{"version":3,"file":"test.js","sources":["../../MxCAD/src/Modal/hooks.ts","../../MxCAD/src/Modal/Modal.vue","../../MxCAD/src/Modal/Tools.vue","../../MxCAD/src/iframe.ts","../../MxCAD/src/comment.ts","../../MxCAD/src/paramdraw.ts","../../MxCAD/node_modules/.pnpm/three@0.113.2/node_modules/three/build/three.module.js","../../MxCAD/src/measure.ts","../../MxCAD/src/interactive.ts","../../MxCAD/src/drawTable.ts","../../MxCAD/node_modules/.pnpm/qrcode-generator@1.4.4/node_modules/qrcode-generator/qrcode.js","../../MxCAD/src/database.ts","../../MxCAD/src/cadfile.ts","../../MxCAD/src/findtext.ts","../../MxCAD/src/customEntity.ts","../../MxCAD/src/makeblock.ts","../../MxCAD/src/hatch.ts","../../MxCAD/src/mxai/base.ts","../../MxCAD/src/mxai/MxAiDrawLine.ts","../../MxCAD/src/mxai/MxAiDrawCircle.ts","../../MxCAD/src/mxai/tools.ts","../../MxCAD/src/mxai/MxAiDrawCircleArc.ts","../../MxCAD/src/mxai/MxAiDrawPolygon.ts","../../MxCAD/src/mxai/MxAiDrawRect.ts","../../MxCAD/src/mxai/MxAiDrawEllipse.ts","../../MxCAD/src/mxai/interiorDesignCode/drawWall.ts","../../MxCAD/src/mxai/interiorDesignCode/InsertBock.ts","../../MxCAD/src/mxai/interiorDesignCode/index.ts","../../MxCAD/src/mxai/MxAiDrawText.ts","../../MxCAD/src/mxai/MxAiWithdrawAndRestore.ts","../../MxCAD/src/mxai/MxAiModule.ts","../../MxCAD/src/userdemo/getdata.ts","../../MxCAD/src/userdemo/linetext_custom/entity.ts","../../MxCAD/src/userdemo/index.ts","../../MxCAD/src/gis/gis_entity.ts","../../MxCAD/src/extools/annotationsTools.ts","../../MxCAD/src/extools/fitTools.ts","../../MxCAD/src/extools/textTools.ts","../../MxCAD/src/extools/blockTools.ts","../../MxCAD/src/extools/countTools.ts","../../MxCAD/src/extools/drawTools.ts","../../MxCAD/node_modules/.pnpm/mapbox-gl@2.8.2/node_modules/mapbox-gl/dist/mapbox-gl.js","../../MxCAD/src/gis/third_party_maps.ts","../../MxCAD/src/gis/ttif_demo.ts","../../MxCAD/src/gis/map_providers.ts","../../MxCAD/src/gis/init.ts","../../MxCAD/src/icon/index.js","../../MxCAD/src/icon/dwgCampare.js","../../MxCAD/node_modules/.pnpm/three@0.113.2/node_modules/three/examples/jsm/loaders/GLTFLoader.js","../../MxCAD/src/gis/add_3d_model.ts","../../MxCAD/src/templateCode/index.ts","../../MxCAD/src/templateCode/param/drawLine.ts?raw","../../MxCAD/src/templateCode/param/drawCircle.ts?raw","../../MxCAD/src/templateCode/param/drawPoint.ts?raw","../../MxCAD/src/templateCode/param/drawArc.ts?raw","../../MxCAD/src/templateCode/param/drawImg.ts?raw","../../MxCAD/src/templateCode/param/drawPolyline.ts?raw","../../MxCAD/src/templateCode/param/drawEllipse.ts?raw","../../MxCAD/src/templateCode/param/drawText.ts?raw","../../MxCAD/src/templateCode/param/drawMtext.ts?raw","../../MxCAD/src/templateCode/param/drawDimension.ts?raw","../../MxCAD/src/templateCode/param/drawPath.ts?raw","../../MxCAD/src/templateCode/param/drawHatch.ts?raw","../../MxCAD/src/templateCode/param/drawBlock.ts?raw","../../MxCAD/src/templateCode/param/drawCustom.ts?raw","../../MxCAD/src/templateCode/param/drawTypeLine.ts?raw","../../MxCAD/src/templateCode/param/drawTypeText.ts?raw","../../MxCAD/src/templateCode/interactive/Mx_drawArc.ts?raw","../../MxCAD/src/templateCode/interactive/Mx_drawLine.ts?raw","../../MxCAD/src/templateCode/interactive/Mx_drawText.ts?raw","../../MxCAD/src/templateCode/interactive/Mx_drawCircle.ts?raw","../../MxCAD/src/templateCode/interactive/Mx_drawImg.ts?raw","../../MxCAD/src/templateCode/interactive/Mx_drawPolyline.ts?raw","../../MxCAD/src/templateCode/interactive/Mx_drawMxDbEllipse.ts?raw","../../MxCAD/src/templateCode/interactive/Mx_drawHatchFormPoint.ts?raw","../../MxCAD/src/templateCode/interactive/Mx_InsertBlock.ts?raw","../../MxCAD/src/templateCode/interactive/Mx_drawCustomEntity.ts?raw","../../MxCAD/src/templateCode/dataBase/TestGetAllEntity.ts?raw","../../MxCAD/src/templateCode/dataBase/TestAddLayer.ts?raw","../../MxCAD/src/templateCode/dataBase/TestGetAllBlock.ts?raw","../../MxCAD/src/templateCode/dataBase/TestGetAllLayer.ts?raw","../../MxCAD/src/templateCode/dataBase/TestGetAllLinetype.ts?raw","../../MxCAD/src/templateCode/dataBase/TestGetAllTextStyle.ts?raw","../../MxCAD/src/templateCode/dataBase/TestReadxData.ts?raw","../../MxCAD/src/templateCode/dataBase/TestWritexData.ts?raw","../../MxCAD/src/templateCode/dataBase/TestGetNamedObjectsDictionary.ts?raw","../../MxCAD/src/command/list.ts","../../MxCAD/src/command/group.ts","../../MxCAD/src/command/list.ts?raw","../../MxCAD/src/command/index.ts","../../MxCAD/src/index.ts"],"sourcesContent":["///////////////////////////////////////////////////////////////////////////////\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\n//https://www.mxdraw.com/\n///////////////////////////////////////////////////////////////////////////////\n\nimport { ref } from \"vue\";\nimport { getMxCADUi } from \"../index\"\n\nconst isModalVisible = ref(false);\nconst isToolsVisible = ref(false);\n// 显示测试模块\nconst showModal = (options?: Partial) => {\n isModalVisible.value = true;\n isToolsVisible.value = false;\n modalOptions.value = Object.assign(modalOptions.value, options || {});\n};\n// 显示扩展工具模块\nconst showTools = (options?: Partial) => {\n isToolsVisible.value = true;\n isModalVisible.value = false;\n modalOptions.value = Object.assign(modalOptions.value, options || {});\n};\nconst hideModal = () => {\n isModalVisible.value = false;\n isToolsVisible.value = false;\n};\nconst modalOpts = {\n title: \"Modal\",\n text: \"\",\n oncancel: hideModal,\n onsubmit: hideModal,\n ongetallentity: hideModal,\n ondrawline: hideModal,\n docommand: (cmd) => { }\n}\n\nconst modalOptions = ref(modalOpts)\n\n// 提取文字\nconst isDialogVisible = ref(false);\nconst excelText = ref('');\n\n// 监听选中文本\nconst text = ref('');\ndocument.addEventListener('mouseup', function () {\n text.value = document.getSelection().toString();\n if (text.value === '') {\n text.value = excelText.value;\n }\n});\n\nasync function copyTextToClipboard() {\n try {\n await navigator.clipboard.writeText(text.value);\n } catch (err) {\n console.error('Failed to copy: ', err);\n }\n}\nexport const useModalVisible = () => {\n return {\n isModalVisible,\n isToolsVisible,\n isDialogVisible,\n showModal,\n showTools,\n hideModal,\n modalOptions,\n excelText,\n copyTextToClipboard,\n }\n}\n\n","\n\n\n\n\n\n"," \n\n\n\n\n\n","///////////////////////////////////////////////////////////////////////////////\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\n//https://www.mxdraw.com/\n///////////////////////////////////////////////////////////////////////////////\n\nimport { MxFun} from \"mxdraw\"\n/* eslint-disable no-undef */\nconst MxIFrame= {\n init() {\n (MxFun as any).setPostMessageToParentFrameFunction(function(param:any){\n (top as any ).postMessage(param,'*');\n });\n\n window.addEventListener('message',function(event){\n if(event.data.type===\"sendStringToExecute\") {\n MxFun.sendStringToExecute(event.data.cmd, event.data);\n }\n else{\n console.log(\"mx:unprocessed message:\");\n console.log(event.data);\n }\n\n },false) ;\n },\n}\n\nexport function init() {\n MxIFrame.init();\n}\n\n\n","///////////////////////////////////////////////////////////////////////////////\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\n//https://www.mxdraw.com/\n///////////////////////////////////////////////////////////////////////////////\nimport * as THREE from \"three\";\nimport {\n McEdGetPointWorldDrawObject,\n MrxDbgUiPrPoint,\n MxDbLeadComment, MxDbRectBoxLeadComment, MxDbArrow, MxDbCloudLine,\n MxFun, MrxDbgUiPrBaseReturn, MxDbArea\n} from \"mxdraw\";\nimport { MxCpp } from \"mxcad\";\n\nasync function BR_Comment() {\n const getPoint = new MrxDbgUiPrPoint();\n getPoint.setMessage(\"\\n指定第一点:\");\n getPoint.go((status) => {\n if (status != 0) {\n return;\n }\n\n const pt1 = getPoint.value();\n\n let leadComment = new MxDbLeadComment();\n leadComment.point1 = pt1.clone();\n leadComment.textHeight = MxFun.screenCoordLong2Doc(50);\n leadComment.text = \"测试Test1\";\n leadComment.textWidth = MxFun.screenCoordLong2Doc(300);\n\n leadComment.fixedSize = true;\n if (leadComment.fixedSize) {\n leadComment.textHeight = 50;\n leadComment.textWidth = 250;\n }\n leadComment.color = MxCpp.getCurrentMxCAD().getCurrentDatabaseDrawColor();\n\n const worldDrawComment = new McEdGetPointWorldDrawObject();\n worldDrawComment.setDraw(\n (currentPoint: THREE.Vector3, pWorldDraw) => {\n\n leadComment.point2 = currentPoint;\n pWorldDraw.drawCustomEntity(leadComment);\n\n }\n );\n\n getPoint.setBasePt(pt1);\n getPoint.setUseBasePt(true);\n\n getPoint.setUserDraw(worldDrawComment);\n getPoint.setMessage(\"\\n指定第二点:\");\n\n getPoint.go((status) => {\n if (status != 0) {\n console.log(status);\n return;\n }\n const currentPoint = getPoint.value();\n leadComment.point2 = currentPoint;\n MxFun.addToCurrentSpace(leadComment);\n\n });\n });\n}\n\n\nfunction myCreateCanvasImageData(param:any):Promise{\n return new Promise((resolve, reject) => {\n MxFun.getCurrentDraw().createCanvasImageData(\n (imageData: String) => {\n resolve(imageData)\n },\n param\n );\n });\n}\n\nasync function TestMyCreateCanvasImageData(){\n\n for(let i = 0; i < 10;i++){\n let imageData = await myCreateCanvasImageData( {\n width: 349,\n height: 536,\n });\n console.log(imageData);\n }\n\n}\n\nfunction BR_Print() {\n MxFun.getCurrentDraw().createCanvasImageData(\n (imageData: String) => {\n const newWindow: any = window.open();\n if (newWindow != null) {\n newWindow.document.write('');\n setTimeout(() => {\n newWindow.print();\n }, 300);\n }\n },\n {\n width: 349,\n height: 536,\n }\n );\n}\n\n\n\n\n\nasync function BR_CheckDraw() {\n let color = MxCpp.getCurrentMxCAD().getCurrentDatabaseDrawColor();\n const point = new MrxDbgUiPrPoint()\n const mxDraw = MxFun.getCurrentDraw()\n const worldDrawComment = new McEdGetPointWorldDrawObject()\n const mxCheckDraw = new MxDbRectBoxLeadComment()\n mxCheckDraw.color = color.getHex();\n if( mxCheckDraw.color == 0) mxCheckDraw.color = 0x010101;\n mxCheckDraw.radius = MxFun.screenCoordLong2Doc(8);\n mxCheckDraw.setLineWidth(3);\n mxCheckDraw.setLineWidthByPixels(true);\n point.setMessage(\"\\n云线框起始点:\");\n point.go((status) => {\n if (status != MrxDbgUiPrBaseReturn.kOk) {\n return\n }\n mxCheckDraw.point1 = point.value()\n worldDrawComment.setDraw((currentPoint) => {\n mxCheckDraw.point2 = currentPoint\n worldDrawComment.drawCustomEntity(mxCheckDraw)\n\n })\n\n point.setUserDraw(worldDrawComment)\n point.setMessage(\"\\n云线框结束点:\");\n point.go((status) => {\n if (status != MrxDbgUiPrBaseReturn.kOk) {\n return\n }\n mxCheckDraw.point2 = point.value()\n\n worldDrawComment.setDraw((currentPoint) => {\n mxCheckDraw.point3 = currentPoint\n worldDrawComment.drawCustomEntity(mxCheckDraw)\n })\n mxCheckDraw.text = \"审图批注XXXXXXXXXX\"\n\n //mxCheckDraw.text = \"审图批注XXTest12345678901234567890123456789111111\";\n mxCheckDraw.textWidth = MxFun.screenCoordLong2Doc(200);\n mxCheckDraw.textHeight = MxFun.screenCoordLong2Doc(50);\n\n mxCheckDraw.fixedSize = true;\n if (mxCheckDraw.fixedSize) {\n mxCheckDraw.textHeight = 20;\n mxCheckDraw.textWidth = 230;\n }\n\n\n point.setMessage(\"\\n审图标注点:\");\n point.go((status) => {\n if (status != MrxDbgUiPrBaseReturn.kOk) {\n return\n }\n mxCheckDraw.point3 = point.value()\n mxDraw.addMxEntity(mxCheckDraw)\n })\n })\n })\n}\n\nfunction getScreenPixel(pixel: number, isFontSize?: boolean): number {\n let _pixel = MxFun.screenCoordLong2World(isFontSize ? pixel : pixel - pixel / 3)\n _pixel = MxFun.worldCoordLong2Doc(_pixel)\n return _pixel\n}\nexport function BR_Arrow() {\n const worldDraw = new McEdGetPointWorldDrawObject()\n const lines = new MxDbArrow()\n const mxDraw = MxFun.getCurrentDraw();\n const point = new MrxDbgUiPrPoint();\n point.setUserDraw(worldDraw)\n lines.setLineWidth(10)\n lines.innerOffset = getScreenPixel(10)\n lines.outerOffset = getScreenPixel(22)\n lines.topOffset = getScreenPixel(36)\n lines.color = MxCpp.getCurrentMxCAD().getCurrentDatabaseDrawColor();\n point.go(() => {\n\n lines.startPoint = point.value()\n worldDraw.setDraw((v) => {\n lines.endPoint = v\n worldDraw.drawCustomEntity(lines)\n })\n point.go(async (status) => {\n lines.endPoint = point.value()\n\n mxDraw.addMxEntity(lines)\n\n })\n })\n}\n\nexport default function BR_CloudLine() {\n const point = new MrxDbgUiPrPoint()\n const mxDraw = MxFun.getCurrentDraw()\n const worldDrawComment = new McEdGetPointWorldDrawObject()\n\n // 屏幕坐标半径\n const radius = MxFun.screenCoordLong2Doc(16);\n\n point.setMessage(\"\\n点击开启绘制云线:\");\n\n point.go(() => {\n let pt = point.value()\n // 云线实例\n const mxCloudLine = new MxDbCloudLine()\n mxCloudLine.setRadius(radius);\n mxCloudLine.addPoint(pt);\n mxCloudLine.color = MxCpp.getCurrentMxCAD().getCurrentDatabaseDrawColor();\n worldDrawComment.setDraw((\n currentPoint,\n ) => {\n if (pt.distanceTo(currentPoint) > radius) {\n pt = currentPoint.clone();\n mxCloudLine.addPoint(currentPoint, true);\n }\n\n worldDrawComment.drawCustomEntity(mxCloudLine)\n })\n point.setUserDraw(worldDrawComment)\n point.setMessage(\"\\n再次点击结束绘制云线:\");\n point.go(() => {\n mxDraw.addMxEntity(mxCloudLine)\n })\n })\n\n}\n\n\nlet sSaveData = \"\";\nexport function BR_SaveAllMxEntity() {\n let mxobj = MxFun.getCurrentDraw();\n sSaveData = mxobj.saveMxEntityToJson();\n console.log(sSaveData);\n\n}\n\n\nexport async function BR_LoadAllMxEntity() {\n if (sSaveData.length == 0) return;\n let mxobj = MxFun.getCurrentDraw();\n await mxobj.loadMxEntityFromJson(sSaveData, [\"models/svg/mark.svg\"]);\n mxobj.updateDisplay();\n}\n\nexport function BR_Area() {\n const getPoint = new MrxDbgUiPrPoint()\n getPoint.setMessage('\\n指定第一点:')\n getPoint.go(status => {\n if (status != 0) {\n return\n }\n const pt1 = getPoint.value()\n let area = new MxDbArea()\n area.addPoint(pt1)\n area.color = MxCpp.getCurrentMxCAD().getCurrentDatabaseDrawColor();\n const worldDrawComment = new McEdGetPointWorldDrawObject()\n worldDrawComment.setDraw((currentPoint: THREE.Vector3, pWorldDraw) => {\n let tmp: MxDbArea = area.clone() as MxDbArea\n tmp.addPoint(currentPoint)\n worldDrawComment.drawCustomEntity(tmp)\n })\n getPoint.setUserDraw(worldDrawComment)\n getPoint.setMessage('\\n指定下一点:')\n getPoint.goWhile(\n status => {\n if (status == 0) {\n const pt2 = getPoint.value()\n area.addPoint(pt2)\n }\n },\n status => {\n area.isFill = true\n area.fillOpacity = 0.7\n area.fillColor = 0x663244\n MxFun.getCurrentDraw().addMxEntity(area)\n }\n )\n })\n}\n\nexport function init() {\n MxFun.addCommand(\"BR_Comment\", BR_Comment);\n MxFun.addCommand(\"BR_CheckDraw\", BR_CheckDraw);\n MxFun.addCommand(\"BR_Arrow\", BR_Arrow);\n MxFun.addCommand(\"BR_CloudLine\", BR_CloudLine);\n MxFun.addCommand(\"BR_Print\", BR_Print);\n MxFun.addCommand(\"BR_SaveAllMxEntity\", BR_SaveAllMxEntity);\n MxFun.addCommand(\"BR_LoadAllMxEntity\", BR_LoadAllMxEntity);\n MxFun.addCommand(\"BR_Area\", BR_Area);\n\n}\n","///////////////////////////////////////////////////////////////////////////////\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\n//https://www.mxdraw.com/\n///////////////////////////////////////////////////////////////////////////////\nimport {\n MxFun, Mxassembly\n} from \"mxdraw\";\nimport { McCmColor, McDb, MxCpp } from \"mxcad\";\n\nfunction Mx_Test_DrawLine() {\n let mxcad = MxCpp.getCurrentMxCAD();\n //清空当前显示内容\n mxcad.newFile();\n //把颜色改回黑白色\n mxcad.drawColorIndex = 0;\n //把线型改成实线\n mxcad.drawLinetype = \"\";\n //设置线宽 4\n mxcad.drawLineWidth = 0;\n\n\n //创建一个图层,名为\"LineLayer\"\n mxcad.addLayer(\"LineLayer\");\n //设置当前图层为\"LineLayer\"\n mxcad.drawLayer = \"LineLayer\";\n // 直接绘制一个实线\n // 参数一直线的开始点x坐标,参数二直线的开始点y坐标,参数三直线的结束点x坐标,参数四直线的结束点y坐标\n mxcad.drawLine(0, 0, 100, 0);\n // 绘制一个实斜线\n mxcad.drawLine(200, 0, 300, 100);\n\n\n //----------------------------------------------------------------------------------------------------------\n //绘制一个虚线\n //定义虚线数据据,\"MyLineType\"是线型名,\"6,-8\"是虚线的一个单位定义,6是实线长,-8是空格长。