaterial.specularColor = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vClearcoatMapUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_DISPERSION\n\tmaterial.dispersion = dispersion;\n#endif\n#ifdef USE_IRIDESCENCE\n\tmaterial.iridescence = iridescence;\n\tmaterial.iridescenceIOR = iridescenceIOR;\n\t#ifdef USE_IRIDESCENCEMAP\n\t\tmaterial.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r;\n\t#endif\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum;\n\t#else\n\t\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\n\t#endif\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheenColor;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\t#ifdef USE_ANISOTROPYMAP\n\t\tmat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );\n\t\tvec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;\n\t\tvec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;\n\t#else\n\t\tvec2 anisotropyV = anisotropyVector;\n\t#endif\n\tmaterial.anisotropy = length( anisotropyV );\n\tif( material.anisotropy == 0.0 ) {\n\t\tanisotropyV = vec2( 1.0, 0.0 );\n\t} else {\n\t\tanisotropyV /= material.anisotropy;\n\t\tmaterial.anisotropy = saturate( material.anisotropy );\n\t}\n\tmaterial.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\n\tmaterial.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;\n\tmaterial.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;\n#endif`, Zf = `uniform sampler2D dfgLUT;\nstruct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\tfloat dispersion;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat anisotropy;\n\t\tfloat alphaT;\n\t\tvec3 anisotropyT;\n\t\tvec3 anisotropyB;\n\t#endif\n};\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\nvec3 sheenSpecularDirect = vec3( 0.0 );\nvec3 sheenSpecularIndirect = vec3(0.0 );\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\n float x2 = x * x;\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\n}\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\n#ifdef USE_ANISOTROPY\n\tfloat V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\n\t\tfloat gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\n\t\tfloat gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\n\t\tfloat v = 0.5 / ( gv + gl );\n\t\treturn saturate(v);\n\t}\n\tfloat D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\n\t\tfloat a2 = alphaT * alphaB;\n\t\thighp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\n\t\thighp float v2 = dot( v, v );\n\t\tfloat w2 = a2 / v2;\n\t\treturn RECIPROCAL_PI * a2 * pow2 ( w2 );\n\t}\n#endif\n#ifdef USE_CLEARCOAT\n\tvec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\n\t\tvec3 f0 = material.clearcoatF0;\n\t\tfloat f90 = material.clearcoatF90;\n\t\tfloat roughness = material.clearcoatRoughness;\n\t\tfloat alpha = pow2( roughness );\n\t\tvec3 halfDir = normalize( lightDir + viewDir );\n\t\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\t\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\t\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\t\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\t\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t\treturn F * ( V * D );\n\t}\n#endif\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 f0 = material.specularColor;\n\tfloat f90 = material.specularF90;\n\tfloat roughness = material.roughness;\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t#ifdef USE_IRIDESCENCE\n\t\tF = mix( F, material.iridescenceFresnel, material.iridescence );\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat dotTL = dot( material.anisotropyT, lightDir );\n\t\tfloat dotTV = dot( material.anisotropyT, viewDir );\n\t\tfloat dotTH = dot( material.anisotropyT, halfDir );\n\t\tfloat dotBL = dot( material.anisotropyB, lightDir );\n\t\tfloat dotBV = dot( material.anisotropyB, viewDir );\n\t\tfloat dotBH = dot( material.anisotropyB, halfDir );\n\t\tfloat V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\n\t\tfloat D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\n\t#else\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t#endif\n\treturn F * ( V * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transpose( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\n\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\n\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\n\treturn saturate( DG * RECIPROCAL_PI );\n}\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 uv = vec2( roughness, dotNV );\n\treturn texture2D( dfgLUT, uv ).rg;\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nvec3 BRDF_GGX_Multiscatter( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 singleScatter = BRDF_GGX( lightDir, viewDir, normal, material );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 dfgV = DFGApprox( vec3(0.0, 0.0, 1.0), vec3(sqrt(1.0 - dotNV * dotNV), 0.0, dotNV), material.roughness );\n\tvec2 dfgL = DFGApprox( vec3(0.0, 0.0, 1.0), vec3(sqrt(1.0 - dotNL * dotNL), 0.0, dotNL), material.roughness );\n\tvec3 FssEss_V = material.specularColor * dfgV.x + material.specularF90 * dfgV.y;\n\tvec3 FssEss_L = material.specularColor * dfgL.x + material.specularF90 * dfgL.y;\n\tfloat Ess_V = dfgV.x + dfgV.y;\n\tfloat Ess_L = dfgL.x + dfgL.y;\n\tfloat Ems_V = 1.0 - Ess_V;\n\tfloat Ems_L = 1.0 - Ess_L;\n\tvec3 Favg = material.specularColor + ( 1.0 - material.specularColor ) * 0.047619;\n\tvec3 Fms = FssEss_V * FssEss_L * Favg / ( 1.0 - Ems_V * Ems_L * Favg * Favg + EPSILON );\n\tfloat compensationFactor = Ems_V * Ems_L;\n\tvec3 multiScatter = Fms * compensationFactor;\n\treturn singleScatter + multiScatter;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometryNormal;\n\t\tvec3 viewDir = geometryViewDir;\n\t\tvec3 position = geometryPosition;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.roughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\n\t#endif\n\treflectedLight.directSpecular += irradiance * BRDF_GGX_Multiscatter( directLight.direction, geometryViewDir, geometryNormal, material );\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t#endif\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\n\t#else\n\t\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n\t#endif\n\tvec3 totalScattering = singleScattering + multiScattering;\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\n\treflectedLight.indirectSpecular += radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}`, $f = `\nvec3 geometryPosition = - vViewPosition;\nvec3 geometryNormal = normal;\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\nvec3 geometryClearcoatNormal = vec3( 0.0 );\n#ifdef USE_CLEARCOAT\n\tgeometryClearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometryViewDir ) );\n\tif ( material.iridescenceThickness == 0.0 ) {\n\t\tmaterial.iridescence = 0.0;\n\t} else {\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\t}\n\tif ( material.iridescence > 0.0 ) {\n\t\tmaterial.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n\t}\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometryPosition, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometryPosition, directLight );\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n\t\t#else\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#endif\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n\t\t#endif\n\t\t#undef SPOT_LIGHT_MAP_INDEX\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#if defined( USE_LIGHT_PROBES )\n\t\tirradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif`, Jf = `#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getIBLIrradiance( geometryNormal );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\t#ifdef USE_ANISOTROPY\n\t\tradiance += getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\n\t#else\n\t\tradiance += getIBLRadiance( geometryViewDir, geometryNormal, material.roughness );\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif`, Qf = `#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif`, ep = `#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )\n\tgl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif`, tp = `#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif`, np = `#ifdef USE_LOGARITHMIC_DEPTH_BUFFER\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif`, ip = `#ifdef USE_LOGARITHMIC_DEPTH_BUFFER\n\tvFragDepth = 1.0 + gl_Position.w;\n\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n#endif`, sp = `#ifdef USE_MAP\n\tvec4 sampledDiffuseColor = texture2D( map, vMapUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\tsampledDiffuseColor = sRGBTransferEOTF( sampledDiffuseColor );\n\t#endif\n\tdiffuseColor *= sampledDiffuseColor;\n#endif`, rp = `#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif`, ap = `#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\t#if defined( USE_POINTS_UV )\n\t\tvec2 uv = vUv;\n\t#else\n\t\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\t#endif\n#endif\n#ifdef USE_MAP\n\tdiffuseColor *= texture2D( map, uv );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif`, op = `#if defined( USE_POINTS_UV )\n\tvarying vec2 vUv;\n#else\n\t#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\t\tuniform mat3 uvTransform;\n\t#endif\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif`, lp = `float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif`, cp = `#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif`, hp = `#ifdef USE_INSTANCING_MORPH\n\tfloat morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\tfloat morphTargetBaseInfluence = texelFetch( morphTexture, ivec2( 0, gl_InstanceID ), 0 ).r;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tmorphTargetInfluences[i] = texelFetch( morphTexture, ivec2( i + 1, gl_InstanceID ), 0 ).r;\n\t}\n#endif`, up = `#if defined( USE_MORPHCOLORS )\n\tvColor *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t#if defined( USE_COLOR_ALPHA )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\n\t\t#elif defined( USE_COLOR )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\n\t\t#endif\n\t}\n#endif`, dp = `#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\n\t}\n#endif`, fp = `#ifdef USE_MORPHTARGETS\n\t#ifndef USE_INSTANCING_MORPH\n\t\tuniform float morphTargetBaseInfluence;\n\t\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\t#endif\n\tuniform sampler2DArray morphTargetsTexture;\n\tuniform ivec2 morphTargetsTextureSize;\n\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\n\t\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\n\t\tint y = texelIndex / morphTargetsTextureSize.x;\n\t\tint x = texelIndex - y * morphTargetsTextureSize.x;\n\t\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\n\t\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\n\t}\n#endif`, pp = `#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n\t}\n#endif`, mp = `float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = dFdx( vViewPosition );\n\tvec3 fdy = dFdy( vViewPosition );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal *= faceDirection;\n\t#endif\n#endif\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn = getTangentFrame( - vViewPosition, normal,\n\t\t#if defined( USE_NORMALMAP )\n\t\t\tvNormalMapUv\n\t\t#elif defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tvClearcoatNormalMapUv\n\t\t#else\n\t\t\tvUv\n\t\t#endif\n\t\t);\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn[0] *= faceDirection;\n\t\ttbn[1] *= faceDirection;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn2[0] *= faceDirection;\n\t\ttbn2[1] *= faceDirection;\n\t#endif\n#endif\nvec3 nonPerturbedNormal = normal;`, gp = `#ifdef USE_NORMALMAP_OBJECTSPACE\n\tnormal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( USE_NORMALMAP_TANGENTSPACE )\n\tvec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\tnormal = normalize( tbn * mapN );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif`, xp = `#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif`, _p = `#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif`, vp = `#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif`, Mp = `#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef USE_NORMALMAP_OBJECTSPACE\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) )\n\tmat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( uv.st );\n\t\tvec2 st1 = dFdy( uv.st );\n\t\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );\n\t\treturn mat3( T * scale, B * scale, N );\n\t}\n#endif`, Sp = `#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = nonPerturbedNormal;\n#endif`, bp = `#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\tclearcoatNormal = normalize( tbn2 * clearcoatMapN );\n#endif`, yp = `#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif`, Tp = `#ifdef USE_IRIDESCENCEMAP\n\tuniform sampler2D iridescenceMap;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform sampler2D iridescenceThicknessMap;\n#endif`, Ep = `#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= material.transmissionAlpha;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );`, wp = `vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;const float ShiftRight8 = 1. / 256.;\nconst float Inv255 = 1. / 255.;\nconst vec4 PackFactors = vec4( 1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0 );\nconst vec2 UnpackFactors2 = vec2( UnpackDownscale, 1.0 / PackFactors.g );\nconst vec3 UnpackFactors3 = vec3( UnpackDownscale / PackFactors.rg, 1.0 / PackFactors.b );\nconst vec4 UnpackFactors4 = vec4( UnpackDownscale / PackFactors.rgb, 1.0 / PackFactors.a );\nvec4 packDepthToRGBA( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec4( 0., 0., 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec4( 1., 1., 1., 1. );\n\tfloat vuf;\n\tfloat af = modf( v * PackFactors.a, vuf );\n\tfloat bf = modf( vuf * ShiftRight8, vuf );\n\tfloat gf = modf( vuf * ShiftRight8, vuf );\n\treturn vec4( vuf * Inv255, gf * PackUpscale, bf * PackUpscale, af );\n}\nvec3 packDepthToRGB( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec3( 0., 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec3( 1., 1., 1. );\n\tfloat vuf;\n\tfloat bf = modf( v * PackFactors.b, vuf );\n\tfloat gf = modf( vuf * ShiftRight8, vuf );\n\treturn vec3( vuf * Inv255, gf * PackUpscale, bf );\n}\nvec2 packDepthToRG( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec2( 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec2( 1., 1. );\n\tfloat vuf;\n\tfloat gf = modf( v * 256., vuf );\n\treturn vec2( vuf * Inv255, gf );\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors4 );\n}\nfloat unpackRGBToDepth( const in vec3 v ) {\n\treturn dot( v, UnpackFactors3 );\n}\nfloat unpackRGToDepth( const in vec2 v ) {\n\treturn v.r * UnpackFactors2.r + v.g * UnpackFactors2.g;\n}\nvec4 pack2HalfToRGBA( const in vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\n}\nvec2 unpackRGBATo2Half( const in vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float depth, const in float near, const in float far ) {\n\treturn depth * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float depth, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * depth - far );\n}`, Ap = `#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif`, Rp = `vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_BATCHING\n\tmvPosition = batchingMatrix * mvPosition;\n#endif\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;`, Cp = `#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif`, Pp = `#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif`, Dp = `float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv );\n\troughnessFactor *= texelRoughness.g;\n#endif`, Lp = `#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif`, Ip = `#if NUM_SPOT_LIGHT_COORDS > 0\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n\tuniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\tfloat depth = unpackRGBAToDepth( texture2D( depths, uv ) );\n\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\treturn step( depth, compare );\n\t\t#else\n\t\t\treturn step( compare, depth );\n\t\t#endif\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow( sampler2D shadow, vec2 uv, float compare ) {\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\tfloat hard_shadow = step( distribution.x, compare );\n\t\t#else\n\t\t\tfloat hard_shadow = step( compare, distribution.x );\n\t\t#endif\n\t\tif ( hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tfloat shadow = 1.0;\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\t\n\t\tfloat lightToPositionLength = length( lightToPosition );\n\t\tif ( lightToPositionLength - shadowCameraFar <= 0.0 && lightToPositionLength - shadowCameraNear >= 0.0 ) {\n\t\t\tfloat dp = ( lightToPositionLength - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\t\tdp += shadowBias;\n\t\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\t\tshadow = (\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t\t) * ( 1.0 / 9.0 );\n\t\t\t#else\n\t\t\t\tshadow = texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t\t#endif\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n#endif`, Up = `#if NUM_SPOT_LIGHT_COORDS > 0\n\tuniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif`, Np = `#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\tvec4 shadowWorldPosition;\n#endif\n#if defined( USE_SHADOWMAP )\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if NUM_SPOT_LIGHT_COORDS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition;\n\t\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\n\t\t#endif\n\t\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n#endif`, Fp = `float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowIntensity, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowIntensity, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowIntensity, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}`, Op = `#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif`, Bp = `#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\tuniform highp sampler2D boneTexture;\n\tmat4 getBoneMatrix( const in float i ) {\n\t\tint size = textureSize( boneTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( boneTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( boneTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( boneTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n#endif`, zp = `#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif`, kp = `#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif`, Vp = `float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vSpecularMapUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif`, Gp = `#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif`, Hp = `#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif`, Wp = `#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn saturate( toneMappingExposure * color );\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 CineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nconst mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(\n\tvec3( 1.6605, - 0.1246, - 0.0182 ),\n\tvec3( - 0.5876, 1.1329, - 0.1006 ),\n\tvec3( - 0.0728, - 0.0083, 1.1187 )\n);\nconst mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(\n\tvec3( 0.6274, 0.0691, 0.0164 ),\n\tvec3( 0.3293, 0.9195, 0.0880 ),\n\tvec3( 0.0433, 0.0113, 0.8956 )\n);\nvec3 agxDefaultContrastApprox( vec3 x ) {\n\tvec3 x2 = x * x;\n\tvec3 x4 = x2 * x2;\n\treturn + 15.5 * x4 * x2\n\t\t- 40.14 * x4 * x\n\t\t+ 31.96 * x4\n\t\t- 6.868 * x2 * x\n\t\t+ 0.4298 * x2\n\t\t+ 0.1191 * x\n\t\t- 0.00232;\n}\nvec3 AgXToneMapping( vec3 color ) {\n\tconst mat3 AgXInsetMatrix = mat3(\n\t\tvec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ),\n\t\tvec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ),\n\t\tvec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 )\n\t);\n\tconst mat3 AgXOutsetMatrix = mat3(\n\t\tvec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ),\n\t\tvec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ),\n\t\tvec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 )\n\t);\n\tconst float AgxMinEv = - 12.47393;\tconst float AgxMaxEv = 4.026069;\n\tcolor *= toneMappingExposure;\n\tcolor = LINEAR_SRGB_TO_LINEAR_REC2020 * color;\n\tcolor = AgXInsetMatrix * color;\n\tcolor = max( color, 1e-10 );\tcolor = log2( color );\n\tcolor = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );\n\tcolor = clamp( color, 0.0, 1.0 );\n\tcolor = agxDefaultContrastApprox( color );\n\tcolor = AgXOutsetMatrix * color;\n\tcolor = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );\n\tcolor = LINEAR_REC2020_TO_LINEAR_SRGB * color;\n\tcolor = clamp( color, 0.0, 1.0 );\n\treturn color;\n}\nvec3 NeutralToneMapping( vec3 color ) {\n\tconst float StartCompression = 0.8 - 0.04;\n\tconst float Desaturation = 0.15;\n\tcolor *= toneMappingExposure;\n\tfloat x = min( color.r, min( color.g, color.b ) );\n\tfloat offset = x < 0.08 ? x - 6.25 * x * x : 0.04;\n\tcolor -= offset;\n\tfloat peak = max( color.r, max( color.g, color.b ) );\n\tif ( peak < StartCompression ) return color;\n\tfloat d = 1. - StartCompression;\n\tfloat newPeak = 1. - d * d / ( peak + d - StartCompression );\n\tcolor *= newPeak / peak;\n\tfloat g = 1. - 1. / ( Desaturation * ( peak - newPeak ) + 1. );\n\treturn mix( color, vec3( newPeak ), g );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }`, Xp = `#ifdef USE_TRANSMISSION\n\tmaterial.transmission = transmission;\n\tmaterial.transmissionAlpha = 1.0;\n\tmaterial.thickness = thickness;\n\tmaterial.attenuationDistance = attenuationDistance;\n\tmaterial.attenuationColor = attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tmaterial.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmitted = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.dispersion, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\n#endif`, jp = `#ifdef USE_TRANSMISSION\n\tuniform float transmission;\n\tuniform float thickness;\n\tuniform float attenuationDistance;\n\tuniform vec3 attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tuniform sampler2D transmissionMap;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tuniform sampler2D thicknessMap;\n\t#endif\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\tvarying vec3 vWorldPosition;\n\tfloat w0( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );\n\t}\n\tfloat w1( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 );\n\t}\n\tfloat w2( float a ){\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );\n\t}\n\tfloat w3( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * a );\n\t}\n\tfloat g0( float a ) {\n\t\treturn w0( a ) + w1( a );\n\t}\n\tfloat g1( float a ) {\n\t\treturn w2( a ) + w3( a );\n\t}\n\tfloat h0( float a ) {\n\t\treturn - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );\n\t}\n\tfloat h1( float a ) {\n\t\treturn 1.0 + w3( a ) / ( w2( a ) + w3( a ) );\n\t}\n\tvec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) {\n\t\tuv = uv * texelSize.zw + 0.5;\n\t\tvec2 iuv = floor( uv );\n\t\tvec2 fuv = fract( uv );\n\t\tfloat g0x = g0( fuv.x );\n\t\tfloat g1x = g1( fuv.x );\n\t\tfloat h0x = h0( fuv.x );\n\t\tfloat h1x = h1( fuv.x );\n\t\tfloat h0y = h0( fuv.y );\n\t\tfloat h1y = h1( fuv.y );\n\t\tvec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\treturn g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +\n\t\t\tg1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );\n\t}\n\tvec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {\n\t\tvec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );\n\t\tvec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );\n\t\tvec2 fLodSizeInv = 1.0 / fLodSize;\n\t\tvec2 cLodSizeInv = 1.0 / cLodSize;\n\t\tvec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );\n\t\tvec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) );\n\t\treturn mix( fSample, cSample, fract( lod ) );\n\t}\n\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n\t\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n\t\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n\t\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n\t\treturn normalize( refractionVector ) * thickness * modelScale;\n\t}\n\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\n\t\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n\t}\n\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n\t\tfloat lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n\t\treturn textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );\n\t}\n\tvec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tif ( isinf( attenuationDistance ) ) {\n\t\t\treturn vec3( 1.0 );\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\t\t\treturn transmittance;\n\t\t}\n\t}\n\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n\t\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n\t\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float dispersion, const in float ior, const in float thickness,\n\t\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tvec4 transmittedLight;\n\t\tvec3 transmittance;\n\t\t#ifdef USE_DISPERSION\n\t\t\tfloat halfSpread = ( ior - 1.0 ) * 0.025 * dispersion;\n\t\t\tvec3 iors = vec3( ior - halfSpread, ior, ior + halfSpread );\n\t\t\tfor ( int i = 0; i < 3; i ++ ) {\n\t\t\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, iors[ i ], modelMatrix );\n\t\t\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\t\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\t\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\t\t\trefractionCoords += 1.0;\n\t\t\t\trefractionCoords /= 2.0;\n\t\t\t\tvec4 transmissionSample = getTransmissionSample( refractionCoords, roughness, iors[ i ] );\n\t\t\t\ttransmittedLight[ i ] = transmissionSample[ i ];\n\t\t\t\ttransmittedLight.a += transmissionSample.a;\n\t\t\t\ttransmittance[ i ] = diffuseColor[ i ] * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance )[ i ];\n\t\t\t}\n\t\t\ttransmittedLight.a /= 3.0;\n\t\t#else\n\t\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\t\trefractionCoords += 1.0;\n\t\t\trefractionCoords /= 2.0;\n\t\t\ttransmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\t\t\ttransmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\t#endif\n\t\tvec3 attenuatedColor = transmittance * transmittedLight.rgb;\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\t\tfloat transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );\n\t}\n#endif`, qp = `#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif`, Yp = `#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tuniform mat3 mapTransform;\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform mat3 alphaMapTransform;\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tuniform mat3 lightMapTransform;\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tuniform mat3 aoMapTransform;\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tuniform mat3 bumpMapTransform;\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tuniform mat3 normalMapTransform;\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tuniform mat3 displacementMapTransform;\n\tvarying vec2 vDisplacementMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tuniform mat3 emissiveMapTransform;\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tuniform mat3 metalnessMapTransform;\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tuniform mat3 roughnessMapTransform;\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tuniform mat3 anisotropyMapTransform;\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tuniform mat3 clearcoatMapTransform;\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform mat3 clearcoatNormalMapTransform;\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform mat3 clearcoatRoughnessMapTransform;\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tuniform mat3 sheenColorMapTransform;\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tuniform mat3 sheenRoughnessMapTransform;\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tuniform mat3 iridescenceMapTransform;\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform mat3 iridescenceThicknessMapTransform;\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tuniform mat3 specularMapTransform;\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tuniform mat3 specularColorMapTransform;\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tuniform mat3 specularIntensityMapTransform;\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif`, Kp = `#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvUv = vec3( uv, 1 ).xy;\n#endif\n#ifdef USE_MAP\n\tvMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ALPHAMAP\n\tvAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_LIGHTMAP\n\tvLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_AOMAP\n\tvAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_BUMPMAP\n\tvBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_NORMALMAP\n\tvNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tvDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_METALNESSMAP\n\tvMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULARMAP\n\tvSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tvTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_THICKNESSMAP\n\tvThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy;\n#endif`, Zp = `#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_BATCHING\n\t\tworldPosition = batchingMatrix * worldPosition;\n\t#endif\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif`;\nconst $p = `varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}`, Jp = `uniform sampler2D t2D;\nuniform float backgroundIntensity;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\ttexColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}`, Qp = `varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}`, em = `#ifdef ENVMAP_TYPE_CUBE\n\tuniform samplerCube envMap;\n#elif defined( ENVMAP_TYPE_CUBE_UV )\n\tuniform sampler2D envMap;\n#endif\nuniform float flipEnvMap;\nuniform float backgroundBlurriness;\nuniform float backgroundIntensity;\nuniform mat3 backgroundRotation;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 texColor = textureCube( envMap, backgroundRotation * vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 texColor = textureCubeUV( envMap, backgroundRotation * vWorldDirection, backgroundBlurriness );\n\t#else\n\t\tvec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}`, tm = `varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}`, nm = `uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = texColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}`, im = `#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvHighPrecisionZW = gl_Position.zw;\n}`, sm = `#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\tfloat fragCoordZ = vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ];\n\t#else\n\t\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ] + 0.5;\n\t#endif\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#elif DEPTH_PACKING == 3202\n\t\tgl_FragColor = vec4( packDepthToRGB( fragCoordZ ), 1.0 );\n\t#elif DEPTH_PACKING == 3203\n\t\tgl_FragColor = vec4( packDepthToRG( fragCoordZ ), 0.0, 1.0 );\n\t#endif\n}`, rm = `#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}`, am = `#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}`, om = `varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}`, lm = `uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\t#include \n\t#include \n}`, cm = `uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}`, hm = `uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}`, um = `#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}`, dm = `uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}`, fm = `#define LAMBERT\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}`, pm = `#define LAMBERT\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}`, mm = `#define MATCAP\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n}`, gm = `#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t#else\n\t\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}`, xm = `#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvarying vec3 vViewPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}`, _m = `#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvarying vec3 vViewPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( 0.0, 0.0, 0.0, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( normal ), diffuseColor.a );\n\t#ifdef OPAQUE\n\t\tgl_FragColor.a = 1.0;\n\t#endif\n}`, vm = `#define PHONG\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}`, Mm = `#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}`, Sm = `#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition.xyz;\n#endif\n}`, bm = `#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define USE_SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef USE_SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULAR_COLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_DISPERSION\n\tuniform float dispersion;\n#endif\n#ifdef USE_IRIDESCENCE\n\tuniform float iridescence;\n\tuniform float iridescenceIOR;\n\tuniform float iridescenceThicknessMinimum;\n\tuniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\tuniform vec2 anisotropyVector;\n\t#ifdef USE_ANISOTROPYMAP\n\t\tuniform sampler2D anisotropyMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include \n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n\t\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecularDirect + sheenSpecularIndirect;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}`, ym = `#define TOON\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}`, Tm = `#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}`, Em = `uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \n#ifdef USE_POINTS_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\nvoid main() {\n\t#ifdef USE_POINTS_UV\n\t\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n}`, wm = `uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}`, Am = `#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}`, Rm = `uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n\t#include \n\t#include \n}`, Cm = `uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 mvPosition = modelViewMatrix[ 3 ];\n\tvec2 scale = vec2( length( modelMatrix[ 0 ].xyz ), length( modelMatrix[ 1 ].xyz ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}`, Pm = `uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n}`, Ge = {\n alphahash_fragment: $d,\n alphahash_pars_fragment: Jd,\n alphamap_fragment: Qd,\n alphamap_pars_fragment: ef,\n alphatest_fragment: tf,\n alphatest_pars_fragment: nf,\n aomap_fragment: sf,\n aomap_pars_fragment: rf,\n batching_pars_vertex: af,\n batching_vertex: of,\n begin_vertex: lf,\n beginnormal_vertex: cf,\n bsdfs: hf,\n iridescence_fragment: uf,\n bumpmap_pars_fragment: df,\n clipping_planes_fragment: ff,\n clipping_planes_pars_fragment: pf,\n clipping_planes_pars_vertex: mf,\n clipping_planes_vertex: gf,\n color_fragment: xf,\n color_pars_fragment: _f,\n color_pars_vertex: vf,\n color_vertex: Mf,\n common: Sf,\n cube_uv_reflection_fragment: bf,\n defaultnormal_vertex: yf,\n displacementmap_pars_vertex: Tf,\n displacementmap_vertex: Ef,\n emissivemap_fragment: wf,\n emissivemap_pars_fragment: Af,\n colorspace_fragment: Rf,\n colorspace_pars_fragment: Cf,\n envmap_fragment: Pf,\n envmap_common_pars_fragment: Df,\n envmap_pars_fragment: Lf,\n envmap_pars_vertex: If,\n envmap_physical_pars_fragment: Wf,\n envmap_vertex: Uf,\n fog_vertex: Nf,\n fog_pars_vertex: Ff,\n fog_fragment: Of,\n fog_pars_fragment: Bf,\n gradientmap_pars_fragment: zf,\n lightmap_pars_fragment: kf,\n lights_lambert_fragment: Vf,\n lights_lambert_pars_fragment: Gf,\n lights_pars_begin: Hf,\n lights_toon_fragment: Xf,\n lights_toon_pars_fragment: jf,\n lights_phong_fragment: qf,\n lights_phong_pars_fragment: Yf,\n lights_physical_fragment: Kf,\n lights_physical_pars_fragment: Zf,\n lights_fragment_begin: $f,\n lights_fragment_maps: Jf,\n lights_fragment_end: Qf,\n logdepthbuf_fragment: ep,\n logdepthbuf_pars_fragment: tp,\n logdepthbuf_pars_vertex: np,\n logdepthbuf_vertex: ip,\n map_fragment: sp,\n map_pars_fragment: rp,\n map_particle_fragment: ap,\n map_particle_pars_fragment: op,\n metalnessmap_fragment: lp,\n metalnessmap_pars_fragment: cp,\n morphinstance_vertex: hp,\n morphcolor_vertex: up,\n morphnormal_vertex: dp,\n morphtarget_pars_vertex: fp,\n morphtarget_vertex: pp,\n normal_fragment_begin: mp,\n normal_fragment_maps: gp,\n normal_pars_fragment: xp,\n normal_pars_vertex: _p,\n normal_vertex: vp,\n normalmap_pars_fragment: Mp,\n clearcoat_normal_fragment_begin: Sp,\n clearcoat_normal_fragment_maps: bp,\n clearcoat_pars_fragment: yp,\n iridescence_pars_fragment: Tp,\n opaque_fragment: Ep,\n packing: wp,\n premultiplied_alpha_fragment: Ap,\n project_vertex: Rp,\n dithering_fragment: Cp,\n dithering_pars_fragment: Pp,\n roughnessmap_fragment: Dp,\n roughnessmap_pars_fragment: Lp,\n shadowmap_pars_fragment: Ip,\n shadowmap_pars_vertex: Up,\n shadowmap_vertex: Np,\n shadowmask_pars_fragment: Fp,\n skinbase_vertex: Op,\n skinning_pars_vertex: Bp,\n skinning_vertex: zp,\n skinnormal_vertex: kp,\n specularmap_fragment: Vp,\n specularmap_pars_fragment: Gp,\n tonemapping_fragment: Hp,\n tonemapping_pars_fragment: Wp,\n transmission_fragment: Xp,\n transmission_pars_fragment: jp,\n uv_pars_fragment: qp,\n uv_pars_vertex: Yp,\n uv_vertex: Kp,\n worldpos_vertex: Zp,\n background_vert: $p,\n background_frag: Jp,\n backgroundCube_vert: Qp,\n backgroundCube_frag: em,\n cube_vert: tm,\n cube_frag: nm,\n depth_vert: im,\n depth_frag: sm,\n distanceRGBA_vert: rm,\n distanceRGBA_frag: am,\n equirect_vert: om,\n equirect_frag: lm,\n linedashed_vert: cm,\n linedashed_frag: hm,\n meshbasic_vert: um,\n meshbasic_frag: dm,\n meshlambert_vert: fm,\n meshlambert_frag: pm,\n meshmatcap_vert: mm,\n meshmatcap_frag: gm,\n meshnormal_vert: xm,\n meshnormal_frag: _m,\n meshphong_vert: vm,\n meshphong_frag: Mm,\n meshphysical_vert: Sm,\n meshphysical_frag: bm,\n meshtoon_vert: ym,\n meshtoon_frag: Tm,\n points_vert: Em,\n points_frag: wm,\n shadow_vert: Am,\n shadow_frag: Rm,\n sprite_vert: Cm,\n sprite_frag: Pm\n}, ce = {\n common: {\n diffuse: { value: /* @__PURE__ */ new Se(16777215) },\n opacity: { value: 1 },\n map: { value: null },\n mapTransform: { value: /* @__PURE__ */ new ze() },\n alphaMap: { value: null },\n alphaMapTransform: { value: /* @__PURE__ */ new ze() },\n alphaTest: { value: 0 }\n },\n specularmap: {\n specularMap: { value: null },\n specularMapTransform: { value: /* @__PURE__ */ new ze() }\n },\n envmap: {\n envMap: { value: null },\n envMapRotation: { value: /* @__PURE__ */ new ze() },\n flipEnvMap: { value: -1 },\n reflectivity: { value: 1 },\n // basic, lambert, phong\n ior: { value: 1.5 },\n // physical\n refractionRatio: { value: 0.98 },\n // basic, lambert, phong\n dfgLUT: { value: null }\n // DFG LUT for physically-based rendering\n },\n aomap: {\n aoMap: { value: null },\n aoMapIntensity: { value: 1 },\n aoMapTransform: { value: /* @__PURE__ */ new ze() }\n },\n lightmap: {\n lightMap: { value: null },\n lightMapIntensity: { value: 1 },\n lightMapTransform: { value: /* @__PURE__ */ new ze() }\n },\n bumpmap: {\n bumpMap: { value: null },\n bumpMapTransform: { value: /* @__PURE__ */ new ze() },\n bumpScale: { value: 1 }\n },\n normalmap: {\n normalMap: { value: null },\n normalMapTransform: { value: /* @__PURE__ */ new ze() },\n normalScale: { value: /* @__PURE__ */ new le(1, 1) }\n },\n displacementmap: {\n displacementMap: { value: null },\n displacementMapTransform: { value: /* @__PURE__ */ new ze() },\n displacementScale: { value: 1 },\n displacementBias: { value: 0 }\n },\n emissivemap: {\n emissiveMap: { value: null },\n emissiveMapTransform: { value: /* @__PURE__ */ new ze() }\n },\n metalnessmap: {\n metalnessMap: { value: null },\n metalnessMapTransform: { value: /* @__PURE__ */ new ze() }\n },\n roughnessmap: {\n roughnessMap: { value: null },\n roughnessMapTransform: { value: /* @__PURE__ */ new ze() }\n },\n gradientmap: {\n gradientMap: { value: null }\n },\n fog: {\n fogDensity: { value: 25e-5 },\n fogNear: { value: 1 },\n fogFar: { value: 2e3 },\n fogColor: { value: /* @__PURE__ */ new Se(16777215) }\n },\n lights: {\n ambientLightColor: { value: [] },\n lightProbe: { value: [] },\n directionalLights: { value: [], properties: {\n direction: {},\n color: {}\n } },\n directionalLightShadows: { value: [], properties: {\n shadowIntensity: 1,\n shadowBias: {},\n shadowNormalBias: {},\n shadowRadius: {},\n shadowMapSize: {}\n } },\n directionalShadowMap: { value: [] },\n directionalShadowMatrix: { value: [] },\n spotLights: { value: [], properties: {\n color: {},\n position: {},\n direction: {},\n distance: {},\n coneCos: {},\n penumbraCos: {},\n decay: {}\n } },\n spotLightShadows: { value: [], properties: {\n shadowIntensity: 1,\n shadowBias: {},\n shadowNormalBias: {},\n shadowRadius: {},\n shadowMapSize: {}\n } },\n spotLightMap: { value: [] },\n spotShadowMap: { value: [] },\n spotLightMatrix: { value: [] },\n pointLights: { value: [], properties: {\n color: {},\n position: {},\n decay: {},\n distance: {}\n } },\n pointLightShadows: { value: [], properties: {\n shadowIntensity: 1,\n shadowBias: {},\n shadowNormalBias: {},\n shadowRadius: {},\n shadowMapSize: {},\n shadowCameraNear: {},\n shadowCameraFar: {}\n } },\n pointShadowMap: { value: [] },\n pointShadowMatrix: { value: [] },\n hemisphereLights: { value: [], properties: {\n direction: {},\n skyColor: {},\n groundColor: {}\n } },\n // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src\n rectAreaLights: { value: [], properties: {\n color: {},\n position: {},\n width: {},\n height: {}\n } },\n ltc_1: { value: null },\n ltc_2: { value: null }\n },\n points: {\n diffuse: { value: /* @__PURE__ */ new Se(16777215) },\n opacity: { value: 1 },\n size: { value: 1 },\n scale: { value: 1 },\n map: { value: null },\n alphaMap: { value: null },\n alphaMapTransform: { value: /* @__PURE__ */ new ze() },\n alphaTest: { value: 0 },\n uvTransform: { value: /* @__PURE__ */ new ze() }\n },\n sprite: {\n diffuse: { value: /* @__PURE__ */ new Se(16777215) },\n opacity: { value: 1 },\n center: { value: /* @__PURE__ */ new le(0.5, 0.5) },\n rotation: { value: 0 },\n map: { value: null },\n mapTransform: { value: /* @__PURE__ */ new ze() },\n alphaMap: { value: null },\n alphaMapTransform: { value: 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g < u; g++)\n p += h[g];\n t.update(p, n, 1);\n }\n function l(c, h, u, d) {\n if (u === 0) return;\n const p = e.get(\"WEBGL_multi_draw\");\n if (p === null)\n for (let g = 0; g < c.length; g++)\n a(c[g], h[g], d[g]);\n else {\n p.multiDrawArraysInstancedWEBGL(n, c, 0, h, 0, d, 0, u);\n let g = 0;\n for (let x = 0; x < u; x++)\n g += h[x] * d[x];\n t.update(g, n, 1);\n }\n }\n this.setMode = s, this.render = r, this.renderInstances = a, this.renderMultiDraw = o, this.renderMultiDrawInstances = l;\n}\nfunction Nm(i, e, t, n) {\n let s;\n function r() {\n if (s !== void 0) return s;\n if (e.has(\"EXT_texture_filter_anisotropic\") === !0) {\n const P = e.get(\"EXT_texture_filter_anisotropic\");\n s = i.getParameter(P.MAX_TEXTURE_MAX_ANISOTROPY_EXT);\n } else\n s = 0;\n return s;\n }\n function a(P) {\n return !(P !== Zt && n.convert(P) !== i.getParameter(i.IMPLEMENTATION_COLOR_READ_FORMAT));\n }\n function o(P) {\n const I = P === xt && (e.has(\"EXT_color_buffer_half_float\") || e.has(\"EXT_color_buffer_float\"));\n return !(P !== mn && n.convert(P) !== i.getParameter(i.IMPLEMENTATION_COLOR_READ_TYPE) && // Edge and Chrome Mac < 52 (#9513)\n P !== Xt && !I);\n }\n function l(P) {\n if (P === \"highp\") {\n if (i.getShaderPrecisionFormat(i.VERTEX_SHADER, i.HIGH_FLOAT).precision > 0 && i.getShaderPrecisionFormat(i.FRAGMENT_SHADER, i.HIGH_FLOAT).precision > 0)\n return \"highp\";\n P = \"mediump\";\n }\n return P === \"mediump\" && i.getShaderPrecisionFormat(i.VERTEX_SHADER, i.MEDIUM_FLOAT).precision > 0 && i.getShaderPrecisionFormat(i.FRAGMENT_SHADER, i.MEDIUM_FLOAT).precision > 0 ? \"mediump\" : \"lowp\";\n }\n let c = t.precision !== void 0 ? t.precision : \"highp\";\n const h = l(c);\n h !== c && (Te(\"WebGLRenderer:\", c, \"not supported, using\", h, \"instead.\"), c = h);\n const u = t.logarithmicDepthBuffer === !0, d = t.reversedDepthBuffer === !0 && e.has(\"EXT_clip_control\"), p = i.getParameter(i.MAX_TEXTURE_IMAGE_UNITS), g = i.getParameter(i.MAX_VERTEX_TEXTURE_IMAGE_UNITS), x = i.getParameter(i.MAX_TEXTURE_SIZE), m = i.getParameter(i.MAX_CUBE_MAP_TEXTURE_SIZE), f = i.getParameter(i.MAX_VERTEX_ATTRIBS), y = i.getParameter(i.MAX_VERTEX_UNIFORM_VECTORS), v = i.getParameter(i.MAX_VARYING_VECTORS), T = i.getParameter(i.MAX_FRAGMENT_UNIFORM_VECTORS), R = g > 0, E = i.getParameter(i.MAX_SAMPLES);\n return {\n isWebGL2: !0,\n // keeping this for backwards compatibility\n getMaxAnisotropy: r,\n getMaxPrecision: l,\n textureFormatReadable: a,\n textureTypeReadable: o,\n precision: c,\n logarithmicDepthBuffer: u,\n reversedDepthBuffer: d,\n maxTextures: p,\n maxVertexTextures: g,\n maxTextureSize: x,\n maxCubemapSize: m,\n maxAttributes: f,\n maxVertexUniforms: y,\n maxVaryings: v,\n maxFragmentUniforms: T,\n vertexTextures: R,\n maxSamples: E\n };\n}\nfunction Fm(i) {\n const e = this;\n let t = null, n = 0, s = !1, r = !1;\n const a = new Sn(), o = new ze(), l = { value: null, needsUpdate: !1 };\n this.uniform = l, this.numPlanes = 0, this.numIntersection = 0, this.init = function(u, d) {\n const p = u.length !== 0 || d || // enable state of previous frame - the clipping code has to\n // run another frame in order to reset the state:\n n !== 0 || s;\n return s = d, n = u.length, p;\n }, this.beginShadows = function() {\n r = !0, h(null);\n }, this.endShadows = function() {\n r = !1;\n }, this.setGlobalState = function(u, d) {\n t = h(u, d, 0);\n }, this.setState = function(u, d, p) {\n const g = u.clippingPlanes, x = u.clipIntersection, m = u.clipShadows, f = i.get(u);\n if (!s || g === null || g.length === 0 || r && !m)\n r ? h(null) : c();\n else {\n const y = r ? 0 : n, v = y * 4;\n let T = f.clippingState || null;\n l.value = T, T = h(g, d, v, p);\n for (let R = 0; R !== v; ++R)\n T[R] = t[R];\n f.clippingState = T, this.numIntersection = x ? this.numPlanes : 0, this.numPlanes += y;\n }\n };\n function c() {\n l.value !== t && (l.value = t, l.needsUpdate = n > 0), e.numPlanes = n, e.numIntersection = 0;\n }\n function h(u, d, p, g) {\n const x = u !== null ? u.length : 0;\n let m = null;\n if (x !== 0) {\n if (m = l.value, g !== !0 || m === null) {\n const f = p + x * 4, y = d.matrixWorldInverse;\n o.getNormalMatrix(y), (m === null || m.length < f) && (m = new Float32Array(f));\n for (let v = 0, T = p; v !== x; ++v, T += 4)\n a.copy(u[v]).applyMatrix4(y, o), a.normal.toArray(m, T), m[T + 3] = a.constant;\n }\n l.value = m, l.needsUpdate = !0;\n }\n return e.numPlanes = x, e.numIntersection = 0, m;\n }\n}\nfunction Om(i) {\n let e = /* @__PURE__ */ new WeakMap();\n function t(a, o) {\n return o === vr ? a.mapping = Gi : o === Ia && (a.mapping = Hi), a;\n }\n function n(a) {\n if (a && a.isTexture) {\n const o = a.mapping;\n if (o === vr || o === Ia)\n if (e.has(a)) {\n const l = e.get(a).texture;\n return t(l, a.mapping);\n } else {\n const l = a.image;\n if (l && l.height > 0) {\n const c = new ed(l.height);\n return c.fromEquirectangularTexture(i, a), e.set(a, c), a.addEventListener(\"dispose\", s), t(c.texture, a.mapping);\n } else\n return null;\n }\n }\n return a;\n }\n function s(a) {\n const o = a.target;\n o.removeEventListener(\"dispose\", s);\n const l = e.get(o);\n l !== void 0 && (e.delete(o), l.dispose());\n }\n function r() {\n e = /* @__PURE__ */ new WeakMap();\n }\n return {\n get: n,\n dispose: r\n };\n}\nconst Zn = 4, Zl = [0.125, 0.215, 0.35, 0.446, 0.526, 0.582], ui = 20, Bm = 256, ds = /* @__PURE__ */ new pi(), $l = /* @__PURE__ */ new Se();\nlet ua = null, da = 0, fa = 0, pa = !1;\nconst zm = /* @__PURE__ */ new w();\nclass Jl {\n /**\n * Constructs a new PMREM generator.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n */\n constructor(e) {\n this._renderer = e, this._pingPongRenderTarget = null, this._lodMax = 0, this._cubeSize = 0, this._sizeLods = [], this._sigmas = [], this._lodMeshes = [], this._backgroundBox = null, this._cubemapMaterial = null, this._equirectMaterial = null, this._blurMaterial = null, this._ggxMaterial = null;\n }\n /**\n * Generates a PMREM from a supplied Scene, which can be faster than using an\n * image if networking bandwidth is low. Optional sigma specifies a blur radius\n * in radians to be applied to the scene before PMREM generation. Optional near\n * and far planes ensure the scene is rendered in its entirety.\n *\n * @param {Scene} scene - The scene to be captured.\n * @param {number} [sigma=0] - The blur radius in radians.\n * @param {number} [near=0.1] - The near plane distance.\n * @param {number} [far=100] - The far plane distance.\n * @param {Object} [options={}] - The configuration options.\n * @param {number} [options.size=256] - The texture size of the PMREM.\n * @param {Vector3} [options.renderTarget=origin] - The position of the internal cube camera that renders the scene.\n * @return {WebGLRenderTarget} The resulting PMREM.\n */\n fromScene(e, t = 0, n = 0.1, s = 100, r = {}) {\n const {\n size: a = 256,\n position: o = zm\n } = r;\n ua = this._renderer.getRenderTarget(), da = this._renderer.getActiveCubeFace(), fa = this._renderer.getActiveMipmapLevel(), pa = this._renderer.xr.enabled, this._renderer.xr.enabled = !1, this._setSize(a);\n const l = this._allocateTargets();\n return l.depthBuffer = !0, this._sceneToCubeUV(e, n, s, l, o), t > 0 && this._blur(l, 0, 0, t), this._applyPMREM(l), this._cleanup(l), l;\n }\n /**\n * Generates a PMREM from an equirectangular texture, which can be either LDR\n * or HDR. The ideal input image size is 1k (1024 x 512),\n * as this matches best with the 256 x 256 cubemap output.\n *\n * @param {Texture} equirectangular - The equirectangular texture to be converted.\n * @param {?WebGLRenderTarget} [renderTarget=null] - The render target to use.\n * @return {WebGLRenderTarget} The resulting PMREM.\n */\n fromEquirectangular(e, t = null) {\n return this._fromTexture(e, t);\n }\n /**\n * Generates a PMREM from an cubemap texture, which can be either LDR\n * or HDR. The ideal input cube size is 256 x 256,\n * as this matches best with the 256 x 256 cubemap output.\n *\n * @param {Texture} cubemap - The cubemap texture to be converted.\n * @param {?WebGLRenderTarget} [renderTarget=null] - The render target to use.\n * @return {WebGLRenderTarget} The resulting PMREM.\n */\n fromCubemap(e, t = null) {\n return this._fromTexture(e, t);\n }\n /**\n * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during\n * your texture's network fetch for increased concurrency.\n */\n compileCubemapShader() {\n this._cubemapMaterial === null && (this._cubemapMaterial = tc(), this._compileMaterial(this._cubemapMaterial));\n }\n /**\n * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during\n * your texture's network fetch for increased concurrency.\n */\n compileEquirectangularShader() {\n this._equirectMaterial === null && (this._equirectMaterial = ec(), this._compileMaterial(this._equirectMaterial));\n }\n /**\n * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,\n * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on\n * one of them will cause any others to also become unusable.\n */\n dispose() {\n this._dispose(), this._cubemapMaterial !== null && this._cubemapMaterial.dispose(), this._equirectMaterial !== null && this._equirectMaterial.dispose(), this._backgroundBox !== null && (this._backgroundBox.geometry.dispose(), this._backgroundBox.material.dispose());\n }\n // private interface\n _setSize(e) {\n this._lodMax = Math.floor(Math.log2(e)), this._cubeSize = Math.pow(2, this._lodMax);\n }\n _dispose() {\n this._blurMaterial !== null && this._blurMaterial.dispose(), this._ggxMaterial !== null && this._ggxMaterial.dispose(), this._pingPongRenderTarget !== null && this._pingPongRenderTarget.dispose();\n for (let e = 0; e < this._lodMeshes.length; e++)\n this._lodMeshes[e].geometry.dispose();\n }\n _cleanup(e) {\n this._renderer.setRenderTarget(ua, da, fa), this._renderer.xr.enabled = pa, e.scissorTest = !1, Li(e, 0, 0, e.width, e.height);\n }\n _fromTexture(e, t) {\n e.mapping === Gi || e.mapping === Hi ? this._setSize(e.image.length === 0 ? 16 : e.image[0].width || e.image[0].image.width) : this._setSize(e.image.width / 4), ua = this._renderer.getRenderTarget(), da = this._renderer.getActiveCubeFace(), fa = this._renderer.getActiveMipmapLevel(), pa = this._renderer.xr.enabled, this._renderer.xr.enabled = !1;\n const n = t || this._allocateTargets();\n return this._textureToCubeUV(e, n), this._applyPMREM(n), this._cleanup(n), n;\n }\n _allocateTargets() {\n const e = 3 * Math.max(this._cubeSize, 112), t = 4 * this._cubeSize, n = {\n magFilter: bt,\n minFilter: bt,\n generateMipmaps: !1,\n type: xt,\n format: Zt,\n colorSpace: Ut,\n depthBuffer: !1\n }, s = Ql(e, t, n);\n if (this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== e || this._pingPongRenderTarget.height !== t) {\n this._pingPongRenderTarget !== null && this._dispose(), this._pingPongRenderTarget = Ql(e, t, n);\n const { _lodMax: r } = this;\n ({ lodMeshes: this._lodMeshes, sizeLods: this._sizeLods, sigmas: this._sigmas } = km(r)), this._blurMaterial = Gm(r, e, t), this._ggxMaterial = Vm(r, e, t);\n }\n return s;\n }\n _compileMaterial(e) {\n const t = new ot(new nn(), e);\n this._renderer.compile(t, ds);\n }\n _sceneToCubeUV(e, t, n, s, r) {\n const l = new Tt(90, 1, t, n), c = [1, -1, 1, 1, 1, 1], h = [1, 1, 1, -1, -1, -1], u = this._renderer, d = u.autoClear, p = u.toneMapping;\n u.getClearColor($l), u.toneMapping = Jn, u.autoClear = !1, u.state.buffers.depth.getReversed() && (u.setRenderTarget(s), u.clearDepth(), u.setRenderTarget(null)), this._backgroundBox === null && (this._backgroundBox = new ot(\n new fi(),\n new Bt({\n name: \"PMREM.Background\",\n side: zt,\n depthWrite: !1,\n depthTest: !1\n })\n ));\n const x = this._backgroundBox, m = x.material;\n let f = !1;\n const y = e.background;\n y ? y.isColor && (m.color.copy(y), e.background = null, f = !0) : (m.color.copy($l), f = !0);\n for (let v = 0; v < 6; v++) {\n const T = v % 3;\n T === 0 ? (l.up.set(0, c[v], 0), l.position.set(r.x, r.y, r.z), l.lookAt(r.x + h[v], r.y, r.z)) : T === 1 ? (l.up.set(0, 0, c[v]), l.position.set(r.x, r.y, r.z), l.lookAt(r.x, r.y + h[v], r.z)) : (l.up.set(0, c[v], 0), l.position.set(r.x, r.y, r.z), l.lookAt(r.x, r.y, r.z + h[v]));\n const R = this._cubeSize;\n Li(s, T * R, v > 2 ? R : 0, R, R), u.setRenderTarget(s), f && u.render(x, l), u.render(e, l);\n }\n u.toneMapping = p, u.autoClear = d, e.background = y;\n }\n _textureToCubeUV(e, t) {\n const n = this._renderer, s = e.mapping === Gi || e.mapping === Hi;\n s ? (this._cubemapMaterial === null && (this._cubemapMaterial = tc()), this._cubemapMaterial.uniforms.flipEnvMap.value = e.isRenderTargetTexture === !1 ? -1 : 1) : this._equirectMaterial === null && (this._equirectMaterial = ec());\n const r = s ? this._cubemapMaterial : this._equirectMaterial, a = this._lodMeshes[0];\n a.material = r;\n const o = r.uniforms;\n o.envMap.value = e;\n const l = this._cubeSize;\n Li(t, 0, 0, 3 * l, 2 * l), n.setRenderTarget(t), n.render(a, ds);\n }\n _applyPMREM(e) {\n const t = this._renderer, n = t.autoClear;\n t.autoClear = !1;\n const s = this._lodMeshes.length;\n for (let r = 1; r < s; r++)\n this._applyGGXFilter(e, r - 1, r);\n t.autoClear = n;\n }\n /**\n * Applies GGX VNDF importance sampling filter to generate a prefiltered environment map.\n * Uses Monte Carlo integration with VNDF importance sampling to accurately represent the\n * GGX BRDF for physically-based rendering. Reads from the previous LOD level and\n * applies incremental roughness filtering to avoid over-blurring.\n *\n * @private\n * @param {WebGLRenderTarget} cubeUVRenderTarget\n * @param {number} lodIn - Source LOD level to read from\n * @param {number} lodOut - Target LOD level to write to\n */\n _applyGGXFilter(e, t, n) {\n const s = this._renderer, r = this._pingPongRenderTarget, a = this._ggxMaterial, o = this._lodMeshes[n];\n o.material = a;\n const l = a.uniforms, c = n / (this._lodMeshes.length - 1), h = t / (this._lodMeshes.length - 1), u = Math.sqrt(c * c - h * h), d = 0.05 + c * 0.95, p = u * d, { _lodMax: g } = this, x = this._sizeLods[n], m = 3 * x * (n > g - Zn ? n - g + Zn : 0), f = 4 * (this._cubeSize - x);\n l.envMap.value = e.texture, l.roughness.value = p, l.mipInt.value = g - t, Li(r, m, f, 3 * x, 2 * x), s.setRenderTarget(r), s.render(o, ds), l.envMap.value = r.texture, l.roughness.value = 0, l.mipInt.value = g - n, Li(e, m, f, 3 * x, 2 * x), s.setRenderTarget(e), s.render(o, ds);\n }\n /**\n * This is a two-pass Gaussian blur for a cubemap. Normally this is done\n * vertically and horizontally, but this breaks down on a cube. Here we apply\n * the blur latitudinally (around the poles), and then longitudinally (towards\n * the poles) to approximate the orthogonally-separable blur. It is least\n * accurate at the poles, but still does a decent job.\n *\n * Used for initial scene blur in fromScene() method when sigma > 0.\n *\n * @private\n * @param {WebGLRenderTarget} cubeUVRenderTarget\n * @param {number} lodIn\n * @param {number} lodOut\n * @param {number} sigma\n * @param {Vector3} [poleAxis]\n */\n _blur(e, t, n, s, r) {\n const a = this._pingPongRenderTarget;\n this._halfBlur(\n e,\n a,\n t,\n n,\n s,\n \"latitudinal\",\n r\n ), this._halfBlur(\n a,\n e,\n n,\n n,\n s,\n \"longitudinal\",\n r\n );\n }\n _halfBlur(e, t, n, s, r, a, o) {\n const l = this._renderer, c = this._blurMaterial;\n a !== \"latitudinal\" && a !== \"longitudinal\" && Xe(\n \"blur direction must be either latitudinal or longitudinal!\"\n );\n const h = 3, u = this._lodMeshes[s];\n u.material = c;\n const d = c.uniforms, p = this._sizeLods[n] - 1, g = isFinite(r) ? Math.PI / (2 * p) : 2 * Math.PI / (2 * ui - 1), x = r / g, m = isFinite(r) ? 1 + Math.floor(h * x) : ui;\n m > ui && Te(`sigmaRadians, ${r}, is too large and will clip, as it requested ${m} samples when the maximum is set to ${ui}`);\n const f = [];\n let y = 0;\n for (let P = 0; P < ui; ++P) {\n const I = P / x, S = Math.exp(-I * I / 2);\n f.push(S), P === 0 ? y += S : P < m && (y += 2 * S);\n }\n for (let P = 0; P < f.length; P++)\n f[P] = f[P] / y;\n d.envMap.value = e.texture, d.samples.value = m, d.weights.value = f, d.latitudinal.value = a === \"latitudinal\", o && (d.poleAxis.value = o);\n const { _lodMax: v } = this;\n d.dTheta.value = g, d.mipInt.value = v - n;\n const T = this._sizeLods[s], R = 3 * T * (s > v - Zn ? s - v + Zn : 0), E = 4 * (this._cubeSize - T);\n Li(t, R, E, 3 * T, 2 * T), l.setRenderTarget(t), l.render(u, ds);\n }\n}\nfunction km(i) {\n const e = [], t = [], n = [];\n let s = i;\n const r = i - Zn + 1 + Zl.length;\n for (let a = 0; a < r; a++) {\n const o = Math.pow(2, s);\n e.push(o);\n let l = 1 / o;\n a > i - Zn ? 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(m = [\n \"#define SHADER_TYPE \" + t.shaderType,\n \"#define SHADER_NAME \" + t.shaderName,\n g\n ].filter(gs).join(`\n`), m.length > 0 && (m += `\n`), f = [\n \"#define SHADER_TYPE \" + t.shaderType,\n \"#define SHADER_NAME \" + t.shaderName,\n g\n ].filter(gs).join(`\n`), f.length > 0 && (f += `\n`)) : (m = [\n mc(t),\n \"#define SHADER_TYPE \" + t.shaderType,\n \"#define SHADER_NAME \" + t.shaderName,\n g,\n t.extensionClipCullDistance ? \"#define USE_CLIP_DISTANCE\" : \"\",\n t.batching ? \"#define USE_BATCHING\" : \"\",\n t.batchingColor ? \"#define USE_BATCHING_COLOR\" : \"\",\n t.instancing ? \"#define USE_INSTANCING\" : \"\",\n t.instancingColor ? \"#define USE_INSTANCING_COLOR\" : \"\",\n t.instancingMorph ? \"#define USE_INSTANCING_MORPH\" : \"\",\n t.useFog && t.fog ? \"#define USE_FOG\" : \"\",\n t.useFog && t.fogExp2 ? \"#define FOG_EXP2\" : \"\",\n t.map ? \"#define USE_MAP\" : \"\",\n t.envMap ? \"#define USE_ENVMAP\" : \"\",\n t.envMap ? \"#define \" + h : \"\",\n t.lightMap ? \"#define USE_LIGHTMAP\" : \"\",\n t.aoMap ? \"#define USE_AOMAP\" : \"\",\n t.bumpMap ? \"#define USE_BUMPMAP\" : \"\",\n t.normalMap ? \"#define USE_NORMALMAP\" : \"\",\n t.normalMapObjectSpace ? \"#define USE_NORMALMAP_OBJECTSPACE\" : \"\",\n t.normalMapTangentSpace ? \"#define USE_NORMALMAP_TANGENTSPACE\" : \"\",\n t.displacementMap ? \"#define USE_DISPLACEMENTMAP\" : \"\",\n t.emissiveMap ? \"#define USE_EMISSIVEMAP\" : \"\",\n t.anisotropy ? \"#define USE_ANISOTROPY\" : \"\",\n t.anisotropyMap ? \"#define USE_ANISOTROPYMAP\" : \"\",\n t.clearcoatMap ? \"#define USE_CLEARCOATMAP\" : \"\",\n t.clearcoatRoughnessMap ? \"#define USE_CLEARCOAT_ROUGHNESSMAP\" : \"\",\n t.clearcoatNormalMap ? \"#define USE_CLEARCOAT_NORMALMAP\" : \"\",\n t.iridescenceMap ? \"#define USE_IRIDESCENCEMAP\" : \"\",\n t.iridescenceThicknessMap ? \"#define USE_IRIDESCENCE_THICKNESSMAP\" : \"\",\n t.specularMap ? \"#define USE_SPECULARMAP\" : \"\",\n t.specularColorMap ? \"#define USE_SPECULAR_COLORMAP\" : \"\",\n t.specularIntensityMap ? \"#define USE_SPECULAR_INTENSITYMAP\" : \"\",\n t.roughnessMap ? \"#define USE_ROUGHNESSMAP\" : \"\",\n t.metalnessMap ? \"#define USE_METALNESSMAP\" : \"\",\n t.alphaMap ? \"#define USE_ALPHAMAP\" : \"\",\n t.alphaHash ? \"#define USE_ALPHAHASH\" : \"\",\n t.transmission ? \"#define USE_TRANSMISSION\" : \"\",\n t.transmissionMap ? \"#define USE_TRANSMISSIONMAP\" : \"\",\n t.thicknessMap ? \"#define USE_THICKNESSMAP\" : \"\",\n t.sheenColorMap ? \"#define USE_SHEEN_COLORMAP\" : \"\",\n t.sheenRoughnessMap ? \"#define USE_SHEEN_ROUGHNESSMAP\" : \"\",\n //\n t.mapUv ? \"#define MAP_UV \" + t.mapUv : \"\",\n t.alphaMapUv ? \"#define ALPHAMAP_UV \" + t.alphaMapUv : \"\",\n t.lightMapUv ? \"#define LIGHTMAP_UV \" + t.lightMapUv : \"\",\n t.aoMapUv ? \"#define AOMAP_UV \" + t.aoMapUv : \"\",\n t.emissiveMapUv ? \"#define EMISSIVEMAP_UV \" + t.emissiveMapUv : \"\",\n t.bumpMapUv ? \"#define BUMPMAP_UV \" + t.bumpMapUv : \"\",\n t.normalMapUv ? \"#define NORMALMAP_UV \" + t.normalMapUv : \"\",\n t.displacementMapUv ? \"#define DISPLACEMENTMAP_UV \" + t.displacementMapUv : \"\",\n t.metalnessMapUv ? \"#define METALNESSMAP_UV \" + t.metalnessMapUv : \"\",\n t.roughnessMapUv ? \"#define ROUGHNESSMAP_UV \" + t.roughnessMapUv : \"\",\n t.anisotropyMapUv ? \"#define ANISOTROPYMAP_UV \" + t.anisotropyMapUv : \"\",\n t.clearcoatMapUv ? \"#define CLEARCOATMAP_UV \" + t.clearcoatMapUv : \"\",\n t.clearcoatNormalMapUv ? \"#define CLEARCOAT_NORMALMAP_UV \" + t.clearcoatNormalMapUv : \"\",\n t.clearcoatRoughnessMapUv ? \"#define CLEARCOAT_ROUGHNESSMAP_UV \" + t.clearcoatRoughnessMapUv : \"\",\n t.iridescenceMapUv ? \"#define IRIDESCENCEMAP_UV \" + t.iridescenceMapUv : \"\",\n t.iridescenceThicknessMapUv ? \"#define IRIDESCENCE_THICKNESSMAP_UV \" + t.iridescenceThicknessMapUv : \"\",\n t.sheenColorMapUv ? \"#define SHEEN_COLORMAP_UV \" + t.sheenColorMapUv : \"\",\n t.sheenRoughnessMapUv ? \"#define SHEEN_ROUGHNESSMAP_UV \" + t.sheenRoughnessMapUv : \"\",\n t.specularMapUv ? \"#define SPECULARMAP_UV \" + t.specularMapUv : \"\",\n t.specularColorMapUv ? \"#define SPECULAR_COLORMAP_UV \" + t.specularColorMapUv : \"\",\n t.specularIntensityMapUv ? \"#define SPECULAR_INTENSITYMAP_UV \" + t.specularIntensityMapUv : \"\",\n t.transmissionMapUv ? \"#define TRANSMISSIONMAP_UV \" + t.transmissionMapUv : \"\",\n t.thicknessMapUv ? \"#define THICKNESSMAP_UV \" + t.thicknessMapUv : \"\",\n //\n t.vertexTangents && t.flatShading === !1 ? \"#define USE_TANGENT\" : \"\",\n t.vertexColors ? \"#define USE_COLOR\" : \"\",\n t.vertexAlphas ? \"#define USE_COLOR_ALPHA\" : \"\",\n t.vertexUv1s ? \"#define USE_UV1\" : \"\",\n t.vertexUv2s ? \"#define USE_UV2\" : \"\",\n t.vertexUv3s ? \"#define USE_UV3\" : \"\",\n t.pointsUvs ? \"#define USE_POINTS_UV\" : \"\",\n t.flatShading ? \"#define FLAT_SHADED\" : \"\",\n t.skinning ? \"#define USE_SKINNING\" : \"\",\n t.morphTargets ? \"#define USE_MORPHTARGETS\" : \"\",\n t.morphNormals && t.flatShading === !1 ? \"#define USE_MORPHNORMALS\" : \"\",\n t.morphColors ? \"#define USE_MORPHCOLORS\" : \"\",\n t.morphTargetsCount > 0 ? \"#define MORPHTARGETS_TEXTURE_STRIDE \" + t.morphTextureStride : \"\",\n t.morphTargetsCount > 0 ? \"#define MORPHTARGETS_COUNT \" + t.morphTargetsCount : \"\",\n t.doubleSided ? \"#define DOUBLE_SIDED\" : \"\",\n t.flipSided ? \"#define FLIP_SIDED\" : \"\",\n t.shadowMapEnabled ? \"#define USE_SHADOWMAP\" : \"\",\n t.shadowMapEnabled ? \"#define \" + l : \"\",\n t.sizeAttenuation ? \"#define USE_SIZEATTENUATION\" : \"\",\n t.numLightProbes > 0 ? \"#define USE_LIGHT_PROBES\" : \"\",\n t.logarithmicDepthBuffer ? \"#define USE_LOGARITHMIC_DEPTH_BUFFER\" : \"\",\n t.reversedDepthBuffer ? \"#define USE_REVERSED_DEPTH_BUFFER\" : \"\",\n \"uniform mat4 modelMatrix;\",\n \"uniform mat4 modelViewMatrix;\",\n \"uniform mat4 projectionMatrix;\",\n \"uniform mat4 viewMatrix;\",\n \"uniform mat3 normalMatrix;\",\n \"uniform vec3 cameraPosition;\",\n \"uniform bool isOrthographic;\",\n \"#ifdef USE_INSTANCING\",\n \"\tattribute mat4 instanceMatrix;\",\n \"#endif\",\n \"#ifdef USE_INSTANCING_COLOR\",\n \"\tattribute vec3 instanceColor;\",\n \"#endif\",\n \"#ifdef USE_INSTANCING_MORPH\",\n \"\tuniform sampler2D morphTexture;\",\n \"#endif\",\n \"attribute vec3 position;\",\n \"attribute vec3 normal;\",\n \"attribute vec2 uv;\",\n \"#ifdef USE_UV1\",\n \"\tattribute vec2 uv1;\",\n \"#endif\",\n \"#ifdef USE_UV2\",\n \"\tattribute vec2 uv2;\",\n \"#endif\",\n \"#ifdef USE_UV3\",\n \"\tattribute vec2 uv3;\",\n \"#endif\",\n \"#ifdef USE_TANGENT\",\n \"\tattribute vec4 tangent;\",\n \"#endif\",\n \"#if defined( USE_COLOR_ALPHA )\",\n \"\tattribute vec4 color;\",\n \"#elif defined( USE_COLOR )\",\n \"\tattribute vec3 color;\",\n \"#endif\",\n \"#ifdef USE_SKINNING\",\n \"\tattribute vec4 skinIndex;\",\n \"\tattribute vec4 skinWeight;\",\n \"#endif\",\n `\n`\n ].filter(gs).join(`\n`), f = [\n mc(t),\n \"#define SHADER_TYPE \" + t.shaderType,\n \"#define SHADER_NAME \" + t.shaderName,\n g,\n t.useFog && t.fog ? \"#define USE_FOG\" : \"\",\n t.useFog && t.fogExp2 ? \"#define FOG_EXP2\" : \"\",\n t.alphaToCoverage ? \"#define ALPHA_TO_COVERAGE\" : \"\",\n t.map ? \"#define USE_MAP\" : \"\",\n t.matcap ? \"#define USE_MATCAP\" : \"\",\n t.envMap ? \"#define USE_ENVMAP\" : \"\",\n t.envMap ? \"#define \" + c : \"\",\n t.envMap ? \"#define \" + h : \"\",\n t.envMap ? \"#define \" + u : \"\",\n d ? \"#define CUBEUV_TEXEL_WIDTH \" + d.texelWidth : \"\",\n d ? \"#define CUBEUV_TEXEL_HEIGHT \" + d.texelHeight : \"\",\n d ? \"#define CUBEUV_MAX_MIP \" + d.maxMip + \".0\" : \"\",\n t.lightMap ? \"#define USE_LIGHTMAP\" : \"\",\n t.aoMap ? \"#define USE_AOMAP\" : \"\",\n t.bumpMap ? \"#define USE_BUMPMAP\" : \"\",\n t.normalMap ? \"#define USE_NORMALMAP\" : \"\",\n t.normalMapObjectSpace ? \"#define USE_NORMALMAP_OBJECTSPACE\" : \"\",\n t.normalMapTangentSpace ? \"#define USE_NORMALMAP_TANGENTSPACE\" : \"\",\n t.emissiveMap ? \"#define USE_EMISSIVEMAP\" : \"\",\n t.anisotropy ? \"#define USE_ANISOTROPY\" : \"\",\n t.anisotropyMap ? \"#define USE_ANISOTROPYMAP\" : \"\",\n t.clearcoat ? \"#define USE_CLEARCOAT\" : \"\",\n t.clearcoatMap ? \"#define USE_CLEARCOATMAP\" : \"\",\n t.clearcoatRoughnessMap ? \"#define USE_CLEARCOAT_ROUGHNESSMAP\" : \"\",\n t.clearcoatNormalMap ? \"#define USE_CLEARCOAT_NORMALMAP\" : \"\",\n t.dispersion ? \"#define USE_DISPERSION\" : \"\",\n t.iridescence ? \"#define USE_IRIDESCENCE\" : \"\",\n t.iridescenceMap ? \"#define USE_IRIDESCENCEMAP\" : \"\",\n t.iridescenceThicknessMap ? \"#define USE_IRIDESCENCE_THICKNESSMAP\" : \"\",\n t.specularMap ? \"#define USE_SPECULARMAP\" : \"\",\n t.specularColorMap ? \"#define USE_SPECULAR_COLORMAP\" : \"\",\n t.specularIntensityMap ? \"#define USE_SPECULAR_INTENSITYMAP\" : \"\",\n t.roughnessMap ? \"#define USE_ROUGHNESSMAP\" : \"\",\n t.metalnessMap ? \"#define USE_METALNESSMAP\" : \"\",\n t.alphaMap ? \"#define USE_ALPHAMAP\" : \"\",\n t.alphaTest ? \"#define USE_ALPHATEST\" : \"\",\n t.alphaHash ? \"#define USE_ALPHAHASH\" : \"\",\n t.sheen ? \"#define USE_SHEEN\" : \"\",\n t.sheenColorMap ? \"#define USE_SHEEN_COLORMAP\" : \"\",\n t.sheenRoughnessMap ? \"#define USE_SHEEN_ROUGHNESSMAP\" : \"\",\n t.transmission ? \"#define USE_TRANSMISSION\" : \"\",\n t.transmissionMap ? \"#define USE_TRANSMISSIONMAP\" : \"\",\n t.thicknessMap ? \"#define USE_THICKNESSMAP\" : \"\",\n t.vertexTangents && t.flatShading === !1 ? \"#define USE_TANGENT\" : \"\",\n t.vertexColors || t.instancingColor || t.batchingColor ? \"#define USE_COLOR\" : \"\",\n t.vertexAlphas ? \"#define USE_COLOR_ALPHA\" : \"\",\n t.vertexUv1s ? \"#define USE_UV1\" : \"\",\n t.vertexUv2s ? \"#define USE_UV2\" : \"\",\n t.vertexUv3s ? \"#define USE_UV3\" : \"\",\n t.pointsUvs ? \"#define USE_POINTS_UV\" : \"\",\n t.gradientMap ? \"#define USE_GRADIENTMAP\" : \"\",\n t.flatShading ? \"#define FLAT_SHADED\" : \"\",\n t.doubleSided ? \"#define DOUBLE_SIDED\" : \"\",\n t.flipSided ? \"#define FLIP_SIDED\" : \"\",\n t.shadowMapEnabled ? \"#define USE_SHADOWMAP\" : \"\",\n t.shadowMapEnabled ? \"#define \" + l : \"\",\n t.premultipliedAlpha ? \"#define PREMULTIPLIED_ALPHA\" : \"\",\n t.numLightProbes > 0 ? \"#define USE_LIGHT_PROBES\" : \"\",\n t.decodeVideoTexture ? \"#define DECODE_VIDEO_TEXTURE\" : \"\",\n t.decodeVideoTextureEmissive ? \"#define DECODE_VIDEO_TEXTURE_EMISSIVE\" : \"\",\n t.logarithmicDepthBuffer ? \"#define USE_LOGARITHMIC_DEPTH_BUFFER\" : \"\",\n t.reversedDepthBuffer ? \"#define USE_REVERSED_DEPTH_BUFFER\" : \"\",\n \"uniform mat4 viewMatrix;\",\n \"uniform vec3 cameraPosition;\",\n \"uniform bool isOrthographic;\",\n t.toneMapping !== Jn ? \"#define TONE_MAPPING\" : \"\",\n t.toneMapping !== Jn ? Ge.tonemapping_pars_fragment : \"\",\n // this code is required here because it is used by the toneMapping() function defined below\n t.toneMapping !== Jn ? X0(\"toneMapping\", t.toneMapping) : \"\",\n t.dithering ? \"#define DITHERING\" : \"\",\n t.opaque ? \"#define OPAQUE\" : \"\",\n Ge.colorspace_pars_fragment,\n // this code is required here because it is used by the various encoding/decoding function defined below\n W0(\"linearToOutputTexel\", t.outputColorSpace),\n j0(),\n t.useDepthPacking ? \"#define DEPTH_PACKING \" + t.depthPacking : \"\",\n `\n`\n ].filter(gs).join(`\n`)), a = mo(a), a = dc(a, t), a = fc(a, t), o = mo(o), o = dc(o, t), o = fc(o, t), a = pc(a), o = pc(o), t.isRawShaderMaterial !== !0 && (y = `#version 300 es\n`, m = [\n p,\n \"#define attribute in\",\n \"#define varying out\",\n \"#define texture2D texture\"\n ].join(`\n`) + `\n` + m, f = [\n \"#define varying in\",\n t.glslVersion === ll ? \"\" : \"layout(location = 0) out highp vec4 pc_fragColor;\",\n t.glslVersion === ll ? \"\" : \"#define gl_FragColor pc_fragColor\",\n \"#define gl_FragDepthEXT gl_FragDepth\",\n \"#define texture2D texture\",\n \"#define textureCube texture\",\n \"#define texture2DProj textureProj\",\n \"#define texture2DLodEXT textureLod\",\n \"#define texture2DProjLodEXT textureProjLod\",\n \"#define textureCubeLodEXT textureLod\",\n \"#define texture2DGradEXT textureGrad\",\n \"#define texture2DProjGradEXT textureProjGrad\",\n \"#define textureCubeGradEXT textureGrad\"\n ].join(`\n`) + `\n` + f);\n const v = y + m + a, T = y + f + o, R = cc(s, s.VERTEX_SHADER, v), E = cc(s, s.FRAGMENT_SHADER, T);\n s.attachShader(x, R), s.attachShader(x, E), t.index0AttributeName !== void 0 ? s.bindAttribLocation(x, 0, t.index0AttributeName) : t.morphTargets === !0 && s.bindAttribLocation(x, 0, \"position\"), s.linkProgram(x);\n function P(C) {\n if (i.debug.checkShaderErrors) {\n const U = s.getProgramInfoLog(x) || \"\", B = s.getShaderInfoLog(R) || \"\", z = s.getShaderInfoLog(E) || \"\", W = U.trim(), k = B.trim(), ee = z.trim();\n let X = !0, $ = !0;\n if (s.getProgramParameter(x, s.LINK_STATUS) === !1)\n if (X = !1, typeof i.debug.onShaderError == \"function\")\n i.debug.onShaderError(s, x, R, E);\n else {\n const Q = uc(s, R, \"vertex\"), ge = uc(s, E, \"fragment\");\n Xe(\n \"THREE.WebGLProgram: Shader Error \" + s.getError() + \" - VALIDATE_STATUS \" + s.getProgramParameter(x, s.VALIDATE_STATUS) + `\n\nMaterial Name: ` + C.name + `\nMaterial Type: ` + C.type + `\n\nProgram Info Log: ` + W + `\n` + Q + `\n` + ge\n );\n }\n else W !== \"\" ? Te(\"WebGLProgram: Program Info Log:\", W) : (k === \"\" || ee === \"\") && ($ = !1);\n $ && (C.diagnostics = {\n runnable: X,\n programLog: W,\n vertexShader: {\n log: k,\n prefix: m\n },\n fragmentShader: {\n log: ee,\n prefix: f\n }\n });\n }\n s.deleteShader(R), s.deleteShader(E), I = new gr(s, x), S = K0(s, x);\n }\n let I;\n this.getUniforms = function() {\n return I === void 0 && P(this), I;\n };\n let S;\n this.getAttributes = function() {\n return S === void 0 && P(this), S;\n };\n let M = t.rendererExtensionParallelShaderCompile === !1;\n return this.isReady = function() {\n return M === !1 && (M = s.getProgramParameter(x, k0)), M;\n }, this.destroy = function() {\n n.releaseStatesOfProgram(this), s.deleteProgram(x), this.program = void 0;\n }, this.type = t.shaderType, this.name = t.shaderName, this.id = V0++, this.cacheKey = e, this.usedTimes = 1, this.program = x, this.vertexShader = R, this.fragmentShader = E, this;\n}\nlet og = 0;\nclass lg {\n constructor() {\n this.shaderCache = /* @__PURE__ */ new Map(), this.materialCache = /* @__PURE__ */ new Map();\n }\n update(e) {\n const t = e.vertexShader, n = e.fragmentShader, s = this._getShaderStage(t), r = this._getShaderStage(n), a = this._getShaderCacheForMaterial(e);\n return a.has(s) === !1 && (a.add(s), s.usedTimes++), a.has(r) === !1 && (a.add(r), r.usedTimes++), this;\n }\n remove(e) {\n const t = this.materialCache.get(e);\n for (const n of t)\n n.usedTimes--, n.usedTimes === 0 && this.shaderCache.delete(n.code);\n return this.materialCache.delete(e), this;\n }\n getVertexShaderID(e) {\n return this._getShaderStage(e.vertexShader).id;\n }\n getFragmentShaderID(e) {\n return this._getShaderStage(e.fragmentShader).id;\n }\n dispose() {\n this.shaderCache.clear(), this.materialCache.clear();\n }\n _getShaderCacheForMaterial(e) {\n const t = this.materialCache;\n let n = t.get(e);\n return n === void 0 && (n = /* @__PURE__ */ new Set(), t.set(e, n)), n;\n }\n _getShaderStage(e) {\n const t = this.shaderCache;\n let n = t.get(e);\n return n === void 0 && (n = new cg(e), t.set(e, n)), n;\n }\n}\nclass cg {\n constructor(e) {\n this.id = og++, this.code = e, this.usedTimes = 0;\n }\n}\nfunction hg(i, e, t, n, s, r, a) {\n const o = new Uo(), l = new lg(), c = /* @__PURE__ */ new Set(), h = [], u = s.logarithmicDepthBuffer, d = s.vertexTextures;\n let p = s.precision;\n const g = {\n MeshDepthMaterial: \"depth\",\n MeshDistanceMaterial: \"distanceRGBA\",\n MeshNormalMaterial: \"normal\",\n MeshBasicMaterial: \"basic\",\n MeshLambertMaterial: \"lambert\",\n MeshPhongMaterial: \"phong\",\n MeshToonMaterial: \"toon\",\n MeshStandardMaterial: \"physical\",\n MeshPhysicalMaterial: \"physical\",\n MeshMatcapMaterial: \"matcap\",\n LineBasicMaterial: \"basic\",\n LineDashedMaterial: \"dashed\",\n PointsMaterial: \"points\",\n ShadowMaterial: \"shadow\",\n SpriteMaterial: \"sprite\"\n };\n function x(S) {\n return c.add(S), S === 0 ? \"uv\" : `uv${S}`;\n }\n function m(S, M, C, U, B) {\n const z = U.fog, W = B.geometry, k = S.isMeshStandardMaterial ? U.environment : null, ee = (S.isMeshStandardMaterial ? t : e).get(S.envMap || k), X = ee && ee.mapping === Rr ? ee.image.height : null, $ = g[S.type];\n S.precision !== null && (p = s.getMaxPrecision(S.precision), p !== S.precision && Te(\"WebGLProgram.getParameters:\", S.precision, \"not supported, using\", p, \"instead.\"));\n const Q = W.morphAttributes.position || W.morphAttributes.normal || W.morphAttributes.color, ge = Q !== void 0 ? Q.length : 0;\n let we = 0;\n W.morphAttributes.position !== void 0 && (we = 1), W.morphAttributes.normal !== void 0 && (we = 2), W.morphAttributes.color !== void 0 && (we = 3);\n let Oe, Ke, $e, j;\n if ($) {\n const st = bn[$];\n Oe = st.vertexShader, Ke = st.fragmentShader;\n } else\n Oe = S.vertexShader, Ke = S.fragmentShader, l.update(S), $e = l.getVertexShaderID(S), j = l.getFragmentShaderID(S);\n const Y = i.getRenderTarget(), ue = i.state.buffers.depth.getReversed(), Ce = B.isInstancedMesh === !0, me = B.isBatchedMesh === !0, We = !!S.map, _t = !!S.matcap, Be = !!ee, it = !!S.aoMap, D = !!S.lightMap, ke = !!S.bumpMap, Ve = !!S.normalMap, Qe = !!S.displacementMap, pe = !!S.emissiveMap, lt = !!S.metalnessMap, ye = !!S.roughnessMap, Ie = S.anisotropy > 0, A = S.clearcoat > 0, _ = S.dispersion > 0, O = S.iridescence > 0, q = S.sheen > 0, Z = S.transmission > 0, H = Ie && !!S.anisotropyMap, xe = A && !!S.clearcoatMap, re = A && !!S.clearcoatNormalMap, be = A && !!S.clearcoatRoughnessMap, Me = O && !!S.iridescenceMap, J = O && !!S.iridescenceThicknessMap, ie = q && !!S.sheenColorMap, De = q && !!S.sheenRoughnessMap, Ae = !!S.specularMap, he = !!S.specularColorMap, Re = !!S.specularIntensityMap, L = Z && !!S.transmissionMap, ae = Z && !!S.thicknessMap, ne = !!S.gradientMap, oe = !!S.alphaMap, te = S.alphaTest > 0, K = !!S.alphaHash, _e = !!S.extensions;\n let Fe = Jn;\n S.toneMapped && (Y === null || Y.isXRRenderTarget === !0) && (Fe = i.toneMapping);\n const ut = {\n shaderID: $,\n shaderType: S.type,\n shaderName: S.name,\n vertexShader: Oe,\n fragmentShader: Ke,\n defines: S.defines,\n customVertexShaderID: $e,\n customFragmentShaderID: j,\n isRawShaderMaterial: S.isRawShaderMaterial === !0,\n glslVersion: S.glslVersion,\n precision: p,\n batching: me,\n batchingColor: me && B._colorsTexture !== null,\n instancing: Ce,\n instancingColor: Ce && B.instanceColor !== null,\n instancingMorph: Ce && B.morphTexture !== null,\n supportsVertexTextures: d,\n outputColorSpace: Y === null ? i.outputColorSpace : Y.isXRRenderTarget === !0 ? Y.texture.colorSpace : Ut,\n alphaToCoverage: !!S.alphaToCoverage,\n map: We,\n matcap: _t,\n envMap: Be,\n envMapMode: Be && ee.mapping,\n envMapCubeUVHeight: X,\n aoMap: it,\n lightMap: D,\n bumpMap: ke,\n normalMap: Ve,\n displacementMap: d && Qe,\n emissiveMap: pe,\n normalMapObjectSpace: Ve && S.normalMapType === iu,\n normalMapTangentSpace: Ve && S.normalMapType === Cr,\n metalnessMap: lt,\n roughnessMap: ye,\n anisotropy: Ie,\n anisotropyMap: H,\n clearcoat: A,\n clearcoatMap: xe,\n clearcoatNormalMap: re,\n clearcoatRoughnessMap: be,\n dispersion: _,\n iridescence: O,\n iridescenceMap: Me,\n iridescenceThicknessMap: J,\n sheen: q,\n sheenColorMap: ie,\n sheenRoughnessMap: De,\n specularMap: Ae,\n specularColorMap: he,\n specularIntensityMap: Re,\n transmission: Z,\n transmissionMap: L,\n thicknessMap: ae,\n gradientMap: ne,\n opaque: S.transparent === !1 && S.blending === Fi && S.alphaToCoverage === !1,\n alphaMap: oe,\n alphaTest: te,\n alphaHash: K,\n combine: S.combine,\n //\n mapUv: We && x(S.map.channel),\n aoMapUv: it && x(S.aoMap.channel),\n lightMapUv: D && x(S.lightMap.channel),\n bumpMapUv: ke && x(S.bumpMap.channel),\n normalMapUv: Ve && x(S.normalMap.channel),\n displacementMapUv: Qe && x(S.displacementMap.channel),\n emissiveMapUv: pe && x(S.emissiveMap.channel),\n metalnessMapUv: lt && x(S.metalnessMap.channel),\n roughnessMapUv: ye && x(S.roughnessMap.channel),\n anisotropyMapUv: H && x(S.anisotropyMap.channel),\n clearcoatMapUv: xe && x(S.clearcoatMap.channel),\n clearcoatNormalMapUv: re && x(S.clearcoatNormalMap.channel),\n clearcoatRoughnessMapUv: be && x(S.clearcoatRoughnessMap.channel),\n iridescenceMapUv: Me && x(S.iridescenceMap.channel),\n iridescenceThicknessMapUv: J && x(S.iridescenceThicknessMap.channel),\n sheenColorMapUv: ie && x(S.sheenColorMap.channel),\n sheenRoughnessMapUv: De && x(S.sheenRoughnessMap.channel),\n specularMapUv: Ae && x(S.specularMap.channel),\n specularColorMapUv: he && x(S.specularColorMap.channel),\n specularIntensityMapUv: Re && x(S.specularIntensityMap.channel),\n transmissionMapUv: L && x(S.transmissionMap.channel),\n thicknessMapUv: ae && x(S.thicknessMap.channel),\n alphaMapUv: oe && x(S.alphaMap.channel),\n //\n vertexTangents: !!W.attributes.tangent && (Ve || Ie),\n vertexColors: S.vertexColors,\n vertexAlphas: S.vertexColors === !0 && !!W.attributes.color && W.attributes.color.itemSize === 4,\n pointsUvs: B.isPoints === !0 && !!W.attributes.uv && (We || oe),\n fog: !!z,\n useFog: S.fog === !0,\n fogExp2: !!z && z.isFogExp2,\n flatShading: S.flatShading === !0 && S.wireframe === !1,\n sizeAttenuation: S.sizeAttenuation === !0,\n logarithmicDepthBuffer: u,\n reversedDepthBuffer: ue,\n skinning: B.isSkinnedMesh === !0,\n morphTargets: W.morphAttributes.position !