\n mxcad.addLinetype(\"MyLineType\", \"6,-10\");\n //设计当前线型为\"MyLineType\"\n mxcad.drawLinetype = \"MyLineType\";\n // 绘制一个虚线\n mxcad.drawLine(0, 30, 100, 30);\n // 绘制一个斜虚线\n mxcad.drawLine(200, 30, 300, 130);\n\n //---------------------------------------------------------------------------------------------------------\n // 修改绘线的颜色为 16711680(蓝色), 16711680转成16进制是0xFF 00 00,其中,FF是蓝色,00是绿色,第个二00是红色。\n mxcad.drawColor = new McCmColor(0, 0, 255);\n // 绘制一个蓝色的虚线\n\n mxcad.drawLine(0, 60, 100, 60);\n // 绘制一个蓝色的斜虚线\n mxcad.drawLine(200, 60, 300, 160);\n //---------------------------------------------------------------------------------------------------------\n //把颜色改回黑白色\n mxcad.drawColorIndex = 0;\n //把线型改成实线\n mxcad.drawLinetype = \"\";\n //设置线宽 4\n mxcad.drawLineWidth = 4;\n //绘制一个带宽度的直线。\n mxcad.drawLine(0, 90, 100, 90);\n // 绘制一个带宽度的斜线\n mxcad.drawLine(200, 90, 300, 190);\n\n //---------------------------------------------------------------------------------------------------------\n //绘制一个点划线虚线\n mxcad.addLinetype(\"MyLineType2\", \"10,-2,3,-2\");\n //把线型改点划线\n mxcad.drawLinetype = \"MyLineType2\";\n // 修改绘线的颜色为 255(红色), 255转成16进制是0x00 00 FF,其中,00是蓝色,第个二00是绿色,FF是红色。\n mxcad.drawColor = new McCmColor(255, 0, 0);\n //绘制一个带宽度的红色点划线。\n mxcad.drawLine(0, 120, 100, 120);\n // 绘制一个带宽度红色点划斜线\n mxcad.drawLine(200, 120, 300, 220);\n //---------------------------------------------------------------------------------------------------------\n //增加一个带有形的线型\n mxcad.addTextStyle(\"MyLineTypeTextStyle\", \"txt.shx\", \"hztxt.shx\", 1);\n mxcad.addLinetypeEx(\"MyLineType3\", \"(12.7,(\\\"T=MxDraw\\\",\\\"S=2.54\\\",\\\"L=-5.08\\\",\\\"R=0.0\\\",\\\"X=-2.54\\\",\\\"Y=-1.27\\\"),-10.08)\", \"MyLineTypeTextStyle\");\n mxcad.drawLinetype = \"MyLineType3\";\n mxcad.drawLineWidth = 0;\n //绘制一个带宽度的红色点划线。\n mxcad.drawLine(350, 120, 600, 120);\n //---------------------------------------------------------------------------------------------------------\n //增加一个带有形的线型\n //把颜色改回黑白色\n mxcad.drawColorIndex = 0;\n mxcad.drawLineWidth = 4;\n //绘制一个带宽度的红色点划线。\n mxcad.drawLine(350, 220, 600, 220);\n\n //把所有的实体都放到当前显示视区\n mxcad.zoomAll();\n //更新视区显示\n mxcad.updateDisplay();\n}\n\nfunction Mx_Test_DrawArc() {\n let mxcad = MxCpp.getCurrentMxCAD();\n //清空当前显示内容\n mxcad.newFile();\n\n\n //把颜色改回黑白色\n mxcad.drawColorIndex = 0;\n\n //把线型改成实线\n mxcad.drawLinetype = \"\";\n\n //设置线宽 4\n mxcad.drawLineWidth = 0;\n\n //创建一个图层,名为\"ArcLayer\"\n mxcad.addLayer(\"ArcLayer\");\n\n //设置当前图层为\"ArcLayer\"\n mxcad.drawLayer = (\"ArcLayer\");\n\n //《---------------------------------------》\n //绘制一个实线黑色的圆弧\n mxcad.drawArc(0, 1000, 100, 30, 200);\n\n\n //《---------------------------------------》\n //绘制一个虚线线的圆弧\n mxcad.addLinetype(\"ArcLineType\", \"30,-5,7,-7\");\n\n //设计当前线型为\"ArcLineType\"\n mxcad.drawLinetype = \"ArcLineType\";\n\n mxcad.drawColor = new McCmColor(255, 25, 0);\n\n mxcad.drawArc(300, 1000, 100, 30, 200);\n\n //《---------------------------------------》\n //绘制一个有宽度的虚线线的圆弧\n mxcad.drawLineWidth = 15;\n\n mxcad.drawColorIndex = 255;\n\n mxcad.drawArc(600, 1000, 100, 30, 200);\n\n\n //《---------------------------------------》\n //由圆弧上三个点绘制圆弧\n mxcad.drawArc2(800, 1000, 900, 1200, 1000, 900);\n\n //《---------------------------------------》\n //由圆弧上的开始点,结束度和凸度会圆弧\n mxcad.drawLinetype = \"\";\n mxcad.drawLineWidth = 40;\n mxcad.drawArc3(1200, 1000, 1400, 1000, 0.6);\n\n\n mxcad.zoomAll();\n mxcad.regen();\n mxcad.updateDisplay();\n}\n\nfunction Mx_Test_DrawCircle() {\n let mxcad = MxCpp.getCurrentMxCAD();\n //清空当前显示内容\n mxcad.newFile();\n\n mxcad.drawColorIndex = 0;\n\n //把线型改成实线\n mxcad.drawLinetype = \"\";\n\n //设置线宽 4\n mxcad.drawLineWidth = 0;\n\n\n //创建一个图层,名为\"CircleLayer\"\n mxcad.addLayer(\"CircleLayer\");\n\n //设置当前图层为\"CircleLayer\"\n mxcad.drawLayer = \"CircleLayer\";\n\n //《---------------------------------------》\n //绘制一个实线黑色的圆\n mxcad.drawCircle(0, 800, 120);\n\n //《---------------------------------------》\n //绘制一个虚线线的圆\n mxcad.addLinetype(\"CircleLineType\", \"30,-5,7,-7\");\n\n //设计当前线型为\"CircleLineType\"\n mxcad.drawLinetype = (\"CircleLineType\");\n\n mxcad.drawColor = new McCmColor(0, 25, 255);\n\n mxcad.drawCircle(300, 800, 120);\n\n //《---------------------------------------》\n //绘制一个带有宽度的圆\n mxcad.addLinetype(\"CircleLineType\", \"30,-5,7,-7\");\n\n //设计当前线型为\"CircleLineType\"\n mxcad.drawLinetype = (\"CircleLineType\");\n\n mxcad.drawLineWidth = 40;\n\n mxcad.drawCircle(600, 800, 120);\n\n mxcad.zoomAll();\n mxcad.regen();\n mxcad.updateDisplay();\n}\n\n\nfunction Mx_Test_DrawPolyline() {\n let mxcad = MxCpp.getCurrentMxCAD();\n //清空当前显示内容\n mxcad.newFile();\n\n mxcad.drawColorIndex = 0;\n\n //把线型改成实线\n mxcad.drawLinetype = \"\";\n\n //设置线宽 4\n mxcad.drawLineWidth = 0;\n\n //创建一个图层,名为\"PolylineLayer\"\n mxcad.addLayer(\"PolylineLayer\");;\n\n //设置当前图层为\"PolylineLayer\"\n mxcad.drawLayer = \"PolylineLayer\";\n\n\n //《---------------------------------------》\n //用Plyline显示绘制矩形框\n\n //定义一个路径的开始点\n mxcad.pathMoveTo(0, 300);\n\n //路径的一下个点\n mxcad.pathLineTo(100, 300);\n\n //路径的一下个点\n mxcad.pathLineTo(100, 400);\n\n //路径的一下个点\n mxcad.pathLineTo(0, 400);\n\n //把路径设置成闭合\n mxcad.pathMakeClosed();\n\n\n //把路径闭合,生成一个矩形框\n mxcad.drawPathToPolyline();\n\n //《---------------------------------------》\n //绘制一个有宽度,带线型的矩形框\n //定义一个路径的开始点\n mxcad.pathMoveTo(200, 300);\n\n //路径的一下个点\n mxcad.pathLineTo(300, 300);\n\n //路径的一下个点\n mxcad.pathLineTo(300, 400);\n\n //路径的一下个点\n mxcad.pathLineTo(200, 400);\n\n //把路径设置成闭合\n mxcad.pathMakeClosed();\n\n mxcad.addLinetype(\"MyLineType3\", \"30,-10\");\n\n mxcad.drawLinetype = \"MyLineType3\";\n\n mxcad.drawColorIndex = 255;\n\n mxcad.drawLineWidth = 5;\n\n mxcad.drawPathToPolyline();\n\n //《---------------------------------------》\n //绘制一个有宽度的矩形框\n //定义一个路径的开始点\n mxcad.pathMoveTo(400, 300);\n\n //路径的一下个点\n mxcad.pathLineTo(500, 300);\n\n //路径的一下个点\n mxcad.pathLineTo(500, 400);\n\n //路径的一下个点\n mxcad.pathLineTo(400, 400);\n\n //把路径设置成闭合\n mxcad.pathMakeClosed();\n\n mxcad.drawLinetype = (\"\");\n\n mxcad.drawColor = new McCmColor(0, 25, 255);\n\n mxcad.drawLineWidth = 10;\n\n mxcad.drawPathToPolyline();\n\n\n //《---------------------------------------》\n //绘制一个有宽度的矩形框\n //定义一个路径的开始点\n mxcad.pathMoveTo(400, 300);\n\n //路径的一下个点\n mxcad.pathLineTo(500, 300);\n\n //路径的一下个点\n mxcad.pathLineTo(500, 400);\n\n //路径的一下个点\n mxcad.pathLineTo(400, 400);\n\n //把路径设置成闭合\n mxcad.pathMakeClosed();\n\n mxcad.drawLinetype = \"\";\n\n mxcad.drawColor = new McCmColor(255, 25, 0);\n\n mxcad.drawLineWidth = 10;\n\n mxcad.drawPathToPolyline();\n\n //《---------------------------------------》\n //绘制一个有宽度的,不闭合的矩形框\n //定义一个路径的开始点\n mxcad.pathMoveTo(600, 300);\n\n //路径的一下个点\n mxcad.pathLineTo(700, 300);\n\n //路径的一下个点\n mxcad.pathLineTo(700, 400);\n\n //路径的一下个点\n mxcad.pathLineTo(600, 400);\n\n //把路径设置成闭合\n mxcad.drawLinetype = \"\";\n\n mxcad.drawColor = new McCmColor(0, 255, 0);\n\n mxcad.drawLineWidth = 10;\n\n mxcad.drawPathToPolyline();\n\n\n //《---------------------------------------》\n //绘制一个有宽度的,三角形\n //定义一个路径的开始点\n mxcad.pathMoveTo(800, 300);\n\n //路径的一下个点\n mxcad.pathLineTo(900, 300);\n\n //路径的一下个点\n mxcad.pathLineTo(900, 400);\n\n mxcad.pathMakeClosed();\n\n //把路径设置成闭合\n mxcad.drawLinetype = \"\";\n\n mxcad.drawColor = new McCmColor(25, 255, 0);\n\n mxcad.drawLineWidth = 10;\n\n mxcad.drawPathToPolyline();\n\n\n //《---------------------------------------》\n //绘制一个箭头\n mxcad.pathMoveToEx(1000, 300, 10, 10, 0);\n\n mxcad.pathLineToEx(1000, 500, 30, 0, 0);\n\n mxcad.pathLineTo(1000, 580);\n\n mxcad.drawPathToPolyline();\n\n\n //《---------------------------------------》\n //绘制一个虚线箭头\n mxcad.pathMoveToEx(1200, 300, 10, 10, 0);\n\n mxcad.pathLineToEx(1200, 500, 30, 0, 0);\n\n mxcad.pathLineTo(1200, 580);\n\n\n mxcad.drawColor = new McCmColor(25, 255, 0);\n\n mxcad.drawLinetype = (\"MyLineType3\");\n\n mxcad.drawPathToPolyline();\n\n //《---------------------------------------》\n //绘制一个圆弧箭头,-0.34是圆弧的凸度.\n\n //mxcad.pathMoveToEx 1400, 300, 10, 10, -0.34);\n mxcad.pathMoveToEx(1400, 300, 10, 10, -0.34);\n\n mxcad.pathLineToEx(1400, 500, 30, 0, 0.34);\n\n mxcad.pathLineTo(1400, 600);\n\n\n mxcad.drawColor = new McCmColor(255, 255, 25);\n\n mxcad.drawLinetype = \"MyLineType3\";\n\n mxcad.drawPathToPolyline();\n\n mxcad.zoomAll();\n mxcad.regen();\n mxcad.updateDisplay();\n}\n\nfunction Mx_Test_DrawHatch() {\n let mxcad = MxCpp.getCurrentMxCAD();\n //清空当前显示内容\n mxcad.newFile();\n\n\n //把颜色改回黑白色\n mxcad.drawColorIndex = 0;\n\n //把线型改成实线\n mxcad.drawLinetype = \"\";\n\n //设置线宽 4\n mxcad.drawLineWidth = 0;\n\n //创建一个图层,名为\"HatchLayer\"\n mxcad.addLayer(\"HatchLayer\");\n\n //设置当前图层为\"HatchLayer\"\n mxcad.drawLayer = \"HatchLayer\";\n\n\n\n //《---------------------------------------》\n //绘制一个实心有圆弧边界填充.\n //定义一个路径的开始点\n mxcad.pathMoveToEx(200, 3300, 0, 0, 0.3);\n\n //路径的一下个点\n mxcad.pathLineTo(300, 3300);\n\n //路径的一下个点\n mxcad.pathLineTo(300, 3400);\n\n //路径的一下个点\n mxcad.pathLineTo(200, 3300);\n\n mxcad.drawColor = new McCmColor(25, 255, 0);\n\n\n //把路径变成一个填充\n mxcad.drawPathToHatch(1);\n\n\n //《---------------------------------------》\n //绘制一个实心三角形填充.\n\n //定义一个路径的开始点\n mxcad.pathMoveTo(150, 3300);\n\n //路径的一下个点\n mxcad.pathLineTo(250, 3300);\n\n //路径的一下个点\n mxcad.pathLineTo(250, 3400);\n\n //路径的一下个点\n mxcad.pathLineTo(150, 3300);\n\n //把路径拟合成一个样线\n mxcad.drawColor = new McCmColor(255, 0, 0);\n mxcad.drawPathToHatch(1);\n\n //《---------------------------------------》\n //绘制一个实心有圆弧边界填充,中间挖去一块.\n\n //定义一个路径的开始点\n mxcad.pathMoveToEx(440, 3310, 0, 0, 0);\n\n //路径的一下个点\n mxcad.pathLineTo(480, 3310);\n\n //路径的一下个点\n mxcad.pathLineTo(480, 3360);\n\n //路径的一下个点\n mxcad.pathLineTo(450, 3340);\n\n // 把上面定义的路径定义填充排除区域.\n mxcad.pathMakeExclude(true);\n\n\n\n //定义一个路径的开始点\n mxcad.pathMoveToEx(400, 3300, 0, 0, 0.3);\n\n //路径的一下个点\n mxcad.pathLineTo(500, 3300);\n\n //路径的一下个点\n mxcad.pathLineTo(500, 3400);\n\n //路径的一下个点\n mxcad.pathLineTo(400, 3300);\n\n\n mxcad.drawColor = new McCmColor(255, 25, 0);\n\n //把路径变成一个填充\n mxcad.drawPathToHatch(1);\n\n\n\n\n //《---------------------------------------》\n //绘制一个有图案的填充\n //angle, x-origin,y-origin, delta-x,delta-y,dash-1,dash-2, …\n //45 = angle 是图案线角度.\n //0 = x-origin 是第一个填充线经过的点位置X坐标\n //0 = y-origin 是第一个填充线经过的点位置Y坐标\n //0 = delta-x 是下一个填充线相对前一个线的X方向偏移\n //0.125 = delta-y 是下一个填充线相对前一个线的Y方向偏移\n\n\n mxcad.addPatternDefinition(\"MyHatchPattern1\", \"((45, 0,0, 0,0.125))\");\n mxcad.drawPatternDefinition = \"MyHatchPattern1\";\n\n\n\n //定义一个路径的开始点\n mxcad.pathMoveToEx(600, 3300, 0, 0, 0.3);\n\n //路径的一下个点\n mxcad.pathLineTo(700, 3300);\n\n //路径的一下个点\n mxcad.pathLineTo(700, 3400);\n\n //路径的一下个点\n mxcad.pathLineTo(600, 3300);\n\n\n //把路径变成一个填充,80,是填充图案的缩放比例.\n mxcad.drawPathToHatch(100);\n\n\n //《---------------------------------------》\n //绘制另一个有图案的填充\n //45, 0,0, 0,.25\n //45, .176776695,0, 0,.25, .125,-.0625\n\n //{id: 'ANSI33', name: 'ANSI 青铜、黄铜和紫铜', value: '45, 0,0, 0,.2545, .176776695,0, 0,.25, .125,-.0625', imgPath: '/src/view/Dialogs/PatternFillingDialog/imgs/ANSI33.jpg'}\n\n mxcad.addPatternDefinition(\"MyHatchPattern2\", \"((45, 0,0, 0,0.25) (45, 0.176776695,0, 0,0.25, 0.125,-0.0625))\");\n mxcad.drawPatternDefinition = \"MyHatchPattern2\"\n\n //定义一个路径的开始点\n mxcad.pathMoveToEx(800, 3300, 0, 0, 0.3);\n\n //路径的一下个点\n mxcad.pathLineTo(900, 3300);\n\n //路径的一下个点\n mxcad.pathLineTo(900, 3400);\n\n //路径的一下个点\n mxcad.pathLineTo(800, 3300);\n\n\n //把路径变成一个填充,80,是填充图案的缩放比例.\n mxcad.drawPathToHatch(100);\n\n\n mxcad.zoomAll();\n mxcad.regen();\n mxcad.updateDisplay();\n}\n\nfunction Mx_Test_DrawText() {\n let mxcad = MxCpp.getCurrentMxCAD();\n //清空当前显示内容\n mxcad.newFile();\n\n\n\n //把颜色改回黑白色\n mxcad.drawColorIndex = 0;\n\n //创建一个图层,名为\"TextLayer\"\n mxcad.addLayer(\"TextLayer\");\n\n //设置当前图层为\"TextLayer\"\n mxcad.drawLayer = \"TextLayer\";\n\n //《---------------------------------------》\n //写一个文字,0,1是左对齐.\n mxcad.drawText(0, 1900, \"绘图控件文字测试\", 100, 0, 0, 1);\n\n\n //《---------------------------------------》\n //写一个文字,2,1是右下对齐.