== void 0,\n morphNormals: W.morphAttributes.normal !== void 0,\n morphColors: W.morphAttributes.color !== void 0,\n morphTargetsCount: ge,\n morphTextureStride: we,\n numDirLights: M.directional.length,\n numPointLights: M.point.length,\n numSpotLights: M.spot.length,\n numSpotLightMaps: M.spotLightMap.length,\n numRectAreaLights: M.rectArea.length,\n numHemiLights: M.hemi.length,\n numDirLightShadows: M.directionalShadowMap.length,\n numPointLightShadows: M.pointShadowMap.length,\n numSpotLightShadows: M.spotShadowMap.length,\n numSpotLightShadowsWithMaps: M.numSpotLightShadowsWithMaps,\n numLightProbes: M.numLightProbes,\n numClippingPlanes: a.numPlanes,\n numClipIntersection: a.numIntersection,\n dithering: S.dithering,\n shadowMapEnabled: i.shadowMap.enabled && C.length > 0,\n shadowMapType: i.shadowMap.type,\n toneMapping: Fe,\n decodeVideoTexture: We && S.map.isVideoTexture === !0 && Ye.getTransfer(S.map.colorSpace) === et,\n decodeVideoTextureEmissive: pe && S.emissiveMap.isVideoTexture === !0 && Ye.getTransfer(S.emissiveMap.colorSpace) === et,\n premultipliedAlpha: S.premultipliedAlpha,\n doubleSided: S.side === Wt,\n flipSided: S.side === zt,\n useDepthPacking: S.depthPacking >= 0,\n depthPacking: S.depthPacking || 0,\n index0AttributeName: S.index0AttributeName,\n extensionClipCullDistance: _e && S.extensions.clipCullDistance === !0 && n.has(\"WEBGL_clip_cull_distance\"),\n extensionMultiDraw: (_e && S.extensions.multiDraw === !0 || me) && n.has(\"WEBGL_multi_draw\"),\n rendererExtensionParallelShaderCompile: n.has(\"KHR_parallel_shader_compile\"),\n customProgramCacheKey: S.customProgramCacheKey()\n };\n return ut.vertexUv1s = c.has(1), ut.vertexUv2s = c.has(2), ut.vertexUv3s = c.has(3), c.clear(), ut;\n }\n function f(S) {\n const M = [];\n if (S.shaderID ? 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i.groupOrder - e.groupOrder : i.renderOrder !== e.renderOrder ? i.renderOrder - e.renderOrder : i.material.id !== e.material.id ? i.material.id - e.material.id : i.z !== e.z ? i.z - e.z : i.id - e.id;\n}\nfunction gc(i, e) {\n return i.groupOrder !== e.groupOrder ? i.groupOrder - e.groupOrder : i.renderOrder !== e.renderOrder ? i.renderOrder - e.renderOrder : i.z !== e.z ? e.z - i.z : i.id - e.id;\n}\nfunction xc() {\n const i = [];\n let e = 0;\n const t = [], n = [], s = [];\n function r() {\n e = 0, t.length = 0, n.length = 0, s.length = 0;\n }\n function a(u, d, p, g, x, m) {\n let f = i[e];\n return f === void 0 ? (f = {\n id: u.id,\n object: u,\n geometry: d,\n material: p,\n groupOrder: g,\n renderOrder: u.renderOrder,\n z: x,\n group: m\n }, i[e] = f) : (f.id = u.id, f.object = u, f.geometry = d, f.material = p, f.groupOrder = g, f.renderOrder = u.renderOrder, f.z = x, f.group = m), e++, f;\n }\n function o(u, d, p, g, x, m) {\n const f = a(u, d, p, g, x, m);\n p.transmission > 0 ? n.push(f) : p.transparent === !0 ? s.push(f) : t.push(f);\n }\n function l(u, d, p, g, x, m) {\n const f = a(u, d, p, g, x, m);\n p.transmission > 0 ? n.unshift(f) : p.transparent === !0 ? s.unshift(f) : t.unshift(f);\n }\n function c(u, d) {\n t.length > 1 && t.sort(u || dg), n.length > 1 && n.sort(d || gc), s.length > 1 && s.sort(d || gc);\n }\n function h() {\n for (let u = e, d = i.length; u < d; u++) {\n const p = i[u];\n if (p.id === null) break;\n p.id = null, p.object = null, p.geometry = null, p.material = null, p.group = null;\n }\n }\n return {\n opaque: t,\n transmissive: n,\n transparent: s,\n init: r,\n push: o,\n unshift: l,\n finish: h,\n sort: c\n };\n}\nfunction fg() {\n let i = /* @__PURE__ */ new WeakMap();\n function e(n, s) {\n const r = i.get(n);\n let a;\n return r === void 0 ? 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A.mipmaps.length : A.isCompressedTexture && Array.isArray(A.image) ? _.mipmaps.length : 1;\n }\n function E(A) {\n const _ = A.target;\n _.removeEventListener(\"dispose\", E), I(_), _.isVideoTexture && h.delete(_);\n }\n function P(A) {\n const _ = A.target;\n _.removeEventListener(\"dispose\", P), M(_);\n }\n function I(A) {\n const _ = n.get(A);\n if (_.__webglInit === void 0) return;\n const O = A.source, q = d.get(O);\n if (q) {\n const Z = q[_.__cacheKey];\n Z.usedTimes--, Z.usedTimes === 0 && S(A), Object.keys(q).length === 0 && d.delete(O);\n }\n n.remove(A);\n }\n function S(A) {\n const _ = n.get(A);\n i.deleteTexture(_.__webglTexture);\n const O = A.source, q = d.get(O);\n delete q[_.__cacheKey], a.memory.textures--;\n }\n function M(A) {\n const _ = n.get(A);\n if (A.depthTexture && (A.depthTexture.dispose(), n.remove(A.depthTexture)), A.isWebGLCubeRenderTarget)\n for (let q = 0; q < 6; q++) {\n if (Array.isArray(_.__webglFramebuffer[q]))\n for (let Z = 0; Z < _.__webglFramebuffer[q].length; Z++) i.deleteFramebuffer(_.__webglFramebuffer[q][Z]);\n else\n i.deleteFramebuffer(_.__webglFramebuffer[q]);\n _.__webglDepthbuffer && i.deleteRenderbuffer(_.__webglDepthbuffer[q]);\n }\n else {\n if (Array.isArray(_.__webglFramebuffer))\n for (let q = 0; q < _.__webglFramebuffer.length; q++) i.deleteFramebuffer(_.__webglFramebuffer[q]);\n else\n i.deleteFramebuffer(_.__webglFramebuffer);\n if (_.__webglDepthbuffer && i.deleteRenderbuffer(_.__webglDepthbuffer), _.__webglMultisampledFramebuffer && i.deleteFramebuffer(_.__webglMultisampledFramebuffer), _.__webglColorRenderbuffer)\n for (let q = 0; q < _.__webglColorRenderbuffer.length; q++)\n _.__webglColorRenderbuffer[q] && i.deleteRenderbuffer(_.__webglColorRenderbuffer[q]);\n _.__webglDepthRenderbuffer && i.deleteRenderbuffer(_.__webglDepthRenderbuffer);\n }\n const O = A.textures;\n for (let q = 0, Z = O.length; q < Z; q++) {\n const H = n.get(O[q]);\n H.__webglTexture && (i.deleteTexture(H.__webglTexture), a.memory.textures--), n.remove(O[q]);\n }\n n.remove(A);\n }\n let C = 0;\n function U() {\n C = 0;\n }\n function B() {\n const A = C;\n return A >= s.maxTextures && Te(\"WebGLTextures: Trying to use \" + A + \" texture units while this GPU supports only \" + s.maxTextures), C += 1, A;\n }\n function z(A) {\n const _ = [];\n return _.push(A.wrapS), _.push(A.wrapT), _.push(A.wrapR || 0), _.push(A.magFilter), _.push(A.minFilter), _.push(A.anisotropy), _.push(A.internalFormat), _.push(A.format), _.push(A.type), _.push(A.generateMipmaps), _.push(A.premultiplyAlpha), _.push(A.flipY), _.push(A.unpackAlignment), _.push(A.colorSpace), _.join();\n }\n function W(A, _) {\n const O = n.get(A);\n if (A.isVideoTexture && lt(A), A.isRenderTargetTexture === !1 && A.isExternalTexture !== !0 && A.version > 0 && O.__version !== A.version) {\n const q = A.image;\n if (q === null)\n Te(\"WebGLRenderer: Texture marked for update but no image data found.\");\n else if (q.complete === !1)\n Te(\"WebGLRenderer: Texture marked for update but image is incomplete\");\n else {\n j(O, A, _);\n return;\n }\n } else A.isExternalTexture && (O.__webglTexture = A.sourceTexture ? A.sourceTexture : null);\n t.bindTexture(i.TEXTURE_2D, O.__webglTexture, i.TEXTURE0 + _);\n }\n function k(A, _) {\n const O = n.get(A);\n if (A.isRenderTargetTexture === !1 && A.version > 0 && O.__version !== A.version) {\n j(O, A, _);\n return;\n } else A.isExternalTexture && (O.__webglTexture = A.sourceTexture ? A.sourceTexture : null);\n t.bindTexture(i.TEXTURE_2D_ARRAY, O.__webglTexture, i.TEXTURE0 + _);\n }\n function ee(A, _) {\n const O = n.get(A);\n if (A.isRenderTargetTexture === !1 && A.version > 0 && O.__version !== A.version) {\n j(O, A, _);\n return;\n }\n t.bindTexture(i.TEXTURE_3D, O.__webglTexture, i.TEXTURE0 + _);\n }\n function X(A, _) {\n const O = n.get(A);\n if (A.version > 0 && O.__version !== A.version) {\n Y(O, A, _);\n return;\n }\n t.bindTexture(i.TEXTURE_CUBE_MAP, O.__webglTexture, i.TEXTURE0 + _);\n }\n const $ = {\n [wn]: i.REPEAT,\n [en]: i.CLAMP_TO_EDGE,\n [Mr]: i.MIRRORED_REPEAT\n }, Q = {\n [Dt]: i.NEAREST,\n [Vc]: i.NEAREST_MIPMAP_NEAREST,\n [ms]: i.NEAREST_MIPMAP_LINEAR,\n [bt]: i.LINEAR,\n [ur]: i.LINEAR_MIPMAP_NEAREST,\n [yn]: i.LINEAR_MIPMAP_LINEAR\n }, ge = {\n [ru]: i.NEVER,\n [uu]: i.ALWAYS,\n [au]: i.LESS,\n [Zc]: i.LEQUAL,\n [ou]: i.EQUAL,\n [hu]: i.GEQUAL,\n [lu]: i.GREATER,\n [cu]: i.NOTEQUAL\n };\n function we(A, _) {\n if (_.type === Xt && e.has(\"OES_texture_float_linear\") === !1 && (_.magFilter === bt || _.magFilter === ur || _.magFilter === ms || _.magFilter === yn || _.minFilter === bt || _.minFilter === ur || _.minFilter === ms || _.minFilter === yn) && Te(\"WebGLRenderer: Unable to use linear filtering with floating point textures. OES_texture_float_linear not supported on this device.\"), i.texParameteri(A, i.TEXTURE_WRAP_S, $[_.wrapS]), i.texParameteri(A, i.TEXTURE_WRAP_T, $[_.wrapT]), (A === i.TEXTURE_3D || A === i.TEXTURE_2D_ARRAY) && i.texParameteri(A, i.TEXTURE_WRAP_R, $[_.wrapR]), i.texParameteri(A, i.TEXTURE_MAG_FILTER, Q[_.magFilter]), i.texParameteri(A, i.TEXTURE_MIN_FILTER, Q[_.minFilter]), _.compareFunction && (i.texParameteri(A, i.TEXTURE_COMPARE_MODE, i.COMPARE_REF_TO_TEXTURE), i.texParameteri(A, i.TEXTURE_COMPARE_FUNC, ge[_.compareFunction])), e.has(\"EXT_texture_filter_anisotropic\") === !0) {\n if (_.magFilter === Dt || _.minFilter !== ms && _.minFilter !== yn || _.type === Xt && e.has(\"OES_texture_float_linear\") === !1) return;\n if (_.anisotropy > 1 || n.get(_).__currentAnisotropy) {\n const O = e.get(\"EXT_texture_filter_anisotropic\");\n i.texParameterf(A, O.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(_.anisotropy, s.getMaxAnisotropy())), n.get(_).__currentAnisotropy = _.anisotropy;\n }\n }\n }\n function Oe(A, _) {\n let O = !1;\n A.__webglInit === void 0 && (A.__webglInit = !0, _.addEventListener(\"dispose\", E));\n const q = _.source;\n let Z = d.get(q);\n Z === void 0 && (Z = {}, d.set(q, Z));\n const H = z(_);\n if (H !== A.__cacheKey) {\n Z[H] === void 0 && (Z[H] = {\n texture: i.createTexture(),\n usedTimes: 0\n }, a.memory.textures++, O = !0), Z[H].usedTimes++;\n const xe = Z[A.__cacheKey];\n xe !== void 0 && (Z[A.__cacheKey].usedTimes--, xe.usedTimes === 0 && S(_)), A.__cacheKey = H, A.__webglTexture = Z[H].texture;\n }\n return O;\n }\n function Ke(A, _, O) {\n return Math.floor(Math.floor(A / O) / _);\n }\n function $e(A, _, O, q) {\n const H = A.updateRanges;\n if (H.length === 0)\n t.texSubImage2D(i.TEXTURE_2D, 0, 0, 0, _.width, _.height, O, q, _.data);\n else {\n H.sort((J, ie) => J.start - ie.start);\n let xe = 0;\n for (let J = 1; J < H.length; J++) {\n const ie = H[xe], De = H[J], Ae = ie.start + ie.count, he = Ke(De.start, _.width, 4), Re = Ke(ie.start, _.width, 4);\n De.start <= Ae + 1 && he === Re && Ke(De.start + De.count - 1, _.width, 4) === he ? ie.count = Math.max(\n ie.count,\n De.start + De.count - ie.start\n ) : (++xe, H[xe] = De);\n }\n H.length = xe + 1;\n const re = i.getParameter(i.UNPACK_ROW_LENGTH), be = i.getParameter(i.UNPACK_SKIP_PIXELS), Me = i.getParameter(i.UNPACK_SKIP_ROWS);\n i.pixelStorei(i.UNPACK_ROW_LENGTH, _.width);\n for (let J = 0, ie = H.length; J < ie; J++) {\n const De = H[J], Ae = Math.floor(De.start / 4), he = Math.ceil(De.count / 4), Re = Ae % _.width, L = Math.floor(Ae / _.width), ae = he, ne = 1;\n i.pixelStorei(i.UNPACK_SKIP_PIXELS, Re), i.pixelStorei(i.UNPACK_SKIP_ROWS, L), t.texSubImage2D(i.TEXTURE_2D, 0, Re, L, ae, ne, O, q, _.data);\n }\n A.clearUpdateRanges(), i.pixelStorei(i.UNPACK_ROW_LENGTH, re), i.pixelStorei(i.UNPACK_SKIP_PIXELS, be), i.pixelStorei(i.UNPACK_SKIP_ROWS, Me);\n }\n }\n function j(A, _, O) {\n let q = i.TEXTURE_2D;\n (_.isDataArrayTexture || _.isCompressedArrayTexture) && (q = i.TEXTURE_2D_ARRAY), _.isData3DTexture && (q = i.TEXTURE_3D);\n const Z = Oe(A, _), H = _.source;\n t.bindTexture(q, A.__webglTexture, i.TEXTURE0 + O);\n const xe = n.get(H);\n if (H.version !== xe.__version || Z === !0) {\n t.activeTexture(i.TEXTURE0 + O);\n const re = Ye.getPrimaries(Ye.workingColorSpace), be = _.colorSpace === Kn ? null : Ye.getPrimaries(_.colorSpace), Me = _.colorSpace === Kn || re === be ? i.NONE : i.BROWSER_DEFAULT_WEBGL;\n i.pixelStorei(i.UNPACK_FLIP_Y_WEBGL, _.flipY), i.pixelStorei(i.UNPACK_PREMULTIPLY_ALPHA_WEBGL, _.premultiplyAlpha), i.pixelStorei(i.UNPACK_ALIGNMENT, _.unpackAlignment), i.pixelStorei(i.UNPACK_COLORSPACE_CONVERSION_WEBGL, Me);\n let J = x(_.image, !1, s.maxTextureSize);\n J = ye(_, J);\n const ie = r.convert(_.format, _.colorSpace), De = r.convert(_.type);\n let Ae = v(_.internalFormat, ie, De, _.colorSpace, _.isVideoTexture);\n we(q, _);\n let he;\n const Re = _.mipmaps, L = _.isVideoTexture !== !0, ae = xe.__version === void 0 || Z === !0, ne = H.dataReady, oe = R(_, J);\n if (_.isDepthTexture)\n Ae = T(_.format === Xi, _.type), ae && (L ? t.texStorage2D(i.TEXTURE_2D, 1, Ae, J.width, J.height) : t.texImage2D(i.TEXTURE_2D, 0, Ae, J.width, J.height, 0, ie, De, null));\n else if (_.isDataTexture)\n if (Re.length > 0) {\n L && ae && t.texStorage2D(i.TEXTURE_2D, oe, Ae, Re[0].width, Re[0].height);\n for (let te = 0, K = Re.length; te < K; te++)\n he = Re[te], L ? ne && t.texSubImage2D(i.TEXTURE_2D, te, 0, 0, he.width, he.height, ie, De, he.data) : t.texImage2D(i.TEXTURE_2D, te, Ae, he.width, he.height, 0, ie, De, he.data);\n _.generateMipmaps = !1;\n } else\n L ? (ae && t.texStorage2D(i.TEXTURE_2D, oe, Ae, J.width, J.height), ne && $e(_, J, ie, De)) : t.texImage2D(i.TEXTURE_2D, 0, Ae, J.width, J.height, 0, ie, De, J.data);\n else if (_.isCompressedTexture)\n if (_.isCompressedArrayTexture) {\n L && ae && t.texStorage3D(i.TEXTURE_2D_ARRAY, oe, Ae, Re[0].width, Re[0].height, J.depth);\n for (let te = 0, K = Re.length; te < K; te++)\n if (he = Re[te], _.format !== Zt)\n if (ie !== null)\n if (L) {\n if (ne)\n if (_.layerUpdates.size > 0) {\n const _e = Kl(he.width, he.height, _.format, _.type);\n for (const Fe of _.layerUpdates) {\n const ut = he.data.subarray(\n Fe * _e / he.data.BYTES_PER_ELEMENT,\n (Fe + 1) * _e / he.data.BYTES_PER_ELEMENT\n );\n t.compressedTexSubImage3D(i.TEXTURE_2D_ARRAY, te, 0, 0, Fe, he.width, he.height, 1, ie, ut);\n }\n _.clearLayerUpdates();\n } else\n t.compressedTexSubImage3D(i.TEXTURE_2D_ARRAY, te, 0, 0, 0, he.width, he.height, J.depth, ie, he.data);\n } else\n t.compressedTexImage3D(i.TEXTURE_2D_ARRAY, te, Ae, he.width, he.height, J.depth, 0, he.data, 0, 0);\n else\n Te(\"WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()\");\n else\n L ? ne && t.texSubImage3D(i.TEXTURE_2D_ARRAY, te, 0, 0, 0, he.width, he.height, J.depth, ie, De, he.data) : t.texImage3D(i.TEXTURE_2D_ARRAY, te, Ae, he.width, he.height, J.depth, 0, ie, De, he.data);\n } else {\n L && ae && t.texStorage2D(i.TEXTURE_2D, oe, Ae, Re[0].width, Re[0].height);\n for (let te = 0, K = Re.length; te < K; te++)\n he = Re[te], _.format !== Zt ? ie !== null ? L ? ne && t.compressedTexSubImage2D(i.TEXTURE_2D, te, 0, 0, he.width, he.height, ie, he.data) : t.compressedTexImage2D(i.TEXTURE_2D, te, Ae, he.width, he.height, 0, he.data) : Te(\"WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()\") : L ? ne && t.texSubImage2D(i.TEXTURE_2D, te, 0, 0, he.width, he.height, ie, De, he.data) : t.texImage2D(i.TEXTURE_2D, te, Ae, he.width, he.height, 0, ie, De, he.data);\n }\n else if (_.isDataArrayTexture)\n if (L) {\n if (ae && t.texStorage3D(i.TEXTURE_2D_ARRAY, oe, Ae, J.width, J.height, J.depth), ne)\n if (_.layerUpdates.size > 0) {\n const te = Kl(J.width, J.height, _.format, _.type);\n for (const K of _.layerUpdates) {\n const _e = J.data.subarray(\n K * te / J.data.BYTES_PER_ELEMENT,\n (K + 1) * te / J.data.BYTES_PER_ELEMENT\n );\n t.texSubImage3D(i.TEXTURE_2D_ARRAY, 0, 0, 0, K, J.width, J.height, 1, ie, De, _e);\n }\n _.clearLayerUpdates();\n } else\n t.texSubImage3D(i.TEXTURE_2D_ARRAY, 0, 0, 0, 0, J.width, J.height, J.depth, ie, De, J.data);\n } else\n t.texImage3D(i.TEXTURE_2D_ARRAY, 0, Ae, J.width, J.height, J.depth, 0, ie, De, J.data);\n else if (_.isData3DTexture)\n L ? (ae && t.texStorage3D(i.TEXTURE_3D, oe, Ae, J.width, J.height, J.depth), ne && t.texSubImage3D(i.TEXTURE_3D, 0, 0, 0, 0, J.width, J.height, J.depth, ie, De, J.data)) : t.texImage3D(i.TEXTURE_3D, 0, Ae, J.width, J.height, J.depth, 0, ie, De, J.data);\n else if (_.isFramebufferTexture) {\n if (ae)\n if (L)\n t.texStorage2D(i.TEXTURE_2D, oe, Ae, J.width, J.height);\n else {\n let te = J.width, K = J.height;\n for (let _e = 0; _e < oe; _e++)\n t.texImage2D(i.TEXTURE_2D, _e, Ae, te, K, 0, ie, De, null), te >>= 1, K >>= 1;\n }\n } else if (Re.length > 0) {\n if (L && ae) {\n const te = Ie(Re[0]);\n t.texStorage2D(i.TEXTURE_2D, oe, Ae, te.width, te.height);\n }\n for (let te = 0, K = Re.length; te < K; te++)\n he = Re[te], L ? ne && t.texSubImage2D(i.TEXTURE_2D, te, 0, 0, ie, De, he) : t.texImage2D(i.TEXTURE_2D, te, Ae, ie, De, he);\n _.generateMipmaps = !1;\n } else if (L) {\n if (ae) {\n const te = Ie(J);\n t.texStorage2D(i.TEXTURE_2D, oe, Ae, te.width, te.height);\n }\n ne && t.texSubImage2D(i.TEXTURE_2D, 0, 0, 0, ie, De, J);\n } else\n t.texImage2D(i.TEXTURE_2D, 0, Ae, ie, De, J);\n m(_) && f(q), xe.__version = H.version, _.onUpdate && _.onUpdate(_);\n }\n A.__version = _.version;\n }\n function Y(A, _, O) {\n if (_.image.length !== 6) return;\n const q = Oe(A, _), Z = _.source;\n t.bindTexture(i.TEXTURE_CUBE_MAP, A.__webglTexture, i.TEXTURE0 + O);\n const H = n.get(Z);\n if (Z.version !== H.__version || q === !0) {\n t.activeTexture(i.TEXTURE0 + O);\n const xe = Ye.getPrimaries(Ye.workingColorSpace), re = _.colorSpace === Kn ? null : Ye.getPrimaries(_.colorSpace), be = _.colorSpace === Kn || xe === re ? i.NONE : i.BROWSER_DEFAULT_WEBGL;\n i.pixelStorei(i.UNPACK_FLIP_Y_WEBGL, _.flipY), i.pixelStorei(i.UNPACK_PREMULTIPLY_ALPHA_WEBGL, _.premultiplyAlpha), i.pixelStorei(i.UNPACK_ALIGNMENT, _.unpackAlignment), i.pixelStorei(i.UNPACK_COLORSPACE_CONVERSION_WEBGL, be);\n const Me = _.isCompressedTexture || _.image[0].isCompressedTexture, J = _.image[0] && _.image[0].isDataTexture, ie = [];\n for (let K = 0; K < 6; K++)\n !Me && !J ? ie[K] = x(_.image[K], !0, s.maxCubemapSize) : ie[K] = J ? _.image[K].image : _.image[K], ie[K] = ye(_, ie[K]);\n const De = ie[0], Ae = r.convert(_.format, _.colorSpace), he = r.convert(_.type), Re = v(_.internalFormat, Ae, he, _.colorSpace), L = _.isVideoTexture !== !0, ae = H.__version === void 0 || q === !0, ne = Z.dataReady;\n let oe = R(_, De);\n we(i.TEXTURE_CUBE_MAP, _);\n let te;\n if (Me) {\n L && ae && t.texStorage2D(i.TEXTURE_CUBE_MAP, oe, Re, De.width, De.height);\n for (let K = 0; K < 6; K++) {\n te = ie[K].mipmaps;\n for (let _e = 0; _e < te.length; _e++) {\n const Fe = te[_e];\n _.format !== Zt ? Ae !== null ? L ? ne && t.compressedTexSubImage2D(i.TEXTURE_CUBE_MAP_POSITIVE_X + K, _e, 0, 0, Fe.width, Fe.height, Ae, Fe.data) : t.compressedTexImage2D(i.TEXTURE_CUBE_MAP_POSITIVE_X + K, _e, Re, Fe.width, Fe.height, 0, Fe.data) : Te(\"WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()\") : L ? ne && t.texSubImage2D(i.TEXTURE_CUBE_MAP_POSITIVE_X + K, _e, 0, 0, Fe.width, Fe.height, Ae, he, Fe.data) : t.texImage2D(i.TEXTURE_CUBE_MAP_POSITIVE_X + K, _e, Re, Fe.width, Fe.height, 0, Ae, he, Fe.data);\n }\n }\n } else {\n if (te = _.mipmaps, L && ae) {\n te.length > 0 && oe++;\n const K = Ie(ie[0]);\n t.texStorage2D(i.TEXTURE_CUBE_MAP, oe, Re, K.width, K.height);\n }\n for (let K = 0; K < 6; K++)\n if (J) {\n L ? ne && t.texSubImage2D(i.TEXTURE_CUBE_MAP_POSITIVE_X + K, 0, 0, 0, ie[K].width, ie[K].height, Ae, he, ie[K].data) : t.texImage2D(i.TEXTURE_CUBE_MAP_POSITIVE_X + K, 0, Re, ie[K].width, ie[K].height, 0, Ae, he, ie[K].data);\n for (let _e = 0; _e < te.length; _e++) {\n const ut = te[_e].image[K].image;\n L ? ne && t.texSubImage2D(i.TEXTURE_CUBE_MAP_POSITIVE_X + K, _e + 1, 0, 0, ut.width, ut.height, Ae, he, ut.data) : t.texImage2D(i.TEXTURE_CUBE_MAP_POSITIVE_X + K, _e + 1, Re, ut.width, ut.height, 0, Ae, he, ut.data);\n }\n } else {\n L ? ne && t.texSubImage2D(i.TEXTURE_CUBE_MAP_POSITIVE_X + K, 0, 0, 0, Ae, he, ie[K]) : t.texImage2D(i.TEXTURE_CUBE_MAP_POSITIVE_X + K, 0, Re, Ae, he, ie[K]);\n for (let _e = 0; _e < te.length; _e++) {\n const Fe = te[_e];\n L ? ne && t.texSubImage2D(i.TEXTURE_CUBE_MAP_POSITIVE_X + K, _e + 1, 0, 0, Ae, he, Fe.image[K]) : t.texImage2D(i.TEXTURE_CUBE_MAP_POSITIVE_X + K, _e + 1, Re, Ae, he, Fe.image[K]);\n }\n }\n }\n m(_) && f(i.TEXTURE_CUBE_MAP), H.__version = Z.version, _.onUpdate && _.onUpdate(_);\n }\n A.__version = _.version;\n }\n function ue(A, _, O, q, Z, H) {\n const xe = r.convert(O.format, O.colorSpace), re = r.convert(O.type), be = v(O.internalFormat, xe, re, O.colorSpace), Me = n.get(_), J = n.get(O);\n if (J.__renderTarget = _, !Me.__hasExternalTextures) {\n const ie = Math.max(1, _.width >> H), De = Math.max(1, _.height >> H);\n Z === i.TEXTURE_3D || Z === i.TEXTURE_2D_ARRAY ? t.texImage3D(Z, H, be, ie, De, _.depth, 0, xe, re, null) : t.texImage2D(Z, H, be, ie, De, 0, xe, re, null);\n }\n t.bindFramebuffer(i.FRAMEBUFFER, A), pe(_) ? o.framebufferTexture2DMultisampleEXT(i.FRAMEBUFFER, q, Z, J.__webglTexture, 0, Qe(_)) : (Z === i.TEXTURE_2D || Z >= i.TEXTURE_CUBE_MAP_POSITIVE_X && Z <= i.TEXTURE_CUBE_MAP_NEGATIVE_Z) && i.framebufferTexture2D(i.FRAMEBUFFER, q, Z, J.__webglTexture, H), t.bindFramebuffer(i.FRAMEBUFFER, null);\n }\n function Ce(A, _, O) {\n if (i.bindRenderbuffer(i.RENDERBUFFER, A), _.depthBuffer) {\n const q = _.depthTexture, Z = q && q.isDepthTexture ? q.type : null, H = T(_.stencilBuffer, Z), xe = _.stencilBuffer ? i.DEPTH_STENCIL_ATTACHMENT : i.DEPTH_ATTACHMENT, re = Qe(_);\n pe(_) ? o.renderbufferStorageMultisampleEXT(i.RENDERBUFFER, re, H, _.width, _.height) : O ? i.renderbufferStorageMultisample(i.RENDERBUFFER, re, H, _.width, _.height) : i.renderbufferStorage(i.RENDERBUFFER, H, _.width, _.height), i.framebufferRenderbuffer(i.FRAMEBUFFER, xe, i.RENDERBUFFER, A);\n } else {\n const q = _.textures;\n for (let Z = 0; Z < q.length; Z++) {\n const H = q[Z], xe = r.convert(H.format, H.colorSpace), re = r.convert(H.type), be = v(H.internalFormat, xe, re, H.colorSpace), Me = Qe(_);\n O && pe(_) === !1 ? i.renderbufferStorageMultisample(i.RENDERBUFFER, Me, be, _.width, _.height) : pe(_) ? o.renderbufferStorageMultisampleEXT(i.RENDERBUFFER, Me, be, _.width, _.height) : i.renderbufferStorage(i.RENDERBUFFER, be, _.width, _.height);\n }\n }\n i.bindRenderbuffer(i.RENDERBUFFER, null);\n }\n function me(A, _) {\n if (_ && _.isWebGLCubeRenderTarget) throw new Error(\"Depth Texture with cube render targets is not supported\");\n if (t.bindFramebuffer(i.FRAMEBUFFER, A), !(_.depthTexture && _.depthTexture.isDepthTexture))\n throw new Error(\"renderTarget.depthTexture must be an instance of THREE.DepthTexture\");\n const q = n.get(_.depthTexture);\n q.__renderTarget = _, (!q.__webglTexture || _.depthTexture.image.width !== _.width || _.depthTexture.image.height !== _.height) && (_.depthTexture.image.width = _.width, _.depthTexture.image.height = _.height, _.depthTexture.needsUpdate = !0), W(_.depthTexture, 0);\n const Z = q.__webglTexture, H = Qe(_);\n if (_.depthTexture.format === bs)\n pe(_) ? o.framebufferTexture2DMultisampleEXT(i.FRAMEBUFFER, i.DEPTH_ATTACHMENT, i.TEXTURE_2D, Z, 0, H) : i.framebufferTexture2D(i.FRAMEBUFFER, i.DEPTH_ATTACHMENT, i.TEXTURE_2D, Z, 0);\n else if (_.depthTexture.format === Xi)\n pe(_) ? o.framebufferTexture2DMultisampleEXT(i.FRAMEBUFFER, i.DEPTH_STENCIL_ATTACHMENT, i.TEXTURE_2D, Z, 0, H) : i.framebufferTexture2D(i.FRAMEBUFFER, i.DEPTH_STENCIL_ATTACHMENT, i.TEXTURE_2D, Z, 0);\n else\n throw new Error(\"Unknown depthTexture format\");\n }\n function We(A) {\n const _ = n.get(A), O = A.isWebGLCubeRenderTarget === !0;\n if (_.__boundDepthTexture !== A.depthTexture) {\n const q = A.depthTexture;\n if (_.__depthDisposeCallback && _.__depthDisposeCallback(), q) {\n const Z = () => {\n delete _.__boundDepthTexture, delete _.__depthDisposeCallback, q.removeEventListener(\"dispose\", Z);\n };\n q.addEventListener(\"dispose\", Z), _.__depthDisposeCallback = Z;\n }\n _.__boundDepthTexture = q;\n }\n if (A.depthTexture && !_.__autoAllocateDepthBuffer) {\n if (O) throw new Error(\"target.depthTexture not supported in Cube render targets\");\n const q = A.texture.mipmaps;\n q && q.length > 0 ? me(_.__webglFramebuffer[0], A) : me(_.__webglFramebuffer, A);\n } else if (O) {\n _.__webglDepthbuffer = [];\n for (let q = 0; q < 6; q++)\n if (t.bindFramebuffer(i.FRAMEBUFFER, _.__webglFramebuffer[q]), _.__webglDepthbuffer[q] === void 0)\n _.__webglDepthbuffer[q] = i.createRenderbuffer(), Ce(_.__webglDepthbuffer[q], A, !1);\n else {\n const Z = A.stencilBuffer ? i.DEPTH_STENCIL_ATTACHMENT : i.DEPTH_ATTACHMENT, H = _.__webglDepthbuffer[q];\n i.bindRenderbuffer(i.RENDERBUFFER, H), i.framebufferRenderbuffer(i.FRAMEBUFFER, Z, i.RENDERBUFFER, H);\n }\n } else {\n const q = A.texture.mipmaps;\n if (q && q.length > 0 ? t.bindFramebuffer(i.FRAMEBUFFER, _.__webglFramebuffer[0]) : t.bindFramebuffer(i.FRAMEBUFFER, _.__webglFramebuffer), _.__webglDepthbuffer === void 0)\n _.__webglDepthbuffer = i.createRenderbuffer(), Ce(_.__webglDepthbuffer, A, !1);\n else {\n const Z = A.stencilBuffer ? i.DEPTH_STENCIL_ATTACHMENT : i.DEPTH_ATTACHMENT, H = _.__webglDepthbuffer;\n i.bindRenderbuffer(i.RENDERBUFFER, H), i.framebufferRenderbuffer(i.FRAMEBUFFER, Z, i.RENDERBUFFER, H);\n }\n }\n t.bindFramebuffer(i.FRAMEBUFFER, null);\n }\n function _t(A, _, O) {\n const q = n.get(A);\n _ !== void 0 && ue(q.__webglFramebuffer, A, A.texture, i.COLOR_ATTACHMENT0, i.TEXTURE_2D, 0), O !== void 0 && We(A);\n }\n function Be(A) {\n const _ = A.texture, O = n.get(A), q = n.get(_);\n A.addEventListener(\"dispose\", P);\n const Z = A.textures, H = A.isWebGLCubeRenderTarget === !0, xe = Z.length > 1;\n if (xe || (q.__webglTexture === void 0 && (q.__webglTexture = i.createTexture()), q.__version = _.version, a.memory.textures++), H) {\n O.__webglFramebuffer = [];\n for (let re = 0; re < 6; re++)\n if (_.mipmaps && _.mipmaps.length > 0) {\n O.__webglFramebuffer[re] = [];\n for (let be = 0; be < _.mipmaps.length; be++)\n O.__webglFramebuffer[re][be] = i.createFramebuffer();\n } else\n O.__webglFramebuffer[re] = i.createFramebuffer();\n } else {\n if (_.mipmaps && _.mipmaps.length > 0) {\n O.__webglFramebuffer = [];\n for (let re = 0; re < _.mipmaps.length; re++)\n O.__webglFramebuffer[re] = i.createFramebuffer();\n } else\n O.__webglFramebuffer = i.createFramebuffer();\n if (xe)\n for (let re = 0, be = Z.length; re < be; re++) {\n const Me = n.get(Z[re]);\n Me.__webglTexture === void 0 && (Me.__webglTexture = i.createTexture(), a.memory.textures++);\n }\n if (A.samples > 0 && pe(A) === !1) {\n O.__webglMultisampledFramebuffer = i.createFramebuffer(), O.__webglColorRenderbuffer = [], t.bindFramebuffer(i.FRAMEBUFFER, O.__webglMultisampledFramebuffer);\n for (let re = 0; re < Z.length; re++) {\n const be = Z[re];\n O.__webglColorRenderbuffer[re] = i.createRenderbuffer(), i.bindRenderbuffer(i.RENDERBUFFER, O.__webglColorRenderbuffer[re]);\n const Me = r.convert(be.format, be.colorSpace), J = r.convert(be.type), ie = v(be.internalFormat, Me, J, be.colorSpace, A.isXRRenderTarget === !0), De = Qe(A);\n i.renderbufferStorageMultisample(i.RENDERBUFFER, De, ie, A.width, A.height), i.framebufferRenderbuffer(i.FRAMEBUFFER, i.COLOR_ATTACHMENT0 + re, i.RENDERBUFFER, O.__webglColorRenderbuffer[re]);\n }\n i.bindRenderbuffer(i.RENDERBUFFER, null), A.depthBuffer && (O.__webglDepthRenderbuffer = i.createRenderbuffer(), Ce(O.__webglDepthRenderbuffer, A, !0)), t.bindFramebuffer(i.FRAMEBUFFER, null);\n }\n }\n if (H) {\n t.bindTexture(i.TEXTURE_CUBE_MAP, q.__webglTexture), we(i.TEXTURE_CUBE_MAP, _);\n for (let re = 0; re < 6; re++)\n if (_.mipmaps && _.mipmaps.length > 0)\n for (let be = 0; be < _.mipmaps.length; be++)\n ue(O.__webglFramebuffer[re][be], A, _, i.COLOR_ATTACHMENT0, i.TEXTURE_CUBE_MAP_POSITIVE_X + re, be);\n else\n ue(O.__webglFramebuffer[re], A, _, i.COLOR_ATTACHMENT0, i.TEXTURE_CUBE_MAP_POSITIVE_X + re, 0);\n m(_) && f(i.TEXTURE_CUBE_MAP), t.unbindTexture();\n } else if (xe) {\n for (let re = 0, be = Z.length; re < be; re++) {\n const Me = Z[re], J = n.get(Me);\n let ie = i.TEXTURE_2D;\n (A.isWebGL3DRenderTarget || A.isWebGLArrayRenderTarget) && (ie = A.isWebGL3DRenderTarget ? i.TEXTURE_3D : i.TEXTURE_2D_ARRAY), t.bindTexture(ie, J.__webglTexture), we(ie, Me), ue(O.__webglFramebuffer, A, Me, i.COLOR_ATTACHMENT0 + re, ie, 0), m(Me) && f(ie);\n }\n t.unbindTexture();\n } else {\n let re = i.TEXTURE_2D;\n if ((A.isWebGL3DRenderTarget || A.isWebGLArrayRenderTarget) && (re = A.isWebGL3DRenderTarget ? i.TEXTURE_3D : i.TEXTURE_2D_ARRAY), t.bindTexture(re, q.__webglTexture), we(re, _), _.mipmaps && _.mipmaps.length > 0)\n for (let be = 0; be < _.mipmaps.length; be++)\n ue(O.__webglFramebuffer[be], A, _, i.COLOR_ATTACHMENT0, re, be);\n else\n ue(O.__webglFramebuffer, A, _, i.COLOR_ATTACHMENT0, re, 0);\n m(_) && f(re), t.unbindTexture();\n }\n A.depthBuffer && We(A);\n }\n function it(A) {\n const _ = A.textures;\n for (let O = 0, q = _.length; O < q; O++) {\n const Z = _[O];\n if (m(Z)) {\n const H = y(A), xe = n.get(Z).__webglTexture;\n t.bindTexture(H, xe), f(H), t.unbindTexture();\n }\n }\n }\n const D = [], ke = [];\n function Ve(A) {\n if (A.samples > 0) {\n if (pe(A) === !1) {\n const _ = A.textures, O = A.width, q = A.height;\n let Z = i.COLOR_BUFFER_BIT;\n const H = A.stencilBuffer ? i.DEPTH_STENCIL_ATTACHMENT : i.DEPTH_ATTACHMENT, xe = n.get(A), re = _.length > 1;\n if (re)\n for (let Me = 0; Me < _.length; Me++)\n t.bindFramebuffer(i.FRAMEBUFFER, xe.__webglMultisampledFramebuffer), i.framebufferRenderbuffer(i.FRAMEBUFFER, i.COLOR_ATTACHMENT0 + Me, i.RENDERBUFFER, null), t.bindFramebuffer(i.FRAMEBUFFER, xe.__webglFramebuffer), i.framebufferTexture2D(i.DRAW_FRAMEBUFFER, i.COLOR_ATTACHMENT0 + Me, i.TEXTURE_2D, null, 0);\n t.bindFramebuffer(i.READ_FRAMEBUFFER, xe.__webglMultisampledFramebuffer);\n const be = A.texture.mipmaps;\n be && be.length > 0 ? t.bindFramebuffer(i.DRAW_FRAMEBUFFER, xe.__webglFramebuffer[0]) : t.bindFramebuffer(i.DRAW_FRAMEBUFFER, xe.__webglFramebuffer);\n for (let Me = 0; Me < _.length; Me++) {\n if (A.resolveDepthBuffer && (A.depthBuffer && (Z |= i.DEPTH_BUFFER_BIT), A.stencilBuffer && A.resolveStencilBuffer && (Z |= i.STENCIL_BUFFER_BIT)), re) {\n i.framebufferRenderbuffer(i.READ_FRAMEBUFFER, i.COLOR_ATTACHMENT0, i.RENDERBUFFER, xe.__webglColorRenderbuffer[Me]);\n const J = n.get(_[Me]).__webglTexture;\n i.framebufferTexture2D(i.DRAW_FRAMEBUFFER, i.COLOR_ATTACHMENT0, i.TEXTURE_2D, J, 0);\n }\n i.blitFramebuffer(0, 0, O, q, 0, 0, O, q, Z, i.NEAREST), l === !0 && (D.length = 0, ke.length = 0, D.push(i.COLOR_ATTACHMENT0 + Me), A.depthBuffer && A.resolveDepthBuffer === !1 && (D.push(H), ke.push(H), i.invalidateFramebuffer(i.DRAW_FRAMEBUFFER, ke)), i.invalidateFramebuffer(i.READ_FRAMEBUFFER, D));\n }\n if (t.bindFramebuffer(i.READ_FRAMEBUFFER, null), t.bindFramebuffer(i.DRAW_FRAMEBUFFER, null), re)\n for (let Me = 0; Me < _.length; Me++) {\n t.bindFramebuffer(i.FRAMEBUFFER, xe.__webglMultisampledFramebuffer), i.framebufferRenderbuffer(i.FRAMEBUFFER, i.COLOR_ATTACHMENT0 + Me, i.RENDERBUFFER, xe.__webglColorRenderbuffer[Me]);\n const J = n.get(_[Me]).__webglTexture;\n t.bindFramebuffer(i.FRAMEBUFFER, xe.__webglFramebuffer), i.framebufferTexture2D(i.DRAW_FRAMEBUFFER, i.COLOR_ATTACHMENT0 + Me, i.TEXTURE_2D, J, 0);\n }\n t.bindFramebuffer(i.DRAW_FRAMEBUFFER, xe.__webglMultisampledFramebuffer);\n } else if (A.depthBuffer && A.resolveDepthBuffer === !1 && l) {\n const _ = A.stencilBuffer ? i.DEPTH_STENCIL_ATTACHMENT : i.DEPTH_ATTACHMENT;\n i.invalidateFramebuffer(i.DRAW_FRAMEBUFFER, [_]);\n }\n }\n }\n function Qe(A) {\n return Math.min(s.maxSamples, A.samples);\n }\n function pe(A) {\n const _ = n.get(A);\n return A.samples > 0 && e.has(\"WEBGL_multisampled_render_to_texture\") === !0 && _.__useRenderToTexture !== !1;\n }\n function lt(A) {\n const _ = a.render.frame;\n h.get(A) !== _ && (h.set(A, _), A.update());\n }\n function ye(A, _) {\n const O = A.colorSpace, q = A.format, Z = A.type;\n return A.isCompressedTexture === !0 || A.isVideoTexture === !0 || O !== Ut && O !== Kn && (Ye.getTransfer(O) === et ? (q !== Zt || Z !== mn) && Te(\"WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.\") : Xe(\"WebGLTextures: Unsupported texture color space:\", O)), _;\n }\n function Ie(A) {\n return typeof HTMLImageElement < \"u\" && A instanceof HTMLImageElement ? (c.width = A.naturalWidth || A.width, c.height = A.naturalHeight || A.height) : typeof VideoFrame < \"u\" && A instanceof VideoFrame ? (c.width = A.displayWidth, c.height = A.displayHeight) : (c.width = A.width, c.height = A.height), c;\n }\n this.allocateTextureUnit = B, this.resetTextureUnits = U, this.setTexture2D = W, this.setTexture2DArray = k, this.setTexture3D = ee, this.setTextureCube = X, this.rebindTextures = _t, this.setupRenderTarget = Be, this.updateRenderTargetMipmap = it, this.updateMultisampleRenderTarget = Ve, this.setupDepthRenderbuffer = We, this.setupFrameBufferTexture = ue, this.useMultisampledRTT = pe;\n}\nfunction wg(i, e) {\n function t(n, s = Kn) {\n let r;\n const a = Ye.getTransfer(s);\n if (n === mn) return i.UNSIGNED_BYTE;\n if (n === To) return i.UNSIGNED_SHORT_4_4_4_4;\n if (n === Eo) return i.UNSIGNED_SHORT_5_5_5_1;\n if (n === Wc) return i.UNSIGNED_INT_5_9_9_9_REV;\n if (n === Xc) return i.UNSIGNED_INT_10F_11F_11F_REV;\n if (n === Gc) return i.BYTE;\n if (n === Hc) return i.SHORT;\n if (n === Ss) return i.UNSIGNED_SHORT;\n if (n === yo) return i.INT;\n if (n === di) return i.UNSIGNED_INT;\n if (n === Xt) return i.FLOAT;\n if (n === xt) return i.HALF_FLOAT;\n if (n === jc) return i.ALPHA;\n if (n === qc) return i.RGB;\n if (n === Zt) return i.RGBA;\n if (n === bs) return i.DEPTH_COMPONENT;\n if (n === Xi) return i.DEPTH_STENCIL;\n if (n === wo) return i.RED;\n if (n === Ao) return i.RED_INTEGER;\n if (n === Ro) return i.RG;\n if (n === Co) return i.RG_INTEGER;\n if (n === Po) return i.RGBA_INTEGER;\n if (n === dr || n === fr || n === pr || n === mr)\n if (a === et)\n if (r = e.get(\"WEBGL_compressed_texture_s3tc_srgb\"), r !== null) {\n if (n === dr) return r.COMPRESSED_SRGB_S3TC_DXT1_EXT;\n if (n === fr) return r.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;\n if (n === pr) return r.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;\n if (n === mr) return r.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;\n } else\n return null;\n else if (r = e.get(\"WEBGL_compressed_texture_s3tc\"), r !== null) {\n if (n === dr) return r.COMPRESSED_RGB_S3TC_DXT1_EXT;\n if (n === fr) return r.COMPRESSED_RGBA_S3TC_DXT1_EXT;\n if (n === pr) return r.COMPRESSED_RGBA_S3TC_DXT3_EXT;\n if (n === mr) return r.COMPRESSED_RGBA_S3TC_DXT5_EXT;\n } else\n return null;\n if (n === Ua || n === Na || n === Fa || n === Oa)\n if (r = e.get(\"WEBGL_compressed_texture_pvrtc\"), r !== null) {\n if (n === Ua) return r.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;\n if (n === Na) return r.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;\n if (n === Fa) return r.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;\n if (n === Oa) return r.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;\n } else\n return null;\n if (n === Ba || n === za || n === ka)\n if (r = e.get(\"WEBGL_compressed_texture_etc\"), r !== null) {\n if (n === Ba || n === za) return a === et ? r.COMPRESSED_SRGB8_ETC2 : r.COMPRESSED_RGB8_ETC2;\n if (n === ka) return a === et ? r.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : r.COMPRESSED_RGBA8_ETC2_EAC;\n } else\n return null;\n if (n === Va || n === Ga || n === Ha || n === Wa || n === Xa || n === ja || n === qa || n === Ya || n === Ka || n === Za || n === $a || n === Ja || n === Qa || n === eo)\n if (r = e.get(\"WEBGL_compressed_texture_astc\"), r !== null) {\n if (n === Va) return a === et ? r.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : r.COMPRESSED_RGBA_ASTC_4x4_KHR;\n if (n === Ga) return a === et ? r.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : r.COMPRESSED_RGBA_ASTC_5x4_KHR;\n if (n === Ha) return a === et ? r.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : r.COMPRESSED_RGBA_ASTC_5x5_KHR;\n if (n === Wa) return a === et ? r.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : r.COMPRESSED_RGBA_ASTC_6x5_KHR;\n if (n === Xa) return a === et ? r.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : r.COMPRESSED_RGBA_ASTC_6x6_KHR;\n if (n === ja) return a === et ? r.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : r.COMPRESSED_RGBA_ASTC_8x5_KHR;\n if (n === qa) return a === et ? r.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : r.COMPRESSED_RGBA_ASTC_8x6_KHR;\n if (n === Ya) return a === et ? r.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : r.COMPRESSED_RGBA_ASTC_8x8_KHR;\n if (n === Ka) return a === et ? r.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : r.COMPRESSED_RGBA_ASTC_10x5_KHR;\n if (n === Za) return a === et ? r.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : r.COMPRESSED_RGBA_ASTC_10x6_KHR;\n if (n === $a) return a === et ? r.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : r.COMPRESSED_RGBA_ASTC_10x8_KHR;\n if (n === Ja) return a === et ? r.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : r.COMPRESSED_RGBA_ASTC_10x10_KHR;\n if (n === Qa) return a === et ? r.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : r.COMPRESSED_RGBA_ASTC_12x10_KHR;\n if (n === eo) return a === et ? r.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : r.COMPRESSED_RGBA_ASTC_12x12_KHR;\n } else\n return null;\n if (n === to || n === no || n === io)\n if (r = e.get(\"EXT_texture_compression_bptc\"), r !== null) {\n if (n === to) return a === et ? r.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : r.COMPRESSED_RGBA_BPTC_UNORM_EXT;\n if (n === no) return r.COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT;\n if (n === io) return r.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT;\n } else\n return null;\n if (n === so || n === ro || n === ao || n === oo)\n if (r = e.get(\"EXT_texture_compression_rgtc\"), r !== null) {\n if (n === so) return r.COMPRESSED_RED_RGTC1_EXT;\n if (n === ro) return r.COMPRESSED_SIGNED_RED_RGTC1_EXT;\n if (n === ao) return r.COMPRESSED_RED_GREEN_RGTC2_EXT;\n if (n === oo) return r.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT;\n } else\n return null;\n return n === Wi ? i.UNSIGNED_INT_24_8 : i[n] !== void 0 ? i[n] : null;\n }\n return { convert: t };\n}\nconst Ag = `\nvoid main() {\n\n\tgl_Position = vec4( position, 1.0 );\n\n}`, Rg = `\nuniform sampler2DArray depthColor;\nuniform float depthWidth;\nuniform float depthHeight;\n\nvoid main() {\n\n\tvec2 coord = vec2( gl_FragCoord.x / depthWidth, gl_FragCoord.y / depthHeight );\n\n\tif ( coord.x >= 1.0 ) {\n\n\t\tgl_FragDepth = texture( depthColor, vec3( coord.x - 1.0, coord.y, 1 ) ).r;\n\n\t} else {\n\n\t\tgl_FragDepth = texture( depthColor, vec3( coord.x, coord.y, 0 ) ).r;\n\n\t}\n\n}`;\nclass Cg {\n /**\n * Constructs a new depth sensing module.\n */\n constructor() {\n this.texture = null, this.mesh = null, this.depthNear = 0, this.depthFar = 0;\n }\n /**\n * Inits the depth sensing module\n *\n * @param {XRWebGLDepthInformation} depthData - The XR depth data.\n * @param {XRRenderState} renderState - The XR render state.\n */\n init(e, t) {\n if (this.texture === null) {\n const n = new oh(e.texture);\n (e.depthNear !== t.depthNear || e.depthFar !== t.depthFar) && (this.depthNear = e.depthNear, this.depthFar = e.depthFar), this.texture = n;\n }\n }\n /**\n * Returns a plane mesh that visualizes the depth texture.\n *\n * @param {ArrayCamera} cameraXR - The XR camera.\n * @return {?Mesh} The plane mesh.\n */\n getMesh(e) {\n if (this.texture !== null && this.mesh === null) {\n const t = e.cameras[0].viewport, n = new ht({\n vertexShader: Ag,\n fragmentShader: Rg,\n uniforms: {\n depthColor: { value: this.texture },\n depthWidth: { value: t.z },\n depthHeight: { value: t.w }\n }\n });\n this.mesh = new ot(new As(20, 20), n);\n }\n return this.mesh;\n }\n /**\n * Resets the module\n */\n reset() {\n this.texture = null, this.mesh = null;\n }\n /**\n * Returns a texture representing the depth of the user's environment.\n *\n * @return {?ExternalTexture} The depth texture.\n */\n getDepthTexture() {\n return this.texture;\n }\n}\nclass Pg extends mi {\n /**\n * Constructs a new WebGL renderer.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGL2RenderingContext} gl - The rendering context.\n */\n constructor(e, t) {\n super();\n const n = this;\n let s = null, r = 1, a = null, o = \"local-floor\", l = 1, c = null, h = null, u = null, d = null, p = null, g = null;\n const x = typeof XRWebGLBinding < \"u\", m = new Cg(), f = {}, y = t.getContextAttributes();\n let v = null, T = null;\n const R = [], E = [], P = new le();\n let I = null;\n const S = new Tt();\n S.viewport = new Je();\n const M = new Tt();\n M.viewport = new Je();\n const C = [S, M], U = new Od();\n let B = null, z = null;\n this.cameraAutoUpdate = !0, this.enabled = !1, this.isPresenting = !1, this.getController = function(j) {\n let Y = R[j];\n return Y === void 0 && (Y = new ia(), R[j] = Y), Y.getTargetRaySpace();\n }, this.getControllerGrip = function(j) {\n let Y = R[j];\n return Y === void 0 && (Y = new ia(), R[j] = Y), Y.getGripSpace();\n }, this.getHand = function(j) {\n let Y = R[j];\n return Y === void 0 && (Y = new ia(), R[j] = Y), Y.getHandSpace();\n };\n function W(j) {\n const Y = E.indexOf(j.inputSource);\n if (Y === -1)\n return;\n const ue = R[Y];\n ue !== void 0 && (ue.update(j.inputSource, j.frame, c || a), ue.dispatchEvent({ type: j.type, data: j.inputSource }));\n }\n function k() {\n s.removeEventListener(\"select\", W), s.removeEventListener(\"selectstart\", W), s.removeEventListener(\"selectend\", W), s.removeEventListener(\"squeeze\", W), s.removeEventListener(\"squeezestart\", W), s.removeEventListener(\"squeezeend\", W), s.removeEventListener(\"end\", k), s.removeEventListener(\"inputsourceschange\", ee);\n for (let j = 0; j < R.length; j++) {\n const Y = E[j];\n Y !== null && (E[j] = null, R[j].disconnect(Y));\n }\n B = null, z = null, m.reset();\n for (const j in f)\n delete f[j];\n e.setRenderTarget(v), p = null, d = null, u = null, s = null, T = null, $e.stop(), n.isPresenting = !1, e.setPixelRatio(I), e.setSize(P.width, P.height, !1), n.dispatchEvent({ type: \"sessionend\" });\n }\n this.setFramebufferScaleFactor = function(j) {\n r = j, n.isPresenting === !0 && Te(\"WebXRManager: Cannot change framebuffer scale while presenting.\");\n }, this.setReferenceSpaceType = function(j) {\n o = j, n.isPresenting === !0 && Te(\"WebXRManager: Cannot change reference space type while presenting.\");\n }, this.getReferenceSpace = function() {\n return c || a;\n }, this.setReferenceSpace = function(j) {\n c = j;\n }, this.getBaseLayer = function() {\n return d !== null ? d : p;\n }, this.getBinding = function() {\n return u === null && x && (u = new XRWebGLBinding(s, t)), u;\n }, this.getFrame = function() {\n return g;\n }, this.getSession = function() {\n return s;\n }, this.setSession = async function(j) {\n if (s = j, s !== null) {\n if (v = e.getRenderTarget(), s.addEventListener(\"select\", W), s.addEventListener(\"selectstart\", W), s.addEventListener(\"selectend\", W), s.addEventListener(\"squeeze\", W), s.addEventListener(\"squeezestart\", W), s.addEventListener(\"squeezeend\", W), s.addEventListener(\"end\", k), s.addEventListener(\"inputsourceschange\", ee), y.xrCompatible !== !0 && await t.makeXRCompatible(), I = e.getPixelRatio(), e.getSize(P), x && \"createProjectionLayer\" in XRWebGLBinding.prototype) {\n let ue = null, Ce = null, me = null;\n y.depth && (me = y.stencil ? t.DEPTH24_STENCIL8 : t.DEPTH_COMPONENT24, ue = y.stencil ? Xi : bs, Ce = y.stencil ? Wi : di);\n const We = {\n colorFormat: t.RGBA8,\n depthFormat: me,\n scaleFactor: r\n };\n u = this.getBinding(), d = u.createProjectionLayer(We), s.updateRenderState({ layers: [d] }), e.setPixelRatio(1), e.setSize(d.textureWidth, d.textureHeight, !1), T = new St(\n d.textureWidth,\n d.textureHeight,\n {\n format: Zt,\n type: mn,\n depthTexture: new Vo(d.textureWidth, d.textureHeight, Ce, void 0, void 0, void 0, void 0, void 0, void 0, ue),\n stencilBuffer: y.stencil,\n colorSpace: e.outputColorSpace,\n samples: y.antialias ? 4 : 0,\n resolveDepthBuffer: d.ignoreDepthValues === !1,\n resolveStencilBuffer: d.ignoreDepthValues === !1\n }\n );\n } else {\n const ue = {\n antialias: y.antialias,\n alpha: !0,\n depth: y.depth,\n stencil: y.stencil,\n framebufferScaleFactor: r\n };\n p = new XRWebGLLayer(s, t, ue), s.updateRenderState({ baseLayer: p }), e.setPixelRatio(1), e.setSize(p.framebufferWidth, p.framebufferHeight, !1), T = new St(\n p.framebufferWidth,\n p.framebufferHeight,\n {\n format: Zt,\n type: mn,\n colorSpace: e.outputColorSpace,\n stencilBuffer: y.stencil,\n resolveDepthBuffer: p.ignoreDepthValues === !1,\n resolveStencilBuffer: p.ignoreDepthValues === !1\n }\n );\n }\n T.isXRRenderTarget = !0, this.setFoveation(l), c = null, a = await s.requestReferenceSpace(o), $e.setContext(s), $e.start(), n.isPresenting = !0, n.dispatchEvent({ type: \"sessionstart\" });\n }\n }, this.getEnvironmentBlendMode = function() {\n if (s !== null)\n return s.environmentBlendMode;\n }, this.getDepthTexture = function() {\n return m.getDepthTexture();\n };\n function ee(j) {\n for (let Y = 0; Y < j.removed.length; Y++) {\n const ue = j.removed[Y], Ce = E.indexOf(ue);\n Ce >= 0 && (E[Ce] = null, R[Ce].disconnect(ue));\n }\n for (let Y = 0; Y < j.added.length; Y++) {\n const ue = j.added[Y];\n let Ce = E.indexOf(ue);\n if (Ce === -1) {\n for (let We = 0; We < R.length; We++)\n if (We >= E.length) {\n E.push(ue), Ce = We;\n break;\n } else if (E[We] === null) {\n E[We] = ue, Ce = We;\n break;\n }\n if (Ce === -1) break;\n }\n const me = R[Ce];\n me && me.connect(ue);\n }\n }\n const X = new w(), $ = new w();\n function Q(j, Y, ue) {\n X.setFromMatrixPosition(Y.matrixWorld), $.setFromMatrixPosition(ue.matrixWorld);\n const Ce = X.distanceTo($), me = Y.projectionMatrix.elements, We = ue.projectionMatrix.elements, _t = me[14] / (me[10] - 1), Be = me[14] / (me[10] + 1), it = (me[9] + 1) / me[5], D = (me[9] - 1) / me[5], ke = (me[8] - 1) / me[0], Ve = (We[8] + 1) / We[0], Qe = _t * ke, pe = _t * Ve, lt = Ce / (-ke + Ve), ye = lt * -ke;\n if (Y.matrixWorld.decompose(j.position, j.quaternion, j.scale), j.translateX(ye), j.translateZ(lt), j.matrixWorld.compose(j.position, j.quaternion, j.scale), j.matrixWorldInverse.copy(j.matrixWorld).invert(), me[10] === -1)\n j.projectionMatrix.copy(Y.projectionMatrix), j.projectionMatrixInverse.copy(Y.projectionMatrixInverse);\n else {\n const Ie = _t + lt, A = Be + lt, _ = Qe - ye, O = pe + (Ce - ye), q = it * Be / A * Ie, Z = D * Be / A * Ie;\n j.projectionMatrix.makePerspective(_, O, q, Z, Ie, A), j.projectionMatrixInverse.copy(j.projectionMatrix).invert();\n }\n }\n function ge(j, Y) {\n Y === null ? j.matrixWorld.copy(j.matrix) : j.matrixWorld.multiplyMatrices(Y.matrixWorld, j.matrix), j.matrixWorldInverse.copy(j.matrixWorld).invert();\n }\n this.updateCamera = function(j) {\n if (s === null) return;\n let Y = j.near, ue = j.far;\n m.texture !== null && (m.depthNear > 0 && (Y = m.depthNear), m.depthFar > 0 && (ue = m.depthFar)), U.near = M.near = S.near = Y, U.far = M.far = S.far = ue, (B !== U.near || z !== U.far) && (s.updateRenderState({\n depthNear: U.near,\n depthFar: U.far\n }), B = U.near, z = U.far), U.layers.mask = j.layers.mask | 6, S.layers.mask = U.layers.mask & 3, M.layers.mask = U.layers.mask & 5;\n const Ce = j.parent, me = U.cameras;\n ge(U, Ce);\n for (let We = 0; We < me.length; We++)\n ge(me[We], Ce);\n me.length === 2 ? Q(U, S, M) : U.projectionMatrix.copy(S.projectionMatrix), we(j, U, Ce);\n };\n function we(j, Y, ue) {\n ue === null ? j.matrix.copy(Y.matrixWorld) : (j.matrix.copy(ue.matrixWorld), j.matrix.invert(), j.matrix.multiply(Y.matrixWorld)), j.matrix.decompose(j.position, j.quaternion, j.scale), j.updateMatrixWorld(!0), j.projectionMatrix.copy(Y.projectionMatrix), j.projectionMatrixInverse.copy(Y.projectionMatrixInverse), j.isPerspectiveCamera && (j.fov = ji * 2 * Math.atan(1 / j.projectionMatrix.elements[5]), j.zoom = 1);\n }\n this.getCamera = function() {\n return U;\n }, this.getFoveation = function() {\n if (!(d === null && p === null))\n return l;\n }, this.setFoveation = function(j) {\n l = j, d !== null && (d.fixedFoveation = j), p !== null && p.fixedFoveation !== void 0 && (p.fixedFoveation = j);\n }, this.hasDepthSensing = function() {\n return m.texture !== null;\n }, this.getDepthSensingMesh = function() {\n return m.getMesh(U);\n }, this.getCameraTexture = function(j) {\n return f[j];\n };\n let Oe = null;\n function Ke(j, Y) {\n if (h = Y.getViewerPose(c || a), g = Y, h !== null) {\n const ue = h.views;\n p !== null && (e.setRenderTargetFramebuffer(T, p.framebuffer), e.setRenderTarget(T));\n let Ce = !1;\n ue.length !== U.cameras.length && (U.cameras.length = 0, Ce = !0);\n for (let Be = 0; Be < ue.length; Be++) {\n const it = ue[Be];\n let D = null;\n if (p !== null)\n D = p.getViewport(it);\n else {\n const Ve = u.getViewSubImage(d, it);\n D = Ve.viewport, Be === 0 && (e.setRenderTargetTextures(\n T,\n Ve.colorTexture,\n Ve.depthStencilTexture\n ), e.setRenderTarget(T));\n }\n let ke = C[Be];\n ke === void 0 && (ke = new Tt(), ke.layers.enable(Be), ke.viewport = new Je(), C[Be] = ke), ke.matrix.fromArray(it.transform.matrix), ke.matrix.decompose(ke.position, ke.quaternion, ke.scale), ke.projectionMatrix.fromArray(it.projectionMatrix), ke.projectionMatrixInverse.copy(ke.projectionMatrix).invert(), ke.viewport.set(D.x, D.y, D.width, D.height), Be === 0 && (U.matrix.copy(ke.matrix), U.matrix.decompose(U.position, U.quaternion, U.scale)), Ce === !0 && U.cameras.push(ke);\n }\n const me = s.enabledFeatures;\n if (me && me.includes(\"depth-sensing\") && s.depthUsage == \"gpu-optimized\" && x) {\n u = n.getBinding();\n const Be = u.getDepthInformation(ue[0]);\n Be && Be.isValid && Be.texture && m.init(Be, s.renderState);\n }\n if (me && me.includes(\"camera-access\") && x) {\n e.state.unbindTexture(), u = n.getBinding();\n for (let Be = 0; Be < ue.length; Be++) {\n const it = ue[Be].camera;\n if (it) {\n let D = f[it];\n D || (D = new oh(), f[it] = D);\n const ke = u.getCameraImage(it);\n D.sourceTexture = ke;\n }\n }\n }\n }\n for (let ue = 0; ue < R.length; ue++) {\n const Ce = E[ue], me = R[ue];\n Ce !== null && me !== void 0 && me.update(Ce, Y, c || a);\n }\n Oe && Oe(j, Y), Y.detectedPlanes && n.dispatchEvent({ type: \"planesdetected\", data: Y }), g = null;\n }\n const $e = new gh();\n $e.setAnimationLoop(Ke), this.setAnimationLoop = function(j) {\n Oe = j;\n }, this.dispose = function() {\n };\n }\n}\nconst ci = /* @__PURE__ */ new xn(), Dg = /* @__PURE__ */ new Ne();\nfunction Lg(i, e) {\n function t(m, f) {\n m.matrixAutoUpdate === !0 && m.updateMatrix(), f.value.copy(m.matrix);\n }\n function n(m, f) {\n f.color.getRGB(m.fogColor.value, nh(i)), f.isFog ? (m.fogNear.value = f.near, m.fogFar.value = f.far) : f.isFogExp2 && (m.fogDensity.value = f.density);\n }\n function s(m, f, y, v, T) {\n f.isMeshBasicMaterial || f.isMeshLambertMaterial ? r(m, f) : f.isMeshToonMaterial ? (r(m, f), u(m, f)) : f.isMeshPhongMaterial ? (r(m, f), h(m, f)) : f.isMeshStandardMaterial ? (r(m, f), d(m, f), f.isMeshPhysicalMaterial && p(m, f, T)) : f.isMeshMatcapMaterial ? (r(m, f), g(m, f)) : f.isMeshDepthMaterial ? r(m, f) : f.isMeshDistanceMaterial ? (r(m, f), x(m, f)) : f.isMeshNormalMaterial ? r(m, f) : f.isLineBasicMaterial ? (a(m, f), f.isLineDashedMaterial && o(m, f)) : f.isPointsMaterial ? l(m, f, y, v) : f.isSpriteMaterial ? c(m, f) : f.isShadowMaterial ? (m.color.value.copy(f.color), m.opacity.value = f.opacity) : f.isShaderMaterial && (f.uniformsNeedUpdate = !1);\n }\n function r(m, f) {\n m.opacity.value = f.opacity, f.color && m.diffuse.value.copy(f.color), f.emissive && m.emissive.value.copy(f.emissive).multiplyScalar(f.emissiveIntensity), f.map && (m.map.value = f.map, t(f.map, m.mapTransform)), f.alphaMap && (m.alphaMap.value = f.alphaMap, t(f.alphaMap, m.alphaMapTransform)), f.bumpMap && (m.bumpMap.value = f.bumpMap, t(f.bumpMap, m.bumpMapTransform), m.bumpScale.value = f.bumpScale, f.side === zt && (m.bumpScale.value *= -1)), f.normalMap && (m.normalMap.value = f.normalMap, t(f.normalMap, m.normalMapTransform), m.normalScale.value.copy(f.normalScale), f.side === zt && m.normalScale.value.negate()), f.displacementMap && (m.displacementMap.value = f.displacementMap, t(f.displacementMap, m.displacementMapTransform), m.displacementScale.value = f.displacementScale, m.displacementBias.value = f.displacementBias), f.emissiveMap && (m.emissiveMap.value = f.emissiveMap, t(f.emissiveMap, m.emissiveMapTransform)), f.specularMap && (m.specularMap.value = f.specularMap, t(f.specularMap, m.specularMapTransform)), f.alphaTest > 0 && (m.alphaTest.value = f.alphaTest);\n const y = e.get(f), v = y.envMap, T = y.envMapRotation;\n v && (m.envMap.value = v, ci.copy(T), ci.x *= -1, ci.y *= -1, ci.z *= -1, v.isCubeTexture && v.isRenderTargetTexture === !1 && (ci.y *= -1, ci.z *= -1), m.envMapRotation.value.setFromMatrix4(Dg.makeRotationFromEuler(ci)), m.flipEnvMap.value = v.isCubeTexture && v.isRenderTargetTexture === !1 ? -1 : 1, m.reflectivity.value = f.reflectivity, m.ior.value = f.ior, m.refractionRatio.value = f.refractionRatio), f.lightMap && (m.lightMap.value = f.lightMap, m.lightMapIntensity.value = f.lightMapIntensity, t(f.lightMap, m.lightMapTransform)), f.aoMap && (m.aoMap.value = f.aoMap, m.aoMapIntensity.value = f.aoMapIntensity, t(f.aoMap, m.aoMapTransform));\n }\n function a(m, f) {\n m.diffuse.value.copy(f.color), m.opacity.value = f.opacity, f.map && (m.map.value = f.map, t(f.map, m.mapTransform));\n }\n function o(m, f) {\n m.dashSize.value = f.dashSize, m.totalSize.value = f.dashSize + f.gapSize, m.scale.value = f.scale;\n }\n function l(m, f, y, v) {\n m.diffuse.value.copy(f.color), m.opacity.value = f.opacity, m.size.value = f.size * y, m.scale.value = v * 0.5, f.map && (m.map.value = f.map, t(f.map, m.uvTransform)), f.alphaMap && (m.alphaMap.value = f.alphaMap, t(f.alphaMap, m.alphaMapTransform)), f.alphaTest > 0 && (m.alphaTest.value = f.alphaTest);\n }\n function c(m, f) {\n m.diffuse.value.copy(f.color), m.opacity.value = f.opacity, m.rotation.value = f.rotation, f.map && (m.map.value = f.map, t(f.map, m.mapTransform)), f.alphaMap && (m.alphaMap.value = f.alphaMap, t(f.alphaMap, m.alphaMapTransform)), f.alphaTest > 0 && (m.alphaTest.value = f.alphaTest);\n }\n function h(m, f) {\n m.specular.value.copy(f.specular), m.shininess.value = Math.max(f.shininess, 1e-4);\n }\n function u(m, f) {\n f.gradientMap && (m.gradientMap.value = f.gradientMap);\n }\n function d(m, f) {\n m.metalness.value = f.metalness, f.metalnessMap && (m.metalnessMap.value = f.metalnessMap, t(f.metalnessMap, m.metalnessMapTransform)), m.roughness.value = f.roughness, f.roughnessMap && (m.roughnessMap.value = f.roughnessMap, t(f.roughnessMap, m.roughnessMapTransform)), f.envMap && (m.envMapIntensity.value = f.envMapIntensity);\n }\n function p(m, f, y) {\n m.ior.value = f.ior, f.sheen > 0 && (m.sheenColor.value.copy(f.sheenColor).multiplyScalar(f.sheen), m.sheenRoughness.value = f.sheenRoughness, f.sheenColorMap && (m.sheenColorMap.value = f.sheenColorMap, t(f.sheenColorMap, m.sheenColorMapTransform)), f.sheenRoughnessMap && (m.sheenRoughnessMap.value = f.sheenRoughnessMap, t(f.sheenRoughnessMap, m.sheenRoughnessMapTransform))), f.clearcoat > 0 && (m.clearcoat.value = f.clearcoat, m.clearcoatRoughness.value = f.clearcoatRoughness, f.clearcoatMap && (m.clearcoatMap.value = f.clearcoatMap, t(f.clearcoatMap, m.clearcoatMapTransform)), f.clearcoatRoughnessMap && (m.clearcoatRoughnessMap.value = f.clearcoatRoughnessMap, t(f.clearcoatRoughnessMap, m.clearcoatRoughnessMapTransform)), f.clearcoatNormalMap && (m.clearcoatNormalMap.value = f.clearcoatNormalMap, t(f.clearcoatNormalMap, m.clearcoatNormalMapTransform), m.clearcoatNormalScale.value.copy(f.clearcoatNormalScale), f.side === zt && m.clearcoatNormalScale.value.negate())), f.dispersion > 0 && (m.dispersion.value = f.dispersion), f.iridescence > 0 && (m.iridescence.value = f.iridescence, m.iridescenceIOR.value = f.iridescenceIOR, m.iridescenceThicknessMinimum.value = f.iridescenceThicknessRange[0], m.iridescenceThicknessMaximum.value = f.iridescenceThicknessRange[1], f.iridescenceMap && (m.iridescenceMap.value = f.iridescenceMap, t(f.iridescenceMap, m.iridescenceMapTransform)), f.iridescenceThicknessMap && (m.iridescenceThicknessMap.value = f.iridescenceThicknessMap, t(f.iridescenceThicknessMap, m.iridescenceThicknessMapTransform))), f.transmission > 0 && (m.transmission.value = f.transmission, m.transmissionSamplerMap.value = y.texture, m.transmissionSamplerSize.value.set(y.width, y.height), f.transmissionMap && (m.transmissionMap.value = f.transmissionMap, t(f.transmissionMap, m.transmissionMapTransform)), m.thickness.value = f.thickness, f.thicknessMap && (m.thicknessMap.value = f.thicknessMap, t(f.thicknessMap, m.thicknessMapTransform)), m.attenuationDistance.value = f.attenuationDistance, m.attenuationColor.value.copy(f.attenuationColor)), f.anisotropy > 0 && (m.anisotropyVector.value.set(f.anisotropy * Math.cos(f.anisotropyRotation), f.anisotropy * Math.sin(f.anisotropyRotation)), f.anisotropyMap && (m.anisotropyMap.value = f.anisotropyMap, t(f.anisotropyMap, m.anisotropyMapTransform))), m.specularIntensity.value = f.specularIntensity, m.specularColor.value.copy(f.specularColor), f.specularColorMap && (m.specularColorMap.value = f.specularColorMap, t(f.specularColorMap, m.specularColorMapTransform)), f.specularIntensityMap && (m.specularIntensityMap.value = f.specularIntensityMap, t(f.specularIntensityMap, m.specularIntensityMapTransform));\n }\n function g(m, f) {\n f.matcap && (m.matcap.value = f.matcap);\n }\n function x(m, f) {\n const y = e.get(f).light;\n m.referencePosition.value.setFromMatrixPosition(y.matrixWorld), m.nearDistance.value = y.shadow.camera.near, m.farDistance.value = y.shadow.camera.far;\n }\n return {\n refreshFogUniforms: n,\n refreshMaterialUniforms: s\n };\n}\nfunction Ig(i, e, t, n) {\n let s = {}, r = {}, a = [];\n const o = i.getParameter(i.MAX_UNIFORM_BUFFER_BINDINGS);\n function l(y, v) {\n const T = v.program;\n n.uniformBlockBinding(y, T);\n }\n function c(y, v) {\n let T = s[y.id];\n T === void 0 && (g(y), T = h(y), s[y.id] = T, y.addEventListener(\"dispose\", m));\n const R = v.program;\n n.updateUBOMapping(y, R);\n const E = e.render.frame;\n r[y.id] !== E && (d(y), r[y.id] = E);\n }\n function h(y) {\n const v = u();\n y.__bindingPointIndex = v;\n const T = i.createBuffer(), R = y.__size, E = y.usage;\n return i.bindBuffer(i.UNIFORM_BUFFER, T), i.bufferData(i.UNIFORM_BUFFER, R, E), i.bindBuffer(i.UNIFORM_BUFFER, null), i.bindBufferBase(i.UNIFORM_BUFFER, v, T), T;\n }\n function u() {\n for (let y = 0; y < o; y++)\n if (a.indexOf(y) === -1)\n return a.push(y), y;\n return Xe(\"WebGLRenderer: Maximum number of simultaneously usable uniforms groups reached.\"), 0;\n }\n function d(y) {\n const v = s[y.id], T = y.uniforms, R = y.__cache;\n i.bindBuffer(i.UNIFORM_BUFFER, v);\n for (let E = 0, P = T.length; E < P; E++) {\n const I = Array.isArray(T[E]) ? T[E] : [T[E]];\n for (let S = 0, M = I.length; S < M; S++) {\n const C = I[S];\n if (p(C, E, S, R) === !0) {\n const U = C.__offset, B = Array.isArray(C.value) ? C.value : [C.value];\n let z = 0;\n for (let W = 0; W < B.length; W++) {\n const k = B[W], ee = x(k);\n typeof k == \"number\" || typeof k == \"boolean\" ? (C.__data[0] = k, i.bufferSubData(i.UNIFORM_BUFFER, U + z, C.__data)) : k.isMatrix3 ? (C.__data[0] = k.elements[0], C.__data[1] = k.elements[1], C.__data[2] = k.elements[2], C.__data[3] = 0, C.__data[4] = k.elements[3], C.__data[5] = k.elements[4], C.__data[6] = k.elements[5], C.__data[7] = 0, C.__data[8] = k.elements[6], C.__data[9] = k.elements[7], C.__data[10] = k.elements[8], C.__data[11] = 0) : (k.toArray(C.__data, z), z += ee.storage / Float32Array.BYTES_PER_ELEMENT);\n }\n i.bufferSubData(i.UNIFORM_BUFFER, U, C.__data);\n }\n }\n }\n i.bindBuffer(i.UNIFORM_BUFFER, null);\n }\n function p(y, v, T, R) {\n const E = y.value, P = v + \"_\" + T;\n if (R[P] === void 0)\n return typeof E == \"number\" || typeof E == \"boolean\" ? R[P] = E : R[P] = E.clone(), !0;\n {\n const I = R[P];\n if (typeof E == \"number\" || typeof E == \"boolean\") {\n if (I !== E)\n return R[P] = E, !0;\n } else if (I.equals(E) === !1)\n return I.copy(E), !0;\n }\n return !1;\n }\n function g(y) {\n const v = y.uniforms;\n let T = 0;\n const R = 16;\n for (let P = 0, I = v.length; P < I; P++) {\n const S = Array.isArray(v[P]) ? v[P] : [v[P]];\n for (let M = 0, C = S.length; M < C; M++) {\n const U = S[M], B = Array.isArray(U.value) ? U.value : [U.value];\n for (let z = 0, W = B.length; z < W; z++) {\n const k = B[z], ee = x(k), X = T % R, $ = X % ee.boundary, Q = X + $;\n T += $, Q !== 0 && R - Q < ee.storage && (T += R - Q), U.__data = new Float32Array(ee.storage / Float32Array.BYTES_PER_ELEMENT), U.__offset = T, T += ee.storage;\n }\n }\n }\n const E = T % R;\n return E > 0 && (T += R - E), y.__size = T, y.__cache = {}, this;\n }\n function x(y) {\n const v = {\n boundary: 0,\n // bytes\n storage: 0\n // bytes\n };\n return typeof y == \"number\" || typeof y == \"boolean\" ? (v.boundary = 4, v.storage = 4) : y.isVector2 ? (v.boundary = 8, v.storage = 8) : y.isVector3 || y.isColor ? (v.boundary = 16, v.storage = 12) : y.isVector4 ? (v.boundary = 16, v.storage = 16) : y.isMatrix3 ? (v.boundary = 48, v.storage = 48) : y.isMatrix4 ? (v.boundary = 64, v.storage = 64) : y.isTexture ? Te(\"WebGLRenderer: Texture samplers can not be part of an uniforms group.\") : Te(\"WebGLRenderer: Unsupported uniform value type.\", y), v;\n }\n function m(y) {\n const v = y.target;\n v.removeEventListener(\"dispose\", m);\n const T = a.indexOf(v.__bindingPointIndex);\n a.splice(T, 1), i.deleteBuffer(s[v.id]), delete s[v.id], delete r[v.id];\n }\n function f() {\n for (const y in s)\n i.deleteBuffer(s[y]);\n a = [], s = {}, r = {};\n }\n return {\n bind: l,\n update: c,\n dispose: f\n };\n}\nconst Ug = new Uint16Array([\n 11481,\n 15204,\n 11534,\n 15171,\n 11808,\n 15015,\n 12385,\n 14843,\n 12894,\n 14716,\n 13396,\n 14600,\n 13693,\n 14483,\n 13976,\n 14366,\n 14237,\n 14171,\n 14405,\n 13961,\n 14511,\n 13770,\n 14605,\n 13598,\n 14687,\n 13444,\n 14760,\n 13305,\n 14822,\n 13066,\n 14876,\n 12857,\n 14923,\n 12675,\n 14963,\n 12517,\n 14997,\n 12379,\n 15025,\n 12230,\n 15049,\n 12023,\n 15070,\n 11843,\n 15086,\n 11687,\n 15100,\n 11551,\n 15111,\n 11433,\n 15120,\n 11330,\n 15127,\n 11217,\n 15132,\n 11060,\n 15135,\n 10922,\n 15138,\n 10801,\n 15139,\n 10695,\n 15139,\n 10600,\n 13012,\n 14923,\n 13020,\n 14917,\n 13064,\n 14886,\n 13176,\n 14800,\n 13349,\n 14666,\n 13513,\n 14526,\n 13724,\n 14398,\n 13960,\n 14230,\n 14200,\n 14020,\n 14383,\n 13827,\n 14488,\n 13651,\n 14583,\n 13491,\n 14667,\n 13348,\n 14740,\n 13132,\n 14803,\n 12908,\n 14856,\n 12713,\n 14901,\n 12542,\n 14938,\n 12394,\n 14968,\n 12241,\n 14992,\n 12017,\n 15010,\n 11822,\n 15024,\n 11654,\n 15034,\n 11507,\n 15041,\n 11380,\n 15044,\n 11269,\n 15044,\n 11081,\n 15042,\n 10913,\n 15037,\n 10764,\n 15031,\n 10635,\n 15023,\n 10520,\n 15014,\n 10419,\n 15003,\n 10330,\n 13657,\n 14676,\n 13658,\n 14673,\n 13670,\n 14660,\n 13698,\n 14622,\n 13750,\n 14547,\n 13834,\n 14442,\n 13956,\n 14317,\n 14112,\n 14093,\n 14291,\n 13889,\n 14407,\n 13704,\n 14499,\n 13538,\n 14586,\n 13389,\n 14664,\n 13201,\n 14733,\n 12966,\n 14792,\n 12758,\n 14842,\n 12577,\n 14882,\n 12418,\n 14915,\n 12272,\n 14940,\n 12033,\n 14959,\n 11826,\n 14972,\n 11646,\n 14980,\n 11490,\n 14983,\n 11355,\n 14983,\n 11212,\n 14979,\n 11008,\n 14971,\n 10830,\n 14961,\n 10675,\n 14950,\n 10540,\n 14936,\n 10420,\n 14923,\n 10315,\n 14909,\n 10204,\n 14894,\n 10041,\n 14089,\n 14460,\n 14090,\n 14459,\n 14096,\n 14452,\n 14112,\n 14431,\n 14141,\n 14388,\n 14186,\n 14305,\n 14252,\n 14130,\n 14341,\n 13941,\n 14399,\n 13756,\n 14467,\n 13585,\n 14539,\n 13430,\n 14610,\n 13272,\n 14677,\n 13026,\n 14737,\n 12808,\n 14790,\n 12617,\n 14833,\n 12449,\n 14869,\n 12303,\n 14896,\n 12065,\n 14916,\n 11845,\n 14929,\n 11655,\n 14937,\n 11490,\n 14939,\n 11347,\n 14936,\n 11184,\n 14930,\n 10970,\n 14921,\n 10783,\n 14912,\n 10621,\n 14900,\n 10480,\n 14885,\n 10356,\n 14867,\n 10247,\n 14848,\n 10062,\n 14827,\n 9894,\n 14805,\n 9745,\n 14400,\n 14208,\n 14400,\n 14206,\n 14402,\n 14198,\n 14406,\n 14174,\n 14415,\n 14122,\n 14427,\n 14035,\n 14444,\n 13913,\n 14469,\n 13767,\n 14504,\n 13613,\n 14548,\n 13463,\n 14598,\n 13324,\n 14651,\n 13082,\n 14704,\n 12858,\n 14752,\n 12658,\n 14795,\n 12483,\n 14831,\n 12330,\n 14860,\n 12106,\n 14881,\n 11875,\n 14895,\n 11675,\n 14903,\n 11501,\n 14905,\n 11351,\n 14903,\n 11178,\n 14900,\n 10953,\n 14892,\n 10757,\n 14880,\n 10589,\n 14865,\n 10442,\n 14847,\n 10313,\n 14827,\n 10162,\n 14805,\n 9965,\n 14782,\n 9792,\n 14757,\n 9642,\n 14731,\n 9507,\n 14562,\n 13883,\n 14562,\n 13883,\n 14563,\n 13877,\n 14566,\n 13862,\n 14570,\n 13830,\n 14576,\n 13773,\n 14584,\n 13689,\n 14595,\n 13582,\n 14613,\n 13461,\n 14637,\n 13336,\n 14668,\n 13120,\n 14704,\n 12897,\n 14741,\n 12695,\n 14776,\n 12516,\n 14808,\n 12358,\n 14835,\n 12150,\n 14856,\n 11910,\n 14870,\n 11701,\n 14878,\n 11519,\n 14882,\n 11361,\n 14884,\n 11187,\n 14880,\n 10951,\n 14871,\n 10748,\n 14858,\n 10572,\n 14842,\n 10418,\n 14823,\n 10286,\n 14801,\n 10099,\n 14777,\n 9897,\n 14751,\n 9722,\n 14725,\n 9567,\n 14696,\n 9430,\n 14666,\n 9309,\n 14702,\n 13604,\n 14702,\n 13604,\n 14702,\n 13600,\n 14703,\n 13591,\n 14705,\n 13570,\n 14707,\n 13533,\n 14709,\n 13477,\n 14712,\n 13400,\n 14718,\n 13305,\n 14727,\n 13106,\n 14743,\n 12907,\n 14762,\n 12716,\n 14784,\n 12539,\n 14807,\n 12380,\n 14827,\n 12190,\n 14844,\n 11943,\n 14855,\n 11727,\n 14863,\n 11539,\n 14870,\n 11376,\n 14871,\n 11204,\n 14868,\n 10960,\n 14858,\n 10748,\n 14845,\n 10565,\n 14829,\n 10406,\n 14809,\n 10269,\n 14786,\n 10058,\n 14761,\n 9852,\n 14734,\n 9671,\n 14705,\n 9512,\n 14674,\n 9374,\n 14641,\n 9253,\n 14608,\n 9076,\n 14821,\n 13366,\n 14821,\n 13365,\n 14821,\n 13364,\n 14821,\n 13358,\n 14821,\n 13344,\n 14821,\n 13320,\n 14819,\n 13252,\n 14817,\n 13145,\n 14815,\n 13011,\n 14814,\n 12858,\n 14817,\n 12698,\n 14823,\n 12539,\n 14832,\n 12389,\n 14841,\n 12214,\n 14850,\n 11968,\n 14856,\n 11750,\n 14861,\n 11558,\n 14866,\n 11390,\n 14867,\n 11226,\n 14862,\n 10972,\n 14853,\n 10754,\n 14840,\n 10565,\n 14823,\n 10401,\n 14803,\n 10259,\n 14780,\n 10032,\n 14754,\n 9820,\n 14725,\n 9635,\n 14694,\n 9473,\n 14661,\n 9333,\n 14627,\n 9203,\n 14593,\n 8988,\n 14557,\n 8798,\n 14923,\n 13014,\n 14922,\n 13014,\n 14922,\n 13012,\n 14922,\n 13004,\n 14920,\n 12987,\n 14919,\n 12957,\n 14915,\n 12907,\n 14909,\n 12834,\n 14902,\n 12738,\n 14894,\n 12623,\n 14888,\n 12498,\n 14883,\n 12370,\n 14880,\n 12203,\n 14878,\n 11970,\n 14875,\n 11759,\n 14873,\n 11569,\n 14874,\n 11401,\n 14872,\n 11243,\n 14865,\n 10986,\n 14855,\n 10762,\n 14842,\n 10568,\n 14825,\n 10401,\n 14804,\n 10255,\n 14781,\n 10017,\n 14754,\n 9799,\n 14725,\n 9611,\n 14692,\n 9445,\n 14658,\n 9301,\n 14623,\n 9139,\n 14587,\n 8920,\n 14548,\n 8729,\n 14509,\n 8562,\n 15008,\n 12672,\n 15008,\n 12672,\n 15008,\n 12671,\n 15007,\n 12667,\n 15005,\n 12656,\n 15001,\n 12637,\n 14997,\n 12605,\n 14989,\n 12556,\n 14978,\n 12490,\n 14966,\n 12407,\n 14953,\n 12313,\n 14940,\n 12136,\n 14927,\n 11934,\n 14914,\n 11742,\n 14903,\n 11563,\n 14896,\n 11401,\n 14889,\n 11247,\n 14879,\n 10992,\n 14866,\n 10767,\n 14851,\n 10570,\n 14833,\n 10400,\n 14812,\n 10252,\n 14789,\n 10007,\n 14761,\n 9784,\n 14731,\n 9592,\n 14698,\n 9424,\n 14663,\n 9279,\n 14627,\n 9088,\n 14588,\n 8868,\n 14548,\n 8676,\n 14508,\n 8508,\n 14467,\n 8360,\n 15080,\n 12386,\n 15080,\n 12386,\n 15079,\n 12385,\n 15078,\n 12383,\n 15076,\n 12378,\n 15072,\n 12367,\n 15066,\n 12347,\n 15057,\n 12315,\n 15045,\n 12253,\n 15030,\n 12138,\n 15012,\n 11998,\n 14993,\n 11845,\n 14972,\n 11685,\n 14951,\n 11530,\n 14935,\n 11383,\n 14920,\n 11228,\n 14904,\n 10981,\n 14887,\n 10762,\n 14870,\n 10567,\n 14850,\n 10397,\n 14827,\n 10248,\n 14803,\n 9997,\n 14774,\n 9771,\n 14743,\n 9578,\n 14710,\n 9407,\n 14674,\n 9259,\n 14637,\n 9048,\n 14596,\n 8826,\n 14555,\n 8632,\n 14514,\n 8464,\n 14471,\n 8317,\n 14427,\n 8182,\n 15139,\n 12008,\n 15139,\n 12008,\n 15138,\n 12008,\n 15137,\n 12007,\n 15135,\n 12003,\n 15130,\n 11990,\n 15124,\n 11969,\n 15115,\n 11929,\n 15102,\n 11872,\n 15086,\n 11794,\n 15064,\n 11693,\n 15041,\n 11581,\n 15013,\n 11459,\n 14987,\n 11336,\n 14966,\n 11170,\n 14944,\n 10944,\n 14921,\n 10738,\n 14898,\n 10552,\n 14875,\n 10387,\n 14850,\n 10239,\n 14824,\n 9983,\n 14794,\n 9758,\n 14762,\n 9563,\n 14728,\n 9392,\n 14692,\n 9244,\n 14653,\n 9014,\n 14611,\n 8791,\n 14569,\n 8597,\n 14526,\n 8427,\n 14481,\n 8281,\n 14436,\n 8110,\n 14391,\n 7885,\n 15188,\n 11617,\n 15188,\n 11617,\n 15187,\n 11617,\n 15186,\n 11618,\n 15183,\n 11617,\n 15179,\n 11612,\n 15173,\n 11601,\n 15163,\n 11581,\n 15150,\n 11546,\n 15133,\n 11495,\n 15110,\n 11427,\n 15083,\n 11346,\n 15051,\n 11246,\n 15024,\n 11057,\n 14996,\n 10868,\n 14967,\n 10687,\n 14938,\n 10517,\n 14911,\n 10362,\n 14882,\n 10206,\n 14853,\n 9956,\n 14821,\n 9737,\n 14787,\n 9543,\n 14752,\n 9375,\n 14715,\n 9228,\n 14675,\n 8980,\n 14632,\n 8760,\n 14589,\n 8565,\n 14544,\n 8395,\n 14498,\n 8248,\n 14451,\n 8049,\n 14404,\n 7824,\n 14357,\n 7630,\n 15228,\n 11298,\n 15228,\n 11298,\n 15227,\n 11299,\n 15226,\n 11301,\n 15223,\n 11303,\n 15219,\n 11302,\n 15213,\n 11299,\n 15204,\n 11290,\n 15191,\n 11271,\n 15174,\n 11217,\n 15150,\n 11129,\n 15119,\n 11015,\n 15087,\n 10886,\n 15057,\n 10744,\n 15024,\n 10599,\n 14990,\n 10455,\n 14957,\n 10318,\n 14924,\n 10143,\n 14891,\n 9911,\n 14856,\n 9701,\n 14820,\n 9516,\n 14782,\n 9352,\n 14744,\n 9200,\n 14703,\n 8946,\n 14659,\n 8725,\n 14615,\n 8533,\n 14568,\n 8366,\n 14521,\n 8220,\n 14472,\n 7992,\n 14423,\n 7770,\n 14374,\n 7578,\n 14315,\n 7408,\n 15260,\n 10819,\n 15260,\n 10819,\n 15259,\n 10822,\n 15258,\n 10826,\n 15256,\n 10832,\n 15251,\n 10836,\n 15246,\n 10841,\n 15237,\n 10838,\n 15225,\n 10821,\n 15207,\n 10788,\n 15183,\n 10734,\n 15151,\n 10660,\n 15120,\n 10571,\n 15087,\n 10469,\n 15049,\n 10359,\n 15012,\n 10249,\n 14974,\n 10041,\n 14937,\n 9837,\n 14900,\n 9647,\n 14860,\n 9475,\n 14820,\n 9320,\n 14779,\n 9147,\n 14736,\n 8902,\n 14691,\n 8688,\n 14646,\n 8499,\n 14598,\n 8335,\n 14549,\n 8189,\n 14499,\n 7940,\n 14448,\n 7720,\n 14397,\n 7529,\n 14347,\n 7363,\n 14256,\n 7218,\n 15285,\n 10410,\n 15285,\n 10411,\n 15285,\n 10413,\n 15284,\n 10418,\n 15282,\n 10425,\n 15278,\n 10434,\n 15272,\n 10442,\n 15264,\n 10449,\n 15252,\n 10445,\n 15235,\n 10433,\n 15210,\n 10403,\n 15179,\n 10358,\n 15149,\n 10301,\n 15113,\n 10218,\n 15073,\n 10059,\n 15033,\n 9894,\n 14991,\n 9726,\n 14951,\n 9565,\n 14909,\n 9413,\n 14865,\n 9273,\n 14822,\n 9073,\n 14777,\n 8845,\n 14730,\n 8641,\n 14682,\n 8459,\n 14633,\n 8300,\n 14583,\n 8129,\n 14531,\n 7883,\n 14479,\n 7670,\n 14426,\n 7482,\n 14373,\n 7321,\n 14305,\n 7176,\n 14201,\n 6939,\n 15305,\n 9939,\n 15305,\n 9940,\n 15305,\n 9945,\n 15304,\n 9955,\n 15302,\n 9967,\n 15298,\n 9989,\n 15293,\n 10010,\n 15286,\n 10033,\n 15274,\n 10044,\n 15258,\n 10045,\n 15233,\n 10022,\n 15205,\n 9975,\n 15174,\n 9903,\n 15136,\n 9808,\n 15095,\n 9697,\n 15053,\n 9578,\n 15009,\n 9451,\n 14965,\n 9327,\n 14918,\n 9198,\n 14871,\n 8973,\n 14825,\n 8766,\n 14775,\n 8579,\n 14725,\n 8408,\n 14675,\n 8259,\n 14622,\n 8058,\n 14569,\n 7821,\n 14515,\n 7615,\n 14460,\n 7435,\n 14405,\n 7276,\n 14350,\n 7108,\n 14256,\n 6866,\n 14149,\n 6653,\n 15321,\n 9444,\n 15321,\n 9445,\n 15321,\n 9448,\n 15320,\n 9458,\n 15317,\n 9470,\n 15314,\n 9490,\n 15310,\n 9515,\n 15302,\n 9540,\n 15292,\n 9562,\n 15276,\n 9579,\n 15251,\n 9577,\n 15226,\n 9559,\n 15195,\n 9519,\n 15156,\n 9463,\n 15116,\n 9389,\n 15071,\n 9304,\n 15025,\n 9208,\n 14978,\n 9023,\n 14927,\n 8838,\n 14878,\n 8661,\n 14827,\n 8496,\n 14774,\n 8344,\n 14722,\n 8206,\n 14667,\n 7973,\n 14612,\n 7749,\n 14556,\n 7555,\n 14499,\n 7382,\n 14443,\n 7229,\n 14385,\n 7025,\n 14322,\n 6791,\n 14210,\n 6588,\n 14100,\n 6409,\n 15333,\n 8920,\n 15333,\n 8921,\n 15332,\n 8927,\n 15332,\n 8943,\n 15329,\n 8965,\n 15326,\n 9002,\n 15322,\n 9048,\n 15316,\n 9106,\n 15307,\n 9162,\n 15291,\n 9204,\n 15267,\n 9221,\n 15244,\n 9221,\n 15212,\n 9196,\n 15175,\n 9134,\n 15133,\n 9043,\n 15088,\n 8930,\n 15040,\n 8801,\n 14990,\n 8665,\n 14938,\n 8526,\n 14886,\n 8391,\n 14830,\n 8261,\n 14775,\n 8087,\n 14719,\n 7866,\n 14661,\n 7664,\n 14603,\n 7482,\n 14544,\n 7322,\n 14485,\n 7178,\n 14426,\n 6936,\n 14367,\n 6713,\n 14281,\n 6517,\n 14166,\n 6348,\n 14054,\n 6198,\n 15341,\n 8360,\n 15341,\n 8361,\n 15341,\n 8366,\n 15341,\n 8379,\n 15339,\n 8399,\n 15336,\n 8431,\n 15332,\n 8473,\n 15326,\n 8527,\n 15318,\n 8585,\n 15302,\n 8632,\n 15281,\n 8670,\n 15258,\n 8690,\n 15227,\n 8690,\n 15191,\n 8664,\n 15149,\n 8612,\n 15104,\n 8543,\n 15055,\n 8456,\n 15001,\n 8360,\n 14948,\n 8259,\n 14892,\n 8122,\n 14834,\n 7923,\n 14776,\n 7734,\n 14716,\n 7558,\n 14656,\n 7397,\n 14595,\n 7250,\n 14534,\n 7070,\n 14472,\n 6835,\n 14410,\n 6628,\n 14350,\n 6443,\n 14243,\n 6283,\n 14125,\n 6135,\n 14010,\n 5889,\n 15348,\n 7715,\n 15348,\n 7717,\n 15348,\n 7725,\n 15347,\n 7745,\n 15345,\n 7780,\n 15343,\n 7836,\n 15339,\n 7905,\n 15334,\n 8e3,\n 15326,\n 8103,\n 15310,\n 8193,\n 15293,\n 8239,\n 15270,\n 8270,\n 15240,\n 8287,\n 15204,\n 8283,\n 15163,\n 8260,\n 15118,\n 8223,\n 15067,\n 8143,\n 15014,\n 8014,\n 14958,\n 7873,\n 14899,\n 7723,\n 14839,\n 7573,\n 14778,\n 7430,\n 14715,\n 7293,\n 14652,\n 7164,\n 14588,\n 6931,\n 14524,\n 6720,\n 14460,\n 6531,\n 14396,\n 6362,\n 14330,\n 6210,\n 14207,\n 6015,\n 14086,\n 5781,\n 13969,\n 5576,\n 15352,\n 7114,\n 15352,\n 7116,\n 15352,\n 7128,\n 15352,\n 7159,\n 15350,\n 7195,\n 15348,\n 7237,\n 15345,\n 7299,\n 15340,\n 7374,\n 15332,\n 7457,\n 15317,\n 7544,\n 15301,\n 7633,\n 15280,\n 7703,\n 15251,\n 7754,\n 15216,\n 7775,\n 15176,\n 7767,\n 15131,\n 7733,\n 15079,\n 7670,\n 15026,\n 7588,\n 14967,\n 7492,\n 14906,\n 7387,\n 14844,\n 7278,\n 14779,\n 7171,\n 14714,\n 6965,\n 14648,\n 6770,\n 14581,\n 6587,\n 14515,\n 6420,\n 14448,\n 6269,\n 14382,\n 6123,\n 14299,\n 5881,\n 14172,\n 5665,\n 14049,\n 5477,\n 13929,\n 5310,\n 15355,\n 6329,\n 15355,\n 6330,\n 15355,\n 6339,\n 15355,\n 6362,\n 15353,\n 6410,\n 15351,\n 6472,\n 15349,\n 6572,\n 15344,\n 6688,\n 15337,\n 6835,\n 15323,\n 6985,\n 15309,\n 7142,\n 15287,\n 7220,\n 15260,\n 7277,\n 15226,\n 7310,\n 15188,\n 7326,\n 15142,\n 7318,\n 15090,\n 7285,\n 15036,\n 7239,\n 14976,\n 7177,\n 14914,\n 7045,\n 14849,\n 6892,\n 14782,\n 6736,\n 14714,\n 6581,\n 14645,\n 6433,\n 14576,\n 6293,\n 14506,\n 6164,\n 14438,\n 5946,\n 14369,\n 5733,\n 14270,\n 5540,\n 14140,\n 5369,\n 14014,\n 5216,\n 13892,\n 5043,\n 15357,\n 5483,\n 15357,\n 5484,\n 15357,\n 5496,\n 15357,\n 5528,\n 15356,\n 5597,\n 15354,\n 5692,\n 15351,\n 5835,\n 15347,\n 6011,\n 15339,\n 6195,\n 15328,\n 6317,\n 15314,\n 6446,\n 15293,\n 6566,\n 15268,\n 6668,\n 15235,\n 6746,\n 15197,\n 6796,\n 15152,\n 6811,\n 15101,\n 6790,\n 15046,\n 6748,\n 14985,\n 6673,\n 14921,\n 6583,\n 14854,\n 6479,\n 14785,\n 6371,\n 14714,\n 6259,\n 14643,\n 6149,\n 14571,\n 5946,\n 14499,\n 5750,\n 14428,\n 5567,\n 14358,\n 5401,\n 14242,\n 5250,\n 14109,\n 5111,\n 13980,\n 4870,\n 13856,\n 4657,\n 15359,\n 4555,\n 15359,\n 4557,\n 15358,\n 4573,\n 15358,\n 4633,\n 15357,\n 4715,\n 15355,\n 4841,\n 15353,\n 5061,\n 15349,\n 5216,\n 15342,\n 5391,\n 15331,\n 5577,\n 15318,\n 5770,\n 15299,\n 5967,\n 15274,\n 6150,\n 15243,\n 6223,\n 15206,\n 6280,\n 15161,\n 6310,\n 15111,\n 6317,\n 15055,\n 6300,\n 14994,\n 6262,\n 14928,\n 6208,\n 14860,\n 6141,\n 14788,\n 5994,\n 14715,\n 5838,\n 14641,\n 5684,\n 14566,\n 5529,\n 14492,\n 5384,\n 14418,\n 5247,\n 14346,\n 5121,\n 14216,\n 4892,\n 14079,\n 4682,\n 13948,\n 4496,\n 13822,\n 4330,\n 15359,\n 3498,\n 15359,\n 3501,\n 15359,\n 3520,\n 15359,\n 3598,\n 15358,\n 3719,\n 15356,\n 3860,\n 15355,\n 4137,\n 15351,\n 4305,\n 15344,\n 4563,\n 15334,\n 4809,\n 15321,\n 5116,\n 15303,\n 5273,\n 15280,\n 5418,\n 15250,\n 5547,\n 15214,\n 5653,\n 15170,\n 5722,\n 15120,\n 5761,\n 15064,\n 5763,\n 15002,\n 5733,\n 14935,\n 5673,\n 14865,\n 5597,\n 14792,\n 5504,\n 14716,\n 5400,\n 14640,\n 5294,\n 14563,\n 5185,\n 14486,\n 5041,\n 14410,\n 4841,\n 14335,\n 4655,\n 14191,\n 4482,\n 14051,\n 4325,\n 13918,\n 4183,\n 13790,\n 4012,\n 15360,\n 2282,\n 15360,\n 2285,\n 15360,\n 2306,\n 15360,\n 2401,\n 15359,\n 2547,\n 15357,\n 2748,\n 15355,\n 3103,\n 15352,\n 3349,\n 15345,\n 3675,\n 15336,\n 4020,\n 15324,\n 4272,\n 15307,\n 4496,\n 15285,\n 4716,\n 15255,\n 4908,\n 15220,\n 5086,\n 15178,\n 5170,\n 15128,\n 5214,\n 15072,\n 5234,\n 15010,\n 5231,\n 14943,\n 5206,\n 14871,\n 5166,\n 14796,\n 5102,\n 14718,\n 4971,\n 14639,\n 4833,\n 14559,\n 4687,\n 14480,\n 4541,\n 14402,\n 4401,\n 14315,\n 4268,\n 14167,\n 4142,\n 14025,\n 3958,\n 13888,\n 3747,\n 13759,\n 3556,\n 15360,\n 923,\n 15360,\n 925,\n 15360,\n 946,\n 15360,\n 1052,\n 15359,\n 1214,\n 15357,\n 1494,\n 15356,\n 1892,\n 15352,\n 2274,\n 15346,\n 2663,\n 15338,\n 3099,\n 15326,\n 3393,\n 15309,\n 3679,\n 15288,\n 3980,\n 15260,\n 4183,\n 15226,\n 4325,\n 15185,\n 4437,\n 15136,\n 4517,\n 15080,\n 4570,\n 15018,\n 4591,\n 14950,\n 4581,\n 14877,\n 4545,\n 14800,\n 4485,\n 14720,\n 4411,\n 14638,\n 4325,\n 14556,\n 4231,\n 14475,\n 4136,\n 14395,\n 3988,\n 14297,\n 3803,\n 14145,\n 3628,\n 13999,\n 3465,\n 13861,\n 3314,\n 13729,\n 3177,\n 15360,\n 263,\n 15360,\n 264,\n 15360,\n 272,\n 15360,\n 325,\n 15359,\n 407,\n 15358,\n 548,\n 15356,\n 780,\n 15352,\n 1144,\n 15347,\n 1580,\n 15339,\n 2099,\n 15328,\n 2425,\n 15312,\n 2795,\n 15292,\n 3133,\n 15264,\n 3329,\n 15232,\n 3517,\n 15191,\n 3689,\n 15143,\n 3819,\n 15088,\n 3923,\n 15025,\n 3978,\n 14956,\n 3999,\n 14882,\n 3979,\n 14804,\n 3931,\n 14722,\n 3855,\n 14639,\n 3756,\n 14554,\n 3645,\n 14470,\n 3529,\n 14388,\n 3409,\n 14279,\n 3289,\n 14124,\n 3173,\n 13975,\n 3055,\n 13834,\n 2848,\n 13701,\n 2658,\n 15360,\n 49,\n 15360,\n 49,\n 15360,\n 52,\n 15360,\n 75,\n 15359,\n 111,\n 15358,\n 201,\n 15356,\n 283,\n 15353,\n 519,\n 15348,\n 726,\n 15340,\n 1045,\n 15329,\n 1415,\n 15314,\n 1795,\n 15295,\n 2173,\n 15269,\n 2410,\n 15237,\n 2649,\n 15197,\n 2866,\n 15150,\n 3054,\n 15095,\n 3140,\n 15032,\n 3196,\n 14963,\n 3228,\n 14888,\n 3236,\n 14808,\n 3224,\n 14725,\n 3191,\n 14639,\n 3146,\n 14553,\n 3088,\n 14466,\n 2976,\n 14382,\n 2836,\n 14262,\n 2692,\n 14103,\n 2549,\n 13952,\n 2409,\n 13808,\n 2278,\n 13674,\n 2154,\n 15360,\n 4,\n 15360,\n 4,\n 15360,\n 4,\n 15360,\n 13,\n 15359,\n 33,\n 15358,\n 59,\n 15357,\n 112,\n 15353,\n 199,\n 15348,\n 302,\n 15341,\n 456,\n 15331,\n 628,\n 15316,\n 827,\n 15297,\n 1082,\n 15272,\n 1332,\n 15241,\n 1601,\n 15202,\n 1851,\n 15156,\n 2069,\n 15101,\n 2172,\n 15039,\n 2256,\n 14970,\n 2314,\n 14894,\n 2348,\n 14813,\n 2358,\n 14728,\n 2344,\n 14640,\n 2311,\n 14551,\n 2263,\n 14463,\n 2203,\n 14376,\n 2133,\n 14247,\n 2059,\n 14084,\n 1915,\n 13930,\n 1761,\n 13784,\n 1609,\n 13648,\n 1464,\n 15360,\n 0,\n 15360,\n 0,\n 15360,\n 0,\n 15360,\n 3,\n 15359,\n 18,\n 15358,\n 26,\n 15357,\n 53,\n 15354,\n 80,\n 15348,\n 97,\n 15341,\n 165,\n 15332,\n 238,\n 15318,\n 326,\n 15299,\n 427,\n 15275,\n 529,\n 15245,\n 654,\n 15207,\n 771,\n 15161,\n 885,\n 15108,\n 994,\n 15046,\n 1089,\n 14976,\n 1170,\n 14900,\n 1229,\n 14817,\n 1266,\n 14731,\n 1284,\n 14641,\n 1282,\n 14550,\n 1260,\n 14460,\n 1223,\n 14370,\n 1174,\n 14232,\n 1116,\n 14066,\n 1050,\n 13909,\n 981,\n 13761,\n 910,\n 13623,\n 839\n]);\nlet Fn = null;\nfunction Ng() {\n return Fn === null && (Fn = new Qi(Ug, 32, 32, Ro, xt), Fn.minFilter = bt, Fn.magFilter = bt, Fn.wrapS = en, Fn.wrapT = en, Fn.generateMipmaps = !1, Fn.needsUpdate = !0), Fn;\n}\nclass wr {\n /**\n * Constructs a new WebGL renderer.