\n mxcad.drawColor = new McCmColor(255, 25, 0);\n\n mxcad.drawText(3000, 2100, \"绘图控件文字测试\", 100, -20, 2, 1);\n\n //《---------------------------------------》\n //按指定样式绘制文字\n mxcad.addTextStyle(\"MyTextStyle\", \"italicc.shx\", \"gbcbig.shx\", 0.7);\n mxcad.drawTextStyle = \"MyTextStyle\";\n\n mxcad.drawColor = new McCmColor(255, 0, 0);\n mxcad.drawText(0, 3000, \"绘图控件文字测试\", 100, 0, 0, 1);\n\n\n //《---------------------------------------》\n //绘制TrueType文字\n mxcad.AddTureTypeTextStyle(\"MyTrueTypeTextStyle\");\n mxcad.drawTextStyle = \"MyTrueTypeTextStyle\";\n\n mxcad.drawColor = new McCmColor(200, 255, 50);\n mxcad.drawText(0, 3500, \"绘图控件TrueType文字测试\", 100, 0, 0, 1);\n\n mxcad.zoomAll();\n mxcad.regen();\n mxcad.updateDisplay();\n}\n\n\nfunction Mx_Test_TrueText(){\n let mxcad = MxCpp.getCurrentMxCAD();\n //清空当前显示内容\n mxcad.newFile();\n MxCpp.App.loadFonts([], [], [\"syadobe\",\"simsun\"], () => {\n\n // 添加一个黑体文字样式\n mxcad.AddTureTypeTextStyle(\"ht_style\",\"syadobe\");\n\n // 添加一个宋体文字样式\n mxcad.AddTureTypeTextStyle(\"st_style\",\"simsun\");\n\n // 设置当前样式为黑体\n mxcad.drawTextStyle = \"ht_style\";\n\n mxcad.drawColor = new McCmColor(200, 255, 50);\n let idText = mxcad.drawText(0, 3500, \"绘图控件TrueType文字测试\", 100, 0, 0, 1);\n \n let ent = idText.getMcDbEntity();\n // 修改文字样式为宋体\n if(ent) ent.textStyle = \"st_style\";\n \n mxcad.zoomAll();\n mxcad.regen();\n mxcad.updateDisplay();\n });\n \n\n}\n\n\nfunction Mx_Test_Ellipse() {\n let mxcad = MxCpp.getCurrentMxCAD();\n //清空当前显示内容\n mxcad.newFile();\n\n //把颜色改回黑白色\n mxcad.drawColorIndex = 0;\n\n\n //把线型改成实线\n mxcad.drawLinetype = \"\";\n\n //设置线宽 4\n mxcad.drawLineWidth = 0;\n\n //创建一个图层,名为\"LineLayer\"\n mxcad.addLayer(\"LineLayer\");\n\n //设置当前图层为\"LineLayer\"\n mxcad.drawLayer = \"LineLayer\";\n\n\n // 直接绘制一个椭圆\n mxcad.drawEllipse(0, 1400, 100, 0, 0.7);\n\n\n //《---------------------------------------》\n //绘制一个倾斜的椭圆\n\n mxcad.addLinetype(\"MyEllipseType\", \"6,-10\");\n\n //设计当前线型为\"MyEllipseType\"\n mxcad.drawLinetype = (\"MyEllipseType\");\n\n mxcad.drawColor = new McCmColor(200, 0, 0);\n\n mxcad.drawEllipse(200, 1400, 80, 30, 0.5);\n\n mxcad.zoomAll();\n mxcad.regen();\n mxcad.updateDisplay();\n}\n\n\n\nfunction Mx_Test_EllipseArc() {\n let mxcad = MxCpp.getCurrentMxCAD();\n //清空当前显示内容\n mxcad.newFile();\n\n //把颜色改回黑白色\n mxcad.drawColorIndex = 0;\n\n //设置线宽 4\n mxcad.drawLineWidth = 0;\n\n //创建一个图层,名为\"EllipseArcLayer\"\n mxcad.addLayer(\"EllipseArcLayer\");\n\n //设置当前图层为\"EllipseArcLayer\"\n mxcad.drawLayer = \"EllipseArcLayer\";\n\n\n // 直接绘制一个椭圆\n mxcad.drawEllipseArc(0, 1600, 80, 30, 0.4, 30, 200);\n\n\n //《---------------------------------------》\n mxcad.addLinetype(\"MyEllipseArcType\", \"6,-10\");\n\n //设计当前线型为\"MyEllipseType\"\n mxcad.drawLinetype = (\"MyEllipseArcType\");\n\n mxcad.drawColor = new McCmColor(200, 200, 0);\n\n mxcad.drawEllipseArc(200, 1600, -80, 30, 0.5, 60, 300);\n\n\n //把线型改成实线\n mxcad.drawLinetype = \"\";\n\n mxcad.zoomAll();\n mxcad.regen();\n mxcad.updateDisplay();\n}\n\n\n\n\nfunction Mx_Test_MText() {\n let mxcad = MxCpp.getCurrentMxCAD();\n //清空当前显示内容\n mxcad.newFile();\n\n //把颜色改回黑白色\n mxcad.drawColorIndex = 0;\n\n mxcad.addLayer(\"MtextLayer\");\n\n //设置当前图层为\"MtextLayer\"\n\n mxcad.drawLayer = \"MtextLayer\";\n\n mxcad.drawTextStyle = \"\";\n\n mxcad.drawMText(0, -100, \"控件:\\\\P多行文字测试\", 50, 400, 0, 1);\n\n mxcad.zoomAll();\n mxcad.regen();\n mxcad.updateDisplay();\n}\n\nfunction Mx_ParamDrawLine(data: any) {\n if (!data || !data.param) return;\n\n let mxcad = MxCpp.getCurrentMxCAD();\n //清空当前显示内容\n mxcad.newFile();\n //把颜色改回黑白色\n mxcad.drawColorIndex = 0;\n //把线型改成实线\n mxcad.drawLinetype = \"\";\n //设置线宽 4\n mxcad.drawLineWidth = 0;\n\n\n //创建一个图层,名为\"LineLayer\"\n mxcad.addLayer(\"LineLayer\");\n //设置当前图层为\"LineLayer\"\n mxcad.drawLayer = \"LineLayer\";\n // 直接绘制一个实线\n mxcad.drawLine(data.param.x1, data.param.y1, data.param.x2, data.param.y2);\n\n mxcad.zoomAll();\n //更新视区显示\n mxcad.updateDisplay();\n\n MxFun.postMessageToParentFrame({ cmd: \"Mx_ParamDrawLine\", message: \"ok\" });\n\n}\n\nfunction Mx_Test_Text() {\n let mxcad = MxCpp.getCurrentMxCAD();\n //清空当前显示内容\n mxcad.newFile();\n\n // 绘制文字,左中对齐.\n //mxcad.drawText(100.1,200.45,\"1.033\",10,0,McDb.TextHorzMode.kTextLeft,McDb.TextVertMode.kTextVertMid);\n mxcad.drawText(\n 350831.77,\n 19405118.45,\n '1.034',\n 10,\n 0,\n McDb.TextHorzMode.kTextLeft,\n McDb.TextVertMode.kTextVertMid);\n\n mxcad.zoomAll();\n mxcad.regen(100);\n}\n\n\n\nfunction Mx_Test_DimAligned() {\n let mxcad = MxCpp.getCurrentMxCAD();\n //清空当前显示内容\n mxcad.newFile();\n\n mxcad.addDimStyle(\"MyDimStyle\", \"41,0.18,141,0.09,40,200\", \"77,1,271,3\", \"\", \"\");\n mxcad.drawDimStyle = \"MyDimStyle\"\n\n //把颜色改回黑白色\n mxcad.drawColorIndex = 0;\n\n //把线型改成实线\n mxcad.drawLinetype = \"\";\n\n //设置线宽\n mxcad.drawLineWidth = 0\n\n mxcad.drawDimAligned(0, 4000, 300, 4500, 150, 4600);\n\n //把所有的实体都放到当前显示视区\n mxcad.zoomAll();\n //更新视区显示\n mxcad.updateDisplay();\n}\n\nfunction Mx_Test_DrawDimRotated() {\n let mxcad = MxCpp.getCurrentMxCAD();\n //清空当前显示内容\n mxcad.newFile();\n let textId = mxcad.addTextStyle(\"我的标注字体\",\"complex.shx\",\"gbcbig.shx\",1); \n mxcad.addDimStyle(\"MyDimStyle\", \"41,0.18,141,0.09,40,200\", \"77,1,271,3\", \"\", `340,${textId.id}`);\n mxcad.drawDimStyle = \"MyDimStyle\"\n\n //把颜色改回黑白色\n mxcad.drawColorIndex = 0;\n\n //把线型改成实线\n mxcad.drawLinetype = \"\";\n\n //设置线宽\n mxcad.drawLineWidth = 0\n\n mxcad.drawDimRotated(0, 7000, 600, 7000, 250, 7050, 0);\n\n mxcad.drawDimRotated(0, 7200, 0, 7600, 150, 7300, 0.771);\n\n //把所有的实体都放到当前显示视区\n mxcad.zoomAll();\n //更新视区显示\n mxcad.updateDisplay();\n}\n\n\nfunction Mx_Test_DrawDimRotatedTol() {\n let mxcad = MxCpp.getCurrentMxCAD();\n //清空当前显示内容\n mxcad.newFile();\n let textId = mxcad.addTextStyle(\"我的标注字体\", \"complex.shx\", \"gbcbig.shx\", 1);\n mxcad.addDimStyle(\"MyDimStyle\", \"41,0.18,141,0.09,40,200\", \"77,1,271,3\", '3,\"DN%%c<>\"', `340,${textId.id}`);\n mxcad.drawDimStyle = \"MyDimStyle\"\n\n //把颜色改回黑白色\n mxcad.drawColorIndex = 0;\n\n //把线型改成实线\n mxcad.drawLinetype = \"\";\n\n //设置线宽\n mxcad.drawLineWidth = 0\n\n let dim = mxcad.drawDimRotated(0, 7000, 600, 7000, 250, 7050, 0).getMcDbDimension();\n if(dim){\n // DIMTOL\n dim.setDimVarInt(71,1);\n\n //dimtdec\n dim.setDimVarInt(272,1);\n\n // DIMTFAC\n dim.setDimVarDouble(146,0.5);\n\n // DIMTM\n dim.setDimVarDouble(48,5.5);\n\n // DIMTP\n dim.setDimVarDouble(47,2.5);\n\n dim.recomputeDimBlock();\n }\n\n //把所有的实体都放到当前显示视区\n mxcad.zoomAll();\n //更新视区显示\n mxcad.updateDisplay();\n}\n\nfunction Mx_Test_DrawDimAngular() {\n let mxcad = MxCpp.getCurrentMxCAD();\n //清空当前显示内容\n mxcad.newFile();\n\n mxcad.addDimStyle(\"MyDimStyle2\", \"41,0.18,141,0.09,40,200\", \"77,1,271,3\", \"\", \"\");\n mxcad.drawDimStyle = \"MyDimStyle2\"\n\n //把颜色改回黑白色\n mxcad.drawColorIndex = 0;\n\n //把线型改成实线\n mxcad.drawLinetype = \"\";\n\n //设置线宽\n mxcad.drawLineWidth = 0\n\n\n mxcad.drawDimAngular(500, 5000, 0, 5500, 1000, 5500, 500, 5500);\n\n //把所有的实体都放到当前显示视区\n mxcad.zoomAll();\n //更新视区显示\n mxcad.updateDisplay();\n}\n\nexport function init() {\n MxFun.addCommand(\"Mx_Test_DrawLine\", Mx_Test_DrawLine);\n MxFun.addCommand(\"Mx_Test_DrawArc\", Mx_Test_DrawArc);\n MxFun.addCommand(\"Mx_Test_DrawCircle\", Mx_Test_DrawCircle);\n MxFun.addCommand(\"Mx_Test_DrawPolyline\", Mx_Test_DrawPolyline);\n MxFun.addCommand(\"Mx_Test_DrawHatch\", Mx_Test_DrawHatch);\n MxFun.addCommand(\"Mx_Test_DrawText\", Mx_Test_DrawText);\n MxFun.addCommand(\"Mx_Test_Ellipse\", Mx_Test_Ellipse);\n MxFun.addCommand(\"Mx_Test_EllipseArc\", Mx_Test_EllipseArc);\n MxFun.addCommand(\"Mx_Test_MText\", Mx_Test_MText);\n MxFun.addCommand(\"Mx_Test_Text\", Mx_Test_Text);\n MxFun.addCommand(\"Mx_ParamDrawLine\", Mx_ParamDrawLine);\n MxFun.addCommand(\"Mx_Test_DimAligned\", Mx_Test_DimAligned);\n MxFun.addCommand(\"Mx_Test_DrawDimRotated\", Mx_Test_DrawDimRotated);\n MxFun.addCommand(\"Mx_Test_DrawDimRotatedTol\", Mx_Test_DrawDimRotatedTol);\n \n MxFun.addCommand(\"Mx_Test_DrawDimAngular\", Mx_Test_DrawDimAngular);\n MxFun.addCommand(\"Mx_Test_TrueText\", Mx_Test_TrueText);\n\n\n}\n","// Polyfills\n\nif ( Number.EPSILON === undefined ) {\n\n\tNumber.EPSILON = Math.pow( 2, - 52 );\n\n}\n\nif ( Number.isInteger === undefined ) {\n\n\t// Missing in IE\n\t// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger\n\n\tNumber.isInteger = function ( value ) {\n\n\t\treturn typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;\n\n\t};\n\n}\n\n//\n\nif ( Math.sign === undefined ) {\n\n\t// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign\n\n\tMath.sign = function ( x ) {\n\n\t\treturn ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;\n\n\t};\n\n}\n\nif ( 'name' in Function.prototype === false ) {\n\n\t// Missing in IE\n\t// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name\n\n\tObject.defineProperty( Function.prototype, 'name', {\n\n\t\tget: function () {\n\n\t\t\treturn this.toString().match( /^\\s*function\\s*([^\\(\\s]*)/ )[ 1 ];\n\n\t\t}\n\n\t} );\n\n}\n\nif ( Object.assign === undefined ) {\n\n\t// Missing in IE\n\t// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign\n\n\tObject.assign = function ( target ) {\n\n\t\tif ( target === undefined || target === null ) {\n\n\t\t\tthrow new TypeError( 'Cannot convert undefined or null to object' );\n\n\t\t}\n\n\t\tvar output = Object( target );\n\n\t\tfor ( var index = 1; index < arguments.length; index ++ ) {\n\n\t\t\tvar source = arguments[ index ];\n\n\t\t\tif ( source !== undefined && source !== null ) {\n\n\t\t\t\tfor ( var nextKey in source ) {\n\n\t\t\t\t\tif ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {\n\n\t\t\t\t\t\toutput[ nextKey ] = source[ nextKey ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn output;\n\n\t};\n\n}\n\nvar REVISION = '113';\nvar MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };\nvar TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };\nvar CullFaceNone = 0;\nvar CullFaceBack = 1;\nvar CullFaceFront = 2;\nvar CullFaceFrontBack = 3;\nvar FrontFaceDirectionCW = 0;\nvar FrontFaceDirectionCCW = 1;\nvar BasicShadowMap = 0;\nvar PCFShadowMap = 1;\nvar PCFSoftShadowMap = 2;\nvar VSMShadowMap = 3;\nvar FrontSide = 0;\nvar BackSide = 1;\nvar DoubleSide = 2;\nvar FlatShading = 1;\nvar SmoothShading = 2;\nvar NoColors = 0;\nvar FaceColors = 1;\nvar VertexColors = 2;\nvar NoBlending = 0;\nvar NormalBlending = 1;\nvar AdditiveBlending = 2;\nvar SubtractiveBlending = 3;\nvar MultiplyBlending = 4;\nvar CustomBlending = 5;\nvar AddEquation = 100;\nvar SubtractEquation = 101;\nvar ReverseSubtractEquation = 102;\nvar MinEquation = 103;\nvar MaxEquation = 104;\nvar ZeroFactor = 200;\nvar OneFactor = 201;\nvar SrcColorFactor = 202;\nvar OneMinusSrcColorFactor = 203;\nvar SrcAlphaFactor = 204;\nvar OneMinusSrcAlphaFactor = 205;\nvar DstAlphaFactor = 206;\nvar OneMinusDstAlphaFactor = 207;\nvar DstColorFactor = 208;\nvar OneMinusDstColorFactor = 209;\nvar SrcAlphaSaturateFactor = 210;\nvar NeverDepth = 0;\nvar AlwaysDepth = 1;\nvar LessDepth = 2;\nvar LessEqualDepth = 3;\nvar EqualDepth = 4;\nvar GreaterEqualDepth = 5;\nvar GreaterDepth = 6;\nvar NotEqualDepth = 7;\nvar MultiplyOperation = 0;\nvar MixOperation = 1;\nvar AddOperation = 2;\nvar NoToneMapping = 0;\nvar LinearToneMapping = 1;\nvar ReinhardToneMapping = 2;\nvar Uncharted2ToneMapping = 3;\nvar CineonToneMapping = 4;\nvar ACESFilmicToneMapping = 5;\n\nvar UVMapping = 300;\nvar CubeReflectionMapping = 301;\nvar CubeRefractionMapping = 302;\nvar EquirectangularReflectionMapping = 303;\nvar EquirectangularRefractionMapping = 304;\nvar SphericalReflectionMapping = 305;\nvar CubeUVReflectionMapping = 306;\nvar CubeUVRefractionMapping = 307;\nvar RepeatWrapping = 1000;\nvar ClampToEdgeWrapping = 1001;\nvar MirroredRepeatWrapping = 1002;\nvar NearestFilter = 1003;\nvar NearestMipmapNearestFilter = 1004;\nvar NearestMipMapNearestFilter = 1004;\nvar NearestMipmapLinearFilter = 1005;\nvar NearestMipMapLinearFilter = 1005;\nvar LinearFilter = 1006;\nvar LinearMipmapNearestFilter = 1007;\nvar LinearMipMapNearestFilter = 1007;\nvar LinearMipmapLinearFilter = 1008;\nvar LinearMipMapLinearFilter = 1008;\nvar UnsignedByteType = 1009;\nvar ByteType = 1010;\nvar ShortType = 1011;\nvar UnsignedShortType = 1012;\nvar IntType = 1013;\nvar UnsignedIntType = 1014;\nvar FloatType = 1015;\nvar HalfFloatType = 1016;\nvar UnsignedShort4444Type = 1017;\nvar UnsignedShort5551Type = 1018;\nvar UnsignedShort565Type = 1019;\nvar UnsignedInt248Type = 1020;\nvar AlphaFormat = 1021;\nvar RGBFormat = 1022;\nvar RGBAFormat = 1023;\nvar LuminanceFormat = 1024;\nvar LuminanceAlphaFormat = 1025;\nvar RGBEFormat = RGBAFormat;\nvar DepthFormat = 1026;\nvar DepthStencilFormat = 1027;\nvar RedFormat = 1028;\nvar RedIntegerFormat = 1029;\nvar RGFormat = 1030;\nvar RGIntegerFormat = 1031;\nvar RGBIntegerFormat = 1032;\nvar RGBAIntegerFormat = 1033;\n\nvar RGB_S3TC_DXT1_Format = 33776;\nvar RGBA_S3TC_DXT1_Format = 33777;\nvar RGBA_S3TC_DXT3_Format = 33778;\nvar RGBA_S3TC_DXT5_Format = 33779;\nvar RGB_PVRTC_4BPPV1_Format = 35840;\nvar RGB_PVRTC_2BPPV1_Format = 35841;\nvar RGBA_PVRTC_4BPPV1_Format = 35842;\nvar RGBA_PVRTC_2BPPV1_Format = 35843;\nvar RGB_ETC1_Format = 36196;\nvar RGBA_ASTC_4x4_Format = 37808;\nvar RGBA_ASTC_5x4_Format = 37809;\nvar RGBA_ASTC_5x5_Format = 37810;\nvar RGBA_ASTC_6x5_Format = 37811;\nvar RGBA_ASTC_6x6_Format = 37812;\nvar RGBA_ASTC_8x5_Format = 37813;\nvar RGBA_ASTC_8x6_Format = 37814;\nvar RGBA_ASTC_8x8_Format = 37815;\nvar RGBA_ASTC_10x5_Format = 37816;\nvar RGBA_ASTC_10x6_Format = 37817;\nvar RGBA_ASTC_10x8_Format = 37818;\nvar RGBA_ASTC_10x10_Format = 37819;\nvar RGBA_ASTC_12x10_Format = 37820;\nvar RGBA_ASTC_12x12_Format = 37821;\nvar LoopOnce = 2200;\nvar LoopRepeat = 2201;\nvar LoopPingPong = 2202;\nvar InterpolateDiscrete = 2300;\nvar InterpolateLinear = 2301;\nvar InterpolateSmooth = 2302;\nvar ZeroCurvatureEnding = 2400;\nvar ZeroSlopeEnding = 2401;\nvar WrapAroundEnding = 2402;\nvar TrianglesDrawMode = 0;\nvar TriangleStripDrawMode = 1;\nvar TriangleFanDrawMode = 2;\nvar LinearEncoding = 3000;\nvar sRGBEncoding = 3001;\nvar GammaEncoding = 3007;\nvar RGBEEncoding = 3002;\nvar LogLuvEncoding = 3003;\nvar RGBM7Encoding = 3004;\nvar RGBM16Encoding = 3005;\nvar RGBDEncoding = 3006;\nvar BasicDepthPacking = 3200;\nvar RGBADepthPacking = 3201;\nvar TangentSpaceNormalMap = 0;\nvar ObjectSpaceNormalMap = 1;\n\nvar ZeroStencilOp = 0;\nvar KeepStencilOp = 7680;\nvar ReplaceStencilOp = 7681;\nvar IncrementStencilOp = 7682;\nvar DecrementStencilOp = 7683;\nvar IncrementWrapStencilOp = 34055;\nvar DecrementWrapStencilOp = 34056;\nvar InvertStencilOp = 5386;\n\nvar NeverStencilFunc = 512;\nvar LessStencilFunc = 513;\nvar EqualStencilFunc = 514;\nvar LessEqualStencilFunc = 515;\nvar GreaterStencilFunc = 516;\nvar NotEqualStencilFunc = 517;\nvar GreaterEqualStencilFunc = 518;\nvar AlwaysStencilFunc = 519;\n\nvar StaticDrawUsage = 35044;\nvar DynamicDrawUsage = 35048;\nvar StreamDrawUsage = 35040;\nvar StaticReadUsage = 35045;\nvar DynamicReadUsage = 35049;\nvar StreamReadUsage = 35041;\nvar StaticCopyUsage = 35046;\nvar DynamicCopyUsage = 35050;\nvar StreamCopyUsage = 35042;\n\n/**\n * https://github.com/mrdoob/eventdispatcher.js/\n */\n\nfunction EventDispatcher() {}\n\nObject.assign( EventDispatcher.prototype, {\n\n\taddEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) this._listeners = {};\n\n\t\tvar listeners = this._listeners;\n\n\t\tif ( listeners[ type ] === undefined ) {\n\n\t\t\tlisteners[ type ] = [];\n\n\t\t}\n\n\t\tif ( listeners[ type ].indexOf( listener ) === - 1 ) {\n\n\t\t\tlisteners[ type ].push( listener );\n\n\t\t}\n\n\t},\n\n\thasEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return false;\n\n\t\tvar listeners = this._listeners;\n\n\t\treturn listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;\n\n\t},\n\n\tremoveEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tvar listeners = this._listeners;\n\t\tvar listenerArray = listeners[ type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tvar index = listenerArray.indexOf( listener );\n\n\t\t\tif ( index !