\n *\n * @param {WebGLRenderer~Options} [parameters] - The configuration parameter.\n */\n constructor(e = {}) {\n const {\n canvas: t = du(),\n context: n = null,\n depth: s = !0,\n stencil: r = !1,\n alpha: a = !1,\n antialias: o = !1,\n premultipliedAlpha: l = !0,\n preserveDrawingBuffer: c = !1,\n powerPreference: h = \"default\",\n failIfMajorPerformanceCaveat: u = !1,\n reversedDepthBuffer: d = !1\n } = e;\n this.isWebGLRenderer = !0;\n let p;\n if (n !== null) {\n if (typeof WebGLRenderingContext < \"u\" && n instanceof WebGLRenderingContext)\n throw new Error(\"THREE.WebGLRenderer: WebGL 1 is not supported since r163.\");\n p = n.getContextAttributes().alpha;\n } else\n p = a;\n const g = /* @__PURE__ */ new Set([\n Po,\n Co,\n Ao\n ]), x = /* @__PURE__ */ new Set([\n mn,\n di,\n Ss,\n Wi,\n To,\n Eo\n ]), m = new Uint32Array(4), f = new Int32Array(4);\n let y = null, v = null;\n const T = [], R = [];\n this.domElement = t, this.debug = {\n /**\n * Enables error checking and reporting when shader programs are being compiled.\n * @type {boolean}\n */\n checkShaderErrors: !0,\n /**\n * Callback for custom error reporting.\n * @type {?Function}\n */\n onShaderError: null\n }, this.autoClear = !0, this.autoClearColor = !0, this.autoClearDepth = !0, this.autoClearStencil = !0, this.sortObjects = !0, this.clippingPlanes = [], this.localClippingEnabled = !1, this.toneMapping = Jn, this.toneMappingExposure = 1, this.transmissionResolutionScale = 1;\n const E = this;\n let P = !1;\n this._outputColorSpace = Rt;\n let I = 0, S = 0, M = null, C = -1, U = null;\n const B = new Je(), z = new Je();\n let W = null;\n const k = new Se(0);\n let ee = 0, X = t.width, $ = t.height, Q = 1, ge = null, we = null;\n const Oe = new Je(0, 0, X, $), Ke = new Je(0, 0, X, $);\n let $e = !1;\n const j = new zo();\n let Y = !1, ue = !1;\n const Ce = new Ne(), me = new w(), We = new Je(), _t = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: !0 };\n let Be = !1;\n function it() {\n return M === null ? Q : 1;\n }\n let D = n;\n function ke(b, N) {\n return t.getContext(b, N);\n }\n try {\n const b = {\n alpha: !0,\n depth: s,\n stencil: r,\n antialias: o,\n premultipliedAlpha: l,\n preserveDrawingBuffer: c,\n powerPreference: h,\n failIfMajorPerformanceCaveat: u\n };\n if (\"setAttribute\" in t && t.setAttribute(\"data-engine\", \"three.js r181\"), t.addEventListener(\"webglcontextlost\", te, !1), t.addEventListener(\"webglcontextrestored\", K, !1), t.addEventListener(\"webglcontextcreationerror\", _e, !1), D === null) {\n const N = \"webgl2\";\n if (D = ke(N, b), D === null)\n throw ke(N) ? new Error(\"Error creating WebGL context with your selected attributes.\") : new Error(\"Error creating WebGL context.\");\n }\n } catch (b) {\n throw b(\"WebGLRenderer: \" + b.message), b;\n }\n let Ve, Qe, pe, lt, ye, Ie, A, _, O, q, Z, H, xe, re, be, Me, J, ie, De, Ae, he, Re, L, ae;\n function ne() {\n Ve = new Wm(D), Ve.init(), Re = new wg(D, Ve), Qe = new Nm(D, Ve, e, Re), pe = new Tg(D, Ve), Qe.reversedDepthBuffer && d && pe.buffers.depth.setReversed(!0), lt = new qm(D), ye = new ug(), Ie = new Eg(D, Ve, pe, ye, Qe, Re, lt), A = new Om(E), _ = new Hm(E), O = new Zd(D), L = new Im(D, O), q = new Xm(D, O, lt, L), Z = new Km(D, q, O, lt), De = new Ym(D, Qe, Ie), Me = new Fm(ye), H = new hg(E, A, _, Ve, Qe, L, Me), xe = new Lg(E, ye), re = new fg(), be = new vg(Ve), ie = new Lm(E, A, _, pe, Z, p, l), J = new bg(E, Z, Qe), ae = new Ig(D, lt, Qe, pe), Ae = new Um(D, Ve, lt), he = new jm(D, Ve, lt), lt.programs = H.programs, E.capabilities = Qe, E.extensions = Ve, E.properties = ye, E.renderLists = re, E.shadowMap = J, E.state = pe, E.info = lt;\n }\n ne();\n const oe = new Pg(E, D);\n this.xr = oe, this.getContext = function() {\n return D;\n }, this.getContextAttributes = function() {\n return D.getContextAttributes();\n }, this.forceContextLoss = function() {\n const b = Ve.get(\"WEBGL_lose_context\");\n b && b.loseContext();\n }, this.forceContextRestore = function() {\n const b = Ve.get(\"WEBGL_lose_context\");\n b && b.restoreContext();\n }, this.getPixelRatio = function() {\n return Q;\n }, this.setPixelRatio = function(b) {\n b !== void 0 && (Q = b, this.setSize(X, $, !1));\n }, this.getSize = function(b) {\n return b.set(X, $);\n }, this.setSize = function(b, N, V = !0) {\n if (oe.isPresenting) {\n Te(\"WebGLRenderer: Can't change size while VR device is presenting.\");\n return;\n }\n X = b, $ = N, t.width = Math.floor(b * Q), t.height = Math.floor(N * Q), V === !0 && (t.style.width = b + \"px\", t.style.height = N + \"px\"), this.setViewport(0, 0, b, N);\n }, this.getDrawingBufferSize = function(b) {\n return b.set(X * Q, $ * Q).floor();\n }, this.setDrawingBufferSize = function(b, N, V) {\n X = b, $ = N, Q = V, t.width = Math.floor(b * V), t.height = Math.floor(N * V), this.setViewport(0, 0, b, N);\n }, this.getCurrentViewport = function(b) {\n return b.copy(B);\n }, this.getViewport = function(b) {\n return b.copy(Oe);\n }, this.setViewport = function(b, N, V, G) {\n b.isVector4 ? Oe.set(b.x, b.y, b.z, b.w) : Oe.set(b, N, V, G), pe.viewport(B.copy(Oe).multiplyScalar(Q).round());\n }, this.getScissor = function(b) {\n return b.copy(Ke);\n }, this.setScissor = function(b, N, V, G) {\n b.isVector4 ? Ke.set(b.x, b.y, b.z, b.w) : Ke.set(b, N, V, G), pe.scissor(z.copy(Ke).multiplyScalar(Q).round());\n }, this.getScissorTest = function() {\n return $e;\n }, this.setScissorTest = function(b) {\n pe.setScissorTest($e = b);\n }, this.setOpaqueSort = function(b) {\n ge = b;\n }, this.setTransparentSort = function(b) {\n we = b;\n }, this.getClearColor = function(b) {\n return b.copy(ie.getClearColor());\n }, this.setClearColor = function() {\n ie.setClearColor(...arguments);\n }, this.getClearAlpha = function() {\n return ie.getClearAlpha();\n }, this.setClearAlpha = function() {\n ie.setClearAlpha(...arguments);\n }, this.clear = function(b = !0, N = !0, V = !0) {\n let G = 0;\n if (b) {\n let F = !1;\n if (M !== null) {\n const se = M.texture.format;\n F = g.has(se);\n }\n if (F) {\n const se = M.texture.type, de = x.has(se), ve = ie.getClearColor(), fe = ie.getClearAlpha(), Le = ve.r, Ue = ve.g, Ee = ve.b;\n de ? (m[0] = Le, m[1] = Ue, m[2] = Ee, m[3] = fe, D.clearBufferuiv(D.COLOR, 0, m)) : (f[0] = Le, f[1] = Ue, f[2] = Ee, f[3] = fe, D.clearBufferiv(D.COLOR, 0, f));\n } else\n G |= D.COLOR_BUFFER_BIT;\n }\n N && (G |= D.DEPTH_BUFFER_BIT), V && (G |= D.STENCIL_BUFFER_BIT, this.state.buffers.stencil.setMask(4294967295)), D.clear(G);\n }, this.clearColor = function() {\n this.clear(!0, !1, !1);\n }, this.clearDepth = function() {\n this.clear(!1, !0, !1);\n }, this.clearStencil = function() {\n this.clear(!1, !1, !0);\n }, this.dispose = function() {\n t.removeEventListener(\"webglcontextlost\", te, !1), t.removeEventListener(\"webglcontextrestored\", K, !1), t.removeEventListener(\"webglcontextcreationerror\", _e, !1), ie.dispose(), re.dispose(), be.dispose(), ye.dispose(), A.dispose(), _.dispose(), Z.dispose(), L.dispose(), ae.dispose(), H.dispose(), oe.dispose(), oe.removeEventListener(\"sessionstart\", Yo), oe.removeEventListener(\"sessionend\", Ko), ni.stop();\n };\n function te(b) {\n b.preventDefault(), yr(\"WebGLRenderer: Context Lost.\"), P = !0;\n }\n function K() {\n yr(\"WebGLRenderer: Context Restored.\"), P = !1;\n const b = lt.autoReset, N = J.enabled, V = J.autoUpdate, G = J.needsUpdate, F = J.type;\n ne(), lt.autoReset = b, J.enabled = N, J.autoUpdate = V, J.needsUpdate = G, J.type = F;\n }\n function _e(b) {\n Xe(\"WebGLRenderer: A WebGL context could not be created. Reason: \", b.statusMessage);\n }\n function Fe(b) {\n const N = b.target;\n N.removeEventListener(\"dispose\", Fe), ut(N);\n }\n function ut(b) {\n st(b), ye.remove(b);\n }\n function st(b) {\n const N = ye.get(b).programs;\n N !== void 0 && (N.forEach(function(V) {\n H.releaseProgram(V);\n }), b.isShaderMaterial && H.releaseShaderCache(b));\n }\n this.renderBufferDirect = function(b, N, V, G, F, se) {\n N === null && (N = _t);\n const de = F.isMesh && F.matrixWorld.determinant() < 0, ve = Ch(b, N, V, G, F);\n pe.setMaterial(G, de);\n let fe = V.index, Le = 1;\n if (G.wireframe === !0) {\n if (fe = q.getWireframeAttribute(V), fe === void 0) return;\n Le = 2;\n }\n const Ue = V.drawRange, Ee = V.attributes.position;\n let qe = Ue.start * Le, rt = (Ue.start + Ue.count) * Le;\n se !== null && (qe = Math.max(qe, se.start * Le), rt = Math.min(rt, (se.start + se.count) * Le)), fe !== null ? (qe = Math.max(qe, 0), rt = Math.min(rt, fe.count)) : Ee != null && (qe = Math.max(qe, 0), rt = Math.min(rt, Ee.count));\n const mt = rt - qe;\n if (mt < 0 || mt === 1 / 0) return;\n L.setup(F, G, ve, V, fe);\n let gt, ct = Ae;\n if (fe !== null && (gt = O.get(fe), ct = he, ct.setIndex(gt)), F.isMesh)\n G.wireframe === !0 ? (pe.setLineWidth(G.wireframeLinewidth * it()), ct.setMode(D.LINES)) : ct.setMode(D.TRIANGLES);\n else if (F.isLine) {\n let Pe = G.linewidth;\n Pe === void 0 && (Pe = 1), pe.setLineWidth(Pe * it()), F.isLineSegments ? ct.setMode(D.LINES) : F.isLineLoop ? ct.setMode(D.LINE_LOOP) : ct.setMode(D.LINE_STRIP);\n } else F.isPoints ? ct.setMode(D.POINTS) : F.isSprite && ct.setMode(D.TRIANGLES);\n if (F.isBatchedMesh)\n if (F._multiDrawInstances !== null)\n ws(\"WebGLRenderer: renderMultiDrawInstances has been deprecated and will be removed in r184. Append to renderMultiDraw arguments and use indirection.\"), ct.renderMultiDrawInstances(F._multiDrawStarts, F._multiDrawCounts, F._multiDrawCount, F._multiDrawInstances);\n else if (Ve.get(\"WEBGL_multi_draw\"))\n ct.renderMultiDraw(F._multiDrawStarts, F._multiDrawCounts, F._multiDrawCount);\n else {\n const Pe = F._multiDrawStarts, dt = F._multiDrawCounts, Ze = F._multiDrawCount, jt = fe ? O.get(fe).bytesPerElement : 1, gi = ye.get(G).currentProgram.getUniforms();\n for (let qt = 0; qt < Ze; qt++)\n gi.setValue(D, \"_gl_DrawID\", qt), ct.render(Pe[qt] / jt, dt[qt]);\n }\n else if (F.isInstancedMesh)\n ct.renderInstances(qe, mt, F.count);\n else if (V.isInstancedBufferGeometry) {\n const Pe = V._maxInstanceCount !== void 0 ? V._maxInstanceCount : 1 / 0, dt = Math.min(V.instanceCount, Pe);\n ct.renderInstances(qe, mt, dt);\n } else\n ct.render(qe, mt);\n };\n function vn(b, N, V) {\n b.transparent === !0 && b.side === Wt && b.forceSinglePass === !1 ? (b.side = zt, b.needsUpdate = !0, Ls(b, N, V), b.side = En, b.needsUpdate = !0, Ls(b, N, V), b.side = Wt) : Ls(b, N, V);\n }\n this.compile = function(b, N, V = null) {\n V === null && (V = b), v = be.get(V), v.init(N), R.push(v), V.traverseVisible(function(F) {\n F.isLight && F.layers.test(N.layers) && (v.pushLight(F), F.castShadow && v.pushShadow(F));\n }), b !== V && b.traverseVisible(function(F) {\n F.isLight && F.layers.test(N.layers) && (v.pushLight(F), F.castShadow && v.pushShadow(F));\n }), v.setupLights();\n const G = /* @__PURE__ */ new Set();\n return b.traverse(function(F) {\n if (!(F.isMesh || F.isPoints || F.isLine || F.isSprite))\n return;\n const se = F.material;\n if (se)\n if (Array.isArray(se))\n for (let de = 0; de < se.length; de++) {\n const ve = se[de];\n vn(ve, V, F), G.add(ve);\n }\n else\n vn(se, V, F), G.add(se);\n }), v = R.pop(), G;\n }, this.compileAsync = function(b, N, V = null) {\n const G = this.compile(b, N, V);\n return new Promise((F) => {\n function se() {\n if (G.forEach(function(de) {\n ye.get(de).currentProgram.isReady() && G.delete(de);\n }), G.size === 0) {\n F(b);\n return;\n }\n setTimeout(se, 10);\n }\n Ve.get(\"KHR_parallel_shader_compile\") !== null ? se() : setTimeout(se, 10);\n });\n };\n let sn = null;\n function Rh(b) {\n sn && sn(b);\n }\n function Yo() {\n ni.stop();\n }\n function Ko() {\n ni.start();\n }\n const ni = new gh();\n ni.setAnimationLoop(Rh), typeof self < \"u\" && ni.setContext(self), this.setAnimationLoop = function(b) {\n sn = b, oe.setAnimationLoop(b), b === null ? ni.stop() : ni.start();\n }, oe.addEventListener(\"sessionstart\", Yo), oe.addEventListener(\"sessionend\", Ko), this.render = function(b, N) {\n if (N !== void 0 && N.isCamera !== !0) {\n Xe(\"WebGLRenderer.render: camera is not an instance of THREE.Camera.\");\n return;\n }\n if (P === !0) return;\n if (b.matrixWorldAutoUpdate === !0 && b.updateMatrixWorld(), N.parent === null && N.matrixWorldAutoUpdate === !0 && N.updateMatrixWorld(), oe.enabled === !0 && oe.isPresenting === !0 && (oe.cameraAutoUpdate === !0 && oe.updateCamera(N), N = oe.getCamera()), b.isScene === !0 && b.onBeforeRender(E, b, N, M), v = be.get(b, R.length), v.init(N), R.push(v), Ce.multiplyMatrices(N.projectionMatrix, N.matrixWorldInverse), j.setFromProjectionMatrix(Ce, Tn, N.reversedDepth), ue = this.localClippingEnabled, Y = Me.init(this.clippingPlanes, ue), y = re.get(b, T.length), y.init(), T.push(y), oe.enabled === !0 && oe.isPresenting === !0) {\n const se = E.xr.getDepthSensingMesh();\n se !== null && Lr(se, N, -1 / 0, E.sortObjects);\n }\n Lr(b, N, 0, E.sortObjects), y.finish(), E.sortObjects === !0 && y.sort(ge, we), Be = oe.enabled === !1 || oe.isPresenting === !1 || oe.hasDepthSensing() === !1, Be && ie.addToRenderList(y, b), this.info.render.frame++, Y === !0 && Me.beginShadows();\n const V = v.state.shadowsArray;\n J.render(V, b, N), Y === !0 && Me.endShadows(), this.info.autoReset === !0 && this.info.reset();\n const G = y.opaque, F = y.transmissive;\n if (v.setupLights(), N.isArrayCamera) {\n const se = N.cameras;\n if (F.length > 0)\n for (let de = 0, ve = se.length; de < ve; de++) {\n const fe = se[de];\n $o(G, F, b, fe);\n }\n Be && ie.render(b);\n for (let de = 0, ve = se.length; de < ve; de++) {\n const fe = se[de];\n Zo(y, b, fe, fe.viewport);\n }\n } else\n F.length > 0 && $o(G, F, b, N), Be && ie.render(b), Zo(y, b, N);\n M !== null && S === 0 && (Ie.updateMultisampleRenderTarget(M), Ie.updateRenderTargetMipmap(M)), b.isScene === !0 && b.onAfterRender(E, b, N), L.resetDefaultState(), C = -1, U = null, R.pop(), R.length > 0 ? (v = R[R.length - 1], Y === !0 && Me.setGlobalState(E.clippingPlanes, v.state.camera)) : v = null, T.pop(), T.length > 0 ? y = T[T.length - 1] : y = null;\n };\n function Lr(b, N, V, G) {\n if (b.visible === !1) return;\n if (b.layers.test(N.layers)) {\n if (b.isGroup)\n V = b.renderOrder;\n else if (b.isLOD)\n b.autoUpdate === !0 && b.update(N);\n else if (b.isLight)\n v.pushLight(b), b.castShadow && v.pushShadow(b);\n else if (b.isSprite) {\n if (!b.frustumCulled || j.intersectsSprite(b)) {\n G && We.setFromMatrixPosition(b.matrixWorld).applyMatrix4(Ce);\n const de = Z.update(b), ve = b.material;\n ve.visible && y.push(b, de, ve, V, We.z, null);\n }\n } else if ((b.isMesh || b.isLine || b.isPoints) && (!b.frustumCulled || j.intersectsObject(b))) {\n const de = Z.update(b), ve = b.material;\n if (G && (b.boundingSphere !== void 0 ? (b.boundingSphere === null && b.computeBoundingSphere(), We.copy(b.boundingSphere.center)) : (de.boundingSphere === null && de.computeBoundingSphere(), We.copy(de.boundingSphere.center)), We.applyMatrix4(b.matrixWorld).applyMatrix4(Ce)), Array.isArray(ve)) {\n const fe = de.groups;\n for (let Le = 0, Ue = fe.length; Le < Ue; Le++) {\n const Ee = fe[Le], qe = ve[Ee.materialIndex];\n qe && qe.visible && y.push(b, de, qe, V, We.z, Ee);\n }\n } else ve.visible && y.push(b, de, ve, V, We.z, null);\n }\n }\n const se = b.children;\n for (let de = 0, ve = se.length; de < ve; de++)\n Lr(se[de], N, V, G);\n }\n function Zo(b, N, V, G) {\n const { opaque: F, transmissive: se, transparent: de } = b;\n v.setupLightsView(V), Y === !0 && Me.setGlobalState(E.clippingPlanes, V), G && pe.viewport(B.copy(G)), F.length > 0 && Ds(F, N, V), se.length > 0 && Ds(se, N, V), de.length > 0 && Ds(de, N, V), pe.buffers.depth.setTest(!0), pe.buffers.depth.setMask(!0), pe.buffers.color.setMask(!0), pe.setPolygonOffset(!1);\n }\n function $o(b, N, V, G) {\n if ((V.isScene === !0 ? V.overrideMaterial : null) !== null)\n return;\n v.state.transmissionRenderTarget[G.id] === void 0 && (v.state.transmissionRenderTarget[G.id] = new St(1, 1, {\n generateMipmaps: !0,\n type: Ve.has(\"EXT_color_buffer_half_float\") || Ve.has(\"EXT_color_buffer_float\") ? xt : mn,\n minFilter: yn,\n samples: 4,\n stencilBuffer: r,\n resolveDepthBuffer: !1,\n resolveStencilBuffer: !1,\n colorSpace: Ye.workingColorSpace\n }));\n const se = v.state.transmissionRenderTarget[G.id], de = G.viewport || B;\n se.setSize(de.z * E.transmissionResolutionScale, de.w * E.transmissionResolutionScale);\n const ve = E.getRenderTarget(), fe = E.getActiveCubeFace(), Le = E.getActiveMipmapLevel();\n E.setRenderTarget(se), E.getClearColor(k), ee = E.getClearAlpha(), ee < 1 && E.setClearColor(16777215, 0.5), E.clear(), Be && ie.render(V);\n const Ue = E.toneMapping;\n E.toneMapping = Jn;\n const Ee = G.viewport;\n if (G.viewport !== void 0 && (G.viewport = void 0), v.setupLightsView(G), Y === !0 && Me.setGlobalState(E.clippingPlanes, G), Ds(b, V, G), Ie.updateMultisampleRenderTarget(se), Ie.updateRenderTargetMipmap(se), Ve.has(\"WEBGL_multisampled_render_to_texture\") === !1) {\n let qe = !1;\n for (let rt = 0, mt = N.length; rt < mt; rt++) {\n const gt = N[rt], { object: ct, geometry: Pe, material: dt, group: Ze } = gt;\n if (dt.side === Wt && ct.layers.test(G.layers)) {\n const jt = dt.side;\n dt.side = zt, dt.needsUpdate = !0, Jo(ct, V, G, Pe, dt, Ze), dt.side = jt, dt.needsUpdate = !0, qe = !0;\n }\n }\n qe === !0 && (Ie.updateMultisampleRenderTarget(se), Ie.updateRenderTargetMipmap(se));\n }\n E.setRenderTarget(ve, fe, Le), E.setClearColor(k, ee), Ee !== void 0 && (G.viewport = Ee), E.toneMapping = Ue;\n }\n function Ds(b, N, V) {\n const G = N.isScene === !0 ? N.overrideMaterial : null;\n for (let F = 0, se = b.length; F < se; F++) {\n const de = b[F], { object: ve, geometry: fe, group: Le } = de;\n let Ue = de.material;\n Ue.allowOverride === !0 && G !== null && (Ue = G), ve.layers.test(V.layers) && Jo(ve, N, V, fe, Ue, Le);\n }\n }\n function Jo(b, N, V, G, F, se) {\n b.onBeforeRender(E, N, V, G, F, se), b.modelViewMatrix.multiplyMatrices(V.matrixWorldInverse, b.matrixWorld), b.normalMatrix.getNormalMatrix(b.modelViewMatrix), F.onBeforeRender(E, N, V, G, b, se), F.transparent === !0 && F.side === Wt && F.forceSinglePass === !1 ? (F.side = zt, F.needsUpdate = !0, E.renderBufferDirect(V, N, G, F, b, se), F.side = En, F.needsUpdate = !0, E.renderBufferDirect(V, N, G, F, b, se), F.side = Wt) : E.renderBufferDirect(V, N, G, F, b, se), b.onAfterRender(E, N, V, G, F, se);\n }\n function Ls(b, N, V) {\n N.isScene !== !0 && (N = _t);\n const G = ye.get(b), F = v.state.lights, se = v.state.shadowsArray, de = F.state.version, ve = H.getParameters(b, F.state, se, N, V), fe = H.getProgramCacheKey(ve);\n let Le = G.programs;\n G.environment = b.isMeshStandardMaterial ? N.environment : null, G.fog = N.fog, G.envMap = (b.isMeshStandardMaterial ? _ : A).get(b.envMap || G.environment), G.envMapRotation = G.environment !== null && b.envMap === null ? N.environmentRotation : b.envMapRotation, Le === void 0 && (b.addEventListener(\"dispose\", Fe), Le = /* @__PURE__ */ new Map(), G.programs = Le);\n let Ue = Le.get(fe);\n if (Ue !== void 0) {\n if (G.currentProgram === Ue && G.lightsStateVersion === de)\n return el(b, ve), Ue;\n } else\n ve.uniforms = H.getUniforms(b), b.onBeforeCompile(ve, E), Ue = H.acquireProgram(ve, fe), Le.set(fe, Ue), G.uniforms = ve.uniforms;\n const Ee = G.uniforms;\n return (!b.isShaderMaterial && !b.isRawShaderMaterial || b.clipping === !0) && (Ee.clippingPlanes = Me.uniform), el(b, ve), G.needsLights = Dh(b), G.lightsStateVersion = de, G.needsLights && (Ee.ambientLightColor.value = F.state.ambient, Ee.lightProbe.value = F.state.probe, Ee.directionalLights.value = F.state.directional, Ee.directionalLightShadows.value = F.state.directionalShadow, Ee.spotLights.value = F.state.spot, Ee.spotLightShadows.value = F.state.spotShadow, Ee.rectAreaLights.value = F.state.rectArea, Ee.ltc_1.value = F.state.rectAreaLTC1, Ee.ltc_2.value = F.state.rectAreaLTC2, Ee.pointLights.value = F.state.point, Ee.pointLightShadows.value = F.state.pointShadow, Ee.hemisphereLights.value = F.state.hemi, Ee.directionalShadowMap.value = F.state.directionalShadowMap, Ee.directionalShadowMatrix.value = F.state.directionalShadowMatrix, Ee.spotShadowMap.value = F.state.spotShadowMap, Ee.spotLightMatrix.value = F.state.spotLightMatrix, Ee.spotLightMap.value = F.state.spotLightMap, Ee.pointShadowMap.value = F.state.pointShadowMap, Ee.pointShadowMatrix.value = F.state.pointShadowMatrix), G.currentProgram = Ue, G.uniformsList = null, Ue;\n }\n function Qo(b) {\n if (b.uniformsList === null) {\n const N = b.currentProgram.getUniforms();\n b.uniformsList = gr.seqWithValue(N.seq, b.uniforms);\n }\n return b.uniformsList;\n }\n function el(b, N) {\n const V = ye.get(b);\n V.outputColorSpace = N.outputColorSpace, V.batching = N.batching, V.batchingColor = N.batchingColor, V.instancing = N.instancing, V.instancingColor = N.instancingColor, V.instancingMorph = N.instancingMorph, V.skinning = N.skinning, V.morphTargets = N.morphTargets, V.morphNormals = N.morphNormals, V.morphColors = N.morphColors, V.morphTargetsCount = N.morphTargetsCount, V.numClippingPlanes = N.numClippingPlanes, V.numIntersection = N.numClipIntersection, V.vertexAlphas = N.vertexAlphas, V.vertexTangents = N.vertexTangents, V.toneMapping = N.toneMapping;\n }\n function Ch(b, N, V, G, F) {\n N.isScene !== !0 && (N = _t), Ie.resetTextureUnits();\n const se = N.fog, de = G.isMeshStandardMaterial ? N.environment : null, ve = M === null ? E.outputColorSpace : M.isXRRenderTarget === !0 ? M.texture.colorSpace : Ut, fe = (G.isMeshStandardMaterial ? _ : A).get(G.envMap || de), Le = G.vertexColors === !0 && !!V.attributes.color && V.attributes.color.itemSize === 4, Ue = !!V.attributes.tangent && (!!G.normalMap || G.anisotropy > 0), Ee = !!V.morphAttributes.position, qe = !!V.morphAttributes.normal, rt = !!V.morphAttributes.color;\n let mt = Jn;\n G.toneMapped && (M === null || M.isXRRenderTarget === !0) && (mt = E.toneMapping);\n const gt = V.morphAttributes.position || V.morphAttributes.normal || V.morphAttributes.color, ct = gt !== void 0 ? gt.length : 0, Pe = ye.get(G), dt = v.state.lights;\n if (Y === !0 && (ue === !0 || b !== U)) {\n const Nt = b === U && G.id === C;\n Me.setState(G, b, Nt);\n }\n let Ze = !1;\n G.version === Pe.__version ? (Pe.needsLights && Pe.lightsStateVersion !== dt.state.version || Pe.outputColorSpace !== ve || F.isBatchedMesh && Pe.batching === !1 || !F.isBatchedMesh && Pe.batching === !0 || F.isBatchedMesh && Pe.batchingColor === !0 && F.colorTexture === null || F.isBatchedMesh && Pe.batchingColor === !1 && F.colorTexture !== null || F.isInstancedMesh && Pe.instancing === !1 || !F.isInstancedMesh && Pe.instancing === !0 || F.isSkinnedMesh && Pe.skinning === !1 || !F.isSkinnedMesh && Pe.skinning === !0 || F.isInstancedMesh && Pe.instancingColor === !0 && F.instanceColor === null || F.isInstancedMesh && Pe.instancingColor === !1 && F.instanceColor !== null || F.isInstancedMesh && Pe.instancingMorph === !0 && F.morphTexture === null || F.isInstancedMesh && Pe.instancingMorph === !1 && F.morphTexture !== null || Pe.envMap !== fe || G.fog === !0 && Pe.fog !== se || Pe.numClippingPlanes !== void 0 && (Pe.numClippingPlanes !== Me.numPlanes || Pe.numIntersection !== Me.numIntersection) || Pe.vertexAlphas !== Le || Pe.vertexTangents !== Ue || Pe.morphTargets !== Ee || Pe.morphNormals !== qe || Pe.morphColors !== rt || Pe.toneMapping !== mt || Pe.morphTargetsCount !== ct) && (Ze = !0) : (Ze = !0, Pe.__version = G.version);\n let jt = Pe.currentProgram;\n Ze === !0 && (jt = Ls(G, N, F));\n let gi = !1, qt = !1, is = !1;\n const ft = jt.getUniforms(), Vt = Pe.uniforms;\n if (pe.useProgram(jt.program) && (gi = !0, qt = !0, is = !0), G.id !== C && (C = G.id, qt = !0), gi || U !== b) {\n pe.buffers.depth.getReversed() && b.reversedDepth !== !0 && (b._reversedDepth = !0, b.updateProjectionMatrix()), ft.setValue(D, \"projectionMatrix\", b.projectionMatrix), ft.setValue(D, \"viewMatrix\", b.matrixWorldInverse);\n const Gt = ft.map.cameraPosition;\n Gt !== void 0 && Gt.setValue(D, me.setFromMatrixPosition(b.matrixWorld)), Qe.logarithmicDepthBuffer && ft.setValue(\n D,\n \"logDepthBufFC\",\n 2 / (Math.log(b.far + 1) / Math.LN2)\n ), (G.isMeshPhongMaterial || G.isMeshToonMaterial || G.isMeshLambertMaterial || G.isMeshBasicMaterial || G.isMeshStandardMaterial || G.isShaderMaterial) && ft.setValue(D, \"isOrthographic\", b.isOrthographicCamera === !0), U !== b && (U = b, qt = !0, is = !0);\n }\n if (F.isSkinnedMesh) {\n ft.setOptional(D, F, \"bindMatrix\"), ft.setOptional(D, F, \"bindMatrixInverse\");\n const Nt = F.skeleton;\n Nt && (Nt.boneTexture === null && Nt.computeBoneTexture(), ft.setValue(D, \"boneTexture\", Nt.boneTexture, Ie));\n }\n F.isBatchedMesh && (ft.setOptional(D, F, \"batchingTexture\"), ft.setValue(D, \"batchingTexture\", F._matricesTexture, Ie), ft.setOptional(D, F, \"batchingIdTexture\"), ft.setValue(D, \"batchingIdTexture\", F._indirectTexture, Ie), ft.setOptional(D, F, \"batchingColorTexture\"), F._colorsTexture !== null && ft.setValue(D, \"batchingColorTexture\", F._colorsTexture, Ie));\n const $t = V.morphAttributes;\n if (($t.position !== void 0 || $t.normal !== void 0 || $t.color !== void 0) && De.update(F, V, jt), (qt || Pe.receiveShadow !== F.receiveShadow) && (Pe.receiveShadow = F.receiveShadow, ft.setValue(D, \"receiveShadow\", F.receiveShadow)), G.isMeshGouraudMaterial && G.envMap !== null && (Vt.envMap.value = fe, Vt.flipEnvMap.value = fe.isCubeTexture && fe.isRenderTargetTexture === !1 ? -1 : 1), G.isMeshStandardMaterial && G.envMap === null && N.environment !== null && (Vt.envMapIntensity.value = N.environmentIntensity), Vt.dfgLUT !== void 0 && (Vt.dfgLUT.value = Ng()), qt && (ft.setValue(D, \"toneMappingExposure\", E.toneMappingExposure), Pe.needsLights && Ph(Vt, is), se && G.fog === !0 && xe.refreshFogUniforms(Vt, se), xe.refreshMaterialUniforms(Vt, G, Q, $, v.state.transmissionRenderTarget[b.id]), gr.upload(D, Qo(Pe), Vt, Ie)), G.isShaderMaterial && G.uniformsNeedUpdate === !0 && (gr.upload(D, Qo(Pe), Vt, Ie), G.uniformsNeedUpdate = !1), G.isSpriteMaterial && ft.setValue(D, \"center\", F.center), ft.setValue(D, \"modelViewMatrix\", F.modelViewMatrix), ft.setValue(D, \"normalMatrix\", F.normalMatrix), ft.setValue(D, \"modelMatrix\", F.matrixWorld), G.isShaderMaterial || G.isRawShaderMaterial) {\n const Nt = G.uniformsGroups;\n for (let Gt = 0, Ir = Nt.length; Gt < Ir; Gt++) {\n const ii = Nt[Gt];\n ae.update(ii, jt), ae.bind(ii, jt);\n }\n }\n return jt;\n }\n function Ph(b, N) {\n b.ambientLightColor.needsUpdate = N, b.lightProbe.needsUpdate = N, b.directionalLights.needsUpdate = N, b.directionalLightShadows.needsUpdate = N, b.pointLights.needsUpdate = N, b.pointLightShadows.needsUpdate = N, b.spotLights.needsUpdate = N, b.spotLightShadows.needsUpdate = N, b.rectAreaLights.needsUpdate = N, b.hemisphereLights.needsUpdate = N;\n }\n function Dh(b) {\n return b.isMeshLambertMaterial || b.isMeshToonMaterial || b.isMeshPhongMaterial || b.isMeshStandardMaterial || b.isShadowMaterial || b.isShaderMaterial && b.lights === !0;\n }\n this.getActiveCubeFace = function() {\n return I;\n }, this.getActiveMipmapLevel = function() {\n return S;\n }, this.getRenderTarget = function() {\n return M;\n }, this.setRenderTargetTextures = function(b, N, V) {\n const G = ye.get(b);\n G.__autoAllocateDepthBuffer = b.resolveDepthBuffer === !1, G.__autoAllocateDepthBuffer === !1 && (G.__useRenderToTexture = !1), ye.get(b.texture).__webglTexture = N, ye.get(b.depthTexture).__webglTexture = G.__autoAllocateDepthBuffer ? void 0 : V, G.__hasExternalTextures = !0;\n }, this.setRenderTargetFramebuffer = function(b, N) {\n const V = ye.get(b);\n V.__webglFramebuffer = N, V.__useDefaultFramebuffer = N === void 0;\n };\n const Lh = D.createFramebuffer();\n this.setRenderTarget = function(b, N = 0, V = 0) {\n M = b, I = N, S = V;\n let G = !0, F = null, se = !1, de = !1;\n if (b) {\n const fe = ye.get(b);\n if (fe.__useDefaultFramebuffer !== void 0)\n pe.bindFramebuffer(D.FRAMEBUFFER, null), G = !1;\n else if (fe.__webglFramebuffer === void 0)\n Ie.setupRenderTarget(b);\n else if (fe.__hasExternalTextures)\n Ie.rebindTextures(b, ye.get(b.texture).__webglTexture, ye.get(b.depthTexture).__webglTexture);\n else if (b.depthBuffer) {\n const Ee = b.depthTexture;\n if (fe.__boundDepthTexture !== Ee) {\n if (Ee !== null && ye.has(Ee) && (b.width !== Ee.image.width || b.height !== Ee.image.height))\n throw new Error(\"WebGLRenderTarget: Attached DepthTexture is initialized to the incorrect size.\");\n Ie.setupDepthRenderbuffer(b);\n }\n }\n const Le = b.texture;\n (Le.isData3DTexture || Le.isDataArrayTexture || Le.isCompressedArrayTexture) && (de = !0);\n const Ue = ye.get(b).__webglFramebuffer;\n b.isWebGLCubeRenderTarget ? (Array.isArray(Ue[N]) ? F = Ue[N][V] : F = Ue[N], se = !0) : b.samples > 0 && Ie.useMultisampledRTT(b) === !1 ? F = ye.get(b).__webglMultisampledFramebuffer : Array.isArray(Ue) ? F = Ue[V] : F = Ue, B.copy(b.viewport), z.copy(b.scissor), W = b.scissorTest;\n } else\n B.copy(Oe).multiplyScalar(Q).floor(), z.copy(Ke).multiplyScalar(Q).floor(), W = $e;\n if (V !== 0 && (F = Lh), pe.bindFramebuffer(D.FRAMEBUFFER, F) && G && pe.drawBuffers(b, F), pe.viewport(B), pe.scissor(z), pe.setScissorTest(W), se) {\n const fe = ye.get(b.texture);\n D.framebufferTexture2D(D.FRAMEBUFFER, D.COLOR_ATTACHMENT0, D.TEXTURE_CUBE_MAP_POSITIVE_X + N, fe.__webglTexture, V);\n } else if (de) {\n const fe = N;\n for (let Le = 0; Le < b.textures.length; Le++) {\n const Ue = ye.get(b.textures[Le]);\n D.framebufferTextureLayer(D.FRAMEBUFFER, D.COLOR_ATTACHMENT0 + Le, Ue.__webglTexture, V, fe);\n }\n } else if (b !== null && V !== 0) {\n const fe = ye.get(b.texture);\n D.framebufferTexture2D(D.FRAMEBUFFER, D.COLOR_ATTACHMENT0, D.TEXTURE_2D, fe.__webglTexture, V);\n }\n C = -1;\n }, this.readRenderTargetPixels = function(b, N, V, G, F, se, de, ve = 0) {\n if (!(b && b.isWebGLRenderTarget)) {\n Xe(\"WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.\");\n return;\n }\n let fe = ye.get(b).__webglFramebuffer;\n if (b.isWebGLCubeRenderTarget && de !== void 0 && (fe = fe[de]), fe) {\n pe.bindFramebuffer(D.FRAMEBUFFER, fe);\n try {\n const Le = b.textures[ve], Ue = Le.format, Ee = Le.type;\n if (!Qe.textureFormatReadable(Ue)) {\n Xe(\"WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.\");\n return;\n }\n if (!Qe.textureTypeReadable(Ee)) {\n Xe(\"WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.\");\n return;\n }\n N >= 0 && N <= b.width - G && V >= 0 && V <= b.height - F && (b.textures.length > 1 && D.readBuffer(D.COLOR_ATTACHMENT0 + ve), D.readPixels(N, V, G, F, Re.convert(Ue), Re.convert(Ee), se));\n } finally {\n const Le = M !== null ? ye.get(M).__webglFramebuffer : null;\n pe.bindFramebuffer(D.FRAMEBUFFER, Le);\n }\n }\n }, this.readRenderTargetPixelsAsync = async function(b, N, V, G, F, se, de, ve = 0) {\n if (!(b && b.isWebGLRenderTarget))\n throw new Error(\"THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.\");\n let fe = ye.get(b).__webglFramebuffer;\n if (b.isWebGLCubeRenderTarget && de !== void 0 && (fe = fe[de]), fe)\n if (N >= 0 && N <= b.width - G && V >= 0 && V <= b.height - F) {\n pe.bindFramebuffer(D.FRAMEBUFFER, fe);\n const Le = b.textures[ve], Ue = Le.format, Ee = Le.type;\n if (!Qe.textureFormatReadable(Ue))\n throw new Error(\"THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in RGBA or implementation defined format.\");\n if (!Qe.textureTypeReadable(Ee))\n throw new Error(\"THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in UnsignedByteType or implementation defined type.\");\n const qe = D.createBuffer();\n D.bindBuffer(D.PIXEL_PACK_BUFFER, qe), D.bufferData(D.PIXEL_PACK_BUFFER, se.byteLength, D.STREAM_READ), b.textures.length > 1 && D.readBuffer(D.COLOR_ATTACHMENT0 + ve), D.readPixels(N, V, G, F, Re.convert(Ue), Re.convert(Ee), 0);\n const rt = M !== null ? ye.get(M).__webglFramebuffer : null;\n pe.bindFramebuffer(D.FRAMEBUFFER, rt);\n const mt = D.fenceSync(D.SYNC_GPU_COMMANDS_COMPLETE, 0);\n return D.flush(), await fu(D, mt, 4), D.bindBuffer(D.PIXEL_PACK_BUFFER, qe), D.getBufferSubData(D.PIXEL_PACK_BUFFER, 0, se), D.deleteBuffer(qe), D.deleteSync(mt), se;\n } else\n throw new Error(\"THREE.WebGLRenderer.readRenderTargetPixelsAsync: requested read bounds are out of range.\");\n }, this.copyFramebufferToTexture = function(b, N = null, V = 0) {\n const G = Math.pow(2, -V), F = Math.floor(b.image.width * G), se = Math.floor(b.image.height * G), de = N !== null ? N.x : 0, ve = N !== null ? N.y : 0;\n Ie.setTexture2D(b, 0), D.copyTexSubImage2D(D.TEXTURE_2D, V, 0, 0, de, ve, F, se), pe.unbindTexture();\n };\n const Ih = D.createFramebuffer(), Uh = D.createFramebuffer();\n this.copyTextureToTexture = function(b, N, V = null, G = null, F = 0, se = null) {\n se === null && (F !== 0 ? (ws(\"WebGLRenderer: copyTextureToTexture function signature has changed to support src and dst mipmap levels.\"), se = F, F = 0) : se = 0);\n let de, ve, fe, Le, Ue, Ee, qe, rt, mt;\n const gt = b.isCompressedTexture ? b.mipmaps[se] : b.image;\n if (V !== null)\n de = V.max.x - V.min.x, ve = V.max.y - V.min.y, fe = V.isBox3 ? V.max.z - V.min.z : 1, Le = V.min.x, Ue = V.min.y, Ee = V.isBox3 ? V.min.z : 0;\n else {\n const $t = Math.pow(2, -F);\n de = Math.floor(gt.width * $t), ve = Math.floor(gt.height * $t), b.isDataArrayTexture ? fe = gt.depth : b.isData3DTexture ? fe = Math.floor(gt.depth * $t) : fe = 1, Le = 0, Ue = 0, Ee = 0;\n }\n G !== null ? (qe = G.x, rt = G.y, mt = G.z) : (qe = 0, rt = 0, mt = 0);\n const ct = Re.convert(N.format), Pe = Re.convert(N.type);\n let dt;\n N.isData3DTexture ? (Ie.setTexture3D(N, 0), dt = D.TEXTURE_3D) : N.isDataArrayTexture || N.isCompressedArrayTexture ? (Ie.setTexture2DArray(N, 0), dt = D.TEXTURE_2D_ARRAY) : (Ie.setTexture2D(N, 0), dt = D.TEXTURE_2D), D.pixelStorei(D.UNPACK_FLIP_Y_WEBGL, N.flipY), D.pixelStorei(D.UNPACK_PREMULTIPLY_ALPHA_WEBGL, N.premultiplyAlpha), D.pixelStorei(D.UNPACK_ALIGNMENT, N.unpackAlignment);\n const Ze = D.getParameter(D.UNPACK_ROW_LENGTH), jt = D.getParameter(D.UNPACK_IMAGE_HEIGHT), gi = D.getParameter(D.UNPACK_SKIP_PIXELS), qt = D.getParameter(D.UNPACK_SKIP_ROWS), is = D.getParameter(D.UNPACK_SKIP_IMAGES);\n D.pixelStorei(D.UNPACK_ROW_LENGTH, gt.width), D.pixelStorei(D.UNPACK_IMAGE_HEIGHT, gt.height), D.pixelStorei(D.UNPACK_SKIP_PIXELS, Le), D.pixelStorei(D.UNPACK_SKIP_ROWS, Ue), D.pixelStorei(D.UNPACK_SKIP_IMAGES, Ee);\n const ft = b.isDataArrayTexture || b.isData3DTexture, Vt = N.isDataArrayTexture || N.isData3DTexture;\n if (b.isDepthTexture) {\n const $t = ye.get(b), Nt = ye.get(N), Gt = ye.get($t.__renderTarget), Ir = ye.get(Nt.__renderTarget);\n pe.bindFramebuffer(D.READ_FRAMEBUFFER, Gt.__webglFramebuffer), pe.bindFramebuffer(D.DRAW_FRAMEBUFFER, Ir.__webglFramebuffer);\n for (let ii = 0; ii < fe; ii++)\n ft && (D.framebufferTextureLayer(D.READ_FRAMEBUFFER, D.COLOR_ATTACHMENT0, ye.get(b).__webglTexture, F, Ee + ii), D.framebufferTextureLayer(D.DRAW_FRAMEBUFFER, D.COLOR_ATTACHMENT0, ye.get(N).__webglTexture, se, mt + ii)), D.blitFramebuffer(Le, Ue, de, ve, qe, rt, de, ve, D.DEPTH_BUFFER_BIT, D.NEAREST);\n pe.bindFramebuffer(D.READ_FRAMEBUFFER, null), pe.bindFramebuffer(D.DRAW_FRAMEBUFFER, null);\n } else if (F !== 0 || b.isRenderTargetTexture || ye.has(b)) {\n const $t = ye.get(b), Nt = ye.get(N);\n pe.bindFramebuffer(D.READ_FRAMEBUFFER, Ih), pe.bindFramebuffer(D.DRAW_FRAMEBUFFER, Uh);\n for (let Gt = 0; Gt < fe; Gt++)\n ft ? D.framebufferTextureLayer(D.READ_FRAMEBUFFER, D.COLOR_ATTACHMENT0, $t.__webglTexture, F, Ee + Gt) : D.framebufferTexture2D(D.READ_FRAMEBUFFER, D.COLOR_ATTACHMENT0, D.TEXTURE_2D, $t.__webglTexture, F), Vt ? D.framebufferTextureLayer(D.DRAW_FRAMEBUFFER, D.COLOR_ATTACHMENT0, Nt.__webglTexture, se, mt + Gt) : D.framebufferTexture2D(D.DRAW_FRAMEBUFFER, D.COLOR_ATTACHMENT0, D.TEXTURE_2D, Nt.__webglTexture, se), F !== 0 ? D.blitFramebuffer(Le, Ue, de, ve, qe, rt, de, ve, D.COLOR_BUFFER_BIT, D.NEAREST) : Vt ? D.copyTexSubImage3D(dt, se, qe, rt, mt + Gt, Le, Ue, de, ve) : D.copyTexSubImage2D(dt, se, qe, rt, Le, Ue, de, ve);\n pe.bindFramebuffer(D.READ_FRAMEBUFFER, null), pe.bindFramebuffer(D.DRAW_FRAMEBUFFER, null);\n } else\n Vt ? b.isDataTexture || b.isData3DTexture ? D.texSubImage3D(dt, se, qe, rt, mt, de, ve, fe, ct, Pe, gt.data) : N.isCompressedArrayTexture ? D.compressedTexSubImage3D(dt, se, qe, rt, mt, de, ve, fe, ct, gt.data) : D.texSubImage3D(dt, se, qe, rt, mt, de, ve, fe, ct, Pe, gt) : b.isDataTexture ? D.texSubImage2D(D.TEXTURE_2D, se, qe, rt, de, ve, ct, Pe, gt.data) : b.isCompressedTexture ? D.compressedTexSubImage2D(D.TEXTURE_2D, se, qe, rt, gt.width, gt.height, ct, gt.data) : D.texSubImage2D(D.TEXTURE_2D, se, qe, rt, de, ve, ct, Pe, gt);\n D.pixelStorei(D.UNPACK_ROW_LENGTH, Ze), D.pixelStorei(D.UNPACK_IMAGE_HEIGHT, jt), D.pixelStorei(D.UNPACK_SKIP_PIXELS, gi), D.pixelStorei(D.UNPACK_SKIP_ROWS, qt), D.pixelStorei(D.UNPACK_SKIP_IMAGES, is), se === 0 && N.generateMipmaps && D.generateMipmap(dt), pe.unbindTexture();\n }, this.initRenderTarget = function(b) {\n ye.get(b).__webglFramebuffer === void 0 && Ie.setupRenderTarget(b);\n }, this.initTexture = function(b) {\n b.isCubeTexture ? Ie.setTextureCube(b, 0) : b.isData3DTexture ? Ie.setTexture3D(b, 0) : b.isDataArrayTexture || b.isCompressedArrayTexture ? Ie.setTexture2DArray(b, 0) : Ie.setTexture2D(b, 0), pe.unbindTexture();\n }, this.resetState = function() {\n I = 0, S = 0, M = null, pe.reset(), L.reset();\n }, typeof __THREE_DEVTOOLS__ < \"u\" && __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent(\"observe\", { detail: this }));\n }\n /**\n * Defines the coordinate system of the renderer.\n *\n * In `WebGLRenderer`, the value is always `WebGLCoordinateSystem`.\n *\n * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem}\n * @default WebGLCoordinateSystem\n * @readonly\n */\n get coordinateSystem() {\n return Tn;\n }\n /**\n * Defines the output color space of the renderer.\n *\n * @type {SRGBColorSpace|LinearSRGBColorSpace}\n * @default SRGBColorSpace\n */\n get outputColorSpace() {\n return this._outputColorSpace;\n }\n set outputColorSpace(e) {\n this._outputColorSpace = e;\n const t = this.getContext();\n t.drawingBufferColorSpace = Ye._getDrawingBufferColorSpace(e), t.unpackColorSpace = Ye._getUnpackColorSpace();\n }\n}\nclass Fg extends Pd {\n /**\n * Constructs a new RGBE/HDR loader.\n *\n * @param {LoadingManager} [manager] - The loading manager.\n */\n constructor(e) {\n super(e), this.type = xt;\n }\n /**\n * Parses the given RGBE texture data.\n *\n * @param {ArrayBuffer} buffer - The raw texture data.\n * @return {DataTextureLoader~TexData} An object representing the parsed texture data.\n */\n parse(e) {\n const a = function(I, S) {\n switch (I) {\n case 1:\n throw new Error(\"THREE.HDRLoader: Read Error: \" + (S || \"\"));\n case 2:\n throw new Error(\"THREE.HDRLoader: Write Error: \" + (S || \"\"));\n case 3:\n throw new Error(\"THREE.HDRLoader: Bad File Format: \" + (S || \"\"));\n default:\n case 4:\n throw new Error(\"THREE.HDRLoader: Memory Error: \" + (S || \"\"));\n }\n }, u = function(I, S, M) {\n S = S || 1024;\n let U = I.pos, B = -1, z = 0, W = \"\", k = String.fromCharCode.apply(null, new Uint16Array(I.subarray(U, U + 128)));\n for (; 0 > (B = k.indexOf(`\n`)) && z < S && U < I.byteLength; )\n W += k, z += k.length, U += 128, k += String.fromCharCode.apply(null, new Uint16Array(I.subarray(U, U + 128)));\n return -1 < B ? (I.pos += z + B + 1, W + k.slice(0, B)) : !1;\n }, d = function(I) {\n const S = /^#\\?(\\S+)/, M = /^\\s*GAMMA\\s*=\\s*(\\d+(\\.\\d+)?)\\s*$/, C = /^\\s*EXPOSURE\\s*=\\s*(\\d+(\\.\\d+)?)\\s*$/, U = /^\\s*FORMAT=(\\S+)\\s*$/, B = /^\\s*\\-Y\\s+(\\d+)\\s+\\+X\\s+(\\d+)\\s*$/, z = {\n valid: 0,\n /* indicate which fields are valid */\n string: \"\",\n /* the actual header string */\n comments: \"\",\n /* comments found in header */\n programtype: \"RGBE\",\n /* listed at beginning of file to identify it after \"#?\". defaults to \"RGBE\" */\n format: \"\",\n /* RGBE format, default 32-bit_rle_rgbe */\n gamma: 1,\n /* image has already been gamma corrected with given gamma. defaults to 1.0 (no correction) */\n exposure: 1,\n /* a value of 1.0 in an image corresponds to watts/steradian/m^2. defaults to 1.0 */\n width: 0,\n height: 0\n /* image dimensions, width/height */\n };\n let W, k;\n for ((I.pos >= I.byteLength || !(W = u(I))) && a(1, \"no header found\"), (k = W.match(S)) || a(3, \"bad initial token\"), z.valid |= 1, z.programtype = k[1], z.string += W + `\n`; W = u(I), W !== !1; ) {\n if (z.string += W + `\n`, W.charAt(0) === \"#\") {\n z.comments += W + `\n`;\n continue;\n }\n if ((k = W.match(M)) && (z.gamma = parseFloat(k[1])), (k = W.match(C)) && (z.exposure = parseFloat(k[1])), (k = W.match(U)) && (z.valid |= 2, z.format = k[1]), (k = W.match(B)) && (z.valid |= 4, z.height = parseInt(k[1], 10), z.width = parseInt(k[2], 10)), z.valid & 2 && z.valid & 4) break;\n }\n return z.valid & 2 || a(3, \"missing format specifier\"), z.valid & 4 || a(3, \"missing image size specifier\"), z;\n }, p = function(I, S, M) {\n const C = S;\n if (\n // run length encoding is not allowed so read flat\n C < 8 || C > 32767 || // this file is not run length encoded\n I[0] !== 2 || I[1] !== 2 || I[2] & 128\n )\n return new Uint8Array(I);\n C !== (I[2] << 8 | I[3]) && a(3, \"wrong scanline width\");\n const U = new Uint8Array(4 * S * M);\n U.length || a(4, \"unable to allocate buffer space\");\n let B = 0, z = 0;\n const W = 4 * C, k = new Uint8Array(4), ee = new Uint8Array(W);\n let X = M;\n for (; X > 0 && z < I.byteLength; ) {\n z + 4 > I.byteLength && a(1), k[0] = I[z++], k[1] = I[z++], k[2] = I[z++], k[3] = I[z++], (k[0] != 2 || k[1] != 2 || (k[2] << 8 | k[3]) != C) && a(3, \"bad rgbe scanline format\");\n let $ = 0, Q;\n for (; $ < W && z < I.byteLength; ) {\n Q = I[z++];\n const we = Q > 128;\n if (we && (Q -= 128), (Q === 0 || $ + Q > W) && a(3, \"bad scanline data\"), we) {\n const Oe = I[z++];\n for (let Ke = 0; Ke < Q; Ke++)\n ee[$++] = Oe;\n } else\n ee.set(I.subarray(z, z + Q), $), $ += Q, z += Q;\n }\n const ge = C;\n for (let we = 0; we < ge; we++) {\n let Oe = 0;\n U[B] = ee[we + Oe], Oe += C, U[B + 1] = ee[we + Oe], Oe += C, U[B + 2] = ee[we + Oe], Oe += C, U[B + 3] = ee[we + Oe], B += 4;\n }\n X--;\n }\n return U;\n }, g = function(I, S, M, C) {\n const U = I[S + 3], B = Math.pow(2, U - 128) / 255;\n M[C + 0] = I[S + 0] * B, M[C + 1] = I[S + 1] * B, M[C + 2] = I[S + 2] * B, M[C + 3] = 1;\n }, x = function(I, S, M, C) {\n const U = I[S + 3], B = Math.pow(2, U - 128) / 255;\n M[C + 0] = Vs.toHalfFloat(Math.min(I[S + 0] * B, 65504)), M[C + 1] = Vs.toHalfFloat(Math.min(I[S + 1] * B, 65504)), M[C + 2] = Vs.toHalfFloat(Math.min(I[S + 2] * B, 65504)), M[C + 3] = Vs.toHalfFloat(1);\n }, m = new Uint8Array(e);\n m.pos = 0;\n const f = d(m), y = f.width, v = f.height, T = p(m.subarray(m.pos), y, v);\n let R, E, P;\n switch (this.type) {\n case Xt:\n P = T.length / 4;\n const I = new Float32Array(P * 4);\n for (let M = 0; M < P; M++)\n g(T, M * 4, I, M * 4);\n R = I, E = Xt;\n break;\n case xt:\n P = T.length / 4;\n const S = new Uint16Array(P * 4);\n for (let M = 0; M < P; M++)\n x(T, M * 4, S, M * 4);\n R = S, E = xt;\n break;\n default:\n throw new Error(\"THREE.HDRLoader: Unsupported type: \" + this.type);\n }\n return {\n width: y,\n height: v,\n data: R,\n header: f.string,\n gamma: f.gamma,\n exposure: f.exposure,\n type: E\n };\n }\n /**\n * Sets the texture type.\n *\n * @param {(HalfFloatType|FloatType)} value - The texture type to set.\n * @return {HDRLoader} A reference to this loader.\n */\n setDataType(e) {\n return this.type = e, this;\n }\n load(e, t, n, s) {\n function r(a, o) {\n switch (a.type) {\n case Xt:\n case xt:\n a.colorSpace = Ut, a.minFilter = bt, a.magFilter = bt, a.generateMipmaps = !1, a.flipY = !0;\n break;\n }\n t && t(a, o);\n }\n return super.load(e, r, n, s);\n }\n}\nclass Og extends Fg {\n constructor(e) {\n console.warn(\"RGBELoader has been deprecated. Please use HDRLoader instead.\"), super(e);\n }\n}\nconst Qn = {\n name: \"CopyShader\",\n uniforms: {\n tDiffuse: { value: null },\n opacity: { value: 1 }\n },\n vertexShader: (\n /* glsl */\n `\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}`\n ),\n fragmentShader: (\n /* glsl */\n `\n\n\t\tuniform float opacity;\n\n\t\tuniform sampler2D tDiffuse;\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvec4 texel = texture2D( tDiffuse, vUv );\n\t\t\tgl_FragColor = opacity * texel;\n\n\n\t\t}`\n )\n};\nclass ti {\n /**\n * Constructs a new pass.\n */\n constructor() {\n this.isPass = !0, this.enabled = !0, this.needsSwap = !0, this.clear = !1, this.renderToScreen = !1;\n }\n /**\n * Sets the size of the pass.\n *\n * @abstract\n * @param {number} width - The width to set.\n * @param {number} height - The height to set.\n */\n setSize() {\n }\n /**\n * This method holds the render logic of a pass. It must be implemented in all derived classes.\n *\n * @abstract\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering\n * destination for the pass.\n * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the\n * previous pass from this buffer.\n * @param {number} deltaTime - The delta time in seconds.\n * @param {boolean} maskActive - Whether masking is active or not.\n */\n render() {\n console.error(\"THREE.Pass: .render() must be implemented in derived pass.\");\n }\n /**\n * Frees the GPU-related resources allocated by this instance. Call this\n * method whenever the pass is no longer used in your app.\n *\n * @abstract\n */\n dispose() {\n }\n}\nconst Bg = new pi(-1, 1, 1, -1, 0, 1);\nclass zg extends nn {\n constructor() {\n super(), this.setAttribute(\"position\", new pn([-1, 3, 0, -1, -1, 0, 3, -1, 0], 3)), this.setAttribute(\"uv\", new pn([0, 2, 0, 0, 2, 0], 2));\n }\n}\nconst kg = new zg();\nclass Ps {\n /**\n * Constructs a new full screen quad.\n *\n * @param {?Material} material - The material to render te full screen quad with.\n */\n constructor(e) {\n this._mesh = new ot(kg, e);\n }\n /**\n * Frees the GPU-related resources allocated by this instance. Call this\n * method whenever the instance is no longer used in your app.\n */\n dispose() {\n this._mesh.geometry.dispose();\n }\n /**\n * Renders the full screen quad.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n */\n render(e) {\n e.render(this._mesh, Bg);\n }\n /**\n * The quad's material.\n *\n * @type {?Material}\n */\n get material() {\n return this._mesh.material;\n }\n set material(e) {\n this._mesh.material = e;\n }\n}\nclass go extends ti {\n /**\n * Constructs a new shader pass.\n *\n * @param {Object|ShaderMaterial} [shader] - A shader object holding vertex and fragment shader as well as\n * defines and uniforms. It's also valid to pass a custom shader material.\n * @param {string} [textureID='tDiffuse'] - The name of the texture uniform that should sample\n * the read buffer.\n */\n constructor(e, t = \"tDiffuse\") {\n super(), this.textureID = t, this.uniforms = null, this.material = null, e instanceof ht ? (this.uniforms = e.uniforms, this.material = e) : e && (this.uniforms = dn.clone(e.uniforms), this.material = new ht({\n name: e.name !== void 0 ? e.name : \"unspecified\",\n defines: Object.assign({}, e.defines),\n uniforms: this.uniforms,\n vertexShader: e.vertexShader,\n fragmentShader: e.fragmentShader\n })), this._fsQuad = new Ps(this.material);\n }\n /**\n * Performs the shader pass.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering\n * destination for the pass.\n * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the\n * previous pass from this buffer.\n * @param {number} deltaTime - The delta time in seconds.\n * @param {boolean} maskActive - Whether masking is active or not.\n */\n render(e, t, n) {\n this.uniforms[this.textureID] && (this.uniforms[this.textureID].value = n.texture), this._fsQuad.material = this.material, this.renderToScreen ? (e.setRenderTarget(null), this._fsQuad.render(e)) : (e.setRenderTarget(t), this.clear && e.clear(e.autoClearColor, e.autoClearDepth, e.autoClearStencil), this._fsQuad.render(e));\n }\n /**\n * Frees the GPU-related resources allocated by this instance. Call this\n * method whenever the pass is no longer used in your app.\n */\n dispose() {\n this.material.dispose(), this._fsQuad.dispose();\n }\n}\nclass vc extends ti {\n /**\n * Constructs a new mask pass.\n *\n * @param {Scene} scene - The 3D objects in this scene will define the mask.\n * @param {Camera} camera - The camera.\n */\n constructor(e, t) {\n super(), this.scene = e, this.camera = t, this.clear = !0, this.needsSwap = !1, this.inverse = !1;\n }\n /**\n * Performs a mask pass with the configured scene and camera.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering\n * destination for the pass.\n * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the\n * previous pass from this buffer.\n * @param {number} deltaTime - The delta time in seconds.\n * @param {boolean} maskActive - Whether masking is active or not.\n */\n render(e, t, n) {\n const s = e.getContext(), r = e.state;\n r.buffers.color.setMask(!1), r.buffers.depth.setMask(!1), r.buffers.color.setLocked(!0), r.buffers.depth.setLocked(!0);\n let a, o;\n this.inverse ? (a = 0, o = 1) : (a = 1, o = 0), r.buffers.stencil.setTest(!0), r.buffers.stencil.setOp(s.REPLACE, s.REPLACE, s.REPLACE), r.buffers.stencil.setFunc(s.ALWAYS, a, 4294967295), r.buffers.stencil.setClear(o), r.buffers.stencil.setLocked(!0), e.setRenderTarget(n), this.clear && e.clear(), e.render(this.scene, this.camera), e.setRenderTarget(t), this.clear && e.clear(), e.render(this.scene, this.camera), r.buffers.color.setLocked(!1), r.buffers.depth.setLocked(!1), r.buffers.color.setMask(!0), r.buffers.depth.setMask(!0), r.buffers.stencil.setLocked(!1), r.buffers.stencil.setFunc(s.EQUAL, 1, 4294967295), r.buffers.stencil.setOp(s.KEEP, s.KEEP, s.KEEP), r.buffers.stencil.setLocked(!0);\n }\n}\nclass Vg extends ti {\n /**\n * Constructs a new clear mask pass.\n */\n constructor() {\n super(), this.needsSwap = !1;\n }\n /**\n * Performs the clear of the currently defined mask.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering\n * destination for the pass.\n * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the\n * previous pass from this buffer.\n * @param {number} deltaTime - The delta time in seconds.\n * @param {boolean} maskActive - Whether masking is active or not.\n */\n render(e) {\n e.state.buffers.stencil.setLocked(!1), e.state.buffers.stencil.setTest(!1);\n }\n}\nclass Gg {\n /**\n * Constructs a new effect composer.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} [renderTarget] - This render target and a clone will\n * be used as the internal read and write buffers. If not given, the composer creates\n * the buffers automatically.\n */\n constructor(e, t) {\n if (this.renderer = e, this._pixelRatio = e.getPixelRatio(), t === void 0) {\n const n = e.getSize(new le());\n this._width = n.width, this._height = n.height, t = new St(this._width * this._pixelRatio, this._height * this._pixelRatio, { type: xt }), t.texture.name = \"EffectComposer.rt1\";\n } else\n this._width = t.width, this._height = t.height;\n this.renderTarget1 = t, this.renderTarget2 = t.clone(), this.renderTarget2.texture.name = \"EffectComposer.rt2\", this.writeBuffer = this.renderTarget1, this.readBuffer = this.renderTarget2, this.renderToScreen = !0, this.passes = [], this.copyPass = new go(Qn), this.copyPass.material.blending = Mt, this.clock = new Bd();\n }\n /**\n * Swaps the internal read/write buffers.\n */\n swapBuffers() {\n const e = this.readBuffer;\n this.readBuffer = this.writeBuffer, this.writeBuffer = e;\n }\n /**\n * Adds the given pass to the pass chain.\n *\n * @param {Pass} pass - The pass to add.\n */\n addPass(e) {\n this.passes.push(e), e.setSize(this._width * this._pixelRatio, this._height * this._pixelRatio);\n }\n /**\n * Inserts the given pass at a given index.\n *\n * @param {Pass} pass - The pass to insert.\n * @param {number} index - The index into the pass chain.\n */\n insertPass(e, t) {\n this.passes.splice(t, 0, e), e.setSize(this._width * this._pixelRatio, this._height * this._pixelRatio);\n }\n /**\n * Removes the given pass from the pass chain.\n *\n * @param {Pass} pass - The pass to remove.\n */\n removePass(e) {\n const t = this.passes.indexOf(e);\n t !== -1 && this.passes.splice(t, 1);\n }\n /**\n * Returns `true` if the pass for the given index is the last enabled pass in the pass chain.\n *\n * @param {number} passIndex - The pass index.\n * @return {boolean} Whether the pass for the given index is the last pass in the pass chain.\n */\n isLastEnabledPass(e) {\n for (let t = e + 1; t < this.passes.length; t++)\n if (this.passes[t].enabled)\n return !1;\n return !0;\n }\n /**\n * Executes all enabled post-processing passes in order to produce the final frame.\n *\n * @param {number} deltaTime - The delta time in seconds. If not given, the composer computes\n * its own time delta value.\n */\n render(e) {\n e === void 0 && (e = this.clock.getDelta());\n const t = this.renderer.getRenderTarget();\n let n = !1;\n for (let s = 0, r = this.passes.length; s < r; s++) {\n const a = this.passes[s];\n if (a.enabled !== !1) {\n if (a.renderToScreen = this.renderToScreen && this.isLastEnabledPass(s), a.render(this.renderer, this.writeBuffer, this.readBuffer, e, n), a.needsSwap) {\n if (n) {\n const o = this.renderer.getContext(), l = this.renderer.state.buffers.stencil;\n l.setFunc(o.NOTEQUAL, 1, 4294967295), this.copyPass.render(this.renderer, this.writeBuffer, this.readBuffer, e), l.setFunc(o.EQUAL, 1, 4294967295);\n }\n this.swapBuffers();\n }\n vc !== void 0 && (a instanceof vc ? n = !0 : a instanceof Vg && (n = !1));\n }\n }\n this.renderer.setRenderTarget(t);\n }\n /**\n * Resets the internal state of the EffectComposer.\n *\n * @param {WebGLRenderTarget} [renderTarget] - This render target has the same purpose like\n * the one from the constructor. If set, it is used to setup the read and write buffers.\n */\n reset(e) {\n if (e === void 0) {\n const t = this.renderer.getSize(new le());\n this._pixelRatio = this.renderer.getPixelRatio(), this._width = t.width, this._height = t.height, e = this.renderTarget1.clone(), e.setSize(this._width * this._pixelRatio, this._height * this._pixelRatio);\n }\n this.renderTarget1.dispose(), this.renderTarget2.dispose(), this.renderTarget1 = e, this.renderTarget2 = e.clone(), this.writeBuffer = this.renderTarget1, this.readBuffer = this.renderTarget2;\n }\n /**\n * Resizes the internal read and write buffers as well as all passes. Similar to {@link WebGLRenderer#setSize},\n * this method honors the current pixel ration.\n *\n * @param {number} width - The width in logical pixels.\n * @param {number} height - The height in logical pixels.\n */\n setSize(e, t) {\n this._width = e, this._height = t;\n const n = this._width * this._pixelRatio, s = this._height * this._pixelRatio;\n this.renderTarget1.setSize(n, s), this.renderTarget2.setSize(n, s);\n for (let r = 0; r < this.passes.length; r++)\n this.passes[r].setSize(n, s);\n }\n /**\n * Sets device pixel ratio. This is usually used for HiDPI device to prevent blurring output.\n * Setting the pixel ratio will automatically resize the composer.\n *\n * @param {number} pixelRatio - The pixel ratio to set.\n */\n setPixelRatio(e) {\n this._pixelRatio = e, this.setSize(this._width, this._height);\n }\n /**\n * Frees the GPU-related resources allocated by this instance. Call this\n * method whenever the composer is no longer used in your app.\n */\n dispose() {\n this.renderTarget1.dispose(), this.renderTarget2.dispose(), this.copyPass.dispose();\n }\n}\nclass Hg extends ti {\n /**\n * Constructs a new render pass.\n *\n * @param {Scene} scene - The scene to render.\n * @param {Camera} camera - The camera.\n * @param {?Material} [overrideMaterial=null] - The override material. If set, this material is used\n * for all objects in the scene.\n * @param {?(number|Color|string)} [clearColor=null] - The clear color of the render pass.\n * @param {?number} [clearAlpha=null] - The clear alpha of the render pass.\n */\n constructor(e, t, n = null, s = null, r = null) {\n super(), this.scene = e, this.camera = t, this.overrideMaterial = n, this.clearColor = s, this.clearAlpha = r, this.clear = !0, this.clearDepth = !1, this.needsSwap = !1, this._oldClearColor = new Se();\n }\n /**\n * Performs a beauty pass with the configured scene and camera.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering\n * destination for the pass.\n * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the\n * previous pass from this buffer.\n * @param {number} deltaTime - The delta time in seconds.\n * @param {boolean} maskActive - Whether masking is active or not.\n */\n render(e, t, n) {\n const s = e.autoClear;\n e.autoClear = !1;\n let r, a;\n this.overrideMaterial !== null && (a = this.scene.overrideMaterial, this.scene.overrideMaterial = this.overrideMaterial), this.clearColor !== null && (e.getClearColor(this._oldClearColor), e.setClearColor(this.clearColor, e.getClearAlpha())), this.clearAlpha !== null && (r = e.getClearAlpha(), e.setClearAlpha(this.clearAlpha)), this.clearDepth == !0 && e.clearDepth(), e.setRenderTarget(this.renderToScreen ? null : n), this.clear === !0 && e.clear(e.autoClearColor, e.autoClearDepth, e.autoClearStencil), e.render(this.scene, this.camera), this.clearColor !== null && e.setClearColor(this._oldClearColor), this.clearAlpha !== null && e.setClearAlpha(r), this.overrideMaterial !== null && (this.scene.overrideMaterial = a), e.autoClear = s;\n }\n}\nconst ar = {\n defines: {\n PERSPECTIVE_CAMERA: 1,\n SAMPLES: 16,\n NORMAL_VECTOR_TYPE: 1,\n DEPTH_SWIZZLING: \"x\",\n SCREEN_SPACE_RADIUS: 0,\n SCREEN_SPACE_RADIUS_SCALE: 100,\n SCENE_CLIP_BOX: 0\n },\n uniforms: {\n tNormal: { value: null },\n tDepth: { value: null },\n tNoise: { value: null },\n resolution: { value: new le() },\n cameraNear: { value: null },\n cameraFar: { value: null },\n cameraProjectionMatrix: { value: new Ne() },\n cameraProjectionMatrixInverse: { value: new Ne() },\n cameraWorldMatrix: { value: new Ne() },\n radius: { value: 0.25 },\n distanceExponent: { value: 1 },\n thickness: { value: 1 },\n distanceFallOff: { value: 1 },\n scale: { value: 1 },\n sceneBoxMin: { value: new w(-1, -1, -1) },\n sceneBoxMax: { value: new w(1, 1, 1) }\n },\n vertexShader: (\n /* glsl */\n `\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t}`\n ),\n fragmentShader: (\n /* glsl */\n `\n\t\tvarying vec2 vUv;\n\t\tuniform highp sampler2D tNormal;\n\t\tuniform highp sampler2D tDepth;\n\t\tuniform sampler2D tNoise;\n\t\tuniform vec2 resolution;\n\t\tuniform float cameraNear;\n\t\tuniform float cameraFar;\n\t\tuniform mat4 cameraProjectionMatrix;\n\t\tuniform mat4 cameraProjectionMatrixInverse;\n\t\tuniform mat4 cameraWorldMatrix;\n\t\tuniform float radius;\n\t\tuniform float distanceExponent;\n\t\tuniform float thickness;\n\t\tuniform float distanceFallOff;\n\t\tuniform float scale;\n\t\t#if SCENE_CLIP_BOX == 1\n\t\t\tuniform vec3 sceneBoxMin;\n\t\t\tuniform vec3 sceneBoxMax;\n\t\t#endif\n\n\t\t#include \n\t\t#include \n\n\t\t#ifndef FRAGMENT_OUTPUT\n\t\t#define FRAGMENT_OUTPUT vec4(vec3(ao), 1.)\n\t\t#endif\n\n\t\tvec3 getViewPosition(const in vec2 screenPosition, const in float depth) {\n\t\t\tvec4 clipSpacePosition = vec4(vec3(screenPosition, depth) * 2.0 - 1.0, 1.0);\n\t\t\tvec4 viewSpacePosition = cameraProjectionMatrixInverse * clipSpacePosition;\n\t\t\treturn viewSpacePosition.xyz / viewSpacePosition.w;\n\t\t}\n\n\t\tfloat getDepth(const vec2 uv) {\n\t\t\treturn textureLod(tDepth, uv.xy, 0.0).DEPTH_SWIZZLING;\n\t\t}\n\n\t\tfloat fetchDepth(const ivec2 uv) {\n\t\t\treturn texelFetch(tDepth, uv.xy, 0).DEPTH_SWIZZLING;\n\t\t}\n\n\t\tfloat getViewZ(const in float depth) {\n\t\t\t#if PERSPECTIVE_CAMERA == 1\n\t\t\t\treturn perspectiveDepthToViewZ(depth, cameraNear, cameraFar);\n\t\t\t#else\n\t\t\t\treturn orthographicDepthToViewZ(depth, cameraNear, cameraFar);\n\t\t\t#endif\n\t\t}\n\n\t\tvec3 computeNormalFromDepth(const vec2 uv) {\n\t\t\tvec2 size = vec2(textureSize(tDepth, 0));\n\t\t\tivec2 p = ivec2(uv * size);\n\t\t\tfloat c0 = fetchDepth(p);\n\t\t\tfloat l2 = fetchDepth(p - ivec2(2, 0));\n\t\t\tfloat l1 = fetchDepth(p - ivec2(1, 0));\n\t\t\tfloat r1 = fetchDepth(p + ivec2(1, 0));\n\t\t\tfloat r2 = fetchDepth(p + ivec2(2, 0));\n\t\t\tfloat b2 = fetchDepth(p - ivec2(0, 2));\n\t\t\tfloat b1 = fetchDepth(p - ivec2(0, 1));\n\t\t\tfloat t1 = fetchDepth(p + ivec2(0, 1));\n\t\t\tfloat t2 = fetchDepth(p + ivec2(0, 2));\n\t\t\tfloat dl = abs((2.0 * l1 - l2) - c0);\n\t\t\tfloat dr = abs((2.0 * r1 - r2) - c0);\n\t\t\tfloat db = abs((2.0 * b1 - b2) - c0);\n\t\t\tfloat dt = abs((2.0 * t1 - t2) - c0);\n\t\t\tvec3 ce = getViewPosition(uv, c0).xyz;\n\t\t\tvec3 dpdx = (dl < dr) ? ce - getViewPosition((uv - vec2(1.0 / size.x, 0.0)), l1).xyz : -ce + getViewPosition((uv + vec2(1.0 / size.x, 0.0)), r1).xyz;\n\t\t\tvec3 dpdy = (db < dt) ? ce - getViewPosition((uv - vec2(0.0, 1.0 / size.y)), b1).xyz : -ce + getViewPosition((uv + vec2(0.0, 1.0 / size.y)), t1).xyz;\n\t\t\treturn normalize(cross(dpdx, dpdy));\n\t\t}\n\n\t\tvec3 getViewNormal(const vec2 uv) {\n\t\t\t#if NORMAL_VECTOR_TYPE == 2\n\t\t\t\treturn normalize(textureLod(tNormal, uv, 0.).rgb);\n\t\t\t#elif NORMAL_VECTOR_TYPE == 1\n\t\t\t\treturn unpackRGBToNormal(textureLod(tNormal, uv, 0.).rgb);\n\t\t\t#else\n\t\t\t\treturn computeNormalFromDepth(uv);\n\t\t\t#endif\n\t\t}\n\n\t\tvec3 getSceneUvAndDepth(vec3 sampleViewPos) {\n\t\t\tvec4 sampleClipPos = cameraProjectionMatrix * vec4(sampleViewPos, 1.);\n\t\t\tvec2 sampleUv = sampleClipPos.xy / sampleClipPos.w * 0.5 + 0.5;\n\t\t\tfloat sampleSceneDepth = getDepth(sampleUv);\n\t\t\treturn vec3(sampleUv, sampleSceneDepth);\n\t\t}\n\n\t\tvoid main() {\n\t\t\tfloat depth = getDepth(vUv.xy);\n\t\t\tif (depth >= 1.0) {\n\t\t\t\tdiscard;\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tvec3 viewPos = getViewPosition(vUv, depth);\n\t\t\tvec3 viewNormal = getViewNormal(vUv);\n\n\t\t\tfloat radiusToUse = radius;\n\t\t\tfloat distanceFalloffToUse = thickness;\n\t\t\t#if SCREEN_SPACE_RADIUS == 1\n\t\t\t\tfloat radiusScale = getViewPosition(vec2(0.5 + float(SCREEN_SPACE_RADIUS_SCALE) / resolution.x, 0.0), depth).x;\n\t\t\t\tradiusToUse *= radiusScale;\n\t\t\t\tdistanceFalloffToUse *= radiusScale;\n\t\t\t#endif\n\n\t\t\t#if SCENE_CLIP_BOX == 1\n\t\t\t\tvec3 worldPos = (cameraWorldMatrix * vec4(viewPos, 1.0)).xyz;\n\t\t\t\tfloat boxDistance = length(max(vec3(0.0), max(sceneBoxMin - worldPos, worldPos - sceneBoxMax)));\n\t\t\t\tif (boxDistance > radiusToUse) {\n\t\t\t\t\tdiscard;\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t#endif\n\n\t\t\tvec2 noiseResolution = vec2(textureSize(tNoise, 0));\n\t\t\tvec2 noiseUv = vUv * resolution / noiseResolution;\n\t\t\tvec4 noiseTexel = textureLod(tNoise, noiseUv, 0.0);\n\t\t\tvec3 randomVec = noiseTexel.xyz * 2.0 - 1.0;\n\t\t\tvec3 tangent = normalize(vec3(randomVec.xy, 0.));\n\t\t\tvec3 bitangent = vec3(-tangent.y, tangent.x, 0.);\n\t\t\tmat3 kernelMatrix = mat3(tangent, bitangent, vec3(0., 0., 1.));\n\n\t\t\tconst int DIRECTIONS = SAMPLES < 30 ? 3 : 5;\n\t\t\tconst int STEPS = (SAMPLES + DIRECTIONS - 1) / DIRECTIONS;\n\t\t\tfloat ao = 0.0;\n\t\t\tfor (int i = 0; i < DIRECTIONS; ++i) {\n\n\t\t\t\tfloat angle = float(i) / float(DIRECTIONS) * PI;\n\t\t\t\tvec4 sampleDir = vec4(cos(angle), sin(angle), 0., 0.5 + 0.5 * noiseTexel.w);\n\t\t\t\tsampleDir.xyz = normalize(kernelMatrix * sampleDir.xyz);\n\n\t\t\t\tvec3 viewDir = normalize(-viewPos.xyz);\n\t\t\t\tvec3 sliceBitangent = normalize(cross(sampleDir.xyz, viewDir));\n\t\t\t\tvec3 sliceTangent = cross(sliceBitangent, viewDir);\n\t\t\t\tvec3 normalInSlice = normalize(viewNormal - sliceBitangent * dot(viewNormal, sliceBitangent));\n\n\t\t\t\tvec3 tangentToNormalInSlice = cross(normalInSlice, sliceBitangent);\n\t\t\t\tvec2 cosHorizons = vec2(dot(viewDir, tangentToNormalInSlice), dot(viewDir, -tangentToNormalInSlice));\n\n\t\t\t\tfor (int j = 0; j < STEPS; ++j) {\n\t\t\t\t\tvec3 sampleViewOffset = sampleDir.xyz * radiusToUse * sampleDir.w * pow(float(j + 1) / float(STEPS), distanceExponent);\n\n\t\t\t\t\tvec3 sampleSceneUvDepth = getSceneUvAndDepth(viewPos + sampleViewOffset);\n\t\t\t\t\tvec3 sampleSceneViewPos = getViewPosition(sampleSceneUvDepth.xy, sampleSceneUvDepth.z);\n\t\t\t\t\tvec3 viewDelta = sampleSceneViewPos - viewPos;\n\t\t\t\t\tif (abs(viewDelta.z) < thickness) {\n\t\t\t\t\t\tfloat sampleCosHorizon = dot(viewDir, normalize(viewDelta));\n\t\t\t\t\t\tcosHorizons.x += max(0., (sampleCosHorizon - cosHorizons.x) * mix(1., 2. / float(j + 2), distanceFallOff));\n\t\t\t\t\t}\n\n\t\t\t\t\tsampleSceneUvDepth = getSceneUvAndDepth(viewPos - sampleViewOffset);\n\t\t\t\t\tsampleSceneViewPos = getViewPosition(sampleSceneUvDepth.xy, sampleSceneUvDepth.z);\n\t\t\t\t\tviewDelta = sampleSceneViewPos - viewPos;\n\t\t\t\t\tif (abs(viewDelta.z) < thickness) {\n\t\t\t\t\t\tfloat sampleCosHorizon = dot(viewDir, normalize(viewDelta));\n\t\t\t\t\t\tcosHorizons.y += max(0., (sampleCosHorizon - cosHorizons.y) * mix(1., 2. / float(j + 2), distanceFallOff));\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tvec2 sinHorizons = sqrt(1. - cosHorizons * cosHorizons);\n\t\t\t\tfloat nx = dot(normalInSlice, sliceTangent);\n\t\t\t\tfloat ny = dot(normalInSlice, viewDir);\n\t\t\t\tfloat nxb = 1. / 2. * (acos(cosHorizons.y) - acos(cosHorizons.x) + sinHorizons.x * cosHorizons.x - sinHorizons.y * cosHorizons.y);\n\t\t\t\tfloat nyb = 1. / 2. * (2. - cosHorizons.x * cosHorizons.x - cosHorizons.y * cosHorizons.y);\n\t\t\t\tfloat occlusion = nx * nxb + ny * nyb;\n\t\t\t\tao += occlusion;\n\t\t\t}\n\n\t\t\tao = clamp(ao / float(DIRECTIONS), 0., 1.);\n\t\t#if SCENE_CLIP_BOX == 1\n\t\t\tao = mix(ao, 1., smoothstep(0., radiusToUse, boxDistance));\n\t\t#endif\n\t\t\tao = pow(ao, scale);\n\n\t\t\tgl_FragColor = FRAGMENT_OUTPUT;\n\t\t}`\n )\n}, or = {\n defines: {\n PERSPECTIVE_CAMERA: 1\n },\n uniforms: {\n tDepth: { value: null },\n cameraNear: { value: null },\n cameraFar: { value: null }\n },\n vertexShader: (\n /* glsl */\n `\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t}`\n ),\n fragmentShader: (\n /* glsl */\n `\n\t\tuniform sampler2D tDepth;\n\t\tuniform float cameraNear;\n\t\tuniform float cameraFar;\n\t\tvarying vec2 vUv;\n\n\t\t#include \n\n\t\tfloat getLinearDepth( const in vec2 screenPosition ) {\n\t\t\t#if PERSPECTIVE_CAMERA == 1\n\t\t\t\tfloat fragCoordZ = texture2D( tDepth, screenPosition ).x;\n\t\t\t\tfloat viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );\n\t\t\t\treturn viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );\n\t\t\t#else\n\t\t\t\treturn texture2D( tDepth, screenPosition ).x;\n\t\t\t#endif\n\t\t}\n\n\t\tvoid main() {\n\t\t\tfloat depth = getLinearDepth( vUv );\n\t\t\tgl_FragColor = vec4( vec3( 1.0 - depth ), 1.0 );\n\n\t\t}`\n )\n}, ga = {\n uniforms: {\n tDiffuse: { value: null },\n intensity: { value: 1 }\n },\n vertexShader: (\n /* glsl */\n `\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t}`\n ),\n fragmentShader: (\n /* glsl */\n `\n\t\tuniform float intensity;\n\t\tuniform sampler2D tDiffuse;\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\t\t\tvec4 texel = texture2D( tDiffuse, vUv );\n\t\t\tgl_FragColor = vec4(mix(vec3(1.), texel.rgb, intensity), texel.a);\n\t\t}`\n )\n};\nfunction Wg(i = 5) {\n const e = Math.floor(i) % 2 === 0 ? Math.floor(i) + 1 : Math.floor(i), t = Xg(e), n = t.length, s = new Uint8Array(n * 4);\n for (let a = 0; a < n; ++a) {\n const o = t[a], l = 2 * Math.PI * o / n, c = new w(\n Math.cos(l),\n Math.sin(l),\n 0\n ).normalize();\n s[a * 4] = (c.x * 0.5 + 0.5) * 255, s[a * 4 + 1] = (c.y * 0.5 + 0.5) * 255, s[a * 4 + 2] = 127, s[a * 4 + 3] = 255;\n }\n const r = new Qi(s, e, e);\n return r.wrapS = wn, r.wrapT = wn, r.needsUpdate = !0, r;\n}\nfunction Xg(i) {\n const e = Math.floor(i) % 2 === 0 ? Math.floor(i) + 1 : Math.floor(i), t = e * e, n = Array(t).fill(0);\n let s = Math.floor(e / 2), r = e - 1;\n for (let a = 1; a <= t; ) {\n if (s === -1 && r === e ? (r = e - 2, s = 0) : (r === e && (r = 0), s < 0 && (s = e - 1)), n[s * e + r] !== 0) {\n r -= 2, s++;\n continue;\n } else\n n[s * e + r] = a++;\n r++, s--;\n }\n return n;\n}\nconst lr = {\n defines: {\n SAMPLES: 16,\n SAMPLE_VECTORS: Sh(16, 2, 1),\n NORMAL_VECTOR_TYPE: 1,\n DEPTH_VALUE_SOURCE: 0\n },\n uniforms: {\n tDiffuse: { value: null },\n tNormal: { value: null },\n tDepth: { value: null },\n tNoise: { value: null },\n resolution: { value: new le() },\n cameraProjectionMatrixInverse: { value: new Ne() },\n lumaPhi: { value: 5 },\n depthPhi: { value: 5 },\n normalPhi: { value: 5 },\n radius: { value: 4 },\n index: { value: 0 }\n },\n vertexShader: (\n /* glsl */\n `\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t}`\n ),\n fragmentShader: (\n /* glsl */\n `\n\n\t\tvarying vec2 vUv;\n\n\t\tuniform sampler2D tDiffuse;\n\t\tuniform sampler2D tNormal;\n\t\tuniform sampler2D tDepth;\n\t\tuniform sampler2D tNoise;\n\t\tuniform vec2 resolution;\n\t\tuniform mat4 cameraProjectionMatrixInverse;\n\t\tuniform float lumaPhi;\n\t\tuniform float depthPhi;\n\t\tuniform float normalPhi;\n\t\tuniform float radius;\n\t\tuniform int index;\n\n\t\t#include \n\t\t#include \n\n\t\t#ifndef SAMPLE_LUMINANCE\n\t\t#define SAMPLE_LUMINANCE dot(vec3(0.2125, 0.7154, 0.0721), a)\n\t\t#endif\n\n\t\t#ifndef FRAGMENT_OUTPUT\n\t\t#define FRAGMENT_OUTPUT vec4(denoised, 1.)\n\t\t#endif\n\n\t\tfloat getLuminance(const in vec3 a) {\n\t\t\treturn SAMPLE_LUMINANCE;\n\t\t}\n\n\t\tconst vec3 poissonDisk[SAMPLES] = SAMPLE_VECTORS;\n\n\t\tvec3 getViewPosition(const in vec2 screenPosition, const in float depth) {\n\t\t\tvec4 clipSpacePosition = vec4(vec3(screenPosition, depth) * 2.0 - 1.0, 1.0);\n\t\t\tvec4 viewSpacePosition = cameraProjectionMatrixInverse * clipSpacePosition;\n\t\t\treturn viewSpacePosition.xyz / viewSpacePosition.w;\n\t\t}\n\n\t\tfloat getDepth(const vec2 uv) {\n\t\t#if DEPTH_VALUE_SOURCE == 1\n\t\t\treturn textureLod(tDepth, uv.xy, 0.0).a;\n\t\t#else\n\t\t\treturn textureLod(tDepth, uv.xy, 0.0).r;\n\t\t#endif\n\t\t}\n\n\t\tfloat fetchDepth(const ivec2 uv) {\n\t\t\t#if DEPTH_VALUE_SOURCE == 1\n\t\t\t\treturn texelFetch(tDepth, uv.xy, 0).a;\n\t\t\t#else\n\t\t\t\treturn texelFetch(tDepth, uv.xy, 0).r;\n\t\t\t#endif\n\t\t}\n\n\t\tvec3 computeNormalFromDepth(const vec2 uv) {\n\t\t\tvec2 size = vec2(textureSize(tDepth, 0));\n\t\t\tivec2 p = ivec2(uv * size);\n\t\t\tfloat c0 = fetchDepth(p);\n\t\t\tfloat l2 = fetchDepth(p - ivec2(2, 0));\n\t\t\tfloat l1 = fetchDepth(p - ivec2(1, 0));\n\t\t\tfloat r1 = fetchDepth(p + ivec2(1, 0));\n\t\t\tfloat r2 = fetchDepth(p + ivec2(2, 0));\n\t\t\tfloat b2 = fetchDepth(p - ivec2(0, 2));\n\t\t\tfloat b1 = fetchDepth(p - ivec2(0, 1));\n\t\t\tfloat t1 = fetchDepth(p + ivec2(0, 1));\n\t\t\tfloat t2 = fetchDepth(p + ivec2(0, 2));\n\t\t\tfloat dl = abs((2.0 * l1 - l2) - c0);\n\t\t\tfloat dr = abs((2.0 * r1 - r2) - c0);\n\t\t\tfloat db = abs((2.0 * b1 - b2) - c0);\n\t\t\tfloat dt = abs((2.0 * t1 - t2) - c0);\n\t\t\tvec3 ce = getViewPosition(uv, c0).xyz;\n\t\t\tvec3 dpdx = (dl < dr) ? ce - getViewPosition((uv - vec2(1.0 / size.x, 0.0)), l1).xyz\n\t\t\t\t\t\t\t\t\t: -ce + getViewPosition((uv + vec2(1.0 / size.x, 0.0)), r1).xyz;\n\t\t\tvec3 dpdy = (db < dt) ? ce - getViewPosition((uv - vec2(0.0, 1.0 / size.y)), b1).xyz\n\t\t\t\t\t\t\t\t\t: -ce + getViewPosition((uv + vec2(0.0, 1.0 / size.y)), t1).xyz;\n\t\t\treturn normalize(cross(dpdx, dpdy));\n\t\t}\n\n\t\tvec3 getViewNormal(const vec2 uv) {\n\t\t#if NORMAL_VECTOR_TYPE == 2\n\t\t\treturn normalize(textureLod(tNormal, uv, 0.).rgb);\n\t\t#elif NORMAL_VECTOR_TYPE == 1\n\t\t\treturn unpackRGBToNormal(textureLod(tNormal, uv, 0.).rgb);\n\t\t#else\n\t\t\treturn computeNormalFromDepth(uv);\n\t\t#endif\n\t\t}\n\n\t\tvoid denoiseSample(in vec3 center, in vec3 viewNormal, in vec3 viewPos, in vec2 sampleUv, inout vec3 denoised, inout float totalWeight) {\n\t\t\tvec4 sampleTexel = textureLod(tDiffuse, sampleUv, 0.0);\n\t\t\tfloat sampleDepth = getDepth(sampleUv);\n\t\t\tvec3 sampleNormal = getViewNormal(sampleUv);\n\t\t\tvec3 neighborColor = sampleTexel.rgb;\n\t\t\tvec3 viewPosSample = getViewPosition(sampleUv, sampleDepth);\n\n\t\t\tfloat normalDiff = dot(viewNormal, sampleNormal);\n\t\t\tfloat normalSimilarity = pow(max(normalDiff, 0.), normalPhi);\n\t\t\tfloat lumaDiff = abs(getLuminance(neighborColor) - getLuminance(center));\n\t\t\tfloat lumaSimilarity = max(1.0 - lumaDiff / lumaPhi, 0.0);\n\t\t\tfloat depthDiff = abs(dot(viewPos - viewPosSample, viewNormal));\n\t\t\tfloat depthSimilarity = max(1. - depthDiff / depthPhi, 0.);\n\t\t\tfloat w = lumaSimilarity * depthSimilarity * normalSimilarity;\n\n\t\t\tdenoised += w * neighborColor;\n\t\t\ttotalWeight += w;\n\t\t}\n\n\t\tvoid main() {\n\t\t\tfloat depth = getDepth(vUv.xy);\n\t\t\tvec3 viewNormal = getViewNormal(vUv);\n\t\t\tif (depth == 1. || dot(viewNormal, viewNormal) == 0.) {\n\t\t\t\tdiscard;\n\t\t\t\treturn;\n\t\t\t}\n\t\t\tvec4 texel = textureLod(tDiffuse, vUv, 0.0);\n\t\t\tvec3 center = texel.rgb;\n\t\t\tvec3 viewPos = getViewPosition(vUv, depth);\n\n\t\t\tvec2 noiseResolution = vec2(textureSize(tNoise, 0));\n\t\t\tvec2 noiseUv = vUv * resolution / noiseResolution;\n\t\t\tvec4 noiseTexel = textureLod(tNoise, noiseUv, 0.0);\n \t\tvec2 noiseVec = vec2(sin(noiseTexel[index % 4] * 2. * PI), cos(noiseTexel[index % 4] * 2. * PI));\n \t\tmat2 rotationMatrix = mat2(noiseVec.x, -noiseVec.y, noiseVec.x, noiseVec.y);\n\n\t\t\tfloat totalWeight = 1.0;\n\t\t\tvec3 denoised = texel.rgb;\n\t\t\tfor (int i = 0; i < SAMPLES; i++) {\n\t\t\t\tvec3 sampleDir = poissonDisk[i];\n\t\t\t\tvec2 offset = rotationMatrix * (sampleDir.xy * (1. + sampleDir.z * (radius - 1.)) / resolution);\n\t\t\t\tvec2 sampleUv = vUv + offset;\n\t\t\t\tdenoiseSample(center, viewNormal, viewPos, sampleUv, denoised, totalWeight);\n\t\t\t}\n\n\t\t\tif (totalWeight > 0.) {\n\t\t\t\tdenoised /= totalWeight;\n\t\t\t}\n\t\t\tgl_FragColor = FRAGMENT_OUTPUT;\n\t\t}`\n )\n};\nfunction Sh(i, e, t) {\n const n = jg(\n i,\n e,\n t\n );\n let s = \"vec3[SAMPLES](\";\n for (let r = 0; r < i; r++) {\n const a = n[r];\n s += `vec3(${a.x}, ${a.y}, ${a.z})${r < i - 1 ? \",\" : \")\"}`;\n }\n return s;\n}\nfunction jg(i, e, t) {\n const n = [];\n for (let s = 0; s < i; s++) {\n const r = 2 * Math.PI * e * s / i, a = Math.pow(s / (i - 1), t);\n n.push(new w(Math.cos(r), Math.sin(r), a));\n }\n return n;\n}\nclass qg {\n /**\n * Constructs a new simplex noise object.\n *\n * @param {Object} [r=Math] - A math utility class that holds a `random()` method. This makes it\n * possible to pass in custom random number generator.\n */\n constructor(e = Math) {\n this.grad3 = [\n [1, 1, 0],\n [-1, 1, 0],\n [1, -1, 0],\n [-1, -1, 0],\n [1, 0, 1],\n [-1, 0, 1],\n [1, 0, -1],\n [-1, 0, -1],\n [0, 1, 1],\n [0, -1, 1],\n [0, 1, -1],\n [0, -1, -1]\n ], this.grad4 = [\n [0, 1, 1, 1],\n [0, 1, 1, -1],\n [0, 1, -1, 1],\n [0, 1, -1, -1],\n [0, -1, 1, 1],\n [0, -1, 1, -1],\n [0, -1, -1, 1],\n [0, -1, -1, -1],\n [1, 0, 1, 1],\n [1, 0, 1, -1],\n [1, 0, -1, 1],\n [1, 0, -1, -1],\n [-1, 0, 1, 1],\n [-1, 0, 1, -1],\n [-1, 0, -1, 1],\n [-1, 0, -1, -1],\n [1, 1, 0, 1],\n [1, 1, 0, -1],\n [1, -1, 0, 1],\n [1, -1, 0, -1],\n [-1, 1, 0, 1],\n [-1, 1, 0, -1],\n [-1, -1, 0, 1],\n [-1, -1, 0, -1],\n [1, 1, 1, 0],\n [1, 1, -1, 0],\n [1, -1, 1, 0],\n [1, -1, -1, 0],\n [-1, 1, 1, 0],\n [-1, 1, -1, 0],\n [-1, -1, 1, 0],\n [-1, -1, -1, 0]\n ], this.p = [];\n for (let t = 0; t < 256; t++)\n this.p[t] = Math.floor(e.random() * 256);\n this.perm = [];\n for (let t = 0; t < 512; t++)\n this.perm[t] = this.p[t & 255];\n this.simplex = [\n [0, 1, 2, 3],\n [0, 1, 3, 2],\n [0, 0, 0, 0],\n [0, 2, 3, 1],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [1, 2, 3, 0],\n [0, 2, 1, 3],\n [0, 0, 0, 0],\n [0, 3, 1, 2],\n [0, 3, 2, 1],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [1, 3, 2, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [1, 2, 0, 3],\n [0, 0, 0, 0],\n [1, 3, 0, 2],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [2, 3, 0, 1],\n [2, 3, 1, 0],\n [1, 0, 2, 3],\n [1, 0, 3, 2],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [2, 0, 3, 1],\n [0, 0, 0, 0],\n [2, 1, 3, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [2, 0, 1, 3],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [3, 0, 1, 2],\n [3, 0, 2, 1],\n [0, 0, 0, 0],\n [3, 1, 2, 0],\n [2, 1, 0, 3],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [0, 0, 0, 0],\n [3, 1, 0, 2],\n [0, 0, 0, 0],\n [3, 2, 0, 1],\n [3, 2, 1, 0]\n ];\n }\n /**\n * A 2D simplex noise method.\n *\n * @param {number} xin - The x coordinate.\n * @param {number} yin - The y coordinate.\n * @return {number} The noise value.\n */\n noise(e, t) {\n let n, s, r;\n const a = 0.5 * (Math.sqrt(3) - 1), o = (e + t) * a, l = Math.floor(e + o), c = Math.floor(t + o), h = (3 - Math.sqrt(3)) / 6, u = (l + c) * h, d = l - u, p = c - u, g = e - d, x = t - p;\n let m, f;\n g > x ? (m = 1, f = 0) : (m = 0, f = 1);\n const y = g - m + h, v = x - f + h, T = g - 1 + 2 * h, R = x - 1 + 2 * h, E = l & 255, P = c & 255, I = this.perm[E + this.perm[P]] % 12, S = this.perm[E + m + this.perm[P + f]] % 12, M = this.perm[E + 1 + this.perm[P + 1]] % 12;\n let C = 0.5 - g * g - x * x;\n C < 0 ? n = 0 : (C *= C, n = C * C * this._dot(this.grad3[I], g, x));\n let U = 0.5 - y * y - v * v;\n U < 0 ? s = 0 : (U *= U, s = U * U * this._dot(this.grad3[S], y, v));\n let B = 0.5 - T * T - R * R;\n return B < 0 ? r = 0 : (B *= B, r = B * B * this._dot(this.grad3[M], T, R)), 70 * (n + s + r);\n }\n /**\n * A 3D simplex noise method.\n *\n * @param {number} xin - The x coordinate.\n * @param {number} yin - The y coordinate.\n * @param {number} zin - The z coordinate.\n * @return {number} The noise value.\n */\n noise3d(e, t, n) {\n let s, r, a, o;\n const c = (e + t + n) * 0.3333333333333333, h = Math.floor(e + c), u = Math.floor(t + c), d = Math.floor(n + c), p = 1 / 6, g = (h + u + d) * p, x = h - g, m = u - g, f = d - g, y = e - x, v = t - m, T = n - f;\n let R, E, P, I, S, M;\n y >= v ? v >= T ? (R = 1, E = 0, P = 0, I = 1, S = 1, M = 0) : y >= T ? (R = 1, E = 0, P = 0, I = 1, S = 0, M = 1) : (R = 0, E = 0, P = 1, I = 1, S = 0, M = 1) : v < T ? (R = 0, E = 0, P = 1, I = 0, S = 1, M = 1) : y < T ? (R = 0, E = 1, P = 0, I = 0, S = 1, M = 1) : (R = 0, E = 1, P = 0, I = 1, S = 1, M = 0);\n const C = y - R + p, U = v - E + p, B = T - P + p, z = y - I + 2 * p, W = v - S + 2 * p, k = T - M + 2 * p, ee = y - 1 + 3 * p, X = v - 1 + 3 * p, $ = T - 1 + 3 * p, Q = h & 255, ge = u & 255, we = d & 255, Oe = this.perm[Q + this.perm[ge + this.perm[we]]] % 12, Ke = this.perm[Q + R + this.perm[ge + E + this.perm[we + P]]] % 12, $e = this.perm[Q + I + this.perm[ge + S + this.perm[we + M]]] % 12, j = this.perm[Q + 1 + this.perm[ge + 1 + this.perm[we + 1]]] % 12;\n let Y = 0.6 - y * y - v * v - T * T;\n Y < 0 ? s = 0 : (Y *= Y, s = Y * Y * this._dot3(this.grad3[Oe], y, v, T));\n let ue = 0.6 - C * C - U * U - B * B;\n ue < 0 ? r = 0 : (ue *= ue, r = ue * ue * this._dot3(this.grad3[Ke], C, U, B));\n let Ce = 0.6 - z * z - W * W - k * k;\n Ce < 0 ? a = 0 : (Ce *= Ce, a = Ce * Ce * this._dot3(this.grad3[$e], z, W, k));\n let me = 0.6 - ee * ee - X * X - $ * $;\n return me < 0 ? o = 0 : (me *= me, o = me * me * this._dot3(this.grad3[j], ee, X, $)), 32 * (s + r + a + o);\n }\n /**\n * A 4D simplex noise method.\n *\n * @param {number} x - The x coordinate.\n * @param {number} y - The y coordinate.\n * @param {number} z - The z coordinate.\n * @param {number} w - The w coordinate.\n * @return {number} The noise value.\n */\n noise4d(e, t, n, s) {\n const r = this.grad4, a = this.simplex, o = this.perm, l = (Math.sqrt(5) - 1) / 4, c = (5 - Math.sqrt(5)) / 20;\n let h, u, d, p, g;\n const x = (e + t + n + s) * l, m = Math.floor(e + x), f = Math.floor(t + x), y = Math.floor(n + x), v = Math.floor(s + x), T = (m + f + y + v) * c, R = m - T, E = f - T, P = y - T, I = v - T, S = e - R, M = t - E, C = n - P, U = s - I, B = S > M ? 32 : 0, z = S > C ? 16 : 0, W = M > C ? 8 : 0, k = S > U ? 4 : 0, ee = M > U ? 2 : 0, X = C > U ? 1 : 0, $ = B + z + W + k + ee + X, Q = a[$][0] >= 3 ? 1 : 0, ge = a[$][1] >= 3 ? 1 : 0, we = a[$][2] >= 3 ? 1 : 0, Oe = a[$][3] >= 3 ? 1 : 0, Ke = a[$][0] >= 2 ? 1 : 0, $e = a[$][1] >= 2 ? 1 : 0, j = a[$][2] >= 2 ? 1 : 0, Y = a[$][3] >= 2 ? 1 : 0, ue = a[$][0] >= 1 ? 1 : 0, Ce = a[$][1] >= 1 ? 1 : 0, me = a[$][2] >= 1 ? 1 : 0, We = a[$][3] >= 1 ? 1 : 0, _t = S - Q + c, Be = M - ge + c, it = C - we + c, D = U - Oe + c, ke = S - Ke + 2 * c, Ve = M - $e + 2 * c, Qe = C - j + 2 * c, pe = U - Y + 2 * c, lt = S - ue + 3 * c, ye = M - Ce + 3 * c, Ie = C - me + 3 * c, A = U - We + 3 * c, _ = S - 1 + 4 * c, O = M - 1 + 4 * c, q = C - 1 + 4 * c, Z = U - 1 + 4 * c, H = m & 255, xe = f & 255, re = y & 255, be = v & 255, Me = o[H + o[xe + o[re + o[be]]]] % 32, J = o[H + Q + o[xe + ge + o[re + we + o[be + Oe]]]] % 32, ie = o[H + Ke + o[xe + $e + o[re + j + o[be + Y]]]] % 32, De = o[H + ue + o[xe + Ce + o[re + me + o[be + We]]]] % 32, Ae = o[H + 1 + o[xe + 1 + o[re + 1 + o[be + 1]]]] % 32;\n let he = 0.6 - S * S - M * M - C * C - U * U;\n he < 0 ? h = 0 : (he *= he, h = he * he * this._dot4(r[Me], S, M, C, U));\n let Re = 0.6 - _t * _t - Be * Be - it * it - D * D;\n Re < 0 ? u = 0 : (Re *= Re, u = Re * Re * this._dot4(r[J], _t, Be, it, D));\n let L = 0.6 - ke * ke - Ve * Ve - Qe * Qe - pe * pe;\n L < 0 ? d = 0 : (L *= L, d = L * L * this._dot4(r[ie], ke, Ve, Qe, pe));\n let ae = 0.6 - lt * lt - ye * ye - Ie * Ie - A * A;\n ae < 0 ? p = 0 : (ae *= ae, p = ae * ae * this._dot4(r[De], lt, ye, Ie, A));\n let ne = 0.6 - _ * _ - O * O - q * q - Z * Z;\n return ne < 0 ? g = 0 : (ne *= ne, g = ne * ne * this._dot4(r[Ae], _, O, q, Z)), 27 * (h + u + d + p + g);\n }\n // private\n _dot(e, t, n) {\n return e[0] * t + e[1] * n;\n }\n _dot3(e, t, n, s) {\n return e[0] * t + e[1] * n + e[2] * s;\n }\n _dot4(e, t, n, s, r) {\n return e[0] * t + e[1] * n + e[2] * s + e[3] * r;\n }\n}\nclass ln extends ti {\n /**\n * Constructs a new GTAO pass.\n *\n * @param {Scene} scene - The scene to compute the AO for.\n * @param {Camera} camera - The camera.\n * @param {number} [width=512] - The width of the effect.\n * @param {number} [height=512] - The height of the effect.\n * @param {Object} [parameters] - The pass parameters.\n * @param {Object} [aoParameters] - The AO parameters.\n * @param {Object} [pdParameters] - The denoise parameters.\n */\n constructor(e, t, n = 512, s = 512, r, a, o) {\n super(), this.width = n, this.height = s, this.clear = !0, this.camera = t, this.scene = e, this.output = 0, this._renderGBuffer = !0, this._visibilityCache = [], this.blendIntensity = 1, this.pdRings = 2, this.pdRadiusExponent = 2, this.pdSamples = 16, this.gtaoNoiseTexture = Wg(), this.pdNoiseTexture = this._generateNoise(), this.gtaoRenderTarget = new St(this.width, this.height, { type: xt }), this.pdRenderTarget = this.gtaoRenderTarget.clone(), this.gtaoMaterial = new ht({\n defines: Object.assign({}, ar.defines),\n uniforms: dn.clone(ar.uniforms),\n vertexShader: ar.vertexShader,\n fragmentShader: ar.fragmentShader,\n blending: Mt,\n depthTest: !1,\n depthWrite: !1\n }), this.gtaoMaterial.defines.PERSPECTIVE_CAMERA = this.camera.isPerspectiveCamera ? 1 : 0, this.gtaoMaterial.uniforms.tNoise.value = this.gtaoNoiseTexture, this.gtaoMaterial.uniforms.resolution.value.set(this.width, this.height), this.gtaoMaterial.uniforms.cameraNear.value = this.camera.near, this.gtaoMaterial.uniforms.cameraFar.value = this.camera.far, this.normalMaterial = new md(), this.normalMaterial.blending = Mt, this.pdMaterial = new ht({\n defines: Object.assign({}, lr.defines),\n uniforms: dn.clone(lr.uniforms),\n vertexShader: lr.vertexShader,\n fragmentShader: lr.fragmentShader,\n depthTest: !1,\n depthWrite: !1\n }), this.pdMaterial.uniforms.tDiffuse.value = this.gtaoRenderTarget.texture, this.pdMaterial.uniforms.tNoise.value = this.pdNoiseTexture, this.pdMaterial.uniforms.resolution.value.set(this.width, this.height), this.pdMaterial.uniforms.lumaPhi.value = 10, this.pdMaterial.uniforms.depthPhi.value = 2, this.pdMaterial.uniforms.normalPhi.value = 3, this.pdMaterial.uniforms.radius.value = 8, this.depthRenderMaterial = new ht({\n defines: Object.assign({}, or.defines),\n uniforms: dn.clone(or.uniforms),\n vertexShader: or.vertexShader,\n fragmentShader: or.fragmentShader,\n blending: Mt\n }), this.depthRenderMaterial.uniforms.cameraNear.value = this.camera.near, this.depthRenderMaterial.uniforms.cameraFar.value = this.camera.far, this.copyMaterial = new ht({\n uniforms: dn.clone(Qn.uniforms),\n vertexShader: Qn.vertexShader,\n fragmentShader: Qn.fragmentShader,\n transparent: !0,\n depthTest: !1,\n depthWrite: !1,\n blendSrc: Ea,\n blendDst: ps,\n blendEquation: cn,\n blendSrcAlpha: Ta,\n blendDstAlpha: ps,\n blendEquationAlpha: cn\n }), this.blendMaterial = new ht({\n uniforms: dn.clone(ga.uniforms),\n vertexShader: ga.vertexShader,\n fragmentShader: ga.fragmentShader,\n transparent: !0,\n depthTest: !1,\n depthWrite: !1,\n blending: Ic,\n blendSrc: Ea,\n blendDst: ps,\n blendEquation: cn,\n blendSrcAlpha: Ta,\n blendDstAlpha: ps,\n blendEquationAlpha: cn\n }), this._fsQuad = new Ps(null), this._originalClearColor = new Se(), this.setGBuffer(r ? r.depthTexture : void 0, r ? r.normalTexture : void 0), a !== void 0 && this.updateGtaoMaterial(a), o !== void 0 && this.updatePdMaterial(o);\n }\n /**\n * Sets the size of the pass.\n *\n * @param {number} width - The width to set.\n * @param {number} height - The height to set.\n */\n setSize(e, t) {\n this.width = e, this.height = t, this.gtaoRenderTarget.setSize(e, t), this.normalRenderTarget.setSize(e, t), this.pdRenderTarget.setSize(e, t), this.gtaoMaterial.uniforms.resolution.value.set(e, t), this.gtaoMaterial.uniforms.cameraProjectionMatrix.value.copy(this.camera.projectionMatrix), this.gtaoMaterial.uniforms.cameraProjectionMatrixInverse.value.copy(this.camera.projectionMatrixInverse), this.pdMaterial.uniforms.resolution.value.set(e, t), this.pdMaterial.uniforms.cameraProjectionMatrixInverse.value.copy(this.camera.projectionMatrixInverse);\n }\n /**\n * Frees the GPU-related resources allocated by this instance. Call this\n * method whenever the pass is no longer used in your app.\n */\n dispose() {\n this.gtaoNoiseTexture.dispose(), this.pdNoiseTexture.dispose(), this.normalRenderTarget.dispose(), this.gtaoRenderTarget.dispose(), this.pdRenderTarget.dispose(), this.normalMaterial.dispose(), this.pdMaterial.dispose(), this.copyMaterial.dispose(), this.depthRenderMaterial.dispose(), this._fsQuad.dispose();\n }\n /**\n * A texture holding the computed AO.\n *\n * @type {Texture}\n * @readonly\n */\n get gtaoMap() {\n return this.pdRenderTarget.texture;\n }\n /**\n * Configures the GBuffer of this pass. If no arguments are passed,\n * the pass creates an internal render target for holding depth\n * and normal data.\n *\n * @param {DepthTexture} [depthTexture] - The depth texture.\n * @param {DepthTexture} [normalTexture] - The normal texture.\n */\n setGBuffer(e, t) {\n e !== void 0 ? (this.depthTexture = e, this.normalTexture = t, this._renderGBuffer = !1) : (this.depthTexture = new Vo(), this.depthTexture.format = Xi, this.depthTexture.type = Wi, this.normalRenderTarget = new St(this.width, this.height, {\n minFilter: Dt,\n magFilter: Dt,\n type: xt,\n depthTexture: this.depthTexture\n }), this.normalTexture = this.normalRenderTarget.texture, this._renderGBuffer = !0);\n const n = this.normalTexture ? 1 : 0, s = this.depthTexture === this.normalTexture ? \"w\" : \"x\";\n this.gtaoMaterial.defines.NORMAL_VECTOR_TYPE = n, this.gtaoMaterial.defines.DEPTH_SWIZZLING = s, this.gtaoMaterial.uniforms.tNormal.value = this.normalTexture, this.gtaoMaterial.uniforms.tDepth.value = this.depthTexture, this.pdMaterial.defines.NORMAL_VECTOR_TYPE = n, this.pdMaterial.defines.DEPTH_SWIZZLING = s, this.pdMaterial.uniforms.tNormal.value = this.normalTexture, this.pdMaterial.uniforms.tDepth.value = this.depthTexture, this.depthRenderMaterial.uniforms.tDepth.value = this.normalRenderTarget.depthTexture;\n }\n /**\n * Configures the clip box of the GTAO shader with the given AABB.\n *\n * @param {?Box3} box - The AABB enclosing the scene that should receive AO. When passing\n * `null`, to clip box is used.\n */\n setSceneClipBox(e) {\n e ? (this.gtaoMaterial.needsUpdate = this.gtaoMaterial.defines.SCENE_CLIP_BOX !== 1, this.gtaoMaterial.defines.SCENE_CLIP_BOX = 1, this.gtaoMaterial.uniforms.sceneBoxMin.value.copy(e.min), this.gtaoMaterial.uniforms.sceneBoxMax.value.copy(e.max)) : (this.gtaoMaterial.needsUpdate = this.gtaoMaterial.defines.SCENE_CLIP_BOX === 0, this.gtaoMaterial.defines.SCENE_CLIP_BOX = 0);\n }\n /**\n * Updates the GTAO material from the given parameter object.\n *\n * @param {Object} parameters - The GTAO material parameters.\n */\n updateGtaoMaterial(e) {\n e.radius !== void 0 && (this.gtaoMaterial.uniforms.radius.value = e.radius), e.distanceExponent !== void 0 && (this.gtaoMaterial.uniforms.distanceExponent.value = e.distanceExponent), e.thickness !== void 0 && (this.gtaoMaterial.uniforms.thickness.value = e.thickness), e.distanceFallOff !== void 0 && (this.gtaoMaterial.uniforms.distanceFallOff.value = e.distanceFallOff, this.gtaoMaterial.needsUpdate = !0), e.scale !== void 0 && (this.gtaoMaterial.uniforms.scale.value = e.scale), e.samples !== void 0 && e.samples !== this.gtaoMaterial.defines.SAMPLES && (this.gtaoMaterial.defines.SAMPLES = e.samples, this.gtaoMaterial.needsUpdate = !0), e.screenSpaceRadius !== void 0 && (e.screenSpaceRadius ? 1 : 0) !== this.gtaoMaterial.defines.SCREEN_SPACE_RADIUS && (this.gtaoMaterial.defines.SCREEN_SPACE_RADIUS = e.screenSpaceRadius ? 1 : 0, this.gtaoMaterial.needsUpdate = !0);\n }\n /**\n * Updates the Denoise material from the given parameter object.\n *\n * @param {Object} parameters - The denoise parameters.\n */\n updatePdMaterial(e) {\n let t = !1;\n e.lumaPhi !== void 0 && (this.pdMaterial.uniforms.lumaPhi.value = e.lumaPhi), e.depthPhi !== void 0 && (this.pdMaterial.uniforms.depthPhi.value = e.depthPhi), e.normalPhi !== void 0 && (this.pdMaterial.uniforms.normalPhi.value = e.normalPhi), e.radius !== void 0 && e.radius !== this.radius && (this.pdMaterial.uniforms.radius.value = e.radius), e.radiusExponent !== void 0 && e.radiusExponent !== this.pdRadiusExponent && (this.pdRadiusExponent = e.radiusExponent, t = !0), e.rings !== void 0 && e.rings !== this.pdRings && (this.pdRings = e.rings, t = !0), e.samples !== void 0 && e.samples !== this.pdSamples && (this.pdSamples = e.samples, t = !0), t && (this.pdMaterial.defines.SAMPLES = this.pdSamples, this.pdMaterial.defines.SAMPLE_VECTORS = Sh(this.pdSamples, this.pdRings, this.pdRadiusExponent), this.pdMaterial.needsUpdate = !0);\n }\n /**\n * Performs the GTAO pass.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering\n * destination for the pass.\n * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the\n * previous pass from this buffer.\n * @param {number} deltaTime - The delta time in seconds.\n * @param {boolean} maskActive - Whether masking is active or not.\n */\n render(e, t, n) {\n switch (this._renderGBuffer && (this._overrideVisibility(), this._renderOverride(e, this.normalMaterial, this.normalRenderTarget, 7829503, 1), this._restoreVisibility()), this.gtaoMaterial.uniforms.cameraNear.value = this.camera.near, this.gtaoMaterial.uniforms.cameraFar.value = this.camera.far, this.gtaoMaterial.uniforms.cameraProjectionMatrix.value.copy(this.camera.projectionMatrix), this.gtaoMaterial.uniforms.cameraProjectionMatrixInverse.value.copy(this.camera.projectionMatrixInverse), this.gtaoMaterial.uniforms.cameraWorldMatrix.value.copy(this.camera.matrixWorld), this._renderPass(e, this.gtaoMaterial, this.gtaoRenderTarget, 16777215, 1), this.pdMaterial.uniforms.cameraProjectionMatrixInverse.value.copy(this.camera.projectionMatrixInverse), this._renderPass(e, this.pdMaterial, this.pdRenderTarget, 16777215, 1), this.output) {\n case ln.OUTPUT.Off:\n break;\n case ln.OUTPUT.Diffuse:\n this.copyMaterial.uniforms.tDiffuse.value = n.texture, this.copyMaterial.blending = Mt, this._renderPass(e, this.copyMaterial, this.renderToScreen ? null : t);\n break;\n case ln.OUTPUT.AO:\n this.copyMaterial.uniforms.tDiffuse.value = this.gtaoRenderTarget.texture, this.copyMaterial.blending = Mt, this._renderPass(e, this.copyMaterial, this.renderToScreen ? null : t);\n break;\n case ln.OUTPUT.Denoise:\n this.copyMaterial.uniforms.tDiffuse.value = this.pdRenderTarget.texture, this.copyMaterial.blending = Mt, this._renderPass(e, this.copyMaterial, this.renderToScreen ? null : t);\n break;\n case ln.OUTPUT.Depth:\n this.depthRenderMaterial.uniforms.cameraNear.value = this.camera.near, this.depthRenderMaterial.uniforms.cameraFar.value = this.camera.far, this._renderPass(e, this.depthRenderMaterial, this.renderToScreen ? null : t);\n break;\n case ln.OUTPUT.Normal:\n this.copyMaterial.uniforms.tDiffuse.value = this.normalRenderTarget.texture, this.copyMaterial.blending = Mt, this._renderPass(e, this.copyMaterial, this.renderToScreen ? null : t);\n break;\n case ln.OUTPUT.Default:\n this.copyMaterial.uniforms.tDiffuse.value = n.texture, this.copyMaterial.blending = Mt, this._renderPass(e, this.copyMaterial, this.renderToScreen ? null : t), this.blendMaterial.uniforms.intensity.value = this.blendIntensity, this.blendMaterial.uniforms.tDiffuse.value = this.pdRenderTarget.texture, this._renderPass(e, this.blendMaterial, this.renderToScreen ? null : t);\n break;\n default:\n console.warn(\"THREE.GTAOPass: Unknown output type.\");\n }\n }\n // internals\n _renderPass(e, t, n, s, r) {\n e.getClearColor(this._originalClearColor);\n const a = e.getClearAlpha(), o = e.autoClear;\n e.setRenderTarget(n), e.autoClear = !1, s != null && (e.setClearColor(s), e.setClearAlpha(r || 0), e.clear()), this._fsQuad.material = t, this._fsQuad.render(e), e.autoClear = o, e.setClearColor(this._originalClearColor), e.setClearAlpha(a);\n }\n _renderOverride(e, t, n, s, r) {\n e.getClearColor(this._originalClearColor);\n const a = e.getClearAlpha(), o = e.autoClear;\n e.setRenderTarget(n), e.autoClear = !1, s = t.clearColor || s, r = t.clearAlpha || r, s != null && (e.setClearColor(s), e.setClearAlpha(r || 0), e.clear()), this.scene.overrideMaterial = t, e.render(this.scene, this.camera), this.scene.overrideMaterial = null, e.autoClear = o, e.setClearColor(this._originalClearColor), e.setClearAlpha(a);\n }\n _overrideVisibility() {\n const e = this.scene, t = this._visibilityCache;\n e.traverse(function(n) {\n (n.isPoints || n.isLine || n.isLine2) && n.visible && (n.visible = !1, t.push(n));\n });\n }\n _restoreVisibility() {\n const e = this._visibilityCache;\n for (let t = 0; t < e.length; t++)\n e[t].visible = !0;\n e.length = 0;\n }\n _generateNoise(e = 64) {\n const t = new qg(), n = e * e * 4, s = new Uint8Array(n);\n for (let a = 0; a < e; a++)\n for (let o = 0; o < e; o++) {\n const l = a, c = o;\n s[(a * e + o) * 4] = (t.noise(l, c) * 0.5 + 0.5) * 255, s[(a * e + o) * 4 + 1] = (t.noise(l + e, c) * 0.5 + 0.5) * 255, s[(a * e + o) * 4 + 2] = (t.noise(l, c + e) * 0.5 + 0.5) * 255, s[(a * e + o) * 4 + 3] = (t.noise(l + e, c + e) * 0.5 + 0.5) * 255;\n }\n const r = new Qi(s, e, e, Zt, mn);\n return r.wrapS = wn, r.wrapT = wn, r.needsUpdate = !0, r;\n }\n}\nln.OUTPUT = {\n Off: -1,\n Default: 0,\n Diffuse: 1,\n Depth: 2,\n Normal: 3,\n AO: 4,\n Denoise: 5\n};\nconst Yg = {\n uniforms: {\n tDiffuse: { value: null },\n luminosityThreshold: { value: 1 },\n smoothWidth: { value: 1 },\n defaultColor: { value: new Se(0) },\n defaultOpacity: { value: 0 }\n },\n vertexShader: (\n /* glsl */\n `\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}`\n ),\n fragmentShader: (\n /* glsl */\n `\n\n\t\tuniform sampler2D tDiffuse;\n\t\tuniform vec3 defaultColor;\n\t\tuniform float defaultOpacity;\n\t\tuniform float luminosityThreshold;\n\t\tuniform float smoothWidth;\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvec4 texel = texture2D( tDiffuse, vUv );\n\n\t\t\tfloat v = luminance( texel.xyz );\n\n\t\t\tvec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );\n\n\t\t\tfloat alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );\n\n\t\t\tgl_FragColor = mix( outputColor, texel, alpha );\n\n\t\t}`\n )\n};\nclass $i extends ti {\n /**\n * Constructs a new Unreal Bloom pass.\n *\n * @param {Vector2} [resolution] - The effect's resolution.\n * @param {number} [strength=1] - The Bloom strength.\n * @param {number} radius - The Bloom radius.\n * @param {number} threshold - The luminance threshold limits which bright areas contribute to the Bloom effect.\n */\n constructor(e, t = 1, n, s) {\n super(), this.strength = t, this.radius = n, this.threshold = s, this.resolution = e !== void 0 ? new le(e.x, e.y) : new le(256, 256), this.clearColor = new Se(0, 0, 0), this.needsSwap = !1, this.renderTargetsHorizontal = [], this.renderTargetsVertical = [], this.nMips = 5;\n let r = Math.round(this.resolution.x / 2), a = Math.round(this.resolution.y / 2);\n this.renderTargetBright = new St(r, a, { type: xt }), this.renderTargetBright.texture.name = \"UnrealBloomPass.bright\", this.renderTargetBright.texture.generateMipmaps = !1;\n for (let h = 0; h < this.nMips; h++) {\n const u = new St(r, a, { type: xt });\n u.texture.name = \"UnrealBloomPass.h\" + h, u.texture.generateMipmaps = !1, this.renderTargetsHorizontal.push(u);\n const d = new St(r, a, { type: xt });\n d.texture.name = \"UnrealBloomPass.v\" + h, d.texture.generateMipmaps = !1, this.renderTargetsVertical.push(d), r = Math.round(r / 2), a = Math.round(a / 2);\n }\n const o = Yg;\n this.highPassUniforms = dn.clone(o.uniforms), this.highPassUniforms.luminosityThreshold.value = s, this.highPassUniforms.smoothWidth.value = 0.01, this.materialHighPassFilter = new ht({\n uniforms: this.highPassUniforms,\n vertexShader: o.vertexShader,\n fragmentShader: o.fragmentShader\n }), this.separableBlurMaterials = [];\n const l = [6, 10, 14, 18, 22];\n r = Math.round(this.resolution.x / 2), a = Math.round(this.resolution.y / 2);\n for (let h = 0; h < this.nMips; h++)\n this.separableBlurMaterials.push(this._getSeparableBlurMaterial(l[h])), this.separableBlurMaterials[h].uniforms.invSize.value = new le(1 / r, 1 / a), r = Math.round(r / 2), a = Math.round(a / 2);\n this.compositeMaterial = this._getCompositeMaterial(this.nMips), this.compositeMaterial.uniforms.blurTexture1.value = this.renderTargetsVertical[0].texture, this.compositeMaterial.uniforms.blurTexture2.value = this.renderTargetsVertical[1].texture, this.compositeMaterial.uniforms.blurTexture3.value = this.renderTargetsVertical[2].texture, this.compositeMaterial.uniforms.blurTexture4.value = this.renderTargetsVertical[3].texture, this.compositeMaterial.uniforms.blurTexture5.value = this.renderTargetsVertical[4].texture, this.compositeMaterial.uniforms.bloomStrength.value = t, this.compositeMaterial.uniforms.bloomRadius.value = 0.1;\n const c = [1, 0.8, 0.6, 0.4, 0.2];\n this.compositeMaterial.uniforms.bloomFactors.value = c, this.bloomTintColors = [new w(1, 1, 1), new w(1, 1, 1), new w(1, 1, 1), new w(1, 1, 1), new w(1, 1, 1)], this.compositeMaterial.uniforms.bloomTintColors.value = this.bloomTintColors, this.copyUniforms = dn.clone(Qn.uniforms), this.blendMaterial = new ht({\n uniforms: this.copyUniforms,\n vertexShader: Qn.vertexShader,\n fragmentShader: Qn.fragmentShader,\n blending: _r,\n depthTest: !1,\n depthWrite: !1,\n transparent: !0\n }), this._oldClearColor = new Se(), this._oldClearAlpha = 1, this._basic = new Bt(), this._fsQuad = new Ps(null);\n }\n /**\n * Frees the GPU-related resources allocated by this instance. Call this\n * method whenever the pass is no longer used in your app.\n */\n dispose() {\n for (let e = 0; e < this.renderTargetsHorizontal.length; e++)\n this.renderTargetsHorizontal[e].dispose();\n for (let e = 0; e < this.renderTargetsVertical.length; e++)\n this.renderTargetsVertical[e].dispose();\n this.renderTargetBright.dispose();\n for (let e = 0; e < this.separableBlurMaterials.length; e++)\n this.separableBlurMaterials[e].dispose();\n this.compositeMaterial.dispose(), this.blendMaterial.dispose(), this._basic.dispose(), this._fsQuad.dispose();\n }\n /**\n * Sets the size of the pass.\n *\n * @param {number} width - The width to set.\n * @param {number} height - The height to set.\n */\n setSize(e, t) {\n let n = Math.round(e / 2), s = Math.round(t / 2);\n this.renderTargetBright.setSize(n, s);\n for (let r = 0; r < this.nMips; r++)\n this.renderTargetsHorizontal[r].setSize(n, s), this.renderTargetsVertical[r].setSize(n, s), this.separableBlurMaterials[r].uniforms.invSize.value = new le(1 / n, 1 / s), n = Math.round(n / 2), s = Math.round(s / 2);\n }\n /**\n * Performs the Bloom pass.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering\n * destination for the pass.\n * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the\n * previous pass from this buffer.\n * @param {number} deltaTime - The delta time in seconds.\n * @param {boolean} maskActive - Whether masking is active or not.\n */\n render(e, t, n, s, r) {\n e.getClearColor(this._oldClearColor), this._oldClearAlpha = e.getClearAlpha();\n const a = e.autoClear;\n e.autoClear = !1, e.setClearColor(this.clearColor, 0), r && e.state.buffers.stencil.setTest(!1), this.renderToScreen && (this._fsQuad.material = this._basic, this._basic.map = n.texture, e.setRenderTarget(null), e.clear(), this._fsQuad.render(e)), this.highPassUniforms.tDiffuse.value = n.texture, this.highPassUniforms.luminosityThreshold.value = this.threshold, this._fsQuad.material = this.materialHighPassFilter, e.setRenderTarget(this.renderTargetBright), e.clear(), this._fsQuad.render(e);\n let o = this.renderTargetBright;\n for (let l = 0; l < this.nMips; l++)\n this._fsQuad.material = this.separableBlurMaterials[l], this.separableBlurMaterials[l].uniforms.colorTexture.value = o.texture, this.separableBlurMaterials[l].uniforms.direction.value = $i.BlurDirectionX, e.setRenderTarget(this.renderTargetsHorizontal[l]), e.clear(), this._fsQuad.render(e), this.separableBlurMaterials[l].uniforms.colorTexture.value = this.renderTargetsHorizontal[l].texture, this.separableBlurMaterials[l].uniforms.direction.value = $i.BlurDirectionY, e.setRenderTarget(this.renderTargetsVertical[l]), e.clear(), this._fsQuad.render(e), o = this.renderTargetsVertical[l];\n this._fsQuad.material = this.compositeMaterial, this.compositeMaterial.uniforms.bloomStrength.value = this.strength, this.compositeMaterial.uniforms.bloomRadius.value = this.radius, this.compositeMaterial.uniforms.bloomTintColors.value = this.bloomTintColors, e.setRenderTarget(this.renderTargetsHorizontal[0]), e.clear(), this._fsQuad.render(e), this._fsQuad.material = this.blendMaterial, this.copyUniforms.tDiffuse.value = this.renderTargetsHorizontal[0].texture, r && e.state.buffers.stencil.setTest(!0), this.renderToScreen ? (e.setRenderTarget(null), this._fsQuad.render(e)) : (e.setRenderTarget(n), this._fsQuad.render(e)), e.setClearColor(this._oldClearColor, this._oldClearAlpha), e.autoClear = a;\n }\n // internals\n _getSeparableBlurMaterial(e) {\n const t = [], n = e / 3;\n for (let s = 0; s < e; s++)\n t.push(0.39894 * Math.exp(-0.5 * s * s / (n * n)) / n);\n return new ht({\n defines: {\n KERNEL_RADIUS: e\n },\n uniforms: {\n colorTexture: { value: null },\n invSize: { value: new le(0.5, 0.5) },\n // inverse texture size\n direction: { value: new le(0.5, 0.5) },\n gaussianCoefficients: { value: t }\n // precomputed Gaussian coefficients\n },\n vertexShader: `varying vec2 vUv;\n\t\t\t\tvoid main() {\n\t\t\t\t\tvUv = uv;\n\t\t\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t\t\t}`,\n fragmentShader: `#include \n\t\t\t\tvarying vec2 vUv;\n\t\t\t\tuniform sampler2D colorTexture;\n\t\t\t\tuniform vec2 invSize;\n\t\t\t\tuniform vec2 direction;\n\t\t\t\tuniform float gaussianCoefficients[KERNEL_RADIUS];\n\n\t\t\t\tvoid main() {\n\t\t\t\t\tfloat weightSum = gaussianCoefficients[0];\n\t\t\t\t\tvec3 diffuseSum = texture2D( colorTexture, vUv ).rgb * weightSum;\n\t\t\t\t\tfor( int i = 1; i < KERNEL_RADIUS; i ++ ) {\n\t\t\t\t\t\tfloat x = float(i);\n\t\t\t\t\t\tfloat w = gaussianCoefficients[i];\n\t\t\t\t\t\tvec2 uvOffset = direction * invSize * x;\n\t\t\t\t\t\tvec3 sample1 = texture2D( colorTexture, vUv + uvOffset ).rgb;\n\t\t\t\t\t\tvec3 sample2 = texture2D( colorTexture, vUv - uvOffset ).rgb;\n\t\t\t\t\t\tdiffuseSum += ( sample1 + sample2 ) * w;\n\t\t\t\t\t}\n\t\t\t\t\tgl_FragColor = vec4( diffuseSum, 1.0 );\n\t\t\t\t}`\n });\n }\n _getCompositeMaterial(e) {\n return new ht({\n defines: {\n NUM_MIPS: e\n },\n uniforms: {\n blurTexture1: { value: null },\n blurTexture2: { value: null },\n blurTexture3: { value: null },\n blurTexture4: { value: null },\n blurTexture5: { value: null },\n bloomStrength: { value: 1 },\n bloomFactors: { value: null },\n bloomTintColors: { value: null },\n bloomRadius: { value: 0 }\n },\n vertexShader: `varying vec2 vUv;\n\t\t\t\tvoid main() {\n\t\t\t\t\tvUv = uv;\n\t\t\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t\t\t}`,\n fragmentShader: `varying vec2 vUv;\n\t\t\t\tuniform sampler2D blurTexture1;\n\t\t\t\tuniform sampler2D blurTexture2;\n\t\t\t\tuniform sampler2D blurTexture3;\n\t\t\t\tuniform sampler2D blurTexture4;\n\t\t\t\tuniform sampler2D blurTexture5;\n\t\t\t\tuniform float bloomStrength;\n\t\t\t\tuniform float bloomRadius;\n\t\t\t\tuniform float bloomFactors[NUM_MIPS];\n\t\t\t\tuniform vec3 bloomTintColors[NUM_MIPS];\n\n\t\t\t\tfloat lerpBloomFactor(const in float factor) {\n\t\t\t\t\tfloat mirrorFactor = 1.2 - factor;\n\t\t\t\t\treturn mix(factor, mirrorFactor, bloomRadius);\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\t\t\t\t\tgl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) +\n\t\t\t\t\t\tlerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) +\n\t\t\t\t\t\tlerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) +\n\t\t\t\t\t\tlerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +\n\t\t\t\t\t\tlerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );\n\t\t\t\t}`\n });\n }\n}\n$i.BlurDirectionX = new le(1, 0);\n$i.BlurDirectionY = new le(0, 1);\nconst cr = {\n name: \"OutputShader\",\n uniforms: {\n tDiffuse: { value: null },\n toneMappingExposure: { value: 1 }\n },\n vertexShader: (\n /* glsl */\n `\n\t\tprecision highp float;\n\n\t\tuniform mat4 modelViewMatrix;\n\t\tuniform mat4 projectionMatrix;\n\n\t\tattribute vec3 position;\n\t\tattribute vec2 uv;\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}`\n ),\n fragmentShader: (\n /* glsl */\n `\n\n\t\tprecision highp float;\n\n\t\tuniform sampler2D tDiffuse;\n\n\t\t#include \n\t\t#include \n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tgl_FragColor = texture2D( tDiffuse, vUv );\n\n\t\t\t// tone mapping\n\n\t\t\t#ifdef LINEAR_TONE_MAPPING\n\n\t\t\t\tgl_FragColor.rgb = LinearToneMapping( gl_FragColor.rgb );\n\n\t\t\t#elif defined( REINHARD_TONE_MAPPING )\n\n\t\t\t\tgl_FragColor.rgb = ReinhardToneMapping( gl_FragColor.rgb );\n\n\t\t\t#elif defined( CINEON_TONE_MAPPING )\n\n\t\t\t\tgl_FragColor.rgb = CineonToneMapping( gl_FragColor.rgb );\n\n\t\t\t#elif defined( ACES_FILMIC_TONE_MAPPING )\n\n\t\t\t\tgl_FragColor.rgb = ACESFilmicToneMapping( gl_FragColor.rgb );\n\n\t\t\t#elif defined( AGX_TONE_MAPPING )\n\n\t\t\t\tgl_FragColor.rgb = AgXToneMapping( gl_FragColor.rgb );\n\n\t\t\t#elif defined( NEUTRAL_TONE_MAPPING )\n\n\t\t\t\tgl_FragColor.rgb = NeutralToneMapping( gl_FragColor.rgb );\n\n\t\t\t#elif defined( CUSTOM_TONE_MAPPING )\n\n\t\t\t\tgl_FragColor.rgb = CustomToneMapping( gl_FragColor.rgb );\n\n\t\t\t#endif\n\n\t\t\t// color space\n\n\t\t\t#ifdef SRGB_TRANSFER\n\n\t\t\t\tgl_FragColor = sRGBTransferOETF( gl_FragColor );\n\n\t\t\t#endif\n\n\t\t}`\n )\n};\nclass Kg extends ti {\n /**\n * Constructs a new output pass.\n */\n constructor() {\n super(), this.uniforms = dn.clone(cr.uniforms), this.material = new pd({\n name: cr.name,\n uniforms: this.uniforms,\n vertexShader: cr.vertexShader,\n fragmentShader: cr.fragmentShader\n }), this._fsQuad = new Ps(this.material), this._outputColorSpace = null, this._toneMapping = null;\n }\n /**\n * Performs the output pass.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering\n * destination for the pass.\n * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the\n * previous pass from this buffer.\n * @param {number} deltaTime - The delta time in seconds.\n * @param {boolean} maskActive - Whether masking is active or not.\n */\n render(e, t, n) {\n this.uniforms.tDiffuse.value = n.texture, this.uniforms.toneMappingExposure.value = e.toneMappingExposure, (this._outputColorSpace !== e.outputColorSpace || this._toneMapping !== e.toneMapping) && (this._outputColorSpace = e.outputColorSpace, this._toneMapping = e.toneMapping, this.material.defines = {}, Ye.getTransfer(this._outputColorSpace) === et && (this.material.defines.SRGB_TRANSFER = \"\"), this._toneMapping === Uc ? this.material.defines.LINEAR_TONE_MAPPING = \"\" : this._toneMapping === Nc ? this.material.defines.REINHARD_TONE_MAPPING = \"\" : this._toneMapping === Fc ? this.material.defines.CINEON_TONE_MAPPING = \"\" : this._toneMapping === bo ? this.material.defines.ACES_FILMIC_TONE_MAPPING = \"\" : this._toneMapping === Bc ? this.material.defines.AGX_TONE_MAPPING = \"\" : this._toneMapping === zc ? this.material.defines.NEUTRAL_TONE_MAPPING = \"\" : this._toneMapping === Oc && (this.material.defines.CUSTOM_TONE_MAPPING = \"\"), this.material.needsUpdate = !0), this.renderToScreen === !0 ? (e.setRenderTarget(null), this._fsQuad.render(e)) : (e.setRenderTarget(t), this.clear && e.clear(e.autoClearColor, e.autoClearDepth, e.autoClearStencil), this._fsQuad.render(e));\n }\n /**\n * Frees the GPU-related resources allocated by this instance. Call this\n * method whenever the pass is no longer used in your app.\n */\n dispose() {\n this.material.dispose(), this._fsQuad.dispose();\n }\n}\nconst Zg = {\n name: \"FXAAShader\",\n uniforms: {\n tDiffuse: { value: null },\n resolution: { value: new le(1 / 1024, 1 / 512) }\n },\n vertexShader: (\n /* glsl */\n `\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}`\n ),\n fragmentShader: (\n /* glsl */\n `\n\n\t\tuniform sampler2D tDiffuse;\n\t\tuniform vec2 resolution;\n\t\tvarying vec2 vUv;\n\n\t\t#define EDGE_STEP_COUNT 6\n\t\t#define EDGE_GUESS 8.0\n\t\t#define EDGE_STEPS 1.0, 1.5, 2.0, 2.0, 2.0, 4.0\n\t\tconst float edgeSteps[EDGE_STEP_COUNT] = float[EDGE_STEP_COUNT]( EDGE_STEPS );\n\n\t\tfloat _ContrastThreshold = 0.0312;\n\t\tfloat _RelativeThreshold = 0.063;\n\t\tfloat _SubpixelBlending = 1.0;\n\n\t\tvec4 Sample( sampler2D tex2D, vec2 uv ) {\n\n\t\t\treturn texture( tex2D, uv );\n\n\t\t}\n\n\t\tfloat SampleLuminance( sampler2D tex2D, vec2 uv ) {\n\n\t\t\treturn dot( Sample( tex2D, uv ).rgb, vec3( 0.3, 0.59, 0.11 ) );\n\n\t\t}\n\n\t\tfloat SampleLuminance( sampler2D tex2D, vec2 texSize, vec2 uv, float uOffset, float vOffset ) {\n\n\t\t\tuv += texSize * vec2(uOffset, vOffset);\n\t\t\treturn SampleLuminance(tex2D, uv);\n\n\t\t}\n\n\t\tstruct LuminanceData {\n\n\t\t\tfloat m, n, e, s, w;\n\t\t\tfloat ne, nw, se, sw;\n\t\t\tfloat highest, lowest, contrast;\n\n\t\t};\n\n\t\tLuminanceData SampleLuminanceNeighborhood( sampler2D tex2D, vec2 texSize, vec2 uv ) {\n\n\t\t\tLuminanceData l;\n\t\t\tl.m = SampleLuminance( tex2D, uv );\n\t\t\tl.n = SampleLuminance( tex2D, texSize, uv, 0.0, 1.0 );\n\t\t\tl.e = SampleLuminance( tex2D, texSize, uv, 1.0, 0.0 );\n\t\t\tl.s = SampleLuminance( tex2D, texSize, uv, 0.0, -1.0 );\n\t\t\tl.w = SampleLuminance( tex2D, texSize, uv, -1.0, 0.0 );\n\n\t\t\tl.ne = SampleLuminance( tex2D, texSize, uv, 1.0, 1.0 );\n\t\t\tl.nw = SampleLuminance( tex2D, texSize, uv, -1.0, 1.0 );\n\t\t\tl.se = SampleLuminance( tex2D, texSize, uv, 1.0, -1.0 );\n\t\t\tl.sw = SampleLuminance( tex2D, texSize, uv, -1.0, -1.0 );\n\n\t\t\tl.highest = max( max( max( max( l.n, l.e ), l.s ), l.w ), l.m );\n\t\t\tl.lowest = min( min( min( min( l.n, l.e ), l.s ), l.w ), l.m );\n\t\t\tl.contrast = l.highest - l.lowest;\n\t\t\treturn l;\n\n\t\t}\n\n\t\tbool ShouldSkipPixel( LuminanceData l ) {\n\n\t\t\tfloat threshold = max( _ContrastThreshold, _RelativeThreshold * l.highest );\n\t\t\treturn l.contrast < threshold;\n\n\t\t}\n\n\t\tfloat DeterminePixelBlendFactor( LuminanceData l ) {\n\n\t\t\tfloat f = 2.0 * ( l.n + l.e + l.s + l.w );\n\t\t\tf += l.ne + l.nw + l.se + l.sw;\n\t\t\tf *= 1.0 / 12.0;\n\t\t\tf = abs( f - l.m );\n\t\t\tf = clamp( f / l.contrast, 0.0, 1.0 );\n\n\t\t\tfloat blendFactor = smoothstep( 0.0, 1.0, f );\n\t\t\treturn blendFactor * blendFactor * _SubpixelBlending;\n\n\t\t}\n\n\t\tstruct EdgeData {\n\n\t\t\tbool isHorizontal;\n\t\t\tfloat pixelStep;\n\t\t\tfloat oppositeLuminance, gradient;\n\n\t\t};\n\n\t\tEdgeData DetermineEdge( vec2 texSize, LuminanceData l ) {\n\n\t\t\tEdgeData e;\n\t\t\tfloat horizontal =\n\t\t\t\tabs( l.n + l.s - 2.0 * l.m ) * 2.0 +\n\t\t\t\tabs( l.ne + l.se - 2.0 * l.e ) +\n\t\t\t\tabs( l.nw + l.sw - 2.0 * l.w );\n\t\t\tfloat vertical =\n\t\t\t\tabs( l.e + l.w - 2.0 * l.m ) * 2.0 +\n\t\t\t\tabs( l.ne + l.nw - 2.0 * l.n ) +\n\t\t\t\tabs( l.se + l.sw - 2.0 * l.s );\n\t\t\te.isHorizontal = horizontal >= vertical;\n\n\t\t\tfloat pLuminance = e.isHorizontal ? l.n : l.e;\n\t\t\tfloat nLuminance = e.isHorizontal ? l.s : l.w;\n\t\t\tfloat pGradient = abs( pLuminance - l.m );\n\t\t\tfloat nGradient = abs( nLuminance - l.m );\n\n\t\t\te.pixelStep = e.isHorizontal ? texSize.y : texSize.x;\n\n\t\t\tif (pGradient < nGradient) {\n\n\t\t\t\te.pixelStep = -e.pixelStep;\n\t\t\t\te.oppositeLuminance = nLuminance;\n\t\t\t\te.gradient = nGradient;\n\n\t\t\t} else {\n\n\t\t\t\te.oppositeLuminance = pLuminance;\n\t\t\t\te.gradient = pGradient;\n\n\t\t\t}\n\n\t\t\treturn e;\n\n\t\t}\n\n\t\tfloat DetermineEdgeBlendFactor( sampler2D tex2D, vec2 texSize, LuminanceData l, EdgeData e, vec2 uv ) {\n\n\t\t\tvec2 uvEdge = uv;\n\t\t\tvec2 edgeStep;\n\t\t\tif (e.isHorizontal) {\n\n\t\t\t\tuvEdge.y += e.pixelStep * 0.5;\n\t\t\t\tedgeStep = vec2( texSize.x, 0.0 );\n\n\t\t\t} else {\n\n\t\t\t\tuvEdge.x += e.pixelStep * 0.5;\n\t\t\t\tedgeStep = vec2( 0.0, texSize.y );\n\n\t\t\t}\n\n\t\t\tfloat edgeLuminance = ( l.m + e.oppositeLuminance ) * 0.5;\n\t\t\tfloat gradientThreshold = e.gradient * 0.25;\n\n\t\t\tvec2 puv = uvEdge + edgeStep * edgeSteps[0];\n\t\t\tfloat pLuminanceDelta = SampleLuminance( tex2D, puv ) - edgeLuminance;\n\t\t\tbool pAtEnd = abs( pLuminanceDelta ) >= gradientThreshold;\n\n\t\t\tfor ( int i = 1; i < EDGE_STEP_COUNT && !pAtEnd; i++ ) {\n\n\t\t\t\tpuv += edgeStep * edgeSteps[i];\n\t\t\t\tpLuminanceDelta = SampleLuminance( tex2D, puv ) - edgeLuminance;\n\t\t\t\tpAtEnd = abs( pLuminanceDelta ) >= gradientThreshold;\n\n\t\t\t}\n\n\t\t\tif ( !pAtEnd ) {\n\n\t\t\t\tpuv += edgeStep * EDGE_GUESS;\n\n\t\t\t}\n\n\t\t\tvec2 nuv = uvEdge - edgeStep * edgeSteps[0];\n\t\t\tfloat nLuminanceDelta = SampleLuminance( tex2D, nuv ) - edgeLuminance;\n\t\t\tbool nAtEnd = abs( nLuminanceDelta ) >= gradientThreshold;\n\n\t\t\tfor ( int i = 1; i < EDGE_STEP_COUNT && !nAtEnd; i++ ) {\n\n\t\t\t\tnuv -= edgeStep * edgeSteps[i];\n\t\t\t\tnLuminanceDelta = SampleLuminance( tex2D, nuv ) - edgeLuminance;\n\t\t\t\tnAtEnd = abs( nLuminanceDelta ) >= gradientThreshold;\n\n\t\t\t}\n\n\t\t\tif ( !nAtEnd ) {\n\n\t\t\t\tnuv -= edgeStep * EDGE_GUESS;\n\n\t\t\t}\n\n\t\t\tfloat pDistance, nDistance;\n\t\t\tif ( e.isHorizontal ) {\n\n\t\t\t\tpDistance = puv.x - uv.x;\n\t\t\t\tnDistance = uv.x - nuv.x;\n\n\t\t\t} else {\n\n\t\t\t\tpDistance = puv.y - uv.y;\n\t\t\t\tnDistance = uv.y - nuv.y;\n\n\t\t\t}\n\n\t\t\tfloat shortestDistance;\n\t\t\tbool deltaSign;\n\t\t\tif ( pDistance <= nDistance ) {\n\n\t\t\t\tshortestDistance = pDistance;\n\t\t\t\tdeltaSign = pLuminanceDelta >= 0.0;\n\n\t\t\t} else {\n\n\t\t\t\tshortestDistance = nDistance;\n\t\t\t\tdeltaSign = nLuminanceDelta >= 0.0;\n\n\t\t\t}\n\n\t\t\tif ( deltaSign == ( l.m - edgeLuminance >= 0.0 ) ) {\n\n\t\t\t\treturn 0.0;\n\n\t\t\t}\n\n\t\t\treturn 0.5 - shortestDistance / ( pDistance + nDistance );\n\n\t\t}\n\n\t\tvec4 ApplyFXAA( sampler2D tex2D, vec2 texSize, vec2 uv ) {\n\n\t\t\tLuminanceData luminance = SampleLuminanceNeighborhood( tex2D, texSize, uv );\n\t\t\tif ( ShouldSkipPixel( luminance ) ) {\n\n\t\t\t\treturn Sample( tex2D, uv );\n\n\t\t\t}\n\n\t\t\tfloat pixelBlend = DeterminePixelBlendFactor( luminance );\n\t\t\tEdgeData edge = DetermineEdge( texSize, luminance );\n\t\t\tfloat edgeBlend = DetermineEdgeBlendFactor( tex2D, texSize, luminance, edge, uv );\n\t\t\tfloat finalBlend = max( pixelBlend, edgeBlend );\n\n\t\t\tif (edge.isHorizontal) {\n\n\t\t\t\tuv.y += edge.pixelStep * finalBlend;\n\n\t\t\t} else {\n\n\t\t\t\tuv.x += edge.pixelStep * finalBlend;\n\n\t\t\t}\n\n\t\t\treturn Sample( tex2D, uv );\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tgl_FragColor = ApplyFXAA( tDiffuse, resolution.xy, vUv );\n\n\t\t}`\n )\n};\nfunction $g(i) {\n return i && i.__esModule && Object.prototype.hasOwnProperty.call(i, \"default\") ? i.default : i;\n}\nvar xr = { exports: {} }, Jg = xr.exports, Mc;\nfunction Qg() {\n return Mc || (Mc = 1, (function(i, e) {\n (function(t, n) {\n i.exports = n();\n })(Jg, function() {\n var t = function() {\n function n(p) {\n return a.appendChild(p.dom), p;\n }\n function s(p) {\n for (var g = 0; g < a.children.length; g++) a.children[g].style.display = g === p ? \"block\" : \"none\";\n r = p;\n }\n var r = 0, a = document.createElement(\"div\");\n a.style.cssText = \"position:fixed;top:0;left:0;cursor:pointer;opacity:0.9;z-index:10000\", a.addEventListener(\"click\", function(p) {\n p.preventDefault(), s(++r % a.children.length);\n }, !1);\n var o = (performance || Date).now(), l = o, c = 0, h = n(new t.Panel(\"FPS\", \"#0ff\", \"#002\")), u = n(new t.Panel(\"MS\", \"#0f0\", \"#020\"));\n if (self.performance && self.performance.memory) var d = n(new t.Panel(\"MB\", \"#f08\", \"#201\"));\n return s(0), { REVISION: 16, dom: a, addPanel: n, showPanel: s, begin: function() {\n o = (performance || Date).now();\n }, end: function() {\n c++;\n var p = (performance || Date).now();\n if (u.update(p - o, 200), p > l + 1e3 && (h.update(1e3 * c / (p - l), 100), l = p, c = 0, d)) {\n var g = performance.memory;\n d.update(g.usedJSHeapSize / 1048576, g.jsHeapSizeLimit / 1048576);\n }\n return p;\n }, update: function() {\n o = this.end();\n }, domElement: a, setMode: s };\n };\n return t.Panel = function(n, s, r) {\n var a = 1 / 0, o = 0, l = Math.round, c = l(window.devicePixelRatio || 1), h = 80 * c, u = 48 * c, d = 3 * c, p = 2 * c, g = 3 * c, x = 15 * c, m = 74 * c, f = 30 * c, y = document.createElement(\"canvas\");\n y.width = h, y.height = u, y.style.cssText = \"width:80px;height:48px\";\n var v = y.getContext(\"2d\");\n return v.font = \"bold \" + 9 * c + \"px Helvetica,Arial,sans-serif\", v.textBaseline = \"top\", v.fillStyle = r, v.fillRect(0, 0, h, u), v.fillStyle = s, v.fillText(n, d, p), v.fillRect(g, x, m, f), v.fillStyle = r, v.globalAlpha = 0.9, v.fillRect(g, x, m, f), { dom: y, update: function(T, R) {\n a = Math.min(a, T), o = Math.max(o, T), v.fillStyle = r, v.globalAlpha = 1, v.fillRect(0, 0, h, x), v.fillStyle = s, v.fillText(l(T) + \" \" + n + \" (\" + l(a) + \"-\" + l(o) + \")\", d, p), v.drawImage(y, g + c, x, m - c, f, g, x, m - c, f), v.fillRect(g + m - c, x, c, f), v.fillStyle = r, v.globalAlpha = 0.9, v.fillRect(g + m - c, x, c, l((1 - T / R) * f));\n } };\n }, t;\n });\n })(xr)), xr.exports;\n}\nvar ex = Qg();\nconst tx = /* @__PURE__ */ $g(ex);\nclass nx {\n scene;\n constructor(e) {\n this.scene = new Fo(), this.setupEnvironment(e.backgroundColor), this.setupLights();\n }\n setupEnvironment(e = 15790320) {\n this.scene.background = new Se(e);\n }\n setupLights() {\n }\n setBackground(e) {\n this.scene.background = new Se(e);\n }\n getBoundingBox() {\n const e = new Pt();\n return this.scene.traverse((t) => {\n if (t instanceof ot || t instanceof zn) {\n const n = new Pt().setFromObject(t);\n e.union(n);\n }\n }), e.isEmpty() && e.setFromCenterAndSize(\n new w(0, 0, 0),\n new w(10, 10, 10)\n ), e;\n }\n}\nconst Sc = { type: \"change\" }, qo = { type: \"start\" }, bh = { type: \"end\" }, hr = new Ji(), bc = new Sn(), ix = Math.cos(70 * Lo.DEG2RAD), yt = new w(), Ht = 2 * Math.PI, at = {\n NONE: -1,\n ROTATE: 0,\n DOLLY: 1,\n PAN: 2,\n TOUCH_ROTATE: 3,\n TOUCH_PAN: 4,\n TOUCH_DOLLY_PAN: 5,\n TOUCH_DOLLY_ROTATE: 6\n}, xa = 1e-6;\nclass yh extends Yd {\n /**\n * Constructs a new controls instance.\n *\n * @param {Object3D} object - The object that is managed by the controls.\n * @param {?HTMLElement} domElement - The HTML element used for event listeners.\n */\n constructor(e, t = null) {\n super(e, t), this.state = at.NONE, this.target = new w(), this.cursor = new w(), this.minDistance = 0, this.maxDistance = 1 / 0, this.minZoom = 0, this.maxZoom = 1 / 0, this.minTargetRadius = 0, this.maxTargetRadius = 1 / 0, this.minPolarAngle = 0, this.maxPolarAngle = Math.PI, this.minAzimuthAngle = -1 / 0, this.maxAzimuthAngle = 1 / 0, this.enableDamping = !1, this.dampingFactor = 0.05, this.enableZoom = !0, this.zoomSpeed = 1, this.enableRotate = !0, this.rotateSpeed = 1, this.keyRotateSpeed = 1, this.enablePan = !0, this.panSpeed = 1, this.screenSpacePanning = !0, this.keyPanSpeed = 7, this.zoomToCursor = !1, this.autoRotate = !1, this.autoRotateSpeed = 2, this.keys = { LEFT: \"ArrowLeft\", UP: \"ArrowUp\", RIGHT: \"ArrowRight\", BOTTOM: \"ArrowDown\" }, this.mouseButtons = { LEFT: Ni.ROTATE, MIDDLE: Ni.DOLLY, RIGHT: Ni.PAN }, this.touches = { ONE: Ii.ROTATE, TWO: Ii.DOLLY_PAN }, this.target0 = this.target.clone(), this.position0 = this.object.position.clone(), this.zoom0 = this.object.zoom, this._domElementKeyEvents = null, this._lastPosition = new w(), this._lastQuaternion = new gn(), this._lastTargetPosition = new w(), this._quat = new gn().setFromUnitVectors(e.up, new w(0, 1, 0)), this._quatInverse = this._quat.clone().invert(), this._spherical = new Yl(), this._sphericalDelta = new Yl(), this._scale = 1, this._panOffset = new w(), this._rotateStart = new le(), this._rotateEnd = new le(), this._rotateDelta = new le(), this._panStart = new le(), this._panEnd = new le(), this._panDelta = new le(), this._dollyStart = new le(), this._dollyEnd = new le(), this._dollyDelta = new le(), this._dollyDirection = new w(), this._mouse = new le(), this._performCursorZoom = !1, this._pointers = [], this._pointerPositions = {}, this._controlActive = !1, this._onPointerMove = rx.bind(this), this._onPointerDown = sx.bind(this), this._onPointerUp = ax.bind(this), this._onContextMenu = fx.bind(this), this._onMouseWheel = cx.bind(this), this._onKeyDown = hx.bind(this), this._onTouchStart = ux.bind(this), this._onTouchMove = dx.bind(this), this._onMouseDown = ox.bind(this), this._onMouseMove = lx.bind(this), this._interceptControlDown = px.bind(this), this._interceptControlUp = mx.bind(this), this.domElement !== null && this.connect(this.domElement), this.update();\n }\n connect(e) {\n super.connect(e), this.domElement.addEventListener(\"pointerdown\", this._onPointerDown), this.domElement.addEventListener(\"pointercancel\", this._onPointerUp), this.domElement.addEventListener(\"contextmenu\", this._onContextMenu), this.domElement.addEventListener(\"wheel\", this._onMouseWheel, { passive: !1 }), this.domElement.getRootNode().addEventListener(\"keydown\", this._interceptControlDown, { passive: !0, capture: !0 }), this.domElement.style.touchAction = \"none\";\n }\n disconnect() {\n this.domElement.removeEventListener(\"pointerdown\", this._onPointerDown), this.domElement.removeEventListener(\"pointermove\", this._onPointerMove), this.domElement.removeEventListener(\"pointerup\", this._onPointerUp), this.domElement.removeEventListener(\"pointercancel\", this._onPointerUp), this.domElement.removeEventListener(\"wheel\", this._onMouseWheel), this.domElement.removeEventListener(\"contextmenu\", this._onContextMenu), this.stopListenToKeyEvents(), this.domElement.getRootNode().removeEventListener(\"keydown\", this._interceptControlDown, { capture: !0 }), this.domElement.style.touchAction = \"auto\";\n }\n dispose() {\n this.disconnect();\n }\n /**\n * Get the current vertical rotation, in radians.\n *\n * @return {number} The current vertical rotation, in radians.\n */\n getPolarAngle() {\n return this._spherical.phi;\n }\n /**\n * Get the current horizontal rotation, in radians.\n *\n * @return {number} The current horizontal rotation, in radians.\n */\n getAzimuthalAngle() {\n return this._spherical.theta;\n }\n /**\n * Returns the distance from the camera to the target.\n *\n * @return {number} The distance from the camera to the target.\n */\n getDistance() {\n return this.object.position.distanceTo(this.target);\n }\n /**\n * Adds key event listeners to the given DOM element.\n * `window` is a recommended argument for using this method.\n *\n * @param {HTMLElement} domElement - The DOM element\n */\n listenToKeyEvents(e) {\n e.addEventListener(\"keydown\", this._onKeyDown), this._domElementKeyEvents = e;\n }\n /**\n * Removes the key event listener previously defined with `listenToKeyEvents()`.\n */\n stopListenToKeyEvents() {\n this._domElementKeyEvents !== null && (this._domElementKeyEvents.removeEventListener(\"keydown\", this._onKeyDown), this._domElementKeyEvents = null);\n }\n /**\n * Save the current state of the controls. This can later be recovered with `reset()`.\n */\n saveState() {\n this.target0.copy(this.target), this.position0.copy(this.object.position), this.zoom0 = this.object.zoom;\n }\n /**\n * Reset the controls to their state from either the last time the `saveState()`\n * was called, or the initial state.\n */\n reset() {\n this.target.copy(this.target0), this.object.position.copy(this.position0), this.object.zoom = this.zoom0, this.object.updateProjectionMatrix(), this.dispatchEvent(Sc), this.update(), this.state = at.NONE;\n }\n update(e = null) {\n const t = this.object.position;\n yt.copy(t).sub(this.target), yt.applyQuaternion(this._quat), this._spherical.setFromVector3(yt), this.autoRotate && this.state === at.NONE && this._rotateLeft(this._getAutoRotationAngle(e)), this.enableDamping ? (this._spherical.theta += this._sphericalDelta.theta * this.dampingFactor, this._spherical.phi += this._sphericalDelta.phi * this.dampingFactor) : (this._spherical.theta += this._sphericalDelta.theta, this._spherical.phi += this._sphericalDelta.phi);\n let n = this.minAzimuthAngle, s = this.maxAzimuthAngle;\n isFinite(n) && isFinite(s) && (n < -Math.PI ? n += Ht : n > Math.PI && (n -= Ht), s < -Math.PI ? s += Ht : s > Math.PI && (s -= Ht), n <= s ? this._spherical.theta = Math.max(n, Math.min(s, this._spherical.theta)) : this._spherical.theta = this._spherical.theta > (n + s) / 2 ? Math.max(n, this._spherical.theta) : Math.min(s, this._spherical.theta)), this._spherical.phi = Math.max(this.minPolarAngle, Math.min(this.maxPolarAngle, this._spherical.phi)), this._spherical.makeSafe(), this.enableDamping === !0 ? this.target.addScaledVector(this._panOffset, this.dampingFactor) : this.target.add(this._panOffset), this.target.sub(this.cursor), this.target.clampLength(this.minTargetRadius, this.maxTargetRadius), this.target.add(this.cursor);\n let r = !1;\n if (this.zoomToCursor && this._performCursorZoom || this.object.isOrthographicCamera)\n this._spherical.radius = this._clampDistance(this._spherical.radius);\n else {\n const a = this._spherical.radius;\n this._spherical.radius = this._clampDistance(this._spherical.radius * this._scale), r = a != this._spherical.radius;\n }\n if (yt.setFromSpherical(this._spherical), yt.applyQuaternion(this._quatInverse), t.copy(this.target).add(yt), this.object.lookAt(this.target), this.enableDamping === !0 ? (this._sphericalDelta.theta *= 1 - this.dampingFactor, this._sphericalDelta.phi *= 1 - this.dampingFactor, this._panOffset.multiplyScalar(1 - this.dampingFactor)) : (this._sphericalDelta.set(0, 0, 0), this._panOffset.set(0, 0, 0)), this.zoomToCursor && this._performCursorZoom) {\n let a = null;\n if (this.object.isPerspectiveCamera) {\n const o = yt.length();\n a = this._clampDistance(o * this._scale);\n const l = o - a;\n this.object.position.addScaledVector(this._dollyDirection, l), this.object.updateMatrixWorld(), r = !!l;\n } else if (this.object.isOrthographicCamera) {\n const o = new w(this._mouse.x, this._mouse.y, 0);\n o.unproject(this.object);\n const l = this.object.zoom;\n this.object.zoom = Math.max(this.minZoom, Math.min(this.maxZoom, this.object.zoom / this._scale)), this.object.updateProjectionMatrix(), r = l !== this.object.zoom;\n const c = new w(this._mouse.x, this._mouse.y, 0);\n c.unproject(this.object), this.object.position.sub(c).add(o), this.object.updateMatrixWorld(), a = yt.length();\n } else\n console.warn(\"WARNING: OrbitControls.js encountered an unknown camera type - zoom to cursor disabled.\"), this.zoomToCursor = !1;\n a !== null && (this.screenSpacePanning ? this.target.set(0, 0, -1).transformDirection(this.object.matrix).multiplyScalar(a).add(this.object.position) : (hr.origin.copy(this.object.position), hr.direction.set(0, 0, -1).transformDirection(this.object.matrix), Math.abs(this.object.up.dot(hr.direction)) < ix ? this.object.lookAt(this.target) : (bc.setFromNormalAndCoplanarPoint(this.object.up, this.target), hr.intersectPlane(bc, this.target))));\n } else if (this.object.isOrthographicCamera) {\n const a = this.object.zoom;\n this.object.zoom = Math.max(this.minZoom, Math.min(this.maxZoom, this.object.zoom / this._scale)), a !== this.object.zoom && (this.object.updateProjectionMatrix(), r = !0);\n }\n return this._scale = 1, this._performCursorZoom = !1, r || this._lastPosition.distanceToSquared(this.object.position) > xa || 8 * (1 - this._lastQuaternion.dot(this.object.quaternion)) > xa || this._lastTargetPosition.distanceToSquared(this.target) > xa ? (this.dispatchEvent(Sc), this._lastPosition.copy(this.object.position), this._lastQuaternion.copy(this.object.quaternion), this._lastTargetPosition.copy(this.target), !0) : !1;\n }\n _getAutoRotationAngle(e) {\n return e !== null ? Ht / 60 * this.autoRotateSpeed * e : Ht / 60 / 60 * this.autoRotateSpeed;\n }\n _getZoomScale(e) {\n const t = Math.abs(e * 0.01);\n return Math.pow(0.95, this.zoomSpeed * t);\n }\n _rotateLeft(e) {\n this._sphericalDelta.theta -= e;\n }\n _rotateUp(e) {\n this._sphericalDelta.phi -= e;\n }\n _panLeft(e, t) {\n yt.setFromMatrixColumn(t, 0), yt.multiplyScalar(-e), this._panOffset.add(yt);\n }\n _panUp(e, t) {\n this.screenSpacePanning === !0 ? yt.setFromMatrixColumn(t, 1) : (yt.setFromMatrixColumn(t, 0), yt.crossVectors(this.object.up, yt)), yt.multiplyScalar(e), this._panOffset.add(yt);\n }\n // deltaX and deltaY are in pixels; right and down are positive\n _pan(e, t) {\n const n = this.domElement;\n if (this.object.isPerspectiveCamera) {\n const s = this.object.position;\n yt.copy(s).sub(this.target);\n let r = yt.length();\n r *= Math.tan(this.object.fov / 2 * Math.PI / 180), this._panLeft(2 * e * r / n.clientHeight, this.object.matrix), this._panUp(2 * t * r / n.clientHeight, this.object.matrix);\n } else this.object.isOrthographicCamera ? (this._panLeft(e * (this.object.right - this.object.left) / this.object.zoom / n.clientWidth, this.object.matrix), this._panUp(t * (this.object.top - this.object.bottom) / this.object.zoom / n.clientHeight, this.object.matrix)) : (console.warn(\"WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.\"), this.enablePan = !1);\n }\n _dollyOut(e) {\n this.object.isPerspectiveCamera || this.object.isOrthographicCamera ? this._scale /= e : (console.warn(\"WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.\"), this.enableZoom = !1);\n }\n _dollyIn(e) {\n this.object.isPerspectiveCamera || this.object.isOrthographicCamera ? this._scale *= e : (console.warn(\"WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.\"), this.enableZoom = !1);\n }\n _updateZoomParameters(e, t) {\n if (!this.zoomToCursor)\n return;\n this._performCursorZoom = !0;\n const n = this.domElement.getBoundingClientRect(), s = e - n.left, r = t - n.top, a = n.width, o = n.height;\n this._mouse.x = s / a * 2 - 1, this._mouse.y = -(r / o) * 2 + 1, this._dollyDirection.set(this._mouse.x, this._mouse.y, 1).unproject(this.object).sub(this.object.position).normalize();\n }\n _clampDistance(e) {\n return Math.max(this.minDistance, Math.min(this.maxDistance, e));\n }\n //\n // event callbacks - update the object state\n //\n _handleMouseDownRotate(e) {\n this._rotateStart.set(e.clientX, e.clientY);\n }\n _handleMouseDownDolly(e) {\n this._updateZoomParameters(e.clientX, e.clientX), this._dollyStart.set(e.clientX, e.clientY);\n }\n _handleMouseDownPan(e) {\n this._panStart.set(e.clientX, e.clientY);\n }\n _handleMouseMoveRotate(e) {\n this._rotateEnd.set(e.clientX, e.clientY), this._rotateDelta.subVectors(this._rotateEnd, this._rotateStart).multiplyScalar(this.rotateSpeed);\n const t = this.domElement;\n this._rotateLeft(Ht * this._rotateDelta.x / t.clientHeight), this._rotateUp(Ht * this._rotateDelta.y / t.clientHeight), this._rotateStart.copy(this._rotateEnd), this.update();\n }\n _handleMouseMoveDolly(e) {\n this._dollyEnd.set(e.clientX, e.clientY), this._dollyDelta.subVectors(this._dollyEnd, this._dollyStart), this._dollyDelta.y > 0 ? this._dollyOut(this._getZoomScale(this._dollyDelta.y)) : this._dollyDelta.y < 0 && this._dollyIn(this._getZoomScale(this._dollyDelta.y)), this._dollyStart.copy(this._dollyEnd), this.update();\n }\n _handleMouseMovePan(e) {\n this._panEnd.set(e.clientX, e.clientY), this._panDelta.subVectors(this._panEnd, this._panStart).multiplyScalar(this.panSpeed), this._pan(this._panDelta.x, this._panDelta.y), this._panStart.copy(this._panEnd), this.update();\n }\n _handleMouseWheel(e) {\n this._updateZoomParameters(e.clientX, e.clientY), e.deltaY < 0 ? this._dollyIn(this._getZoomScale(e.deltaY)) : e.deltaY > 0 && this._dollyOut(this._getZoomScale(e.deltaY)), this.update();\n }\n _handleKeyDown(e) {\n let t = !1;\n switch (e.code) {\n case this.keys.UP:\n e.ctrlKey || e.metaKey || e.shiftKey ? this.enableRotate && this._rotateUp(Ht * this.keyRotateSpeed / this.domElement.clientHeight) : this.enablePan && this._pan(0, this.keyPanSpeed), t = !0;\n break;\n case this.keys.BOTTOM:\n e.ctrlKey || e.metaKey || e.shiftKey ? this.enableRotate && this._rotateUp(-Ht * this.keyRotateSpeed / this.domElement.clientHeight) : this.enablePan && this._pan(0, -this.keyPanSpeed), t = !0;\n break;\n case this.keys.LEFT:\n e.ctrlKey || e.metaKey || e.shiftKey ? this.enableRotate && this._rotateLeft(Ht * this.keyRotateSpeed / this.domElement.clientHeight) : this.enablePan && this._pan(this.keyPanSpeed, 0), t = !0;\n break;\n case this.keys.RIGHT:\n e.ctrlKey || e.metaKey || e.shiftKey ? this.enableRotate && this._rotateLeft(-Ht * this.keyRotateSpeed / this.domElement.clientHeight) : this.enablePan && this._pan(-this.keyPanSpeed, 0), t = !0;\n break;\n }\n t && (e.preventDefault(), this.update());\n }\n _handleTouchStartRotate(e) {\n if (this._pointers.length === 1)\n this._rotateStart.set(e.pageX, e.pageY);\n else {\n const t = this._getSecondPointerPosition(e), n = 0.5 * (e.pageX + t.x), s = 0.5 * (e.pageY + t.y);\n this._rotateStart.set(n, s);\n }\n }\n _handleTouchStartPan(e) {\n if (this._pointers.length === 1)\n this._panStart.set(e.pageX, e.pageY);\n else {\n const t = this._getSecondPointerPosition(e), n = 0.5 * (e.pageX + t.x), s = 0.5 * (e.pageY + t.y);\n this._panStart.set(n, s);\n }\n }\n _handleTouchStartDolly(e) {\n const t = this._getSecondPointerPosition(e), n = e.pageX - t.x, s = e.pageY - t.y, r = Math.sqrt(n * n + s * s);\n this._dollyStart.set(0, r);\n }\n _handleTouchStartDollyPan(e) {\n this.enableZoom && this._handleTouchStartDolly(e), this.enablePan && this._handleTouchStartPan(e);\n }\n _handleTouchStartDollyRotate(e) {\n this.enableZoom && this._handleTouchStartDolly(e), this.enableRotate && this._handleTouchStartRotate(e);\n }\n _handleTouchMoveRotate(e) {\n if (this._pointers.length == 1)\n this._rotateEnd.set(e.pageX, e.pageY);\n else {\n const n = this._getSecondPointerPosition(e), s = 0.5 * (e.pageX + n.x), r = 0.5 * (e.pageY + n.y);\n this._rotateEnd.set(s, r);\n }\n this._rotateDelta.subVectors(this._rotateEnd, this._rotateStart).multiplyScalar(this.rotateSpeed);\n const t = this.domElement;\n this._rotateLeft(Ht * this._rotateDelta.x / t.clientHeight), this._rotateUp(Ht * this._rotateDelta.y / t.clientHeight), this._rotateStart.copy(this._rotateEnd);\n }\n _handleTouchMovePan(e) {\n if (this._pointers.length === 1)\n this._panEnd.set(e.pageX, e.pageY);\n else {\n const t = this._getSecondPointerPosition(e), n = 0.5 * (e.pageX + t.x), s = 0.5 * (e.pageY + t.y);\n this._panEnd.set(n, s);\n }\n this._panDelta.subVectors(this._panEnd, this._panStart).multiplyScalar(this.panSpeed), this._pan(this._panDelta.x, this._panDelta.y), this._panStart.copy(this._panEnd);\n }\n _handleTouchMoveDolly(e) {\n const t = this._getSecondPointerPosition(e), n = e.pageX - t.x, s = e.pageY - t.y, r = Math.sqrt(n * n + s * s);\n this._dollyEnd.set(0, r), this._dollyDelta.set(0, Math.pow(this._dollyEnd.y / this._dollyStart.y, this.zoomSpeed)), this._dollyOut(this._dollyDelta.y), this._dollyStart.copy(this._dollyEnd);\n const a = (e.pageX + t.x) * 0.5, o = (e.pageY + t.y) * 0.5;\n this._updateZoomParameters(a, o);\n }\n _handleTouchMoveDollyPan(e) {\n this.enableZoom && this._handleTouchMoveDolly(e), this.enablePan && this._handleTouchMovePan(e);\n }\n _handleTouchMoveDollyRotate(e) {\n this.enableZoom && this._handleTouchMoveDolly(e), this.enableRotate && this._handleTouchMoveRotate(e);\n }\n // pointers\n _addPointer(e) {\n this._pointers.push(e.pointerId);\n }\n _removePointer(e) {\n delete this._pointerPositions[e.pointerId];\n for (let t = 0; t < this._pointers.length; t++)\n if (this._pointers[t] == e.pointerId) {\n this._pointers.splice(t, 1);\n return;\n }\n }\n _isTrackingPointer(e) {\n for (let t = 0; t < this._pointers.length; t++)\n if (this._pointers[t] == e.pointerId) return !0;\n return !1;\n }\n _trackPointer(e) {\n let t = this._pointerPositions[e.pointerId];\n t === void 0 && (t = new le(), this._pointerPositions[e.pointerId] = t), t.set(e.pageX, e.pageY);\n }\n _getSecondPointerPosition(e) {\n const t = e.pointerId === this._pointers[0] ? this._pointers[1] : this._pointers[0];\n return this._pointerPositions[t];\n }\n //\n _customWheelEvent(e) {\n const t = e.deltaMode, n = {\n clientX: e.clientX,\n clientY: e.clientY,\n deltaY: e.deltaY\n };\n switch (t) {\n case 1:\n n.deltaY *= 16;\n break;\n case 2:\n n.deltaY *= 100;\n break;\n }\n return e.ctrlKey && !this._controlActive && (n.deltaY *= 10), n;\n }\n}\nfunction sx(i) {\n this.enabled !== !1 && (this._pointers.length === 0 && (this.domElement.setPointerCapture(i.pointerId), this.domElement.addEventListener(\"pointermove\", this._onPointerMove), this.domElement.addEventListener(\"pointerup\", this._onPointerUp)), !this._isTrackingPointer(i) && (this._addPointer(i), i.pointerType === \"touch\" ? this._onTouchStart(i) : this._onMouseDown(i)));\n}\nfunction rx(i) {\n this.enabled !== !1 && (i.pointerType === \"touch\" ? this._onTouchMove(i) : this._onMouseMove(i));\n}\nfunction ax(i) {\n switch (this._removePointer(i), this._pointers.length) {\n case 0:\n this.domElement.releasePointerCapture(i.pointerId), this.domElement.removeEventListener(\"pointermove\", this._onPointerMove), this.domElement.removeEventListener(\"pointerup\", this._onPointerUp), this.dispatchEvent(bh), this.state = at.NONE;\n break;\n case 1:\n const e = this._pointers[0], t = this._pointerPositions[e];\n this._onTouchStart({ pointerId: e, pageX: t.x, pageY: t.y });\n break;\n }\n}\nfunction ox(i) {\n let e;\n switch (i.button) {\n case 0:\n e = this.mouseButtons.LEFT;\n break;\n case 1:\n e = this.mouseButtons.MIDDLE;\n break;\n case 2:\n e = this.mouseButtons.RIGHT;\n break;\n default:\n e = -1;\n }\n switch (e) {\n case Ni.DOLLY:\n if (this.enableZoom === !1) return;\n this._handleMouseDownDolly(i), this.state = at.DOLLY;\n break;\n case Ni.ROTATE:\n if (i.ctrlKey || i.metaKey || i.shiftKey) {\n if (this.enablePan === !1) return;\n this._handleMouseDownPan(i), this.state = at.PAN;\n } else {\n if (this.enableRotate === !1) return;\n this._handleMouseDownRotate(i), this.state = at.ROTATE;\n }\n break;\n case Ni.PAN:\n if (i.ctrlKey || i.metaKey || i.shiftKey) {\n if (this.enableRotate === !1) return;\n this._handleMouseDownRotate(i), this.state = at.ROTATE;\n } else {\n if (this.enablePan === !1) return;\n this._handleMouseDownPan(i), this.state = at.PAN;\n }\n break;\n default:\n this.state = at.NONE;\n }\n this.state !== at.NONE && this.dispatchEvent(qo);\n}\nfunction lx(i) {\n switch (this.state) {\n case at.ROTATE:\n if (this.enableRotate === !1) return;\n this._handleMouseMoveRotate(i);\n break;\n case at.DOLLY:\n if (this.enableZoom === !1) return;\n this._handleMouseMoveDolly(i);\n break;\n case at.PAN:\n if (this.enablePan === !1) return;\n this._handleMouseMovePan(i);\n break;\n }\n}\nfunction cx(i) {\n this.enabled === !1 || this.enableZoom === !1 || this.state !== at.NONE || (i.preventDefault(), this.dispatchEvent(qo), this._handleMouseWheel(this._customWheelEvent(i)), this.dispatchEvent(bh));\n}\nfunction hx(i) {\n this.enabled !== !1 && this._handleKeyDown(i);\n}\nfunction ux(i) {\n switch (this._trackPointer(i), this._pointers.length) {\n case 1:\n switch (this.touches.ONE) {\n case Ii.ROTATE:\n if (this.enableRotate === !1) return;\n this._handleTouchStartRotate(i), this.state = at.TOUCH_ROTATE;\n break;\n case Ii.PAN:\n if (this.enablePan === !1) return;\n this._handleTouchStartPan(i), this.state = at.TOUCH_PAN;\n break;\n default:\n this.state = at.NONE;\n }\n break;\n case 2:\n switch (this.touches.TWO) {\n case Ii.DOLLY_PAN:\n if (this.enableZoom === !1 && this.enablePan === !1) return;\n this._handleTouchStartDollyPan(i), this.state = at.TOUCH_DOLLY_PAN;\n break;\n case Ii.DOLLY_ROTATE:\n if (this.enableZoom === !1 && this.enableRotate === !1) return;\n this._handleTouchStartDollyRotate(i), this.state = at.TOUCH_DOLLY_ROTATE;\n break;\n default:\n this.state = at.NONE;\n }\n break;\n default:\n this.state = at.NONE;\n }\n this.state !== at.NONE && this.dispatchEvent(qo);\n}\nfunction dx(i) {\n switch (this._trackPointer(i), this.state) {\n case at.TOUCH_ROTATE:\n if (this.enableRotate === !1) return;\n this._handleTouchMoveRotate(i), this.update();\n break;\n case at.TOUCH_PAN:\n if (this.enablePan === !1) return;\n this._handleTouchMovePan(i), this.update();\n break;\n case at.TOUCH_DOLLY_PAN:\n if (this.enableZoom === !1 && this.enablePan === !1) return;\n this._handleTouchMoveDollyPan(i), this.update();\n break;\n case at.TOUCH_DOLLY_ROTATE:\n if (this.enableZoom === !1 && this.enableRotate === !1) return;\n this._handleTouchMoveDollyRotate(i), this.update();\n break;\n default:\n this.state = at.NONE;\n }\n}\nfunction fx(i) {\n this.enabled !== !1 && i.preventDefault();\n}\nfunction px(i) {\n i.key === \"Control\" && (this._controlActive = !0, this.domElement.getRootNode().addEventListener(\"keyup\", this._interceptControlUp, { passive: !0, capture: !0 }));\n}\nfunction mx(i) {\n i.key === \"Control\" && (this._controlActive = !1, this.domElement.getRootNode().removeEventListener(\"keyup\", this._interceptControlUp, { passive: !0, capture: !0 }));\n}\nvar Bi = /* @__PURE__ */ ((i) => (i.Top = \"top\", i.Bottom = \"bottom\", i.Left = \"left\", i.Right = \"right\", i.Front = \"front\", i.Back = \"back\", i.Iso = \"iso\", i))(Bi || {}), Ui = /* @__PURE__ */ ((i) => (i.Perspective = \"perspective\", i.Orthographic = \"orthographic\", i))(Ui || {}), Ar = /* @__PURE__ */ ((i) => (i.Orbit = \"orbit\", i.FirstPerson = \"walk\", i.PanOnly = \"pan_only\", i))(Ar || {});\nclass gx {\n camera;\n controls;\n engineState;\n constructor(e, t, n, s) {\n this.engineState = s, this.camera = new Tt(45, t / n, 0.1, 1e4), this.camera.position.set(20, 20, 20), this.controls = new yh(this.camera, e, this.engineState), this.controls.enableDamping = !0, this.controls.dampingFactor = 0.05;\n }\n updateAspect(e, t) {\n this.camera.aspect = e / t, this.camera.updateProjectionMatrix();\n }\n tick() {\n this.controls.update();\n }\n setView(e) {\n const t = this.camera.position.length();\n switch (e) {\n case Bi.Top:\n case \"top\":\n this.camera.position.set(0, t, 0);\n break;\n case Bi.Front:\n case \"front\":\n this.camera.position.set(0, 0, t);\n break;\n case Bi.Iso:\n case \"iso\":\n this.camera.position.set(t / Math.sqrt(3), t / Math.sqrt(3), t / Math.sqrt(3));\n break;\n }\n this.camera.lookAt(0, 0, 0), this.controls.update();\n }\n}\nfunction yc(i, e) {\n if (e === tu)\n return console.warn(\"THREE.BufferGeometryUtils.toTrianglesDrawMode(): Geometry already defined as triangles.\"), i;\n if (e === lo || e === Yc) {\n let t = i.getIndex();\n if (t === null) {\n const a = [], o = i.getAttribute(\"position\");\n if (o !== void 0) {\n for (let l = 0; l < o.count; l++)\n a.push(l);\n i.setIndex(a), t = i.getIndex();\n } else\n return console.error(\"THREE.BufferGeometryUtils.toTrianglesDrawMode(): Undefined position attribute. Processing not possible.\"), i;\n }\n const n = t.count - 2, s = [];\n if (e === lo)\n for (let a = 1; a <= n; a++)\n s.push(t.getX(0)), s.push(t.getX(a)), s.push(t.getX(a + 1));\n else\n for (let a = 0; a < n; a++)\n a % 2 === 0 ? (s.push(t.getX(a)), s.push(t.getX(a + 1)), s.push(t.getX(a + 2))) : (s.push(t.getX(a + 2)), s.push(t.getX(a + 1)), s.push(t.getX(a)));\n s.length / 3 !== n && console.error(\"THREE.BufferGeometryUtils.toTrianglesDrawMode(): Unable to generate correct amount of triangles.\");\n const r = i.clone();\n return r.setIndex(s), r.clearGroups(), r;\n } else\n return console.error(\"THREE.BufferGeometryUtils.toTrianglesDrawMode(): Unknown draw mode:\", e), i;\n}\nclass Th extends ei {\n /**\n * Constructs a new glTF loader.\n *\n * @param {LoadingManager} [manager] - The loading manager.\n */\n constructor(e) {\n super(e), this.dracoLoader = null, this.ktx2Loader = null, this.meshoptDecoder = null, this.pluginCallbacks = [], this.register(function(t) {\n return new Sx(t);\n }), this.register(function(t) {\n return new bx(t);\n }), this.register(function(t) {\n return new Dx(t);\n }), this.register(function(t) {\n return new Lx(t);\n }), this.register(function(t) {\n return new Ix(t);\n }), this.register(function(t) {\n return new Tx(t);\n }), this.register(function(t) {\n return new Ex(t);\n }), this.register(function(t) {\n return new wx(t);\n }), this.register(function(t) {\n return new Ax(t);\n }), this.register(function(t) {\n return new Mx(t);\n }), this.register(function(t) {\n return new Rx(t);\n }), this.register(function(t) {\n return new yx(t);\n }), this.register(function(t) {\n return new Px(t);\n }), this.register(function(t) {\n return new Cx(t);\n }), this.register(function(t) {\n return new _x(t);\n }), this.register(function(t) {\n return new Ux(t);\n }), this.register(function(t) {\n return new Nx(t);\n });\n }\n /**\n * Starts loading from the given URL and passes the loaded glTF asset\n * to the `onLoad()` callback.\n *\n * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.\n * @param {function(GLTFLoader~LoadObject)} onLoad - Executed when the loading process has been finished.\n * @param {onProgressCallback} onProgress - Executed while the loading is in progress.\n * @param {onErrorCallback} onError - Executed when errors occur.\n */\n load(e, t, n, s) {\n const r = this;\n let a;\n if (this.resourcePath !== \"\")\n a = this.resourcePath;\n else if (this.path !== \"\") {\n const c = Ms.extractUrlBase(e);\n a = Ms.resolveURL(c, this.path);\n } else\n a = Ms.extractUrlBase(e);\n this.manager.itemStart(e);\n const o = function(c) {\n s ? s(c) : console.error(c), r.manager.itemError(e), r.manager.itemEnd(e);\n }, l = new Ho(this.manager);\n l.setPath(this.path), l.setResponseType(\"arraybuffer\"), l.setRequestHeader(this.requestHeader), l.setWithCredentials(this.withCredentials), l.load(e, function(c) {\n try {\n r.parse(c, a, function(h) {\n t(h), r.manager.itemEnd(e);\n }, o);\n } catch (h) {\n o(h);\n }\n }, n, o);\n }\n /**\n * Sets the given Draco loader to this loader. Required for decoding assets\n * compressed with the `KHR_draco_mesh_compression` extension.\n *\n * @param {DRACOLoader} dracoLoader - The Draco loader to set.\n * @return {GLTFLoader} A reference to this loader.\n */\n setDRACOLoader(e) {\n return this.dracoLoader = e, this;\n }\n /**\n * Sets the given KTX2 loader to this loader. Required for loading KTX2\n * compressed textures.\n *\n * @param {KTX2Loader} ktx2Loader - The KTX2 loader to set.\n * @return {GLTFLoader} A reference to this loader.\n */\n setKTX2Loader(e) {\n return this.ktx2Loader = e, this;\n }\n /**\n * Sets the given meshopt decoder. Required for decoding assets\n * compressed with the `EXT_meshopt_compression` extension.\n *\n * @param {Object} meshoptDecoder - The meshopt decoder to set.\n * @return {GLTFLoader} A reference to this loader.\n */\n setMeshoptDecoder(e) {\n return this.meshoptDecoder = e, this;\n }\n /**\n * Registers a plugin callback. This API is internally used to implement the various\n * glTF extensions but can also used by third-party code to add additional logic\n * to the loader.\n *\n * @param {function(parser:GLTFParser)} callback - The callback function to register.\n * @return {GLTFLoader} A reference to this loader.\n */\n register(e) {\n return this.pluginCallbacks.indexOf(e) === -1 && this.pluginCallbacks.push(e), this;\n }\n /**\n * Unregisters a plugin callback.\n *\n * @param {Function} callback - The callback function to unregister.\n * @return {GLTFLoader} A reference to this loader.\n */\n unregister(e) {\n return this.pluginCallbacks.indexOf(e) !== -1 && this.pluginCallbacks.splice(this.pluginCallbacks.indexOf(e), 1), this;\n }\n /**\n * Parses the given FBX data and returns the resulting group.\n *\n * @param {string|ArrayBuffer} data - The raw glTF data.\n * @param {string} path - The URL base path.\n * @param {function(GLTFLoader~LoadObject)} onLoad - Executed when the loading process has been finished.\n * @param {onErrorCallback} onError - Executed when errors occur.\n */\n parse(e, t, n, s) {\n let r;\n const a = {}, o = {}, l = new TextDecoder();\n if (typeof e == \"string\")\n r = JSON.parse(e);\n else if (e instanceof ArrayBuffer)\n if (l.decode(new Uint8Array(e, 0, 4)) === Eh) {\n try {\n a[je.KHR_BINARY_GLTF] = new Fx(e);\n } catch (u) {\n s && s(u);\n return;\n }\n r = JSON.parse(a[je.KHR_BINARY_GLTF].content);\n } else\n r = JSON.parse(l.decode(e));\n else\n r = e;\n if (r.asset === void 0 || r.asset.version[0] < 2) {\n s && s(new Error(\"THREE.GLTFLoader: Unsupported asset. glTF versions >=2.0 are supported.\"));\n return;\n }\n const c = new Kx(r, {\n path: t || this.resourcePath || \"\",\n crossOrigin: this.crossOrigin,\n requestHeader: this.requestHeader,\n manager: this.manager,\n ktx2Loader: this.ktx2Loader,\n meshoptDecoder: this.meshoptDecoder\n });\n c.fileLoader.setRequestHeader(this.requestHeader);\n for (let h = 0; h < this.pluginCallbacks.length; h++) {\n const u = this.pluginCallbacks[h](c);\n u.name || console.error(\"THREE.GLTFLoader: Invalid plugin found: missing name\"), o[u.name] = u, a[u.name] = !0;\n }\n if (r.extensionsUsed)\n for (let h = 0; h < r.extensionsUsed.length; ++h) {\n const u = r.extensionsUsed[h], d = r.extensionsRequired || [];\n switch (u) {\n case je.KHR_MATERIALS_UNLIT:\n a[u] = new vx();\n break;\n case je.KHR_DRACO_MESH_COMPRESSION:\n a[u] = new Ox(r, this.dracoLoader);\n break;\n case je.KHR_TEXTURE_TRANSFORM:\n a[u] = new Bx();\n break;\n case je.KHR_MESH_QUANTIZATION:\n a[u] = new zx();\n break;\n default:\n d.indexOf(u) >= 0 && o[u] === void 0 && console.warn('THREE.GLTFLoader: Unknown extension \"' + u + '\".');\n }\n }\n c.setExtensions(a), c.setPlugins(o), c.parse(n, s);\n }\n /**\n * Async version of {@link GLTFLoader#parse}.\n *\n * @async\n * @param {string|ArrayBuffer} data - The raw glTF data.\n * @param {string} path - The URL base path.\n * @return {Promise} A Promise that resolves with the loaded glTF when the parsing has been finished.\n */\n parseAsync(e, t) {\n const n = this;\n return new Promise(function(s, r) {\n n.parse(e, t, s, r);\n });\n }\n}\nfunction xx() {\n let i = {};\n return {\n get: function(e) {\n return i[e];\n },\n add: function(e, t) {\n i[e] = t;\n },\n remove: function(e) {\n delete i[e];\n },\n removeAll: function() {\n i = {};\n }\n };\n}\nconst je = {\n KHR_BINARY_GLTF: \"KHR_binary_glTF\",\n KHR_DRACO_MESH_COMPRESSION: \"KHR_draco_mesh_compression\",\n KHR_LIGHTS_PUNCTUAL: \"KHR_lights_punctual\",\n KHR_MATERIALS_CLEARCOAT: \"KHR_materials_clearcoat\",\n KHR_MATERIALS_DISPERSION: \"KHR_materials_dispersion\",\n KHR_MATERIALS_IOR: \"KHR_materials_ior\",\n KHR_MATERIALS_SHEEN: \"KHR_materials_sheen\",\n KHR_MATERIALS_SPECULAR: \"KHR_materials_specular\",\n KHR_MATERIALS_TRANSMISSION: \"KHR_materials_transmission\",\n KHR_MATERIALS_IRIDESCENCE: \"KHR_materials_iridescence\",\n KHR_MATERIALS_ANISOTROPY: \"KHR_materials_anisotropy\",\n KHR_MATERIALS_UNLIT: \"KHR_materials_unlit\",\n KHR_MATERIALS_VOLUME: \"KHR_materials_volume\",\n KHR_TEXTURE_BASISU: \"KHR_texture_basisu\",\n KHR_TEXTURE_TRANSFORM: \"KHR_texture_transform\",\n KHR_MESH_QUANTIZATION: \"KHR_mesh_quantization\",\n KHR_MATERIALS_EMISSIVE_STRENGTH: \"KHR_materials_emissive_strength\",\n EXT_MATERIALS_BUMP: \"EXT_materials_bump\",\n EXT_TEXTURE_WEBP: \"EXT_texture_webp\",\n EXT_TEXTURE_AVIF: \"EXT_texture_avif\",\n EXT_MESHOPT_COMPRESSION: \"EXT_meshopt_compression\",\n EXT_MESH_GPU_INSTANCING: \"EXT_mesh_gpu_instancing\"\n};\nclass _x {\n constructor(e) {\n this.parser = e, this.name = je.KHR_LIGHTS_PUNCTUAL, this.cache = { refs: {}, uses: {} };\n }\n _markDefs() {\n const e = this.parser, t = this.parser.json.nodes || [];\n for (let n = 0, s = t.length; n < s; n++) {\n const r = t[n];\n r.extensions && r.extensions[this.name] && r.extensions[this.name].light !== void 0 && e._addNodeRef(this.cache, r.extensions[this.name].light);\n }\n }\n _loadLight(e) {\n const t = this.parser, n = \"light:\" + e;\n let s = t.cache.get(n);\n if (s) return s;\n const r = t.json, l = ((r.extensions && r.extensions[this.name] || {}).lights || [])[e];\n let c;\n const h = new Se(16777215);\n l.color !== void 0 && h.setRGB(l.color[0], l.color[1], l.color[2], Ut);\n const u = l.range !== void 0 ? l.range : 0;\n switch (l.type) {\n case \"directional\":\n c = new ph(h), c.target.position.set(0, 0, -1), c.add(c.target);\n break;\n case \"point\":\n c = new Ud(h), c.distance = u;\n break;\n case \"spot\":\n c = new Ld(h), c.distance = u, l.spot = l.spot || {}, l.spot.innerConeAngle = l.spot.innerConeAngle !== void 0 ? l.spot.innerConeAngle : 0, l.spot.outerConeAngle = l.spot.outerConeAngle !== void 0 ? l.spot.outerConeAngle : Math.PI / 4, c.angle = l.spot.outerConeAngle, c.penumbra = 1 - l.spot.innerConeAngle / l.spot.outerConeAngle, c.target.position.set(0, 0, -1), c.add(c.target);\n break;\n default:\n throw new Error(\"THREE.GLTFLoader: Unexpected light type: \" + l.type);\n }\n return c.position.set(0, 0, 0), Mn(c, l), l.intensity !== void 0 && (c.intensity = l.intensity), c.name = t.createUniqueName(l.name || \"light_\" + e), s = Promise.resolve(c), t.cache.add(n, s), s;\n }\n getDependency(e, t) {\n if (e === \"light\")\n return this._loadLight(t);\n }\n createNodeAttachment(e) {\n const t = this, n = this.parser, r = n.json.nodes[e], o = (r.extensions && r.extensions[this.name] || {}).light;\n return o === void 0 ? null : this._loadLight(o).then(function(l) {\n return n._getNodeRef(t.cache, o, l);\n });\n }\n}\nclass vx {\n constructor() {\n this.name = je.KHR_MATERIALS_UNLIT;\n }\n getMaterialType() {\n return Bt;\n }\n extendParams(e, t, n) {\n const s = [];\n e.color = new Se(1, 1, 1), e.opacity = 1;\n const r = t.pbrMetallicRoughness;\n if (r) {\n if (Array.isArray(r.baseColorFactor)) {\n const a = r.baseColorFactor;\n e.color.setRGB(a[0], a[1], a[2], Ut), e.opacity = a[3];\n }\n r.baseColorTexture !== void 0 && s.push(n.assignTexture(e, \"map\", r.baseColorTexture, Rt));\n }\n return Promise.all(s);\n }\n}\nclass Mx {\n constructor(e) {\n this.parser = e, this.name = je.KHR_MATERIALS_EMISSIVE_STRENGTH;\n }\n extendMaterialParams(e, t) {\n const s = this.parser.json.materials[e];\n if (!s.extensions || !s.extensions[this.name])\n return Promise.resolve();\n const r = s.extensions[this.name].emissiveStrength;\n return r !== void 0 && (t.emissiveIntensity = r), Promise.resolve();\n }\n}\nclass Sx {\n constructor(e) {\n this.parser = e, this.name = je.KHR_MATERIALS_CLEARCOAT;\n }\n getMaterialType(e) {\n const n = this.parser.json.materials[e];\n return !n.extensions || !n.extensions[this.name] ? null : Cn;\n }\n extendMaterialParams(e, t) {\n const n = this.parser, s = n.json.materials[e];\n if (!s.extensions || !s.extensions[this.name])\n return Promise.resolve();\n const r = [], a = s.extensions[this.name];\n if (a.clearcoatFactor !== void 0 && (t.clearcoat = a.clearcoatFactor), a.clearcoatTexture !== void 0 && r.push(n.assignTexture(t, \"clearcoatMap\", a.clearcoatTexture)), a.clearcoatRoughnessFactor !== void 0 && (t.clearcoatRoughness = a.clearcoatRoughnessFactor), a.clearcoatRoughnessTexture !== void 0 && r.push(n.assignTexture(t, \"clearcoatRoughnessMap\", a.clearcoatRoughnessTexture)), a.clearcoatNormalTexture !== void 0 && (r.push(n.assignTexture(t, \"clearcoatNormalMap\", a.clearcoatNormalTexture)), a.clearcoatNormalTexture.scale !== void 0)) {\n const o = a.clearcoatNormalTexture.scale;\n t.clearcoatNormalScale = new le(o, o);\n }\n return Promise.all(r);\n }\n}\nclass bx {\n constructor(e) {\n this.parser = e, this.name = je.KHR_MATERIALS_DISPERSION;\n }\n getMaterialType(e) {\n const n = this.parser.json.materials[e];\n return !n.extensions || !n.extensions[this.name] ? null : Cn;\n }\n extendMaterialParams(e, t) {\n const s = this.parser.json.materials[e];\n if (!s.extensions || !s.extensions[this.name])\n return Promise.resolve();\n const r = s.extensions[this.name];\n return t.dispersion = r.dispersion !== void 0 ? r.dispersion : 0, Promise.resolve();\n }\n}\nclass yx {\n constructor(e) {\n this.parser = e, this.name = je.KHR_MATERIALS_IRIDESCENCE;\n }\n getMaterialType(e) {\n const n = this.parser.json.materials[e];\n return !n.extensions || !n.extensions[this.name] ? null : Cn;\n }\n extendMaterialParams(e, t) {\n const n = this.parser, s = n.json.materials[e];\n if (!s.extensions || !s.extensions[this.name])\n return Promise.resolve();\n const r = [], a = s.extensions[this.name];\n return a.iridescenceFactor !== void 0 && (t.iridescence = a.iridescenceFactor), a.iridescenceTexture !== void 0 && r.push(n.assignTexture(t, \"iridescenceMap\", a.iridescenceTexture)), a.iridescenceIor !== void 0 && (t.iridescenceIOR = a.iridescenceIor), t.iridescenceThicknessRange === void 0 && (t.iridescenceThicknessRange = [100, 400]), a.iridescenceThicknessMinimum !