== - 1 ) {\n\n\t\t\t\tlistenerArray.splice( index, 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tdispatchEvent: function ( event ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tvar listeners = this._listeners;\n\t\tvar listenerArray = listeners[ event.type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tevent.target = this;\n\n\t\t\tvar array = listenerArray.slice( 0 );\n\n\t\t\tfor ( var i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tarray[ i ].call( this, event );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n} );\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n * @author WestLangley / http://github.com/WestLangley\n * @author thezwap\n */\n\nvar _lut = [];\n\nfor ( var i = 0; i < 256; i ++ ) {\n\n\t_lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );\n\n}\n\nvar MathUtils = {\n\n\tDEG2RAD: Math.PI / 180,\n\tRAD2DEG: 180 / Math.PI,\n\n\tgenerateUUID: function () {\n\n\t\t// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136\n\n\t\tvar d0 = Math.random() * 0xffffffff | 0;\n\t\tvar d1 = Math.random() * 0xffffffff | 0;\n\t\tvar d2 = Math.random() * 0xffffffff | 0;\n\t\tvar d3 = Math.random() * 0xffffffff | 0;\n\t\tvar uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +\n\t\t\t_lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];\n\n\t\t// .toUpperCase() here flattens concatenated strings to save heap memory space.\n\t\treturn uuid.toUpperCase();\n\n\t},\n\n\tclamp: function ( value, min, max ) {\n\n\t\treturn Math.max( min, Math.min( max, value ) );\n\n\t},\n\n\t// compute euclidian modulo of m % n\n\t// https://en.wikipedia.org/wiki/Modulo_operation\n\n\teuclideanModulo: function ( n, m ) {\n\n\t\treturn ( ( n % m ) + m ) % m;\n\n\t},\n\n\t// Linear mapping from range to range \n\n\tmapLinear: function ( x, a1, a2, b1, b2 ) {\n\n\t\treturn b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );\n\n\t},\n\n\t// https://en.wikipedia.org/wiki/Linear_interpolation\n\n\tlerp: function ( x, y, t ) {\n\n\t\treturn ( 1 - t ) * x + t * y;\n\n\t},\n\n\t// http://en.wikipedia.org/wiki/Smoothstep\n\n\tsmoothstep: function ( x, min, max ) {\n\n\t\tif ( x <= min ) return 0;\n\t\tif ( x >= max ) return 1;\n\n\t\tx = ( x - min ) / ( max - min );\n\n\t\treturn x * x * ( 3 - 2 * x );\n\n\t},\n\n\tsmootherstep: function ( x, min, max ) {\n\n\t\tif ( x <= min ) return 0;\n\t\tif ( x >= max ) return 1;\n\n\t\tx = ( x - min ) / ( max - min );\n\n\t\treturn x * x * x * ( x * ( x * 6 - 15 ) + 10 );\n\n\t},\n\n\t// Random integer from interval\n\n\trandInt: function ( low, high ) {\n\n\t\treturn low + Math.floor( Math.random() * ( high - low + 1 ) );\n\n\t},\n\n\t// Random float from interval\n\n\trandFloat: function ( low, high ) {\n\n\t\treturn low + Math.random() * ( high - low );\n\n\t},\n\n\t// Random float from <-range/2, range/2> interval\n\n\trandFloatSpread: function ( range ) {\n\n\t\treturn range * ( 0.5 - Math.random() );\n\n\t},\n\n\tdegToRad: function ( degrees ) {\n\n\t\treturn degrees * MathUtils.DEG2RAD;\n\n\t},\n\n\tradToDeg: function ( radians ) {\n\n\t\treturn radians * MathUtils.RAD2DEG;\n\n\t},\n\n\tisPowerOfTwo: function ( value ) {\n\n\t\treturn ( value & ( value - 1 ) ) === 0 && value !== 0;\n\n\t},\n\n\tceilPowerOfTwo: function ( value ) {\n\n\t\treturn Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );\n\n\t},\n\n\tfloorPowerOfTwo: function ( value ) {\n\n\t\treturn Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );\n\n\t},\n\n\tsetQuaternionFromProperEuler: function ( q, a, b, c, order ) {\n\n\t\t// Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles\n\n\t\t// rotations are applied to the axes in the order specified by 'order'\n\t\t// rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'\n\t\t// angles are in radians\n\n\t\tvar cos = Math.cos;\n\t\tvar sin = Math.sin;\n\n\t\tvar c2 = cos( b / 2 );\n\t\tvar s2 = sin( b / 2 );\n\n\t\tvar c13 = cos( ( a + c ) / 2 );\n\t\tvar s13 = sin( ( a + c ) / 2 );\n\n\t\tvar c1_3 = cos( ( a - c ) / 2 );\n\t\tvar s1_3 = sin( ( a - c ) / 2 );\n\n\t\tvar c3_1 = cos( ( c - a ) / 2 );\n\t\tvar s3_1 = sin( ( c - a ) / 2 );\n\n\t\tif ( order === 'XYX' ) {\n\n\t\t\tq.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );\n\n\t\t} else if ( order === 'YZY' ) {\n\n\t\t\tq.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );\n\n\t\t} else if ( order === 'ZXZ' ) {\n\n\t\t\tq.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );\n\n\t\t} else if ( order === 'XZX' ) {\n\n\t\t\tq.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );\n\n\t\t} else if ( order === 'YXY' ) {\n\n\t\t\tq.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );\n\n\t\t} else if ( order === 'ZYZ' ) {\n\n\t\t\tq.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order.' );\n\n\t\t}\n\n\t}\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author philogb / http://blog.thejit.org/\n * @author egraether / http://egraether.com/\n * @author zz85 / http://www.lab4games.net/zz85/blog\n */\n\nfunction Vector2( x, y ) {\n\n\tthis.x = x || 0;\n\tthis.y = y || 0;\n\n}\n\nObject.defineProperties( Vector2.prototype, {\n\n\t\"width\": {\n\n\t\tget: function () {\n\n\t\t\treturn this.x;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis.x = value;\n\n\t\t}\n\n\t},\n\n\t\"height\": {\n\n\t\tget: function () {\n\n\t\t\treturn this.y;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis.y = value;\n\n\t\t}\n\n\t}\n\n} );\n\nObject.assign( Vector2.prototype, {\n\n\tisVector2: true,\n\n\tset: function ( x, y ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetScalar: function ( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\n\t\treturn this;\n\n\t},\n\n\tsetX: function ( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t},\n\n\tsetY: function ( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetComponent: function ( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tgetComponent: function ( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.x, this.y );\n\n\t},\n\n\tcopy: function ( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\n\t\treturn this;\n\n\t},\n\n\tadd: function ( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\n\t\treturn this;\n\n\t},\n\n\taddScalar: function ( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\n\t\treturn this;\n\n\t},\n\n\taddVectors: function ( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\n\t\treturn this;\n\n\t},\n\n\taddScaledVector: function ( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\n\t\treturn this;\n\n\t},\n\n\tsub: function ( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\n\t\treturn this;\n\n\t},\n\n\tsubScalar: function ( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\n\t\treturn this;\n\n\t},\n\n\tsubVectors: function ( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\n\t\treturn this;\n\n\t},\n\n\tmultiply: function ( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\n\t\treturn this;\n\n\t},\n\n\tmultiplyScalar: function ( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\n\t\treturn this;\n\n\t},\n\n\tdivide: function ( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\n\t\treturn this;\n\n\t},\n\n\tdivideScalar: function ( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t},\n\n\tapplyMatrix3: function ( m ) {\n\n\t\tvar x = this.x, y = this.y;\n\t\tvar e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];\n\n\t\treturn this;\n\n\t},\n\n\tmin: function ( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\n\t\treturn this;\n\n\t},\n\n\tmax: function ( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\n\t\treturn this;\n\n\t},\n\n\tclamp: function ( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\n\t\treturn this;\n\n\t},\n\n\tclampScalar: function ( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\n\t\treturn this;\n\n\t},\n\n\tclampLength: function ( min, max ) {\n\n\t\tvar length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t},\n\n\tfloor: function () {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\n\t\treturn this;\n\n\t},\n\n\tceil: function () {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\n\t\treturn this;\n\n\t},\n\n\tround: function () {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\n\t\treturn this;\n\n\t},\n\n\troundToZero: function () {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\n\t\treturn this;\n\n\t},\n\n\tnegate: function () {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\n\t\treturn this;\n\n\t},\n\n\tdot: function ( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y;\n\n\t},\n\n\tcross: function ( v ) {\n\n\t\treturn this.x * v.y - this.y * v.x;\n\n\t},\n\n\tlengthSq: function () {\n\n\t\treturn this.x * this.x + this.y * this.y;\n\n\t},\n\n\tlength: function () {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y );\n\n\t},\n\n\tmanhattanLength: function () {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y );\n\n\t},\n\n\tnormalize: function () {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t},\n\n\tangle: function () {\n\n\t\t// computes the angle in radians with respect to the positive x-axis\n\n\t\tvar angle = Math.atan2( this.y, this.x );\n\n\t\tif ( angle < 0 ) angle += 2 * Math.PI;\n\n\t\treturn angle;\n\n\t},\n\n\tdistanceTo: function ( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t},\n\n\tdistanceToSquared: function ( v ) {\n\n\t\tvar dx = this.x - v.x, dy = this.y - v.y;\n\t\treturn dx * dx + dy * dy;\n\n\t},\n\n\tmanhattanDistanceTo: function ( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );\n\n\t},\n\n\tsetLength: function ( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t},\n\n\tlerp: function ( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\n\t\treturn this;\n\n\t},\n\n\tlerpVectors: function ( v1, v2, alpha ) {\n\n\t\treturn this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );\n\n\t},\n\n\tequals: function ( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) );\n\n\t},\n\n\tfromArray: function ( array, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\n\t\treturn this;\n\n\t},\n\n\ttoArray: function ( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\n\t\treturn array;\n\n\t},\n\n\tfromBufferAttribute: function ( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\n\t\treturn this;\n\n\t},\n\n\trotateAround: function ( center, angle ) {\n\n\t\tvar c = Math.cos( angle ), s = Math.sin( angle );\n\n\t\tvar x = this.x - center.x;\n\t\tvar y = this.y - center.y;\n\n\t\tthis.x = x * c - y * s + center.x;\n\t\tthis.y = x * s + y * c + center.y;\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author WestLangley / http://github.com/WestLangley\n * @author bhouston / http://clara.io\n * @author tschw\n */\n\nfunction Matrix3() {\n\n\tthis.elements = [\n\n\t\t1, 0, 0,\n\t\t0, 1, 0,\n\t\t0, 0, 1\n\n\t];\n\n\tif ( arguments.length > 0 ) {\n\n\t\tconsole.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );\n\n\t}\n\n}\n\nObject.assign( Matrix3.prototype, {\n\n\tisMatrix3: true,\n\n\tset: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {\n\n\t\tvar te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;\n\t\tte[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;\n\t\tte[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;\n\n\t\treturn this;\n\n\t},\n\n\tidentity: function () {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().fromArray( this.elements );\n\n\t},\n\n\tcopy: function ( m ) {\n\n\t\tvar te = this.elements;\n\t\tvar me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];\n\t\tte[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];\n\t\tte[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];\n\n\t\treturn this;\n\n\t},\n\n\tsetFromMatrix4: function ( m ) {\n\n\t\tvar me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 4 ], me[ 8 ],\n\t\t\tme[ 1 ], me[ 5 ], me[ 9 ],\n\t\t\tme[ 2 ], me[ 6 ], me[ 10 ]\n\n\t\t);\n\n\t\treturn this;\n\n\t},\n\n\tmultiply: function ( m ) {\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t},\n\n\tpremultiply: function ( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t},\n\n\tmultiplyMatrices: function ( a, b ) {\n\n\t\tvar ae = a.elements;\n\t\tvar be = b.elements;\n\t\tvar te = this.elements;\n\n\t\tvar a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];\n\t\tvar a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];\n\t\tvar a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];\n\n\t\tvar b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];\n\t\tvar b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];\n\t\tvar b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;\n\t\tte[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;\n\t\tte[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;\n\t\tte[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;\n\t\tte[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;\n\t\tte[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;\n\t\tte[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;\n\n\t\treturn this;\n\n\t},\n\n\tmultiplyScalar: function ( s ) {\n\n\t\tvar te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;\n\t\tte[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;\n\t\tte[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;\n\n\t\treturn this;\n\n\t},\n\n\tdeterminant: function () {\n\n\t\tvar te = this.elements;\n\n\t\tvar a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],\n\t\t\td = te[ 3 ], e = te[ 4 ], f = te[ 5 ],\n\t\t\tg = te[ 6 ], h = te[ 7 ], i = te[ 8 ];\n\n\t\treturn a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;\n\n\t},\n\n\tgetInverse: function ( matrix, throwOnDegenerate ) {\n\n\t\tif ( matrix && matrix.isMatrix4 ) {\n\n\t\t\tconsole.error( \"THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument.\" );\n\n\t\t}\n\n\t\tvar me = matrix.elements,\n\t\t\tte = this.elements,\n\n\t\t\tn11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],\n\t\t\tn12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],\n\t\t\tn13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],\n\n\t\t\tt11 = n33 * n22 - n32 * n23,\n\t\t\tt12 = n32 * n13 - n33 * n12,\n\t\t\tt13 = n23 * n12 - n22 * n13,\n\n\t\t\tdet = n11 * t11 + n21 * t12 + n31 * t13;\n\n\t\tif ( det === 0 ) {\n\n\t\t\tvar msg = \"THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0\";\n\n\t\t\tif ( throwOnDegenerate === true ) {\n\n\t\t\t\tthrow new Error( msg );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( msg );\n\n\t\t\t}\n\n\t\t\treturn this.identity();\n\n\t\t}\n\n\t\tvar detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;\n\t\tte[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;\n\n\t\tte[ 3 ] = t12 * detInv;\n\t\tte[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;\n\t\tte[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;\n\n\t\tte[ 6 ] = t13 * detInv;\n\t\tte[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;\n\t\tte[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;\n\n\t\treturn this;\n\n\t},\n\n\ttranspose: function () {\n\n\t\tvar tmp, m = this.elements;\n\n\t\ttmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;\n\t\ttmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;\n\t\ttmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;\n\n\t\treturn this;\n\n\t},\n\n\tgetNormalMatrix: function ( matrix4 ) {\n\n\t\treturn this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();\n\n\t},\n\n\ttransposeIntoArray: function ( r ) {\n\n\t\tvar m = this.elements;\n\n\t\tr[ 0 ] = m[ 0 ];\n\t\tr[ 1 ] = m[ 3 ];\n\t\tr[ 2 ] = m[ 6 ];\n\t\tr[ 3 ] = m[ 1 ];\n\t\tr[ 4 ] = m[ 4 ];\n\t\tr[ 5 ] = m[ 7 ];\n\t\tr[ 6 ] = m[ 2 ];\n\t\tr[ 7 ] = m[ 5 ];\n\t\tr[ 8 ] = m[ 8 ];\n\n\t\treturn this;\n\n\t},\n\n\tsetUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {\n\n\t\tvar c = Math.cos( rotation );\n\t\tvar s = Math.sin( rotation );\n\n\t\tthis.set(\n\t\t\tsx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,\n\t\t\t- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,\n\t\t\t0, 0, 1\n\t\t);\n\n\t},\n\n\tscale: function ( sx, sy ) {\n\n\t\tvar te = this.elements;\n\n\t\tte[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;\n\t\tte[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;\n\n\t\treturn this;\n\n\t},\n\n\trotate: function ( theta ) {\n\n\t\tvar c = Math.cos( theta );\n\t\tvar s = Math.sin( theta );\n\n\t\tvar te = this.elements;\n\n\t\tvar a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];\n\t\tvar a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];\n\n\t\tte[ 0 ] = c * a11 + s * a21;\n\t\tte[ 3 ] = c * a12 + s * a22;\n\t\tte[ 6 ] = c * a13 + s * a23;\n\n\t\tte[ 1 ] = - s * a11 + c * a21;\n\t\tte[ 4 ] = - s * a12 + c * a22;\n\t\tte[ 7 ] = - s * a13 + c * a23;\n\n\t\treturn this;\n\n\t},\n\n\ttranslate: function ( tx, ty ) {\n\n\t\tvar te = this.elements;\n\n\t\tte[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];\n\t\tte[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];\n\n\t\treturn this;\n\n\t},\n\n\tequals: function ( matrix ) {\n\n\t\tvar te = this.elements;\n\t\tvar me = matrix.elements;\n\n\t\tfor ( var i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t},\n\n\tfromArray: function ( array, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tfor ( var i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\ttoArray: function ( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tvar te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\n\t\treturn array;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n * @author szimek / https://github.com/szimek/\n */\n\nvar _canvas;\n\nvar ImageUtils = {\n\n\tgetDataURL: function ( image ) {\n\n\t\tvar canvas;\n\n\t\tif ( typeof HTMLCanvasElement == 'undefined' ) {\n\n\t\t\treturn image.src;\n\n\t\t} else if ( image instanceof HTMLCanvasElement ) {\n\n\t\t\tcanvas = image;\n\n\t\t} else {\n\n\t\t\tif ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\n\t\t\t_canvas.width = image.width;\n\t\t\t_canvas.height = image.height;\n\n\t\t\tvar context = _canvas.getContext( '2d' );\n\n\t\t\tif ( image instanceof ImageData ) {\n\n\t\t\t\tcontext.putImageData( image, 0, 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\t}\n\n\t\t\tcanvas = _canvas;\n\n\t\t}\n\n\t\tif ( canvas.width > 2048 || canvas.height > 2048 ) {\n\n\t\t\treturn canvas.toDataURL( 'image/jpeg', 0.6 );\n\n\t\t} else {\n\n\t\t\treturn canvas.toDataURL( 'image/png' );\n\n\t\t}\n\n\t}\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n * @author szimek / https://github.com/szimek/\n */\n\nvar textureId = 0;\n\nfunction Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {\n\n\tObject.defineProperty( this, 'id', { value: textureId ++ } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\n\tthis.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;\n\tthis.mipmaps = [];\n\n\tthis.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;\n\n\tthis.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;\n\tthis.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;\n\n\tthis.magFilter = magFilter !== undefined ? magFilter : LinearFilter;\n\tthis.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;\n\n\tthis.anisotropy = anisotropy !== undefined ? anisotropy : 1;\n\n\tthis.format = format !== undefined ? format : RGBAFormat;\n\tthis.internalFormat = null;\n\tthis.type = type !== undefined ? type : UnsignedByteType;\n\n\tthis.offset = new Vector2( 0, 0 );\n\tthis.repeat = new Vector2( 1, 1 );\n\tthis.center = new Vector2( 0, 0 );\n\tthis.rotation = 0;\n\n\tthis.matrixAutoUpdate = true;\n\tthis.matrix = new Matrix3();\n\n\tthis.generateMipmaps = true;\n\tthis.premultiplyAlpha = false;\n\tthis.flipY = true;\n\tthis.unpackAlignment = 4;\t// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)\n\n\t// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.\n\t//\n\t// Also changing the encoding after already used by a Material will not automatically make the Material\n\t// update. You need to explicitly call Material.needsUpdate to trigger it to recompile.\n\tthis.encoding = encoding !== undefined ? encoding : LinearEncoding;\n\n\tthis.version = 0;\n\tthis.onUpdate = null;\n\n}\n\nTexture.DEFAULT_IMAGE = undefined;\nTexture.DEFAULT_MAPPING = UVMapping;\n\nTexture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Texture,\n\n\tisTexture: true,\n\n\tupdateMatrix: function () {\n\n\t\tthis.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.image = source.image;\n\t\tthis.mipmaps = source.mipmaps.slice( 0 );\n\n\t\tthis.mapping = source.mapping;\n\n\t\tthis.wrapS = source.wrapS;\n\t\tthis.wrapT = source.wrapT;\n\n\t\tthis.magFilter = source.magFilter;\n\t\tthis.minFilter = source.minFilter;\n\n\t\tthis.anisotropy = source.anisotropy;\n\n\t\tthis.format = source.format;\n\t\tthis.internalFormat = source.internalFormat;\n\t\tthis.type = source.type;\n\n\t\tthis.offset.copy( source.offset );\n\t\tthis.repeat.copy( source.repeat );\n\t\tthis.center.copy( source.center );\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrix.copy( source.matrix );\n\n\t\tthis.generateMipmaps = source.generateMipmaps;\n\t\tthis.premultiplyAlpha = source.premultiplyAlpha;\n\t\tthis.flipY = source.flipY;\n\t\tthis.unpackAlignment = source.unpackAlignment;\n\t\tthis.encoding = source.encoding;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tvar isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.textures[ this.uuid ];\n\n\t\t}\n\n\t\tvar output = {\n\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Texture',\n\t\t\t\tgenerator: 'Texture.toJSON'\n\t\t\t},\n\n\t\t\tuuid: this.uuid,\n\t\t\tname: this.name,\n\n\t\t\tmapping: this.mapping,\n\n\t\t\trepeat: [ this.repeat.x, this.repeat.y ],\n\t\t\toffset: [ this.offset.x, this.offset.y ],\n\t\t\tcenter: [ this.center.x, this.center.y ],\n\t\t\trotation: this.rotation,\n\n\t\t\twrap: [ this.wrapS, this.wrapT ],\n\n\t\t\tformat: this.format,\n\t\t\ttype: this.type,\n\t\t\tencoding: this.encoding,\n\n\t\t\tminFilter: this.minFilter,\n\t\t\tmagFilter: this.magFilter,\n\t\t\tanisotropy: this.anisotropy,\n\n\t\t\tflipY: this.flipY,\n\n\t\t\tpremultiplyAlpha: this.premultiplyAlpha,\n\t\t\tunpackAlignment: this.unpackAlignment\n\n\t\t};\n\n\t\tif ( this.image !== undefined ) {\n\n\t\t\t// TODO: Move to THREE.Image\n\n\t\t\tvar image = this.image;\n\n\t\t\tif ( image.uuid === undefined ) {\n\n\t\t\t\timage.uuid = MathUtils.generateUUID(); // UGH\n\n\t\t\t}\n\n\t\t\tif ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {\n\n\t\t\t\tvar url;\n\n\t\t\t\tif ( Array.isArray( image ) ) {\n\n\t\t\t\t\t// process array of images e.g. CubeTexture\n\n\t\t\t\t\turl = [];\n\n\t\t\t\t\tfor ( var i = 0, l = image.length; i < l; i ++ ) {\n\n\t\t\t\t\t\turl.push( ImageUtils.getDataURL( image[ i ] ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// process single image\n\n\t\t\t\t\turl = ImageUtils.getDataURL( image );\n\n\t\t\t\t}\n\n\t\t\t\tmeta.images[ image.uuid ] = {\n\t\t\t\t\tuuid: image.uuid,\n\t\t\t\t\turl: url\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\toutput.image = image.uuid;\n\n\t\t}\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.textures[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t},\n\n\ttransformUv: function ( uv ) {\n\n\t\tif ( this.mapping !== UVMapping ) return uv;\n\n\t\tuv.applyMatrix3( this.matrix );\n\n\t\tif ( uv.x < 0 || uv.x > 1 ) {\n\n\t\t\tswitch ( this.wrapS ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.x = uv.x < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.x = Math.ceil( uv.x ) - uv.x;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\n\t\t\t\t\t}\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( uv.y < 0 || uv.y > 1 ) {\n\n\t\t\tswitch ( this.wrapT ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.y = uv.y < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.y = Math.ceil( uv.y ) - uv.y;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\n\t\t\t\t\t}\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.flipY ) {\n\n\t\t\tuv.y = 1 - uv.y;\n\n\t\t}\n\n\t\treturn uv;\n\n\t}\n\n} );\n\nObject.defineProperty( Texture.prototype, \"needsUpdate\", {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\n/**\n * @author supereggbert / http://www.paulbrunt.co.uk/\n * @author philogb / http://blog.thejit.org/\n * @author mikael emtinger / http://gomo.se/\n * @author egraether / http://egraether.com/\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction Vector4( x, y, z, w ) {\n\n\tthis.x = x || 0;\n\tthis.y = y || 0;\n\tthis.z = z || 0;\n\tthis.w = ( w !== undefined ) ? w : 1;\n\n}\n\nObject.defineProperties( Vector4.prototype, {\n\n\t\"width\": {\n\n\t\tget: function () {\n\n\t\t\treturn this.z;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis.z = value;\n\n\t\t}\n\n\t},\n\n\t\"height\": {\n\n\t\tget: function () {\n\n\t\t\treturn this.w;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis.w = value;\n\n\t\t}\n\n\t}\n\n} );\n\nObject.assign( Vector4.prototype, {\n\n\tisVector4: true,\n\n\tset: function ( x, y, z, w ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t},\n\n\tsetScalar: function ( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\t\tthis.w = scalar;\n\n\t\treturn this;\n\n\t},\n\n\tsetX: function ( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t},\n\n\tsetY: function ( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetZ: function ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetW: function ( w ) {\n\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t},\n\n\tsetComponent: function ( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tcase 3: this.w = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tgetComponent: function ( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tcase 3: return this.w;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.x, this.y, this.z, this.w );\n\n\t},\n\n\tcopy: function ( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\t\tthis.w = ( v.w !== undefined ) ? v.w : 1;\n\n\t\treturn this;\n\n\t},\n\n\tadd: function ( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\t\tthis.w += v.w;\n\n\t\treturn this;\n\n\t},\n\n\taddScalar: function ( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\t\tthis.w += s;\n\n\t\treturn this;\n\n\t},\n\n\taddVectors: function ( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\t\tthis.w = a.w + b.w;\n\n\t\treturn this;\n\n\t},\n\n\taddScaledVector: function ( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\t\tthis.w += v.w * s;\n\n\t\treturn this;\n\n\t},\n\n\tsub: function ( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\t\tthis.w -= v.w;\n\n\t\treturn this;\n\n\t},\n\n\tsubScalar: function ( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\t\tthis.w -= s;\n\n\t\treturn this;\n\n\t},\n\n\tsubVectors: function ( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\t\tthis.w = a.w - b.w;\n\n\t\treturn this;\n\n\t},\n\n\tmultiplyScalar: function ( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\t\tthis.w *= scalar;\n\n\t\treturn this;\n\n\t},\n\n\tapplyMatrix4: function ( m ) {\n\n\t\tvar x = this.x, y = this.y, z = this.z, w = this.w;\n\t\tvar e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;\n\t\tthis.