== void 0 && (t.iridescenceThicknessRange[0] = a.iridescenceThicknessMinimum), a.iridescenceThicknessMaximum !== void 0 && (t.iridescenceThicknessRange[1] = a.iridescenceThicknessMaximum), a.iridescenceThicknessTexture !== void 0 && r.push(n.assignTexture(t, \"iridescenceThicknessMap\", a.iridescenceThicknessTexture)), Promise.all(r);\n }\n}\nclass Tx {\n constructor(e) {\n this.parser = e, this.name = je.KHR_MATERIALS_SHEEN;\n }\n getMaterialType(e) {\n const n = this.parser.json.materials[e];\n return !n.extensions || !n.extensions[this.name] ? null : Cn;\n }\n extendMaterialParams(e, t) {\n const n = this.parser, s = n.json.materials[e];\n if (!s.extensions || !s.extensions[this.name])\n return Promise.resolve();\n const r = [];\n t.sheenColor = new Se(0, 0, 0), t.sheenRoughness = 0, t.sheen = 1;\n const a = s.extensions[this.name];\n if (a.sheenColorFactor !== void 0) {\n const o = a.sheenColorFactor;\n t.sheenColor.setRGB(o[0], o[1], o[2], Ut);\n }\n return a.sheenRoughnessFactor !== void 0 && (t.sheenRoughness = a.sheenRoughnessFactor), a.sheenColorTexture !== void 0 && r.push(n.assignTexture(t, \"sheenColorMap\", a.sheenColorTexture, Rt)), a.sheenRoughnessTexture !== void 0 && r.push(n.assignTexture(t, \"sheenRoughnessMap\", a.sheenRoughnessTexture)), Promise.all(r);\n }\n}\nclass Ex {\n constructor(e) {\n this.parser = e, this.name = je.KHR_MATERIALS_TRANSMISSION;\n }\n getMaterialType(e) {\n const n = this.parser.json.materials[e];\n return !n.extensions || !n.extensions[this.name] ? null : Cn;\n }\n extendMaterialParams(e, t) {\n const n = this.parser, s = n.json.materials[e];\n if (!s.extensions || !s.extensions[this.name])\n return Promise.resolve();\n const r = [], a = s.extensions[this.name];\n return a.transmissionFactor !== void 0 && (t.transmission = a.transmissionFactor), a.transmissionTexture !== void 0 && r.push(n.assignTexture(t, \"transmissionMap\", a.transmissionTexture)), Promise.all(r);\n }\n}\nclass wx {\n constructor(e) {\n this.parser = e, this.name = je.KHR_MATERIALS_VOLUME;\n }\n getMaterialType(e) {\n const n = this.parser.json.materials[e];\n return !n.extensions || !n.extensions[this.name] ? null : Cn;\n }\n extendMaterialParams(e, t) {\n const n = this.parser, s = n.json.materials[e];\n if (!s.extensions || !s.extensions[this.name])\n return Promise.resolve();\n const r = [], a = s.extensions[this.name];\n t.thickness = a.thicknessFactor !== void 0 ? a.thicknessFactor : 0, a.thicknessTexture !== void 0 && r.push(n.assignTexture(t, \"thicknessMap\", a.thicknessTexture)), t.attenuationDistance = a.attenuationDistance || 1 / 0;\n const o = a.attenuationColor || [1, 1, 1];\n return t.attenuationColor = new Se().setRGB(o[0], o[1], o[2], Ut), Promise.all(r);\n }\n}\nclass Ax {\n constructor(e) {\n this.parser = e, this.name = je.KHR_MATERIALS_IOR;\n }\n getMaterialType(e) {\n const n = this.parser.json.materials[e];\n return !n.extensions || !n.extensions[this.name] ? null : Cn;\n }\n extendMaterialParams(e, t) {\n const s = this.parser.json.materials[e];\n if (!s.extensions || !s.extensions[this.name])\n return Promise.resolve();\n const r = s.extensions[this.name];\n return t.ior = r.ior !== void 0 ? r.ior : 1.5, Promise.resolve();\n }\n}\nclass Rx {\n constructor(e) {\n this.parser = e, this.name = je.KHR_MATERIALS_SPECULAR;\n }\n getMaterialType(e) {\n const n = this.parser.json.materials[e];\n return !n.extensions || !n.extensions[this.name] ? null : Cn;\n }\n extendMaterialParams(e, t) {\n const n = this.parser, s = n.json.materials[e];\n if (!s.extensions || !s.extensions[this.name])\n return Promise.resolve();\n const r = [], a = s.extensions[this.name];\n t.specularIntensity = a.specularFactor !== void 0 ? a.specularFactor : 1, a.specularTexture !== void 0 && r.push(n.assignTexture(t, \"specularIntensityMap\", a.specularTexture));\n const o = a.specularColorFactor || [1, 1, 1];\n return t.specularColor = new Se().setRGB(o[0], o[1], o[2], Ut), a.specularColorTexture !== void 0 && r.push(n.assignTexture(t, \"specularColorMap\", a.specularColorTexture, Rt)), Promise.all(r);\n }\n}\nclass Cx {\n constructor(e) {\n this.parser = e, this.name = je.EXT_MATERIALS_BUMP;\n }\n getMaterialType(e) {\n const n = this.parser.json.materials[e];\n return !n.extensions || !n.extensions[this.name] ? null : Cn;\n }\n extendMaterialParams(e, t) {\n const n = this.parser, s = n.json.materials[e];\n if (!s.extensions || !s.extensions[this.name])\n return Promise.resolve();\n const r = [], a = s.extensions[this.name];\n return t.bumpScale = a.bumpFactor !== void 0 ? a.bumpFactor : 1, a.bumpTexture !== void 0 && r.push(n.assignTexture(t, \"bumpMap\", a.bumpTexture)), Promise.all(r);\n }\n}\nclass Px {\n constructor(e) {\n this.parser = e, this.name = je.KHR_MATERIALS_ANISOTROPY;\n }\n getMaterialType(e) {\n const n = this.parser.json.materials[e];\n return !n.extensions || !n.extensions[this.name] ? null : Cn;\n }\n extendMaterialParams(e, t) {\n const n = this.parser, s = n.json.materials[e];\n if (!s.extensions || !s.extensions[this.name])\n return Promise.resolve();\n const r = [], a = s.extensions[this.name];\n return a.anisotropyStrength !== void 0 && (t.anisotropy = a.anisotropyStrength), a.anisotropyRotation !== void 0 && (t.anisotropyRotation = a.anisotropyRotation), a.anisotropyTexture !== void 0 && r.push(n.assignTexture(t, \"anisotropyMap\", a.anisotropyTexture)), Promise.all(r);\n }\n}\nclass Dx {\n constructor(e) {\n this.parser = e, this.name = je.KHR_TEXTURE_BASISU;\n }\n loadTexture(e) {\n const t = this.parser, n = t.json, s = n.textures[e];\n if (!s.extensions || !s.extensions[this.name])\n return null;\n const r = s.extensions[this.name], a = t.options.ktx2Loader;\n if (!a) {\n if (n.extensionsRequired && n.extensionsRequired.indexOf(this.name) >= 0)\n throw new Error(\"THREE.GLTFLoader: setKTX2Loader must be called before loading KTX2 textures\");\n return null;\n }\n return t.loadTextureImage(e, r.source, a);\n }\n}\nclass Lx {\n constructor(e) {\n this.parser = e, this.name = je.EXT_TEXTURE_WEBP;\n }\n loadTexture(e) {\n const t = this.name, n = this.parser, s = n.json, r = s.textures[e];\n if (!r.extensions || !r.extensions[t])\n return null;\n const a = r.extensions[t], o = s.images[a.source];\n let l = n.textureLoader;\n if (o.uri) {\n const c = n.options.manager.getHandler(o.uri);\n c !== null && (l = c);\n }\n return n.loadTextureImage(e, a.source, l);\n }\n}\nclass Ix {\n constructor(e) {\n this.parser = e, this.name = je.EXT_TEXTURE_AVIF;\n }\n loadTexture(e) {\n const t = this.name, n = this.parser, s = n.json, r = s.textures[e];\n if (!r.extensions || !r.extensions[t])\n return null;\n const a = r.extensions[t], o = s.images[a.source];\n let l = n.textureLoader;\n if (o.uri) {\n const c = n.options.manager.getHandler(o.uri);\n c !== null && (l = c);\n }\n return n.loadTextureImage(e, a.source, l);\n }\n}\nclass Ux {\n constructor(e) {\n this.name = je.EXT_MESHOPT_COMPRESSION, this.parser = e;\n }\n loadBufferView(e) {\n const t = this.parser.json, n = t.bufferViews[e];\n if (n.extensions && n.extensions[this.name]) {\n const s = n.extensions[this.name], r = this.parser.getDependency(\"buffer\", s.buffer), a = this.parser.options.meshoptDecoder;\n if (!a || !a.supported) {\n if (t.extensionsRequired && t.extensionsRequired.indexOf(this.name) >= 0)\n throw new Error(\"THREE.GLTFLoader: setMeshoptDecoder must be called before loading compressed files\");\n return null;\n }\n return r.then(function(o) {\n const l = s.byteOffset || 0, c = s.byteLength || 0, h = s.count, u = s.byteStride, d = new Uint8Array(o, l, c);\n return a.decodeGltfBufferAsync ? a.decodeGltfBufferAsync(h, u, d, s.mode, s.filter).then(function(p) {\n return p.buffer;\n }) : a.ready.then(function() {\n const p = new ArrayBuffer(h * u);\n return a.decodeGltfBuffer(new Uint8Array(p), h, u, d, s.mode, s.filter), p;\n });\n });\n } else\n return null;\n }\n}\nclass Nx {\n constructor(e) {\n this.name = je.EXT_MESH_GPU_INSTANCING, this.parser = e;\n }\n createNodeMesh(e) {\n const t = this.parser.json, n = t.nodes[e];\n if (!n.extensions || !n.extensions[this.name] || n.mesh === void 0)\n return null;\n const s = t.meshes[n.mesh];\n for (const c of s.primitives)\n if (c.mode !== Qt.TRIANGLES && c.mode !== Qt.TRIANGLE_STRIP && c.mode !== Qt.TRIANGLE_FAN && c.mode !== void 0)\n return null;\n const a = n.extensions[this.name].attributes, o = [], l = {};\n for (const c in a)\n o.push(this.parser.getDependency(\"accessor\", a[c]).then((h) => (l[c] = h, l[c])));\n return o.length < 1 ? null : (o.push(this.parser.createNodeMesh(e)), Promise.all(o).then((c) => {\n const h = c.pop(), u = h.isGroup ? h.children : [h], d = c[0].count, p = [];\n for (const g of u) {\n const x = new Ne(), m = new w(), f = new gn(), y = new w(1, 1, 1), v = new od(g.geometry, g.material, d);\n for (let T = 0; T < d; T++)\n l.TRANSLATION && m.fromBufferAttribute(l.TRANSLATION, T), l.ROTATION && f.fromBufferAttribute(l.ROTATION, T), l.SCALE && y.fromBufferAttribute(l.SCALE, T), v.setMatrixAt(T, x.compose(m, f, y));\n for (const T in l)\n if (T === \"_COLOR_0\") {\n const R = l[T];\n v.instanceColor = new uo(R.array, R.itemSize, R.normalized);\n } else T !== \"TRANSLATION\" && T !== \"ROTATION\" && T !== \"SCALE\" && g.geometry.setAttribute(T, l[T]);\n pt.prototype.copy.call(v, g), this.parser.assignFinalMaterial(v), p.push(v);\n }\n return h.isGroup ? (h.clear(), h.add(...p), h) : p[0];\n }));\n }\n}\nconst Eh = \"glTF\", fs = 12, Tc = { JSON: 1313821514, BIN: 5130562 };\nclass Fx {\n constructor(e) {\n this.name = je.KHR_BINARY_GLTF, this.content = null, this.body = null;\n const t = new DataView(e, 0, fs), n = new TextDecoder();\n if (this.header = {\n magic: n.decode(new Uint8Array(e.slice(0, 4))),\n version: t.getUint32(4, !0),\n length: t.getUint32(8, !0)\n }, this.header.magic !== Eh)\n throw new Error(\"THREE.GLTFLoader: Unsupported glTF-Binary header.\");\n if (this.header.version < 2)\n throw new Error(\"THREE.GLTFLoader: Legacy binary file detected.\");\n const s = this.header.length - fs, r = new DataView(e, fs);\n let a = 0;\n for (; a < s; ) {\n const o = r.getUint32(a, !0);\n a += 4;\n const l = r.getUint32(a, !0);\n if (a += 4, l === Tc.JSON) {\n const c = new Uint8Array(e, fs + a, o);\n this.content = n.decode(c);\n } else if (l === Tc.BIN) {\n const c = fs + a;\n this.body = e.slice(c, c + o);\n }\n a += o;\n }\n if (this.content === null)\n throw new Error(\"THREE.GLTFLoader: JSON content not found.\");\n }\n}\nclass Ox {\n constructor(e, t) {\n if (!t)\n throw new Error(\"THREE.GLTFLoader: No DRACOLoader instance provided.\");\n this.name = je.KHR_DRACO_MESH_COMPRESSION, this.json = e, this.dracoLoader = t, this.dracoLoader.preload();\n }\n decodePrimitive(e, t) {\n const n = this.json, s = this.dracoLoader, r = e.extensions[this.name].bufferView, a = e.extensions[this.name].attributes, o = {}, l = {}, c = {};\n for (const h in a) {\n const u = xo[h] || h.toLowerCase();\n o[u] = a[h];\n }\n for (const h in e.attributes) {\n const u = xo[h] || h.toLowerCase();\n if (a[h] !== void 0) {\n const d = n.accessors[e.attributes[h]], p = zi[d.componentType];\n c[u] = p.name, l[u] = d.normalized === !0;\n }\n }\n return t.getDependency(\"bufferView\", r).then(function(h) {\n return new Promise(function(u, d) {\n s.decodeDracoFile(h, function(p) {\n for (const g in p.attributes) {\n const x = p.attributes[g], m = l[g];\n m !== void 0 && (x.normalized = m);\n }\n u(p);\n }, o, c, Ut, d);\n });\n });\n }\n}\nclass Bx {\n constructor() {\n this.name = je.KHR_TEXTURE_TRANSFORM;\n }\n extendTexture(e, t) {\n return (t.texCoord === void 0 || t.texCoord === e.channel) && t.offset === void 0 && t.rotation === void 0 && t.scale === void 0 || (e = e.clone(), t.texCoord !== void 0 && (e.channel = t.texCoord), t.offset !== void 0 && e.offset.fromArray(t.offset), t.rotation !== void 0 && (e.rotation = t.rotation), t.scale !== void 0 && e.repeat.fromArray(t.scale), e.needsUpdate = !0), e;\n }\n}\nclass zx {\n constructor() {\n this.name = je.KHR_MESH_QUANTIZATION;\n }\n}\nclass wh extends Rs {\n constructor(e, t, n, s) {\n super(e, t, n, s);\n }\n copySampleValue_(e) {\n const t = this.resultBuffer, n = this.sampleValues, s = this.valueSize, r = e * s * 3 + s;\n for (let a = 0; a !== s; a++)\n t[a] = n[r + a];\n return t;\n }\n interpolate_(e, t, n, s) {\n const r = this.resultBuffer, a = this.sampleValues, o = this.valueSize, l = o * 2, c = o * 3, h = s - t, u = (n - t) / h, d = u * u, p = d * u, g = e * c, x = g - c, m = -2 * p + 3 * d, f = p - d, y = 1 - m, v = f - d + u;\n for (let T = 0; T !== o; T++) {\n const R = a[x + T + o], E = a[x + T + l] * h, P = a[g + T + o], I = a[g + T] * h;\n r[T] = y * R + v * E + m * P + f * I;\n }\n return r;\n }\n}\nconst kx = new gn();\nclass Vx extends wh {\n interpolate_(e, t, n, s) {\n const r = super.interpolate_(e, t, n, s);\n return kx.fromArray(r).normalize().toArray(r), r;\n }\n}\nconst Qt = {\n POINTS: 0,\n LINES: 1,\n LINE_LOOP: 2,\n LINE_STRIP: 3,\n TRIANGLES: 4,\n TRIANGLE_STRIP: 5,\n TRIANGLE_FAN: 6\n}, zi = {\n 5120: Int8Array,\n 5121: Uint8Array,\n 5122: Int16Array,\n 5123: Uint16Array,\n 5125: Uint32Array,\n 5126: Float32Array\n}, Ec = {\n 9728: Dt,\n 9729: bt,\n 9984: Vc,\n 9985: ur,\n 9986: ms,\n 9987: yn\n}, wc = {\n 33071: en,\n 33648: Mr,\n 10497: wn\n}, _a = {\n SCALAR: 1,\n VEC2: 2,\n VEC3: 3,\n VEC4: 4,\n MAT2: 4,\n MAT3: 9,\n MAT4: 16\n}, xo = {\n POSITION: \"position\",\n NORMAL: \"normal\",\n TANGENT: \"tangent\",\n TEXCOORD_0: \"uv\",\n TEXCOORD_1: \"uv1\",\n TEXCOORD_2: \"uv2\",\n TEXCOORD_3: \"uv3\",\n COLOR_0: \"color\",\n WEIGHTS_0: \"skinWeight\",\n JOINTS_0: \"skinIndex\"\n}, Yn = {\n scale: \"scale\",\n translation: \"position\",\n rotation: \"quaternion\",\n weights: \"morphTargetInfluences\"\n}, Gx = {\n CUBICSPLINE: void 0,\n // We use a custom interpolant (GLTFCubicSplineInterpolation) for CUBICSPLINE tracks. Each\n // keyframe track will be initialized with a default interpolation type, then modified.\n LINEAR: Ts,\n STEP: ys\n}, va = {\n OPAQUE: \"OPAQUE\",\n MASK: \"MASK\",\n BLEND: \"BLEND\"\n};\nfunction Hx(i) {\n return i.DefaultMaterial === void 0 && (i.DefaultMaterial = new Go({\n color: 16777215,\n emissive: 0,\n metalness: 1,\n roughness: 1,\n transparent: !1,\n depthTest: !0,\n side: En\n })), i.DefaultMaterial;\n}\nfunction hi(i, e, t) {\n for (const n in t.extensions)\n i[n] === void 0 && (e.userData.gltfExtensions = e.userData.gltfExtensions || {}, e.userData.gltfExtensions[n] = t.extensions[n]);\n}\nfunction Mn(i, e) {\n e.extras !== void 0 && (typeof e.extras == \"object\" ? Object.assign(i.userData, e.extras) : console.warn(\"THREE.GLTFLoader: Ignoring primitive type .extras, \" + e.extras));\n}\nfunction Wx(i, e, t) {\n let n = !1, s = !1, r = !1;\n for (let c = 0, h = e.length; c < h; c++) {\n const u = e[c];\n if (u.POSITION !== void 0 && (n = !0), u.NORMAL !== void 0 && (s = !0), u.COLOR_0 !== void 0 && (r = !0), n && s && r) break;\n }\n if (!n && !s && !r) return Promise.resolve(i);\n const a = [], o = [], l = [];\n for (let c = 0, h = e.length; c < h; c++) {\n const u = e[c];\n if (n) {\n const d = u.POSITION !== void 0 ? t.getDependency(\"accessor\", u.POSITION) : i.attributes.position;\n a.push(d);\n }\n if (s) {\n const d = u.NORMAL !== void 0 ? t.getDependency(\"accessor\", u.NORMAL) : i.attributes.normal;\n o.push(d);\n }\n if (r) {\n const d = u.COLOR_0 !== void 0 ? t.getDependency(\"accessor\", u.COLOR_0) : i.attributes.color;\n l.push(d);\n }\n }\n return Promise.all([\n Promise.all(a),\n Promise.all(o),\n Promise.all(l)\n ]).then(function(c) {\n const h = c[0], u = c[1], d = c[2];\n return n && (i.morphAttributes.position = h), s && (i.morphAttributes.normal = u), r && (i.morphAttributes.color = d), i.morphTargetsRelative = !0, i;\n });\n}\nfunction Xx(i, e) {\n if (i.updateMorphTargets(), e.weights !== void 0)\n for (let t = 0, n = e.weights.length; t < n; t++)\n i.morphTargetInfluences[t] = e.weights[t];\n if (e.extras && Array.isArray(e.extras.targetNames)) {\n const t = e.extras.targetNames;\n if (i.morphTargetInfluences.length === t.length) {\n i.morphTargetDictionary = {};\n for (let n = 0, s = t.length; n < s; n++)\n i.morphTargetDictionary[t[n]] = n;\n } else\n console.warn(\"THREE.GLTFLoader: Invalid extras.targetNames length. 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These resources\n * can be reused, or \"instantiated\", at multiple nodes in the scene\n * hierarchy. Mesh, Camera, and Light instances are instantiated and must\n * be marked. Non-scenegraph resources (like Materials, Geometries, and\n * Textures) can be reused directly and are not marked here.\n *\n * Example: CesiumMilkTruck sample model reuses \"Wheel\" meshes.\n *\n * @private\n * @param {Object} cache\n * @param {Object3D} index\n */\n _addNodeRef(e, t) {\n t !== void 0 && (e.refs[t] === void 0 && (e.refs[t] = e.uses[t] = 0), e.refs[t]++);\n }\n /**\n * Returns a reference to a shared resource, cloning it if necessary.\n *\n * @private\n * @param {Object} cache\n * @param {number} index\n * @param {Object} object\n * @return {Object}\n */\n _getNodeRef(e, t, n) {\n if (e.refs[t] <= 1) return n;\n const s = n.clone(), r = (a, o) => {\n const l = this.associations.get(a);\n l != null && this.associations.set(o, l);\n for (const [c, h] of a.children.entries())\n r(h, o.children[c]);\n };\n return r(n, s), s.name += \"_instance_\" + e.uses[t]++, s;\n }\n _invokeOne(e) {\n const t = Object.values(this.plugins);\n t.push(this);\n for (let n = 0; n < t.length; n++) {\n const s = e(t[n]);\n if (s) return s;\n }\n return null;\n }\n _invokeAll(e) {\n const t = Object.values(this.plugins);\n t.unshift(this);\n const n = [];\n for (let s = 0; s < t.length; s++) {\n const r = e(t[s]);\n r && n.push(r);\n }\n return n;\n }\n /**\n * Requests the specified dependency asynchronously, with caching.\n *\n * @private\n * @param {string} type\n * @param {number} index\n * @return {Promise}\n */\n getDependency(e, t) {\n const n = e + \":\" + t;\n let s = this.cache.get(n);\n if (!s) {\n switch (e) {\n case \"scene\":\n s = this.loadScene(t);\n break;\n case \"node\":\n s = this._invokeOne(function(r) {\n return r.loadNode && r.loadNode(t);\n });\n break;\n case \"mesh\":\n s = this._invokeOne(function(r) {\n return r.loadMesh && r.loadMesh(t);\n });\n break;\n case \"accessor\":\n s = this.loadAccessor(t);\n break;\n case \"bufferView\":\n s = this._invokeOne(function(r) {\n return r.loadBufferView && r.loadBufferView(t);\n });\n break;\n case \"buffer\":\n s = this.loadBuffer(t);\n break;\n case \"material\":\n s = this._invokeOne(function(r) {\n return r.loadMaterial && r.loadMaterial(t);\n });\n break;\n case \"texture\":\n s = this._invokeOne(function(r) {\n return r.loadTexture && r.loadTexture(t);\n });\n break;\n case \"skin\":\n s = this.loadSkin(t);\n break;\n case \"animation\":\n s = this._invokeOne(function(r) {\n return r.loadAnimation && r.loadAnimation(t);\n });\n break;\n case \"camera\":\n s = this.loadCamera(t);\n break;\n default:\n if (s = this._invokeOne(function(r) {\n return r != this && r.getDependency && r.getDependency(e, t);\n }), !s)\n throw new Error(\"Unknown type: \" + e);\n break;\n }\n this.cache.add(n, s);\n }\n return s;\n }\n /**\n * Requests all dependencies of the specified type asynchronously, with caching.\n *\n * @private\n * @param {string} type\n * @return {Promise>}\n */\n getDependencies(e) {\n let t = this.cache.get(e);\n if (!t) {\n const n = this, s = this.json[e + (e === \"mesh\" ? \"es\" : \"s\")] || [];\n t = Promise.all(s.map(function(r, a) {\n return n.getDependency(e, a);\n })), this.cache.add(e, t);\n }\n return t;\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views\n *\n * @private\n * @param {number} bufferIndex\n * @return {Promise}\n */\n loadBuffer(e) {\n const t = this.json.buffers[e], n = this.fileLoader;\n if (t.type && t.type !== \"arraybuffer\")\n throw new Error(\"THREE.GLTFLoader: \" + t.type + \" buffer type is not supported.\");\n if (t.uri === void 0 && e === 0)\n return Promise.resolve(this.extensions[je.KHR_BINARY_GLTF].body);\n const s = this.options;\n return new Promise(function(r, a) {\n n.load(Ms.resolveURL(t.uri, s.path), r, void 0, function() {\n a(new Error('THREE.GLTFLoader: Failed to load buffer \"' + t.uri + '\".'));\n });\n });\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views\n *\n * @private\n * @param {number} bufferViewIndex\n * @return {Promise}\n */\n loadBufferView(e) {\n const t = this.json.bufferViews[e];\n return this.getDependency(\"buffer\", t.buffer).then(function(n) {\n const s = t.byteLength || 0, r = t.byteOffset || 0;\n return n.slice(r, r + s);\n });\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#accessors\n *\n * @private\n * @param {number} accessorIndex\n * @return {Promise}\n */\n loadAccessor(e) {\n const t = this, n = this.json, s = this.json.accessors[e];\n if (s.bufferView === void 0 && s.sparse === void 0) {\n const a = _a[s.type], o = zi[s.componentType], l = s.normalized === !0, c = new o(s.count * a);\n return Promise.resolve(new kt(c, a, l));\n }\n const r = [];\n return s.bufferView !== void 0 ? r.push(this.getDependency(\"bufferView\", s.bufferView)) : r.push(null), s.sparse !== void 0 && (r.push(this.getDependency(\"bufferView\", s.sparse.indices.bufferView)), r.push(this.getDependency(\"bufferView\", s.sparse.values.bufferView))), Promise.all(r).then(function(a) {\n const o = a[0], l = _a[s.type], c = zi[s.componentType], h = c.BYTES_PER_ELEMENT, u = h * l, d = s.byteOffset || 0, p = s.bufferView !== void 0 ? n.bufferViews[s.bufferView].byteStride : void 0, g = s.normalized === !0;\n let x, m;\n if (p && p !== u) {\n const f = Math.floor(d / p), y = \"InterleavedBuffer:\" + s.bufferView + \":\" + s.componentType + \":\" + f + \":\" + s.count;\n let v = t.cache.get(y);\n v || (x = new c(o, f * p, s.count * p / h), v = new nd(x, p / h), t.cache.add(y, v)), m = new Oo(v, l, d % p / h, g);\n } else\n o === null ? x = new c(s.count * l) : x = new c(o, d, s.count * l), m = new kt(x, l, g);\n if (s.sparse !== void 0) {\n const f = _a.SCALAR, y = zi[s.sparse.indices.componentType], v = s.sparse.indices.byteOffset || 0, T = s.sparse.values.byteOffset || 0, R = new y(a[1], v, s.sparse.count * f), E = new c(a[2], T, s.sparse.count * l);\n o !== null && (m = new kt(m.array.slice(), m.itemSize, m.normalized)), m.normalized = !1;\n for (let P = 0, I = R.length; P < I; P++) {\n const S = R[P];\n if (m.setX(S, E[P * l]), l >= 2 && m.setY(S, E[P * l + 1]), l >= 3 && m.setZ(S, E[P * l + 2]), l >= 4 && m.setW(S, E[P * l + 3]), l >= 5) throw new Error(\"THREE.GLTFLoader: Unsupported itemSize in sparse BufferAttribute.\");\n }\n m.normalized = g;\n }\n return m;\n });\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#textures\n *\n * @private\n * @param {number} textureIndex\n * @return {Promise}\n */\n loadTexture(e) {\n const t = this.json, n = this.options, r = t.textures[e].source, a = t.images[r];\n let o = this.textureLoader;\n if (a.uri) {\n const l = n.manager.getHandler(a.uri);\n l !== null && (o = l);\n }\n return this.loadTextureImage(e, r, o);\n }\n loadTextureImage(e, t, n) {\n const s = this, r = this.json, a = r.textures[e], o = r.images[t], l = (o.uri || o.bufferView) + \":\" + a.sampler;\n if (this.textureCache[l])\n return this.textureCache[l];\n const c = this.loadImageSource(t, n).then(function(h) {\n h.flipY = !1, h.name = a.name || o.name || \"\", h.name === \"\" && typeof o.uri == \"string\" && o.uri.startsWith(\"data:image/\") === !1 && (h.name = o.uri);\n const d = (r.samplers || {})[a.sampler] || {};\n return h.magFilter = Ec[d.magFilter] || bt, h.minFilter = Ec[d.minFilter] || yn, h.wrapS = wc[d.wrapS] || wn, h.wrapT = wc[d.wrapT] || wn, h.generateMipmaps = !h.isCompressedTexture && h.minFilter !== Dt && h.minFilter !== bt, s.associations.set(h, { textures: e }), h;\n }).catch(function() {\n return null;\n });\n return this.textureCache[l] = c, c;\n }\n loadImageSource(e, t) {\n const n = this, s = this.json, r = this.options;\n if (this.sourceCache[e] !== void 0)\n return this.sourceCache[e].then((u) => u.clone());\n const a = s.images[e], o = self.URL || self.webkitURL;\n let l = a.uri || \"\", c = !1;\n if (a.bufferView !== void 0)\n l = n.getDependency(\"bufferView\", a.bufferView).then(function(u) {\n c = !0;\n const d = new Blob([u], { type: a.mimeType });\n return l = o.createObjectURL(d), l;\n });\n else if (a.uri === void 0)\n throw new Error(\"THREE.GLTFLoader: Image \" + e + \" is missing URI and bufferView\");\n const h = Promise.resolve(l).then(function(u) {\n return new Promise(function(d, p) {\n let g = d;\n t.isImageBitmapLoader === !0 && (g = function(x) {\n const m = new Ct(x);\n m.needsUpdate = !0, d(m);\n }), t.load(Ms.resolveURL(u, r.path), g, void 0, p);\n });\n }).then(function(u) {\n return c === !0 && o.revokeObjectURL(l), Mn(u, a), u.userData.mimeType = a.mimeType || qx(a.uri), u;\n }).catch(function(u) {\n throw console.error(\"THREE.GLTFLoader: Couldn't load texture\", l), u;\n });\n return this.sourceCache[e] = h, h;\n }\n /**\n * Asynchronously assigns a texture to the given material parameters.\n *\n * @private\n * @param {Object} materialParams\n * @param {string} mapName\n * @param {Object} mapDef\n * @param {string} [colorSpace]\n * @return {Promise}\n */\n assignTexture(e, t, n, s) {\n const r = this;\n return this.getDependency(\"texture\", n.index).then(function(a) {\n if (!a) return null;\n if (n.texCoord !== void 0 && n.texCoord > 0 && (a = a.clone(), a.channel = n.texCoord), r.extensions[je.KHR_TEXTURE_TRANSFORM]) {\n const o = n.extensions !== void 0 ? n.extensions[je.KHR_TEXTURE_TRANSFORM] : void 0;\n if (o) {\n const l = r.associations.get(a);\n a = r.extensions[je.KHR_TEXTURE_TRANSFORM].extendTexture(a, o), r.associations.set(a, l);\n }\n }\n return s !== void 0 && (a.colorSpace = s), e[t] = a, a;\n });\n }\n /**\n * Assigns final material to a Mesh, Line, or Points instance. The instance\n * already has a material (generated from the glTF material options alone)\n * but reuse of the same glTF material may require multiple threejs materials\n * to accommodate different primitive types, defines, etc. New materials will\n * be created if necessary, and reused from a cache.\n *\n * @private\n * @param {Object3D} mesh Mesh, Line, or Points instance.\n */\n assignFinalMaterial(e) {\n const t = e.geometry;\n let n = e.material;\n const s = t.attributes.tangent === void 0, r = t.attributes.color !== void 0, a = t.attributes.normal === void 0;\n if (e.isPoints) {\n const o = \"PointsMaterial:\" + n.uuid;\n let l = this.cache.get(o);\n l || (l = new ah(), tn.prototype.copy.call(l, n), l.color.copy(n.color), l.map = n.map, l.sizeAttenuation = !1, this.cache.add(o, l)), n = l;\n } else if (e.isLine) {\n const o = \"LineBasicMaterial:\" + n.uuid;\n let l = this.cache.get(o);\n l || (l = new rh(), tn.prototype.copy.call(l, n), l.color.copy(n.color), l.map = n.map, this.cache.add(o, l)), n = l;\n }\n if (s || r || a) {\n let o = \"ClonedMaterial:\" + n.uuid + \":\";\n s && (o += \"derivative-tangents:\"), r && (o += \"vertex-colors:\"), a && (o += \"flat-shading:\");\n let l = this.cache.get(o);\n l || (l = n.clone(), r && (l.vertexColors = !0), a && (l.flatShading = !0), s && (l.normalScale && (l.normalScale.y *= -1), l.clearcoatNormalScale && (l.clearcoatNormalScale.y *= -1)), this.cache.add(o, l), this.associations.set(l, this.associations.get(n))), n = l;\n }\n e.material = n;\n }\n getMaterialType() {\n return Go;\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#materials\n *\n * @private\n * @param {number} materialIndex\n * @return {Promise}\n */\n loadMaterial(e) {\n const t = this, n = this.json, s = this.extensions, r = n.materials[e];\n let a;\n const o = {}, l = r.extensions || {}, c = [];\n if (l[je.KHR_MATERIALS_UNLIT]) {\n const u = s[je.KHR_MATERIALS_UNLIT];\n a = u.getMaterialType(), c.push(u.extendParams(o, r, t));\n } else {\n const u = r.pbrMetallicRoughness || {};\n if (o.color = new Se(1, 1, 1), o.opacity = 1, Array.isArray(u.baseColorFactor)) {\n const d = u.baseColorFactor;\n o.color.setRGB(d[0], d[1], d[2], Ut), o.opacity = d[3];\n }\n u.baseColorTexture !== void 0 && c.push(t.assignTexture(o, \"map\", u.baseColorTexture, Rt)), o.metalness = u.metallicFactor !== void 0 ? u.metallicFactor : 1, o.roughness = u.roughnessFactor !== void 0 ? u.roughnessFactor : 1, u.metallicRoughnessTexture !== void 0 && (c.push(t.assignTexture(o, \"metalnessMap\", u.metallicRoughnessTexture)), c.push(t.assignTexture(o, \"roughnessMap\", u.metallicRoughnessTexture))), a = this._invokeOne(function(d) {\n return d.getMaterialType && d.getMaterialType(e);\n }), c.push(Promise.all(this._invokeAll(function(d) {\n return d.extendMaterialParams && d.extendMaterialParams(e, o);\n })));\n }\n r.doubleSided === !0 && (o.side = Wt);\n const h = r.alphaMode || va.OPAQUE;\n if (h === va.BLEND ? (o.transparent = !0, o.depthWrite = !1) : (o.transparent = !1, h === va.MASK && (o.alphaTest = r.alphaCutoff !== void 0 ? r.alphaCutoff : 0.5)), r.normalTexture !== void 0 && a !== Bt && (c.push(t.assignTexture(o, \"normalMap\", r.normalTexture)), o.normalScale = new le(1, 1), r.normalTexture.scale !== void 0)) {\n const u = r.normalTexture.scale;\n o.normalScale.set(u, u);\n }\n if (r.occlusionTexture !== void 0 && a !== Bt && (c.push(t.assignTexture(o, \"aoMap\", r.occlusionTexture)), r.occlusionTexture.strength !== void 0 && (o.aoMapIntensity = r.occlusionTexture.strength)), r.emissiveFactor !== void 0 && a !== Bt) {\n const u = r.emissiveFactor;\n o.emissive = new Se().setRGB(u[0], u[1], u[2], Ut);\n }\n return r.emissiveTexture !== void 0 && a !== Bt && c.push(t.assignTexture(o, \"emissiveMap\", r.emissiveTexture, Rt)), Promise.all(c).then(function() {\n const u = new a(o);\n return r.name && (u.name = r.name), Mn(u, r), t.associations.set(u, { materials: e }), r.extensions && hi(s, u, r), u;\n });\n }\n /**\n * When Object3D instances are targeted by animation, they need unique names.\n *\n * @private\n * @param {string} originalName\n * @return {string}\n */\n createUniqueName(e) {\n const t = nt.sanitizeNodeName(e || \"\");\n return t in this.nodeNamesUsed ? t + \"_\" + ++this.nodeNamesUsed[t] : (this.nodeNamesUsed[t] = 0, t);\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#geometry\n *\n * Creates BufferGeometries from primitives.\n *\n * @private\n * @param {Array} primitives\n * @return {Promise>}\n */\n loadGeometries(e) {\n const t = this, n = this.extensions, s = this.primitiveCache;\n function r(o) {\n return n[je.KHR_DRACO_MESH_COMPRESSION].decodePrimitive(o, t).then(function(l) {\n return Ac(l, o, t);\n });\n }\n const a = [];\n for (let o = 0, l = e.length; o < l; o++) {\n const c = e[o], h = jx(c), u = s[h];\n if (u)\n a.push(u.promise);\n else {\n let d;\n c.extensions && c.extensions[je.KHR_DRACO_MESH_COMPRESSION] ? d = r(c) : d = Ac(new nn(), c, t), s[h] = { primitive: c, promise: d }, a.push(d);\n }\n }\n return Promise.all(a);\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#meshes\n *\n * @private\n * @param {number} meshIndex\n * @return {Promise}\n */\n loadMesh(e) {\n const t = this, n = this.json, s = this.extensions, r = n.meshes[e], a = r.primitives, o = [];\n for (let l = 0, c = a.length; l < c; l++) {\n const h = a[l].material === void 0 ? Hx(this.cache) : this.getDependency(\"material\", a[l].material);\n o.push(h);\n }\n return o.push(t.loadGeometries(a)), Promise.all(o).then(function(l) {\n const c = l.slice(0, l.length - 1), h = l[l.length - 1], u = [];\n for (let p = 0, g = h.length; p < g; p++) {\n const x = h[p], m = a[p];\n let f;\n const y = c[p];\n if (m.mode === Qt.TRIANGLES || m.mode === Qt.TRIANGLE_STRIP || m.mode === Qt.TRIANGLE_FAN || m.mode === void 0)\n f = r.isSkinnedMesh === !0 ? new sd(x, y) : new ot(x, y), f.isSkinnedMesh === !0 && f.normalizeSkinWeights(), m.mode === Qt.TRIANGLE_STRIP ? f.geometry = yc(f.geometry, Yc) : m.mode === Qt.TRIANGLE_FAN && (f.geometry = yc(f.geometry, lo));\n else if (m.mode === Qt.LINES)\n f = new ud(x, y);\n else if (m.mode === Qt.LINE_STRIP)\n f = new ko(x, y);\n else if (m.mode === Qt.LINE_LOOP)\n f = new dd(x, y);\n else if (m.mode === Qt.POINTS)\n f = new fd(x, y);\n else\n throw new Error(\"THREE.GLTFLoader: Primitive mode unsupported: \" + m.mode);\n Object.keys(f.geometry.morphAttributes).length > 0 && Xx(f, r), f.name = t.createUniqueName(r.name || \"mesh_\" + e), Mn(f, r), m.extensions && hi(s, f, m), t.assignFinalMaterial(f), u.push(f);\n }\n for (let p = 0, g = u.length; p < g; p++)\n t.associations.set(u[p], {\n meshes: e,\n primitives: p\n });\n if (u.length === 1)\n return r.extensions && hi(s, u[0], r), u[0];\n const d = new zn();\n r.extensions && hi(s, d, r), t.associations.set(d, { meshes: e });\n for (let p = 0, g = u.length; p < g; p++)\n d.add(u[p]);\n return d;\n });\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#cameras\n *\n * @private\n * @param {number} cameraIndex\n * @return {Promise|undefined}\n */\n loadCamera(e) {\n let t;\n const n = this.json.cameras[e], s = n[n.type];\n if (!s) {\n console.warn(\"THREE.GLTFLoader: Missing camera parameters.\");\n return;\n }\n return n.type === \"perspective\" ? t = new Tt(Lo.radToDeg(s.yfov), s.aspectRatio || 1, s.znear || 1, s.zfar || 2e6) : n.type === \"orthographic\" && (t = new pi(-s.xmag, s.xmag, s.ymag, -s.ymag, s.znear, s.zfar)), n.name && (t.name = this.createUniqueName(n.name)), Mn(t, n), Promise.resolve(t);\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins\n *\n * @private\n * @param {number} skinIndex\n * @return {Promise}\n */\n loadSkin(e) {\n const t = this.json.skins[e], n = [];\n for (let s = 0, r = t.joints.length; s < r; s++)\n n.push(this._loadNodeShallow(t.joints[s]));\n return t.inverseBindMatrices !== void 0 ? n.push(this.getDependency(\"accessor\", t.inverseBindMatrices)) : n.push(null), Promise.all(n).then(function(s) {\n const r = s.pop(), a = s, o = [], l = [];\n for (let c = 0, h = a.length; c < h; c++) {\n const u = a[c];\n if (u) {\n o.push(u);\n const d = new Ne();\n r !== null && d.fromArray(r.array, c * 16), l.push(d);\n } else\n console.warn('THREE.GLTFLoader: Joint \"%s\" could not be found.', t.joints[c]);\n }\n return new Bo(o, l);\n });\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#animations\n *\n * @private\n * @param {number} animationIndex\n * @return {Promise}\n */\n loadAnimation(e) {\n const t = this.json, n = this, s = t.animations[e], r = s.name ? s.name : \"animation_\" + e, a = [], o = [], l = [], c = [], h = [];\n for (let u = 0, d = s.channels.length; u < d; u++) {\n const p = s.channels[u], g = s.samplers[p.sampler], x = p.target, m = x.node, f = s.parameters !== void 0 ? s.parameters[g.input] : g.input, y = s.parameters !== void 0 ? s.parameters[g.output] : g.output;\n x.node !== void 0 && (a.push(this.getDependency(\"node\", m)), o.push(this.getDependency(\"accessor\", f)), l.push(this.getDependency(\"accessor\", y)), c.push(g), h.push(x));\n }\n return Promise.all([\n Promise.all(a),\n Promise.all(o),\n Promise.all(l),\n Promise.all(c),\n Promise.all(h)\n ]).then(function(u) {\n const d = u[0], p = u[1], g = u[2], x = u[3], m = u[4], f = [];\n for (let v = 0, T = d.length; v < T; v++) {\n const R = d[v], E = p[v], P = g[v], I = x[v], S = m[v];\n if (R === void 0) continue;\n R.updateMatrix && R.updateMatrix();\n const M = n._createAnimationTracks(R, E, P, I, S);\n if (M)\n for (let C = 0; C < M.length; C++)\n f.push(M[C]);\n }\n const y = new Td(r, void 0, f);\n return Mn(y, s), y;\n });\n }\n createNodeMesh(e) {\n const t = this.json, n = this, s = t.nodes[e];\n return s.mesh === void 0 ? null : n.getDependency(\"mesh\", s.mesh).then(function(r) {\n const a = n._getNodeRef(n.meshCache, s.mesh, r);\n return s.weights !== void 0 && a.traverse(function(o) {\n if (o.isMesh)\n for (let l = 0, c = s.weights.length; l < c; l++)\n o.morphTargetInfluences[l] = s.weights[l];\n }), a;\n });\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#nodes-and-hierarchy\n *\n * @private\n * @param {number} nodeIndex\n * @return {Promise}\n */\n loadNode(e) {\n const t = this.json, n = this, s = t.nodes[e], r = n._loadNodeShallow(e), a = [], o = s.children || [];\n for (let c = 0, h = o.length; c < h; c++)\n a.push(n.getDependency(\"node\", o[c]));\n const l = s.skin === void 0 ? Promise.resolve(null) : n.getDependency(\"skin\", s.skin);\n return Promise.all([\n r,\n Promise.all(a),\n l\n ]).then(function(c) {\n const h = c[0], u = c[1], d = c[2];\n d !== null && h.traverse(function(p) {\n p.isSkinnedMesh && p.bind(d, Yx);\n });\n for (let p = 0, g = u.length; p < g; p++)\n h.add(u[p]);\n return h;\n });\n }\n // ._loadNodeShallow() parses a single node.\n // skin and child nodes are created and added in .loadNode() (no '_' prefix).\n _loadNodeShallow(e) {\n const t = this.json, n = this.extensions, s = this;\n if (this.nodeCache[e] !== void 0)\n return this.nodeCache[e];\n const r = t.nodes[e], a = r.name ? s.createUniqueName(r.name) : \"\", o = [], l = s._invokeOne(function(c) {\n return c.createNodeMesh && c.createNodeMesh(e);\n });\n return l && o.push(l), r.camera !== void 0 && o.push(s.getDependency(\"camera\", r.camera).then(function(c) {\n return s._getNodeRef(s.cameraCache, r.camera, c);\n })), s._invokeAll(function(c) {\n return c.createNodeAttachment && c.createNodeAttachment(e);\n }).forEach(function(c) {\n o.push(c);\n }), this.nodeCache[e] = Promise.all(o).then(function(c) {\n let h;\n if (r.isBone === !0 ? h = new sh() : c.length > 1 ? h = new zn() : c.length === 1 ? h = c[0] : h = new pt(), h !== c[0])\n for (let u = 0, d = c.length; u < d; u++)\n h.add(c[u]);\n if (r.name && (h.userData.name = r.name, h.name = a), Mn(h, r), r.extensions && hi(n, h, r), r.matrix !== void 0) {\n const u = new Ne();\n u.fromArray(r.matrix), h.applyMatrix4(u);\n } else\n r.translation !== void 0 && h.position.fromArray(r.translation), r.rotation !== void 0 && h.quaternion.fromArray(r.rotation), r.scale !== void 0 && h.scale.fromArray(r.scale);\n if (!s.associations.has(h))\n s.associations.set(h, {});\n else if (r.mesh !== void 0 && s.meshCache.refs[r.mesh] > 1) {\n const u = s.associations.get(h);\n s.associations.set(h, { ...u });\n }\n return s.associations.get(h).nodes = e, h;\n }), this.nodeCache[e];\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#scenes\n *\n * @private\n * @param {number} sceneIndex\n * @return {Promise}\n */\n loadScene(e) {\n const t = this.extensions, n = this.json.scenes[e], s = this, r = new zn();\n n.name && (r.name = s.createUniqueName(n.name)), Mn(r, n), n.extensions && hi(t, r, n);\n const a = n.nodes || [], o = [];\n for (let l = 0, c = a.length; l < c; l++)\n o.push(s.getDependency(\"node\", a[l]));\n return Promise.all(o).then(function(l) {\n for (let h = 0, u = l.length; h < u; h++)\n r.add(l[h]);\n const c = (h) => {\n const u = /* @__PURE__ */ new Map();\n for (const [d, p] of s.associations)\n (d instanceof tn || d instanceof Ct) && u.set(d, p);\n return h.traverse((d) => {\n const p = s.associations.get(d);\n p != null && u.set(d, p);\n }), u;\n };\n return s.associations = c(r), r;\n });\n }\n _createAnimationTracks(e, t, n, s, r) {\n const a = [], o = e.name ? e.name : e.uuid, l = [];\n Yn[r.path] === Yn.weights ? e.traverse(function(d) {\n d.morphTargetInfluences && l.push(d.name ? d.name : d.uuid);\n }) : l.push(o);\n let c;\n switch (Yn[r.path]) {\n case Yn.weights:\n c = Yi;\n break;\n case Yn.rotation:\n c = Ki;\n break;\n case Yn.translation:\n case Yn.scale:\n c = Zi;\n break;\n default:\n switch (n.itemSize) {\n case 1:\n c = Yi;\n break;\n case 2:\n case 3:\n default:\n c = Zi;\n break;\n }\n break;\n }\n const h = s.interpolation !== void 0 ? Gx[s.interpolation] : Ts, u = this._getArrayFromAccessor(n);\n for (let d = 0, p = l.length; d < p; d++) {\n const g = new c(\n l[d] + \".\" + Yn[r.path],\n t.array,\n u,\n h\n );\n s.interpolation === \"CUBICSPLINE\" && this._createCubicSplineTrackInterpolant(g), a.push(g);\n }\n return a;\n }\n _getArrayFromAccessor(e) {\n let t = e.array;\n if (e.normalized) {\n const n = _o(t.constructor), s = new Float32Array(t.length);\n for (let r = 0, a = t.length; r < a; r++)\n s[r] = t[r] * n;\n t = s;\n }\n return t;\n }\n _createCubicSplineTrackInterpolant(e) {\n e.createInterpolant = function(n) {\n const s = this instanceof Ki ? Vx : wh;\n return new s(this.times, this.values, this.getValueSize() / 3, n);\n }, e.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline = !0;\n }\n}\nfunction Zx(i, e, t) {\n const n = e.attributes, s = new Pt();\n if (n.POSITION !== void 0) {\n const o = t.json.accessors[n.POSITION], l = o.min, c = o.max;\n if (l !== void 0 && c !== void 0) {\n if (s.set(\n new w(l[0], l[1], l[2]),\n new w(c[0], c[1], c[2])\n ), o.normalized) {\n const h = _o(zi[o.componentType]);\n s.min.multiplyScalar(h), s.max.multiplyScalar(h);\n }\n } else {\n console.warn(\"THREE.GLTFLoader: Missing min/max properties for accessor POSITION.\");\n return;\n }\n } else\n return;\n const r = e.targets;\n if (r !== void 0) {\n const o = new w(), l = new w();\n for (let c = 0, h = r.length; c < h; c++) {\n const u = r[c];\n if (u.POSITION !== void 0) {\n const d = t.json.accessors[u.POSITION], p = d.min, g = d.max;\n if (p !== void 0 && g !== void 0) {\n if (l.setX(Math.max(Math.abs(p[0]), Math.abs(g[0]))), l.setY(Math.max(Math.abs(p[1]), Math.abs(g[1]))), l.setZ(Math.max(Math.abs(p[2]), Math.abs(g[2]))), d.normalized) {\n const x = _o(zi[d.componentType]);\n l.multiplyScalar(x);\n }\n o.max(l);\n } else\n console.warn(\"THREE.GLTFLoader: Missing min/max properties for accessor POSITION.\");\n }\n }\n s.expandByVector(o);\n }\n i.boundingBox = s;\n const a = new Rn();\n s.getCenter(a.center), a.radius = s.min.distanceTo(s.max) / 2, i.boundingSphere = a;\n}\nfunction Ac(i, e, t) {\n const n = e.attributes, s = [];\n function r(a, o) {\n return t.getDependency(\"accessor\", a).then(function(l) {\n i.setAttribute(o, l);\n });\n }\n for (const a in n) {\n const o = xo[a] || a.toLowerCase();\n o in i.attributes || s.push(r(n[a], o));\n }\n if (e.indices !== void 0 && !i.index) {\n const a = t.getDependency(\"accessor\", e.indices).then(function(o) {\n i.setIndex(o);\n });\n s.push(a);\n }\n return Ye.workingColorSpace !== Ut && \"COLOR_0\" in n && console.warn(`THREE.GLTFLoader: Converting vertex colors from \"srgb-linear\" to \"${Ye.workingColorSpace}\" not supported.`), Mn(i, e), Zx(i, e, t), Promise.all(s).then(function() {\n return e.targets !== void 0 ? Wx(i, e.targets, t) : i;\n });\n}\nclass $x {\n loader;\n scene;\n models = [];\n // 存储加载的模型\n constructor(e) {\n this.scene = e, this.loader = new Th();\n }\n async loadGLTF(e) {\n return new Promise((t, n) => {\n this.loader.load(\n e,\n (s) => {\n const r = s.scene;\n r.traverse((a) => {\n a instanceof ot && (a.receiveShadow = !0, a.castShadow = !0);\n }), this.scene.add(r), this.models.push({\n children: this.extractMeshes(r)\n }), t(r);\n },\n void 0,\n (s) => {\n console.error(\"An error happened loading the model:\", s), n(s);\n }\n );\n });\n }\n /**\n * 从场景中提取所有 Mesh\n */\n extractMeshes(e) {\n const t = [];\n return e.traverse((n) => {\n n instanceof ot && t.push(n);\n }), t;\n }\n /**\n * 清空所有模型\n */\n clearModels() {\n this.models = [];\n }\n}\nclass Jx {\n // Currently unused - for future event handler implementation\n // private _raycaster!: THREE.Raycaster;\n // private _pointer!: THREE.Vector2;\n // private _camera!: THREE.Camera;\n scene;\n // private _canvas!: HTMLElement;\n // private _eventModule: IEventModule | null = null;\n // private _engineState!: EngineState;\n // private _outlineManager: OutlineManager | null = null;\n // 点击高亮材质(用于点击选中)\n highlightMaterial;\n // 存储原始材质的 Map(仅用于点击高亮)\n originalMaterials = /* @__PURE__ */ new Map();\n // 存储原始 renderOrder 的 Map\n originalRenderOrders = /* @__PURE__ */ new Map();\n // 当前点击选中的对象列表\n selectedObjects = [];\n // 当前悬停的对象 (currently unused)\n // private hoveredObject: THREE.Object3D | null = null;\n // 用于区分点击和拖拽 (currently unused - related event handlers are commented out)\n // private mouseDownPosition: { x: number; y: number } | null = null;\n // private isDragging: boolean = false;\n constructor(e, t, n, s) {\n this.scene = e, this.highlightMaterial = new Bt({\n color: 43775,\n // 明显的蓝色\n depthTest: !1,\n // 不进行深度测试,始终显示\n depthWrite: !1,\n // 不写入深度缓冲\n transparent: !0,\n opacity: 0.8,\n // 半透明效果\n side: Wt\n // 双面渲染\n });\n }\n /**\n * 设置 OutlineManager(由 EngineKernel 注入)\n * Currently unused - related to commented-out hover functionality\n */\n // public setOutlineManager(outlineManager: OutlineManager) {\n // this._outlineManager = outlineManager;\n // }\n // 设置事件模块,用于触发事件\n setEventModule(e) {\n }\n // Commented out - these methods are not currently used (event listeners are commented out in constructor)\n // private _onMouseDown(event: MouseEvent) {\n // // 只处理左键\n // if (event.button !== 0) return;\n // // 记录鼠标按下时的位置\n // this.mouseDownPosition = {\n // x: event.clientX,\n // y: event.clientY\n // };\n // this.isDragging = false;\n // this.handleClick(event);\n // }\n // private _onMouseUp(event: MouseEvent) {\n // // 只处理左键\n // if (event.button !== 0) return;\n // // 如果没有记录按下位置,或者正在拖拽,则不执行点击逻辑\n // if (!this.mouseDownPosition || this.isDragging) {\n // this.mouseDownPosition = null;\n // this.isDragging = false;\n // return;\n // }\n // // 计算鼠标移动距离\n // const deltaX = event.clientX - this.mouseDownPosition.x;\n // const deltaY = event.clientY - this.mouseDownPosition.y;\n // const distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);\n // // 只有移动距离小于阈值时才认为是点击(而不是拖拽)\n // const clickThreshold = 5; // 像素\n // if (distance < clickThreshold) {\n // this.handleClick(event);\n // }\n // this.mouseDownPosition = null;\n // this.isDragging = false;\n // }\n // private handleClick(event: MouseEvent) {\n // const rect = this.canvas.getBoundingClientRect();\n // this.pointer.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;\n // this.pointer.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;\n // this.raycaster.setFromCamera(this.pointer, this.camera);\n // const intersects = this.raycaster.intersectObjects(this.scene.children, true);\n // if (intersects.length > 0) {\n // const hit = intersects[0];\n // const selected = hit.object as THREE.Mesh;\n // // 存储点击的世界坐标到全局状态,CustomOrbitControls 会自动使用这个坐标作为旋转中心\n // this.engineState.setLastClickWorldPosition(hit.point);\n // this.engineState.setLastClickScreenPosition(this.pointer);\n // // 点击使用材质替换高亮\n // this.setSelectedWithMaterial([selected]);\n // } else {\n // this.clearSelected();\n // }\n // }\n // private _onPointerMove(event: MouseEvent) {\n // // 如果鼠标按下后移动,标记为拖拽\n // if (this.mouseDownPosition) {\n // const deltaX = event.clientX - this.mouseDownPosition.x;\n // const deltaY = event.clientY - this.mouseDownPosition.y;\n // const distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);\n // // 移动超过阈值时标记为拖拽\n // const dragThreshold = 5; // 像素\n // if (distance > dragThreshold) {\n // this.isDragging = true;\n // }\n // }\n // const rect = this.canvas.getBoundingClientRect();\n // this.pointer.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;\n // this.pointer.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;\n // this.raycaster.setFromCamera(this.pointer, this.camera);\n // const intersects = this.raycaster.intersectObjects(this.scene.children, true);\n // // 处理悬停高亮(使用 Outline)\n // if (intersects.length > 0) {\n // const hit = intersects[0];\n // const hoveredObj = hit.object;\n // // 如果悬停到新对象,更新悬停高亮\n // if (hoveredObj !== this.hoveredObject) {\n // // 只有当对象不是已经被点击选中的对象时,才应用悬停轮廓高亮\n // const isSelected = this.selectedObjects.some(obj => obj === hoveredObj);\n // if (!isSelected) {\n // this.setHoveredWithOutline(hoveredObj);\n // } else {\n // // 如果是已选中对象,清除悬停高亮\n // this.clearHovered();\n // }\n // }\n // } else {\n // // 鼠标移出所有对象,清除悬停高亮\n // this.clearHovered();\n // }\n // // 构建鼠标事件数据\n // const mouseData: MouseEventData = {\n // x: event.clientX,\n // y: event.clientY,\n // originalEvent: event\n // };\n // if (intersects.length > 0) {\n // const hit = intersects[0];\n // mouseData.worldPoint = {\n // x: hit.point.x,\n // y: hit.point.y,\n // z: hit.point.z\n // };\n // mouseData.entityId = hit.object.uuid;\n // }\n // // 触发鼠标移动事件\n // if (this.eventModule) {\n // this.eventModule.trigger(EventType.MouseMove, mouseData);\n // }\n // }\n /**\n * 设置选中对象(点击高亮 - 使用材质替换)\n */\n setSelectedWithMaterial(e) {\n this.clearSelected(), e.forEach((t) => {\n t.isMesh && (this.originalMaterials.has(t.uuid) || this.originalMaterials.set(t.uuid, t.material), this.originalRenderOrders.has(t.uuid) || this.originalRenderOrders.set(t.uuid, t.renderOrder), t.material = this.highlightMaterial, t.renderOrder = 999, this.selectedObjects.push(t));\n });\n }\n /**\n * 清除选中高亮\n */\n clearSelected() {\n this.selectedObjects.forEach((e) => {\n const t = this.originalMaterials.get(e.uuid);\n t && (e.material = t);\n const n = this.originalRenderOrders.get(e.uuid);\n n !== void 0 && (e.renderOrder = n);\n }), this.selectedObjects = [], this.originalMaterials.clear(), this.originalRenderOrders.clear();\n }\n /**\n * 设置悬停对象(鼠标划过高亮 - 使用 Outline 轮廓)\n * Currently unused - related to commented-out hover functionality\n */\n // private setHoveredWithOutline(obj: THREE.Object3D) {\n // this.hoveredObject = obj;\n // if (this.outlineManager) {\n // this.outlineManager.setHoveredObjects([obj]);\n // }\n // }\n /**\n * 清除悬停高亮\n * Currently unused - related to commented-out hover functionality\n */\n // private clearHovered() {\n // this.hoveredObject = null;\n // if (this.outlineManager) {\n // this.outlineManager.clearHovered();\n // }\n // }\n /**\n * 兼容旧 API:highlight(使用材质替换)\n */\n highlight(e) {\n this.setSelectedWithMaterial(e);\n }\n /**\n * 兼容旧 API:clearHighlight\n */\n clearHighlight() {\n this.clearSelected();\n }\n setVisibility(e, t) {\n this.scene.traverse((n) => {\n (e.includes(n.uuid) || e.includes(n.name)) && (n.visible = t);\n });\n }\n}\nclass $n extends ti {\n /**\n * Constructs a new outline pass.\n *\n * @param {Vector2} [resolution] - The effect's resolution.\n * @param {Scene} scene - The scene to render.\n * @param {Camera} camera - The camera.\n * @param {Array} [selectedObjects] - The selected 3D objects that should receive an outline.\n *\n */\n constructor(e, t, n, s) {\n super(), this.renderScene = t, this.renderCamera = n, this.selectedObjects = s !== void 0 ? s : [], this.visibleEdgeColor = new Se(1, 1, 1), this.hiddenEdgeColor = new Se(0.1, 0.04, 0.02), this.edgeGlow = 0, this.usePatternTexture = !1, this.patternTexture = null, this.edgeThickness = 1, this.edgeStrength = 3, this.downSampleRatio = 2, this.pulsePeriod = 0, this._visibilityCache = /* @__PURE__ */ new Map(), this._selectionCache = /* @__PURE__ */ new Set(), this.resolution = e !== void 0 ? new le(e.x, e.y) : new le(256, 256);\n const r = Math.round(this.resolution.x / this.downSampleRatio), a = Math.round(this.resolution.y / this.downSampleRatio);\n this.renderTargetMaskBuffer = new St(this.resolution.x, this.resolution.y), this.renderTargetMaskBuffer.texture.name = \"OutlinePass.mask\", this.renderTargetMaskBuffer.texture.generateMipmaps = !1, this.depthMaterial = new lh(), this.depthMaterial.side = Wt, this.depthMaterial.depthPacking = Kc, this.depthMaterial.blending = Mt, this.prepareMaskMaterial = this._getPrepareMaskMaterial(), this.prepareMaskMaterial.side = Wt, this.prepareMaskMaterial.fragmentShader = h(this.prepareMaskMaterial.fragmentShader, this.renderCamera), this.renderTargetDepthBuffer = new St(this.resolution.x, this.resolution.y, { type: xt }), this.renderTargetDepthBuffer.texture.name = \"OutlinePass.depth\", this.renderTargetDepthBuffer.texture.generateMipmaps = !1, this.renderTargetMaskDownSampleBuffer = new St(r, a, { type: xt }), this.renderTargetMaskDownSampleBuffer.texture.name = \"OutlinePass.depthDownSample\", this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = !1, this.renderTargetBlurBuffer1 = new St(r, a, { type: xt }), this.renderTargetBlurBuffer1.texture.name = \"OutlinePass.blur1\", this.renderTargetBlurBuffer1.texture.generateMipmaps = !1, this.renderTargetBlurBuffer2 = new St(Math.round(r / 2), Math.round(a / 2), { type: xt }), this.renderTargetBlurBuffer2.texture.name = \"OutlinePass.blur2\", this.renderTargetBlurBuffer2.texture.generateMipmaps = !1, this.edgeDetectionMaterial = this._getEdgeDetectionMaterial(), this.renderTargetEdgeBuffer1 = new St(r, a, { type: xt }), this.renderTargetEdgeBuffer1.texture.name = \"OutlinePass.edge1\", this.renderTargetEdgeBuffer1.texture.generateMipmaps = !1, this.renderTargetEdgeBuffer2 = new St(Math.round(r / 2), Math.round(a / 2), { type: xt }), this.renderTargetEdgeBuffer2.texture.name = \"OutlinePass.edge2\", this.renderTargetEdgeBuffer2.texture.generateMipmaps = !1;\n const o = 4, l = 4;\n this.separableBlurMaterial1 = this._getSeparableBlurMaterial(o), this.separableBlurMaterial1.uniforms.texSize.value.set(r, a), this.separableBlurMaterial1.uniforms.kernelRadius.value = 1, this.separableBlurMaterial2 = this._getSeparableBlurMaterial(l), this.separableBlurMaterial2.uniforms.texSize.value.set(Math.round(r / 2), Math.round(a / 2)), this.separableBlurMaterial2.uniforms.kernelRadius.value = l, this.overlayMaterial = this._getOverlayMaterial();\n const c = Qn;\n this.copyUniforms = dn.clone(c.uniforms), this.materialCopy = new ht({\n uniforms: this.copyUniforms,\n vertexShader: c.vertexShader,\n fragmentShader: c.fragmentShader,\n blending: Mt,\n depthTest: !1,\n depthWrite: !1\n }), this.enabled = !0, this.needsSwap = !1, this._oldClearColor = new Se(), this.oldClearAlpha = 1, this._fsQuad = new Ps(null), this.tempPulseColor1 = new Se(), this.tempPulseColor2 = new Se(), this.textureMatrix = new Ne();\n function h(u, d) {\n const p = d.isPerspectiveCamera ? \"perspective\" : \"orthographic\";\n return u.replace(/DEPTH_TO_VIEW_Z/g, p + \"DepthToViewZ\");\n }\n }\n /**\n * Frees the GPU-related resources allocated by this instance. Call this\n * method whenever the pass is no longer used in your app.\n */\n dispose() {\n this.renderTargetMaskBuffer.dispose(), this.renderTargetDepthBuffer.dispose(), this.renderTargetMaskDownSampleBuffer.dispose(), this.renderTargetBlurBuffer1.dispose(), this.renderTargetBlurBuffer2.dispose(), this.renderTargetEdgeBuffer1.dispose(), this.renderTargetEdgeBuffer2.dispose(), this.depthMaterial.dispose(), this.prepareMaskMaterial.dispose(), this.edgeDetectionMaterial.dispose(), this.separableBlurMaterial1.dispose(), this.separableBlurMaterial2.dispose(), this.overlayMaterial.dispose(), this.materialCopy.dispose(), this._fsQuad.dispose();\n }\n /**\n * Sets the size of the pass.\n *\n * @param {number} width - The width to set.\n * @param {number} height - The height to set.\n */\n setSize(e, t) {\n this.renderTargetMaskBuffer.setSize(e, t), this.renderTargetDepthBuffer.setSize(e, t);\n let n = Math.round(e / this.downSampleRatio), s = Math.round(t / this.downSampleRatio);\n this.renderTargetMaskDownSampleBuffer.setSize(n, s), this.renderTargetBlurBuffer1.setSize(n, s), this.renderTargetEdgeBuffer1.setSize(n, s), this.separableBlurMaterial1.uniforms.texSize.value.set(n, s), n = Math.round(n / 2), s = Math.round(s / 2), this.renderTargetBlurBuffer2.setSize(n, s), this.renderTargetEdgeBuffer2.setSize(n, s), this.separableBlurMaterial2.uniforms.texSize.value.set(n, s);\n }\n /**\n * Performs the Outline pass.\n *\n * @param {WebGLRenderer} renderer - The renderer.\n * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering\n * destination for the pass.\n * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the\n * previous pass from this buffer.\n * @param {number} deltaTime - The delta time in seconds.\n * @param {boolean} maskActive - Whether masking is active or not.\n */\n render(e, t, n, s, r) {\n if (this.selectedObjects.length > 0) {\n e.getClearColor(this._oldClearColor), this.oldClearAlpha = e.getClearAlpha();\n const a = e.autoClear;\n e.autoClear = !1, r && e.state.buffers.stencil.setTest(!1), e.setClearColor(16777215, 1), this._updateSelectionCache(), this._changeVisibilityOfSelectedObjects(!1);\n const o = this.renderScene.background, l = this.renderScene.overrideMaterial;\n if (this.renderScene.background = null, this.renderScene.overrideMaterial = this.depthMaterial, e.setRenderTarget(this.renderTargetDepthBuffer), e.clear(), e.render(this.renderScene, this.renderCamera), this._changeVisibilityOfSelectedObjects(!0), this._visibilityCache.clear(), this._updateTextureMatrix(), this._changeVisibilityOfNonSelectedObjects(!1), this.renderScene.overrideMaterial = this.prepareMaskMaterial, this.prepareMaskMaterial.uniforms.cameraNearFar.value.set(this.renderCamera.near, this.renderCamera.far), this.prepareMaskMaterial.uniforms.depthTexture.value = this.renderTargetDepthBuffer.texture, this.prepareMaskMaterial.uniforms.textureMatrix.value = this.textureMatrix, e.setRenderTarget(this.renderTargetMaskBuffer), e.clear(), e.render(this.renderScene, this.renderCamera), this._changeVisibilityOfNonSelectedObjects(!0), this._visibilityCache.clear(), this._selectionCache.clear(), this.renderScene.background = o, this.renderScene.overrideMaterial = l, this._fsQuad.material = this.materialCopy, this.copyUniforms.tDiffuse.value = this.renderTargetMaskBuffer.texture, e.setRenderTarget(this.renderTargetMaskDownSampleBuffer), e.clear(), this._fsQuad.render(e), this.tempPulseColor1.copy(this.visibleEdgeColor), this.tempPulseColor2.copy(this.hiddenEdgeColor), this.pulsePeriod > 0) {\n const c = 0.625 + Math.cos(performance.now() * 0.01 / this.pulsePeriod) * 0.75 / 2;\n this.tempPulseColor1.multiplyScalar(c), this.tempPulseColor2.multiplyScalar(c);\n }\n this._fsQuad.material = this.edgeDetectionMaterial, this.edgeDetectionMaterial.uniforms.maskTexture.value = this.renderTargetMaskDownSampleBuffer.texture, this.edgeDetectionMaterial.uniforms.texSize.value.set(this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height), this.edgeDetectionMaterial.uniforms.visibleEdgeColor.value = this.tempPulseColor1, this.edgeDetectionMaterial.uniforms.hiddenEdgeColor.value = this.tempPulseColor2, e.setRenderTarget(this.renderTargetEdgeBuffer1), e.clear(), this._fsQuad.render(e), this._fsQuad.material = this.separableBlurMaterial1, this.separableBlurMaterial1.uniforms.colorTexture.value = this.renderTargetEdgeBuffer1.texture, this.separableBlurMaterial1.uniforms.direction.value = $n.BlurDirectionX, this.separableBlurMaterial1.uniforms.kernelRadius.value = this.edgeThickness, e.setRenderTarget(this.renderTargetBlurBuffer1), e.clear(), this._fsQuad.render(e), this.separableBlurMaterial1.uniforms.colorTexture.value = this.renderTargetBlurBuffer1.texture, this.separableBlurMaterial1.uniforms.direction.value = $n.BlurDirectionY, e.setRenderTarget(this.renderTargetEdgeBuffer1), e.clear(), this._fsQuad.render(e), this._fsQuad.material = this.separableBlurMaterial2, this.separableBlurMaterial2.uniforms.colorTexture.value = this.renderTargetEdgeBuffer1.texture, this.separableBlurMaterial2.uniforms.direction.value = $n.BlurDirectionX, e.setRenderTarget(this.renderTargetBlurBuffer2), e.clear(), this._fsQuad.render(e), this.separableBlurMaterial2.uniforms.colorTexture.value = this.renderTargetBlurBuffer2.texture, this.separableBlurMaterial2.uniforms.direction.value = $n.BlurDirectionY, e.setRenderTarget(this.renderTargetEdgeBuffer2), e.clear(), this._fsQuad.render(e), this._fsQuad.material = this.overlayMaterial, this.overlayMaterial.uniforms.maskTexture.value = this.renderTargetMaskBuffer.texture, this.overlayMaterial.uniforms.edgeTexture1.value = this.renderTargetEdgeBuffer1.texture, this.overlayMaterial.uniforms.edgeTexture2.value = this.renderTargetEdgeBuffer2.texture, this.overlayMaterial.uniforms.patternTexture.value = this.patternTexture, this.overlayMaterial.uniforms.edgeStrength.value = this.edgeStrength, this.overlayMaterial.uniforms.edgeGlow.value = this.edgeGlow, this.overlayMaterial.uniforms.usePatternTexture.value = this.usePatternTexture, r && e.state.buffers.stencil.setTest(!0), e.setRenderTarget(n), this._fsQuad.render(e), e.setClearColor(this._oldClearColor, this.oldClearAlpha), e.autoClear = a;\n }\n this.renderToScreen && (this._fsQuad.material = this.materialCopy, this.copyUniforms.tDiffuse.value = n.texture, e.setRenderTarget(null), this._fsQuad.render(e));\n }\n // internals\n _updateSelectionCache() {\n const e = this._selectionCache;\n function t(n) {\n n.isMesh && e.add(n);\n }\n e.clear();\n for (let n = 0; n < this.selectedObjects.length; n++)\n this.selectedObjects[n].traverse(t);\n }\n _changeVisibilityOfSelectedObjects(e) {\n const t = this._visibilityCache;\n for (const n of this._selectionCache)\n e === !0 ? n.visible = t.get(n) : (t.set(n, n.visible), n.visible = e);\n }\n _changeVisibilityOfNonSelectedObjects(e) {\n const t = this._visibilityCache, n = this._selectionCache;\n function s(r) {\n if (r.isPoints || r.isLine || r.isLine2)\n e === !0 ? r.visible = t.get(r) : (t.set(r, r.visible), r.visible = e);\n else if ((r.isMesh || r.isSprite) && !n.has(r)) {\n const a = r.visible;\n (e === !1 || t.get(r) === !0) && (r.visible = e), t.set(r, a);\n }\n }\n this.renderScene.traverse(s);\n }\n _updateTextureMatrix() {\n this.textureMatrix.set(\n 0.5,\n 0,\n 0,\n 0.5,\n 0,\n 0.5,\n 0,\n 0.5,\n 0,\n 0,\n 0.5,\n 0.5,\n 0,\n 0,\n 0,\n 1\n ), this.textureMatrix.multiply(this.renderCamera.projectionMatrix), this.textureMatrix.multiply(this.renderCamera.matrixWorldInverse);\n }\n _getPrepareMaskMaterial() {\n return new ht({\n uniforms: {\n depthTexture: { value: null },\n cameraNearFar: { value: new le(0.5, 0.5) },\n textureMatrix: { value: null }\n },\n vertexShader: `#include \n\t\t\t\t#include \n\t\t\t\t#include \n\n\t\t\t\tvarying vec4 projTexCoord;\n\t\t\t\tvarying vec4 vPosition;\n\t\t\t\tuniform mat4 textureMatrix;\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\n\t\t\t\t\tvPosition = mvPosition;\n\n\t\t\t\t\tvec4 worldPosition = vec4( transformed, 1.0 );\n\n\t\t\t\t\t#ifdef USE_INSTANCING\n\n\t\t\t\t\t\tworldPosition = instanceMatrix * worldPosition;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\tworldPosition = modelMatrix * worldPosition;\n\n\t\t\t\t\tprojTexCoord = textureMatrix * worldPosition;\n\n\t\t\t\t}`,\n fragmentShader: `#include \n\t\t\t\tvarying vec4 vPosition;\n\t\t\t\tvarying vec4 projTexCoord;\n\t\t\t\tuniform sampler2D depthTexture;\n\t\t\t\tuniform vec2 cameraNearFar;\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tfloat depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));\n\t\t\t\t\tfloat viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y );\n\t\t\t\t\tfloat depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;\n\t\t\t\t\tgl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);\n\n\t\t\t\t}`\n });\n }\n _getEdgeDetectionMaterial() {\n return new ht({\n uniforms: {\n maskTexture: { value: null },\n texSize: { value: new le(0.5, 0.5) },\n visibleEdgeColor: { value: new w(1, 1, 1) },\n hiddenEdgeColor: { value: new w(1, 1, 1) }\n },\n vertexShader: `varying vec2 vUv;\n\n\t\t\t\tvoid main() {\n\t\t\t\t\tvUv = uv;\n\t\t\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t\t\t}`,\n fragmentShader: `varying vec2 vUv;\n\n\t\t\t\tuniform sampler2D maskTexture;\n\t\t\t\tuniform vec2 texSize;\n\t\t\t\tuniform vec3 visibleEdgeColor;\n\t\t\t\tuniform vec3 hiddenEdgeColor;\n\n\t\t\t\tvoid main() {\n\t\t\t\t\tvec2 invSize = 1.0 / texSize;\n\t\t\t\t\tvec4 uvOffset = vec4(1.0, 0.0, 0.0, 1.0) * vec4(invSize, invSize);\n\t\t\t\t\tvec4 c1 = texture2D( maskTexture, vUv + uvOffset.xy);\n\t\t\t\t\tvec4 c2 = texture2D( maskTexture, vUv - uvOffset.xy);\n\t\t\t\t\tvec4 c3 = texture2D( maskTexture, vUv + uvOffset.yw);\n\t\t\t\t\tvec4 c4 = texture2D( maskTexture, vUv - uvOffset.yw);\n\t\t\t\t\tfloat diff1 = (c1.r - c2.r)*0.5;\n\t\t\t\t\tfloat diff2 = (c3.r - c4.r)*0.5;\n\t\t\t\t\tfloat d = length( vec2(diff1, diff2) );\n\t\t\t\t\tfloat a1 = min(c1.g, c2.g);\n\t\t\t\t\tfloat a2 = min(c3.g, c4.g);\n\t\t\t\t\tfloat visibilityFactor = min(a1, a2);\n\t\t\t\t\tvec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor;\n\t\t\t\t\tgl_FragColor = vec4(edgeColor, 1.0) * vec4(d);\n\t\t\t\t}`\n });\n }\n _getSeparableBlurMaterial(e) {\n return new ht({\n defines: {\n MAX_RADIUS: e\n },\n uniforms: {\n colorTexture: { value: null },\n texSize: { value: new le(0.5, 0.5) },\n direction: { value: new le(0.5, 0.5) },\n kernelRadius: { value: 1 }\n },\n vertexShader: `varying vec2 vUv;\n\n\t\t\t\tvoid main() {\n\t\t\t\t\tvUv = uv;\n\t\t\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t\t\t}`,\n fragmentShader: `#include \n\t\t\t\tvarying vec2 vUv;\n\t\t\t\tuniform sampler2D colorTexture;\n\t\t\t\tuniform vec2 texSize;\n\t\t\t\tuniform vec2 direction;\n\t\t\t\tuniform float kernelRadius;\n\n\t\t\t\tfloat gaussianPdf(in float x, in float sigma) {\n\t\t\t\t\treturn 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\t\t\t\t\tvec2 invSize = 1.0 / texSize;\n\t\t\t\t\tfloat sigma = kernelRadius/2.0;\n\t\t\t\t\tfloat weightSum = gaussianPdf(0.0, sigma);\n\t\t\t\t\tvec4 diffuseSum = texture2D( colorTexture, vUv) * weightSum;\n\t\t\t\t\tvec2 delta = direction * invSize * kernelRadius/float(MAX_RADIUS);\n\t\t\t\t\tvec2 uvOffset = delta;\n\t\t\t\t\tfor( int i = 1; i <= MAX_RADIUS; i ++ ) {\n\t\t\t\t\t\tfloat x = kernelRadius * float(i) / float(MAX_RADIUS);\n\t\t\t\t\t\tfloat w = gaussianPdf(x, sigma);\n\t\t\t\t\t\tvec4 sample1 = texture2D( colorTexture, vUv + uvOffset);\n\t\t\t\t\t\tvec4 sample2 = texture2D( colorTexture, vUv - uvOffset);\n\t\t\t\t\t\tdiffuseSum += ((sample1 + sample2) * w);\n\t\t\t\t\t\tweightSum += (2.0 * w);\n\t\t\t\t\t\tuvOffset += delta;\n\t\t\t\t\t}\n\t\t\t\t\tgl_FragColor = diffuseSum/weightSum;\n\t\t\t\t}`\n });\n }\n _getOverlayMaterial() {\n return new ht({\n uniforms: {\n maskTexture: { value: null },\n edgeTexture1: { value: null },\n edgeTexture2: { value: null },\n patternTexture: { value: null },\n edgeStrength: { value: 1 },\n edgeGlow: { value: 1 },\n usePatternTexture: { value: 0 }\n },\n vertexShader: `varying vec2 vUv;\n\n\t\t\t\tvoid main() {\n\t\t\t\t\tvUv = uv;\n\t\t\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t\t\t}`,\n fragmentShader: `varying vec2 vUv;\n\n\t\t\t\tuniform sampler2D maskTexture;\n\t\t\t\tuniform sampler2D edgeTexture1;\n\t\t\t\tuniform sampler2D edgeTexture2;\n\t\t\t\tuniform sampler2D patternTexture;\n\t\t\t\tuniform float edgeStrength;\n\t\t\t\tuniform float edgeGlow;\n\t\t\t\tuniform bool usePatternTexture;\n\n\t\t\t\tvoid main() {\n\t\t\t\t\tvec4 edgeValue1 = texture2D(edgeTexture1, vUv);\n\t\t\t\t\tvec4 edgeValue2 = texture2D(edgeTexture2, vUv);\n\t\t\t\t\tvec4 maskColor = texture2D(maskTexture, vUv);\n\t\t\t\t\tvec4 patternColor = texture2D(patternTexture, 6.0 * vUv);\n\t\t\t\t\tfloat visibilityFactor = 1.0 - maskColor.g > 0.0 ? 1.0 : 0.5;\n\t\t\t\t\tvec4 edgeValue = edgeValue1 + edgeValue2 * edgeGlow;\n\t\t\t\t\tvec4 finalColor = edgeStrength * maskColor.r * edgeValue;\n\t\t\t\t\tif(usePatternTexture)\n\t\t\t\t\t\tfinalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r);\n\t\t\t\t\tgl_FragColor = finalColor;\n\t\t\t\t}`,\n blending: _r,\n depthTest: !1,\n depthWrite: !1,\n transparent: !0\n });\n }\n}\n$n.BlurDirectionX = new le(1, 0);\n$n.BlurDirectionY = new le(0, 1);\nclass Qx {\n outlinePass;\n hoveredObjects = [];\n selectedObjects = [];\n constructor(e, t, n, s) {\n this.outlinePass = new $n(\n new le(n, s),\n e,\n t\n ), this.outlinePass.edgeStrength = 3, this.outlinePass.edgeGlow = 0.5, this.outlinePass.edgeThickness = 1, this.outlinePass.pulsePeriod = 0, this.outlinePass.visibleEdgeColor.set(\"#ff9800\"), this.outlinePass.hiddenEdgeColor.set(\"#ff9800\");\n }\n /**\n * 获取 OutlinePass 实例\n */\n getPass() {\n return this.outlinePass;\n }\n /**\n * 设置悬停对象(微微高亮)\n */\n setHoveredObjects(e) {\n this.hoveredObjects = e, this.updateOutline(), e.length > 0 && (this.outlinePass.edgeStrength = 3, this.outlinePass.edgeGlow = 0.5, this.outlinePass.visibleEdgeColor.set(\"#ff9800\"), this.outlinePass.hiddenEdgeColor.set(\"#ff9800\"));\n }\n /**\n * 设置选中对象(强高亮)\n */\n setSelectedObjects(e) {\n this.selectedObjects = e, this.updateOutline(), e.length > 0 && (this.outlinePass.edgeStrength = 5, this.outlinePass.edgeGlow = 1, this.outlinePass.visibleEdgeColor.set(\"#00aaff\"), this.outlinePass.hiddenEdgeColor.set(\"#00aaff\"));\n }\n /**\n * 清除悬停高亮\n */\n clearHovered() {\n this.hoveredObjects = [], this.updateOutline();\n }\n /**\n * 清除选中高亮\n */\n clearSelected() {\n this.selectedObjects = [], this.updateOutline();\n }\n /**\n * 清除所有高亮\n */\n clearAll() {\n this.hoveredObjects = [], this.selectedObjects = [], this.updateOutline();\n }\n /**\n * 更新 OutlinePass 的选中对象\n * 优先级:选中 > 悬停\n */\n updateOutline() {\n this.selectedObjects.length > 0 ? (this.outlinePass.selectedObjects = this.selectedObjects, this.outlinePass.edgeStrength = 5, this.outlinePass.edgeGlow = 1, this.outlinePass.visibleEdgeColor.set(\"#00aaff\"), this.outlinePass.hiddenEdgeColor.set(\"#00aaff\")) : this.hoveredObjects.length > 0 ? (this.outlinePass.selectedObjects = this.hoveredObjects, this.outlinePass.edgeStrength = 3, this.outlinePass.edgeGlow = 0.5, this.outlinePass.visibleEdgeColor.set(\"#ff9800\"), this.outlinePass.hiddenEdgeColor.set(\"#ff9800\")) : this.outlinePass.selectedObjects = [];\n }\n /**\n * 更新分辨率\n */\n resize(e, t) {\n this.outlinePass.setSize(e, t);\n }\n /**\n * 自定义悬停样式\n */\n setHoverStyle(e) {\n e.color && (this.outlinePass.visibleEdgeColor.set(e.color), this.outlinePass.hiddenEdgeColor.set(e.color)), e.strength !== void 0 && (this.outlinePass.edgeStrength = e.strength), e.glow !== void 0 && (this.outlinePass.edgeGlow = e.glow), e.thickness !== void 0 && (this.outlinePass.edgeThickness = e.thickness);\n }\n /**\n * 自定义选中样式\n */\n setSelectedStyle(e) {\n }\n}\nclass e_ {\n scene;\n camera;\n canvas;\n controls;\n // OrbitControls\n outlineManager;\n // 框选状态\n isSelecting = !1;\n startPoint = new le();\n endPoint = new le();\n ctrlPressed = !1;\n controlsEnabled = !0;\n // UI虚线框\n selectionBox = null;\n // 当前框选的对象\n selectedObjects = [];\n constructor(e, t, n, s, r) {\n this.scene = e, this.camera = t, this.canvas = n, this.controls = s, this.outlineManager = r, this.setupEventListeners(), this.createSelectionBoxElement();\n }\n /**\n * 创建虚线框UI元素\n */\n createSelectionBoxElement() {\n this.selectionBox = document.createElement(\"div\"), this.selectionBox.style.position = \"absolute\", this.selectionBox.style.border = \"2px dashed #00aaff\", this.selectionBox.style.backgroundColor = \"rgba(0, 170, 255, 0.1)\", this.selectionBox.style.pointerEvents = \"none\", this.selectionBox.style.display = \"none\", this.selectionBox.style.zIndex = \"1000\", this.canvas.parentElement && this.canvas.parentElement.appendChild(this.selectionBox);\n }\n /**\n * 设置事件监听器\n */\n setupEventListeners() {\n window.addEventListener(\"keydown\", this.onKeyDown.bind(this)), window.addEventListener(\"keyup\", this.onKeyUp.bind(this)), this.canvas.addEventListener(\"mousedown\", this.onMouseDown.bind(this)), this.canvas.addEventListener(\"mousemove\", this.onMouseMove.bind(this)), this.canvas.addEventListener(\"mouseup\", this.onMouseUp.bind(this));\n }\n /**\n * 按下键盘\n */\n onKeyDown(e) {\n (e.key === \"Control\" || e.key === \"Meta\") && (this.ctrlPressed = !0);\n }\n /**\n * 松开键盘\n */\n onKeyUp(e) {\n (e.key === \"Control\" || e.key === \"Meta\") && (this.ctrlPressed = !1, this.isSelecting && this.endSelection());\n }\n /**\n * 鼠标按下\n */\n onMouseDown(e) {\n if (e.button !== 0 || !this.ctrlPressed) return;\n const t = this.canvas.getBoundingClientRect();\n this.startPoint.set(e.clientX - t.left, e.clientY - t.top), this.endPoint.copy(this.startPoint), this.isSelecting = !0, this.controls && this.controls.enabled !== void 0 && (this.controlsEnabled = this.controls.enabled, this.controls.enabled = !1), this.selectionBox && (this.selectionBox.style.display = \"block\", this.updateSelectionBoxUI()), e.preventDefault(), e.stopPropagation();\n }\n /**\n * 鼠标移动\n */\n onMouseMove(e) {\n if (!this.isSelecting) return;\n const t = this.canvas.getBoundingClientRect();\n this.endPoint.set(e.clientX - t.left, e.clientY - t.top), this.updateSelectionBoxUI(), this.updateSelectedObjects(), e.preventDefault(), e.stopPropagation();\n }\n /**\n * 鼠标松开\n */\n onMouseUp(e) {\n this.isSelecting && (this.endSelection(), e.preventDefault(), e.stopPropagation());\n }\n /**\n * 结束框选\n */\n endSelection() {\n this.isSelecting && (this.isSelecting = !1, this.controls && this.controls.enabled !== void 0 && (this.controls.enabled = this.controlsEnabled), this.selectionBox && (this.selectionBox.style.display = \"none\"), this.updateSelectedObjects());\n }\n /**\n * 更新虚线框UI\n */\n updateSelectionBoxUI() {\n if (!this.selectionBox) return;\n const e = Math.min(this.startPoint.x, this.endPoint.x), t = Math.min(this.startPoint.y, this.endPoint.y), n = Math.abs(this.endPoint.x - this.startPoint.x), s = Math.abs(this.endPoint.y - this.startPoint.y);\n this.selectionBox.style.left = `${e}px`, this.selectionBox.style.top = `${t}px`, this.selectionBox.style.width = `${n}px`, this.selectionBox.style.height = `${s}px`;\n }\n /**\n * 更新选中的对象\n */\n updateSelectedObjects() {\n const e = this.endPoint.x > this.startPoint.x, t = this.endPoint.y > this.startPoint.y, n = e && t, s = this.canvas.getBoundingClientRect(), r = s.width, a = s.height, o = new le(\n Math.min(this.startPoint.x, this.endPoint.x) / r,\n Math.min(this.startPoint.y, this.endPoint.y) / a\n ), l = new le(\n Math.max(this.startPoint.x, this.endPoint.x) / r,\n Math.max(this.startPoint.y, this.endPoint.y) / a\n ), c = [];\n this.scene.traverse((h) => {\n if (!h.isMesh || !h.visible) return;\n const u = h;\n if (!u.geometry) return;\n u.geometry.boundingBox || u.geometry.computeBoundingBox();\n const d = u.geometry.boundingBox;\n if (!d) return;\n const g = this.getBoundingBoxCorners(d, u).map((f) => this.worldToScreen(f)), x = this.getScreenBoundingBox(g);\n let m = !1;\n n ? m = this.isFullyContained(x, o, l) : m = this.isPartiallyContained(x, o, l), m && c.push(h);\n }), this.selectedObjects = c, this.outlineManager.setSelectedObjects(this.selectedObjects);\n }\n /**\n * 获取包围盒的8个顶点\n */\n getBoundingBoxCorners(e, t) {\n const n = [], s = e.min, r = e.max;\n return n.push(new w(s.x, s.y, s.z)), n.push(new w(r.x, s.y, s.z)), n.push(new w(s.x, r.y, s.z)), n.push(new w(r.x, r.y, s.z)), n.push(new w(s.x, s.y, r.z)), n.push(new w(r.x, s.y, r.z)), n.push(new w(s.x, r.y, r.z)), n.push(new w(r.x, r.y, r.z)), n.forEach((a) => {\n a.applyMatrix4(t.matrixWorld);\n }), n;\n }\n /**\n * 世界坐标转屏幕坐标(归一化)\n */\n worldToScreen(e) {\n const t = e.clone();\n t.project(this.camera);\n const n = (t.x + 1) / 2, s = (1 - t.y) / 2;\n return new le(n, s);\n }\n /**\n * 获取屏幕空间包围盒\n */\n getScreenBoundingBox(e) {\n const t = new le(1 / 0, 1 / 0), n = new le(-1 / 0, -1 / 0);\n return e.forEach((s) => {\n t.x = Math.min(t.x, s.x), t.y = Math.min(t.y, s.y), n.x = Math.max(n.x, s.x), n.y = Math.max(n.y, s.y);\n }), { min: t, max: n };\n }\n /**\n * 判断是否完全包含\n */\n isFullyContained(e, t, n) {\n return e.min.x >= t.x && e.min.y >= t.y && e.max.x <= n.x && e.max.y <= n.y;\n }\n /**\n * 判断是否部分包含\n */\n isPartiallyContained(e, t, n) {\n return !(e.max.x < t.x || e.min.x > n.x || e.max.y < t.y || e.min.y > n.y);\n }\n /**\n * 清除选中\n */\n clearSelection() {\n this.selectedObjects = [], this.outlineManager.clearSelected();\n }\n /**\n * 获取当前选中的对象\n */\n getSelectedObjects() {\n return this.selectedObjects;\n }\n /**\n * 销毁\n */\n dispose() {\n window.removeEventListener(\"keydown\", this.onKeyDown.bind(this)), window.removeEventListener(\"keyup\", this.onKeyUp.bind(this)), this.canvas.removeEventListener(\"mousedown\", this.onMouseDown.bind(this)), this.canvas.removeEventListener(\"mousemove\", this.onMouseMove.bind(this)), this.canvas.removeEventListener(\"mouseup\", this.onMouseUp.bind(this)), this.selectionBox && this.selectionBox.parentElement && this.selectionBox.parentElement.removeChild(this.selectionBox), this.clearSelection();\n }\n}\nclass t_ {\n scene;\n clippingPlane;\n stencilGroup = null;\n isEnabledFlag = !1;\n capMesh = null;\n planeInitialized = !1;\n tempCenter = new w();\n sceneBounds = new Pt();\n // 截面颜色 (主要颜色)\n capColor = new Se(16711680);\n constructor(e) {\n this.scene = e, this.clippingPlane = new Sn(new w(0, -1, 0), 0);\n }\n /**\n * 启用剖切功能\n */\n enable() {\n this.isEnabledFlag = !0, this.refresh();\n }\n /**\n * 禁用剖切功能\n */\n disable() {\n this.isEnabledFlag = !1, this.cleanup();\n }\n /**\n * 刷新剖切几何体\n * 当场景中的模型发生变化(加载新模型、移动物体)时调用此方法\n */\n refresh() {\n this.isEnabledFlag && (this.cleanupStencilGroup(), this.ensurePlaneInitialized(), this.updateSceneMaterials(!0), this.createStencilGroup());\n }\n /**\n * 设剖切面位置和方向\n * @param normal 法线方向\n * @param constant 平面常数 (距离原点的有向距离的相反数)\n */\n setPlane(e, t) {\n this.planeInitialized = !0, this.clippingPlane.normal.copy(e).normalize(), this.clippingPlane.constant = t, this.isEnabledFlag && this.updateCapPlane();\n }\n isEnabled() {\n return this.isEnabledFlag;\n }\n /**\n * 设置截面补面颜色\n */\n setCapColor(e) {\n if (this.capColor.set(e), this.capMesh) {\n const t = this.capMesh.material;\n t.color.copy(this.capColor), t.needsUpdate = !0;\n }\n }\n /**\n * 遍历场景设置材质的剖切属性\n */\n updateSceneMaterials(e) {\n this.scene.traverse((t) => {\n if (t instanceof ot) {\n if (t.userData.isStencilCap) return;\n (Array.isArray(t.material) ? t.material : [t.material]).forEach((s) => {\n s && (e ? ((!s.clippingPlanes || s.clippingPlanes.indexOf(this.clippingPlane) === -1) && (s.clippingPlanes = [this.clippingPlane]), s.clipShadows = !0) : s.clippingPlanes = [], s.needsUpdate = !0);\n });\n }\n });\n }\n /**\n * 创建模板缓冲组\n */\n createStencilGroup() {\n this.stencilGroup = new zn(), this.stencilGroup.name = \"ClippingStencilGroup\", this.scene.add(this.stencilGroup);\n let e = 0;\n this.scene.traverse((t) => {\n if (t instanceof ot && t.visible && !t.userData.isStencilCap) {\n if (!t.geometry) return;\n this.createStencilMeshesForObject(t), e++;\n }\n }), console.log(`ClippingManager: Generated stencil geometry for ${e} meshes.`), this.addCapPlane(), this.updateCapPlane();\n }\n createStencilMeshesForObject(e) {\n const t = e.geometry;\n e.updateMatrixWorld(!0);\n const n = e.matrixWorld, s = new Bt({\n depthWrite: !1,\n depthTest: !1,\n colorWrite: !1,\n stencilWrite: !0,\n stencilFunc: co,\n clippingPlanes: [this.clippingPlane]\n }), r = s.clone();\n r.side = zt, r.stencilFail = Nr, r.stencilZFail = Nr, r.stencilZPass = Nr;\n const a = new ot(t, r);\n a.applyMatrix4(n), a.matrixAutoUpdate = !1, a.userData.isStencilCap = !0, a.renderOrder = 1, this.stencilGroup.add(a);\n const o = s.clone();\n o.side = En, o.stencilFail = Fr, o.stencilZFail = Fr, o.stencilZPass = Fr;\n const l = new ot(t, o);\n l.applyMatrix4(n), l.matrixAutoUpdate = !1, l.userData.isStencilCap = !0, l.renderOrder = 1, this.stencilGroup.add(l);\n }\n addCapPlane() {\n const e = new Bt({\n color: this.capColor,\n side: Wt,\n stencilWrite: !0,\n transparent: !0,\n opacity: 0,\n stencilFunc: su,\n // Stencil != 0 时绘制\n stencilRef: 0,\n clippingPlanes: [],\n // 盖板本身不被剖切!\n depthTest: !0,\n polygonOffset: !0,\n polygonOffsetFactor: -1,\n //稍微拉向摄像机,防止z-fighting\n polygonOffsetUnits: -1\n }), t = new As(1e5, 1e5), n = new ot(t, e);\n n.userData.isCapPlane = !0, n.userData.isStencilCap = !0, n.renderOrder = 2, this.capMesh = n, this.stencilGroup.add(n);\n }\n updateCapPlane() {\n if (!this.stencilGroup || !this.capMesh) return;\n const e = this.capMesh, t = this.clippingPlane.normal, n = -this.clippingPlane.constant;\n e.quaternion.setFromUnitVectors(new w(0, 0, 1), t), e.position.copy(t).multiplyScalar(n);\n }\n cleanupStencilGroup() {\n this.stencilGroup && (this.scene.remove(this.stencilGroup), this.stencilGroup.traverse((e) => {\n e.material && (Array.isArray(e.material) ? e.material.forEach((t) => t.dispose()) : e.material.dispose()), e.geometry && e.userData.isCapPlane && e.geometry.dispose();\n }), this.stencilGroup = null, this.capMesh = null);\n }\n cleanup() {\n this.updateSceneMaterials(!1), this.cleanupStencilGroup();\n }\n ensurePlaneInitialized() {\n if (this.planeInitialized || (this.sceneBounds.makeEmpty(), this.sceneBounds.setFromObject(this.scene), this.sceneBounds.isEmpty())) return;\n this.sceneBounds.getCenter(this.tempCenter);\n const e = this.clippingPlane.normal;\n this.clippingPlane.constant = -e.dot(this.tempCenter), this.planeInitialized = !0, this.updateCapPlane();\n }\n}\nclass n_ {\n // 用户最后一次左键点击的世界坐标(用作相机旋转中心)\n _lastClickWorldPosition = null;\n // 用户最后一次左键点击的屏幕坐标\n _lastClickScreenPosition = null;\n constructor() {\n }\n /**\n * 设置最后一次点击的世界坐标\n */\n setLastClickWorldPosition(e) {\n this._lastClickWorldPosition = e.clone();\n }\n /**\n * 获取最后一次点击的世界坐标\n */\n getLastClickWorldPosition() {\n return this._lastClickWorldPosition;\n }\n /**\n * 设置最后一次点击的屏幕坐标\n */\n setLastClickScreenPosition(e) {\n this._lastClickScreenPosition = e.clone();\n }\n /**\n * 获取最后一次点击的屏幕坐标\n */\n getLastClickScreenPosition() {\n return this._lastClickScreenPosition;\n }\n /**\n * 清除所有点击状态\n */\n clearClickState() {\n this._lastClickWorldPosition = null, this._lastClickScreenPosition = null;\n }\n}\nfunction i_(i) {\n let e = new Object();\n return e.updataSceneOctreeBox = function() {\n i.octreeBoxModels = [];\n let t = e.getBoundingBox();\n e.ocBox = e.splitBoxIntoAuto(t);\n let n = 0;\n i.models.forEach((a) => {\n a.children.forEach((o) => {\n o.info.forEach((l) => {\n r(l, e.ocBox);\n });\n }), n = n + 1;\n }), s(e.ocBox);\n function s(a) {\n for (let o = a.children.length - 1; o >= 0; o--) {\n let l = a.children[o];\n l.isLeaf == !1 && s(l), l.children.length == 0 && (l.isLeaf = !0), l.isLeaf && (l.elements == null || l.elements.length == 0) && a.children.splice(o, 1);\n }\n }\n function r(a, o) {\n var l = {\n min: a.box.min,\n max: a.box.max\n };\n if (e.boxContainBox(o, l) == !0)\n if (o.elements == null && (o.elements = []), o.isLeaf == !1) {\n let h = !1;\n for (let u = 0; u < o.children.length; u++)\n if (r(a, o.children[u]) == !0) {\n h = !0;\n break;\n }\n h == !1 && o.elements.push([n, ...a.index]);\n } else\n o.elements.push([n, ...a.index]);\n else\n return !1;\n return !0;\n }\n }, e.rayInterationModel = function(t) {\n var n = [];\n r(t, e.ocBox);\n var s = a(t, n);\n return s;\n function r(o, l) {\n if (l == null)\n return;\n let c = new Pt(l.min, l.max), h = o.ray.intersectsBox(c);\n if (!(h == null || h == !1))\n if (l.children == null || l.children.length == 0) {\n if (l.elements != null)\n for (var u of l.elements)\n n.push(u);\n } else {\n if (l.elements != null)\n for (var u of l.elements)\n n.push(u);\n for (let d of l.children)\n r(o, d);\n }\n }\n function a(o, l) {\n let c = [];\n const h = new Bt({\n color: 16711680\n });\n for (let d of l) {\n let p = i.models[d[0]].children[d[1]];\n if (p.TypeName == \"Mesh\" && p.geometry.groups[d[2]].visibility !== !1) {\n let g = new ot(p.geometryArray[d[2]], h);\n g.indexs = d, g.TypeName = p.TypeName, c.push(g);\n } else p.TypeName == \"InstancedMesh\" || p.TypeName == \"InstancedMesh-Pipe\";\n }\n return o.intersectObjects(c, !1);\n }\n }, e.boxContainBox = function(t, n) {\n return n.min.x >= t.min.x && n.min.y >= t.min.y && n.min.z >= t.min.z && n.max.x <= t.max.x && n.max.y <= t.max.y && n.max.z <= t.max.z;\n }, e.splitBoxIntoAuto = function(t, n = 10) {\n let s = [], r = [], a = [], o = (t.max.x - t.min.x) * 0.5, l = (t.max.y - t.min.y) * 0.5, c = (t.max.z - t.min.z) * 0.5;\n if (o > n) {\n let h = t, u = {\n min: h.min,\n max: new w(h.min.x + o, h.max.y, h.max.z)\n }, d = {\n min: new w(h.min.x + o, h.min.y, h.min.z),\n max: h.max\n };\n s.push(u), s.push(d);\n }\n if (l > n)\n for (let h of s) {\n let u = {\n min: h.min,\n max: new w(h.max.x, h.min.y + l, h.max.z)\n }, d = {\n min: new w(h.min.x, h.min.y + l, h.min.z),\n max: h.max\n };\n r.push(u), r.push(d);\n }\n else\n r = s;\n if (c > n)\n for (let h of r) {\n let u = {\n min: h.min,\n max: new w(h.max.x, h.max.y, h.min.z + c)\n }, d = {\n min: new w(h.min.x, h.min.y, h.min.z + c),\n max: h.max\n };\n a.push(u), a.push(d);\n }\n else\n a = r;\n if (t.children = a, t.children.length > 0) {\n t.isLeaf = !1;\n for (let h = 0; h < t.children.length; h++)\n t.children[h] = e.splitBoxIntoAuto(t.children[h]);\n } else\n t.isLeaf = !0;\n return t.length = t.min.distanceTo(t.max), t;\n }, e.splitBoxInto8 = function(t) {\n const n = t.min, s = t.max, r = new w().addVectors(n, s).multiplyScalar(0.5), a = [];\n for (let o = 0; o < 2; o++)\n for (let l = 0; l < 2; l++)\n for (let c = 0; c < 2; c++) {\n const h = new w(\n o === 0 ? n.x : r.x,\n l === 0 ? n.y : r.y,\n c === 0 ? n.z : r.z\n ), u = new w(\n o === 1 ? s.x : r.x,\n l === 1 ? s.y : r.y,\n c === 1 ? s.z : r.z\n ), d = new Pt(h, u);\n a.push(d);\n }\n return a;\n }, e.boundingSphereToBox = function(t) {\n let n = t.center, s = new w(\n n.x - t.radius * 0.5,\n n.y - t.radius * 0.5,\n n.z - t.radius * 0.5\n ), r = new w(\n n.x + t.radius * 0.5,\n n.y + t.radius * 0.5,\n n.z + t.radius * 0.5\n );\n return {\n min: s,\n max: r\n };\n }, e.getBoundingBox = function() {\n let t = i.models, n = new w(1e8, 1e9, 1e10), s = new w(-1e8, -1e9, -1e10);\n return t.forEach((r) => {\n r.children.forEach((a) => {\n a.geometry.computeBoundingBox();\n let o = a.geometry.boundingBox.min, l = a.geometry.boundingBox.max;\n o.x < n.x && (n.x = o.x), o.y < n.y && (n.y = o.y), o.z < n.z && (n.z = o.z), l.x > s.x && (s.x = l.x), l.y > s.y && (s.y = l.y), l.z > s.z && (s.z = l.z);\n });\n }), {\n min: n,\n max: s\n };\n }, e;\n}\nvar ki = Object.freeze({\n Linear: Object.freeze({\n None: function(i) {\n return i;\n },\n In: function(i) {\n return i;\n },\n Out: function(i) {\n return i;\n },\n InOut: function(i) {\n return i;\n }\n }),\n Quadratic: Object.freeze({\n In: function(i) {\n return i * i;\n },\n Out: function(i) {\n return i * (2 - i);\n },\n InOut: function(i) {\n return (i *= 2) < 1 ? 0.5 * i * i : -0.5 * (--i * (i - 2) - 1);\n }\n }),\n Cubic: Object.freeze({\n In: function(i) {\n return i * i * i;\n },\n Out: function(i) {\n return --i * i * i + 1;\n },\n InOut: function(i) {\n return (i *= 2) < 1 ? 0.5 * i * i * i : 0.5 * ((i -= 2) * i * i + 2);\n }\n }),\n Quartic: Object.freeze({\n In: function(i) {\n return i * i * i * i;\n },\n Out: function(i) {\n return 1 - --i * i * i * i;\n },\n InOut: function(i) {\n return (i *= 2) < 1 ? 0.5 * i * i * i * i : -0.5 * ((i -= 2) * i * i * i - 2);\n }\n }),\n Quintic: Object.freeze({\n In: function(i) {\n return i * i * i * i * i;\n },\n Out: function(i) {\n return --i * i * i * i * i + 1;\n },\n InOut: function(i) {\n return (i *= 2) < 1 ? 0.5 * i * i * i * i * i : 0.5 * ((i -= 2) * i * i * i * i + 2);\n }\n }),\n Sinusoidal: Object.freeze({\n In: function(i) {\n return 1 - Math.sin((1 - i) * Math.PI / 2);\n },\n Out: function(i) {\n return Math.sin(i * Math.PI / 2);\n },\n InOut: function(i) {\n return 0.5 * (1 - Math.sin(Math.PI * (0.5 - i)));\n }\n }),\n Exponential: Object.freeze({\n In: function(i) {\n return i === 0 ? 0 : Math.pow(1024, i - 1);\n },\n Out: function(i) {\n return i === 1 ? 1 : 1 - Math.pow(2, -10 * i);\n },\n InOut: function(i) {\n return i === 0 ? 0 : i === 1 ? 1 : (i *= 2) < 1 ? 0.5 * Math.pow(1024, i - 1) : 0.5 * (-Math.pow(2, -10 * (i - 1)) + 2);\n }\n }),\n Circular: Object.freeze({\n In: function(i) {\n return 1 - Math.sqrt(1 - i * i);\n },\n Out: function(i) {\n return Math.sqrt(1 - --i * i);\n },\n InOut: function(i) {\n return (i *= 2) < 1 ? -0.5 * (Math.sqrt(1 - i * i) - 1) : 0.5 * (Math.sqrt(1 - (i -= 2) * i) + 1);\n }\n }),\n Elastic: Object.freeze({\n In: function(i) {\n return i === 0 ? 0 : i === 1 ? 1 : -Math.pow(2, 10 * (i - 1)) * Math.sin((i - 1.1) * 5 * Math.PI);\n },\n Out: function(i) {\n return i === 0 ? 0 : i === 1 ? 1 : Math.pow(2, -10 * i) * Math.sin((i - 0.1) * 5 * Math.PI) + 1;\n },\n InOut: function(i) {\n return i === 0 ? 0 : i === 1 ? 1 : (i *= 2, i < 1 ? -0.5 * Math.pow(2, 10 * (i - 1)) * Math.sin((i - 1.1) * 5 * Math.PI) : 0.5 * Math.pow(2, -10 * (i - 1)) * Math.sin((i - 1.1) * 5 * Math.PI) + 1);\n }\n }),\n Back: Object.freeze({\n In: function(i) {\n var e = 1.70158;\n return i === 1 ? 1 : i * i * ((e + 1) * i - e);\n },\n Out: function(i) {\n var e = 1.70158;\n return i === 0 ? 0 : --i * i * ((e + 1) * i + e) + 1;\n },\n InOut: function(i) {\n var e = 2.5949095;\n return (i *= 2) < 1 ? 0.5 * (i * i * ((e + 1) * i - e)) : 0.5 * ((i -= 2) * i * ((e + 1) * i + e) + 2);\n }\n }),\n Bounce: Object.freeze({\n In: function(i) {\n return 1 - ki.Bounce.Out(1 - i);\n },\n Out: function(i) {\n return i < 1 / 2.75 ? 7.5625 * i * i : i < 2 / 2.75 ? 7.5625 * (i -= 1.5 / 2.75) * i + 0.75 : i < 2.5 / 2.75 ? 7.5625 * (i -= 2.25 / 2.75) * i + 0.9375 : 7.5625 * (i -= 2.625 / 2.75) * i + 0.984375;\n },\n InOut: function(i) {\n return i < 0.5 ? ki.Bounce.In(i * 2) * 0.5 : ki.Bounce.Out(i * 2 - 1) * 0.5 + 0.5;\n }\n }),\n generatePow: function(i) {\n return i === void 0 && (i = 4), i = i < Number.EPSILON ? Number.EPSILON : i, i = i > 1e4 ? 1e4 : i, {\n In: function(e) {\n return Math.pow(e, i);\n },\n Out: function(e) {\n return 1 - Math.pow(1 - e, i);\n },\n InOut: function(e) {\n return e < 0.5 ? Math.pow(e * 2, i) / 2 : (1 - Math.pow(2 - e * 2, i)) / 2 + 0.5;\n }\n };\n }\n}), xs = function() {\n return performance.now();\n}, s_ = (\n /** @class */\n (function() {\n function i() {\n this._tweens = {}, this._tweensAddedDuringUpdate = {};\n }\n return i.prototype.getAll = function() {\n var e = this;\n return Object.keys(this._tweens).map(function(t) {\n return e._tweens[t];\n });\n }, i.prototype.removeAll = function() {\n this._tweens = {};\n }, i.prototype.add = function(e) {\n this._tweens[e.getId()] = e, this._tweensAddedDuringUpdate[e.getId()] = e;\n }, i.prototype.remove = function(e) {\n delete this._tweens[e.getId()], delete this._tweensAddedDuringUpdate[e.getId()];\n }, i.prototype.update = function(e, t) {\n e === void 0 && (e = xs()), t === void 0 && (t = !1);\n var n = Object.keys(this._tweens);\n if (n.length === 0)\n return !1;\n for (; n.length > 0; ) {\n this._tweensAddedDuringUpdate = {};\n for (var s = 0; s < n.length; s++) {\n var r = this._tweens[n[s]], a = !t;\n r && r.update(e, a) === !1 && !t && delete this._tweens[n[s]];\n }\n n = Object.keys(this._tweensAddedDuringUpdate);\n }\n return !0;\n }, i;\n })()\n), vo = {\n Linear: function(i, e) {\n var t = i.length - 1, n = t * e, s = Math.floor(n), r = vo.Utils.Linear;\n return e < 0 ? r(i[0], i[1], n) : e > 1 ? r(i[t], i[t - 1], t - n) : r(i[s], i[s + 1 > t ? t : s + 1], n - s);\n },\n Utils: {\n Linear: function(i, e, t) {\n return (e - i) * t + i;\n }\n }\n}, Ah = (\n /** @class */\n (function() {\n function i() {\n }\n return i.nextId = function() {\n return i._nextId++;\n }, i._nextId = 0, i;\n })()\n), Mo = new s_(), r_ = (\n /** @class */\n (function() {\n function i(e, t) {\n t === void 0 && (t = Mo), this._object = e, this._group = t, this._isPaused = !1, this._pauseStart = 0, this._valuesStart = {}, this._valuesEnd = {}, this._valuesStartRepeat = {}, this._duration = 1e3, this._isDynamic = !1, this._initialRepeat = 0, this._repeat = 0, this._yoyo = !1, this._isPlaying = !1, this._reversed = !1, this._delayTime = 0, this._startTime = 0, this._easingFunction = ki.Linear.None, this._interpolationFunction = vo.Linear, this._chainedTweens = [], this._onStartCallbackFired = !1, this._onEveryStartCallbackFired = !1, this._id = Ah.nextId(), this._isChainStopped = !1, this._propertiesAreSetUp = !1, this._goToEnd = !1;\n }\n return i.prototype.getId = function() {\n return this._id;\n }, i.prototype.isPlaying = function() {\n return this._isPlaying;\n }, i.prototype.isPaused = function() {\n return this._isPaused;\n }, i.prototype.getDuration = function() {\n return this._duration;\n }, i.prototype.to = function(e, t) {\n if (t === void 0 && (t = 1e3), this._isPlaying)\n throw new Error(\"Can not call Tween.to() while Tween is already started or paused. Stop the Tween first.\");\n return this._valuesEnd = e, this._propertiesAreSetUp = !1, this._duration = t < 0 ? 0 : t, this;\n }, i.prototype.duration = function(e) {\n return e === void 0 && (e = 1e3), this._duration = e < 0 ? 0 : e, this;\n }, i.prototype.dynamic = function(e) {\n return e === void 0 && (e = !1), this._isDynamic = e, this;\n }, i.prototype.start = function(e, t) {\n if (e === void 0 && (e = xs()), t === void 0 && (t = !1), this._isPlaying)\n return this;\n if (this._group && this._group.add(this), this._repeat = this._initialRepeat, this._reversed) {\n this._reversed = !1;\n for (var n in this._valuesStartRepeat)\n this._swapEndStartRepeatValues(n), this._valuesStart[n] = this._valuesStartRepeat[n];\n }\n if (this._isPlaying = !0, this._isPaused = !1, this._onStartCallbackFired = !1, this._onEveryStartCallbackFired = !1, this._isChainStopped = !1, this._startTime = e, this._startTime += this._delayTime, !this._propertiesAreSetUp || t) {\n if (this._propertiesAreSetUp = !0, !this._isDynamic) {\n var s = {};\n for (var r in this._valuesEnd)\n s[r] = this._valuesEnd[r];\n this._valuesEnd = s;\n }\n this._setupProperties(this._object, this._valuesStart, this._valuesEnd, this._valuesStartRepeat, t);\n }\n return this;\n }, i.prototype.startFromCurrentValues = function(e) {\n return this.start(e, !0);\n }, i.prototype._setupProperties = function(e, t, n, s, r) {\n for (var a in n) {\n var o = e[a], l = Array.isArray(o), c = l ? \"array\" : typeof o, h = !l && Array.isArray(n[a]);\n if (!(c === \"undefined\" || c === \"function\")) {\n if (h) {\n var u = n[a];\n if (u.length === 0)\n continue;\n for (var d = [o], p = 0, g = u.length; p < g; p += 1) {\n var x = this._handleRelativeValue(o, u[p]);\n if (isNaN(x)) {\n h = !1, console.warn(\"Found invalid interpolation list. Skipping.\");\n break;\n }\n d.push(x);\n }\n h && (n[a] = d);\n }\n if ((c === \"object\" || l) && o && !h) {\n t[a] = l ? [] : {};\n var m = o;\n for (var f in m)\n t[a][f] = m[f];\n s[a] = l ? [] : {};\n var u = n[a];\n if (!this._isDynamic) {\n var y = {};\n for (var f in u)\n y[f] = u[f];\n n[a] = u = y;\n }\n this._setupProperties(m, t[a], u, s[a], r);\n } else\n (typeof t[a] > \"u\" || r) && (t[a] = o), l || (t[a] *= 1), h ? s[a] = n[a].slice().reverse() : s[a] = t[a] || 0;\n }\n }\n }, i.prototype.stop = function() {\n return this._isChainStopped || (this._isChainStopped = !0, this.stopChainedTweens()), this._isPlaying ? (this._group && this._group.remove(this), this._isPlaying = !1, this._isPaused = !1, this._onStopCallback && this._onStopCallback(this._object), this) : this;\n }, i.prototype.end = function() {\n return this._goToEnd = !0, this.update(1 / 0), this;\n }, i.prototype.pause = function(e) {\n return e === void 0 && (e = xs()), this._isPaused || !this._isPlaying ? this : (this._isPaused = !0, this._pauseStart = e, this._group && this._group.remove(this), this);\n }, i.prototype.resume = function(e) {\n return e === void 0 && (e = xs()), !this._isPaused || !this._isPlaying ? this : (this._isPaused = !1, this._startTime += e - this._pauseStart, this._pauseStart = 0, this._group && this._group.add(this), this);\n }, i.prototype.stopChainedTweens = function() {\n for (var e = 0, t = this._chainedTweens.length; e < t; e++)\n this._chainedTweens[e].stop();\n return this;\n }, i.prototype.group = function(e) {\n return e === void 0 && (e = Mo), this._group = e, this;\n }, i.prototype.delay = function(e) {\n return e === void 0 && (e = 0), this._delayTime = e, this;\n }, i.prototype.repeat = function(e) {\n return e === void 0 && (e = 0), this._initialRepeat = e, this._repeat = e, this;\n }, i.prototype.repeatDelay = function(e) {\n return this._repeatDelayTime = e, this;\n }, i.prototype.yoyo = function(e) {\n return e === void 0 && (e = !1), this._yoyo = e, this;\n }, i.prototype.easing = function(e) {\n return e === void 0 && (e = ki.Linear.None), this._easingFunction = e, this;\n }, i.prototype.interpolation = function(e) {\n return e === void 0 && (e = vo.Linear), this._interpolationFunction = e, this;\n }, i.prototype.chain = function() {\n for (var e = [], t = 0; t < arguments.length; t++)\n e[t] = arguments[t];\n return this._chainedTweens = e, this;\n }, i.prototype.onStart = function(e) {\n return this._onStartCallback = e, this;\n }, i.prototype.onEveryStart = function(e) {\n return this._onEveryStartCallback = e, this;\n }, i.prototype.onUpdate = function(e) {\n return this._onUpdateCallback = e, this;\n }, i.prototype.onRepeat = function(e) {\n return this._onRepeatCallback = e, this;\n }, i.prototype.onComplete = function(e) {\n return this._onCompleteCallback = e, this;\n }, i.prototype.onStop = function(e) {\n return this._onStopCallback = e, this;\n }, i.prototype.update = function(e, t) {\n var n = this, s;\n if (e === void 0 && (e = xs()), t === void 0 && (t = !0), this._isPaused)\n return !0;\n var r, a = this._startTime + this._duration;\n if (!this._goToEnd && !this._isPlaying) {\n if (e > a)\n return !1;\n t && this.start(e, !0);\n }\n if (this._goToEnd = !1, e < this._startTime)\n return !0;\n this._onStartCallbackFired === !1 && (this._onStartCallback && this._onStartCallback(this._object), this._onStartCallbackFired = !0), this._onEveryStartCallbackFired === !1 && (this._onEveryStartCallback && this._onEveryStartCallback(this._object), this._onEveryStartCallbackFired = !0);\n var o = e - this._startTime, l = this._duration + ((s = this._repeatDelayTime) !== null && s !== void 0 ? s : this._delayTime), c = this._duration + this._repeat * l, h = function() {\n if (n._duration === 0 || o > c)\n return 1;\n var m = Math.trunc(o / l), f = o - m * l, y = Math.min(f / n._duration, 1);\n return y === 0 && o === n._duration ? 1 : y;\n }, u = h(), d = this._easingFunction(u);\n if (this._updateProperties(this._object, this._valuesStart, this._valuesEnd, d), this._onUpdateCallback && this._onUpdateCallback(this._object, u), this._duration === 0 || o >= this._duration)\n if (this._repeat > 0) {\n var p = Math.min(Math.trunc((o - this._duration) / l) + 1, this._repeat);\n isFinite(this._repeat) && (this._repeat -= p);\n for (r in this._valuesStartRepeat)\n !this._yoyo && typeof this._valuesEnd[r] == \"string\" && (this._valuesStartRepeat[r] = // eslint-disable-next-line\n // @ts-ignore FIXME?\n this._valuesStartRepeat[r] + parseFloat(this._valuesEnd[r])), this._yoyo && this._swapEndStartRepeatValues(r), this._valuesStart[r] = this._valuesStartRepeat[r];\n return this._yoyo && (this._reversed = !this._reversed), this._startTime += l * p, this._onRepeatCallback && this._onRepeatCallback(this._object), this._onEveryStartCallbackFired = !1, !0;\n } else {\n this._onCompleteCallback && this._onCompleteCallback(this._object);\n for (var g = 0, x = this._chainedTweens.length; g < x; g++)\n this._chainedTweens[g].start(this._startTime + this._duration, !1);\n return this._isPlaying = !1, !1;\n }\n return !0;\n }, i.prototype._updateProperties = function(e, t, n, s) {\n for (var r in n)\n if (t[r] !== void 0) {\n var a = t[r] || 0, o = n[r], l = Array.isArray(e[r]), c = Array.isArray(o), h = !l && c;\n h ? e[r] = this._interpolationFunction(o, s) : typeof o == \"object\" && o ? this._updateProperties(e[r], a, o, s) : (o = this._handleRelativeValue(a, o), typeof o == \"number\" && (e[r] = a + (o - a) * s));\n }\n }, i.prototype._handleRelativeValue = function(e, t) {\n return typeof t != \"string\" ? t : t.charAt(0) === \"+\" || t.charAt(0) === \"-\" ? e + parseFloat(t) : parseFloat(t);\n }, i.prototype._swapEndStartRepeatValues = function(e) {\n var t = this._valuesStartRepeat[e], n = this._valuesEnd[e];\n typeof n == \"string\" ? this._valuesStartRepeat[e] = this._valuesStartRepeat[e] + parseFloat(n) : this._valuesStartRepeat[e] = this._valuesEnd[e], this._valuesEnd[e] = t;\n }, i;\n })()\n);\nAh.nextId;\nvar An = Mo;\nAn.getAll.bind(An);\nAn.removeAll.bind(An);\nAn.add.bind(An);\nAn.remove.bind(An);\nAn.update.bind(An);\nvar Sa = {\n Easing: ki,\n Tween: r_\n};\nfunction a_() {\n return new Fo();\n}\nfunction o_(i, e) {\n i.appendChild(e.domElement);\n}\nfunction l_(i, e, t) {\n var n = new Object();\n n.visible = !0;\n let s = null, r, a, o = [];\n n.init = function() {\n r || (c(), h(), u());\n }, n.Hide = function() {\n r.style.display = \"none\", n.visible = !1;\n }, n.Show = function() {\n r.style.display = \"block\", n.visible = !0;\n }, n.RenderScene = function() {\n n.camera.quaternion.copy(e.camera.quaternion);\n let x = new w(0, 0, -1).clone().applyMatrix4(e.camera.matrixWorld.clone()), m = e.camera.position.clone().sub(x.clone()).setLength(100);\n n.camera.position.copy(m), n.camera.lookAt(new w()), n.sceneOrtho.renderer.render(n.sceneOrtho, n.camera);\n }, n.ToggleDirectionView = function(g) {\n console.log(g);\n var x = new w(0, 0, 0);\n g == \"top\" ? x = new w(0, 1, 0) : g == \"down\" ? x = new w(0, -1, 0) : g == \"front\" ? x = new w(0, 0, 1) : g == \"left\" ? x = new w(-1, 0, 0) : g == \"back\" ? x = new w(0, 0, -1) : g == \"right\" ? x = new w(1, 0, 0) : g == \"top_front\" ? x = new w(1, 1, 0) : g == \"top_left\" ? x = new w(0, 1, -1) : g == \"top_back\" ? x = new w(-1, 1, 0) : g == \"top_right\" ? x = new w(0, 1, 1) : g == \"down_front\" ? x = new w(1, -1, 0) : g == \"down_left\" ? x = new w(0, -1, -1) : g == \"down_back\" ? x = new w(-1, -1, 0) : g == \"down_right\" ? x = new w(0, -1, 1) : g == \"front_right\" ? x = new w(1, 0, 1) : g == \"right_back\" ? x = new w(-1, 0, 1) : g == \"back_left\" ? x = new w(-1, 0, -1) : g == \"left_front\" ? x = new w(1, 0, -1) : g == \"top_left_front\" ? x = new w(1, 1, -1) : g == \"top_front_right\" ? x = new w(1, 1, 1) : g == \"top_right_back\" ? x = new w(-1, 1, 1) : g == \"top_back_left\" ? x = new w(-1, 1, -1) : g == \"button_left_front\" ? x = new w(1, -1, -1) : g == \"button_front_right\" ? x = new w(1, -1, 1) : g == \"button_right_back\" ? x = new w(-1, 1, 1) : g == \"button_back_left\" && (x = new w(-1, -1, -1));\n var m = i.octreeBox.getBoundingBox(), f = m.min, y = m.max, v = f.clone().add(y.clone()).multiplyScalar(0.5), T = v.clone().add(x.multiplyScalar(1 * y.distanceTo(f)));\n l(e.camera.position, T, i.controls.target.clone(), v);\n }, n.GetCameraPose = function() {\n var g = e.camera.quaternion, x = e.camera.position, m = i.controls.target, f = {\n quaternion: g,\n position: x,\n target: m\n };\n return f;\n }, n.ReductionCameraPose = function(g, x = 1e3, m) {\n var f = new gn(\n g.quaternion._x,\n g.quaternion._y,\n g.quaternion._z,\n g.quaternion._w\n ), y = new w(g.position.x, g.position.y, g.position.z), v = new w(g.target.x, g.target.y, g.target.z);\n let T = !1;\n l(\n e.camera.position,\n y,\n i.controls.target.clone(),\n v,\n e.camera.quaternion,\n f,\n x,\n (R) => {\n m && (T || (m(R), T = !0));\n }\n ), m && setTimeout(() => {\n T || (m(!0), T = !0);\n }, x + 10);\n }, n.CameraGoHome = function() {\n var g = i.octreeBox.getBoundingBox(), x = g.min.clone().add(g.max.clone()).multiplyScalar(0.5);\n let m = new w(1, 1, 1);\n var f = x.clone().add(m.multiplyScalar(1 * g.max.distanceTo(g.min)));\n l(e.camera.position, f, i.controls.target.clone(), x);\n };\n function l(g, x, m, f, y, v, T = 1e3, R) {\n var E;\n y && v ? (E = new Sa.Tween({\n x1: g.x,\n // 相机当前位置x\n y1: g.y,\n // 相机当前位置y\n z1: g.z,\n // 相机当前位置z\n x2: m.x,\n // 控制当前的中心点x\n y2: m.y,\n // 控制当前的中心点y\n z2: m.z,\n // 控制当前的中心点z\n _x: y._x,\n // 相机当前quaternion\n _y: y._y,\n // 相机当前quaternion\n _z: y._z,\n // 相机当前quaternion\n _w: y._w\n // 相机当前quaternion\n }), E.to(\n {\n x1: x.x,\n // 新的相机位置x\n y1: x.y,\n // 新的相机位置y\n z1: x.z,\n // 新的相机位置z\n x2: f.x,\n // 新的控制中心点位置x\n y2: f.y,\n // 新的控制中心点位置x\n z2: f.z,\n // 新的控制中心点位置x\n _x: v._x,\n // 新的相机quaternion\n _y: v._y,\n // 新的相机quaternion\n _z: v._z,\n // 新的相机quaternion\n _w: v._w\n // 新的相机quaternion\n },\n T\n )) : (E = new Sa.Tween({\n x1: g.x,\n // 相机当前位置x\n y1: g.y,\n // 相机当前位置y\n z1: g.z,\n // 相机当前位置z\n x2: m.x,\n // 控制当前的中心点x\n y2: m.y,\n // 控制当前的中心点y\n z2: m.z\n // 控制当前的中心点z\n }), E.to(\n {\n x1: x.x,\n // 新的相机位置x\n y1: x.y,\n // 新的相机位置y\n z1: x.z,\n // 新的相机位置z\n x2: f.x,\n // 新的控制中心点位置x\n y2: f.y,\n // 新的控制中心点位置x\n z2: f.z\n // 新的控制中心点位置x\n },\n T\n )), E.onUpdate(function(I) {\n y && v ? (e.camera.quaternion._x = I._x, e.camera.quaternion._y = I._y, e.camera.quaternion._z = I._z, e.camera.quaternion._w = I._w) : i.controls.auto = !0, e.camera.position.x = I.x1, e.camera.position.y = I.y1, e.camera.position.z = I.z1, i.controls.target.x = I.x2, i.controls.target.y = I.y2, i.controls.target.z = I.z2, i.controls.update(), n.RenderScene();\n }), E.onComplete(function(I) {\n i.controls.auto = !1, n.RenderScene(), R && R(!0), cancelAnimationFrame(s), s = null;\n }), E.easing(Sa.Easing.Cubic.InOut);\n function P(I) {\n s = requestAnimationFrame(P), E.update();\n }\n E.start(), P();\n }\n function c() {\n r = document.createElement(\"div\"), r.className = \"ViewCube\", t.appendChild(r), a = document.createElement(\"div\"), a.className = \"ViewAttr\", t.appendChild(a);\n }\n function h() {\n n.sceneOrtho = a_();\n var m = window.innerWidth, f = window.innerHeight, g = m > f ? m / f : f / m, x = 150;\n n.camera = new pi(\n x * g / -2,\n x * g / 2,\n 2 * x / 2,\n 1.4 * x / -2,\n 0.01,\n 1e4\n );\n var m = r.clientWidth, f = r.clientHeight, y = new wr({\n alpha: !0\n });\n y.setSize(m, f), y.setClearAlpha(0), n.sceneOrtho.renderer = y;\n let v = new mh(16777215, 0.8);\n n.sceneOrtho.add(v), o_(r, y);\n }\n function u() {\n let g = [\n {\n label: \"右\",\n icon: \"cube/cn_right.png\"\n },\n {\n label: \"左\",\n icon: \"cube/cn_left.png\"\n },\n {\n label: \"顶\",\n icon: \"cube/cn_top.png\"\n },\n {\n label: \"底\",\n icon: \"cube/cn_bottom.png\"\n },\n {\n label: \"前\",\n icon: \"cube/cn_front.png\"\n },\n {\n label: \"后\",\n icon: \"cube/cn_back.png\"\n }\n ];\n var x = [];\n for (const f of g)\n x.push(\n new Bt({\n color: 16777215,\n map: new fh().load(f.icon)\n })\n );\n new gd({\n color: 255\n });\n var m = new ot(new fi(110, 110, 110), x);\n n.sceneOrtho.add(m), d(122), r.addEventListener(\"mousedown\", (f) => {\n var y = {};\n y.x = f.offsetX / r.clientWidth * 2 - 1, y.y = -(f.offsetY / r.clientHeight) * 2 + 1;\n var v = new jl();\n v.setFromCamera(y, n.camera);\n const T = v.intersectObjects(o, !1);\n T.length > 0 && n.ToggleDirectionView(T[0].object.name);\n }), r.addEventListener(\"mousemove\", (f) => {\n var y = {};\n y.x = f.offsetX / r.clientWidth * 2 - 1, y.y = -(f.offsetY / r.clientHeight) * 2 + 1;\n var v = new jl();\n v.setFromCamera(y, n.camera);\n const T = v.intersectObjects(o, !1);\n for (var R of o)\n R.material.opacity = 0.01;\n T.length > 0 && (T[0].object.material.opacity = 0.2);\n });\n }\n function d(g) {\n for (var x = g * 0.5 - 20, m = [\n {\n name: \"right\",\n a: 30,\n b: 75,\n c: 75,\n point: new w(x, 0, 0)\n },\n {\n name: \"back\",\n a: 75,\n b: 75,\n c: 30,\n point: new w(0, 0, -x)\n },\n {\n name: \"left\",\n a: 30,\n b: 75,\n c: 75,\n point: new w(-x, 0, 0)\n },\n {\n name: \"front\",\n a: 75,\n b: 75,\n c: 30,\n point: new w(0, 0, x)\n },\n {\n name: \"top\",\n a: 75,\n b: 30,\n c: 75,\n point: new w(0, x, 0)\n },\n {\n name: \"button\",\n a: 75,\n b: 30,\n c: 75,\n point: new w(0, -x, 0)\n }\n ], f = [\n {\n name: \"top_right_back\",\n a: 30,\n b: 30,\n c: 30,\n point: new w(-x, x, x)\n },\n {\n name: \"button_front_right\",\n a: 30,\n b: 30,\n c: 30,\n point: new w(-x, -x, x)\n },\n {\n name: \"top_front_right\",\n a: 30,\n b: 30,\n c: 30,\n point: new w(x, x, x)\n },\n {\n name: \"button_right_back\",\n a: 30,\n b: 30,\n c: 30,\n point: new w(x, -x, x)\n },\n {\n name: \"top_back_left\",\n a: 30,\n b: 30,\n c: 30,\n point: new w(-x, x, -x)\n },\n {\n name: \"button_back_left\",\n a: 30,\n b: 30,\n c: 30,\n point: new w(-x, -x, -x)\n },\n {\n name: \"top_left_front\",\n a: 30,\n b: 30,\n c: 30,\n point: new w(x, x, -x)\n },\n {\n name: \"button_left_front\",\n a: 30,\n b: 30,\n c: 30,\n point: new w(x, -x, -x)\n }\n ], y = [\n {\n name: \"top_front\",\n a: 30,\n b: 30,\n c: 75,\n point: new w(x, x, 0)\n },\n {\n name: \"top_right\",\n a: 75,\n b: 30,\n c: 30,\n point: new w(0, x, x)\n },\n {\n name: \"top_back\",\n a: 30,\n b: 30,\n c: 75,\n point: new w(-x, x, 0)\n },\n {\n name: \"top_left\",\n a: 75,\n b: 30,\n c: 30,\n point: new w(0, x, -x)\n },\n {\n name: \"button_front\",\n a: 30,\n b: 30,\n c: 75,\n point: new w(x, -x, 0)\n },\n {\n name: \"button_right\",\n a: 75,\n b: 30,\n c: 30,\n point: new w(0, -x, x)\n },\n {\n name: \"button_back\",\n a: 30,\n b: 30,\n c: 75,\n point: new w(-x, -x, 0)\n },\n {\n name: \"button_left\",\n a: 75,\n b: 30,\n c: 30,\n point: new w(0, -x, -x)\n },\n {\n name: \"front_right\",\n a: 30,\n b: 75,\n c: 30,\n point: new w(x, 0, x)\n },\n {\n name: \"right_back\",\n a: 30,\n b: 75,\n c: 30,\n point: new w(-x, 0, x)\n },\n {\n name: \"back_left\",\n a: 30,\n b: 75,\n c: 30,\n point: new w(-x, 0, -x)\n },\n {\n name: \"left_front\",\n a: 30,\n b: 75,\n c: 30,\n point: new w(x, 0, -x)\n }\n ], v = 0; v < m.length; v++)\n o.push(p(m[v]));\n for (var v = 0; v < f.length; v++)\n o.push(p(f[v]));\n for (var v = 0; v < y.length; v++)\n o.push(p(y[v]));\n }\n function p(g) {\n const x = new fi(g.a, g.b, g.c), m = new Bt({\n color: \"blue\",\n transparent: !0,\n opacity: 0.01\n }), f = new Ne().makeTranslation(g.point.x, g.point.y, g.point.z);\n let y = x.applyMatrix4(f), v = new ot(y, m);\n return v.name = g.name, n.sceneOrtho.add(v), v;\n }\n return n;\n}\nclass Rc {\n constructor(e, t) {\n this.object = e, this.id = t;\n }\n get uuid() {\n return this.object.uuid;\n }\n get name() {\n return this.object.name;\n }\n set name(e) {\n this.object.name = e;\n }\n get visible() {\n return this.object.visible;\n }\n set visible(e) {\n this.object.visible = e;\n }\n getBoundingBox() {\n const e = new Pt().setFromObject(this.object);\n return { min: e.min, max: e.max };\n }\n setMatrix(e) {\n this.object.matrix.fromArray(e), this.object.matrix.decompose(this.object.position, this.object.quaternion, this.object.scale);\n }\n}\nlet c_ = class {\n constructor(e, t, n) {\n this.manager = e, this.scene = t, this.clippingManager = n;\n }\n models = /* @__PURE__ */ new Map();\n async loadModel(e, t) {\n const n = await this.manager.loadGLTF(e), s = t?.id || n.uuid;\n n.name = s, t?.position && n.position.fromArray(t.position), t?.scale && n.scale.fromArray(t.scale), t?.rotation && n.rotation.setFromVector3(new w(...t.rotation));\n const r = new Rc(n, s);\n return this.models.set(s, r), this.clippingManager?.refresh(), r;\n }\n unloadModel(e) {\n const t = this.models.get(e);\n t && t instanceof Rc && (this.scene.remove(t.object), this.models.delete(e));\n }\n getAllModels() {\n return Array.from(this.models.values());\n }\n getModel(e) {\n return this.models.get(e);\n }\n}, h_ = class {\n constructor(e) {\n this.manager = e;\n }\n setView(e, t) {\n this.manager.setView(e);\n }\n fitToView(e, t) {\n console.log(\"[V1] fitToView not fully implemented in manager, resetting camera\"), this.manager.camera.position.set(20, 20, 20), this.manager.camera.lookAt(0, 0, 0), this.manager.controls.update();\n }\n goHome(e) {\n this.manager.camera.position.set(20, 20, 20), this.manager.camera.lookAt(0, 0, 0), this.manager.controls.update();\n }\n setProjection(e) {\n console.warn(\"[V1] Projection switching not supported in V1 CameraManager\");\n }\n setNavigationMode(e) {\n e === Ar.PanOnly ? this.manager.controls.enableRotate = !1 : this.manager.controls.enableRotate = !0;\n }\n getState() {\n return {\n position: this.manager.camera.position.toArray(),\n target: this.manager.controls.target.toArray(),\n up: this.manager.camera.up.toArray(),\n projection: Ui.Perspective\n };\n }\n restoreState(e, t) {\n this.manager.camera.position.fromArray(e.position), this.manager.camera.up.fromArray(e.up), this.manager.controls.target.fromArray(e.target), this.manager.controls.update();\n }\n}, u_ = class {\n constructor(e, t) {\n this.manager = e, this.scene = t;\n }\n getSelection() {\n return console.warn(\"[V1] getSelection not fully supported by InteractionManager\"), [];\n }\n select(e) {\n const t = [];\n this.scene.traverse((n) => {\n n instanceof ot && e.includes(n.name) && t.push(n);\n }), this.manager.highlight(t);\n }\n addSelection(e) {\n this.select(e);\n }\n removeSelection(e) {\n this.manager.clearHighlight();\n }\n clearSelection() {\n this.manager.clearHighlight();\n }\n getHiddenComponents() {\n const e = [];\n return this.scene.traverse((t) => {\n t.visible || e.push(t.name);\n }), e;\n }\n setVisibility(e, t) {\n this.manager.setVisibility(e, t);\n }\n isolate(e) {\n this.scene.traverse((t) => t.visible = !1), this.setVisibility(e, !0);\n }\n clearIsolation() {\n this.scene.traverse((e) => e.visible = !0);\n }\n setColor(e, t) {\n console.warn(\"[V1] setColor not implemented\");\n }\n restoreColor(e) {\n console.warn(\"[V1] restoreColor not implemented\");\n }\n setOpacity(e, t) {\n console.warn(\"[V1] setOpacity not implemented\");\n }\n restoreOpacity(e) {\n console.warn(\"[V1] restoreOpacity not implemented\");\n }\n clearAllOverrides() {\n }\n getBoundingBox(e) {\n let t;\n if (this.scene.traverse((n) => {\n n.name === e && (t = n);\n }), t) {\n const n = new Pt().setFromObject(t);\n return { min: n.min, max: n.max };\n }\n return { min: { x: 0, y: 0, z: 0 }, max: { x: 0, y: 0, z: 0 } };\n }\n}, d_ = class {\n constructor(e, t) {\n this.sceneManager = e, this.renderer = t;\n }\n setBackgroundColor(e) {\n this.sceneManager.setBackground(e);\n }\n setSkybox(e) {\n const n = new dh().load(e);\n this.sceneManager.scene.background = n;\n }\n enableShadows(e) {\n }\n enableAntialiasing(e) {\n }\n enableAmbientOcclusion(e) {\n }\n addSectionPlane(e, t) {\n return \"\";\n }\n removeSectionPlane(e) {\n }\n clearSectionPlanes() {\n }\n enableSectioning(e) {\n }\n captureScreen(e, t) {\n return this.renderer.domElement.toDataURL();\n }\n getViewerConfig() {\n return {\n shadows: !1,\n ambientOcclusion: !1,\n sectioning: !1\n };\n }\n getRenderStatistics() {\n const e = this.renderer.info || {}, t = e.render || {}, n = e.memory || {};\n return {\n calls: t.calls || 0,\n triangles: t.triangles || 0,\n points: t.points || 0,\n lines: t.lines || 0,\n memory: {\n geometries: n.geometries || 0,\n textures: n.textures || 0\n }\n };\n }\n}, f_ = class {\n async getProperties(e) {\n return [\n {\n name: \"Identity Data\",\n properties: [\n { name: \"Element ID\", value: e },\n { name: \"Version\", value: \"V1 Engine\" }\n ]\n }\n ];\n }\n async getPropertyValue(e, t) {\n return \"Unknown\";\n }\n async getModelTree(e) {\n return [\n {\n id: \"root\",\n name: \"Model Root (V1)\",\n type: \"Model\",\n hasChildren: !1\n }\n ];\n }\n async search(e) {\n return [];\n }\n}, p_ = class {\n activeTool = null;\n tools = /* @__PURE__ */ new Map();\n activate(e, t) {\n console.log(`[V1] Activating tool: ${e}`, t), this.activeTool = e;\n }\n deactivate() {\n this.activeTool && (console.log(`[V1] Deactivating tool: ${this.activeTool}`), this.activeTool = null);\n }\n getActiveTool() {\n return this.activeTool;\n }\n registerTool(e, t) {\n this.tools.set(e, t);\n }\n}, m_ = class {\n listeners = /* @__PURE__ */ new Map();\n on(e, t) {\n this.listeners.has(e) || this.listeners.set(e, []), this.listeners.get(e).push(t);\n }\n off(e, t) {\n if (!this.listeners.has(e)) return;\n const n = this.listeners.get(e), s = n.indexOf(t);\n s !== -1 && n.splice(s, 1);\n }\n trigger(e, t) {\n this.listeners.has(e) && this.listeners.get(e).forEach((n) => {\n try {\n n(t);\n } catch (s) {\n console.error(`Error in event listener for ${e}:`, s);\n }\n });\n }\n}, g_ = class {\n container;\n renderer;\n // WebGPURenderer or WebGLRenderer\n composer = null;\n stats = null;\n // Global Engine State\n engineState;\n // Internal Managers (Legacy V1 architecture)\n sceneManager;\n cameraManager;\n loaderManager;\n interactionManager;\n outlineManager;\n selectionBoxManager = null;\n clippingManager;\n octreeBox;\n // 公共接口\n loader;\n cameraTool;\n components;\n data;\n viewer;\n tools;\n events;\n // 内部的一些类\n viewCube;\n scene;\n camera;\n models;\n controls;\n measure;\n animationId = null;\n constructor(e) {\n const t = document.getElementById(e.containerId);\n if (!t) throw new Error(`Container ${e.containerId} not found`);\n this.container = t, this.models = [], this.engineState = new n_(), this.sceneManager = new nx(e);\n const { width: n, height: s } = this.getContainerSize();\n this.cameraManager = new gx(this.container, n, s, this.engineState);\n try {\n this.renderer = new wr({ antialias: e.antialias ?? !0 }), console.log(\"Engine: Using WebGPURenderer\");\n } catch (r) {\n console.warn(\"WebGPURenderer failed\", r), this.renderer = new wr({ antialias: e.antialias ?? !0 });\n }\n this.renderer.setSize(n, s), this.renderer.setPixelRatio(window.devicePixelRatio), this.renderer.shadowMap.enabled = !0, this.renderer.shadowMap.type = Lc, this.renderer.toneMapping = bo, this.renderer.toneMappingExposure = 1, this.renderer.localClippingEnabled = !0, this.container.appendChild(this.renderer.domElement), this.loaderManager = new $x(this.sceneManager.scene), this.outlineManager = new Qx(\n this.sceneManager.scene,\n this.cameraManager.camera,\n n,\n s\n ), this.interactionManager = new Jx(\n this.sceneManager.scene,\n this.cameraManager.camera,\n this.renderer.domElement,\n this.engineState\n ), this.selectionBoxManager = new e_(\n this.sceneManager.scene,\n this.cameraManager.camera,\n this.renderer.domElement,\n this.cameraManager.controls,\n this.outlineManager\n ), this.clippingManager = new t_(this.sceneManager.scene), setTimeout(() => {\n this.clippingManager.enable();\n }, 1e3), this.events = new m_(), this.interactionManager.setEventModule(this.events), this.loader = new c_(this.loaderManager, this.sceneManager.scene, this.clippingManager), this.cameraTool = new h_(this.cameraManager), this.components = new u_(this.interactionManager, this.sceneManager.scene), this.viewer = new d_(this.sceneManager, this.renderer), this.data = new f_(), this.tools = new p_(), this.scene = this.sceneManager.scene, this.scene.camera = this.cameraManager.camera, this.camera = this.cameraManager.camera, this.controls = this.cameraManager.controls, this.octreeBox = i_(this), this.viewCube = l_(this, this.scene, this.container), this.viewCube.init(), this.setupVisuals(), this.setupPostProcessing(), e.showStats !== !1 && this.initStats(), this.setupResizeObserver(), this.animate();\n }\n initStats() {\n this.stats = new tx(), this.stats.showPanel(0), this.stats.dom.style.position = \"absolute\", this.stats.dom.style.top = \"0px\", this.stats.dom.style.left = \"0px\", this.stats.dom.style.zIndex = \"1000\", this.container.appendChild(this.stats.dom);\n }\n toggleStats(e) {\n e && !this.stats ? this.initStats() : !e && this.stats && (this.container.removeChild(this.stats.dom), this.stats = null);\n }\n getVersion() {\n return \"1.2.0 (WebGPU Experimental)\";\n }\n setupVisuals() {\n const e = this.sceneManager.scene;\n e.children.filter((o) => o instanceof Cs).forEach((o) => e.remove(o));\n const n = new ph(16777215, 4.5);\n n.position.set(10, 20, 10), n.castShadow = !0, n.shadow.mapSize.width = 4096, n.shadow.mapSize.height = 4096, n.shadow.camera.near = 0.1, n.shadow.camera.far = 500, n.shadow.bias = -5e-5, n.shadow.normalBias = 0.02;\n const s = 50;\n n.shadow.camera.left = -s, n.shadow.camera.right = s, n.shadow.camera.top = s, n.shadow.camera.bottom = -s, n.shadow.radius = 2, e.add(n);\n const r = new mh(4210752, 0.4);\n e.add(r), new Og().load(\"https://raw.githubusercontent.com/mrdoob/three.js/master/examples/textures/equirectangular/royal_esplanade_1k.hdr\", (o) => {\n o.mapping = vr, e.environment = o, e.environmentIntensity = 1;\n });\n }\n setupPostProcessing() {\n if (!this.renderer) return;\n const { width: e, height: t } = this.getContainerSize(), n = window.devicePixelRatio, s = this.sceneManager.scene, r = this.cameraManager.camera;\n this.composer = new Gg(this.renderer), this.composer.setPixelRatio(n), this.composer.setSize(e, t);\n const a = new Hg(s, r);\n this.composer.addPass(a);\n const o = new ln(s, r, e, t);\n o.output = ln.OUTPUT.Default, o.blendIntensity = 1, o.updateGtaoMaterial && o.updateGtaoMaterial({\n radius: 3,\n // 减小半径以获得更紧密、更逼真的接触阴影 (原为 10)\n distanceExponent: 1,\n // 衰减\n thickness: 1,\n // 厚度\n scale: 1,\n // 缩放\n distanceFallOff: 1,\n // 距离衰减\n screenSpaceRadius: !1\n }), this.composer.addPass(o);\n const l = this.outlineManager.getPass();\n this.composer.addPass(l);\n const c = new $i(\n new le(e, t),\n 0.05,\n // 强度\n 0.1,\n // 半径\n 0.5\n // 阈值\n );\n this.composer.addPass(c);\n const h = new Kg();\n this.composer.addPass(h);\n const u = new go(Zg);\n u.material.uniforms.resolution.value.x = 1 / (e * n), u.material.uniforms.resolution.value.y = 1 / (t * n), this.composer.addPass(u);\n }\n resize() {\n const { width: e, height: t } = this.getContainerSize(), n = window.devicePixelRatio;\n if (this.cameraManager.updateAspect(e, t), this.renderer.setSize(e, t), this.renderer.setPixelRatio(n), this.outlineManager && this.outlineManager.resize(e, t), this.composer) {\n this.composer.setPixelRatio(n), this.composer.setSize(e, t);\n const s = this.composer.passes.find((r) => r instanceof go && r.material.uniforms.resolution);\n s && (s.material.uniforms.resolution.value.x = 1 / (e * n), s.material.uniforms.resolution.value.y = 1 / (t * n));\n }\n }\n getContainerSize() {\n return {\n width: this.container.clientWidth,\n height: this.container.clientHeight\n };\n }\n setupResizeObserver() {\n new ResizeObserver(() => {\n this.resize();\n }).observe(this.container);\n }\n animate = () => {\n this.animationId = requestAnimationFrame(this.animate), this.viewCube.RenderScene(), this.stats && this.stats.begin(), this.cameraManager.tick(), this.composer ? this.composer.render() : this.renderer.renderAsync ? this.renderer.renderAsync(this.sceneManager.scene, this.cameraManager.camera) : this.renderer.render(this.sceneManager.scene, this.cameraManager.camera), this.stats && this.stats.end();\n };\n dispose() {\n this.animationId && cancelAnimationFrame(this.animationId), this.selectionBoxManager && this.selectionBoxManager.dispose(), this.renderer.dispose(), this.container.innerHTML = \"\";\n }\n};\nclass Cc {\n constructor(e, t, n) {\n this.object = e, this.id = t, this.uuid = n, this.object.name = t;\n }\n get name() {\n return this.object.name;\n }\n set name(e) {\n this.object.name = e;\n }\n get visible() {\n return this.object.visible;\n }\n set visible(e) {\n this.object.visible = e;\n }\n getBoundingBox() {\n const e = new Pt().setFromObject(this.object);\n return { min: e.min, max: e.max };\n }\n setMatrix(e) {\n this.object.matrix.fromArray(e), this.object.matrix.decompose(this.object.position, this.object.quaternion, this.object.scale);\n }\n}\nclass x_ {\n scene;\n gltfLoader;\n models = /* @__PURE__ */ new Map();\n constructor(e) {\n this.scene = e, this.gltfLoader = new Th();\n }\n async loadModel(e, t) {\n return new Promise((n, s) => {\n this.gltfLoader.load(\n e,\n (r) => {\n const a = r.scene, o = t?.id || Lo.generateUUID();\n t?.position && a.position.fromArray(t.position), t?.scale && a.scale.fromArray(t.scale), t?.rotation && a.rotation.setFromVector3(new w(...t.rotation)), this.scene.add(a);\n const l = new Cc(a, o, a.uuid);\n this.models.set(o, l), n(l);\n },\n (r) => {\n t?.onProgress && t.onProgress(r.loaded / r.total * 100);\n },\n (r) => s(r)\n );\n });\n }\n unloadModel(e) {\n const t = this.models.get(e);\n t && t instanceof Cc && (this.scene.remove(t.object), this.models.delete(e));\n }\n getAllModels() {\n return Array.from(this.models.values());\n }\n getModel(e) {\n return this.models.get(e);\n }\n}\nclass __ {\n camera;\n controls;\n container;\n constructor(e, t, n) {\n this.container = e, this.camera = new Tt(75, t / n, 0.1, 1e3), this.camera.position.set(10, 10, 10), this.camera.lookAt(0, 0, 0), this.controls = new yh(this.camera, this.container), this.controls.enableDamping = !0;\n }\n // Used by EngineKernel to update/render\n getCamera() {\n return this.camera;\n }\n update() {\n this.controls.update();\n }\n updateAspect(e, t) {\n if (this.camera instanceof Tt)\n this.camera.aspect = e / t, this.camera.updateProjectionMatrix();\n else if (this.camera instanceof pi) {\n const n = e / t, s = 20;\n this.camera.left = -s * n / 2, this.camera.right = s * n / 2, this.camera.top = s / 2, this.camera.bottom = -s / 2, this.camera.updateProjectionMatrix();\n }\n }\n setView(e, t) {\n switch (e) {\n case Bi.Top:\n this.camera.position.set(0, 20, 0);\n break;\n case Bi.Front:\n this.camera.position.set(0, 0, 20);\n break;\n // ... handle others\n default:\n console.warn(\"View not fully implemented:\", e);\n }\n this.camera.lookAt(0, 0, 0), this.controls.update();\n }\n fitToView(e, t) {\n }\n goHome(e) {\n this.camera.position.set(10, 10, 10), this.camera.lookAt(0, 0, 0), this.controls.update();\n }\n setProjection(e) {\n e === Ui.Perspective && !(this.camera instanceof Tt) || e === Ui.Orthographic && this.camera instanceof pi;\n }\n setNavigationMode(e) {\n e === Ar.Orbit ? (this.controls.enabled = !0, this.controls.enableRotate = !0) : e === Ar.PanOnly && (this.controls.enableRotate = !1);\n }\n getState() {\n const e = this.controls.target;\n return {\n position: this.camera.position.toArray(),\n target: e.toArray(),\n up: this.camera.up.toArray(),\n projection: this.camera instanceof Tt ? Ui.Perspective : Ui.Orthographic\n };\n }\n restoreState(e, t) {\n this.camera.position.fromArray(e.position), this.camera.up.fromArray(e.up), this.controls.target.fromArray(e.target), this.controls.update();\n }\n}\nclass v_ {\n scene;\n selectedIds = /* @__PURE__ */ new Set();\n // Store original materials for restore\n materialCache = /* @__PURE__ */ new Map();\n constructor(e) {\n this.scene = e;\n }\n findObject(e) {\n let t;\n return this.scene.traverse((n) => {\n n.name === e && (t = n);\n }), t;\n }\n getSelection() {\n return Array.from(this.selectedIds);\n }\n select(e) {\n this.clearSelection(), this.addSelection(e);\n }\n addSelection(e) {\n e.forEach((t) => {\n this.selectedIds.add(t), this.findObject(t);\n });\n }\n removeSelection(e) {\n e.forEach((t) => this.selectedIds.delete(t));\n }\n clearSelection() {\n this.selectedIds.clear();\n }\n getHiddenComponents() {\n const e = [];\n return this.scene.traverse((t) => {\n t.visible || e.push(t.name);\n }), e;\n }\n setVisibility(e, t) {\n e.forEach((n) => {\n const s = this.findObject(n);\n s && (s.visible = t);\n });\n }\n isolate(e) {\n this.scene.traverse((t) => t.visible = !1), this.setVisibility(e, !0);\n }\n clearIsolation() {\n this.scene.traverse((e) => e.visible = !0);\n }\n setColor(e, t) {\n e.forEach((n) => {\n const s = this.findObject(n);\n if (s && s instanceof ot) {\n this.materialCache.has(n) || this.materialCache.set(n, s.material);\n const r = new Bt({ color: t });\n s.material = r;\n }\n });\n }\n restoreColor(e) {\n e.forEach((t) => {\n const n = this.findObject(t);\n n && this.materialCache.has(t) && (n.material = this.materialCache.get(t), this.materialCache.delete(t));\n });\n }\n setOpacity(e, t) {\n }\n restoreOpacity(e) {\n }\n clearAllOverrides() {\n this.materialCache.forEach((e, t) => {\n const n = this.findObject(t);\n n && n instanceof ot && (n.material = e);\n }), this.materialCache.clear();\n }\n getBoundingBox(e) {\n const t = this.findObject(e);\n if (t) {\n const n = new Pt().setFromObject(t);\n return { min: n.min, max: n.max };\n }\n return { min: { x: 0, y: 0, z: 0 }, max: { x: 0, y: 0, z: 0 } };\n }\n}\nclass M_ {\n // In a real implementation, this would connect to a backend or parse metadata from the loaded model (e.g. IFC/Revit data)\n async getProperties(e) {\n return [\n {\n name: \"Identity Data\",\n properties: [\n { name: \"Element ID\", value: e },\n { name: \"Name\", value: \"Sample Element\" }\n ]\n }\n ];\n }\n async getPropertyValue(e, t) {\n return \"Unknown\";\n }\n async getModelTree(e) {\n return [\n {\n id: \"root\",\n name: \"Model Root\",\n type: \"Model\",\n hasChildren: !0,\n children: [\n { id: \"l1\", name: \"Level 1\", type: \"Level\", hasChildren: !1 }\n ]\n }\n ];\n }\n async search(e) {\n return console.log(\"Searching for:\", e), [];\n }\n}\nclass S_ {\n scene;\n renderer;\n // State tracking\n _shadowsEnabled = !1;\n _aoEnabled = !1;\n _sectioningEnabled = !1;\n constructor(e, t) {\n this.scene = e, this.renderer = t;\n }\n setBackgroundColor(e) {\n this.scene.background = new Se(e);\n }\n setSkybox(e) {\n const n = new dh().load(e);\n this.scene.background = n;\n }\n enableShadows(e) {\n this._shadowsEnabled = e, this.renderer.shadowMap.enabled = e, this.scene.traverse((t) => {\n t instanceof ot && (t.castShadow = e, t.receiveShadow = e);\n });\n }\n enableAntialiasing(e) {\n console.warn(\"Changing antialiasing at runtime requires recreating the WebGL context, which is complex. Ignored.\");\n }\n enableAmbientOcclusion(e) {\n this._aoEnabled = e, console.log(\"AO enabled:\", e, \"(Requires PostProcessing pass - not implemented in this basic kernel)\");\n }\n addSectionPlane(e, t) {\n const n = new Sn(new w(...e), t);\n return this.renderer.clippingPlanes.push(n), \"plane-\" + (this.renderer.clippingPlanes.length - 1);\n }\n removeSectionPlane(e) {\n this.renderer.clippingPlanes.pop();\n }\n clearSectionPlanes() {\n this.renderer.clippingPlanes = [];\n }\n enableSectioning(e) {\n this._sectioningEnabled = e, this.renderer.localClippingEnabled = e;\n }\n captureScreen(e, t) {\n return this.renderer.domElement.toDataURL();\n }\n getViewerConfig() {\n return {\n shadows: this._shadowsEnabled,\n ambientOcclusion: this._aoEnabled,\n sectioning: this._sectioningEnabled\n };\n }\n getRenderStatistics() {\n const e = this.renderer.info;\n return {\n calls: e.render.calls,\n triangles: e.render.triangles,\n points: e.render.points,\n lines: e.render.lines,\n memory: {\n geometries: e.memory.geometries,\n textures: e.memory.textures\n }\n };\n }\n}\nclass b_ {\n activeTool = null;\n tools = /* @__PURE__ */ new Map();\n activate(e, t) {\n console.log(`Activating tool: ${e}`, t), this.activeTool = e;\n }\n deactivate() {\n this.activeTool && (console.log(`Deactivating tool: ${this.activeTool}`), this.activeTool = null);\n }\n getActiveTool() {\n return this.activeTool;\n }\n registerTool(e, t) {\n this.tools.set(e, t);\n }\n}\nclass y_ {\n listeners = /* @__PURE__ */ new Map();\n on(e, t) {\n this.listeners.has(e) || this.listeners.set(e, []), this.listeners.get(e).push(t);\n }\n off(e, t) {\n if (!this.listeners.has(e)) return;\n const n = this.listeners.get(e), s = n.indexOf(t);\n s !== -1 && n.splice(s, 1);\n }\n trigger(e, t) {\n this.listeners.has(e) && this.listeners.get(e).forEach((n) => {\n try {\n n(t);\n } catch (s) {\n console.error(`Error in event listener for ${e}:`, s);\n }\n });\n }\n}\nclass Pc {\n loader;\n cameraTool;\n components;\n data;\n viewer;\n tools;\n events;\n viewCube;\n container;\n scene;\n renderer;\n // Internal modules (typed as concrete classes if needed internally, but exposed as interfaces)\n _cameraModule;\n animationId = null;\n constructor(e) {\n const t = document.getElementById(e.containerId);\n if (!t) throw new Error(`Container ${e.containerId} not found`);\n this.container = t, this.scene = new Fo(), this.renderer = new wr({\n antialias: e.antialias ?? !0,\n alpha: !0\n }), this.renderer.setPixelRatio(window.devicePixelRatio), this.container.appendChild(this.renderer.domElement), this.events = new y_(), this._cameraModule = new __(this.container, this.container.clientWidth, this.container.clientHeight), this.cameraTool = this._cameraModule, this.loader = new x_(this.scene), this.components = new v_(this.scene), this.data = new M_(), this.viewer = new S_(this.scene, this.renderer), this.tools = new b_(), this.viewCube = {\n show: () => console.warn(\"[V2] ViewCube not implemented\"),\n hide: () => {\n },\n setDirection: () => {\n },\n goHome: () => {\n },\n isVisible: () => !1,\n updateOptions: () => {\n }\n }, this.resize(), this.setupResizeObserver(), this.animate();\n }\n getVersion() {\n return \"2.0.0\";\n }\n resize() {\n const e = this.container.clientWidth, t = this.container.clientHeight;\n this.renderer.setSize(e, t), this._cameraModule.updateAspect(e, t);\n }\n dispose() {\n this.animationId && cancelAnimationFrame(this.animationId), this.renderer.dispose(), this.container.innerHTML = \"\";\n }\n setupResizeObserver() {\n new ResizeObserver(() => {\n this.resize();\n }).observe(this.container);\n }\n animate = () => {\n this.animationId = requestAnimationFrame(this.animate), this._cameraModule.update(), this.renderer.render(this.scene, this._cameraModule.getCamera());\n };\n}\nvar T_ = /* @__PURE__ */ ((i) => (i.ModelLoadStart = \"model-load-start\", i.ModelLoadProgress = \"model-load-progress\", i.ModelLoaded = \"model-loaded\", i.ModelError = \"model-error\", i.SelectionChanged = \"selection-changed\", i.HoverChanged = \"hover-changed\", i.Click = \"click\", i.MouseMove = \"mouse-move\", i.CameraChanged = \"camera-changed\", i.CameraIdle = \"camera-idle\", i))(T_ || {});\nconst N_ = {\n MEASURE_DISTANCE: \"measure_distance\",\n // 测距\n MEASURE_ANGLE: \"measure_angle\",\n // 测角\n MEASURE_AREA: \"measure_area\",\n // 测面积\n SECTION_BOX: \"section_box\",\n // 剖切盒工具\n MARKUP_REDLINE: \"markup_redline\"\n // 红线批注\n};\nvar E_ = /* @__PURE__ */ ((i) => (i.Top = \"top\", i.Bottom = \"bottom\", i.Front = \"front\", i.Back = \"back\", i.Left = \"left\", i.Right = \"right\", i.TopFront = \"top_front\", i.TopLeft = \"top_left\", i.TopBack = \"top_back\", i.TopRight = \"top_right\", i.BottomFront = \"bottom_front\", i.BottomLeft = \"bottom_left\", i.BottomBack = \"bottom_back\", i.BottomRight = \"bottom_right\", i.FrontRight = \"front_right\", i.RightBack = \"right_back\", i.BackLeft = \"back_left\", i.LeftFront = \"left_front\", i.TopLeftFront = \"top_left_front\", i.TopFrontRight = \"top_front_right\", i.TopRightBack = \"top_right_back\", i.TopBackLeft = \"top_back_left\", i.BottomLeftFront = \"bottom_left_front\", i.BottomFrontRight = \"bottom_front_right\", i.BottomRightBack = \"bottom_right_back\", i.BottomBackLeft = \"bottom_back_left\", i))(E_ || {});\nfunction F_(i) {\n const e = i.version || \"v1\";\n switch (e) {\n case \"v2\":\n return new Pc(i);\n case \"v1\":\n return new g_(i);\n default:\n return console.warn(`Version '${e}' not found. Falling back to v2.`), new Pc(i);\n }\n}\nconst O_ = \"2.0.0\";\nexport {\n N_ as BuiltInTools,\n Bi as CameraView,\n T_ as EventType,\n Ar as NavigationMode,\n Ui as ProjectionType,\n O_ as SDK_VERSION,\n E_ as ViewCubeDirection,\n F_ as createEngine\n};\n//# sourceMappingURL=bim-engine-sdk.es.js.map\n","import type { ThemeConfig } from '../../themes/types';\nimport { IBimComponent } from '../../types/component';\nimport { themeManager } from '../../services/theme';\nimport type { EngineOptions, ModelLoadOptions } from './types';\n// 导入第三方 SDK 的 createEngine 函数\nimport { createEngine as createEngineSDK } from '../../bim-engine-sdk.es.js';\n\n// 重新导出类型,方便外部引用\nexport type { EngineOptions, ModelLoadOptions };\n\n/**\n * 创建 Engine 实例的工厂函数\n * 兼容旧代码直接 import { createEngine } 的方式\n */\nexport const createEngine = (options: EngineOptions) => {\n return new Engine(options);\n};\n\n/**\n * 3D 引擎组件\n * 负责创建和管理第三方 3D 引擎实例\n */\nexport class Engine implements IBimComponent {\n /** 第三方 3D 引擎实例 */\n private engine: any = null;\n /** 引擎挂载的容器元素 */\n private container: HTMLElement;\n /** 引擎容器 ID(用于传递给 createEngine) */\n private containerId: string;\n /** 引擎配置选项(不包含 container) */\n private options: Omit;\n /** 是否已初始化 */\n private _isInitialized = false;\n /** 是否已销毁 */\n private _isDestroyed = false;\n /** 主题订阅取消函数 */\n private unsubscribeTheme: (() => void) | null = null;\n\n /**\n * 构造函数\n * @param options 3D 引擎配置选项\n */\n constructor(options: EngineOptions) {\n // 解析容器元素\n this.container = options.container;\n // 如果容器没有 id,生成一个唯一的 id\n if (!this.container.id) {\n this.containerId = `engine-container-${Date.now()}-${Math.random().toString(36).substr(2, 9)}`;\n this.container.id = this.containerId;\n } else {\n this.containerId = this.container.id;\n }\n\n // 保存配置选项(设置默认值)\n this.options = {\n backgroundColor: options.backgroundColor ?? 0x1a1a1a, // 默认深色背景\n version: options.version ?? 'v1', // 默认使用 v1 版本\n showStats: options.showStats ?? false, // 默认不显示统计\n showViewCube: options.showViewCube ?? true, // 默认显示视图立方体\n };\n }\n\n /**\n * 初始化组件 (接口实现)\n * 创建 div 容器并初始化引擎\n */\n public init(): void {\n if (this._isInitialized) {\n console.warn('[Engine] Engine already initialized.');\n return;\n }\n\n if (this._isDestroyed) {\n console.error('[Engine] Cannot initialize destroyed engine.');\n return;\n }\n\n try {\n // 创建引擎配置对象\n const engineConfig = {\n containerId: this.containerId,\n backgroundColor: this.options.backgroundColor,\n version: this.options.version,\n showStats: this.options.showStats,\n showViewCube: this.options.showViewCube,\n };\n\n // 调用引擎创建函数创建引擎实例\n // 将 options 中的配置复制给 createEngine\n this.engine = createEngineSDK(engineConfig);\n\n if (!this.engine) {\n throw new Error('Failed to create engine instance');\n }\n\n // 标记为已初始化\n this._isInitialized = true;\n\n // 订阅主题变化\n this.unsubscribeTheme = themeManager.subscribe((theme) => {\n this.setTheme(theme);\n });\n\n // 应用当前主题\n this.setTheme(themeManager.getTheme());\n } catch (error) {\n console.error('[Engine] Failed to initialize engine:', error);\n this._isInitialized = false;\n throw error;\n }\n }\n\n /**\n * 设置主题 (接口实现)\n * 根据主题调整 3D 引擎的视觉效果(如背景色)\n * @param theme 全局主题配置\n */\n public setTheme(theme: ThemeConfig): void {\n if (!this._isInitialized || !this.engine) {\n return;\n }\n\n // 根据主题调整背景色\n // dark 主题使用深色背景,light 主题使用浅色背景\n let backgroundColor: number;\n if (theme.name === 'dark') {\n backgroundColor = 0x1a1a1a; // 深色背景\n } else if (theme.name === 'light') {\n backgroundColor = 0xf5f5f5; // 浅色背景\n } else {\n // 自定义主题,尝试从主题配置中获取背景色\n // 如果主题配置中有 backgroundColor,使用它;否则使用默认值\n backgroundColor = this.options.backgroundColor ?? 0x1a1a1a;\n }\n\n // 如果引擎支持设置背景色,则更新\n if (this.engine && typeof this.engine.setBackgroundColor === 'function') {\n this.engine.setBackgroundColor(backgroundColor);\n } else if (this.engine && this.engine.scene) {\n // 如果引擎有 scene 对象,尝试设置背景色\n if (this.engine.scene.background) {\n this.engine.scene.background.setHex(backgroundColor);\n }\n }\n }\n\n /**\n * 设置语言 (接口实现)\n */\n public setLocales(): void {\n // 3D 引擎组件暂时不需要本地化\n }\n\n /**\n * 检查是否已初始化\n */\n public isInitialized(): boolean {\n return this._isInitialized;\n }\n\n\n /**\n * 加载 3D 模型\n * @param url 模型文件 URL\n * @param options 加载选项(位置、旋转、缩放)\n */\n public loadModel(url: string, options?: ModelLoadOptions): void {\n if (!this._isInitialized || !this.engine) {\n console.error('[Engine] Engine not initialized. Please call init() first.');\n return;\n }\n if (!url) {\n console.error('[Engine] Model URL is required.');\n return;\n }\n this.engine.loader.loadModel(url, options);\n }\n\n /**\n * 获取原始 3D 引擎实例\n */\n public getEngine(): any {\n return this.engine;\n }\n\n /**\n * 销毁组件 (接口实现)\n * 清理资源、取消订阅、销毁引擎实例\n */\n public destroy(): void {\n if (this._isDestroyed) {\n return;\n }\n // 取消主题订阅\n if (this.unsubscribeTheme) {\n this.unsubscribeTheme();\n this.unsubscribeTheme = null;\n }\n // 清理容器(可选,根据需求决定是否清空容器)\n this.container.innerHTML = '';\n // 更新状态\n this._isDestroyed = true;\n this._isInitialized = false;\n }\n}\n\n\n","import { IBimComponent } from '../../types/component';\nimport { ThemeConfig } from '../../themes/types';\nimport { IRightKeyContent, RightKeyOptions } from './types';\nimport './index.css';\n\n/**\n * 右键浮层容器组件 (RightKey)\n * 这是一个纯粹的定位容器,负责在屏幕指定位置显示内容。\n * 它不关心具体内容是什么,只处理定位、边界检测和关闭逻辑。\n */\nexport class BimRightKey implements IBimComponent {\n private element: HTMLElement;\n private content: IRightKeyContent | null = null;\n private isVisible: boolean = false;\n private onCloseCallback?: () => void;\n private options?: RightKeyOptions;\n \n private mouseDownTime: number = 0;\n private readonly CLICK_THRESHOLD: number = 200; // ms\n\n constructor(options?: RightKeyOptions) {\n this.options = options;\n this.element = document.createElement('div');\n this.element.className = `bim-right-key ${options?.className || ''}`;\n \n // 设置层级,默认很高以覆盖其他 UI\n if (options?.zIndex) {\n this.element.style.zIndex = options.zIndex.toString();\n }\n \n // 挂载到 body 以便进行固定定位\n document.body.appendChild(this.element);\n }\n\n public init(): void {\n // 绑定全局点击事件,用于实现\"点击外部关闭\"\n document.addEventListener('mousedown', this.handleGlobalClick);\n \n // 阻止在容器自身上触发系统默认右键菜单\n this.element.addEventListener('contextmenu', (e) => {\n e.preventDefault();\n e.stopPropagation();\n });\n\n // 绑定容器交互事件\n if (this.options?.container) {\n this.options.container.addEventListener('mousedown', this.handleContainerMouseDown);\n this.options.container.addEventListener('mouseup', this.handleContainerMouseUp);\n this.options.container.addEventListener('contextmenu', this.handleContainerContextMenu);\n }\n }\n\n public setTheme(_theme: ThemeConfig): void {\n // 容器本身通常是透明的,主题样式主要由内容组件处理\n // 如果容器需要背景色,可以在这里设置\n // 使用 _theme 前缀避免 TS 未使用变量报错\n }\n\n public setLocales(): void {\n // 容器不包含文本,无需处理国际化\n // 内容组件的国际化由内容组件自身处理\n }\n\n public destroy(): void {\n document.removeEventListener('mousedown', this.handleGlobalClick);\n \n if (this.options?.container) {\n this.options.container.removeEventListener('mousedown', this.handleContainerMouseDown);\n this.options.container.removeEventListener('mouseup', this.handleContainerMouseUp);\n this.options.container.removeEventListener('contextmenu', this.handleContainerContextMenu);\n }\n\n this.unmountContent();\n this.element.remove();\n }\n\n private handleContainerMouseDown = (e: MouseEvent): void => {\n // 记录右键按下时间 (button 2 是右键)\n if (e.button === 2) {\n this.mouseDownTime = Date.now();\n }\n };\n\n private handleContainerMouseUp = (e: MouseEvent): void => {\n // 只处理右键 (button 2)\n if (e.button !== 2) return;\n\n // 检查点击时长,如果是长按或拖拽(时间过长),则不触发回调\n const pressDuration = Date.now() - this.mouseDownTime;\n if (pressDuration > this.CLICK_THRESHOLD) {\n return;\n }\n\n // 触发有效右键回调\n if (this.options?.onContext) {\n this.options.onContext(e);\n }\n };\n\n private handleContainerContextMenu = (e: MouseEvent): void => {\n // 阻止浏览器默认的右键菜单\n // 真正的菜单触发逻辑已移至 mouseup,这里只负责拦截默认行为\n e.preventDefault();\n };\n\n /**\n * 设置关闭时的回调函数\n * 通常用于通知 Manager 状态变更\n */\n public setOnClose(callback: () => void): void {\n this.onCloseCallback = callback;\n }\n\n /**\n * 挂载内容组件\n * @param content 实现了 IRightKeyContent 接口的组件实例\n */\n public mount(content: IRightKeyContent): void {\n // 先卸载旧内容,防止内存泄漏\n this.unmountContent();\n \n this.content = content;\n this.element.appendChild(content.getElement());\n }\n\n /**\n * 卸载当前内容\n */\n public unmountContent(): void {\n if (this.content) {\n this.content.destroy(); // 重要:调用组件销毁方法清理���源\n this.element.innerHTML = '';\n this.content = null;\n }\n }\n\n /**\n * 在指定位置显示容器\n * 包含智能边界检测逻辑,防止溢出屏幕\n * @param x 目标 X 坐标 (通常是鼠标点击位置)\n * @param y 目标 Y 坐标\n */\n public show(x: number, y: number): void {\n this.element.classList.add('visible');\n this.isVisible = true;\n\n // 1. 先定位到目标位置,以便测量尺寸\n this.element.style.left = `${x}px`;\n this.element.style.top = `${y}px`;\n\n // 2. 获取容器尺寸和视口尺寸\n const rect = this.element.getBoundingClientRect();\n const viewportWidth = window.innerWidth;\n const viewportHeight = window.innerHeight;\n\n let newX = x;\n let newY = y;\n\n // 3. 水平方向边界检测:如果溢出右边界,则向左对齐\n if (x + rect.width > viewportWidth) {\n newX = x - rect.width;\n }\n \n // 4. 垂直方向边界检测:如果溢出下边界,则向上对齐\n if (y + rect.height > viewportHeight) {\n newY = y - rect.height;\n }\n\n // 5. 应用修正后的坐标\n this.element.style.left = `${newX}px`;\n this.element.style.top = `${newY}px`;\n }\n\n /**\n * 隐藏容器\n */\n public hide(): void {\n this.element.classList.remove('visible');\n this.isVisible = false;\n \n // 为了状态重置,通常隐藏时也卸载内容\n this.unmountContent(); \n \n if (this.onCloseCallback) {\n this.onCloseCallback();\n }\n }\n\n /**\n * 处理全局点击事件\n * 用于检测是否点击了容器外部\n */\n private handleGlobalClick = (e: MouseEvent): void => {\n if (!this.isVisible) return;\n \n // 如果点击的是容器内部,不做处理\n if (this.element.contains(e.target as Node)) {\n return;\n }\n\n // 点击外部,关闭容器\n this.hide();\n };\n}\n","import { IBimComponent } from '../../types/component';\nimport { ThemeConfig } from '../../themes/types';\nimport { localeManager, t } from '../../services/locale';\nimport { MenuItemConfig } from './item';\nimport { MenuOptions } from './types';\nimport './index.css';\nimport { themeManager } from '../../services/theme';\n\n/**\n * 通用菜单列表组件\n * 负责渲染一组菜单项,支持分组、排序、图标、快捷键提示和递归多级子菜单。\n * 它不包含定位逻辑,仅负责内容渲染。\n */\nexport class BimMenu implements IBimComponent {\n public element: HTMLElement;\n private options: MenuOptions;\n private unsubscribeLocale: (() => void) | null = null;\n private unsubscribeTheme: (() => void) | null = null;\n\n // 当前激活的子菜单引用,用于自动关闭\n private activeSubMenu: { menu: BimMenu; container: HTMLElement } | null = null;\n\n constructor(options: MenuOptions) {\n this.options = options;\n this.element = document.createElement('ul');\n this.element.className = 'bim-menu';\n }\n\n /**\n * 初始化组件\n * 渲染 DOM 结构并订阅语言变更\n */\n public init(): void {\n this.render();\n\n // 订阅语言变更事件,实现国际化自动更新\n this.unsubscribeLocale = localeManager.subscribe(() => {\n this.setLocales();\n });\n // 自动订阅主题变更\n this.unsubscribeTheme = themeManager.subscribe((theme) => {\n this.setTheme(theme);\n });\n }\n\n /**\n * 设置主题\n * @param theme 全局主题配置\n */\n public setTheme(theme: ThemeConfig) {\n const style = this.element.style;\n style.setProperty('--bim-ui_bg_color', theme.panelBackground);\n style.setProperty('--bim-ui_text_primary', theme.textPrimary);\n style.setProperty('--bim-ui_border_color', theme.border);\n style.setProperty('--bim-ui_bg_hover', theme.componentHover);\n }\n\n /**\n * 响应语言变更\n * 重新渲染整个菜单以更新文本\n */\n public setLocales(): void {\n this.element.innerHTML = '';\n this.render();\n }\n\n /**\n * 销毁组件\n * 清理事件监听、子菜单和 DOM 元素\n */\n public destroy(): void {\n // 取消语言订阅\n if (this.unsubscribeLocale) {\n this.unsubscribeLocale();\n this.unsubscribeLocale = null;\n }\n if (this.unsubscribeTheme) {\n this.unsubscribeTheme();\n this.unsubscribeTheme = null;\n }\n // 关闭并销毁所有打开的子菜单\n this.closeSubMenu();\n // 移除自身 DOM\n this.element.remove();\n }\n\n /**\n * 获取组件根元素\n * 实现 IRightKeyContent 接口,允许被 RightKey 容器挂载\n */\n public getElement(): HTMLElement {\n return this.element;\n }\n\n /**\n * 核心渲染逻辑\n * 处理分组、排序和 DOM 生成\n */\n private render(): void {\n const { items, groupOrder } = this.options;\n\n // 1. 数据分桶:按 group 字段将菜单项分组\n const groups = new Map();\n const defaultGroup = 'default';\n\n items.forEach(item => {\n const groupName = item.group || defaultGroup;\n if (!groups.has(groupName)) {\n groups.set(groupName, []);\n }\n groups.get(groupName)!.push(item);\n });\n\n // 2. 确定分组顺序\n let sortedGroupKeys: string[] = [];\n if (groupOrder) {\n // 优先按照 groupOrder 指定的顺序排序\n sortedGroupKeys = groupOrder.filter(g => groups.has(g));\n // 将未在 groupOrder 中定义的组追加到最后\n for (const key of groups.keys()) {\n if (!sortedGroupKeys.includes(key)) {\n sortedGroupKeys.push(key);\n }\n }\n } else {\n // 如果未指定顺序,则按默认遍历顺序\n sortedGroupKeys = Array.from(groups.keys());\n }\n\n // 3. 渲染分组和组内项\n sortedGroupKeys.forEach((groupName, index) => {\n // 除了第一组外,每组之前插入分割线\n if (index > 0) {\n const divider = document.createElement('li');\n divider.className = 'bim-menu-divider';\n this.element.appendChild(divider);\n }\n\n const groupItems = groups.get(groupName)!;\n // 组内排序:根据 item.order 升序排列\n groupItems.sort((a, b) => (a.order || 0) - (b.order || 0));\n\n groupItems.forEach(item => {\n // 仅渲染可见的项\n if (item.visible !== false) {\n this.element.appendChild(this.createItemElement(item));\n }\n });\n });\n }\n\n /**\n * 创建单个菜单项的 DOM 元素\n */\n private createItemElement(item: MenuItemConfig): HTMLElement {\n const li = document.createElement('li');\n // 根据状态设置样式类\n const isEnabled = !item.disabled;\n li.className = `bim-menu-item ${isEnabled ? '' : 'disabled'}`;\n\n // 1. 图标区域 (Icon Slot)\n const iconDiv = document.createElement('div');\n iconDiv.className = 'bim-menu-item-icon';\n if (item.icon) {\n iconDiv.innerHTML = item.icon;\n }\n li.appendChild(iconDiv);\n\n // 2. 文本区域 (Label Slot)\n const labelDiv = document.createElement('div');\n labelDiv.className = 'bim-menu-item-label';\n // 获取翻译后的文本\n labelDiv.textContent = t(item.label);\n li.appendChild(labelDiv);\n\n // 3. 子菜单指示器 (Arrow Slot)\n const children = item.children;\n const hasChildren = children && children.length > 0;\n\n if (hasChildren) {\n const arrowDiv = document.createElement('div');\n arrowDiv.className = 'bim-menu-item-arrow';\n // 简单的右箭头 SVG\n arrowDiv.innerHTML = '';\n li.appendChild(arrowDiv);\n\n // 绑定子菜单交互事件\n // 鼠标移入:打开子菜单\n li.addEventListener('mouseenter', () => this.openSubMenu(item, li));\n } else {\n // 鼠标移入普通项:关闭当前已打开的子菜单\n li.addEventListener('mouseenter', () => this.closeSubMenu());\n }\n\n // 4. 绑定点击事件\n if (isEnabled) {\n // Debug Log: 检查是否绑定了事件\n // console.log(`[BimMenu] Binding click for ${item.id}, hasChildren: ${hasChildren}, hasOnClick: ${!!item.onClick}`);\n \n li.addEventListener('click', (e) => {\n e.stopPropagation(); // 防止冒泡\n console.log(`[BimMenu] Clicked item: ${item.id}`);\n \n // 如果是叶子节点(没有子菜单),则触发点击动作\n if (!hasChildren) {\n if (item.onClick) {\n console.log(`[BimMenu] Executing onClick for ${item.id}`);\n item.onClick();\n } else {\n console.warn(`[BimMenu] No onClick handler for ${item.id}`);\n }\n }\n });\n }\n\n return li;\n }\n\n /**\n * 打开子菜单\n * @param item 当前菜单项\n * @param parentLi 触发的 DOM 元素(用于定位)\n */\n private openSubMenu(item: MenuItemConfig, parentLi: HTMLElement): void {\n const children = item.children;\n if (!children || children.length === 0) return;\n\n // 如果当前已经打开了子菜单,先关闭它\n this.closeSubMenu();\n\n // 创建子菜单容器 (模拟一个临时的悬浮层)\n const container = document.createElement('div');\n container.style.position = 'fixed';\n container.style.zIndex = '10001'; // 确保比父菜单层级高\n\n // 初步计算位置:位于父项右侧\n const rect = parentLi.getBoundingClientRect();\n container.style.top = `${rect.top}px`;\n container.style.left = `${rect.right}px`;\n\n // 关键修复:阻止 mousedown 冒泡\n // 防止点击子菜单时触发 BimRightKey 的全局关闭逻辑(因为它认为点击发生在主菜单外部)\n container.addEventListener('mousedown', (e) => e.stopPropagation());\n\n // 递归创建新的 BimMenu 实例\n const subMenu = new BimMenu({ items: children });\n subMenu.init();\n container.appendChild(subMenu.element);\n document.body.appendChild(container);\n\n // 保存引用以便后续清理\n this.activeSubMenu = { menu: subMenu, container };\n\n // 边界检测:如果超出屏幕右侧,则向左展开\n const subRect = container.getBoundingClientRect();\n if (subRect.right > window.innerWidth) {\n container.style.left = `${rect.left - subRect.width}px`;\n }\n // TODO: 垂直方向边界检测\n }\n\n /**\n * 关闭当前激活的子菜单\n */\n private closeSubMenu(): void {\n if (this.activeSubMenu) {\n this.activeSubMenu.menu.destroy();\n this.activeSubMenu.container.remove();\n this.activeSubMenu = null;\n }\n }\n}\n\n\n","import { BimComponent } from '../core/component';\nimport { BimEngine } from '../bim-engine';\nimport { BimRightKey } from '../components/right-key';\nimport { BimMenu } from '../components/menu';\nimport { MenuItemConfig } from '../components/menu/item';\n\n/**\n * 右键菜单管理器 (RightKeyManager)\n * 负责协调右键交互流程:\n * 1. 监听 Canvas/容器的 contextmenu 事件\n * 2. 通过注册的处理器 (Handler) 获取需要显示的菜单项\n * 3. 实例化 Menu 组件并装载到 RightKey 容器中显示\n */\nexport class RightKeyManager extends BimComponent {\n private container: HTMLElement;\n private rightKeyPanel: BimRightKey;\n\n // 存储注册的上下文处理器\n // 每个处理器接收鼠标事件,返回一组菜单项(如果没有对应菜单则返回 null)\n private contextHandlers: Array<(e: MouseEvent) => MenuItemConfig[] | null> = [];\n\n constructor(engine: BimEngine, container: HTMLElement) {\n super(engine);\n this.container = container;\n\n // 初始化右键容器,设置极高的层级以覆盖所有 UI\n // 将事件监听和触发逻辑下放给 BimRightKey 组件\n this.rightKeyPanel = new BimRightKey({\n zIndex: 9000,\n container: this.container,\n onContext: this.handleContextMenu\n });\n this.rightKeyPanel.init();\n }\n\n public destroy(): void {\n this.rightKeyPanel.destroy();\n }\n\n /**\n * 注册上下文菜单处理器\n * @param handler 处理函数,接收鼠标事件,返回菜单项数组\n */\n public registerHandler(handler: (e: MouseEvent) => MenuItemConfig[] | null): void {\n this.contextHandlers.push(handler);\n }\n\n /**\n * 手动显示菜单\n * 允许外部直接调用以显示特定的菜单,不一定依赖右键事件\n * @param x 屏幕 X 坐标\n * @param y 屏幕 Y 坐标\n * @param items 菜单项列表\n * @param groupOrder 可选的分组顺序\n */\n public showMenu(x: number, y: number, items: MenuItemConfig[], groupOrder?: string[]): void {\n if (!items || items.length === 0) return;\n\n // 1. 创建菜单内容组件\n const menu = new BimMenu({ items, groupOrder });\n menu.init(); // 必须初始化以生成 DOM\n\n // 2. 将菜单挂载到右键容器\n this.rightKeyPanel.mount(menu);\n\n // 3. 显示容器\n this.rightKeyPanel.show(x, y);\n }\n\n /**\n * 隐藏右键菜单\n */\n public hide(): void {\n this.rightKeyPanel.hide();\n }\n\n /**\n * 处理右键点击事件\n * 由 BimRightKey 组件在检测到有效右键点击时调用\n */\n private handleContextMenu = (e: MouseEvent): void => {\n // 1. 确定上下文项\n // 遍历所有注册的处理器,找到第一个返回非空结果的处理器\n // 这种责任链模式允许插件优先处理特定对象的右键\n let items: MenuItemConfig[] | null = null;\n for (const handler of this.contextHandlers) {\n const result = handler(e);\n if (result && result.length > 0) {\n if (!items) items = [];\n items = items.concat(result);\n }\n }\n\n // 2. 如果有菜单项,则显示\n if (items && items.length > 0) {\n this.showMenu(e.clientX, e.clientY, items);\n } else {\n // 如果没有任何内容,则关闭可能存在的菜单\n this.hide();\n }\n };\n}\n","import { BimEngine } from \"../../../bim-engine\";\nimport { MenuItemConfig } from \"../item\";\n\nexport const infoMenuButton = (engine: BimEngine): MenuItemConfig => {\n return {\n id: \"infoMenu\",\n label: \"menu.info\",\n group: 'info',\n icon: '',\n onClick: () => {\n console.log('dianjile')\n engine.dialog?.showInfoDialog()\n engine.engine?.rightKey?.hide()\n }\n }\n}","import { BimEngine } from \"../../../bim-engine\";\nimport { MenuItemConfig } from \"../item\";\n\nexport const fourMenuButton = (engine: BimEngine): MenuItemConfig => {\n return {\n id: \"fourMenu\",\n label: \"menu.info\",\n icon: '',\n onClick: () => {\n console.log('dianjile')\n engine.dialog?.showInfoDialog()\n engine.engine?.rightKey?.hide()\n }\n }\n}","import { BimEngine } from \"../../../bim-engine\";\nimport { MenuItemConfig } from \"../item\";\n\nexport const secondMenuButton = (engine: BimEngine): MenuItemConfig => {\n return {\n id: \"infoMenu\",\n label: \"menu.info\",\n icon: '',\n onClick: () => {\n console.log('dianjile')\n engine.dialog?.showInfoDialog()\n engine.engine?.rightKey?.hide()\n }\n }\n}","import { BimEngine } from \"../../../bim-engine\";\nimport { MenuItemConfig } from \"../item\";\nimport { fourMenuButton } from \"./four\";\nimport { secondMenuButton } from \"./second\";\n\nexport const homeMenuButton = (engine: BimEngine): MenuItemConfig => {\n return {\n id: \"homeMenu\",\n label: \"menu.home\",\n group: 'home',\n children: [secondMenuButton(engine), fourMenuButton(engine)],\n icon: '',\n onClick: () => {\n engine.dialog?.showInfoDialog()\n engine.engine?.rightKey?.hide()\n }\n }\n}","import { Engine, type EngineOptions, type ModelLoadOptions } from '../components/engine';\nimport { BimComponent } from '../core/component';\nimport type { BimEngine } from '../bim-engine';\nimport { RightKeyManager } from './right-key-manager';\nimport { infoMenuButton } from '../components/menu/buttons/info';\nimport { homeMenuButton } from '../components/menu/buttons/home';\n\n/**\n * 3D 引擎管理器\n * 负责连接 Engine 组件和 BimEngine,向外部暴露简化的 API\n * 采用延迟初始化模式,用户需主动调用 initialize() 方法\n */\nexport class EngineManager extends BimComponent {\n /** 3D 引擎挂载的父容器 */\n private container: HTMLElement;\n /** 3D 引擎组件实例 */\n private engineInstance: Engine | null = null;\n\n public rightKey: RightKeyManager | null = null; // 右键菜单管理器\n\n /**\n * 构造函数\n * @param engine 引擎实例\n * @param container 3D 引擎挂载的目标容器\n */\n constructor(engine: BimEngine, container: HTMLElement) {\n super(engine);\n this.container = container;\n }\n\n /**\n * 初始化 3D 引擎\n * @param options 引擎配置选项(可选,如果不提供则使用默认配置)\n * @returns 是否初始化成功\n */\n public initialize(options?: Omit): boolean {\n // 如果已经初始化,先销毁旧的实例\n if (this.engineInstance && this.engineInstance.isInitialized()) {\n console.warn('[EngineManager] 3D Engine already initialized. Destroying old instance...');\n this.engineInstance.destroy();\n this.engineInstance = null;\n }\n\n try {\n // 创建 Engine 组件实例\n // options 中的配置会自动复制给 createEngine 使用\n this.engineInstance = new Engine({\n container: this.container,\n ...options, // 合并配置选项\n });\n\n // 调用组件的 init 方法初始化引擎\n this.engineInstance.init();\n\n // 初始化右键 (移到 return 之前)\n this.rightKey = new RightKeyManager(this.engine, this.container);\n\n // 注册默认右键菜单\n this.rightKey.registerHandler((_e) => {\n return [\n infoMenuButton(this.engine),\n homeMenuButton(this.engine)\n ];\n });\n\n return this.engineInstance.isInitialized();\n } catch (error) {\n console.error('[EngineManager] Failed to initialize 3D engine:', error);\n this.engineInstance = null;\n return false;\n }\n }\n /**\n * 检��� 3D 引擎是否已初始化\n */\n public isInitialized(): boolean {\n return this.engineInstance !== null && this.engineInstance.isInitialized();\n }\n\n /**\n * 加载 3D 模型\n * @param url 模型文件 URL\n * @param options 加载选项(位置、旋转、缩放)\n */\n public loadModel(url: string, options?: ModelLoadOptions): void {\n if (!this.engineInstance || !this.engineInstance.isInitialized()) {\n console.error('[EngineManager] 3D Engine not initialized. Please call initialize() first.');\n return;\n }\n this.engineInstance.loadModel(url, options);\n }\n\n /**\n * 获取原始 3D 引擎实例\n * 用于直接调用第三方引擎的其他 API\n */\n public getEngine(): any {\n if (!this.engineInstance) {\n console.warn('[EngineManager] 3D Engine not initialized.');\n return null;\n }\n return this.engineInstance.getEngine();\n }\n\n /**\n * 销毁 3D 引擎实例\n */\n public destroy(): void {\n if (this.engineInstance) {\n this.engineInstance.destroy();\n this.engineInstance = null;\n }\n if (this.rightKey) {\n this.rightKey.destroy();\n this.rightKey = null;\n }\n }\n}\n\n\n\n","import type { BimTreeNode } from './tree-node';\n\n/**\n * 节点勾选状态枚举\n */\nexport enum TreeNodeCheckState {\n Unchecked = 0,\n Checked = 1,\n Indeterminate = 2 // 半选\n}\n\n/**\n * 节点点击行为类型\n */\nexport type NodeClickAction = 'select' | 'expand';\n\n/**\n * 树节点配置接口\n */\nexport interface TreeNodeConfig {\n /** 唯一标识符 */\n id: string;\n\n /** 显示文本的翻译键 */\n label: string;\n\n /** 节点图标 (SVG string 或 URL) */\n icon?: string;\n\n /** 子节点列表 */\n children?: TreeNodeConfig[];\n\n /** 初始展开状态 (默认 false) */\n expanded?: boolean;\n\n /** 初始选中状态 (默认 false) */\n checked?: boolean;\n\n /** 是否禁用 (默认 false) */\n disabled?: boolean;\n\n /** 自定义业务数据 */\n data?: any;\n\n /** 是否是叶子节点 (用于异步加载场景,暂留接口) */\n isLeaf?: boolean;\n\n /** 点击整行的行为 (默认 'select') */\n clickAction?: NodeClickAction;\n}\n\n/**\n * 树组件配置选项\n */\nexport interface TreeOptions {\n /** 树的数据源 */\n data: TreeNodeConfig[];\n\n /** 是否显示复选框 (默认 true) */\n checkable?: boolean;\n\n /** \n * 父子节点选中状态是否关联 (默认 true)\n * true: 选中父选子,子全选自动选父\n * false: 独立选中\n */\n checkStrictly?: boolean;\n\n /** 默认展开所有节点 (默认 false) */\n defaultExpandAll?: boolean;\n\n /** 缩进宽度 (像素,默认 24) */\n indent?: number;\n\n /** 是否启用搜索功能 (默认 false) */\n enableSearch?: boolean;\n\n /** 搜索框占位符 */\n searchPlaceholder?: string;\n\n /** 节点勾选回调 */\n onNodeCheck?: (node: BimTreeNode) => void;\n\n /** 节点选择回调 */\n onNodeSelect?: (node: BimTreeNode) => void;\n\n /** 节点展开/折叠回调 */\n onNodeExpand?: (node: BimTreeNode) => void;\n\n /** \n * 选中时显示的自定义操作栏渲染函数 \n * 返回 HTML 字符串或 HTMLElement\n */\n renderActions?: (node: TreeNodeConfig) => HTMLElement | string;\n}","import { TreeNodeConfig, TreeNodeCheckState, TreeOptions } from './types';\n/**\n * 树节点类\n * 负责渲染单个节点、处理交互和递归\n */\nexport class BimTreeNode {\n public config: TreeNodeConfig;\n public element: HTMLElement;\n public children: BimTreeNode[] = [];\n public parent: BimTreeNode | null = null;\n public checkState: TreeNodeCheckState = TreeNodeCheckState.Unchecked;\n\n // UI Elements\n private contentEl!: HTMLElement;\n private switcherEl!: HTMLElement;\n private checkboxEl: HTMLElement | null = null;\n private titleEl!: HTMLElement;\n private actionsEl!: HTMLElement; // 操作栏容器\n private childrenContainer!: HTMLElement;\n // 外部回调\n private onExpandChange: (node: BimTreeNode) => void;\n private onCheckChange: (node: BimTreeNode) => void;\n private onNodeClick: (node: BimTreeNode) => void;\n private renderActions?: (node: TreeNodeConfig) => HTMLElement | string;\n \n constructor(\n config: TreeNodeConfig, \n options: TreeOptions,\n callbacks: {\n onExpand: (n: BimTreeNode) => void,\n onCheck: (n: BimTreeNode) => void,\n onClick: (n: BimTreeNode) => void\n }\n ) {\n this.config = config;\n this.onExpandChange = callbacks.onExpand;\n this.onCheckChange = callbacks.onCheck;\n this.onNodeClick = callbacks.onClick;\n this.renderActions = options.renderActions;\n \n // 初始化状态\n this.checkState = config.checked ? TreeNodeCheckState.Checked : TreeNodeCheckState.Unchecked;\n \n this.element = this.createDom(options);\n }\n /**\n * 创建节点 DOM\n */\n private createDom(options: TreeOptions): HTMLElement {\n const nodeEl = document.createElement('div');\n nodeEl.className = 'bim-tree-node';\n if (this.config.disabled) nodeEl.classList.add('is-disabled');\n\n // 1. 