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;\n\n\t\treturn this;\n\n\t},\n\n\tdivideScalar: function ( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t},\n\n\tsetAxisAngleFromQuaternion: function ( q ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm\n\n\t\t// q is assumed to be normalized\n\n\t\tthis.w = 2 * Math.acos( q.w );\n\n\t\tvar s = Math.sqrt( 1 - q.w * q.w );\n\n\t\tif ( s < 0.0001 ) {\n\n\t\t\tthis.x = 1;\n\t\t\tthis.y = 0;\n\t\t\tthis.z = 0;\n\n\t\t} else {\n\n\t\t\tthis.x = q.x / s;\n\t\t\tthis.y = q.y / s;\n\t\t\tthis.z = q.z / s;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetAxisAngleFromRotationMatrix: function ( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tvar angle, x, y, z,\t\t// variables for result\n\t\t\tepsilon = 0.01,\t\t// margin to allow for rounding errors\n\t\t\tepsilon2 = 0.1,\t\t// margin to distinguish between 0 and 180 degrees\n\n\t\t\tte = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\tif ( ( Math.abs( m12 - m21 ) < epsilon ) &&\n\t\t ( Math.abs( m13 - m31 ) < epsilon ) &&\n\t\t ( Math.abs( m23 - m32 ) < epsilon ) ) {\n\n\t\t\t// singularity found\n\t\t\t// first check for identity matrix which must have +1 for all terms\n\t\t\t// in leading diagonal and zero in other terms\n\n\t\t\tif ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m13 + m31 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m23 + m32 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {\n\n\t\t\t\t// this singularity is identity matrix so angle = 0\n\n\t\t\t\tthis.set( 1, 0, 0, 0 );\n\n\t\t\t\treturn this; // zero angle, arbitrary axis\n\n\t\t\t}\n\n\t\t\t// otherwise this singularity is angle = 180\n\n\t\t\tangle = Math.PI;\n\n\t\t\tvar xx = ( m11 + 1 ) / 2;\n\t\t\tvar yy = ( m22 + 1 ) / 2;\n\t\t\tvar zz = ( m33 + 1 ) / 2;\n\t\t\tvar xy = ( m12 + m21 ) / 4;\n\t\t\tvar xz = ( m13 + m31 ) / 4;\n\t\t\tvar yz = ( m23 + m32 ) / 4;\n\n\t\t\tif ( ( xx > yy ) && ( xx > zz ) ) {\n\n\t\t\t\t// m11 is the largest diagonal term\n\n\t\t\t\tif ( xx < epsilon ) {\n\n\t\t\t\t\tx = 0;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tx = Math.sqrt( xx );\n\t\t\t\t\ty = xy / x;\n\t\t\t\t\tz = xz / x;\n\n\t\t\t\t}\n\n\t\t\t} else if ( yy > zz ) {\n\n\t\t\t\t// m22 is the largest diagonal term\n\n\t\t\t\tif ( yy < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ty = Math.sqrt( yy );\n\t\t\t\t\tx = xy / y;\n\t\t\t\t\tz = yz / y;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// m33 is the largest diagonal term so base result on this\n\n\t\t\t\tif ( zz < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tz = Math.sqrt( zz );\n\t\t\t\t\tx = xz / z;\n\t\t\t\t\ty = yz / z;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.set( x, y, z, angle );\n\n\t\t\treturn this; // return 180 deg rotation\n\n\t\t}\n\n\t\t// as we have reached here there are no singularities so we can handle normally\n\n\t\tvar s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +\n\t\t ( m13 - m31 ) * ( m13 - m31 ) +\n\t\t ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize\n\n\t\tif ( Math.abs( s ) < 0.001 ) s = 1;\n\n\t\t// prevent divide by zero, should not happen if matrix is orthogonal and should be\n\t\t// caught by singularity test above, but I've left it in just in case\n\n\t\tthis.x = ( m32 - m23 ) / s;\n\t\tthis.y = ( m13 - m31 ) / s;\n\t\tthis.z = ( m21 - m12 ) / s;\n\t\tthis.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );\n\n\t\treturn this;\n\n\t},\n\n\tmin: function ( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\t\tthis.w = Math.min( this.w, v.w );\n\n\t\treturn this;\n\n\t},\n\n\tmax: function ( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\t\tthis.w = Math.max( this.w, v.w );\n\n\t\treturn this;\n\n\t},\n\n\tclamp: function ( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\t\tthis.w = Math.max( min.w, Math.min( max.w, this.w ) );\n\n\t\treturn this;\n\n\t},\n\n\tclampScalar: function ( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\t\tthis.w = Math.max( minVal, Math.min( maxVal, this.w ) );\n\n\t\treturn this;\n\n\t},\n\n\tclampLength: function ( min, max ) {\n\n\t\tvar length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t},\n\n\tfloor: function () {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\t\tthis.w = Math.floor( this.w );\n\n\t\treturn this;\n\n\t},\n\n\tceil: function () {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\t\tthis.w = Math.ceil( this.w );\n\n\t\treturn this;\n\n\t},\n\n\tround: function () {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\t\tthis.w = Math.round( this.w );\n\n\t\treturn this;\n\n\t},\n\n\troundToZero: function () {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\t\tthis.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );\n\n\t\treturn this;\n\n\t},\n\n\tnegate: function () {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\t\tthis.w = - this.w;\n\n\t\treturn this;\n\n\t},\n\n\tdot: function ( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;\n\n\t},\n\n\tlengthSq: function () {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;\n\n\t},\n\n\tlength: function () {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );\n\n\t},\n\n\tmanhattanLength: function () {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );\n\n\t},\n\n\tnormalize: function () {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t},\n\n\tsetLength: function ( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t},\n\n\tlerp: function ( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\t\tthis.w += ( v.w - this.w ) * alpha;\n\n\t\treturn this;\n\n\t},\n\n\tlerpVectors: function ( v1, v2, alpha ) {\n\n\t\treturn this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );\n\n\t},\n\n\tequals: function ( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );\n\n\t},\n\n\tfromArray: function ( array, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\t\tthis.w = array[ offset + 3 ];\n\n\t\treturn this;\n\n\t},\n\n\ttoArray: function ( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\t\tarray[ offset + 3 ] = this.w;\n\n\t\treturn array;\n\n\t},\n\n\tfromBufferAttribute: function ( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\t\tthis.w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author szimek / https://github.com/szimek/\n * @author alteredq / http://alteredqualia.com/\n * @author Marius Kintel / https://github.com/kintel\n */\n\n/*\n In options, we can specify:\n * Texture parameters for an auto-generated target texture\n * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers\n*/\nfunction WebGLRenderTarget( width, height, options ) {\n\n\tthis.width = width;\n\tthis.height = height;\n\n\tthis.scissor = new Vector4( 0, 0, width, height );\n\tthis.scissorTest = false;\n\n\tthis.viewport = new Vector4( 0, 0, width, height );\n\n\toptions = options || {};\n\n\tthis.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\n\tthis.texture.image = {};\n\tthis.texture.image.width = width;\n\tthis.texture.image.height = height;\n\n\tthis.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n\tthis.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n\n\tthis.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;\n\tthis.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;\n\tthis.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;\n\n}\n\nWebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: WebGLRenderTarget,\n\n\tisWebGLRenderTarget: true,\n\n\tsetSize: function ( width, height ) {\n\n\t\tif ( this.width !== width || this.height !== height ) {\n\n\t\t\tthis.width = width;\n\t\t\tthis.height = height;\n\n\t\t\tthis.texture.image.width = width;\n\t\t\tthis.texture.image.height = height;\n\n\t\t\tthis.dispose();\n\n\t\t}\n\n\t\tthis.viewport.set( 0, 0, width, height );\n\t\tthis.scissor.set( 0, 0, width, height );\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\n\t\tthis.viewport.copy( source.viewport );\n\n\t\tthis.texture = source.texture.clone();\n\n\t\tthis.depthBuffer = source.depthBuffer;\n\t\tthis.stencilBuffer = source.stencilBuffer;\n\t\tthis.depthTexture = source.depthTexture;\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\n/**\n * @author Mugen87 / https://github.com/Mugen87\n * @author Matt DesLauriers / @mattdesl\n */\n\nfunction WebGLMultisampleRenderTarget( width, height, options ) {\n\n\tWebGLRenderTarget.call( this, width, height, options );\n\n\tthis.samples = 4;\n\n}\n\nWebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {\n\n\tconstructor: WebGLMultisampleRenderTarget,\n\n\tisWebGLMultisampleRenderTarget: true,\n\n\tcopy: function ( source ) {\n\n\t\tWebGLRenderTarget.prototype.copy.call( this, source );\n\n\t\tthis.samples = source.samples;\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n * @author WestLangley / http://github.com/WestLangley\n * @author bhouston / http://clara.io\n */\n\nfunction Quaternion( x, y, z, w ) {\n\n\tthis._x = x || 0;\n\tthis._y = y || 0;\n\tthis._z = z || 0;\n\tthis._w = ( w !== undefined ) ? w : 1;\n\n}\n\nObject.assign( Quaternion, {\n\n\tslerp: function ( qa, qb, qm, t ) {\n\n\t\treturn qm.copy( qa ).slerp( qb, t );\n\n\t},\n\n\tslerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {\n\n\t\t// fuzz-free, array-based Quaternion SLERP operation\n\n\t\tvar x0 = src0[ srcOffset0 + 0 ],\n\t\t\ty0 = src0[ srcOffset0 + 1 ],\n\t\t\tz0 = src0[ srcOffset0 + 2 ],\n\t\t\tw0 = src0[ srcOffset0 + 3 ],\n\n\t\t\tx1 = src1[ srcOffset1 + 0 ],\n\t\t\ty1 = src1[ srcOffset1 + 1 ],\n\t\t\tz1 = src1[ srcOffset1 + 2 ],\n\t\t\tw1 = src1[ srcOffset1 + 3 ];\n\n\t\tif ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {\n\n\t\t\tvar s = 1 - t,\n\n\t\t\t\tcos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,\n\n\t\t\t\tdir = ( cos >= 0 ? 1 : - 1 ),\n\t\t\t\tsqrSin = 1 - cos * cos;\n\n\t\t\t// Skip the Slerp for tiny steps to avoid numeric problems:\n\t\t\tif ( sqrSin > Number.EPSILON ) {\n\n\t\t\t\tvar sin = Math.sqrt( sqrSin ),\n\t\t\t\t\tlen = Math.atan2( sin, cos * dir );\n\n\t\t\t\ts = Math.sin( s * len ) / sin;\n\t\t\t\tt = Math.sin( t * len ) / sin;\n\n\t\t\t}\n\n\t\t\tvar tDir = t * dir;\n\n\t\t\tx0 = x0 * s + x1 * tDir;\n\t\t\ty0 = y0 * s + y1 * tDir;\n\t\t\tz0 = z0 * s + z1 * tDir;\n\t\t\tw0 = w0 * s + w1 * tDir;\n\n\t\t\t// Normalize in case we just did a lerp:\n\t\t\tif ( s === 1 - t ) {\n\n\t\t\t\tvar f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );\n\n\t\t\t\tx0 *= f;\n\t\t\t\ty0 *= f;\n\t\t\t\tz0 *= f;\n\t\t\t\tw0 *= f;\n\n\t\t\t}\n\n\t\t}\n\n\t\tdst[ dstOffset ] = x0;\n\t\tdst[ dstOffset + 1 ] = y0;\n\t\tdst[ dstOffset + 2 ] = z0;\n\t\tdst[ dstOffset + 3 ] = w0;\n\n\t}\n\n} );\n\nObject.defineProperties( Quaternion.prototype, {\n\n\tx: {\n\n\t\tget: function () {\n\n\t\t\treturn this._x;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis._x = value;\n\t\t\tthis._onChangeCallback();\n\n\t\t}\n\n\t},\n\n\ty: {\n\n\t\tget: function () {\n\n\t\t\treturn this._y;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis._y = value;\n\t\t\tthis._onChangeCallback();\n\n\t\t}\n\n\t},\n\n\tz: {\n\n\t\tget: function () {\n\n\t\t\treturn this._z;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis._z = value;\n\t\t\tthis._onChangeCallback();\n\n\t\t}\n\n\t},\n\n\tw: {\n\n\t\tget: function () {\n\n\t\t\treturn this._w;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis._w = value;\n\t\t\tthis._onChangeCallback();\n\n\t\t}\n\n\t}\n\n} );\n\nObject.assign( Quaternion.prototype, {\n\n\tisQuaternion: true,\n\n\tset: function ( x, y, z, w ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._w );\n\n\t},\n\n\tcopy: function ( quaternion ) {\n\n\t\tthis._x = quaternion.x;\n\t\tthis._y = quaternion.y;\n\t\tthis._z = quaternion.z;\n\t\tthis._w = quaternion.w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tsetFromEuler: function ( euler, update ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tthrow new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tvar x = euler._x, y = euler._y, z = euler._z, order = euler.order;\n\n\t\t// http://www.mathworks.com/matlabcentral/fileexchange/\n\t\t// \t20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/\n\t\t//\tcontent/SpinCalc.m\n\n\t\tvar cos = Math.cos;\n\t\tvar sin = Math.sin;\n\n\t\tvar c1 = cos( x / 2 );\n\t\tvar c2 = cos( y / 2 );\n\t\tvar c3 = cos( z / 2 );\n\n\t\tvar s1 = sin( x / 2 );\n\t\tvar s2 = sin( y / 2 );\n\t\tvar s3 = sin( z / 2 );\n\n\t\tif ( order === 'XYZ' ) {\n\n\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\n\t\t} else if ( order === 'YXZ' ) {\n\n\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\n\t\t} else if ( order === 'ZXY' ) {\n\n\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\n\t\t} else if ( order === 'ZYX' ) {\n\n\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\n\t\t} else if ( order === 'YZX' ) {\n\n\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\n\t\t} else if ( order === 'XZY' ) {\n\n\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\n\t\t}\n\n\t\tif ( update !== false ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tsetFromAxisAngle: function ( axis, angle ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm\n\n\t\t// assumes axis is normalized\n\n\t\tvar halfAngle = angle / 2, s = Math.sin( halfAngle );\n\n\t\tthis._x = axis.x * s;\n\t\tthis._y = axis.y * s;\n\t\tthis._z = axis.z * s;\n\t\tthis._w = Math.cos( halfAngle );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tsetFromRotationMatrix: function ( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tvar te = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],\n\n\t\t\ttrace = m11 + m22 + m33,\n\t\t\ts;\n\n\t\tif ( trace > 0 ) {\n\n\t\t\ts = 0.5 / Math.sqrt( trace + 1.0 );\n\n\t\t\tthis._w = 0.25 / s;\n\t\t\tthis._x = ( m32 - m23 ) * s;\n\t\t\tthis._y = ( m13 - m31 ) * s;\n\t\t\tthis._z = ( m21 - m12 ) * s;\n\n\t\t} else if ( m11 > m22 && m11 > m33 ) {\n\n\t\t\ts = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );\n\n\t\t\tthis._w = ( m32 - m23 ) / s;\n\t\t\tthis._x = 0.25 * s;\n\t\t\tthis._y = ( m12 + m21 ) / s;\n\t\t\tthis._z = ( m13 + m31 ) / s;\n\n\t\t} else if ( m22 > m33 ) {\n\n\t\t\ts = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );\n\n\t\t\tthis._w = ( m13 - m31 ) / s;\n\t\t\tthis._x = ( m12 + m21 ) / s;\n\t\t\tthis._y = 0.25 * s;\n\t\t\tthis._z = ( m23 + m32 ) / s;\n\n\t\t} else {\n\n\t\t\ts = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );\n\n\t\t\tthis._w = ( m21 - m12 ) / s;\n\t\t\tthis._x = ( m13 + m31 ) / s;\n\t\t\tthis._y = ( m23 + m32 ) / s;\n\t\t\tthis._z = 0.25 * s;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tsetFromUnitVectors: function ( vFrom, vTo ) {\n\n\t\t// assumes direction vectors vFrom and vTo are normalized\n\n\t\tvar EPS = 0.000001;\n\n\t\tvar r = vFrom.dot( vTo ) + 1;\n\n\t\tif ( r < EPS ) {\n\n\t\t\tr = 0;\n\n\t\t\tif ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {\n\n\t\t\t\tthis._x = - vFrom.y;\n\t\t\t\tthis._y = vFrom.x;\n\t\t\t\tthis._z = 0;\n\t\t\t\tthis._w = r;\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = 0;\n\t\t\t\tthis._y = - vFrom.z;\n\t\t\t\tthis._z = vFrom.y;\n\t\t\t\tthis._w = r;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3\n\n\t\t\tthis._x = vFrom.y * vTo.z - vFrom.z * vTo.y;\n\t\t\tthis._y = vFrom.z * vTo.x - vFrom.x * vTo.z;\n\t\t\tthis._z = vFrom.x * vTo.y - vFrom.y * vTo.x;\n\t\t\tthis._w = r;\n\n\t\t}\n\n\t\treturn this.normalize();\n\n\t},\n\n\tangleTo: function ( q ) {\n\n\t\treturn 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );\n\n\t},\n\n\trotateTowards: function ( q, step ) {\n\n\t\tvar angle = this.angleTo( q );\n\n\t\tif ( angle === 0 ) return this;\n\n\t\tvar t = Math.min( 1, step / angle );\n\n\t\tthis.slerp( q, t );\n\n\t\treturn this;\n\n\t},\n\n\tinverse: function () {\n\n\t\t// quaternion is assumed to have unit length\n\n\t\treturn this.conjugate();\n\n\t},\n\n\tconjugate: function () {\n\n\t\tthis._x *= - 1;\n\t\tthis._y *= - 1;\n\t\tthis._z *= - 1;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tdot: function ( v ) {\n\n\t\treturn this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;\n\n\t},\n\n\tlengthSq: function () {\n\n\t\treturn this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;\n\n\t},\n\n\tlength: function () {\n\n\t\treturn Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );\n\n\t},\n\n\tnormalize: function () {\n\n\t\tvar l = this.length();\n\n\t\tif ( l === 0 ) {\n\n\t\t\tthis._x = 0;\n\t\t\tthis._y = 0;\n\t\t\tthis._z = 0;\n\t\t\tthis._w = 1;\n\n\t\t} else {\n\n\t\t\tl = 1 / l;\n\n\t\t\tthis._x = this._x * l;\n\t\t\tthis._y = this._y * l;\n\t\t\tthis._z = this._z * l;\n\t\t\tthis._w = this._w * l;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tmultiply: function ( q, p ) {\n\n\t\tif ( p !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );\n\t\t\treturn this.multiplyQuaternions( q, p );\n\n\t\t}\n\n\t\treturn this.multiplyQuaternions( this, q );\n\n\t},\n\n\tpremultiply: function ( q ) {\n\n\t\treturn this.multiplyQuaternions( q, this );\n\n\t},\n\n\tmultiplyQuaternions: function ( a, b ) {\n\n\t\t// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm\n\n\t\tvar qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;\n\t\tvar qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;\n\n\t\tthis._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;\n\t\tthis._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;\n\t\tthis._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;\n\t\tthis._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tslerp: function ( qb, t ) {\n\n\t\tif ( t === 0 ) return this;\n\t\tif ( t === 1 ) return this.copy( qb );\n\n\t\tvar x = this._x, y = this._y, z = this._z, w = this._w;\n\n\t\t// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/\n\n\t\tvar cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;\n\n\t\tif ( cosHalfTheta < 0 ) {\n\n\t\t\tthis._w = - qb._w;\n\t\t\tthis._x = - qb._x;\n\t\t\tthis._y = - qb._y;\n\t\t\tthis._z = - qb._z;\n\n\t\t\tcosHalfTheta = - cosHalfTheta;\n\n\t\t} else {\n\n\t\t\tthis.copy( qb );\n\n\t\t}\n\n\t\tif ( cosHalfTheta >= 1.0 ) {\n\n\t\t\tthis._w = w;\n\t\t\tthis._x = x;\n\t\t\tthis._y = y;\n\t\t\tthis._z = z;\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tvar sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;\n\n\t\tif ( sqrSinHalfTheta <= Number.EPSILON ) {\n\n\t\t\tvar s = 1 - t;\n\t\t\tthis._w = s * w + t * this._w;\n\t\t\tthis._x = s * x + t * this._x;\n\t\t\tthis._y = s * y + t * this._y;\n\t\t\tthis._z = s * z + t * this._z;\n\n\t\t\tthis.normalize();\n\t\t\tthis._onChangeCallback();\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tvar sinHalfTheta = Math.sqrt( sqrSinHalfTheta );\n\t\tvar halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );\n\t\tvar ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,\n\t\t\tratioB = Math.sin( t * halfTheta ) / sinHalfTheta;\n\n\t\tthis._w = ( w * ratioA + this._w * ratioB );\n\t\tthis._x = ( x * ratioA + this._x * ratioB );\n\t\tthis._y = ( y * ratioA + this._y * ratioB );\n\t\tthis._z = ( z * ratioA + this._z * ratioB );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tequals: function ( quaternion ) {\n\n\t\treturn ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );\n\n\t},\n\n\tfromArray: function ( array, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tthis._x = array[ offset ];\n\t\tthis._y = array[ offset + 1 ];\n\t\tthis._z = array[ offset + 2 ];\n\t\tthis._w = array[ offset + 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\ttoArray: function ( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._w;\n\n\t\treturn array;\n\n\t},\n\n\t_onChange: function ( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t},\n\n\t_onChangeCallback: function () {}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author kile / http://kile.stravaganza.org/\n * @author philogb / http://blog.thejit.org/\n * @author mikael emtinger / http://gomo.se/\n * @author egraether / http://egraether.com/\n * @author WestLangley / http://github.com/WestLangley\n */\n\nvar _vector = new Vector3();\nvar _quaternion = new Quaternion();\n\nfunction Vector3( x, y, z ) {\n\n\tthis.x = x || 0;\n\tthis.y = y || 0;\n\tthis.z = z || 0;\n\n}\n\nObject.assign( Vector3.prototype, {\n\n\tisVector3: true,\n\n\tset: function ( x, y, z ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetScalar: function ( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\n\t\treturn this;\n\n\t},\n\n\tsetX: function ( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t},\n\n\tsetY: function ( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetZ: function ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetComponent: function ( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tgetComponent: function ( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.x, this.y, this.z );\n\n\t},\n\n\tcopy: function ( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\n\t\treturn this;\n\n\t},\n\n\tadd: function ( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\n\t\treturn this;\n\n\t},\n\n\taddScalar: function ( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\n\t\treturn this;\n\n\t},\n\n\taddVectors: function ( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\n\t\treturn this;\n\n\t},\n\n\taddScaledVector: function ( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\n\t\treturn this;\n\n\t},\n\n\tsub: function ( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\n\t\treturn this;\n\n\t},\n\n\tsubScalar: function ( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\n\t\treturn this;\n\n\t},\n\n\tsubVectors: function ( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\n\t\treturn this;\n\n\t},\n\n\tmultiply: function ( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );\n\t\t\treturn this.multiplyVectors( v, w );\n\n\t\t}\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\n\t\treturn this;\n\n\t},\n\n\tmultiplyScalar: function ( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\n\t\treturn this;\n\n\t},\n\n\tmultiplyVectors: function ( a, b ) {\n\n\t\tthis.x = a.x * b.x;\n\t\tthis.y = a.y * b.y;\n\t\tthis.z = a.z * b.z;\n\n\t\treturn this;\n\n\t},\n\n\tapplyEuler: function ( euler ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tconsole.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\treturn this.applyQuaternion( _quaternion.setFromEuler( euler ) );\n\n\t},\n\n\tapplyAxisAngle: function ( axis, angle ) {\n\n\t\treturn this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );\n\n\t},\n\n\tapplyMatrix3: function ( m ) {\n\n\t\tvar x = this.x, y = this.y, z = this.z;\n\t\tvar e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;\n\n\t\treturn this;\n\n\t},\n\n\tapplyNormalMatrix: function ( m ) {\n\n\t\treturn this.applyMatrix3( m ).normalize();\n\n\t},\n\n\tapplyMatrix4: function ( m ) {\n\n\t\tvar x = this.x, y = this.y, z = this.z;\n\t\tvar e = m.elements;\n\n\t\tvar w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );\n\n\t\tthis.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;\n\t\tthis.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;\n\t\tthis.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;\n\n\t\treturn this;\n\n\t},\n\n\tapplyQuaternion: function ( q ) {\n\n\t\tvar x = this.x, y = this.y, z = this.z;\n\t\tvar qx = q.x, qy = q.y, qz = q.z, qw = q.w;\n\n\t\t// calculate quat * vector\n\n\t\tvar ix = qw * x + qy * z - qz * y;\n\t\tvar iy = qw * y + qz * x - qx * z;\n\t\tvar iz = qw * z + qx * y - qy * x;\n\t\tvar iw = - qx * x - qy * y - qz * z;\n\n\t\t// calculate result * inverse quat\n\n\t\tthis.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;\n\t\tthis.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;\n\t\tthis.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;\n\n\t\treturn this;\n\n\t},\n\n\tproject: function ( camera ) {\n\n\t\treturn this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );\n\n\t},\n\n\tunproject: function ( camera ) {\n\n\t\treturn this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );\n\n\t},\n\n\ttransformDirection: function ( m ) {\n\n\t\t// input: THREE.Matrix4 affine matrix\n\t\t// vector interpreted as a direction\n\n\t\tvar x = this.x, y = this.y, z = this.z;\n\t\tvar e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;\n\n\t\treturn this.normalize();\n\n\t},\n\n\tdivide: function ( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\t\tthis.z /= v.z;\n\n\t\treturn this;\n\n\t},\n\n\tdivideScalar: function ( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t},\n\n\tmin: function ( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\n\t\treturn this;\n\n\t},\n\n\tmax: function ( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\n\t\treturn this;\n\n\t},\n\n\tclamp: function ( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\n\t\treturn this;\n\n\t},\n\n\tclampScalar: function ( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\n\t\treturn this;\n\n\t},\n\n\tclampLength: function ( min, max ) {\n\n\t\tvar length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t},\n\n\tfloor: function () {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\n\t\treturn this;\n\n\t},\n\n\tceil: function () {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\n\t\treturn this;\n\n\t},\n\n\tround: function () {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\n\t\treturn this;\n\n\t},\n\n\troundToZero: function () {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\n\t\treturn this;\n\n\t},\n\n\tnegate: function () {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\n\t\treturn this;\n\n\t},\n\n\tdot: function ( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z;\n\n\t},\n\n\t// TODO lengthSquared?\n\n\tlengthSq: function () {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z;\n\n\t},\n\n\tlength: function () {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );\n\n\t},\n\n\tmanhattanLength: function () {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );\n\n\t},\n\n\tnormalize: function () {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t},\n\n\tsetLength: function ( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t},\n\n\tlerp: function ( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\n\t\treturn this;\n\n\t},\n\n\tlerpVectors: function ( v1, v2, alpha ) {\n\n\t\treturn this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );\n\n\t},\n\n\tcross: function ( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );\n\t\t\treturn this.crossVectors( v, w );\n\n\t\t}\n\n\t\treturn this.crossVectors( this, v );\n\n\t},\n\n\tcrossVectors: function ( a, b ) {\n\n\t\tvar ax = a.x, ay = a.y, az = a.z;\n\t\tvar bx = b.x, by = b.y, bz = b.z;\n\n\t\tthis.x = ay * bz - az * by;\n\t\tthis.y = az * bx - ax * bz;\n\t\tthis.z = ax * by - ay * bx;\n\n\t\treturn this;\n\n\t},\n\n\tprojectOnVector: function ( v ) {\n\n\t\tvar denominator = v.lengthSq();\n\n\t\tif ( denominator === 0 ) return this.set( 0, 0, 0 );\n\n\t\tvar scalar = v.dot( this ) / denominator;\n\n\t\treturn this.copy( v ).multiplyScalar( scalar );\n\n\t},\n\n\tprojectOnPlane: function ( planeNormal ) {\n\n\t\t_vector.copy( this ).projectOnVector( planeNormal );\n\n\t\treturn this.sub( _vector );\n\n\t},\n\n\treflect: function ( normal ) {\n\n\t\t// reflect incident vector off plane orthogonal to normal\n\t\t// normal is assumed to have unit length\n\n\t\treturn this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );\n\n\t},\n\n\tangleTo: function ( v ) {\n\n\t\tvar denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );\n\n\t\tif ( denominator === 0 ) return Math.PI / 2;\n\n\t\tvar theta = this.dot( v ) / denominator;\n\n\t\t// clamp, to handle numerical problems\n\n\t\treturn Math.acos( MathUtils.clamp( theta, - 1, 1 ) );\n\n\t},\n\n\tdistanceTo: function ( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t},\n\n\tdistanceToSquared: function ( v ) {\n\n\t\tvar dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;\n\n\t\treturn dx * dx + dy * dy + dz * dz;\n\n\t},\n\n\tmanhattanDistanceTo: function ( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );\n\n\t},\n\n\tsetFromSpherical: function ( s ) {\n\n\t\treturn this.setFromSphericalCoords( s.radius, s.phi, s.theta );\n\n\t},\n\n\tsetFromSphericalCoords: function ( radius, phi, theta ) {\n\n\t\tvar sinPhiRadius = Math.sin( phi ) * radius;\n\n\t\tthis.x = sinPhiRadius * Math.sin( theta );\n\t\tthis.y = Math.cos( phi ) * radius;\n\t\tthis.z = sinPhiRadius * Math.cos( theta );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromCylindrical: function ( c ) {\n\n\t\treturn this.setFromCylindricalCoords( c.radius, c.theta, c.y );\n\n\t},\n\n\tsetFromCylindricalCoords: function ( radius, theta, y ) {\n\n\t\tthis.x = radius * Math.sin( theta );\n\t\tthis.y = y;\n\t\tthis.z = radius * Math.cos( theta );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromMatrixPosition: function ( m ) {\n\n\t\tvar e = m.elements;\n\n\t\tthis.x = e[ 12 ];\n\t\tthis.y = e[ 13 ];\n\t\tthis.z = e[ 14 ];\n\n\t\treturn this;\n\n\t},\n\n\tsetFromMatrixScale: function ( m ) {\n\n\t\tvar sx = this.setFromMatrixColumn( m, 0 ).length();\n\t\tvar sy = this.setFromMatrixColumn( m, 1 ).length();\n\t\tvar sz = this.setFromMatrixColumn( m, 2 ).length();\n\n\t\tthis.x = sx;\n\t\tthis.y = sy;\n\t\tthis.z = sz;\n\n\t\treturn this;\n\n\t},\n\n\tsetFromMatrixColumn: function ( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 4 );\n\n\t},\n\n\tsetFromMatrix3Column: function ( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 3 );\n\n\t},\n\n\tequals: function ( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );\n\n\t},\n\n\tfromArray: function ( array, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t},\n\n\ttoArray: function ( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\n\t\treturn array;\n\n\t},\n\n\tfromBufferAttribute: function ( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\n\t\treturn this;\n\n\t}\n\n} );\n\nvar _v1 = new Vector3();\nvar _m1 = new Matrix4();\nvar _zero = new Vector3( 0, 0, 0 );\nvar _one = new Vector3( 1, 1, 1 );\nvar _x = new Vector3();\nvar _y = new Vector3();\nvar _z = new Vector3();\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author supereggbert / http://www.paulbrunt.co.uk/\n * @author philogb / http://blog.thejit.org/\n * @author jordi_ros / http://plattsoft.com\n * @author D1plo1d / http://github.com/D1plo1d\n * @author alteredq / http://alteredqualia.com/\n * @author mikael emtinger / http://gomo.se/\n * @author timknip / http://www.floorplanner.com/\n * @author bhouston / http://clara.io\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction Matrix4() {\n\n\tthis.elements = [\n\n\t\t1, 0, 0, 0,\n\t\t0, 1, 0, 0,\n\t\t0, 0, 1, 0,\n\t\t0, 0, 0, 1\n\n\t];\n\n\tif ( arguments.length > 0 ) {\n\n\t\tconsole.