内容行\n this.contentEl = document.createElement('div');\n this.contentEl.className = 'bim-tree-node-content';\n\n // 1.1 展开/折叠箭头\n this.switcherEl = document.createElement('span');\n this.switcherEl.className = 'bim-tree-switcher';\n // 默认右箭头 SVG\n this.switcherEl.innerHTML = ``;\n\n const hasChildren = this.config.children && this.config.children.length > 0;\n if (!hasChildren) {\n this.switcherEl.classList.add('is-hidden');\n } else if (this.config.expanded) {\n this.switcherEl.classList.add('is-expanded');\n }\n\n this.switcherEl.addEventListener('click', (e) => {\n e.stopPropagation();\n this.toggleExpand();\n });\n\n this.contentEl.appendChild(this.switcherEl);\n\n // 1.2 复选框 (可选)\n if (options.checkable !== false) {\n this.checkboxEl = document.createElement('span');\n this.checkboxEl.className = 'bim-tree-checkbox';\n this.updateCheckboxUI();\n\n this.checkboxEl.addEventListener('click', (e) => {\n e.stopPropagation();\n if (this.config.disabled) return;\n this.toggleCheck();\n });\n this.contentEl.appendChild(this.checkboxEl);\n }\n\n // 1.3 图标 (可选)\n if (this.config.icon) {\n const iconEl = document.createElement('span');\n iconEl.className = 'bim-tree-icon';\n iconEl.innerHTML = this.config.icon.includes('`;\n this.contentEl.appendChild(iconEl);\n }\n\n // 1.4 文本\n this.titleEl = document.createElement('span');\n this.titleEl.className = 'bim-tree-title';\n this.updateLabel(); // 设置文本\n this.contentEl.appendChild(this.titleEl);\n\n // 1.5 操作栏 (Actions)\n this.actionsEl = document.createElement('div');\n this.actionsEl.className = 'bim-tree-node-actions';\n this.actionsEl.addEventListener('click', (e) => {\n e.stopPropagation(); // 防止点击操作栏触发选中/展开\n });\n this.contentEl.appendChild(this.actionsEl);\n\n // 绑定整行点击\n this.contentEl.addEventListener('click', (e) => {\n e.stopPropagation();\n if (this.config.disabled) return;\n\n const action = this.config.clickAction || 'select';\n\n if (action === 'expand') {\n this.toggleExpand();\n } else {\n this.onNodeClick(this);\n }\n });\n\n nodeEl.appendChild(this.contentEl);\n\n // 2. 子节点容器\n this.childrenContainer = document.createElement('div');\n this.childrenContainer.className = 'bim-tree-children';\n // 设置缩进\n const indent = options.indent || 24;\n this.childrenContainer.style.paddingLeft = `${indent}px`; // 每一级子器左移\n\n if (this.config.expanded && hasChildren) {\n this.childrenContainer.classList.add('is-visible');\n }\n nodeEl.appendChild(this.childrenContainer);\n\n return nodeEl;\n }\n\n /**\n * 设置高亮选中状态 (Select 模式下)\n */\n public setSelected(selected: boolean) {\n if (selected) {\n this.contentEl.classList.add('is-selected');\n // 渲染自定义操作栏\n if (this.renderActions) {\n const content = this.renderActions(this.config);\n this.actionsEl.innerHTML = '';\n if (typeof content === 'string') {\n this.actionsEl.innerHTML = content;\n } else if (content instanceof HTMLElement) {\n this.actionsEl.appendChild(content);\n }\n }\n } else {\n this.contentEl.classList.remove('is-selected');\n this.actionsEl.innerHTML = ''; // 清空内容\n }\n }\n\n /**\n * 更新显示文本 (国际化支持) -> 移除国际化,直接显示\n */\n public updateLabel() {\n if (this.titleEl) {\n this.titleEl.textContent = this.config.label;\n }\n }\n\n /**\n * 切换展开状态\n */\n public toggleExpand(force?: boolean) {\n if (!this.config.children || this.config.children.length === 0) return;\n\n const newState = force !== undefined ? force : !this.config.expanded;\n this.config.expanded = newState;\n\n if (newState) {\n this.switcherEl.classList.add('is-expanded');\n this.childrenContainer.classList.add('is-visible');\n } else {\n this.switcherEl.classList.remove('is-expanded');\n this.childrenContainer.classList.remove('is-visible');\n }\n\n // 触发回调\n if (force === undefined) { // 只有用户交互才触发回调,防止初始化时无限循环\n this.onExpandChange(this);\n }\n }\n\n /**\n * 切换选中状态 (用户点击)\n */\n public toggleCheck() {\n // 如果当前是半选,点击变全选;如果全选,点击未选;如果未选,点击变全选\n // 简化逻辑:只要不是 Checked,点击都变 Checked;如果是 Checked,变 Unchecked\n const newChecked = this.checkState !== TreeNodeCheckState.Checked;\n this.setChecked(newChecked ? TreeNodeCheckState.Checked : TreeNodeCheckState.Unchecked, true);\n }\n\n /**\n * 设置选中状态 (API调用或联动)\n * @param state 新状态\n * @param fireEvent 是否触发事件\n */\n public setChecked(state: TreeNodeCheckState, fireEvent: boolean = false) {\n if (this.checkState === state) return;\n\n this.checkState = state;\n this.config.checked = (state === TreeNodeCheckState.Checked);\n\n this.updateCheckboxUI();\n\n if (fireEvent) {\n this.onCheckChange(this);\n }\n }\n\n /**\n * 更新复选框 UI 样式\n */\n public updateCheckboxUI() {\n if (!this.checkboxEl) return;\n\n this.checkboxEl.classList.remove('is-checked', 'is-indeterminate');\n\n if (this.checkState === TreeNodeCheckState.Checked) {\n this.checkboxEl.classList.add('is-checked');\n } else if (this.checkState === TreeNodeCheckState.Indeterminate) {\n this.checkboxEl.classList.add('is-indeterminate');\n }\n }\n\n /**\n * 添加子节点实例\n */\n public appendChild(childNode: BimTreeNode) {\n childNode.parent = this;\n this.children.push(childNode);\n this.childrenContainer.appendChild(childNode.element);\n\n // 如果之前是隐藏的箭头,现在有了子节点,需要显示出来\n if (this.children.length === 1) {\n this.switcherEl.classList.remove('is-hidden');\n }\n }\n\n /**\n * 销毁\n */\n public destroy() {\n this.children.forEach(c => c.destroy());\n this.children = [];\n this.element.remove();\n this.parent = null;\n }\n}\n","import { IBimComponent } from '../../types/component';\nimport { ThemeConfig } from '../../themes/types';\nimport { localeManager, t } from '../../services/locale';\nimport { themeManager } from '../../services/theme';\nimport { TreeOptions, TreeNodeConfig, TreeNodeCheckState } from './types';\nimport { BimTreeNode } from './tree-node';\nimport './index.css';\n\n// 定义辅助事件发射器接口 (由于 BimTree 通常作为 Manager 的一部分或独立使用)\n// 为了方便,这里我们假设它会被 TreeManager 管理,TreeManager 会处理事件发射\n// 但 BimTree 本身也需要一个方式通知 Manager。\n// 我们可以通过构造函数传入 event bus 适配器,或者直接使用 CustomEvent。\n// 更好的方式:BimTree 提供 onEvent 回调。\n\nexport class BimTree implements IBimComponent {\n public element: HTMLElement;\n private contentElement: HTMLElement; // 树内容容器\n private searchInput: HTMLInputElement | null = null;\n private searchResults: HTMLElement | null = null;\n\n private options: TreeOptions;\n private nodeMap: Map = new Map();\n private rootNodes: BimTreeNode[] = [];\n private selectedNode: BimTreeNode | null = null; // 当前选中的高亮节点\n\n // 订阅清理函数\n private unsubscribeLocale: (() => void) | null = null;\n private unsubscribeTheme: (() => void) | null = null;\n private clickOutsideHandler: ((e: MouseEvent) => void) | null = null;\n\n // 事件回调 (由 Manager 注入)\n public onNodeCheck?: (node: BimTreeNode) => void;\n public onNodeSelect?: (node: BimTreeNode) => void;\n public onNodeExpand?: (node: BimTreeNode) => void;\n\n constructor(options: TreeOptions) {\n this.options = {\n checkable: true,\n checkStrictly: true,\n indent: 24,\n defaultExpandAll: true,\n enableSearch: false,\n searchPlaceholder: 'tree.searchPlaceholder',\n ...options\n };\n \n // 主容器\n this.element = document.createElement('div');\n this.element.className = 'bim-tree';\n\n // 搜索区域\n if (this.options.enableSearch) {\n this.createSearchDOM();\n }\n\n // 内容容器\n this.contentElement = document.createElement('div');\n this.contentElement.className = 'bim-tree-content';\n this.element.appendChild(this.contentElement);\n\n // 初始化回调\n if (options.onNodeCheck) this.onNodeCheck = options.onNodeCheck;\n if (options.onNodeSelect) this.onNodeSelect = options.onNodeSelect;\n if (options.onNodeExpand) this.onNodeExpand = options.onNodeExpand;\n }\n\n private createSearchDOM() {\n const searchContainer = document.createElement('div');\n searchContainer.className = 'bim-tree-search';\n\n const wrapper = document.createElement('div');\n wrapper.className = 'bim-tree-search-wrapper';\n\n // 图标\n const icon = document.createElement('span');\n icon.className = 'bim-tree-search-icon';\n icon.innerHTML = ``;\n wrapper.appendChild(icon);\n\n this.searchInput = document.createElement('input');\n this.searchInput.className = 'bim-tree-search-input';\n this.searchInput.type = 'text';\n this.searchInput.placeholder = t(this.options.searchPlaceholder || '搜索...');\n\n // 绑定输入事件\n this.searchInput.addEventListener('input', (e) => {\n const query = (e.target as HTMLInputElement).value;\n this.handleSearch(query);\n });\n\n wrapper.appendChild(this.searchInput);\n searchContainer.appendChild(wrapper);\n\n // 搜索结果容器\n this.searchResults = document.createElement('div');\n this.searchResults.className = 'bim-tree-search-results';\n\n searchContainer.appendChild(this.searchResults);\n this.element.appendChild(searchContainer);\n\n // 点击外部关闭搜索结果\n this.clickOutsideHandler = (e: MouseEvent) => {\n if (this.searchResults &&\n !this.searchResults.contains(e.target as Node) &&\n !this.searchInput?.contains(e.target as Node)) {\n this.searchResults.classList.remove('is-visible');\n }\n };\n document.addEventListener('click', this.clickOutsideHandler);\n }\n\n public init(): void {\n this.render();\n\n // 订阅系统事件\n this.unsubscribeLocale = localeManager.subscribe(() => this.setLocales());\n this.unsubscribeTheme = themeManager.subscribe((theme) => this.setTheme(theme));\n\n // 初始化主题\n this.setTheme(themeManager.getTheme());\n }\n\n /**\n * 处理搜索逻辑\n */\n private handleSearch(query: string) {\n if (!this.searchResults) return;\n\n if (!query.trim()) {\n this.searchResults.classList.remove('is-visible');\n this.searchResults.innerHTML = '';\n return;\n }\n\n const results: { node: BimTreeNode, label: string, path: string }[] = [];\n const lowerQuery = query.toLowerCase();\n\n this.nodeMap.forEach(node => {\n // 直接使用 config.label,不进行翻译\n const label = node.config.label;\n if (label.toLowerCase().includes(lowerQuery)) {\n results.push({\n node,\n label,\n path: this.getNodePath(node)\n });\n }\n });\n\n this.renderSearchResults(results);\n }\n\n /**\n * 获取节点路径(面包屑)\n */\n private getNodePath(node: BimTreeNode): string {\n const path: string[] = [];\n let current: BimTreeNode | null = node.parent; // 从父级开始\n while (current) {\n // 直接使用 label\n path.unshift(current.config.label);\n current = current.parent;\n }\n return path.join(' > ');\n }\n\n /**\n * 渲染搜索结果列表\n */\n private renderSearchResults(results: { node: BimTreeNode, label: string, path: string }[]) {\n if (!this.searchResults) return;\n\n this.searchResults.innerHTML = '';\n if (results.length === 0) {\n const noData = document.createElement('div');\n noData.className = 'bim-tree-search-item';\n noData.style.cursor = 'default';\n noData.style.color = '#999';\n noData.textContent = 'No results';\n this.searchResults.appendChild(noData);\n } else {\n results.forEach(res => {\n const item = document.createElement('div');\n item.className = 'bim-tree-search-item';\n\n const title = document.createElement('span');\n title.className = 'bim-tree-search-item-title';\n title.textContent = res.label;\n\n const path = document.createElement('span');\n path.className = 'bim-tree-search-item-path';\n path.textContent = res.path;\n\n item.appendChild(title);\n if (res.path) item.appendChild(path);\n\n item.addEventListener('click', () => {\n this.revealNode(res.node);\n });\n\n this.searchResults!.appendChild(item);\n });\n }\n this.searchResults.classList.add('is-visible');\n }\n\n /**\n * 定位到指定节点\n */\n public revealNode(node: BimTreeNode) {\n // 1. 关闭搜索下拉\n if (this.searchResults) {\n this.searchResults.classList.remove('is-visible');\n if (this.searchInput) this.searchInput.value = ''; // 可选:清空搜索框\n }\n\n // 2. 递归展开父节点\n let current = node.parent;\n while (current) {\n current.toggleExpand(true); // 强制展开\n current = current.parent;\n }\n\n // 3. 选中节点 (Select)\n this.handleNodeSelect(node);\n\n // 4. 滚动到可视区域\n setTimeout(() => {\n node.element.scrollIntoView({ behavior: 'smooth', block: 'center' });\n }, 100);\n }\n\n /**\n * 设置主题\n */\n public setTheme(theme: ThemeConfig): void {\n const style = this.element.style;\n style.setProperty('--bim-ui_bg_color', theme.panelBackground);\n style.setProperty('--bim-ui_text_primary', theme.textPrimary);\n style.setProperty('--bim-ui_text_secondary', theme.textSecondary || '#999');\n style.setProperty('--bim-ui_border_color', theme.border);\n style.setProperty('--bim-ui_bg_hover', theme.componentHover);\n style.setProperty('--bim-primary_color', theme.primary);\n // style.setProperty('--bim-ui_text_disabled', theme.textDisabled); // 如果 ThemeConfig 有这个字段\n }\n\n /**\n * 响应语言变更\n */\n public setLocales(): void {\n this.nodeMap.forEach(node => node.updateLabel());\n if (this.searchInput) {\n this.searchInput.placeholder = t(this.options.searchPlaceholder || 'tree.searchPlaceholder');\n }\n }\n\n public destroy(): void {\n if (this.unsubscribeLocale) {\n this.unsubscribeLocale();\n this.unsubscribeLocale = null;\n }\n if (this.unsubscribeTheme) {\n this.unsubscribeTheme();\n this.unsubscribeTheme = null;\n }\n if (this.clickOutsideHandler) {\n document.removeEventListener('click', this.clickOutsideHandler);\n this.clickOutsideHandler = null;\n }\n this.rootNodes.forEach(node => node.destroy());\n this.rootNodes = [];\n this.nodeMap.clear();\n this.element.remove();\n this.selectedNode = null;\n }\n\n /**\n * 核心渲染逻辑\n */\n private render(): void {\n this.contentElement.innerHTML = ''; // 清空内容区,而不是整个 element\n this.nodeMap.clear();\n this.rootNodes = [];\n\n this.options.data.forEach(config => {\n this.createNodeRecursively(config, null);\n });\n\n // 移除旧的 expandAll 调用,因为 expanded 状态已在 createNodeRecursively 中处理\n }\n\n /**\n * 递归创建节点\n */\n private createNodeRecursively(config: TreeNodeConfig, parent: BimTreeNode | null) {\n // 处理展开状态优先级: config.expanded > defaultExpandAll\n if (config.expanded === undefined) {\n config.expanded = this.options.defaultExpandAll;\n }\n\n const node = new BimTreeNode(config, this.options, {\n onExpand: (n) => { if (this.onNodeExpand) this.onNodeExpand(n); },\n onCheck: (n) => this.handleNodeCheck(n),\n onClick: (n) => this.handleNodeSelect(n)\n });\n\n this.nodeMap.set(config.id, node);\n\n if (parent) {\n parent.appendChild(node);\n } else {\n this.rootNodes.push(node);\n this.contentElement.appendChild(node.element); // 挂载到 contentElement\n }\n\n if (config.children && config.children.length > 0) {\n config.children.forEach(childConfig => {\n this.createNodeRecursively(childConfig, node);\n });\n }\n\n // 如果是初始化渲染,需要处理 checkStrictly 的向上联动(因为数据里可能只给了子节点 checked,父节点没给)\n // 这里做一个简单的后处理:如果 checkStrictly 开启,且当前节点 checked,则触发一次联动\n // 注意:这可能会导致性能问题,���化做法是在所有节点创建完后统一计算一次状态\n }\n\n /**\n * 处理节点选择 (高亮)\n */\n private handleNodeSelect(node: BimTreeNode) {\n // 如果之前有选中的,先取消选中\n if (this.selectedNode && this.selectedNode !== node) {\n this.selectedNode.setSelected(false);\n }\n\n // 设置当前为选中\n node.setSelected(true);\n this.selectedNode = node;\n\n // 触发外部回调\n if (this.onNodeSelect) this.onNodeSelect(node);\n }\n\n /**\n * 处理节点勾选逻辑 (核心算法)\n */\n private handleNodeCheck(node: BimTreeNode) {\n const isChecked = node.checkState === TreeNodeCheckState.Checked;\n\n // 1. 触发外部回调 (Event)\n if (this.onNodeCheck) this.onNodeCheck(node);\n\n // 2. 如果不联动,直接返回\n if (this.options.checkStrictly === false) return;\n\n // 3. 联动逻辑\n // 3.1 向下级联 (Cascade Down): 父变子全变\n const updateChildren = (n: BimTreeNode, state: TreeNodeCheckState) => {\n n.children.forEach(child => {\n if (child.config.disabled) return; // 跳过禁用节点\n child.setChecked(state, false); // 不再触发事件,只更新状态 UI\n updateChildren(child, state);\n });\n };\n\n // 当前节点是 Checked 或 Unchecked,子节点跟随\n if (isChecked) {\n updateChildren(node, TreeNodeCheckState.Checked);\n } else {\n updateChildren(node, TreeNodeCheckState.Unchecked);\n }\n\n // 3.2 向上冒泡 (Bubble Up): 子变父更新\n let current = node.parent;\n while (current) {\n if (current.config.disabled) {\n current = current.parent;\n continue;\n }\n\n const children = current.children;\n const allChecked = children.every(c => c.checkState === TreeNodeCheckState.Checked);\n const allUnchecked = children.every(c => c.checkState === TreeNodeCheckState.Unchecked);\n\n if (allChecked) {\n current.setChecked(TreeNodeCheckState.Checked, false);\n } else if (allUnchecked) {\n current.setChecked(TreeNodeCheckState.Unchecked, false);\n } else {\n current.setChecked(TreeNodeCheckState.Indeterminate, false);\n }\n\n current = current.parent;\n }\n }\n\n // ================== Public APIs ==================\n\n public getNode(id: string): BimTreeNode | undefined {\n return this.nodeMap.get(id);\n }\n\n public checkNode(id: string, checked: boolean) {\n const node = this.nodeMap.get(id);\n if (node) {\n node.setChecked(checked ? TreeNodeCheckState.Checked : TreeNodeCheckState.Unchecked, true);\n // 手动调用联动处理,因为 setChecked 的 fireEvent 只触发回调,不包含内部逻辑调用?\n // 不,我们在 createNodeRecursively 里绑定的 onCheck 就是 handleNodeCheck\n // 所以只要 fireEvent=true,就会触发 handleNodeCheck,进而触发联动。\n }\n }\n\n public expandAll(expanded: boolean) {\n this.nodeMap.forEach(node => node.toggleExpand(expanded));\n }\n\n public getCheckedNodes(includeHalfChecked: boolean = false): TreeNodeConfig[] {\n const result: TreeNodeConfig[] = [];\n this.nodeMap.forEach(node => {\n if (node.checkState === TreeNodeCheckState.Checked) {\n result.push(node.config);\n } else if (includeHalfChecked && node.checkState === TreeNodeCheckState.Indeterminate) {\n result.push(node.config);\n }\n });\n return result;\n }\n}\n","import { IBimComponent } from '../../types/component';\nimport { localeManager, t } from '../../services/locale';\nimport { themeManager } from '../../services/theme';\nimport type { ThemeConfig } from '../../themes/types';\nimport type { TabItem, TabOptions } from './index.type';\nimport './index.css';\n\n/**\n * 简单标签页组件(固定标签,不支持运行时增删)\n * - 仅处理标签头部与内容切换\n * - 主题从 ThemeManager 获取,不在配置中传入\n * - 文案通过 t() 翻译,支持传原文直接展示\n */\nexport class BimTab implements IBimComponent {\n /** 组件根节点 */\n public element: HTMLElement;\n /** 头部容器 */\n private navElement: HTMLElement;\n /** 内容容器 */\n private contentElement: HTMLElement;\n /** 业务配置 */\n private options: TabOptions;\n /** 当前激活的标签 id */\n private activeId: string | null;\n /** id -> TabItem */\n private tabMap: Map = new Map();\n /** id -> 内容容器 */\n private panelMap: Map = new Map();\n /** 主题/语言订阅解除函数 */\n private unsubscribeLocale: (() => void) | null = null;\n private unsubscribeTheme: (() => void) | null = null;\n /** 头部点击事件处理引用(便于销毁时解绑) */\n private navClickHandler: ((e: MouseEvent) => void) | null = null;\n\n constructor(options: TabOptions) {\n this.options = options;\n this.activeId = options.activeId || (options.tabs[0]?.id ?? null);\n\n // 预置 tabMap,方便后续查找\n options.tabs.forEach((tab) => this.tabMap.set(tab.id, tab));\n\n // 构建基础 DOM 结构\n this.element = document.createElement('div');\n this.element.className = 'bim-tab';\n\n this.navElement = document.createElement('div');\n this.navElement.className = 'bim-tab__nav';\n this.navElement.setAttribute('role', 'tablist');\n this.element.appendChild(this.navElement);\n\n this.contentElement = document.createElement('div');\n this.contentElement.className = 'bim-tab__content';\n this.element.appendChild(this.contentElement);\n\n // 挂载到容器\n this.options.container.appendChild(this.element);\n }\n\n /**\n * 初始化组件\n */\n public init(): void {\n this.renderNav();\n this.renderPanels();\n // 初始化文案与主题\n this.setLocales();\n this.setTheme(themeManager.getTheme());\n\n // 订阅语言、主题变化\n this.unsubscribeLocale = localeManager.subscribe(() => this.setLocales());\n this.unsubscribeTheme = themeManager.subscribe((theme) => this.setTheme(theme));\n }\n\n /**\n * 渲染头部标签\n */\n private renderNav(): void {\n this.navElement.innerHTML = '';\n\n this.navClickHandler = (event: MouseEvent) => {\n const target = (event.target as HTMLElement).closest('.bim-tab__item');\n if (!target) return;\n const tabId = target.dataset.id;\n if (!tabId) return;\n const tab = this.tabMap.get(tabId);\n if (tab?.disabled) return;\n this.activateTab(tabId);\n };\n this.navElement.addEventListener('click', this.navClickHandler);\n\n this.options.tabs.forEach((tab) => {\n const btn = document.createElement('button');\n btn.type = 'button';\n btn.className = 'bim-tab__item';\n btn.dataset.id = tab.id;\n btn.setAttribute('role', 'tab');\n btn.id = `tab-${tab.id}`;\n btn.setAttribute('aria-selected', `${tab.id === this.activeId}`);\n if (tab.disabled) {\n btn.disabled = true;\n btn.setAttribute('aria-disabled', 'true');\n btn.classList.add('is-disabled');\n }\n\n // 图标\n if (tab.icon) {\n const iconEl = document.createElement('span');\n iconEl.className = 'bim-tab__icon';\n iconEl.innerHTML = tab.icon;\n btn.appendChild(iconEl);\n }\n\n const titleEl = document.createElement('span');\n titleEl.className = 'bim-tab__title';\n titleEl.textContent = this.resolveTitle(tab.title);\n btn.appendChild(titleEl);\n\n if (tab.id === this.activeId) {\n btn.classList.add('is-active');\n }\n\n this.navElement.appendChild(btn);\n });\n }\n\n /**\n * 渲染内容面板\n */\n private renderPanels(): void {\n this.contentElement.innerHTML = '';\n this.panelMap.clear();\n\n this.options.tabs.forEach((tab) => {\n const panel = document.createElement('div');\n panel.className = 'bim-tab__panel';\n panel.dataset.id = tab.id;\n panel.setAttribute('role', 'tabpanel');\n panel.setAttribute('aria-labelledby', `tab-${tab.id}`);\n\n if (tab.content instanceof HTMLElement) {\n panel.appendChild(tab.content);\n } else if (typeof tab.content === 'string') {\n panel.innerHTML = tab.content;\n }\n\n if (tab.id === this.activeId) {\n panel.classList.add('is-active');\n } else {\n panel.style.display = 'none';\n }\n\n this.panelMap.set(tab.id, panel);\n this.contentElement.appendChild(panel);\n });\n }\n\n /**\n * 激活指定标签\n * @param tabId 目标标签 id\n */\n public activateTab(tabId: string): void {\n if (this.activeId === tabId) return;\n const targetTab = this.tabMap.get(tabId);\n if (!targetTab || targetTab.disabled) return;\n\n this.activeId = tabId;\n // 更新头部状态\n const buttons = this.navElement.querySelectorAll('.bim-tab__item');\n buttons.forEach((btn) => {\n const isActive = btn.dataset.id === tabId;\n btn.classList.toggle('is-active', isActive);\n btn.setAttribute('aria-selected', `${isActive}`);\n });\n\n // 更新面板显示\n this.panelMap.forEach((panel, id) => {\n const isActive = id === tabId;\n panel.classList.toggle('is-active', isActive);\n panel.style.display = isActive ? 'block' : 'none';\n });\n\n if (this.options.onChange) {\n this.options.onChange(tabId, targetTab);\n }\n }\n\n /**\n * 应用主题\n */\n public setTheme(theme: ThemeConfig): void {\n const style = this.element.style;\n style.setProperty('--bim-tab-bg', theme.panelBackground);\n style.setProperty('--bim-tab-nav-bg', theme.panelBackground);\n style.setProperty('--bim-tab-text', theme.textPrimary);\n style.setProperty('--bim-tab-text-secondary', theme.textSecondary);\n style.setProperty('--bim-tab-text-active', theme.primary);\n style.setProperty('--bim-tab-border', theme.border);\n style.setProperty('--bim-tab-hover-bg', theme.componentHover);\n style.setProperty('--bim-tab-active-bg', theme.componentActive);\n style.setProperty('--bim-tab-icon', theme.icon);\n }\n\n /**\n * 应用当前语言文案\n */\n public setLocales(): void {\n const buttons = this.navElement.querySelectorAll('.bim-tab__item');\n buttons.forEach((btn) => {\n const id = btn.dataset.id;\n if (!id) return;\n const tab = this.tabMap.get(id);\n if (!tab) return;\n const titleEl = btn.querySelector('.bim-tab__title');\n if (titleEl) {\n titleEl.textContent = this.resolveTitle(tab.title);\n }\n });\n }\n\n /**\n * 清理资源\n */\n public destroy(): void {\n if (this.navClickHandler) {\n this.navElement.removeEventListener('click', this.navClickHandler);\n this.navClickHandler = null;\n }\n if (this.unsubscribeLocale) {\n this.unsubscribeLocale();\n this.unsubscribeLocale = null;\n }\n if (this.unsubscribeTheme) {\n this.unsubscribeTheme();\n this.unsubscribeTheme = null;\n }\n this.panelMap.clear();\n this.tabMap.clear();\n this.element.remove();\n }\n\n /**\n * 工具:解析标题(优先翻译,不存在则回退原值)\n */\n private resolveTitle(title: string): string {\n try {\n const translated = t(title);\n return translated || title;\n } catch (err) {\n // 翻译失败时使用原值\n return title;\n }\n }\n}\n\n","/**\n * 图标管理器\n * 统一管理所有 SVG 图标\n */\n\n/**\n * 所有图标集合(静态变量)\n */\nconst ICONS: Record = {\n // ========== 来自 assets 的图标 (48x48) ==========\n 测量: '',\n 地图: '',\n 框选放大: '',\n 漫游: '',\n 目录树: '',\n 剖切: '',\n 剖切盒: '',\n 全屏: '',\n 设置: '',\n 拾曲面剖切: '',\n 轴向剖切: '',\n 主视角: '',\n 文档: '',\n 第一人称漫游: '',\n 反向: '',\n 路径漫游: '',\n 适应到模型: '',\n 隐藏: '',\n 重置: '',\n\n // ========== 测量相关图标 (32x32) ==========\n 标高: '',\n 距离: '',\n 最小距离: '',\n 激光边距: '',\n 角度: '',\n 坡度: '',\n 体积: '',\n 空间体积: '',\n\n // ========== 通用图标 (24x24) ==========\n close: '',\n check: '',\n warning: '',\n error: '',\n success: '',\n plus: '',\n minus: '',\n arrowUp: '',\n arrowDown: '',\n arrowLeft: '',\n arrowRight: '',\n search: '',\n refresh: '',\n delete: '',\n edit: '',\n save: '',\n expand: '',\n collapse: '',\n\n // ========== 默认图标 ==========\n default: '',\n};\n\n/**\n * 获取图标\n * @param name 图标名称\n * @returns SVG 字符串,如果找不到返回默认图标\n */\nexport function getIcon(name: string): string {\n const icon = ICONS[name];\n\n if (!icon) {\n console.warn(`[IconManager] Icon \"${name}\" not found, using default icon`);\n return ICONS.default;\n }\n\n return icon;\n}\n","import type {ButtonGroupColors, ButtonConfig} from '../components/button-group/index.type';\nimport {Toolbar} from '../components/button-group/toolbar';\nimport {BimComponent} from '../core/component';\nimport type {BimEngine} from '../bim-engine';\nimport {BimButtonGroup} from \"../components/button-group\";\nimport {BimTree} from \"../components/tree\";\nimport {TreeNodeConfig} from \"../components/tree/types.ts\";\nimport {BimDialog} from \"../components/dialog\";\nimport {BimTab} from \"../components/tab\";\nimport {getIcon} from \"../utils/icon-manager\";\n\nconst MOCK_STRUCT_DATA: TreeNodeConfig[] =[\n {\n id: 'root',\n label: '全部构件',\n expanded: true,\n clickAction: 'expand',\n children: [\n {\n id: 'level-1',\n label: '一层',\n expanded: false,\n icon:'',\n clickAction: 'expand',\n children: [\n { id: 'l1-wall', label: '墙体(128)'},\n { id: 'l1-column', label: '柱(46)' },\n { id: 'l1-beam', label: '梁(82)' },\n { id: 'l1-slab', label: '楼板(12)' },\n { id: 'l1-door', label: '门(24)' },\n { id: 'l1-window', label: '窗(36)' }\n ]\n },\n {\n id: 'level-2',\n label: '二层',\n expanded: false,\n clickAction: 'expand',\n children: [\n { id: 'l2-wall', label: '墙体(141)' },\n { id: 'l2-column', label: '柱(52)' },\n { id: 'l2-beam', label: '梁(90)' },\n { id: 'l2-slab', label: '楼板(12)' },\n { id: 'l2-door', label: '门(18)' },\n { id: 'l2-window', label: '窗(40)' }\n ]\n },\n {\n id: 'level-3',\n label: '三层',\n expanded: false,\n clickAction: 'expand',\n children: [\n { id: 'l3-wall', label: '墙体(136)' },\n { id: 'l3-column', label: '柱(48)' },\n { id: 'l3-beam', label: '梁(88)' },\n { id: 'l3-slab', label: '楼板(12)' },\n { id: 'l3-door', label: '门(16)' },\n { id: 'l3-window', label: '窗(38)' }\n ]\n },\n {\n id: 'level-roof',\n label: '屋面层',\n expanded: false,\n clickAction: 'expand',\n children: [\n { id: 'rf-slab', label: '屋面板(6)' },\n { id: 'rf-beam', label: '屋面梁(24)' },\n { id: 'rf-parapet', label: '女儿墙(18)' }\n ]\n }\n ]\n }\n];\n\n/**\n * 底部工具栏管理器 (ToolbarManager)\n * 仅负责管理底部工具栏实例。\n */\nexport class ConstructTreeManagerBtn extends BimComponent {\n private toolbar: Toolbar | null = null;\n private toolbarContainer: HTMLElement | null = null;\n private container: HTMLElement;\n private dialog: BimDialog | null = null;\n\n constructor(engine: BimEngine, container: HTMLElement) {\n super(engine);\n this.container = container;\n this.init();\n }\n\n private init() {\n // 创建底部工具栏专用容器\n this.toolbarContainer = document.createElement('div');\n this.toolbarContainer.id = 'bim-construct-tree';\n this.container.appendChild(this.toolbarContainer);\n this.toolbar = new BimButtonGroup({\n container: this.toolbarContainer,\n showLabel: false,\n direction: 'column',\n position: 'top-left', // 底部居中\n align: 'vertical', // 图标在上\n expand: 'up' // 向上展开\n });\n this.toolbar.init();\n this.toolbar.setEngine(this.engine);\n this.toolbar.addGroup('construct-tree');\n this.toolbar.addButton({\n id: 'construct-tree-btn',\n groupId: 'construct-tree',\n type: 'button',\n label: 'construct-tree',\n icon: getIcon('目录树'),\n onClick: () => {\n this.openConstructTreeDialog()\n }\n });\n this.toolbar.render();\n }\n\n public openConstructTreeDialog() {\n this.setVisible(false);\n\n // 构件树实例(放在“构件”标签内)\n const tree = new BimTree({\n data: MOCK_STRUCT_DATA,\n checkable: true,\n indent: 0,\n enableSearch: true,\n checkStrictly: true,\n defaultExpandAll: true,\n renderActions: (_node) => {\n return '';\n },\n onNodeCheck: (node) => {\n console.log('onNodeCheck', node);\n },\n onNodeSelect: (node) => {\n console.log('onNodeSelect', node);\n },\n onNodeExpand: (node) => {\n console.log('onNodeExpand', node);\n this.dialog?.fitWidth();\n },\n });\n tree.init();\n\n // 系统/空间暂留空占位,可后续填充业务内容\n const systemPlaceholder = document.createElement('div');\n systemPlaceholder.className = 'construct-tab__panel-content';\n const spacePlaceholder = document.createElement('div');\n spacePlaceholder.className = 'construct-tab__panel-content';\n\n // 构件面板容器,确保内部树区域可滚动\n const componentPanel = document.createElement('div');\n componentPanel.className = 'construct-tab__panel-content';\n componentPanel.appendChild(tree.element);\n\n // 创建 Tab 容器(仅在本弹窗内使用,不额外挂 Manager)\n const tabMount = document.createElement('div');\n tabMount.className = 'construct-tab__container';\n tabMount.style.height = '100%';\n tabMount.style.overflow = 'hidden';\n const tab = new BimTab({\n container: tabMount,\n tabs: [\n {id: 'component', title: 'tab.component', content: componentPanel},\n {id: 'system', title: 'tab.system', content: systemPlaceholder},\n {id: 'space', title: 'tab.space', content: spacePlaceholder},\n ],\n activeId: 'component',\n onChange: () => {\n // 切换后根据内容宽度刷新弹窗\n this.dialog?.fitWidth();\n }\n });\n tab.init();\n\n this.dialog = this.engine.dialog!.create({\n title: 'constructTree.title',\n minWidth: 320,\n height: 420,\n content: tabMount,\n position: {x: 20, y: 20},\n resizable: false,\n onClose: () => {\n tab.destroy();\n tree.destroy();\n this.setVisible(true);\n }\n });\n this.dialog?.fitWidth();\n }\n\n public refresh() {\n this.toolbar?.render();\n }\n\n public destroy() {\n this.toolbar?.destroy();\n this.toolbar = null;\n }\n\n // --- 转发 API ---\n public addGroup(groupId: string, beforeGroupId?: string) {\n this.toolbar?.addGroup(groupId, beforeGroupId);\n this.toolbar?.render();\n }\n\n public addButton(config: ButtonConfig) {\n this.toolbar?.addButton(config);\n this.toolbar?.render();\n }\n\n public setButtonVisibility(id: string, v: boolean) {\n this.toolbar?.updateButtonVisibility(id, v);\n }\n\n public setShowLabel(show: boolean) {\n this.toolbar?.setShowLabel(show);\n }\n\n public setVisible(visible: boolean) {\n if (this.toolbarContainer) {\n this.toolbarContainer.style.visibility = visible ? 'visible' : 'hidden';\n }\n }\n\n public setBackgroundColor(color: string) {\n this.toolbar?.setBackgroundColor(color);\n }\n\n public setColors(colors: ButtonGroupColors) {\n this.toolbar?.setColors(colors);\n }\n}\n","import './index.css';\nimport { CollapseOptions, CollapseItemConfig } from './types';\nimport { IBimComponent } from '../../types/component';\nimport { t, localeManager } from '../../services/locale';\nimport { themeManager } from '../../services/theme';\nimport type { ThemeConfig } from '../../themes/types';\n\n/**\n * 单个折叠面板项\n */\nclass BimCollapseItem {\n public element: HTMLElement;\n public headerEl!: HTMLElement;\n public contentEl!: HTMLElement;\n public contentBoxEl!: HTMLElement;\n public arrowEl!: HTMLElement;\n public titleEl!: HTMLElement;\n\n private config: CollapseItemConfig;\n private parent: BimCollapse;\n\n constructor(config: CollapseItemConfig, parent: BimCollapse) {\n this.config = config;\n this.parent = parent;\n this.element = this.createDom();\n }\n\n private createDom(): HTMLElement {\n const itemEl = document.createElement('div');\n itemEl.className = `bim-collapse-item ${this.config.className || ''}`;\n if (this.config.disabled) itemEl.classList.add('is-disabled');\n itemEl.dataset.id = this.config.id;\n\n // ��部区域\n this.headerEl = document.createElement('div');\n this.headerEl.className = 'bim-collapse-header';\n\n // 箭头图标\n this.arrowEl = document.createElement('span');\n this.arrowEl.className = 'bim-collapse-arrow';\n this.arrowEl.innerHTML = ``;\n this.headerEl.appendChild(this.arrowEl);\n\n // 自定义图标 (可选)\n if (this.config.icon) {\n const iconEl = document.createElement('span');\n iconEl.className = 'bim-collapse-icon';\n iconEl.innerHTML = this.config.icon;\n this.headerEl.appendChild(iconEl);\n }\n\n // 标题文本\n this.titleEl = document.createElement('span');\n this.titleEl.className = 'bim-collapse-title';\n this.titleEl.textContent = t(this.config.title); // 初始翻译\n this.headerEl.appendChild(this.titleEl);\n\n // 额外内容 (可选,如右侧标签)\n if (this.config.extra) {\n const extraEl = document.createElement('div');\n extraEl.className = 'bim-collapse-extra';\n if (typeof this.config.extra === 'string') {\n extraEl.innerHTML = this.config.extra;\n } else {\n extraEl.appendChild(this.config.extra);\n }\n this.headerEl.appendChild(extraEl);\n }\n\n // 点击事件\n this.headerEl.addEventListener('click', () => {\n if (this.config.disabled) return;\n this.parent.toggleItem(this.config.id);\n });\n\n itemEl.appendChild(this.headerEl);\n\n // 内容区域\n this.contentEl = document.createElement('div');\n this.contentEl.className = 'bim-collapse-content is-hidden';\n\n this.contentBoxEl = document.createElement('div');\n this.contentBoxEl.className = 'bim-collapse-content-box';\n\n if (typeof this.config.content === 'string') {\n this.contentBoxEl.innerHTML = this.config.content;\n } else {\n this.contentBoxEl.appendChild(this.config.content);\n }\n\n this.contentEl.appendChild(this.contentBoxEl);\n itemEl.appendChild(this.contentEl);\n\n return itemEl;\n }\n\n public updateLocale() {\n if (this.titleEl) {\n this.titleEl.textContent = t(this.config.title);\n }\n }\n\n public setActive(isActive: boolean) {\n if (isActive) {\n this.element.classList.add('is-active');\n this.contentEl.classList.remove('is-hidden');\n // 简单的动画处理:设置 height\n // 实际生产中可能需要更复杂的 JS 动画库或 transitionend 事件处理\n // 这里依赖 CSS transition\n } else {\n this.element.classList.remove('is-active');\n this.contentEl.classList.add('is-hidden');\n }\n }\n}\n\n/**\n * 折叠面板组件\n */\nexport class BimCollapse implements IBimComponent {\n private element: HTMLElement;\n private options: CollapseOptions;\n private items: Map = new Map();\n private activeIds: Set = new Set();\n private unsubscribeLocale: (() => void) | null = null;\n private unsubscribeTheme: (() => void) | null = null;\n\n constructor(options: CollapseOptions) {\n this.options = {\n bordered: true,\n accordion: false,\n ...options\n };\n\n this.element = document.createElement('div');\n this.element.className = `bim-collapse ${this.options.className || ''}`;\n if (!this.options.bordered) this.element.style.border = 'none';\n if (this.options.ghost) this.element.classList.add('is-ghost');\n\n const container = typeof this.options.container === 'string'\n ? document.getElementById(this.options.container)\n : this.options.container;\n\n if (container) {\n container.appendChild(this.element);\n }\n\n // 初始化激活的 ID\n if (this.options.activeIds) {\n this.options.activeIds.forEach(id => this.activeIds.add(id));\n }\n\n this.init();\n }\n\n public init() {\n // 创建子项\n this.options.items.forEach(itemConfig => {\n const item = new BimCollapseItem(itemConfig, this);\n this.items.set(itemConfig.id, item);\n this.element.appendChild(item.element);\n\n // 设置初始状态\n if (this.activeIds.has(itemConfig.id)) {\n item.setActive(true);\n }\n });\n\n // 订阅语言变更\n this.unsubscribeLocale = localeManager.subscribe(() => {\n this.setLocales();\n });\n\n // 订阅主题变更\n this.unsubscribeTheme = themeManager.subscribe((theme) => {\n this.setTheme(theme);\n });\n\n // 初始应用主题\n this.setTheme(themeManager.getTheme());\n }\n\n public toggleItem(id: string) {\n const isActive = this.activeIds.has(id);\n\n if (this.options.accordion) {\n // 手风琴模式:关闭其他所有,只展开目标\n this.activeIds.clear();\n if (!isActive) {\n this.activeIds.add(id);\n }\n } else {\n // 普通模式:切换目标状态\n if (isActive) {\n this.activeIds.delete(id);\n } else {\n this.activeIds.add(id);\n }\n }\n\n this.refreshState();\n\n if (this.options.onChange) {\n this.options.onChange(Array.from(this.activeIds));\n }\n }\n\n private refreshState() {\n this.items.forEach((item, id) => {\n item.setActive(this.activeIds.has(id));\n });\n }\n\n public setTheme(theme: ThemeConfig): void {\n const style = this.element.style;\n style.setProperty('--bim-bg-color', theme.panelBackground);\n style.setProperty('--bim-border-color', theme.border);\n style.setProperty('--bim-text-color', theme.textPrimary);\n\n // 头部默认背景色使用 componentBackground\n style.setProperty('--bim-header-bg-color', theme.componentHover);\n style.setProperty('--bim-header-hover-bg-color', theme.componentHover);\n\n style.setProperty('--bim-content-bg-color', theme.panelBackground);\n style.setProperty('--bim-disabled-color', theme.textSecondary);\n }\n\n public setLocales(): void {\n this.items.forEach(item => item.updateLocale());\n }\n\n public destroy(): void {\n if (this.unsubscribeLocale) {\n this.unsubscribeLocale();\n this.unsubscribeLocale = null;\n }\n if (this.unsubscribeTheme) {\n this.unsubscribeTheme();\n this.unsubscribeTheme = null;\n }\n this.element.remove();\n this.items.clear();\n }\n}\n","import './index.css';\nimport { DescriptionOptions, DescriptionItem } from './types';\nimport { IBimComponent } from '../../types/component';\nimport { themeManager } from '../../services/theme';\nimport type { ThemeConfig } from '../../themes/types';\n\n/**\n * 描述列表组件\n * 用于展示一组 Key-Value 数据\n * 注意:本组件为纯展示组件,不处理国际化,请在外部传入处理好的文本。\n */\nexport class BimDescription implements IBimComponent {\n private element: HTMLElement;\n private options: DescriptionOptions;\n private unsubscribeTheme: (() => void) | null = null;\n\n constructor(options: DescriptionOptions) {\n this.options = {\n bordered: false,\n ...options\n };\n\n this.element = this.createDom();\n\n const container = typeof this.options.container === 'string'\n ? document.getElementById(this.options.container)\n : this.options.container;\n\n if (container) {\n container.appendChild(this.element);\n }\n\n this.init();\n }\n\n public init(): void {\n this.applyCustomStyles();\n this.renderItems();\n\n // 订阅主题变更\n this.unsubscribeTheme = themeManager.subscribe((theme) => {\n this.setTheme(theme);\n });\n\n // 初始应用主题\n this.setTheme(themeManager.getTheme());\n }\n\n private createDom(): HTMLElement {\n const el = document.createElement('div');\n el.className = `bim-description ${this.options.className || ''}`;\n\n if (this.options.bordered) el.classList.add('is-bordered');\n\n return el;\n }\n\n private applyCustomStyles() {\n const style = this.element.style;\n\n // 应用全局字体大小\n if (this.options.fontSize) {\n style.setProperty('--bim-desc-font-size', this.options.fontSize);\n }\n\n // 应用全局 Label 颜色\n if (this.options.labelColor) {\n style.setProperty('--bim-desc-label-color', this.options.labelColor);\n }\n\n // 应用全局 Value 颜色\n if (this.options.valueColor) {\n style.setProperty('--bim-desc-value-color', this.options.valueColor);\n }\n\n // 应用 Padding 配置\n if (this.options.labelPadding) {\n style.setProperty('--bim-desc-label-padding', this.options.labelPadding);\n }\n\n if (this.options.valuePadding) {\n style.setProperty('--bim-desc-value-padding', this.options.valuePadding);\n }\n }\n\n private renderItems() {\n this.element.innerHTML = ''; // 清空现有内容\n\n this.options.items.forEach(item => {\n const itemEl = document.createElement('div');\n itemEl.className = `bim-description-item ${item.className || ''}`;\n\n // 1. Label\n const labelEl = document.createElement('div');\n labelEl.className = 'bim-description-label';\n\n // 行级颜色覆盖全局颜色\n if (item.labelColor) {\n labelEl.style.color = item.labelColor;\n }\n\n // 设置固定宽度\n if (this.options.labelWidth) {\n labelEl.style.width = this.options.labelWidth;\n }\n\n // 直接显示文本\n // bordered 模式移除冒号,普通模式保留\n labelEl.textContent = this.options.bordered ? item.label : (item.label + ':');\n\n // 2. Value\n const valueEl = document.createElement('div');\n valueEl.className = 'bim-description-value';\n\n // 行级颜色覆盖全局颜色\n if (item.valueColor) {\n valueEl.style.color = item.valueColor;\n }\n\n if (typeof item.value === 'string') {\n valueEl.innerHTML = item.value;\n } else {\n valueEl.appendChild(item.value);\n }\n\n itemEl.appendChild(labelEl);\n itemEl.appendChild(valueEl);\n this.element.appendChild(itemEl);\n });\n }\n\n /**\n * 动态更新数据\n */\n public setItems(items: DescriptionItem[]) {\n this.options.items = items;\n this.renderItems();\n }\n\n public setTheme(theme: ThemeConfig): void {\n const style = this.element.style;\n // 设置基础主题变量 (作为 fallback 或默认值)\n style.setProperty('--bim-text-color', theme.textPrimary);\n style.setProperty('--bim-label-color', theme.textSecondary);\n style.setProperty('--bim-value-color', theme.textPrimary);\n style.setProperty('--bim-border-color', theme.border);\n }\n\n public setLocales(): void {\n // 本组件不处理国际化\n }\n\n public destroy(): void {\n if (this.unsubscribeTheme) {\n this.unsubscribeTheme();\n this.unsubscribeTheme = null;\n }\n this.element.remove();\n }\n}\n","import { BimComponent } from '../core/component';\nimport { BimEngine } from '../bim-engine';\nimport { BimCollapse } from '../components/collapse/index';\nimport { BimDescription } from '../components/description/index';\nimport { BimTab } from '../components/tab/index';\n\n/**\n * 属性面板管理器\n * 负责展示和管理属性面板弹窗 (演示 Tab + Collapse + Description 组件)\n */\nexport class PropertyPanelManager extends BimComponent {\n private dialogId = 'property-panel-dialog';\n private dialog: any = null; // 保存 dialog 引用\n\n constructor(engine: BimEngine) {\n super(engine);\n }\n\n public init(): void {\n // 监听来自 Demo 的打开属性面板事件\n document.addEventListener('bim-demo:open-property-panel', () => {\n this.show();\n });\n }\n\n /**\n * 显示属性面板\n */\n public show() {\n if (!this.engine.dialog) {\n console.warn('Dialog manager is not initialized');\n return;\n }\n\n // 如果已打开,不重复打开\n if (this.isOpen()) {\n return;\n }\n\n // 1. 创建弹窗\n const width = 360; // 稍微加宽一点以容纳 Tab\n const x = document.body.clientWidth - width - 40;\n console.log('x', x)\n\n this.dialog = this.engine.dialog.create({\n id: this.dialogId,\n title: 'panel.property.title', // '构件详情'\n content: '',\n width: `${width}px`,\n height: '500px',\n position: { x, y: 20 },\n showMask: false,\n resizable: true,\n onClose: () => {\n this.hide();\n }\n } as any);\n\n // 2. 创建内容容器\n const contentContainer = document.createElement('div');\n contentContainer.style.height = '100%';\n contentContainer.style.display = 'flex';\n contentContainer.style.flexDirection = 'column';\n\n this.dialog.setContent(contentContainer);\n\n // 3. 创建标签页组件\n const tab = new BimTab({\n container: contentContainer,\n tabs: [\n {\n id: 'props',\n title: 'panel.property.tab.props', // '属性'\n content: this.createPropsTabContent()\n },\n {\n id: 'material',\n title: 'panel.property.tab.material', // '材质'\n content: this.createMaterialTabContent()\n }\n ]\n });\n tab.init();\n\n }\n\n /**\n * 创建\"属性\"标签页的内容 (包含 Collapse)\n */\n private createPropsTabContent(): HTMLElement {\n const container = document.createElement('div');\n container.style.height = '100%';\n container.style.overflowY = 'auto'; // 内容区域滚动\n\n new BimCollapse({\n container: container,\n accordion: true,\n activeIds: ['base', 'location'],\n items: [\n {\n id: 'base',\n title: 'panel.property.base', // '基本属性'\n content: this.createBaseInfoContent(),\n },\n {\n id: 'advanced',\n title: 'panel.property.advanced', // '高级设置'\n content: this.createAdvancedInfoContent(), // 新增一个内容\n disabled: false\n }\n ]\n });\n\n return container;\n }\n\n /**\n * 创建\"材质\"标签页的内容 (包含 Collapse)\n */\n private createMaterialTabContent(): HTMLElement {\n const container = document.createElement('div');\n container.style.height = '100%';\n container.style.overflowY = 'auto';\n\n new BimCollapse({\n container: container,\n accordion: true,\n activeIds: ['material'],\n items: [\n {\n id: 'material',\n title: 'panel.property.material', // '材质信息'\n content: this.createMaterialContent(),\n }\n ]\n });\n\n return container;\n }\n\n private createBaseInfoContent(): HTMLElement {\n const container = document.createElement('div');\n\n new BimDescription({\n container: container,\n labelWidth: '80px',\n bordered: true,\n items: [\n { label: 'Guid', value: '1f8d-4a2e-9c' },\n { label: 'Name', value: 'Basic Wall: Generic - 200mm' },\n { label: 'Type', value: 'Basic Wall' },\n { label: 'Level', value: 'Trane - Centrifugal Water Chiller - CVHF 2 Stage direct drive TAG(BP-RHS-1100RT) 0202104531 1' }\n ]\n });\n\n return container;\n }\n\n private createAdvancedInfoContent(): HTMLElement {\n const container = document.createElement('div');\n\n new BimDescription({\n container: container,\n labelWidth: '100px',\n bordered: true,\n items: [\n { label: 'Area', value: '32.5 m²' },\n { label: 'Volume', value: '6.5 m³' },\n { label: 'Length', value: '5000 mm' },\n { label: 'Phase', value: 'New Construction' }\n ]\n });\n\n return container;\n }\n\n private createMaterialContent(): HTMLElement {\n const container = document.createElement('div');\n\n // 材质预览块\n const preview = document.createElement('div');\n preview.style.display = 'flex';\n preview.style.alignItems = 'center';\n preview.style.marginBottom = '4px';\n preview.innerHTML = `\n
    \n Concrete - Cast-in-Place Gray\n `;\n\n const descContainer = document.createElement('div');\n\n new BimDescription({\n container: descContainer,\n items: [\n { label: 'Preview', value: preview },\n { label: 'Class', value: 'Concrete' },\n { label: 'Density', value: '2400 kg/m³' },\n { label: 'Thermal', value: '0.6 W/(m·K)' }\n ]\n });\n\n container.appendChild(descContainer);\n return container;\n }\n\n /**\n * 检查属性面板是否打开\n */\n public isOpen(): boolean {\n return this.dialog !== null;\n }\n\n /**\n * 隐藏属性面板\n */\n public hide(): void {\n if (this.dialog) {\n this.dialog.destroy();\n this.dialog = null;\n }\n }\n\n public destroy(): void {\n this.hide();\n }\n}\n","import './index.css';\nimport type { ThemeConfig } from '../../themes/types';\nimport { IBimComponent } from '../../types/component';\nimport { localeManager, t } from '../../services/locale';\nimport { themeManager } from '../../services/theme';\nimport type { MeasureConfig, MeasureMode, MeasurePanelOptions, MeasurePrecision, MeasureResult, MeasureUnit } from './types';\n\n/**\n * 测量方式图标(SVG)\n *\n * 说明:\n * - 你上传的 SVG 原文件放在 `src/assets/icons/` 目录\n * - 原始 SVG 含 defs/clipPath/style/背景 rect,直接内联时容易出现渲染/裁剪异常(尤其多个图标同时出现)\n * - 这里把图标“瘦身”为纯 path,并统一使用 currentColor,确保稳定渲染\n */\nconst MEASURE_MODE_ICON_SVGS: Record = {\n distance: ``,\n minDistance: ``,\n angle: ``,\n elevation: ``,\n volume: ``,\n laserDistance: ``,\n slope: ``,\n spaceVolume: ``\n};\n\n/**\n * 测量面板组件(只做 UI,不实现真实测量)\n *\n * 组件职责:\n * - 展示 8 种测量方式按钮(默认 4 个,可展开/收起)\n * - 维护当前选中的测量方式(current mode)\n * - 展示测量结果(由外部 setResult 注入)\n * - 提供 “删除全部 / 设置” 的 UI 与对外方法(暂不实现真实逻辑,仅回调/占位)\n *\n * 注意:\n * - 所有用户可见文本必须通过 t(key) 获取(国际化强制要求)\n * - 组件需要订阅主题/语言变更,并在 destroy 时清理订阅\n */\nexport class MeasurePanel implements IBimComponent {\n public element: HTMLElement;\n\n private options: MeasurePanelOptions;\n private activeMode: MeasureMode;\n private isExpanded: boolean;\n private result: MeasureResult | null = null;\n\n /**\n * 测量配置(单位/精度)\n * 说明:\n * - 你要求:创建 MeasurePanel 不传入单位和精度\n * - 默认值维护在组件内部\n * - 初始化时优先读取缓存(localStorage),否则使用默认值\n */\n private config: MeasureConfig;\n\n /** 设置面板的临时配置(用于“取消”回滚) */\n private draftConfig: MeasureConfig | null = null;\n\n /** 当前视图:主面板 / 设置面板 */\n private view: 'main' | 'settings' = 'main';\n\n /** 缓存 key(默认全局) */\n private static readonly CONFIG_CACHE_KEY = 'bim-engine:measure:config';\n\n /** 默认配置(由组件内部维护) */\n private static readonly DEFAULT_CONFIG: MeasureConfig = {\n unit: 'mm',\n precision: 2\n };\n\n // DOM 引用(便于局部更新,减少频繁 querySelector)\n private toolButtons: Map = new Map();\n private toggleBtn!: HTMLButtonElement;\n private toggleTextEl!: HTMLElement;\n private mainValueValueEl!: HTMLElement;\n private mainValueLabelEl!: HTMLElement;\n private mainNumberEl!: HTMLElement;\n private mainUnitEl!: HTMLElement;\n private xyzBoxEl!: HTMLElement;\n private xyzXEl!: HTMLElement;\n private xyzYEl!: HTMLElement;\n private xyzZEl!: HTMLElement;\n private clearBtn!: HTMLButtonElement;\n private settingsBtn!: HTMLButtonElement;\n\n // Settings DOM\n private mainViewEl!: HTMLElement;\n private settingsViewEl!: HTMLElement;\n private unitSelectEl!: HTMLSelectElement;\n private precisionSelectEl!: HTMLSelectElement;\n private saveSettingsBtn!: HTMLButtonElement;\n private cancelSettingsBtn!: HTMLButtonElement;\n\n // 订阅清理\n private unsubscribeLocale: (() => void) | null = null;\n private unsubscribeTheme: (() => void) | null = null;\n\n /**\n * 构造函数\n * @param options 组件配置\n */\n constructor(options: MeasurePanelOptions = {}) {\n this.options = options;\n this.activeMode = options.defaultMode ?? 'distance';\n this.isExpanded = options.defaultExpanded ?? false;\n\n // 读取配置:优先缓存,否则默认\n this.config = this.loadConfigFromCache() ?? { ...MeasurePanel.DEFAULT_CONFIG };\n\n this.element = this.createDom();\n }\n\n /**\n * 初始化组件(实现 IBimComponent)\n */\n public init(): void {\n // 订阅语言变更:更新所有文本/提示\n this.unsubscribeLocale = localeManager.subscribe(() => {\n this.setLocales();\n });\n\n // 订阅主题变更:更新 CSS 变量(如需要)\n this.unsubscribeTheme = themeManager.subscribe((theme) => {\n this.setTheme(theme);\n });\n\n // 初始应用\n this.setLocales();\n this.setTheme(themeManager.getTheme());\n\n // 初始渲染状态(按钮显隐、选中态、结果区)\n this.applyExpandedState();\n this.applyActiveModeState();\n this.applyViewState();\n this.renderResult();\n }\n\n /**\n * 设置主题(实现 IBimComponent)\n * @param theme 主题配置\n */\n public setTheme(theme: ThemeConfig): void {\n // 为了可读性:这里显式写出映射,不做过度抽象\n const style = this.element.style;\n\n // 这些变量不会强制覆盖外部(Dialog)已有变量,只做兜底\n style.setProperty('--bim-measure-border', theme.border ?? 'rgba(255, 255, 255, 0.12)');\n style.setProperty('--bim-measure-divider', theme.border ?? 'rgba(255, 255, 255, 0.10)');\n style.setProperty('--bim-measure-icon-color', theme.icon ?? '#ddd');\n style.setProperty('--bim-measure-label-color', theme.textSecondary ?? 'rgba(255, 255, 255, 0.70)');\n style.setProperty('--bim-measure-value-color', theme.textPrimary ?? 'rgba(255, 255, 255, 0.90)');\n\n // “删除全部”颜色:截图中偏绿色,这里用 primary 做一个合理映射\n style.setProperty('--bim-measure-danger', theme.primary ?? '#46d369');\n // 设置面板“保存设置”按钮用主题色\n style.setProperty('--bim-measure-primary', theme.primary ?? '#0078d4');\n style.setProperty('--bim-measure-primary-hover', theme.primaryHover ?? '#0063b1');\n style.setProperty('--bim-measure-btn-bg', theme.componentBackground ?? 'rgba(255, 255, 255, 0.06)');\n style.setProperty('--bim-measure-btn-hover-bg', theme.componentHover ?? 'rgba(255, 255, 255, 0.10)');\n style.setProperty('--bim-measure-btn-active-bg', theme.componentActive ?? 'rgba(255, 255, 255, 0.14)');\n }\n\n /**\n * 设置语言(实现 IBimComponent)\n */\n public setLocales(): void {\n // 1) 更新按钮 tooltip(图标占位时,tooltip 是主要的可读文本)\n for (const [mode, btn] of this.toolButtons.entries()) {\n btn.title = t(this.getModeI18nKey(mode));\n btn.setAttribute('aria-label', btn.title);\n }\n\n // 2) 更新展开/收起按钮 tooltip\n this.toggleBtn.title = this.isExpanded ? t('measure.actions.collapse') : t('measure.actions.expand');\n this.toggleBtn.setAttribute('aria-label', this.toggleBtn.title);\n\n // 2.1) 更新展开/收起按钮可见文本(你要求的“文字提示”)\n if (this.toggleTextEl) {\n this.toggleTextEl.textContent = this.toggleBtn.title;\n }\n\n // 3) 更新底部按钮文本/tooltip\n this.clearBtn.textContent = t('measure.actions.clearAll');\n this.settingsBtn.title = t('measure.actions.settings');\n this.settingsBtn.setAttribute('aria-label', this.settingsBtn.title);\n\n // 4) 主值 label(随模式变化)\n this.mainValueLabelEl.textContent = t(this.getModeValueLabelI18nKey(this.activeMode));\n\n // 6) XYZ label(使用 key)\n // 这里 label 在 createDom 已经是固定文本节点,直接用 setText 更新更直观\n // 但为了减少 DOM 结构复杂度,我们把 label 写在 createDom 里,通过 data-key 更新\n const labelNodes = this.element.querySelectorAll('[data-i18n-key]');\n labelNodes.forEach((node) => {\n const key = node.dataset.i18nKey;\n if (key) node.textContent = t(key);\n });\n\n // 7) 设置面板文本\n this.saveSettingsBtn.textContent = t('measure.settings.save');\n this.cancelSettingsBtn.textContent = t('measure.settings.cancel');\n }\n\n /**\n * 销毁组件(实现 IBimComponent)\n */\n public destroy(): void {\n // 清理订阅\n if (this.unsubscribeLocale) {\n this.unsubscribeLocale();\n this.unsubscribeLocale = null;\n }\n if (this.unsubscribeTheme) {\n this.unsubscribeTheme();\n this.unsubscribeTheme = null;\n }\n\n // 清理事件监听:由于本组件的监听都绑定在创建时的具体按钮上,\n // 且按钮会随 element 一起被 GC,这里不做逐个 removeEventListener(可读性优先)\n\n // 移除 DOM\n this.element.remove();\n }\n\n // ==========================\n // 对外 API(给 Manager / 外部业务调用)\n // ==========================\n\n /**\n * 获取当前测量方式\n */\n public getActiveMode(): MeasureMode {\n return this.activeMode;\n }\n\n /**\n * 切换测量方式(你要求的“切换类型的方法”)\n * @param mode 目标测量方式\n */\n public switchMode(mode: MeasureMode): void {\n this.setActiveMode(mode);\n }\n\n /**\n * 设置当前测量方式\n * @param mode 目标测量方式\n */\n public setActiveMode(mode: MeasureMode): void {\n if (this.activeMode === mode) return;\n this.activeMode = mode;\n this.applyActiveModeState();\n\n // 切换方式后,主值 label 也需要更新\n this.mainValueLabelEl.textContent = t(this.getModeValueLabelI18nKey(this.activeMode));\n\n // 通知外部(如果需要)\n if (this.options.onModeChange) {\n this.options.onModeChange(mode);\n }\n\n // 模式切换后,结果展示也应刷新(例如某些字段显示为 --)\n this.renderResult();\n\n // 切换模式会影响结果区高度(例如 distance 显示 xyz,其它不显示)\n // 复用 onExpandedChange 来通知外部重新计算 Dialog 高度(不额外扩展回调,保持接口简单)\n if (this.options.onExpandedChange) {\n this.options.onExpandedChange(this.isExpanded);\n }\n }\n\n /**\n * 设置测量结果(由外部注入)\n * @param result 测量结果;传 null 表示清空\n */\n public setResult(result: MeasureResult | null): void {\n this.result = result;\n this.renderResult();\n }\n\n /**\n * 删除全部(只做 UI 状态清空 + 回调)\n */\n public clearAll(): void {\n // 先清空结果显示\n this.result = null;\n this.renderResult();\n\n // 通知外部\n if (this.options.onClearAll) {\n this.options.onClearAll();\n }\n }\n\n /**\n * 打开设置(本次只预留方法/回调)\n */\n public openSettings(): void {\n // 进入设置面板(组件内部逻辑)\n this.enterSettingsView();\n\n // 仍然保留回调(如果外部想监听)\n if (this.options.onSettings) {\n this.options.onSettings();\n }\n }\n\n /**\n * 获取当前测量配置\n */\n public getConfig(): MeasureConfig {\n return { ...this.config };\n }\n\n /**\n * 设置测量配置(可选对外调用)\n * @param partial 部分更新\n * @param persist 是否写入缓存(默认 false)\n */\n public setConfig(partial: Partial, persist: boolean = false): void {\n const next: MeasureConfig = {\n unit: partial.unit ?? this.config.unit,\n precision: partial.precision ?? this.config.precision\n };\n this.config = next;\n if (persist) {\n this.saveConfigToCache(next);\n }\n\n // 配置变化会影响数值显示(单位/精度)\n this.renderResult();\n\n // 如果当前在设置面板,表单也需要同步\n if (this.view === 'settings') {\n this.syncSettingsFormFromConfig(next);\n }\n }\n\n /**\n * 展开 / 收起(可选对外调用)\n * @param expanded 是否展开\n */\n public setExpanded(expanded: boolean): void {\n if (this.isExpanded === expanded) return;\n this.isExpanded = expanded;\n this.applyExpandedState();\n this.setLocales(); // 更新 tooltip(展开/收起)\n\n // 通知外部:用于重新计算 Dialog 高度\n if (this.options.onExpandedChange) {\n this.options.onExpandedChange(this.isExpanded);\n }\n }\n\n /**\n * 获取是否展开\n */\n public getExpanded(): boolean {\n return this.isExpanded;\n }\n\n // ==========================\n // 内部实现\n // ==========================\n\n private createDom(): HTMLElement {\n const root = document.createElement('div');\n root.className = 'bim-measure-panel';\n\n // 主视图容器(默认显示)\n this.mainViewEl = document.createElement('div');\n this.mainViewEl.className = 'bim-measure-main';\n\n // 顶部:工具按钮区\n const toolsBox = document.createElement('div');\n toolsBox.className = 'bim-measure-tools';\n\n const grid = document.createElement('div');\n grid.className = 'bim-measure-tool-grid';\n\n // 8 种测量方式(顺序严格按你给的)\n const modes: MeasureMode[] = [\n 'distance',\n 'minDistance',\n 'angle',\n 'elevation',\n 'volume',\n 'laserDistance',\n 'slope',\n 'spaceVolume'\n ];\n\n // 图标:优先使用你上传的 SVG 文件内容(已内联到 MEASURE_MODE_ICON_SVGS)\n // 兜底:如果某个 mode 没有配置图标,则使用圆形占位(防止页面空白)\n const fallbackCircleIconSvg = `\n \n \n \n `;\n\n // 逐个创建按钮\n for (let i = 0; i < modes.length; i++) {\n const mode = modes[i];\n const btn = document.createElement('button');\n btn.type = 'button';\n btn.className = 'bim-measure-tool-btn';\n btn.dataset.mode = mode;\n\n // icon\n const icon = document.createElement('span');\n icon.className = 'bim-measure-tool-icon';\n icon.innerHTML = MEASURE_MODE_ICON_SVGS[mode] || fallbackCircleIconSvg;\n btn.appendChild(icon);\n\n // 点击切换模式\n btn.addEventListener('click', () => {\n this.setActiveMode(mode);\n });\n\n // 先不在这里设置 title/text(统一交给 setLocales)\n this.toolButtons.set(mode, btn);\n grid.appendChild(btn);\n }\n\n toolsBox.appendChild(grid);\n\n // 展开/收起按钮(箭头)\n const toggleBox = document.createElement('div');\n toggleBox.className = 'bim-measure-toggle';\n\n this.toggleBtn = document.createElement('button');\n this.toggleBtn.type = 'button';\n this.toggleBtn.className = 'bim-measure-toggle-btn';\n // 展开/收起按钮:更小,并带文字提示(展开/收起)\n // 注意:文本内容由 setLocales() 统一更新,这里先放一个占位容器\n this.toggleTextEl = document.createElement('span');\n this.toggleTextEl.className = 'bim-measure-toggle-text';\n const toggleIconEl = document.createElement('span');\n toggleIconEl.className = 'bim-measure-toggle-icon';\n toggleIconEl.innerHTML = `\n \n \n \n `;\n this.toggleBtn.appendChild(this.toggleTextEl);\n this.toggleBtn.appendChild(toggleIconEl);\n this.toggleBtn.addEventListener('click', () => {\n this.isExpanded = !this.isExpanded;\n this.applyExpandedState();\n this.setLocales(); // 更新 tooltip(展开/收起)\n\n // 通知外部:用于重新计算 Dialog 高度\n if (this.options.onExpandedChange) {\n this.options.onExpandedChange(this.isExpanded);\n }\n });\n\n toggleBox.appendChild(this.toggleBtn);\n toolsBox.appendChild(toggleBox);\n this.mainViewEl.appendChild(toolsBox);\n\n // 中部:结果区\n const resultBox = document.createElement('div');\n resultBox.className = 'bim-measure-result';\n\n // 主结果值(随模式变化)\n const mainValueRow = document.createElement('div');\n mainValueRow.className = 'bim-measure-row';\n const mainValueLabel = document.createElement('span');\n mainValueLabel.className = 'label';\n this.mainValueLabelEl = mainValueLabel;\n const mainValueValue = document.createElement('span');\n mainValueValue.className = 'value';\n this.mainValueValueEl = mainValueValue;\n\n // 主值拆分:数值(黄色)+ 单位(普通色)\n // 这样可以满足:\n // 1) 只让“数据”变黄,单位不变色\n // 2) 没有数据时展示 `-- 单位`\n this.mainNumberEl = document.createElement('span');\n this.mainNumberEl.className = 'bim-measure-main-number';\n this.mainUnitEl = document.createElement('span');\n this.mainUnitEl.className = 'bim-measure-main-unit';\n this.mainValueValueEl.appendChild(this.mainNumberEl);\n this.mainValueValueEl.appendChild(document.createTextNode(' '));\n this.mainValueValueEl.appendChild(this.mainUnitEl);\n mainValueRow.appendChild(mainValueLabel);\n mainValueRow.appendChild(mainValueValue);\n resultBox.appendChild(mainValueRow);\n\n // XYZ\n const xyzBox = document.createElement('div');\n xyzBox.className = 'bim-measure-xyz';\n this.xyzBoxEl = xyzBox;\n\n const makeXyzRow = (labelKey: string, valueClassName: string, valueElSetter: (el: HTMLElement) => void) => {\n const row = document.createElement('div');\n row.className = 'bim-measure-row';\n const label = document.createElement('span');\n label.className = 'label';\n label.dataset.i18nKey = labelKey;\n const value = document.createElement('span');\n value.className = `value ${valueClassName}`;\n valueElSetter(value);\n row.appendChild(label);\n row.appendChild(value);\n return row;\n };\n\n xyzBox.appendChild(makeXyzRow('measure.labels.x', 'bim-measure-xyz-x', (el) => (this.xyzXEl = el)));\n xyzBox.appendChild(makeXyzRow('measure.labels.y', 'bim-measure-xyz-y', (el) => (this.xyzYEl = el)));\n xyzBox.appendChild(makeXyzRow('measure.labels.z', 'bim-measure-xyz-z', (el) => (this.xyzZEl = el)));\n resultBox.appendChild(xyzBox);\n\n this.mainViewEl.appendChild(resultBox);\n\n // 底部:删除全部 + 设置\n const footer = document.createElement('div');\n footer.className = 'bim-measure-footer';\n\n this.clearBtn = document.createElement('button');\n this.clearBtn.type = 'button';\n this.clearBtn.className = 'bim-measure-clear-btn';\n this.clearBtn.addEventListener('click', () => {\n this.clearAll();\n });\n\n this.settingsBtn = document.createElement('button');\n this.settingsBtn.type = 'button';\n this.settingsBtn.className = 'bim-measure-settings-btn';\n this.settingsBtn.innerHTML = `\n \n \n \n `;\n this.settingsBtn.addEventListener('click', () => {\n this.openSettings();\n });\n\n footer.appendChild(this.clearBtn);\n footer.appendChild(this.settingsBtn);\n this.mainViewEl.appendChild(footer);\n\n // 设置视图容器(默认隐藏)\n this.settingsViewEl = this.createSettingsDom();\n\n root.appendChild(this.mainViewEl);\n root.appendChild(this.settingsViewEl);\n\n return root;\n }\n\n /**\n * 创建“设置面板”DOM\n */\n private createSettingsDom(): HTMLElement {\n const box = document.createElement('div');\n box.className = 'bim-measure-settings';\n\n // 标题\n const title = document.createElement('div');\n title.className = 'bim-measure-settings-title';\n title.dataset.i18nKey = 'measure.settings.title';\n box.appendChild(title);\n\n // 单位\n const unitRow = document.createElement('div');\n unitRow.className = 'bim-measure-settings-row';\n const unitLabel = document.createElement('div');\n unitLabel.className = 'label';\n unitLabel.dataset.i18nKey = 'measure.settings.unit';\n this.unitSelectEl = document.createElement('select');\n this.unitSelectEl.className = 'bim-measure-settings-select';\n this.unitSelectEl.appendChild(this.makeOption('m'));\n this.unitSelectEl.appendChild(this.makeOption('cm'));\n this.unitSelectEl.appendChild(this.makeOption('mm'));\n this.unitSelectEl.appendChild(this.makeOption('km'));\n unitRow.appendChild(unitLabel);\n unitRow.appendChild(this.unitSelectEl);\n box.appendChild(unitRow);\n\n // 提示文本:你要求放在“单位”下面\n const hint = document.createElement('div');\n hint.className = 'bim-measure-settings-hint';\n hint.dataset.i18nKey = 'measure.settings.hint';\n box.appendChild(hint);\n\n // 精度\n const precisionRow = document.createElement('div');\n precisionRow.className = 'bim-measure-settings-row';\n const precisionLabel = document.createElement('div');\n precisionLabel.className = 'label';\n precisionLabel.dataset.i18nKey = 'measure.settings.precision';\n this.precisionSelectEl = document.createElement('select');\n this.precisionSelectEl.className = 'bim-measure-settings-select';\n this.precisionSelectEl.appendChild(this.makePrecisionOption(0));\n this.precisionSelectEl.appendChild(this.makePrecisionOption(1));\n this.precisionSelectEl.appendChild(this.makePrecisionOption(2));\n this.precisionSelectEl.appendChild(this.makePrecisionOption(3));\n precisionRow.appendChild(precisionLabel);\n precisionRow.appendChild(this.precisionSelectEl);\n box.appendChild(precisionRow);\n\n // 底部按钮\n const actions = document.createElement('div');\n actions.className = 'bim-measure-settings-actions';\n\n this.saveSettingsBtn = document.createElement('button');\n this.saveSettingsBtn.type = 'button';\n this.saveSettingsBtn.className = 'bim-measure-settings-save';\n this.saveSettingsBtn.addEventListener('click', () => {\n this.saveSettings();\n });\n\n this.cancelSettingsBtn = document.createElement('button');\n this.cancelSettingsBtn.type = 'button';\n this.cancelSettingsBtn.className = 'bim-measure-settings-cancel';\n this.cancelSettingsBtn.addEventListener('click', () => {\n this.cancelSettings();\n });\n\n actions.appendChild(this.saveSettingsBtn);\n actions.appendChild(this.cancelSettingsBtn);\n box.appendChild(actions);\n\n // 初次同步表单值\n this.syncSettingsFormFromConfig(this.config);\n\n return box;\n }\n\n private makeOption(unit: MeasureUnit): HTMLOptionElement {\n const opt = document.createElement('option');\n opt.value = unit;\n // 选项显示内容:直接显示单位字符串\n opt.textContent = unit;\n return opt;\n }\n\n private makePrecisionOption(precision: MeasurePrecision): HTMLOptionElement {\n const opt = document.createElement('option');\n opt.value = String(precision);\n // 显示:0 / 0.0 / 0.00 / 0.000\n opt.textContent = precision === 0 ? '0' : `0.${'0'.repeat(precision)}`;\n return opt;\n }\n\n /**\n * 进入设置视图:保存一份当前配置作为草稿基线\n */\n private enterSettingsView(): void {\n this.draftConfig = { ...this.config };\n this.view = 'settings';\n this.syncSettingsFormFromConfig(this.config);\n this.applyViewState();\n }\n\n /**\n * 保存设置:写入 config + 写缓存 + 返回主视图\n */\n private saveSettings(): void {\n const unit = (this.unitSelectEl.value as MeasureUnit) || this.config.unit;\n const precision = (Number(this.precisionSelectEl.value) as MeasurePrecision);\n const next: MeasureConfig = {\n unit,\n precision: this.isValidPrecision(precision) ? precision : this.config.precision\n };\n\n this.config = next;\n this.saveConfigToCache(next);\n this.draftConfig = null;\n this.view = 'main';\n this.applyViewState();\n\n // 配置变化会影响显示\n this.renderResult();\n\n // 高度变化(设置面板 -> 主面板)也需要通知外部\n if (this.options.onExpandedChange) {\n this.options.onExpandedChange(this.isExpanded);\n }\n }\n\n /**\n * 取消设置:回滚到进入设置前的配置,并返回主视图\n */\n private cancelSettings(): void {\n if (this.draftConfig) {\n this.config = { ...this.draftConfig };\n }\n this.draftConfig = null;\n this.view = 'main';\n this.applyViewState();\n this.renderResult();\n\n // 高度变化(设置面板 -> 主面板)也需要通知外部\n if (this.options.onExpandedChange) {\n this.options.onExpandedChange(this.isExpanded);\n }\n }\n\n private syncSettingsFormFromConfig(config: MeasureConfig): void {\n this.unitSelectEl.value = config.unit;\n this.precisionSelectEl.value = String(config.precision);\n }\n\n private applyViewState(): void {\n if (this.view === 'settings') {\n this.mainViewEl.style.display = 'none';\n // 注意:CSS 里 `.bim-measure-settings { display: none; }` 是默认隐藏\n // 因此这里必须显式设置为可见(否则会出现“进入设置页后什么都不显示”的问题)\n this.settingsViewEl.style.display = 'block';\n } else {\n // 显式恢复主视图显示(避免外部样式干扰)\n this.mainViewEl.style.display = 'block';\n this.settingsViewEl.style.display = 'none';\n }\n }\n\n /**\n * 从缓存读取配置\n * - 有缓存:返回解析后的配置\n * - 无缓存/解析失败:返回 null\n */\n private loadConfigFromCache(): MeasureConfig | null {\n try {\n const raw = localStorage.getItem(MeasurePanel.CONFIG_CACHE_KEY);\n if (!raw) return null;\n const parsed = JSON.parse(raw) as Partial;\n if (!parsed || typeof parsed !== 'object') return null;\n\n const unit = parsed.unit;\n const precision = parsed.precision;\n\n if (!this.isValidUnit(unit) || !this.isValidPrecision(precision as number)) return null;\n\n return {\n unit,\n precision: precision as MeasurePrecision\n };\n } catch (_e) {\n // localStorage 可能被禁用或 JSON 格式不正确,直接忽略\n return null;\n }\n }\n\n /**\n * 写入缓存(localStorage)\n */\n private saveConfigToCache(config: MeasureConfig): void {\n try {\n localStorage.setItem(MeasurePanel.CONFIG_CACHE_KEY, JSON.stringify(config));\n } catch (_e) {\n // localStorage 可能被禁用:忽略即可,不影响功能\n }\n }\n\n private isValidUnit(unit: any): unit is MeasureUnit {\n return unit === 'm' || unit === 'cm' || unit === 'mm' || unit === 'km';\n }\n\n private isValidPrecision(precision: any): precision is MeasurePrecision {\n return precision === 0 || precision === 1 || precision === 2 || precision === 3;\n }\n\n /**\n * 应用“展开/收起”状态:默认只显示前 4 个按钮\n */\n private applyExpandedState(): void {\n let index = 0;\n for (const btn of this.toolButtons.values()) {\n // 默认展示前四个,其余根据展开状态显示/隐藏\n if (index >= 4) {\n btn.style.display = this.isExpanded ? '' : 'none';\n } else {\n btn.style.display = '';\n }\n index++;\n }\n\n // toggle 样式(旋转箭头)\n if (this.isExpanded) {\n this.toggleBtn.classList.add('is-expanded');\n } else {\n this.toggleBtn.classList.remove('is-expanded');\n }\n }\n\n /**\n * 应用“当前选中按钮”样式\n */\n private applyActiveModeState(): void {\n for (const [mode, btn] of this.toolButtons.entries()) {\n if (mode === this.activeMode) {\n btn.classList.add('is-active');\n } else {\n btn.classList.remove('is-active');\n }\n }\n }\n\n /**\n * 渲染结果区(根据 activeMode 从 result 里取对应字段)\n */\n private renderResult(): void {\n // 1) 根据模式决定结果区显示规则\n // 你给的规则:\n // - 距离:显示数值 + xyz\n // - 最小距离:只显示数值\n // - 角度:--°\n // - 标高:--m(固定 m)\n // - 体积:--mm³(单位随设置变动,即 unit³)\n // - 激光测距:不显示任何数值/xyz,只显示“激光测距”文字\n // - 坡度:--%\n // - 空间体积:--mm³(单位随设置变动,即 unit³)\n\n // 1.1) 主行:默认显示 label + value(数值/单位拆分)\n // 激光测距:只显示文字,因此隐藏 label/单位\n if (this.activeMode === 'laserDistance') {\n this.mainValueLabelEl.style.display = 'none';\n this.mainNumberEl.textContent = t(this.getModeI18nKey('laserDistance'));\n this.mainUnitEl.textContent = '';\n // 激光测距:你要求不使用黄色主数据\n this.mainNumberEl.classList.add('is-laser-text');\n } else {\n this.mainValueLabelEl.style.display = '';\n this.mainValueLabelEl.textContent = t(this.getModeValueLabelI18nKey(this.activeMode));\n const parts = this.formatMainValueParts(this.activeMode, this.result);\n this.mainNumberEl.textContent = parts.numberText;\n this.mainUnitEl.textContent = parts.unitText;\n // 其它模式:恢复黄色主数据\n this.mainNumberEl.classList.remove('is-laser-text');\n }\n\n // 1.2) XYZ:只有“距离”需要展示\n if (this.activeMode === 'distance') {\n this.xyzBoxEl.style.display = '';\n const xyz = this.result?.xyz;\n if (!xyz) {\n this.xyzXEl.textContent = '--';\n this.xyzYEl.textContent = '--';\n this.xyzZEl.textContent = '--';\n return;\n }\n this.xyzXEl.textContent = this.formatNumberWithPrecision(xyz.x, this.config.precision);\n this.xyzYEl.textContent = this.formatNumberWithPrecision(xyz.y, this.config.precision);\n this.xyzZEl.textContent = this.formatNumberWithPrecision(xyz.z, this.config.precision);\n return;\n }\n\n // 非 distance:隐藏 xyz\n this.xyzBoxEl.style.display = 'none';\n }\n\n /**\n * 获取模式名称的国际化 key\n */\n private getModeI18nKey(mode: MeasureMode): string {\n return `measure.modes.${mode}`;\n }\n\n /**\n * 获取“主值 label”的国际化 key(随模式变化)\n */\n private getModeValueLabelI18nKey(mode: MeasureMode): string {\n return `measure.labels.value.${mode}`;\n }\n\n // 注意:旧的 formatMainValue/formatWithFixedUnit 已被 formatMainValueParts 替代,\n // 以支持“数值与单位分色显示”和“无数据时仍展示单位”。\n\n /**\n * 基础数字格式化(按精度显示)\n */\n private formatNumberWithPrecision(value: number, precision: MeasurePrecision): string {\n // 你要求精度可选:0 / 0.0 / 0.00 / 0.000,因此这里不做 trim,严格按 toFixed 输出\n return value.toFixed(precision);\n }\n\n // 注意:旧的 formatLengthWithConfig 已被 formatLengthParts 替代。\n\n private convertMmToUnit(mm: number, unit: MeasureUnit): number {\n switch (unit) {\n case 'mm':\n return mm;\n case 'cm':\n return mm / 10;\n case 'm':\n return mm / 1000;\n case 'km':\n return mm / 1_000_000;\n default:\n return mm;\n }\n }\n\n private getUnitI18nKey(unit: MeasureUnit): string {\n return `measure.units.${unit}`;\n }\n\n // 注意:旧的 formatElevationFixedMeters / formatVolumeWithConfig 已被 formatMainValueParts 替代。\n\n private convertMm3ToUnit3(mm3: number, unit: MeasureUnit): number {\n // 先把 mm³ -> 对应 unit³\n // mm -> cm: /10,因此 mm³ -> cm³: /1000\n // mm -> m : /1000,因此 mm³ -> m³ : /1e9\n // mm -> km: /1e6,因此 mm³ -> km³: /1e18\n switch (unit) {\n case 'mm':\n return mm3;\n case 'cm':\n return mm3 / 1000;\n case 'm':\n return mm3 / 1_000_000_000;\n case 'km':\n return mm3 / 1_000_000_000_000_000_000;\n default:\n return mm3;\n }\n }\n\n /**\n * 主数据拆分:返回 { 数值文本, 单位文本 }\n * 规则:\n * - 没数据时:必须展示 `-- 单位`(而不是只展示 `--`)\n * - 单位随模式变化:\n * - 距离/最小距离:单位随设置变动\n * - 角度:°\n * - 标高:固定 m\n * - 体积/空间体积:单位³(随设置变动)\n * - 坡度:%\n */\n private formatMainValueParts(mode: MeasureMode, result: MeasureResult | null): { numberText: string; unitText: string } {\n if (mode === 'laserDistance') return { numberText: t(this.getModeI18nKey('laserDistance')), unitText: '' };\n\n // 没有数据:显示 `-- 单位`\n if (!result) {\n return this.getEmptyValuePartsByMode(mode);\n }\n\n switch (mode) {\n case 'distance':\n return this.formatLengthParts(result.distanceMm);\n case 'minDistance':\n return this.formatLengthParts(result.minDistanceMm);\n case 'angle':\n return this.formatFixedUnitParts(result.angleDeg, t('measure.units.deg'));\n case 'elevation':\n // 标高固定 m(外部注入值约定为 mm)\n return this.formatFixedUnitParts(\n result.elevationMm === undefined ? undefined : result.elevationMm / 1000,\n t('measure.units.m')\n );\n case 'volume':\n return this.formatVolumeParts(result.volumeM3);\n case 'slope':\n return this.formatFixedUnitParts(result.slopePercent, t('measure.units.percent'));\n case 'spaceVolume':\n return this.formatVolumeParts(result.spaceVolumeM3);\n default:\n return { numberText: '--', unitText: '' };\n }\n }\n\n private getEmptyValuePartsByMode(mode: MeasureMode): { numberText: string; unitText: string } {\n switch (mode) {\n case 'distance':\n case 'minDistance':\n return { numberText: '--', unitText: t(this.getUnitI18nKey(this.config.unit)) };\n case 'angle':\n return { numberText: '--', unitText: t('measure.units.deg') };\n case 'elevation':\n return { numberText: '--', unitText: t('measure.units.m') };\n case 'volume':\n case 'spaceVolume':\n return { numberText: '--', unitText: `${this.config.unit}³` };\n case 'slope':\n return { numberText: '--', unitText: t('measure.units.percent') };\n default:\n return { numberText: '--', unitText: '' };\n }\n }\n\n private formatFixedUnitParts(value: number | undefined, unitText: string): { numberText: string; unitText: string } {\n if (value === null || value === undefined || Number.isNaN(value)) {\n return { numberText: '--', unitText };\n }\n return { numberText: this.formatNumberWithPrecision(value, this.config.precision), unitText };\n }\n\n private formatLengthParts(valueMm: number | undefined): { numberText: string; unitText: string } {\n const unitText = t(this.getUnitI18nKey(this.config.unit));\n if (valueMm === null || valueMm === undefined || Number.isNaN(valueMm)) {\n return { numberText: '--', unitText };\n }\n const converted = this.convertMmToUnit(valueMm, this.config.unit);\n return { numberText: this.formatNumberWithPrecision(converted, this.config.precision), unitText };\n }\n\n private formatVolumeParts(valueMm3: number | undefined): { numberText: string; unitText: string } {\n const unitText = `${this.config.unit}³`;\n if (valueMm3 === null || valueMm3 === undefined || Number.isNaN(valueMm3)) {\n return { numberText: '--', unitText };\n }\n const converted = this.convertMm3ToUnit3(valueMm3, this.config.unit);\n return { numberText: this.formatNumberWithPrecision(converted, this.config.precision), unitText };\n }\n}\n\n\n","import {BimComponent} from '../core/component';\nimport {BimEngine} from '../bim-engine';\nimport {BimDialog} from \"../components/dialog\";\nimport { MeasurePanel } from '../components/measure-panel';\nimport type { MeasureConfig, MeasureMode, MeasureResult } from '../components/measure-panel/types';\n\n/**\n * 测量弹窗管理器\n */\nexport class MeasureDialogManager extends BimComponent {\n private dialogId = 'measure-dialog';\n private dialog: BimDialog | null = null;\n private panel: MeasurePanel | null = null;\n /**\n * 测量配置项(单位/精度)\n * 说明:MeasurePanel 会自行从缓存加载默认配置,Manager 这里只做“对外读取/设置”的镜像。\n */\n private config: MeasureConfig | null = null;\n\n constructor(engine: BimEngine) {\n super(engine);\n }\n\n public init(): void {\n // 可以在这里监听事件\n }\n /**\n * 显示测量弹窗\n */\n public show() {\n if (!this.engine.dialog || !this.engine.container) {\n console.warn('Dialog manager or container is not initialized');\n return;\n }\n\n const dialogWidth = 250;\n const dialogHeight = 300;\n const paddingRight = 20; // 你想要的右边距\n const container = this.engine.container;\n const containerWidth = container.clientWidth;\n const containerHeight = container.clientHeight;\n const x = containerWidth - dialogWidth - paddingRight;\n const y = (containerHeight - dialogHeight) / 2;\n\n // 如果已打开过,先销毁旧实例,避免重复创建/重复订阅\n this.destroy();\n\n // 创建测量面板(只做 UI,不实现真实测量)\n this.panel = new MeasurePanel({\n defaultMode: 'distance', // 默认展示前四个,且默认选中“距离”\n defaultExpanded: false,\n onModeChange: (mode) => {\n // 这里只做事件/占位:未来可在这里切换引擎内置工具\n // 本次需求不实现真实测量,因此仅保留回调位置\n console.log('[MeasureDialogManager] 当前测量方式已切换:', mode);\n },\n onClearAll: () => {\n // 预留:未来可清理引擎测量绘制/标注\n console.log('[MeasureDialogManager] 删除全部(仅 UI 清空,本次不清理引擎侧内容)');\n },\n onSettings: () => {\n // 预留:未来可打开设置弹窗/面板\n console.log('[MeasureDialogManager] 打开设置(仅预留接口)');\n },\n onExpandedChange: () => {\n // 展开/收起时,动态适配 Dialog 高度,避免遮挡底部操作按钮\n this.dialog?.fitHeight(false);\n }\n });\n this.panel.init();\n // 同步一次当前配置(由组件从缓存/默认加载)\n this.config = this.panel.getConfig();\n\n // 注意:你要求“组件本身不加边距”,因此在 Manager 这里用 wrapper 增加左右内边距\n // 这样 MeasurePanel 可以保持通用性,避免在不同场景复用时产生多余 padding。\n const panelWrapper = document.createElement('div');\n panelWrapper.style.padding = '12px';\n panelWrapper.appendChild(this.panel.element);\n\n this.dialog = this.engine.dialog.create({\n id: this.dialogId,\n title: 'measure.dialogTitle',\n content: panelWrapper,\n width: dialogWidth,\n // 高度交给 fitHeight 动态计算(避免内容展开后遮挡底部操作区)\n height: 'auto',\n position: {\n x: x,\n y: y\n },\n onClose: () => {\n this.engine.toolbar?.setBtnActive('measure', false)\n }\n });\n this.dialog.init();\n\n // 初次打开时也执行一次自适应高度(收起态)\n this.dialog.fitHeight(false);\n }\n\n /**\n * 获取当前测量方式\n * 说明:如果面板未创建,则返回 null\n */\n public getActiveMode(): MeasureMode | null {\n return this.panel ? this.panel.getActiveMode() : null;\n }\n\n /**\n * 切换测量方式(你要求的“切换类型的方法”)\n * @param mode 测量方式\n */\n public switchMode(mode: MeasureMode): void {\n if (!this.panel) return;\n this.panel.switchMode(mode);\n }\n\n /**\n * 设置测量结果(推荐使用的新方法名)\n * 说明:内部直接调用 MeasurePanel.setResult()\n * @param result 测量结果;传 null 表示清空\n */\n public setMeasureResult(result: MeasureResult | null): void {\n // 按你的要求:仅当 panel 存在时才调用,不做缓存\n if (!this.panel) {\n return;\n }\n this.panel.setResult(result);\n }\n\n /**\n * 获取测量配置(单位/精度)\n * - 如果面板存在:返回面板当前配置\n * - 否则:返回 Manager 缓存的最后一次配置(可能为 null)\n */\n public getConfig(): MeasureConfig | null {\n if (this.panel) {\n this.config = this.panel.getConfig();\n }\n return this.config ? { ...this.config } : null;\n }\n\n /**\n * 设置测量配置(单位/精度)\n * @param partial 部分更新\n * @param persist 是否写入缓存(默认 true)\n */\n public setConfig(partial: Partial, persist: boolean = true): void {\n // 面板存在则直接设置面板;否则仅更新 Manager 缓存\n if (this.panel) {\n this.panel.setConfig(partial, persist);\n this.config = this.panel.getConfig();\n // 配置变化可能影响高度(比如设置面板显示/隐藏),安全起见做一次 fit\n this.dialog?.fitHeight(false);\n return;\n }\n\n // 面板未创建:只更新本地缓存\n const prev = this.config;\n const next: MeasureConfig = {\n unit: partial.unit ?? prev?.unit ?? 'mm',\n precision: partial.precision ?? prev?.precision ?? 2\n };\n this.config = next;\n // 注意:缓存写入由 MeasurePanel 负责(你要求默认维护在组件里)\n // 这里不写 localStorage,避免重复逻辑。\n }\n\n /**\n * 删除全部(仅清空 UI;真实测量清理逻辑后续再接)\n */\n public clearAll(): void {\n if (!this.panel) return;\n this.panel.clearAll();\n }\n\n /**\n * 打开设置(仅预留方法/回调)\n */\n public openSettings(): void {\n if (!this.panel) return;\n this.panel.openSettings();\n }\n\n public destroy(): void {\n // 关闭弹窗\n if (this.dialog) {\n this.dialog.destroy();\n this.dialog = null;\n }\n\n // 销毁测量面板(清理订阅与 DOM)\n if (this.panel) {\n this.panel.destroy();\n this.panel = null;\n }\n }\n}\n","import './index.css';\nimport type { ThemeConfig } from '../../themes/types';\nimport { IBimComponent } from '../../types/component';\nimport { localeManager, t } from '../../services/locale';\nimport { themeManager } from '../../services/theme';\nimport type { SectionPlanePanelOptions } from './types';\nimport { getIcon } from '../../utils/icon-manager';\n\n/**\n * 拾取面剖切面板组件\n * 包含三个操作按钮:隐藏、反向、重置\n */\nexport class SectionPlanePanel implements IBimComponent {\n public element: HTMLElement;\n private options: SectionPlanePanelOptions;\n\n // DOM 引用\n private hideBtn!: HTMLButtonElement;\n private reverseBtn!: HTMLButtonElement;\n private resetBtn!: HTMLButtonElement;\n private hideLabelEl!: HTMLElement;\n private reverseLabelEl!: HTMLElement;\n private resetLabelEl!: HTMLElement;\n\n // 订阅清理\n private unsubscribeLocale: (() => void) | null = null;\n private unsubscribeTheme: (() => void) | null = null;\n\n constructor(options: SectionPlanePanelOptions = {}) {\n this.options = options;\n this.element = this.createDom();\n }\n\n /**\n * 初始化组件\n */\n public init(): void {\n // 订阅语言变更\n this.unsubscribeLocale = localeManager.subscribe(() => {\n this.setLocales();\n });\n\n // 订阅主题变更\n this.unsubscribeTheme = themeManager.subscribe((theme) => {\n this.setTheme(theme);\n });\n\n // 初始应用\n this.setLocales();\n this.setTheme(themeManager.getTheme());\n }\n\n /**\n * 设置主题\n */\n public setTheme(theme: ThemeConfig): void {\n const style = this.element.style;\n style.setProperty('--bim-section-btn-bg', theme.componentBackground ?? 'rgba(255, 255, 255, 0.06)');\n style.setProperty('--bim-section-btn-hover', theme.componentHover ?? 'rgba(255, 255, 255, 0.10)');\n style.setProperty('--bim-section-btn-active', theme.componentActive ?? 'rgba(255, 255, 255, 0.14)');\n style.setProperty('--bim-primary-color', theme.primary ?? '#1890ff');\n style.setProperty('--bim-icon-color', theme.icon ?? '#ccc');\n style.setProperty('--bim-text-color', theme.textSecondary ?? 'rgba(255, 255, 255, 0.90)');\n style.setProperty('--bim-text-active-color', theme.textPrimary ?? '#fff');\n }\n\n /**\n * 设置语言\n */\n public setLocales(): void {\n this.hideLabelEl.textContent = t('sectionPlane.actions.hide');\n this.reverseLabelEl.textContent = t('sectionPlane.actions.reverse');\n this.resetLabelEl.textContent = t('sectionPlane.actions.reset');\n\n this.hideBtn.title = t('sectionPlane.actions.hide');\n this.reverseBtn.title = t('sectionPlane.actions.reverse');\n this.resetBtn.title = t('sectionPlane.actions.reset');\n }\n\n /**\n * 销毁组件\n */\n public destroy(): void {\n if (this.unsubscribeLocale) {\n this.unsubscribeLocale();\n this.unsubscribeLocale = null;\n }\n if (this.unsubscribeTheme) {\n this.unsubscribeTheme();\n this.unsubscribeTheme = null;\n }\n this.element.remove();\n }\n\n /**\n * 创建 DOM\n */\n private createDom(): HTMLElement {\n const root = document.createElement('div');\n root.className = 'section-plane-panel';\n\n // 隐藏按钮\n this.hideBtn = this.createButton(\n 'hide',\n getIcon('隐藏'),\n () => {\n if (this.options.onHide) {\n this.options.onHide();\n }\n }\n );\n\n // 反向按钮\n this.reverseBtn = this.createButton(\n 'reverse',\n getIcon('反向'),\n () => {\n if (this.options.onReverse) {\n this.options.onReverse();\n }\n }\n );\n\n // 重置按钮\n this.resetBtn = this.createButton(\n 'reset',\n getIcon('重置'),\n () => {\n if (this.options.onReset) {\n this.options.onReset();\n }\n }\n );\n\n root.appendChild(this.hideBtn);\n root.appendChild(this.reverseBtn);\n root.appendChild(this.resetBtn);\n\n return root;\n }\n\n /**\n * 创建按钮\n */\n private createButton(type: 'hide' | 'reverse' | 'reset', iconSvg: string, onClick: () => void): HTMLButtonElement {\n const btn = document.createElement('button');\n btn.type = 'button';\n btn.className = 'section-plane-btn';\n\n // 图标\n const icon = document.createElement('div');\n icon.className = 'section-plane-btn-icon';\n icon.innerHTML = iconSvg;\n btn.appendChild(icon);\n\n // 标签\n const label = document.createElement('div');\n label.className = 'section-plane-btn-label';\n btn.appendChild(label);\n\n // 保存 label 引用\n if (type === 'hide') {\n this.hideLabelEl = label;\n } else if (type === 'reverse') {\n this.reverseLabelEl = label;\n } else {\n this.resetLabelEl = label;\n }\n\n // 点击事件\n btn.addEventListener('click', onClick);\n\n return btn;\n }\n}\n","import { BimComponent } from '../core/component';\nimport { BimEngine } from '../bim-engine';\nimport { BimDialog } from '../components/dialog';\nimport { SectionPlanePanel } from '../components/section-plane-panel';\n\n/**\n * 拾取面剖切弹窗管理器\n */\nexport class SectionPlaneDialogManager extends BimComponent {\n private dialogId = 'section-plane-dialog';\n private dialog: BimDialog | null = null;\n private panel: SectionPlanePanel | null = null;\n\n constructor(engine: BimEngine) {\n super(engine);\n }\n\n public init(): void {\n // 可以在这里监听事件\n }\n\n /**\n * 显示拾取面剖切弹窗\n */\n public show(): void {\n if (!this.engine.dialog || !this.engine.container) {\n console.warn('Dialog manager or container is not initialized');\n return;\n }\n\n // 如果已打开过,先销毁旧实例\n this.destroy();\n\n // 创建面板\n this.panel = new SectionPlanePanel({\n onHide: () => {\n console.log('[SectionPlaneDialogManager] 隐藏');\n // TODO: 调用引擎的隐藏功能\n },\n onReverse: () => {\n console.log('[SectionPlaneDialogManager] 反向');\n // TODO: 调用引擎的反向功能\n },\n onReset: () => {\n console.log('[SectionPlaneDialogManager] 重置');\n // TODO: 调用引擎的重置功能\n }\n });\n this.panel.init();\n\n // 创建弹窗\n const dialogWidth = 240;\n const dialogHeight = 120;\n const paddingRight = 20;\n const paddingBottom = 50;\n const container = this.engine.container;\n const containerWidth = container.clientWidth;\n const containerHeight = container.clientHeight;\n const x = containerWidth - dialogWidth - paddingRight;\n const y = containerHeight - dialogHeight - paddingBottom;\n\n this.dialog = this.engine.dialog.create({\n id: this.dialogId,\n title: 'sectionPlane.dialogTitle',\n width: dialogWidth,\n height: dialogHeight,\n position: { x, y },\n draggable: true,\n resizable: false,\n content: this.panel.element,\n onClose: () => {\n this.engine.toolbar?.setBtnActive('section-plane', false);\n this.hide();\n }\n });\n }\n\n /**\n * 隐藏弹窗\n */\n public hide(): void {\n this.destroy();\n }\n\n /**\n * 销毁弹窗\n */\n public destroy(): void {\n if (this.dialog) {\n this.dialog.destroy();\n this.dialog = null;\n }\n if (this.panel) {\n this.panel.destroy();\n this.panel = null;\n }\n }\n}\n","import './index.css';\nimport type { ThemeConfig } from '../../themes/types';\nimport { IBimComponent } from '../../types/component';\nimport { localeManager, t } from '../../services/locale';\nimport { themeManager } from '../../services/theme';\nimport type { SectionAxisPanelOptions, SectionAxis } from './types';\nimport { getIcon } from '../../utils/icon-manager';\n\n/**\n * 轴向剖切面板组件\n * 第一行:隐藏(toggle)、反向\n * 第二行:X、Y、Z(互斥按钮组)\n */\nexport class SectionAxisPanel implements IBimComponent {\n public element: HTMLElement;\n private options: SectionAxisPanelOptions;\n\n // 状态\n private isHidden: boolean = false;\n private activeAxis: SectionAxis = 'x';\n\n // DOM 引用 - 第一行\n private hideBtn!: HTMLButtonElement;\n private reverseBtn!: HTMLButtonElement;\n private hideLabelEl!: HTMLElement;\n private reverseLabelEl!: HTMLElement;\n\n // DOM 引用 - 第二行\n private axisXBtn!: HTMLButtonElement;\n private axisYBtn!: HTMLButtonElement;\n private axisZBtn!: HTMLButtonElement;\n\n // 订阅清理\n private unsubscribeLocale: (() => void) | null = null;\n private unsubscribeTheme: (() => void) | null = null;\n\n constructor(options: SectionAxisPanelOptions = {}) {\n this.options = options;\n this.isHidden = options.defaultHidden ?? false;\n this.activeAxis = options.defaultAxis ?? 'x';\n this.element = this.createDom();\n }\n\n /**\n * 初始化组件\n */\n public init(): void {\n // 订阅语言变更\n this.unsubscribeLocale = localeManager.subscribe(() => {\n this.setLocales();\n });\n\n // 订阅主题变更\n this.unsubscribeTheme = themeManager.subscribe((theme) => {\n this.setTheme(theme);\n });\n\n // 初始应用\n this.setLocales();\n this.setTheme(themeManager.getTheme());\n\n // 初始化按钮状态\n this.updateHideButtonState();\n this.updateAxisButtonsState();\n }\n\n /**\n * 设置主题\n */\n public setTheme(theme: ThemeConfig): void {\n const style = this.element.style;\n style.setProperty('--bim-section-axis-btn-bg', theme.componentBackground ?? 'rgba(255, 255, 255, 0.06)');\n style.setProperty('--bim-section-axis-btn-hover', theme.componentHover ?? 'rgba(255, 255, 255, 0.10)');\n style.setProperty('--bim-section-axis-btn-active', theme.componentActive ?? 'rgba(255, 255, 255, 0.14)');\n style.setProperty('--bim-primary-color', theme.primary ?? '#1890ff');\n style.setProperty('--bim-icon-color', theme.icon ?? '#ccc');\n style.setProperty('--bim-text-color', theme.textSecondary ?? 'rgba(255, 255, 255, 0.90)');\n style.setProperty('--bim-text-active-color', theme.textPrimary ?? '#fff');\n }\n\n /**\n * 设置语言\n */\n public setLocales(): void {\n this.hideLabelEl.textContent = t('sectionAxis.actions.hide');\n this.reverseLabelEl.textContent = t('sectionAxis.actions.reverse');\n // XYZ按钮的文字不需要国际化,保持为单个字母\n\n this.hideBtn.title = t('sectionAxis.actions.hide');\n this.reverseBtn.title = t('sectionAxis.actions.reverse');\n this.axisXBtn.title = t('sectionAxis.actions.axisX');\n this.axisYBtn.title = t('sectionAxis.actions.axisY');\n this.axisZBtn.title = t('sectionAxis.actions.axisZ');\n }\n\n /**\n * 设置隐藏状态\n */\n public setHiddenState(isHidden: boolean): void {\n this.isHidden = isHidden;\n this.updateHideButtonState();\n }\n\n /**\n * 获取隐藏状态\n */\n public getHiddenState(): boolean {\n return this.isHidden;\n }\n\n /**\n * 设置激活的轴向\n */\n public setActiveAxis(axis: SectionAxis): void {\n this.activeAxis = axis;\n this.updateAxisButtonsState();\n }\n\n /**\n * 获取激活的轴向\n */\n public getActiveAxis(): SectionAxis {\n return this.activeAxis;\n }\n\n /**\n * 销毁组件\n */\n public destroy(): void {\n if (this.unsubscribeLocale) {\n this.unsubscribeLocale();\n this.unsubscribeLocale = null;\n }\n if (this.unsubscribeTheme) {\n this.unsubscribeTheme();\n this.unsubscribeTheme = null;\n }\n this.element.remove();\n }\n\n /**\n * 创建 DOM\n */\n private createDom(): HTMLElement {\n const root = document.createElement('div');\n root.className = 'section-axis-panel';\n\n // 第一行:隐藏、反向\n const row1 = document.createElement('div');\n row1.className = 'section-axis-row-1';\n\n this.hideBtn = this.createButton(\n 'hide',\n getIcon('隐藏'),\n () => this.handleHideToggle()\n );\n\n this.reverseBtn = this.createButton(\n 'reverse',\n getIcon('反向'),\n () => this.handleReverse()\n );\n\n row1.appendChild(this.hideBtn);\n row1.appendChild(this.reverseBtn);\n\n // 第二行:X、Y、Z\n const row2 = document.createElement('div');\n row2.className = 'section-axis-row-2';\n\n this.axisXBtn = this.createAxisButton('axisX', 'X', () => this.handleAxisChange('x'));\n this.axisYBtn = this.createAxisButton('axisY', 'Y', () => this.handleAxisChange('y'));\n this.axisZBtn = this.createAxisButton('axisZ', 'Z', () => this.handleAxisChange('z'));\n\n row2.appendChild(this.axisXBtn);\n row2.appendChild(this.axisYBtn);\n row2.appendChild(this.axisZBtn);\n\n root.appendChild(row1);\n root.appendChild(row2);\n\n return root;\n }\n\n /**\n * 创建按钮(带图标)\n */\n private createButton(\n type: 'hide' | 'reverse',\n iconSvg: string,\n onClick: () => void\n ): HTMLButtonElement {\n const btn = document.createElement('button');\n btn.type = 'button';\n btn.className = 'section-axis-btn';\n\n // 图标\n const icon = document.createElement('div');\n icon.className = 'section-axis-btn-icon';\n icon.innerHTML = iconSvg;\n btn.appendChild(icon);\n\n // 标签\n const label = document.createElement('div');\n label.className = 'section-axis-btn-label';\n btn.appendChild(label);\n\n // 保存 label 引用\n if (type === 'hide') {\n this.hideLabelEl = label;\n } else if (type === 'reverse') {\n this.reverseLabelEl = label;\n }\n\n // 点击事件\n btn.addEventListener('click', onClick);\n\n return btn;\n }\n\n /**\n * 创建轴向按钮(仅文字)\n */\n private createAxisButton(\n _type: 'axisX' | 'axisY' | 'axisZ',\n text: string,\n onClick: () => void\n ): HTMLButtonElement {\n const btn = document.createElement('button');\n btn.type = 'button';\n btn.className = 'section-axis-btn section-axis-btn-text';\n\n // 文字标签(既是图标也是标签)\n const label = document.createElement('div');\n label.className = 'section-axis-btn-label';\n label.textContent = text;\n btn.appendChild(label);\n\n // 点击事件\n btn.addEventListener('click', onClick);\n\n return btn;\n }\n\n /**\n * 处理隐藏按钮切换\n */\n private handleHideToggle(): void {\n this.isHidden = !this.isHidden;\n this.updateHideButtonState();\n\n if (this.options.onHideToggle) {\n this.options.onHideToggle(this.isHidden);\n }\n }\n\n /**\n * 处理反向按钮点击\n */\n private handleReverse(): void {\n if (this.options.onReverse) {\n this.options.onReverse();\n }\n }\n\n /**\n * 处理轴向切换\n */\n private handleAxisChange(axis: SectionAxis): void {\n if (this.activeAxis === axis) {\n return; // 已经是激活状态,不重复触发\n }\n\n this.activeAxis = axis;\n this.updateAxisButtonsState();\n\n if (this.options.onAxisChange) {\n this.options.onAxisChange(axis);\n }\n }\n\n /**\n * 更新隐藏按钮状态\n */\n private updateHideButtonState(): void {\n if (this.isHidden) {\n this.hideBtn.classList.add('active');\n } else {\n this.hideBtn.classList.remove('active');\n }\n }\n\n /**\n * 更新轴向按钮状态\n */\n private updateAxisButtonsState(): void {\n this.axisXBtn.classList.toggle('active', this.activeAxis === 'x');\n this.axisYBtn.classList.toggle('active', this.activeAxis === 'y');\n this.axisZBtn.classList.toggle('active', this.activeAxis === 'z');\n }\n}\n","import { BimComponent } from '../core/component';\nimport { BimEngine } from '../bim-engine';\nimport { BimDialog } from '../components/dialog';\nimport { SectionAxisPanel } from '../components/section-axis-panel';\nimport type { SectionAxis } from '../components/section-axis-panel/types';\n\n/**\n * 轴向剖切弹窗管理器\n */\nexport class SectionAxisDialogManager extends BimComponent {\n private dialogId = 'section-axis-dialog';\n private dialog: BimDialog | null = null;\n private panel: SectionAxisPanel | null = null;\n\n constructor(engine: BimEngine) {\n super(engine);\n }\n\n public init(): void {\n // 可以在这里监听事件\n }\n\n /**\n * 显示弹窗\n */\n public show(): void {\n if (!this.engine.dialog || !this.engine.container) {\n console.warn('Dialog manager or container is not initialized');\n return;\n }\n\n // 如果已打开,先销毁\n this.destroy();\n\n // 创建面板\n this.panel = new SectionAxisPanel({\n defaultAxis: 'x',\n defaultHidden: false,\n onHideToggle: (isHidden) => {\n console.log('[SectionAxisDialogManager] 隐藏切换:', isHidden);\n // TODO: 实现隐藏/显示剖切面的逻辑\n },\n onReverse: () => {\n console.log('[SectionAxisDialogManager] 反向剖切');\n // TODO: 实现反向剖切的逻辑\n },\n onAxisChange: (axis) => {\n console.log('[SectionAxisDialogManager] 切换轴向:', axis);\n // TODO: 实现轴向切换的逻辑\n }\n });\n this.panel.init();\n\n // 创建弹窗\n const dialogWidth = 240;\n const paddingRight = 20;\n const paddingBottom = 50;\n const container = this.engine.container;\n const containerWidth = container.clientWidth;\n const containerHeight = container.clientHeight;\n const x = containerWidth - dialogWidth - paddingRight;\n const y = containerHeight - paddingBottom - 200; // 临时y值,会被fitHeight调整\n\n this.dialog = this.engine.dialog.create({\n id: this.dialogId,\n title: 'sectionAxis.dialogTitle',\n width: dialogWidth,\n height: 'auto', // 自动高度\n position: { x, y },\n draggable: true,\n resizable: false,\n content: this.panel.element,\n onClose: () => {\n this.engine.toolbar?.setBtnActive('section-axis', false);\n this.hide();\n }\n });\n this.dialog.init();\n\n // 自适应高度\n this.dialog.fitHeight(false);\n }\n\n /**\n * 隐藏弹窗\n */\n public hide(): void {\n this.destroy();\n }\n\n /**\n * 获取隐藏状态\n */\n public getHiddenState(): boolean {\n return this.panel?.getHiddenState() ?? false;\n }\n\n /**\n * 设置隐藏状态\n */\n public setHiddenState(isHidden: boolean): void {\n this.panel?.setHiddenState(isHidden);\n }\n\n /**\n * 获取当前激活的轴向\n */\n public getActiveAxis(): SectionAxis {\n return this.panel?.getActiveAxis() ?? 'x';\n }\n\n /**\n * 设置激活的轴向\n */\n public setActiveAxis(axis: SectionAxis): void {\n this.panel?.setActiveAxis(axis);\n }\n\n /**\n * 销毁弹窗和面板\n */\n public destroy(): void {\n // 关闭弹窗\n if (this.dialog) {\n this.dialog.destroy();\n this.dialog = null;\n }\n\n // 销毁面板\n if (this.panel) {\n this.panel.destroy();\n this.panel = null;\n }\n }\n}\n","import './index.css';\nimport type { ThemeConfig } from '../../themes/types';\nimport { IBimComponent } from '../../types/component';\nimport { localeManager, t } from '../../services/locale';\nimport { themeManager } from '../../services/theme';\nimport type { SectionBoxPanelOptions, SectionBoxRange } from './types';\nimport { getIcon } from '../../utils/icon-manager';\n\nconst DEFAULT_RANGE: SectionBoxRange = {\n x: { min: 0, max: 100 },\n y: { min: 0, max: 100 },\n z: { min: 0, max: 100 }\n};\n\nexport class SectionBoxPanel implements IBimComponent {\n public element!: HTMLElement;\n private options: SectionBoxPanelOptions;\n\n private isHidden: boolean = false;\n private isReversed: boolean = false;\n private range: SectionBoxRange;\n\n private hideBtn!: HTMLButtonElement;\n private reverseBtn!: HTMLButtonElement;\n private fitBtn!: HTMLButtonElement;\n private resetBtn!: HTMLButtonElement;\n\n private hideLabelEl!: HTMLElement;\n private reverseLabelEl!: HTMLElement;\n private fitLabelEl!: HTMLElement;\n private resetLabelEl!: HTMLElement;\n private xLabelEl!: HTMLElement;\n private yLabelEl!: HTMLElement;\n private zLabelEl!: HTMLElement;\n\n private unsubscribeLocale: (() => void) | null = null;\n private unsubscribeTheme: (() => void) | null = null;\n\n private xSlider!: HTMLElement;\n private ySlider!: HTMLElement;\n private zSlider!: HTMLElement;\n\n private xMinHandle!: HTMLElement;\n private xMaxHandle!: HTMLElement;\n private yMinHandle!: HTMLElement;\n private yMaxHandle!: HTMLElement;\n private zMinHandle!: HTMLElement;\n private zMaxHandle!: HTMLElement;\n\n private dragState: {\n isDragging: boolean;\n axis: 'x' | 'y' | 'z' | null;\n handleType: 'min' | 'max' | null;\n pointerId: number | null;\n } = {\n isDragging: false,\n axis: null,\n handleType: null,\n pointerId: null\n };\n\n constructor(options: SectionBoxPanelOptions = {}) {\n this.options = options;\n this.isHidden = options.defaultHidden ?? false;\n this.isReversed = options.defaultReversed ?? false;\n this.range = JSON.parse(JSON.stringify(options.defaultRange ?? DEFAULT_RANGE));\n }\n\n public init(): void {\n this.element = this.createPanel();\n this.unsubscribeLocale = localeManager.subscribe(() => this.setLocales());\n this.unsubscribeTheme = themeManager.subscribe((theme) => this.setTheme(theme));\n\n this.setLocales();\n this.setTheme(themeManager.getTheme());\n this.updateButtonStates();\n this.updateAllSlidersUI();\n this.setupDragListeners();\n }\n\n // --- Public APIs ---\n\n public setHiddenState(isHidden: boolean): void {\n this.isHidden = isHidden;\n this.updateButtonStates();\n }\n\n public getHiddenState(): boolean {\n return this.isHidden;\n }\n\n public setReversedState(isReversed: boolean): void {\n this.isReversed = isReversed;\n this.updateButtonStates();\n }\n\n public getReversedState(): boolean {\n return this.isReversed;\n }\n\n public setRange(range: Partial): void {\n if (range.x) this.range.x = { ...this.range.x, ...range.x };\n if (range.y) this.range.y = { ...this.range.y, ...range.y };\n if (range.z) this.range.z = { ...this.range.z, ...range.z };\n this.updateAllSlidersUI();\n }\n\n public getRange(): SectionBoxRange {\n return JSON.parse(JSON.stringify(this.range));\n }\n\n public reset(): void {\n this.isHidden = this.options.defaultHidden ?? false;\n this.isReversed = this.options.defaultReversed ?? false;\n this.range = JSON.parse(JSON.stringify(this.options.defaultRange ?? DEFAULT_RANGE));\n this.updateButtonStates();\n this.updateAllSlidersUI();\n this.options.onReset?.();\n this.options.onRangeChange?.(this.range);\n }\n\n // --- Private Setup ---\n\n private createPanel(): HTMLElement {\n const panel = document.createElement('div');\n panel.className = 'section-box-panel';\n\n const buttonsContainer = document.createElement('div');\n buttonsContainer.className = 'section-box-row-buttons';\n\n this.hideBtn = this.createButton('hide', t('sectionBox.actions.hide'), () => {\n this.isHidden = !this.isHidden;\n this.updateButtonStates();\n this.options.onHideToggle?.(this.isHidden);\n }, 'hide');\n\n this.reverseBtn = this.createButton('reverse', t('sectionBox.actions.reverse'), () => {\n this.isReversed = !this.isReversed;\n this.updateButtonStates();\n this.options.onReverseToggle?.(this.isReversed);\n }, 'reverse');\n\n this.fitBtn = this.createButton('fit', t('sectionBox.actions.fitToModel'), () => {\n this.options.onFitToModel?.();\n }, 'fit');\n\n this.resetBtn = this.createButton('reset', t('sectionBox.actions.reset'), () => this.reset(), 'reset');\n\n [this.hideBtn, this.reverseBtn, this.fitBtn, this.resetBtn].forEach(btn => buttonsContainer.appendChild(btn));\n\n const slidersContainer = document.createElement('div');\n slidersContainer.className = 'section-box-sliders';\n slidersContainer.addEventListener('pointerdown', (e) => e.stopPropagation());\n\n this.xSlider = this.createSlider('x', t('sectionBox.axes.x'));\n this.ySlider = this.createSlider('y', t('sectionBox.axes.y'));\n this.zSlider = this.createSlider('z', t('sectionBox.axes.z'));\n\n [this.xSlider, this.ySlider, this.zSlider].forEach(s => slidersContainer.appendChild(s));\n\n panel.appendChild(buttonsContainer);\n panel.appendChild(slidersContainer);\n return panel;\n }\n\n private createButton(type: string, label: string, onClick: () => void, ref?: string): HTMLButtonElement {\n const btn = document.createElement('button');\n btn.className = 'section-box-btn';\n btn.title = label;\n\n const iconMap: Record = {\n hide: '隐藏',\n reverse: '反向',\n fit: '适应到模型',\n reset: '重置'\n };\n\n const icon = document.createElement('div');\n icon.className = 'section-box-btn-icon';\n icon.innerHTML = getIcon(iconMap[type] || type);\n\n const labelEl = document.createElement('div');\n labelEl.className = 'section-box-btn-label';\n labelEl.textContent = label;\n\n if (ref === 'hide') this.hideLabelEl = labelEl;\n else if (ref === 'reverse') this.reverseLabelEl = labelEl;\n else if (ref === 'fit') this.fitLabelEl = labelEl;\n else if (ref === 'reset') this.resetLabelEl = labelEl;\n\n btn.appendChild(icon);\n btn.appendChild(labelEl);\n btn.addEventListener('click', onClick);\n return btn;\n }\n\n private createSlider(axis: 'x' | 'y' | 'z', label: string): HTMLElement {\n const slider = document.createElement('div');\n slider.className = 'section-box-slider';\n\n const labelEl = document.createElement('div');\n labelEl.className = 'section-box-slider-label';\n labelEl.textContent = label;\n if (axis === 'x') this.xLabelEl = labelEl;\n else if (axis === 'y') this.yLabelEl = labelEl;\n else this.zLabelEl = labelEl;\n\n const track = document.createElement('div');\n track.className = 'section-box-slider-track';\n\n const range = document.createElement('div');\n range.className = 'section-box-slider-range';\n\n const minHandle = document.createElement('div');\n minHandle.className = 'section-box-slider-handle';\n minHandle.setAttribute('data-axis', axis);\n minHandle.setAttribute('data-handle', 'min');\n\n const maxHandle = document.createElement('div');\n maxHandle.className = 'section-box-slider-handle';\n maxHandle.setAttribute('data-axis', axis);\n maxHandle.setAttribute('data-handle', 'max');\n\n track.append(range, minHandle, maxHandle);\n slider.append(labelEl, track);\n\n if (axis === 'x') { this.xMinHandle = minHandle; this.xMaxHandle = maxHandle; }\n else if (axis === 'y') { this.yMinHandle = minHandle; this.yMaxHandle = maxHandle; }\n else { this.zMinHandle = minHandle; this.zMaxHandle = maxHandle; }\n\n return slider;\n }\n\n private setupDragListeners(): void {\n const handles = [this.xMinHandle, this.xMaxHandle, this.yMinHandle, this.yMaxHandle, this.zMinHandle, this.zMaxHandle];\n\n handles.forEach(handle => {\n handle.addEventListener('pointerdown', (e: PointerEvent) => {\n e.preventDefault();\n e.stopPropagation();\n\n // 核心锁定:确保后续所有移动事件都只发给这个手柄\n handle.setPointerCapture(e.pointerId);\n\n this.dragState = {\n isDragging: true,\n axis: handle.getAttribute('data-axis') as 'x' | 'y' | 'z',\n handleType: handle.getAttribute('data-handle') as 'min' | 'max',\n pointerId: e.pointerId\n };\n\n handle.classList.add('dragging');\n (handle.closest('.section-box-slider') as HTMLElement).style.zIndex = '100';\n });\n\n handle.addEventListener('pointermove', (e: PointerEvent) => {\n if (this.dragState.isDragging && this.dragState.pointerId === e.pointerId) {\n this.onDragging(e);\n }\n });\n\n const stop = (e: PointerEvent) => {\n if (this.dragState.isDragging && this.dragState.pointerId === e.pointerId) {\n handle.releasePointerCapture(e.pointerId);\n (handle.closest('.section-box-slider') as HTMLElement).style.zIndex = '';\n handle.classList.remove('dragging');\n this.dragState.isDragging = false;\n this.dragState.pointerId = null;\n }\n };\n\n handle.addEventListener('pointerup', stop);\n handle.addEventListener('pointercancel', stop);\n });\n }\n\n private onDragging(e: PointerEvent): void {\n const { axis, handleType } = this.dragState;\n if (!axis || !handleType) return;\n\n const sliderEl = axis === 'x' ? this.xSlider : (axis === 'y' ? this.ySlider : this.zSlider);\n const track = sliderEl.querySelector('.section-box-slider-track') as HTMLElement;\n const rect = track.getBoundingClientRect();\n\n let percentage = ((e.clientX - rect.left) / rect.width) * 100;\n percentage = Math.max(0, Math.min(100, percentage));\n\n const current = this.range[axis];\n if (handleType === 'min') {\n current.min = Math.min(percentage, current.max);\n } else {\n current.max = Math.max(percentage, current.min);\n }\n\n this.updateSliderUI(axis);\n this.options.onRangeChange?.(this.range);\n }\n\n private updateSliderUI(axis: 'x' | 'y' | 'z'): void {\n const range = this.range[axis];\n const minH = axis === 'x' ? this.xMinHandle : (axis === 'y' ? this.yMinHandle : this.zMinHandle);\n const maxH = axis === 'x' ? this.xMaxHandle : (axis === 'y' ? this.yMaxHandle : this.zMaxHandle);\n const slider = axis === 'x' ? this.xSlider : (axis === 'y' ? this.ySlider : this.zSlider);\n const rangeEl = slider.querySelector('.section-box-slider-range') as HTMLElement;\n\n minH.style.left = `${range.min}%`;\n maxH.style.left = `${range.max}%`;\n rangeEl.style.left = `${range.min}%`;\n rangeEl.style.width = `${range.max - range.min}%`;\n\n minH.setAttribute('data-value', Math.round(range.min).toString());\n maxH.setAttribute('data-value', Math.round(range.max).toString());\n }\n\n private updateAllSlidersUI(): void {\n ['x', 'y', 'z'].forEach((a: any) => this.updateSliderUI(a));\n }\n\n private updateButtonStates(): void {\n if (this.hideBtn) this.hideBtn.classList.toggle('active', this.isHidden);\n if (this.reverseBtn) this.reverseBtn.classList.toggle('active', this.isReversed);\n }\n\n public setLocales(): void {\n if (!this.hideLabelEl) return;\n this.hideLabelEl.textContent = t('sectionBox.actions.hide');\n this.reverseLabelEl.textContent = t('sectionBox.actions.reverse');\n this.fitLabelEl.textContent = t('sectionBox.actions.fitToModel');\n this.resetLabelEl.textContent = t('sectionBox.actions.reset');\n this.xLabelEl.textContent = t('sectionBox.axes.x');\n this.yLabelEl.textContent = t('sectionBox.axes.y');\n this.zLabelEl.textContent = t('sectionBox.axes.z');\n this.hideBtn.title = t('sectionBox.actions.hide');\n this.reverseBtn.title = t('sectionBox.actions.reverse');\n this.fitBtn.title = t('sectionBox.actions.fitToModel');\n this.resetBtn.title = t('sectionBox.actions.reset');\n }\n\n public setTheme(theme: ThemeConfig): void {\n if (!this.element) return;\n const style = this.element.style;\n style.setProperty('--bim-section-box-btn-bg', theme.componentBackground ?? 'rgba(255, 255, 255, 0.06)');\n style.setProperty('--bim-section-box-btn-hover', theme.componentHover ?? 'rgba(255, 255, 255, 0.10)');\n style.setProperty('--bim-section-box-btn-active', theme.componentActive ?? 'rgba(255, 255, 255, 0.14)');\n style.setProperty('--bim-primary-color', theme.primary ?? '#1890ff');\n style.setProperty('--bim-icon-color', theme.icon ?? '#ccc');\n style.setProperty('--bim-text-color', theme.textSecondary ?? 'rgba(255, 255, 255, 0.90)');\n style.setProperty('--bim-text-active-color', theme.textPrimary ?? '#fff');\n }\n\n public destroy(): void {\n this.unsubscribeLocale?.();\n this.unsubscribeTheme?.();\n if (this.element && this.element.parentElement) {\n this.element.parentElement.removeChild(this.element);\n }\n }\n}","import { BimComponent } from '../core/component';\nimport { BimEngine } from '../bim-engine';\nimport { BimDialog } from '../components/dialog';\nimport { SectionBoxPanel } from '../components/section-box-panel';\nimport type { SectionBoxRange } from '../components/section-box-panel/types';\n\n/**\n * 剖切盒弹窗管理器\n */\nexport class SectionBoxDialogManager extends BimComponent {\n private dialogId = 'section-box-dialog';\n private dialog: BimDialog | null = null;\n private panel: SectionBoxPanel | null = null;\n\n constructor(engine: BimEngine) {\n super(engine);\n }\n\n public init(): void {\n // 可以在这里监听事件\n }\n\n /**\n * 显示弹窗\n */\n public show(): void {\n if (!this.engine.dialog || !this.engine.container) {\n console.warn('Dialog manager or container is not initialized');\n return;\n }\n\n // 如果已打开,先销毁\n this.destroy();\n\n // 创建面板\n this.panel = new SectionBoxPanel({\n defaultHidden: false,\n defaultReversed: false,\n onHideToggle: (isHidden) => {\n console.log('[SectionBoxDialogManager] 隐藏切换:', isHidden);\n // TODO: 实现隐藏/显示剖切盒的逻辑\n },\n onReverseToggle: (isReversed) => {\n console.log('[SectionBoxDialogManager] 反向切换:', isReversed);\n // TODO: 实现反向剖切的逻辑\n },\n onFitToModel: () => {\n console.log('[SectionBoxDialogManager] 适应到模型');\n // TODO: 实现自动适应模型的逻辑\n },\n onReset: () => {\n console.log('[SectionBoxDialogManager] 重置');\n // 注意:不要在这里调用 panel.reset(),会造成无限递归\n // panel 的 reset 按钮已经在内部处理了状态重置\n // TODO: 这里只需要通知 3D 引擎重置剖切盒即可\n },\n onRangeChange: (range) => {\n console.log('[SectionBoxDialogManager] 范围变化:', range);\n // TODO: 实现范围变化的逻辑\n }\n });\n this.panel.init();\n\n // 创建弹窗\n const dialogWidth = 280;\n const paddingRight = 20;\n const paddingBottom = 50;\n const container = this.engine.container;\n const containerWidth = container.clientWidth;\n const containerHeight = container.clientHeight;\n const x = containerWidth - dialogWidth - paddingRight;\n const y = containerHeight - paddingBottom - 300; // 临时y值,会被fitHeight调整\n\n this.dialog = this.engine.dialog.create({\n id: this.dialogId,\n title: 'sectionBox.dialogTitle',\n width: dialogWidth,\n height: 'auto',\n position: { x, y },\n draggable: true,\n resizable: false,\n content: this.panel.element,\n onClose: () => {\n this.engine.toolbar?.setBtnActive('section-box', false);\n this.hide();\n }\n });\n this.dialog.init();\n\n // 自适应高度\n this.dialog.fitHeight(false);\n }\n\n /**\n * 隐藏弹窗\n */\n public hide(): void {\n this.destroy();\n }\n\n /**\n * 获取隐藏状态\n */\n public getHiddenState(): boolean {\n return this.panel?.getHiddenState() ?? false;\n }\n\n /**\n * 设置隐藏状态\n */\n public setHiddenState(isHidden: boolean): void {\n this.panel?.setHiddenState(isHidden);\n }\n\n /**\n * 获取反向状态\n */\n public getReversedState(): boolean {\n return this.panel?.getReversedState() ?? false;\n }\n\n /**\n * 设置反向状态\n */\n public setReversedState(isReversed: boolean): void {\n this.panel?.setReversedState(isReversed);\n }\n\n /**\n * 获取范围值\n */\n public getRange(): SectionBoxRange | null {\n return this.panel?.getRange() ?? null;\n }\n\n /**\n * 设置范围值\n */\n public setRange(range: Partial): void {\n this.panel?.setRange(range);\n }\n\n /**\n * 销毁弹窗和面板\n */\n public destroy(): void {\n // 关闭弹窗\n if (this.dialog) {\n this.dialog.destroy();\n this.dialog = null;\n }\n\n // 销毁面板\n if (this.panel) {\n this.panel.destroy();\n this.panel = null;\n }\n }\n}\n","import './index.css';\nimport type { ThemeConfig } from '../../themes/types';\nimport { IBimComponent } from '../../types/component';\nimport { localeManager, t } from '../../services/locale';\nimport { themeManager } from '../../services/theme';\nimport type { WalkControlPanelOptions, WalkControlState, WalkControlMode, CharacterModel, WalkMode } from './types';\nimport { getIcon } from '../../utils/icon-manager';\n\nexport class WalkControlPanel implements IBimComponent {\n public element!: HTMLElement;\n private options: WalkControlPanelOptions;\n\n // 状态\n private state: WalkControlState = {\n mode: 'none',\n isPlanViewActive: false,\n speed: 1,\n gravity: false,\n collision: false,\n characterModel: 'construction-worker',\n walkMode: 'walk'\n };\n\n // DOM 引用 - 左侧按钮\n private planViewBtn!: HTMLButtonElement;\n private pathModeBtn!: HTMLButtonElement;\n private walkModeBtn!: HTMLButtonElement;\n\n // DOM 引用 - 中间设置区\n private settingsContainer!: HTMLElement;\n private speedControl!: HTMLElement;\n private speedDecreaseBtn!: HTMLButtonElement;\n private speedIncreaseBtn!: HTMLButtonElement;\n private speedDisplay!: HTMLElement;\n private gravityCheckbox!: HTMLInputElement;\n private gravityLabel!: HTMLElement;\n private collisionCheckbox!: HTMLInputElement;\n private collisionLabel!: HTMLElement;\n private characterModelSelect!: HTMLSelectElement;\n private characterModelLabel!: HTMLElement;\n private walkModeSelect!: HTMLSelectElement;\n private walkModeLabel!: HTMLElement;\n\n // DOM 引用 - 退出按钮\n private exitBtn!: HTMLButtonElement;\n\n // 国际化订阅\n private unsubscribeLocale: (() => void) | null = null;\n private unsubscribeTheme: (() => void) | null = null;\n\n constructor(options: WalkControlPanelOptions = {}) {\n this.options = options;\n this.state.speed = options.defaultSpeed ?? 1;\n this.state.gravity = options.defaultGravity ?? false;\n this.state.collision = options.defaultCollision ?? false;\n this.state.characterModel = options.defaultCharacterModel ?? 'construction-worker';\n this.state.walkMode = options.defaultWalkMode ?? 'walk';\n }\n\n public init(): void {\n this.element = this.createPanel();\n this.updateSettingsView();\n\n // 订阅\n this.unsubscribeLocale = localeManager.subscribe(() => this.setLocales());\n this.unsubscribeTheme = themeManager.subscribe((theme) => this.setTheme(theme));\n\n this.setLocales();\n this.setTheme(themeManager.getTheme());\n }\n\n // --- 公共方法 ---\n\n public setPlanViewActive(active: boolean): void {\n this.state.isPlanViewActive = active;\n this.updateButtonStates();\n }\n\n public setPathModeActive(active: boolean): void {\n // 只有当前是路径模式时,取消才设置为 none\n // 避免在其他模式下被误设置为 none\n if (!active && this.state.mode !== 'path') {\n return;\n }\n const newMode: WalkControlMode = active ? 'path' : 'none';\n this.setMode(newMode);\n }\n\n public getState(): WalkControlState {\n return { ...this.state };\n }\n\n // --- 私有方法 ---\n\n private createPanel(): HTMLElement {\n const panel = document.createElement('div');\n panel.className = 'walk-control-panel';\n\n // 左侧按钮区\n const leftButtons = this.createLeftButtons();\n\n // 分割线1\n const divider1 = document.createElement('div');\n divider1.className = 'walk-divider';\n\n // 中间设置区\n this.settingsContainer = this.createSettingsContainer();\n\n // 分割线2\n const divider2 = document.createElement('div');\n divider2.className = 'walk-divider';\n\n // 右侧退出按钮\n const exitBtn = this.createExitButton();\n\n panel.appendChild(leftButtons);\n panel.appendChild(divider1);\n panel.appendChild(this.settingsContainer);\n panel.appendChild(divider2);\n panel.appendChild(exitBtn);\n\n return panel;\n }\n\n private createLeftButtons(): HTMLElement {\n const container = document.createElement('div');\n container.className = 'walk-control-left';\n\n this.planViewBtn = this.createIconButton('plan-view', () => {\n this.state.isPlanViewActive = !this.state.isPlanViewActive;\n this.updateButtonStates();\n this.options.onPlanViewToggle?.(this.state.isPlanViewActive);\n });\n\n this.pathModeBtn = this.createIconButton('path', () => {\n const newMode: WalkControlMode = this.state.mode === 'path' ? 'none' : 'path';\n this.setMode(newMode);\n this.options.onPathModeToggle?.(newMode === 'path');\n });\n\n this.walkModeBtn = this.createIconButton('walk', () => {\n const newMode: WalkControlMode = this.state.mode === 'walk' ? 'none' : 'walk';\n this.setMode(newMode);\n this.options.onWalkModeToggle?.(newMode === 'walk');\n });\n\n container.appendChild(this.planViewBtn);\n container.appendChild(this.pathModeBtn);\n container.appendChild(this.walkModeBtn);\n\n return container;\n }\n\n private createSettingsContainer(): HTMLElement {\n const container = document.createElement('div');\n container.className = 'walk-control-settings';\n\n // 移动速度控件\n this.speedControl = this.createSpeedControl();\n\n // 重力复选框\n const gravityWrapper = document.createElement('label');\n gravityWrapper.className = 'walk-checkbox-wrapper walk-checkbox-gravity';\n this.gravityCheckbox = document.createElement('input');\n this.gravityCheckbox.type = 'checkbox';\n this.gravityCheckbox.className = 'walk-checkbox';\n this.gravityCheckbox.checked = this.state.gravity;\n this.gravityCheckbox.addEventListener('change', () => {\n this.state.gravity = this.gravityCheckbox.checked;\n this.options.onGravityToggle?.(this.state.gravity);\n });\n this.gravityLabel = document.createElement('span');\n this.gravityLabel.className = 'walk-checkbox-label';\n gravityWrapper.appendChild(this.gravityCheckbox);\n gravityWrapper.appendChild(this.gravityLabel);\n\n // 碰撞复选框\n const collisionWrapper = document.createElement('label');\n collisionWrapper.className = 'walk-checkbox-wrapper walk-checkbox-collision';\n this.collisionCheckbox = document.createElement('input');\n this.collisionCheckbox.type = 'checkbox';\n this.collisionCheckbox.className = 'walk-checkbox';\n this.collisionCheckbox.checked = this.state.collision;\n this.collisionCheckbox.addEventListener('change', () => {\n this.state.collision = this.collisionCheckbox.checked;\n this.options.onCollisionToggle?.(this.state.collision);\n });\n this.collisionLabel = document.createElement('span');\n this.collisionLabel.className = 'walk-checkbox-label';\n collisionWrapper.appendChild(this.collisionCheckbox);\n collisionWrapper.appendChild(this.collisionLabel);\n\n // 角色模型选择\n const characterWrapper = document.createElement('div');\n characterWrapper.className = 'walk-select-wrapper walk-select-wrapper-character-model';\n this.characterModelLabel = document.createElement('label');\n this.characterModelLabel.className = 'walk-select-label';\n this.characterModelSelect = document.createElement('select');\n this.characterModelSelect.className = 'walk-select walk-select-character-model';\n this.characterModelSelect.addEventListener('change', () => {\n this.state.characterModel = this.characterModelSelect.value as CharacterModel;\n this.options.onCharacterModelChange?.(this.state.characterModel);\n });\n characterWrapper.appendChild(this.characterModelLabel);\n characterWrapper.appendChild(this.characterModelSelect);\n\n // 行走模式选择\n const walkModeWrapper = document.createElement('div');\n walkModeWrapper.className = 'walk-select-wrapper walk-select-wrapper-walk-mode';\n this.walkModeLabel = document.createElement('label');\n this.walkModeLabel.className = 'walk-select-label';\n this.walkModeSelect = document.createElement('select');\n this.walkModeSelect.className = 'walk-select walk-select-walk-mode';\n this.walkModeSelect.addEventListener('change', () => {\n this.state.walkMode = this.walkModeSelect.value as WalkMode;\n this.options.onWalkModeChange?.(this.state.walkMode);\n });\n walkModeWrapper.appendChild(this.walkModeLabel);\n walkModeWrapper.appendChild(this.walkModeSelect);\n\n // 添加所有控件\n // 注意:顺序为 速度、角色模型、行走模式、重力、碰撞\n // 这样在漫游模式下显示的顺序就是:角色模型、行走模式、重力、碰撞\n container.appendChild(this.speedControl);\n container.appendChild(characterWrapper);\n container.appendChild(walkModeWrapper);\n container.appendChild(gravityWrapper);\n container.appendChild(collisionWrapper);\n\n return container;\n }\n\n private createSpeedControl(): HTMLElement {\n const container = document.createElement('div');\n container.className = 'walk-speed-control';\n\n const label = document.createElement('label');\n label.className = 'walk-speed-label';\n label.textContent = t('walkControl.speed');\n\n const controlGroup = document.createElement('div');\n controlGroup.className = 'walk-speed-group';\n\n // 减速按钮\n this.speedDecreaseBtn = document.createElement('button');\n this.speedDecreaseBtn.className = 'walk-speed-btn';\n this.speedDecreaseBtn.textContent = '-';\n this.speedDecreaseBtn.addEventListener('click', () => {\n if (this.state.speed > 1) {\n this.state.speed--;\n this.updateSpeedDisplay();\n this.options.onSpeedChange?.(this.state.speed);\n }\n });\n\n // 速度显示\n this.speedDisplay = document.createElement('div');\n this.speedDisplay.className = 'walk-speed-display';\n this.speedDisplay.textContent = `${this.state.speed}X`;\n\n // 加速按钮\n this.speedIncreaseBtn = document.createElement('button');\n this.speedIncreaseBtn.className = 'walk-speed-btn';\n this.speedIncreaseBtn.textContent = '+';\n this.speedIncreaseBtn.addEventListener('click', () => {\n if (this.state.speed < 10) {\n this.state.speed++;\n this.updateSpeedDisplay();\n this.options.onSpeedChange?.(this.state.speed);\n }\n });\n\n controlGroup.appendChild(this.speedDecreaseBtn);\n controlGroup.appendChild(this.speedDisplay);\n controlGroup.appendChild(this.speedIncreaseBtn);\n\n container.appendChild(label);\n container.appendChild(controlGroup);\n\n return container;\n }\n\n private createIconButton(type: string, onClick: () => void): HTMLButtonElement {\n const btn = document.createElement('button');\n btn.className = `walk-icon-btn walk-icon-btn-${type}`;\n btn.innerHTML = this.getIconSVG(type);\n btn.addEventListener('click', onClick);\n return btn;\n }\n\n private createExitButton(): HTMLButtonElement {\n const btn = document.createElement('button');\n btn.className = 'walk-exit-btn';\n btn.addEventListener('click', () => {\n this.options.onExit?.();\n });\n this.exitBtn = btn;\n return btn;\n }\n\n private setMode(mode: WalkControlMode): void {\n const oldMode = this.state.mode;\n\n // 如果从walk模式切换到其他模式,触发walk关闭事件\n if (oldMode === 'walk' && mode !== 'walk') {\n this.options.onWalkModeToggle?.(false);\n }\n\n // 如果从path模式切换到其他模式,触发path关闭事件\n if (oldMode === 'path' && mode !== 'path') {\n this.options.onPathModeToggle?.(false);\n }\n\n this.state.mode = mode;\n\n // 路径模式:禁用重力和碰撞\n if (mode === 'path') {\n this.state.gravity = false;\n this.state.collision = false;\n this.gravityCheckbox.checked = false;\n this.gravityCheckbox.disabled = true;\n this.collisionCheckbox.checked = false;\n this.collisionCheckbox.disabled = true;\n } else {\n this.gravityCheckbox.disabled = false;\n this.collisionCheckbox.disabled = false;\n }\n\n this.updateButtonStates();\n this.updateSettingsView();\n this.updateSpeedButtonStates();\n }\n\n private updateButtonStates(): void {\n // 平面图按钮\n this.planViewBtn.classList.toggle('active', this.state.isPlanViewActive);\n\n // 路径漫游按钮\n this.pathModeBtn.classList.toggle('active', this.state.mode === 'path');\n\n // 漫游按钮\n this.walkModeBtn.classList.toggle('active', this.state.mode === 'walk');\n }\n\n private updateSettingsView(): void {\n // 根据模式显示/隐藏不同的控件\n const speedWrapper = this.speedControl;\n const gravityWrapper = this.gravityCheckbox.parentElement!;\n const collisionWrapper = this.collisionCheckbox.parentElement!;\n const characterWrapper = this.characterModelSelect.parentElement!;\n const walkModeWrapper = this.walkModeSelect.parentElement!;\n\n if (this.state.mode === 'walk') {\n // 漫游模式:隐藏速度,显示模型、行走模式、重力、碰撞\n speedWrapper.style.display = 'none';\n gravityWrapper.style.display = 'flex';\n collisionWrapper.style.display = 'flex';\n characterWrapper.style.display = 'flex';\n walkModeWrapper.style.display = 'flex';\n } else {\n // 默认或路径模式:显示速度、重力、碰撞,隐藏模型和行走模式\n speedWrapper.style.display = 'flex';\n gravityWrapper.style.display = 'flex';\n collisionWrapper.style.display = 'flex';\n characterWrapper.style.display = 'none';\n walkModeWrapper.style.display = 'none';\n }\n }\n\n private updateSpeedDisplay(): void {\n this.speedDisplay.textContent = `${this.state.speed}X`;\n this.updateSpeedButtonStates();\n }\n\n private updateSpeedButtonStates(): void {\n this.speedDecreaseBtn.disabled = this.state.speed <= 1;\n this.speedIncreaseBtn.disabled = this.state.speed >= 10;\n }\n\n private getIconSVG(type: string): string {\n const icons: Record = {\n 'plan-view': getIcon('地图'),\n 'path': getIcon('路径漫游'),\n 'walk': getIcon('第一人称漫游')\n };\n return icons[type] || '';\n }\n\n public setLocales(): void {\n // 更新速度标签\n const speedLabel = this.speedControl.querySelector('.walk-speed-label');\n if (speedLabel) {\n speedLabel.textContent = t('walkControl.speed');\n }\n\n // 更新复选框标签\n this.gravityLabel.textContent = t('walkControl.gravity');\n this.collisionLabel.textContent = t('walkControl.collision');\n\n // 更新角色模型下拉框\n this.characterModelLabel.textContent = t('walkControl.characterModel.label');\n this.characterModelSelect.innerHTML = '';\n const constructionWorkerOption = document.createElement('option');\n constructionWorkerOption.value = 'construction-worker';\n constructionWorkerOption.textContent = t('walkControl.characterModel.constructionWorker');\n constructionWorkerOption.selected = this.state.characterModel === 'construction-worker';\n this.characterModelSelect.appendChild(constructionWorkerOption);\n\n const officeMaleOption = document.createElement('option');\n officeMaleOption.value = 'office-male';\n officeMaleOption.textContent = t('walkControl.characterModel.officeMale');\n officeMaleOption.selected = this.state.characterModel === 'office-male';\n this.characterModelSelect.appendChild(officeMaleOption);\n\n // 更新行走模式下拉框\n this.walkModeLabel.textContent = t('walkControl.walkMode.label');\n this.walkModeSelect.innerHTML = '';\n const walkOption = document.createElement('option');\n walkOption.value = 'walk';\n walkOption.textContent = t('walkControl.walkMode.walk');\n walkOption.selected = this.state.walkMode === 'walk';\n this.walkModeSelect.appendChild(walkOption);\n\n const runOption = document.createElement('option');\n runOption.value = 'run';\n runOption.textContent = t('walkControl.walkMode.run');\n runOption.selected = this.state.walkMode === 'run';\n this.walkModeSelect.appendChild(runOption);\n\n // 更新退出按钮\n this.exitBtn.textContent = t('walkControl.exit');\n }\n\n public setTheme(theme: ThemeConfig): void {\n if (!this.element) return;\n const style = this.element.style;\n style.setProperty('--bim-walk-control-bg', theme.panelBackground ?? 'rgba(0, 0, 0, 0.8)');\n style.setProperty('--bim-walk-btn-hover', theme.componentHover ?? 'rgba(255, 255, 255, 0.15)');\n style.setProperty('--bim-walk-btn-active', theme.componentActive ?? 'rgba(255, 255, 255, 0.3)');\n style.setProperty('--bim-primary-color', theme.primary ?? '#1890ff');\n style.setProperty('--bim-primary-hover', theme.primaryHover ?? '#40a9ff');\n style.setProperty('--bim-icon-color', theme.icon ?? '#ccc');\n style.setProperty('--bim-text-color', theme.textPrimary ?? '#fff');\n style.setProperty('--bim-divider-color', theme.border ?? 'rgba(255, 255, 255, 0.2)');\n style.setProperty('--bim-speed-group-bg', theme.componentHover ?? 'rgba(255, 255, 255, 0.1)');\n style.setProperty('--bim-speed-btn-bg', theme.componentHover ?? 'rgba(255, 255, 255, 0.1)');\n style.setProperty('--bim-speed-btn-hover', theme.componentActive ?? 'rgba(255, 255, 255, 0.2)');\n style.setProperty('--bim-select-bg', theme.componentHover ?? 'rgba(255, 255, 255, 0.1)');\n style.setProperty('--bim-select-border', theme.border ?? 'rgba(255, 255, 255, 0.2)');\n style.setProperty('--bim-select-option-bg', theme.panelBackground ?? '#333');\n }\n\n public destroy(): void {\n this.unsubscribeLocale?.();\n this.unsubscribeTheme?.();\n if (this.element && this.element.parentElement) {\n this.element.parentElement.removeChild(this.element);\n }\n }\n}\n","import type { ThemeConfig } from '../../themes/types';\nimport { IBimComponent } from '../../types/component';\nimport { localeManager } from '../../services/locale';\nimport { themeManager } from '../../services/theme';\n\n/**\n * 路径漫游面板组件(暂时空内容)\n */\nexport class WalkPathPanel implements IBimComponent {\n public element!: HTMLElement;\n\n private unsubscribeLocale: (() => void) | null = null;\n private unsubscribeTheme: (() => void) | null = null;\n\n constructor() {\n // 暂时无配置\n }\n\n public init(): void {\n this.element = this.createPanel();\n\n // 订阅\n this.unsubscribeLocale = localeManager.subscribe(() => this.setLocales());\n this.unsubscribeTheme = themeManager.subscribe((theme) => this.setTheme(theme));\n\n this.setLocales();\n this.setTheme(themeManager.getTheme());\n }\n\n private createPanel(): HTMLElement {\n const panel = document.createElement('div');\n panel.className = 'walk-path-panel';\n panel.style.padding = '20px';\n panel.style.color = 'var(--bim-text-color, #fff)';\n panel.textContent = '路径漫游内容待实现';\n return panel;\n }\n\n public setLocales(): void {\n // 更新文本\n }\n\n public setTheme(_theme: ThemeConfig): void {\n // 应用主题\n }\n\n public destroy(): void {\n this.unsubscribeLocale?.();\n this.unsubscribeTheme?.();\n if (this.element && this.element.parentElement) {\n this.element.parentElement.removeChild(this.element);\n }\n }\n}\n","import { BimComponent } from '../core/component';\nimport { BimEngine } from '../bim-engine';\nimport { BimDialog } from '../components/dialog';\nimport { WalkPathPanel } from '../components/walk-path-panel';\n\n/**\n * 路径漫游弹窗管理器\n */\nexport class WalkPathDialogManager extends BimComponent {\n private dialogId = 'walk-path-dialog';\n private dialog: BimDialog | null = null;\n private panel: WalkPathPanel | null = null;\n\n constructor(engine: BimEngine) {\n super(engine);\n }\n\n public init(): void {\n // 可以在这里监听事件\n }\n\n /**\n * 显示弹窗\n */\n public show(): void {\n if (!this.engine.dialog || !this.engine.container) {\n console.warn('Dialog manager or container is not initialized');\n return;\n }\n\n // 如果已打开,先销毁\n this.destroy();\n\n // 创建面板(暂时空内容)\n this.panel = new WalkPathPanel();\n this.panel.init();\n\n const dialogWidth = 300;\n const dialogHeight = 400;\n const paddingRight = 20;\n const container = this.engine.container;\n const containerHeight = container.clientHeight;\n const containerWidth = container.clientWidth;\n\n // 右边中间:right: 20px, 垂直居中\n const x = containerWidth - dialogWidth - paddingRight;\n const y = (containerHeight - dialogHeight) / 2;\n\n this.dialog = this.engine.dialog.create({\n id: this.dialogId,\n title: 'walkControl.path.dialogTitle',\n width: dialogWidth,\n height: dialogHeight,\n position: { x, y },\n draggable: true,\n resizable: false,\n content: this.panel.element,\n onClose: () => {\n // 通知主控制面板更新状态\n if (this.engine.walkControl && this.engine.walkControl.panel) {\n this.engine.walkControl.panel.setPathModeActive(false);\n }\n this.hide();\n }\n });\n this.dialog.init();\n }\n\n /**\n * 隐藏弹窗\n */\n public hide(): void {\n this.destroy();\n }\n\n /**\n * 销毁弹窗和面板\n */\n public destroy(): void {\n // 先保存 dialog 引用,避免在回调中重复调用\n const dialog = this.dialog;\n\n // 立即清空引用,防止递归\n this.dialog = null;\n\n // 关闭弹窗\n if (dialog) {\n dialog.destroy();\n }\n\n // 销毁面板\n if (this.panel) {\n this.panel.destroy();\n this.panel = null;\n }\n }\n}\n","import { BimComponent } from '../core/component';\nimport { BimEngine } from '../bim-engine';\nimport { WalkControlPanel } from '../components/walk-control-panel';\nimport { WalkPathDialogManager } from './walk-path-dialog-manager';\n\n/**\n * 漫游控制管理器\n */\nexport class WalkControlManager extends BimComponent {\n public panel: WalkControlPanel | null = null;\n private pathManager: WalkPathDialogManager | null = null;\n\n constructor(engine: BimEngine) {\n super(engine);\n }\n\n public init(): void {\n // 初始化子 manager\n this.pathManager = new WalkPathDialogManager(this.engine);\n this.pathManager.init();\n }\n\n /**\n * 显示漫游控制面板\n */\n public show(): void {\n if (!this.engine.toolbar) {\n console.warn('Toolbar not initialized');\n return;\n }\n\n // 隐藏 toolbar\n this.engine.toolbar.hide();\n\n // 创建漫游控制面板\n this.panel = new WalkControlPanel({\n onPlanViewToggle: (isActive) => {\n console.log('[WalkControl] 地图:', isActive);\n if (isActive) {\n this.engine.map?.show();\n } else {\n this.engine.map?.hide();\n }\n // 触发事件\n this.emit('walk:plan-view-toggle', { isActive });\n },\n onPathModeToggle: (isActive) => {\n console.log('[WalkControl] 路径漫游:', isActive);\n if (isActive) {\n this.pathManager?.show();\n } else {\n this.pathManager?.hide();\n }\n // 触发事件\n this.emit('walk:path-mode-toggle', { isActive });\n },\n onWalkModeToggle: (isActive) => {\n console.log('[WalkControl] 漫游模式:', isActive);\n // 切换到漫游模式时,关闭路径漫游弹窗\n if (isActive) {\n this.pathManager?.hide();\n }\n // 触发事件\n this.emit('walk:walk-mode-toggle', { isActive });\n },\n onSpeedChange: (speed) => {\n console.log('[WalkControl] 速度变化:', speed);\n // 触发事件\n this.emit('walk:speed-change', { speed });\n },\n onGravityToggle: (enabled) => {\n console.log('[WalkControl] 重力:', enabled);\n // 触发事件\n this.emit('walk:gravity-toggle', { enabled });\n },\n onCollisionToggle: (enabled) => {\n console.log('[WalkControl] 碰撞:', enabled);\n // 触发事件\n this.emit('walk:collision-toggle', { enabled });\n },\n onCharacterModelChange: (model) => {\n console.log('[WalkControl] 角色模型:', model);\n // TODO: 实现角色模型变化逻辑\n },\n onWalkModeChange: (mode) => {\n console.log('[WalkControl] 行走模式:', mode);\n // TODO: 实现行走模式变化逻辑\n },\n onExit: () => {\n this.hide();\n }\n });\n this.panel.init();\n\n // 如果地图已经打开,同步按钮状态\n if (this.engine.map?.isOpen()) {\n this.panel.setPlanViewActive(true);\n }\n\n // 监听地图事件,同步漫游面板中的地图按钮状态\n this.engine.on('map:opened', () => {\n this.panel?.setPlanViewActive(true);\n });\n\n this.engine.on('map:closed', () => {\n this.panel?.setPlanViewActive(false);\n });\n\n // 将面板添加到主容器中,定位在底部中间(类似toolbar的位置)\n if (this.engine.container) {\n // 添加定位样式\n this.panel.element.style.position = 'absolute';\n this.panel.element.style.bottom = '20px';\n this.panel.element.style.left = '50%';\n this.panel.element.style.transform = 'translateX(-50%)';\n this.panel.element.style.zIndex = '1000';\n\n this.engine.container.appendChild(this.panel.element);\n } else {\n console.warn('[WalkControlManager] Container not found');\n }\n }\n\n /**\n * 隐藏漫游控制面板\n */\n public hide(): void {\n // 关闭路径漫游弹窗(但不关闭地图,因为地图可能是用户单独打开的)\n this.pathManager?.hide();\n\n // 销毁面板\n if (this.panel) {\n this.panel.destroy();\n this.panel = null;\n }\n\n // 显示 toolbar\n if (this.engine.toolbar) {\n this.engine.toolbar.show();\n }\n }\n\n /**\n * 销毁管理器\n */\n public destroy(): void {\n this.hide();\n this.pathManager?.destroy();\n this.pathManager = null;\n }\n}\n","import type { ThemeConfig } from '../../themes/types';\nimport { IBimComponent } from '../../types/component';\nimport { localeManager } from '../../services/locale';\nimport { themeManager } from '../../services/theme';\n\n/**\n * 地图面板组件\n */\nexport class MapPanel implements IBimComponent {\n public element!: HTMLElement;\n private unsubscribeLocale: (() => void) | null = null;\n private unsubscribeTheme: (() => void) | null = null;\n\n constructor() {}\n\n public init(): void {\n this.element = this.createPanel();\n this.unsubscribeLocale = localeManager.subscribe(() => this.setLocales());\n this.unsubscribeTheme = themeManager.subscribe((theme) => this.setTheme(theme));\n\n this.setLocales();\n this.setTheme(themeManager.getTheme());\n }\n\n private createPanel(): HTMLElement {\n const panel = document.createElement('div');\n panel.className = 'map-panel';\n panel.style.padding = '20px';\n panel.style.color = '#fff';\n panel.textContent = '地图内容待实现';\n return panel;\n }\n\n public setLocales(): void {\n // 更新文本\n }\n\n public setTheme(_theme: ThemeConfig): void {\n // 应用主题\n }\n\n public destroy(): void {\n this.unsubscribeLocale?.();\n this.unsubscribeTheme?.();\n if (this.element && this.element.parentElement) {\n this.element.parentElement.removeChild(this.element);\n }\n }\n}\n","import { BimComponent } from '../core/component';\nimport { BimEngine } from '../bim-engine';\nimport { BimDialog } from '../components/dialog';\nimport { MapPanel } from '../components/map-panel';\n\n/**\n * 地图弹窗管理器(独立通用组件)\n */\nexport class MapDialogManager extends BimComponent {\n private dialogId = 'map-dialog';\n private dialog: BimDialog | null = null;\n private panel: MapPanel | null = null;\n\n constructor(engine: BimEngine) {\n super(engine);\n }\n\n public init(): void {\n // 可以在这里监听事件\n }\n\n /**\n * 显示弹窗\n */\n public show(): void {\n if (!this.engine.dialog || !this.engine.container) {\n console.warn('Dialog manager or container is not initialized');\n return;\n }\n\n // 如果已打开,不重复打开\n if (this.isOpen()) {\n return;\n }\n\n // 创建面板\n this.panel = new MapPanel();\n this.panel.init();\n\n const dialogWidth = 300;\n const dialogHeight = 400;\n const paddingLeft = 20;\n const paddingBottom = 20;\n const container = this.engine.container;\n const containerHeight = container.clientHeight;\n\n // 左下角:left: 20px, bottom: 20px\n const x = paddingLeft;\n const y = containerHeight - dialogHeight - paddingBottom;\n\n this.dialog = this.engine.dialog.create({\n id: this.dialogId,\n title: 'map.dialogTitle',\n width: dialogWidth,\n height: dialogHeight,\n position: { x, y },\n draggable: true,\n resizable: false,\n content: this.panel.element,\n onClose: () => {\n this.hide();\n }\n });\n this.dialog.init();\n\n // 触发地图打开事件\n this.emit('map:opened', {});\n }\n\n /**\n * 隐藏弹窗\n */\n public hide(): void {\n this.destroy();\n // 触发地图关闭事件\n this.emit('map:closed', {});\n }\n\n /**\n * 检查地图是否打开\n */\n public isOpen(): boolean {\n return this.dialog !== null;\n }\n\n /**\n * 销毁弹窗和面板\n */\n public destroy(): void {\n // 先保存 dialog 引用,避免在回调中重复调用\n const dialog = this.dialog;\n\n // 立即清空引用,防止递归\n this.dialog = null;\n\n // 关闭弹窗\n if (dialog) {\n dialog.destroy();\n }\n\n // 销毁面板\n if (this.panel) {\n this.panel.destroy();\n this.panel = null;\n }\n }\n}\n","type Listener = (payload: T) => void;\n\nexport class EventEmitter {\n private events: Map = new Map();\n\n public on(event: string, listener: Listener): () => void {\n if (!this.events.has(event)) {\n this.events.set(event, []);\n }\n this.events.get(event)!.push(listener);\n\n // Return unsubscribe function\n return () => this.off(event, listener);\n }\n\n public off(event: string, listener: Listener): void {\n const listeners = this.events.get(event);\n if (!listeners) return;\n\n const index = listeners.indexOf(listener);\n if (index !== -1) {\n listeners.splice(index, 1);\n }\n }\n\n public emit(event: string, payload?: any): void {\n const listeners = this.events.get(event);\n if (listeners) {\n listeners.forEach(listener => {\n try {\n listener(payload);\n } catch (error) {\n console.error(`[EventEmitter] Error in listener for event \"${event}\":`, error);\n }\n });\n }\n }\n\n public clear(): void {\n this.events.clear();\n }\n}\n","import './bim-engine.css';\nimport {ToolbarManager} from './managers/toolbar-manager';\nimport {ButtonGroupManager} from './managers/button-group-manager';\nimport {DialogManager} from './managers/dialog-manager';\nimport {EngineManager} from './managers/engine-manager';\nimport {RightKeyManager} from './managers/right-key-manager';\nimport {ConstructTreeManagerBtn} from './managers/construct-tree-manager-btn';\nimport {PropertyPanelManager} from './managers/property-panel-manager';\nimport {MeasureDialogManager} from './managers/measure-dialog-manager';\nimport {SectionPlaneDialogManager} from './managers/section-plane-dialog-manager';\nimport {SectionAxisDialogManager} from './managers/section-axis-dialog-manager';\nimport {SectionBoxDialogManager} from './managers/section-box-dialog-manager';\nimport {WalkControlManager} from './managers/walk-control-manager';\nimport {MapDialogManager} from './managers/map-dialog-manager';\nimport type {EngineOptions, ModelLoadOptions} from './components/engine';\nimport {localeManager} from './services/locale';\nimport {themeManager} from './services/theme';\nimport type {LocaleType} from './locales/types';\nimport type {ThemeType, ThemeConfig} from './themes/types';\nimport {EventEmitter} from './core/event-emitter';\nimport {EngineEvents} from './types/events';\n\nexport type {EngineOptions, ModelLoadOptions};\n\nexport class BimEngine extends EventEmitter {\n public container: HTMLElement;\n private wrapper: HTMLElement | null = null;\n\n public toolbar: ToolbarManager | null = null; // 底部专用\n public constructTreeBtn: ConstructTreeManagerBtn | null = null; // 底部专用\n public buttonGroup: ButtonGroupManager | null = null; // 通用\n public dialog: DialogManager | null = null;\n public engine: EngineManager | null = null; // 3D 引擎管理器\n public rightKey: RightKeyManager | null = null; // 右键菜单管理器\n public propertyPanel: PropertyPanelManager | null = null; // 属性面板 (演示 Collapse)\n public measure: MeasureDialogManager | null = null; // 测量面板\n public sectionPlane: SectionPlaneDialogManager | null = null; // 拾取面剖切面板\n public sectionAxis: SectionAxisDialogManager | null = null; // 轴向剖切面板\n public sectionBox: SectionBoxDialogManager | null = null; // 剖切盒面板\n public walkControl: WalkControlManager | null = null; // 漫游控制面板\n public map: MapDialogManager | null = null; // 地图面板\n\n\n constructor(\n container: HTMLElement | string,\n options?: {\n locale?: LocaleType;\n theme?: ThemeType;\n }\n ) {\n super();\n const el = typeof container === 'string' ? document.getElementById(container) : container;\n if (!el) throw new Error('Container not found');\n this.container = el;\n\n if (options?.locale) localeManager.setLocale(options.locale);\n if (options?.theme) {\n if (options.theme === 'custom') {\n console.warn('Custom theme should be set via setCustomTheme().');\n } else {\n themeManager.setTheme(options.theme);\n }\n }\n\n this.init();\n }\n\n // Typed wrappers for events\n public emit(event: K, payload: EngineEvents[K]) {\n super.emit(event, payload);\n }\n\n public on(event: K, listener: (payload: EngineEvents[K]) => void): () => void {\n return super.on(event, listener);\n }\n\n public setLocale(locale: LocaleType) {\n localeManager.setLocale(locale);\n }\n\n public getLocale(): LocaleType {\n return localeManager.getLocale();\n }\n\n public setTheme(theme: 'dark' | 'light') {\n themeManager.setTheme(theme);\n }\n\n public setCustomTheme(theme: ThemeConfig) {\n themeManager.setCustomTheme(theme);\n }\n\n private init() {\n this.container.innerHTML = '';\n this.wrapper = document.createElement('div');\n this.wrapper.className = 'bim-engine-wrapper';\n this.container.appendChild(this.wrapper);\n\n // 创建 3D 引擎管理器\n this.engine = new EngineManager(this, this.wrapper);\n this.dialog = new DialogManager(this, this.wrapper);\n this.toolbar = new ToolbarManager(this, this.wrapper);\n this.buttonGroup = new ButtonGroupManager(this, this.wrapper);\n this.rightKey = new RightKeyManager(this, this.wrapper);\n this.constructTreeBtn = new ConstructTreeManagerBtn(this, this.wrapper);\n this.propertyPanel = new PropertyPanelManager(this);\n this.measure = new MeasureDialogManager(this);\n this.sectionPlane = new SectionPlaneDialogManager(this);\n this.sectionAxis = new SectionAxisDialogManager(this);\n this.sectionBox = new SectionBoxDialogManager(this);\n this.walkControl = new WalkControlManager(this);\n this.walkControl.init();\n this.map = new MapDialogManager(this);\n this.map.init();\n\n // 初始主题\n this.updateTheme(themeManager.getTheme());\n // 订阅主题变化\n themeManager.subscribe((theme) => {\n this.updateTheme(theme);\n });\n }\n\n\n private updateTheme(theme: ThemeConfig) {\n if (this.wrapper) {\n this.wrapper.style.backgroundColor = theme.background;\n this.wrapper.style.color = theme.textPrimary;\n }\n }\n\n public destroy() {\n this.toolbar?.destroy();\n this.buttonGroup?.destroy();\n this.engine?.destroy();\n this.dialog?.destroy();\n this.rightKey?.destroy();\n this.propertyPanel?.destroy();\n this.measure?.destroy();\n this.sectionPlane?.destroy();\n this.sectionAxis?.destroy();\n this.sectionBox?.destroy();\n this.walkControl?.destroy();\n this.container.innerHTML = '';\n this.clear();\n }\n}\n","import type { ButtonConfig } from '../../../index.type';\nimport type { BimEngine } from '../../../../../bim-engine';\nimport { getIcon } from '../../../../../utils/icon-manager';\n\n/**\n * 首页按钮配置\n * 使用工厂函数模式,注入 engine 实例\n */\nexport const createHomeButton = (engine: BimEngine): ButtonConfig => {\n return {\n id: 'home',\n groupId: 'group-1',\n type: 'button',\n label: 'toolbar.home',\n icon: getIcon('主视角'),\n keepActive: true,\n onClick: (button) => {\n console.log('首页按钮被点击:', button.id);\n // 演示:使用 engine 发送事件\n // engine.dialog?.showInfoDialog()\n engine.emit('ui:open-dialog', { id: 'home-info' });\n\n // 或者直接调用 engine 的方法\n // if (engine.engine) {\n // engine.engine.loadModel('...');\n // }\n }\n };\n};\n","import type { ButtonConfig } from '../../../index.type';\nimport type { BimEngine } from '../../../../../bim-engine';\nimport { getIcon } from '../../../../../utils/icon-manager';\n\n/**\n * 选框放大按钮配置\n *\n * 说明:\n * - 当前仅添加 UI 按钮,点击事件先留空(后续接入引擎能力再实现)\n * - 使用工厂函数模式注入 engine,便于未来调用 engine API\n */\nexport const createZoomBoxButton = (_engine: BimEngine): ButtonConfig => {\n return {\n id: 'zoom-box',\n groupId: 'group-1',\n keepActive: true,\n type: 'button',\n label: 'toolbar.zoomBox',\n icon: getIcon('框选放大'),\n onClick: () => {\n // 事件先留空:后续实现“框选放大/框选缩放”能力时再接入\n // 这里不做任何动作,避免误触影响用户操作\n }\n };\n};\n\n\n","import type { ButtonConfig } from '../../../../index.type';\nimport type { BimEngine } from '../../../../../../bim-engine';\nimport { getIcon } from '../../../../../../utils/icon-manager';\n\n/**\n * 漫游按钮配置(普通按钮,不带子菜单)\n */\nexport const createWalkMenuButton = (engine: BimEngine): ButtonConfig => {\n return {\n id: 'walk',\n groupId: 'group-1',\n type: 'button',\n label: 'toolbar.walk',\n align: 'vertical',\n icon: getIcon('漫游'),\n onClick: () => {\n console.log('漫游按钮被点击');\n engine.walkControl?.show();\n }\n };\n};\n","import type { ButtonConfig } from '../../../index.type';\nimport type { BimEngine } from '../../../../../bim-engine';\nimport { getIcon } from '../../../../../utils/icon-manager';\n\n/**\n * 地图按钮配置(开关按钮)\n */\nexport const createMapButton = (engine: BimEngine): ButtonConfig => {\n // 监听地图打开/关闭事件,同步按钮状态\n engine.on('map:opened', () => {\n engine.toolbar?.setBtnActive('map', true);\n });\n\n engine.on('map:closed', () => {\n engine.toolbar?.setBtnActive('map', false);\n });\n\n return {\n id: 'map',\n groupId: 'group-1',\n type: 'button',\n label: 'toolbar.map',\n align: 'vertical',\n keepActive: true,\n icon: getIcon('地图'),\n onClick: () => {\n // 切换地图显示状态\n if (engine.map?.isOpen()) {\n engine.map?.hide();\n } else {\n engine.map?.show();\n }\n }\n };\n};\n","import type { ButtonConfig } from '../../../index.type';\nimport type { BimEngine } from '../../../../../bim-engine';\nimport { getIcon } from '../../../../../utils/icon-manager';\n\n/**\n * 构件详情按钮配置\n */\nexport const createPropertyButton = (engine: BimEngine): ButtonConfig => {\n return {\n id: 'property',\n groupId: 'group-1',\n type: 'button',\n label: 'toolbar.property',\n align: 'vertical',\n icon: getIcon('文档'),\n onClick: () => {\n console.log('构件详情按钮被点击');\n engine.propertyPanel?.show();\n }\n };\n};\n","import type { ButtonConfig } from '../../../index.type';\nimport type { BimEngine } from '../../../../../bim-engine';\nimport { getIcon } from '../../../../../utils/icon-manager';\n\n/**\n * 设置按钮配置\n */\nexport const createSettingButton = (_engine: BimEngine): ButtonConfig => {\n return {\n id: 'setting',\n groupId: 'group-2',\n type: 'button',\n label: 'toolbar.setting',\n icon: getIcon('设置'),\n keepActive: false,\n onClick: (button) => {\n // 预留:未来接入设置逻辑(此处已注入 engine)\n console.log('设置按钮被点击:', button.id);\n }\n };\n};\n","export const infoIcon = '';\n","import type { ButtonConfig } from '../../../index.type';\nimport type { BimEngine } from '../../../../../bim-engine';\nimport { infoIcon } from './icon';\n\n/**\n * 信息按钮配置\n * 说明:当前仍保留 demo 的事件触发方式;engine 已注入,便于未来替换为 SDK 内部逻辑。\n */\nexport const createInfoButton = (_engine: BimEngine): ButtonConfig => {\n return {\n id: 'toolbar-info',\n groupId: 'group-2',\n type: 'button',\n label: 'toolbar.info',\n icon: infoIcon,\n onClick: () => {\n // WORKAROUND: Dispatch a standard custom event on document\n document.dispatchEvent(new CustomEvent('bim-demo:open-property-panel'));\n }\n };\n};\n","import type { ButtonConfig } from '../../../index.type';\nimport type { BimEngine } from '../../../../../bim-engine';\nimport { getIcon } from '../../../../../utils/icon-manager';\n\n/**\n * 全屏按钮配置\n */\nexport const createFullscreenButton = (_engine: BimEngine): ButtonConfig => {\n return {\n id: 'fullscreen',\n groupId: 'group-2',\n type: 'button',\n label: 'toolbar.fullscreen',\n align: 'vertical',\n icon: getIcon('全屏'),\n onClick: async () => {\n console.log('全屏按钮被点击');\n\n // 0. 环境检查 (帮助调试 Iframe 问题)\n const isIframe = window.self !== window.top;\n if (isIframe) {\n console.warn('检测到在 Iframe 中运行,请确保父级 iframe 标签拥有 allow=\"fullscreen\" 属性');\n }\n\n try {\n // 1. 获取当前全屏状态 (使用 any 绕过 TS 检查)\n const doc = document as any;\n const fullscreenElement = doc.fullscreenElement ||\n doc.webkitFullscreenElement ||\n doc.mozFullScreenElement ||\n doc.msFullscreenElement;\n\n const isFullscreen = !!fullscreenElement;\n console.log('当前是否全屏:', isFullscreen);\n\n // 2. 确定要全屏的目标元素\n // 优先查找 BIM 容器,如果找不到则使用 document.body\n const bimContainer = document.querySelector('.bim-engine-container') as HTMLElement;\n const targetElem = bimContainer || document.body;\n\n // 将 targetElem 断言为 any,解决 \"Property 'webkitRequestFullscreen' does not exist\" 报错\n const el = targetElem as any;\n\n if (!isFullscreen) {\n // === 进入全屏 ===\n console.log('准备进入全屏...');\n\n // 关键:防止全屏后背景变黑\n if (targetElem.style.backgroundColor === '' || targetElem.style.backgroundColor === 'transparent') {\n targetElem.style.backgroundColor = '#ffffff'; // 根据你的主题颜色调整\n }\n\n // 兼容不同浏览器的 API\n const requestMethod = el.requestFullscreen ||\n el.webkitRequestFullscreen ||\n el.mozRequestFullScreen ||\n el.msRequestFullscreen;\n\n if (requestMethod) {\n // 使用 call 绑定正确的上下文\n await requestMethod.call(el, { navigationUI: 'hide' });\n console.log('全屏请求已发送');\n } else {\n console.warn('当前浏览器不支持全屏 API');\n alert('当前浏览器不支持全屏功能');\n }\n\n } else {\n // === 退出全屏 ===\n console.log('准备退出全屏...');\n\n // 兼容不同浏览器的退出 API\n const exitMethod = doc.exitFullscreen ||\n doc.webkitExitFullscreen ||\n doc.mozCancelFullScreen ||\n doc.msExitFullscreen;\n\n if (exitMethod) {\n await exitMethod.call(doc);\n console.log('退出全屏请求已发送');\n }\n }\n } catch (error: any) {\n console.error('全屏操作失败:', error);\n // 专门提示权限问题\n if (error && error.message && error.message.includes('denied')) {\n console.error('全屏请求被拒绝。如果是 Iframe,请检查 allow=\"fullscreen\"。如果是自动触发,请确保由用户点击触发。');\n }\n }\n }\n };\n};","import type {ButtonConfig} from '../../../index.type';\nimport type {BimEngine} from '../../../../../bim-engine';\nimport { getIcon } from '../../../../../utils/icon-manager';\n\n/**\n * 测量按钮配置\n * 使用工厂函数模式,注入 engine 实例\n */\nexport const createMeasureButton = (engine: BimEngine): ButtonConfig => {\n return {\n id: 'measure',\n groupId: 'group-1',\n type: 'button',\n label: 'toolbar.measure',\n icon: getIcon('测量'),\n keepActive: true,\n onClick: (button) => {\n if (button.isActive) {\n engine.measure?.show()\n } else {\n engine.measure?.destroy()\n }\n }\n };\n};\n","import type { ButtonConfig } from '../../../../index.type';\nimport type { BimEngine } from '../../../../../../bim-engine';\nimport { getIcon } from '../../../../../../utils/icon-manager';\n\n/**\n * 剖切菜单按钮配置\n */\nexport const createSectionMenuButton = (_engine: BimEngine): ButtonConfig => {\n return {\n id: 'section',\n groupId: 'group-1',\n type: 'menu',\n label: 'toolbar.section',\n align: 'vertical',\n icon: getIcon('剖切'),\n keepActive: true,\n onClick: (button) => {\n console.log('剖切按钮被点击:', button.id);\n }\n };\n};\n","import type { ButtonConfig } from '../../../../index.type';\nimport type { BimEngine } from '../../../../../../bim-engine';\nimport { getIcon } from '../../../../../../utils/icon-manager';\n\n/**\n * 拾取面剖切按钮配置\n */\nexport const createSectionPlaneButton = (engine: BimEngine): ButtonConfig => {\n return {\n id: 'section-plane',\n groupId: 'group-1',\n parentId: 'section',\n type: 'button',\n keepActive: true,\n exclusive: true,\n align: 'vertical',\n label: 'toolbar.sectionPlane',\n icon: getIcon('拾曲面剖切'),\n onClick: (button) => {\n console.log('拾取面剖切被点击:', button.id, '激活状态:', button.isActive);\n if (button.isActive) {\n // 激活时显示弹窗\n engine.sectionPlane?.show();\n } else {\n // 关闭时隐藏弹窗\n engine.sectionPlane?.hide();\n }\n }\n };\n};\n","import type { ButtonConfig } from '../../../../index.type';\nimport type { BimEngine } from '../../../../../../bim-engine';\nimport { getIcon } from '../../../../../../utils/icon-manager';\n\n/**\n * 轴向剖切按钮配置\n */\nexport const createSectionAxisButton = (engine: BimEngine): ButtonConfig => {\n return {\n id: 'section-axis',\n groupId: 'group-1',\n parentId: 'section',\n type: 'button',\n keepActive: true,\n exclusive: true,\n align: 'vertical',\n label: 'toolbar.sectionAxis',\n icon: getIcon('轴向剖切'),\n onClick: (button) => {\n if (button.isActive) {\n engine.sectionAxis?.show();\n } else {\n engine.sectionAxis?.destroy();\n }\n }\n };\n};\n","import type { ButtonConfig } from 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\ No newline at end of file diff --git a/src/components/section-axis-panel/index.css b/src/components/section-axis-panel/index.css index 23df8c8..e6122c4 100644 --- a/src/components/section-axis-panel/index.css +++ b/src/components/section-axis-panel/index.css @@ -57,8 +57,8 @@ /* 图标样式 */ .section-axis-btn-icon { - width: 20px; - height: 20px; + width: 24px; + height: 24px; display: inline-flex; align-items: center; justify-content: center; diff --git a/src/components/section-axis-panel/index.ts b/src/components/section-axis-panel/index.ts index 7b11002..c56cb8a 100644 --- a/src/components/section-axis-panel/index.ts +++ b/src/components/section-axis-panel/index.ts @@ -4,6 +4,7 @@ import { IBimComponent } from '../../types/component'; import { localeManager, t } from '../../services/locale'; import { themeManager } from '../../services/theme'; import type { SectionAxisPanelOptions, SectionAxis } from './types'; +import { getIcon } from '../../utils/icon-manager'; /** * 轴向剖切面板组件 @@ -150,13 +151,13 @@ export class SectionAxisPanel implements IBimComponent { this.hideBtn = this.createButton( 'hide', - '', + getIcon('隐藏'), () => this.handleHideToggle() ); this.reverseBtn = this.createButton( 'reverse', - '', + getIcon('反向'), () => this.handleReverse() ); diff --git a/src/components/section-box-panel/index.css b/src/components/section-box-panel/index.css index b3878f7..b8bfb63 100644 --- a/src/components/section-box-panel/index.css +++ b/src/components/section-box-panel/index.css @@ -41,8 +41,8 @@ } .section-box-btn-icon { - width: 18px; - height: 18px; + width: 24px; + height: 24px; color: var(--bim-icon-color); } diff --git a/src/components/section-box-panel/index.ts b/src/components/section-box-panel/index.ts index 99fddb6..a3cdf3e 100644 --- a/src/components/section-box-panel/index.ts +++ b/src/components/section-box-panel/index.ts @@ -4,6 +4,7 @@ import { IBimComponent } from '../../types/component'; import { localeManager, t } from '../../services/locale'; import { themeManager } from '../../services/theme'; import type { SectionBoxPanelOptions, SectionBoxRange } from './types'; +import { getIcon } from '../../utils/icon-manager'; const DEFAULT_RANGE: SectionBoxRange = { x: { min: 0, max: 100 }, @@ -167,9 +168,16 @@ export class SectionBoxPanel implements IBimComponent { btn.className = 'section-box-btn'; btn.title = label; + const iconMap: Record = { + hide: '隐藏', + reverse: '反向', + fit: '适应到模型', + reset: '重置' + }; + const icon = document.createElement('div'); icon.className = 'section-box-btn-icon'; - icon.innerHTML = this.getIconSVG(type); + icon.innerHTML = getIcon(iconMap[type] || type); const labelEl = document.createElement('div'); labelEl.className = 'section-box-btn-label'; @@ -313,16 +321,6 @@ export class SectionBoxPanel implements IBimComponent { if (this.reverseBtn) this.reverseBtn.classList.toggle('active', this.isReversed); } - private getIconSVG(type: string): string { - const icons: Record = { - hide: '', - reverse: '', - fit: '', - reset: '' - }; - return icons[type] || ''; - } - public setLocales(): void { if (!this.hideLabelEl) return; this.hideLabelEl.textContent = t('sectionBox.actions.hide'); diff --git a/src/components/section-plane-panel/index.ts b/src/components/section-plane-panel/index.ts index 8e1edd0..02a557a 100644 --- a/src/components/section-plane-panel/index.ts +++ b/src/components/section-plane-panel/index.ts @@ -4,6 +4,7 @@ import { IBimComponent } from '../../types/component'; import { localeManager, t } from '../../services/locale'; import { themeManager } from '../../services/theme'; import type { SectionPlanePanelOptions } from './types'; +import { getIcon } from '../../utils/icon-manager'; /** * 拾取面剖切面板组件 @@ -101,7 +102,7 @@ export class SectionPlanePanel implements IBimComponent { // 隐藏按钮 this.hideBtn = this.createButton( 'hide', - '', + getIcon('隐藏'), () => { if (this.options.onHide) { this.options.onHide(); @@ -112,7 +113,7 @@ export class SectionPlanePanel implements IBimComponent { // 反向按钮 this.reverseBtn = this.createButton( 'reverse', - '', + getIcon('反向'), () => { if (this.options.onReverse) { this.options.onReverse(); @@ -123,7 +124,7 @@ export class SectionPlanePanel implements IBimComponent { // 重置按钮 this.resetBtn = this.createButton( 'reset', - '', + getIcon('重置'), () => { if (this.options.onReset) { this.options.onReset(); diff --git a/src/components/walk-control-panel/index.ts b/src/components/walk-control-panel/index.ts index be2cf1f..8c4f5d1 100644 --- a/src/components/walk-control-panel/index.ts +++ b/src/components/walk-control-panel/index.ts @@ -380,8 +380,8 @@ export class WalkControlPanel implements IBimComponent { private getIconSVG(type: string): string { const icons: Record = { 'plan-view': getIcon('地图'), - 'path': getIcon('地图'), - 'walk': getIcon('漫游') + 'path': getIcon('路径漫游'), + 'walk': getIcon('第一人称漫游') }; return icons[type] || ''; } diff --git a/src/utils/icon-manager.ts b/src/utils/icon-manager.ts index 2cbf97e..bb6947e 100644 --- a/src/utils/icon-manager.ts +++ b/src/utils/icon-manager.ts @@ -21,6 +21,12 @@ const ICONS: Record = { 轴向剖切: '', 主视角: '', 文档: '', + 第一人称漫游: '', + 反向: '', + 路径漫游: '', + 适应到模型: '', + 隐藏: '', + 重置: '', // ========== 测量相关图标 (32x32) ========== 标高: '',