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );\n\n\t}\n\n}\n\nObject.assign( Matrix4.prototype, {\n\n\tisMatrix4: true,\n\n\tset: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {\n\n\t\tvar te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;\n\t\tte[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;\n\t\tte[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;\n\t\tte[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;\n\n\t\treturn this;\n\n\t},\n\n\tidentity: function () {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new Matrix4().fromArray( this.elements );\n\n\t},\n\n\tcopy: function ( m ) {\n\n\t\tvar te = this.elements;\n\t\tvar me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];\n\t\tte[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];\n\t\tte[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];\n\t\tte[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];\n\n\t\treturn this;\n\n\t},\n\n\tcopyPosition: function ( m ) {\n\n\t\tvar te = this.elements, me = m.elements;\n\n\t\tte[ 12 ] = me[ 12 ];\n\t\tte[ 13 ] = me[ 13 ];\n\t\tte[ 14 ] = me[ 14 ];\n\n\t\treturn this;\n\n\t},\n\n\textractBasis: function ( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrixColumn( this, 0 );\n\t\tyAxis.setFromMatrixColumn( this, 1 );\n\t\tzAxis.setFromMatrixColumn( this, 2 );\n\n\t\treturn this;\n\n\t},\n\n\tmakeBasis: function ( xAxis, yAxis, zAxis ) {\n\n\t\tthis.set(\n\t\t\txAxis.x, yAxis.x, zAxis.x, 0,\n\t\t\txAxis.y, yAxis.y, zAxis.y, 0,\n\t\t\txAxis.z, yAxis.z, zAxis.z, 0,\n\t\t\t0, 0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t},\n\n\textractRotation: function ( m ) {\n\n\t\t// this method does not support reflection matrices\n\n\t\tvar te = this.elements;\n\t\tvar me = m.elements;\n\n\t\tvar scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();\n\t\tvar scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();\n\t\tvar scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();\n\n\t\tte[ 0 ] = me[ 0 ] * scaleX;\n\t\tte[ 1 ] = me[ 1 ] * scaleX;\n\t\tte[ 2 ] = me[ 2 ] * scaleX;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = me[ 4 ] * scaleY;\n\t\tte[ 5 ] = me[ 5 ] * scaleY;\n\t\tte[ 6 ] = me[ 6 ] * scaleY;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = me[ 8 ] * scaleZ;\n\t\tte[ 9 ] = me[ 9 ] * scaleZ;\n\t\tte[ 10 ] = me[ 10 ] * scaleZ;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t},\n\n\tmakeRotationFromEuler: function ( euler ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tconsole.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tvar te = this.elements;\n\n\t\tvar x = euler.x, y = euler.y, z = euler.z;\n\t\tvar a = Math.cos( x ), b = Math.sin( x );\n\t\tvar c = Math.cos( y ), d = Math.sin( y );\n\t\tvar e = Math.cos( z ), f = Math.sin( z );\n\n\t\tif ( euler.order === 'XYZ' ) {\n\n\t\t\tvar ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - c * f;\n\t\t\tte[ 8 ] = d;\n\n\t\t\tte[ 1 ] = af + be * d;\n\t\t\tte[ 5 ] = ae - bf * d;\n\t\t\tte[ 9 ] = - b * c;\n\n\t\t\tte[ 2 ] = bf - ae * d;\n\t\t\tte[ 6 ] = be + af * d;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YXZ' ) {\n\n\t\t\tvar ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce + df * b;\n\t\t\tte[ 4 ] = de * b - cf;\n\t\t\tte[ 8 ] = a * d;\n\n\t\t\tte[ 1 ] = a * f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b;\n\n\t\t\tte[ 2 ] = cf * b - de;\n\t\t\tte[ 6 ] = df + ce * b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZXY' ) {\n\n\t\t\tvar ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce - df * b;\n\t\t\tte[ 4 ] = - a * f;\n\t\t\tte[ 8 ] = de + cf * b;\n\n\t\t\tte[ 1 ] = cf + de * b;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = df - ce * b;\n\n\t\t\tte[ 2 ] = - a * d;\n\t\t\tte[ 6 ] = b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZYX' ) {\n\n\t\t\tvar ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = be * d - af;\n\t\t\tte[ 8 ] = ae * d + bf;\n\n\t\t\tte[ 1 ] = c * f;\n\t\t\tte[ 5 ] = bf * d + ae;\n\t\t\tte[ 9 ] = af * d - be;\n\n\t\t\tte[ 2 ] = - d;\n\t\t\tte[ 6 ] = b * c;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YZX' ) {\n\n\t\t\tvar ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = bd - ac * f;\n\t\t\tte[ 8 ] = bc * f + ad;\n\n\t\t\tte[ 1 ] = f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b * e;\n\n\t\t\tte[ 2 ] = - d * e;\n\t\t\tte[ 6 ] = ad * f + bc;\n\t\t\tte[ 10 ] = ac - bd * f;\n\n\t\t} else if ( euler.order === 'XZY' ) {\n\n\t\t\tvar ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - f;\n\t\t\tte[ 8 ] = d * e;\n\n\t\t\tte[ 1 ] = ac * f + bd;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = ad * f - bc;\n\n\t\t\tte[ 2 ] = bc * f - ad;\n\t\t\tte[ 6 ] = b * e;\n\t\t\tte[ 10 ] = bd * f + ac;\n\n\t\t}\n\n\t\t// bottom row\n\t\tte[ 3 ] = 0;\n\t\tte[ 7 ] = 0;\n\t\tte[ 11 ] = 0;\n\n\t\t// last column\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t},\n\n\tmakeRotationFromQuaternion: function ( q ) {\n\n\t\treturn this.compose( _zero, q, _one );\n\n\t},\n\n\tlookAt: function ( eye, target, up ) {\n\n\t\tvar te = this.elements;\n\n\t\t_z.subVectors( eye, target );\n\n\t\tif ( _z.lengthSq() === 0 ) {\n\n\t\t\t// eye and target are in the same position\n\n\t\t\t_z.z = 1;\n\n\t\t}\n\n\t\t_z.normalize();\n\t\t_x.crossVectors( up, _z );\n\n\t\tif ( _x.lengthSq() === 0 ) {\n\n\t\t\t// up and z are parallel\n\n\t\t\tif ( Math.abs( up.z ) === 1 ) {\n\n\t\t\t\t_z.x += 0.0001;\n\n\t\t\t} else {\n\n\t\t\t\t_z.z += 0.0001;\n\n\t\t\t}\n\n\t\t\t_z.normalize();\n\t\t\t_x.crossVectors( up, _z );\n\n\t\t}\n\n\t\t_x.normalize();\n\t\t_y.crossVectors( _z, _x );\n\n\t\tte[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;\n\t\tte[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;\n\t\tte[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;\n\n\t\treturn this;\n\n\t},\n\n\tmultiply: function ( m, n ) {\n\n\t\tif ( n !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );\n\t\t\treturn this.multiplyMatrices( m, n );\n\n\t\t}\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t},\n\n\tpremultiply: function ( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t},\n\n\tmultiplyMatrices: function ( a, b ) {\n\n\t\tvar ae = a.elements;\n\t\tvar be = b.elements;\n\t\tvar te = this.elements;\n\n\t\tvar a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];\n\t\tvar a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];\n\t\tvar a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];\n\t\tvar a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];\n\n\t\tvar b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];\n\t\tvar b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];\n\t\tvar b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];\n\t\tvar b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;\n\t\tte[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;\n\t\tte[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;\n\t\tte[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;\n\t\tte[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;\n\t\tte[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;\n\t\tte[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;\n\t\tte[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;\n\t\tte[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;\n\t\tte[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;\n\n\t\tte[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;\n\t\tte[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;\n\t\tte[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;\n\t\tte[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;\n\n\t\treturn this;\n\n\t},\n\n\tmultiplyScalar: function ( s ) {\n\n\t\tvar te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;\n\t\tte[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;\n\t\tte[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;\n\t\tte[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;\n\n\t\treturn this;\n\n\t},\n\n\tdeterminant: function () {\n\n\t\tvar te = this.elements;\n\n\t\tvar n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];\n\t\tvar n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];\n\t\tvar n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];\n\t\tvar n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];\n\n\t\t//TODO: make this more efficient\n\t\t//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )\n\n\t\treturn (\n\t\t\tn41 * (\n\t\t\t\t+ n14 * n23 * n32\n\t\t\t\t - n13 * n24 * n32\n\t\t\t\t - n14 * n22 * n33\n\t\t\t\t + n12 * n24 * n33\n\t\t\t\t + n13 * n22 * n34\n\t\t\t\t - n12 * n23 * n34\n\t\t\t) +\n\t\t\tn42 * (\n\t\t\t\t+ n11 * n23 * n34\n\t\t\t\t - n11 * n24 * n33\n\t\t\t\t + n14 * n21 * n33\n\t\t\t\t - n13 * n21 * n34\n\t\t\t\t + n13 * n24 * n31\n\t\t\t\t - n14 * n23 * n31\n\t\t\t) +\n\t\t\tn43 * (\n\t\t\t\t+ n11 * n24 * n32\n\t\t\t\t - n11 * n22 * n34\n\t\t\t\t - n14 * n21 * n32\n\t\t\t\t + n12 * n21 * n34\n\t\t\t\t + n14 * n22 * n31\n\t\t\t\t - n12 * n24 * n31\n\t\t\t) +\n\t\t\tn44 * (\n\t\t\t\t- n13 * n22 * n31\n\t\t\t\t - n11 * n23 * n32\n\t\t\t\t + n11 * n22 * n33\n\t\t\t\t + n13 * n21 * n32\n\t\t\t\t - n12 * n21 * n33\n\t\t\t\t + n12 * n23 * n31\n\t\t\t)\n\n\t\t);\n\n\t},\n\n\ttranspose: function () {\n\n\t\tvar te = this.elements;\n\t\tvar tmp;\n\n\t\ttmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;\n\t\ttmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;\n\t\ttmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;\n\n\t\ttmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;\n\t\ttmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;\n\t\ttmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;\n\n\t\treturn this;\n\n\t},\n\n\tsetPosition: function ( x, y, z ) {\n\n\t\tvar te = this.elements;\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\tte[ 12 ] = x.x;\n\t\t\tte[ 13 ] = x.y;\n\t\t\tte[ 14 ] = x.z;\n\n\t\t} else {\n\n\t\t\tte[ 12 ] = x;\n\t\t\tte[ 13 ] = y;\n\t\t\tte[ 14 ] = z;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tgetInverse: function ( m, throwOnDegenerate ) {\n\n\t\t// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm\n\t\tvar te = this.elements,\n\t\t\tme = m.elements,\n\n\t\t\tn11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],\n\t\t\tn12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],\n\t\t\tn13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],\n\t\t\tn14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],\n\n\t\t\tt11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,\n\t\t\tt12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,\n\t\t\tt13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,\n\t\t\tt14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;\n\n\t\tvar det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;\n\n\t\tif ( det === 0 ) {\n\n\t\t\tvar msg = \"THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0\";\n\n\t\t\tif ( throwOnDegenerate === true ) {\n\n\t\t\t\tthrow new Error( msg );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( msg );\n\n\t\t\t}\n\n\t\t\treturn this.identity();\n\n\t\t}\n\n\t\tvar detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;\n\t\tte[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;\n\t\tte[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;\n\n\t\tte[ 4 ] = t12 * detInv;\n\t\tte[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;\n\t\tte[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;\n\t\tte[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;\n\n\t\tte[ 8 ] = t13 * detInv;\n\t\tte[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;\n\t\tte[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;\n\t\tte[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;\n\n\t\tte[ 12 ] = t14 * detInv;\n\t\tte[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;\n\t\tte[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;\n\t\tte[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;\n\n\t\treturn this;\n\n\t},\n\n\tscale: function ( v ) {\n\n\t\tvar te = this.elements;\n\t\tvar x = v.x, y = v.y, z = v.z;\n\n\t\tte[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;\n\t\tte[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;\n\t\tte[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;\n\t\tte[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;\n\n\t\treturn this;\n\n\t},\n\n\tgetMaxScaleOnAxis: function () {\n\n\t\tvar te = this.elements;\n\n\t\tvar scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];\n\t\tvar scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];\n\t\tvar scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];\n\n\t\treturn Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );\n\n\t},\n\n\tmakeTranslation: function ( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, x,\n\t\t\t0, 1, 0, y,\n\t\t\t0, 0, 1, z,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t},\n\n\tmakeRotationX: function ( theta ) {\n\n\t\tvar c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, c, - s, 0,\n\t\t\t0, s, c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t},\n\n\tmakeRotationY: function ( theta ) {\n\n\t\tvar c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t c, 0, s, 0,\n\t\t\t 0, 1, 0, 0,\n\t\t\t- s, 0, c, 0,\n\t\t\t 0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t},\n\n\tmakeRotationZ: function ( theta ) {\n\n\t\tvar c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\tc, - s, 0, 0,\n\t\t\ts, c, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t},\n\n\tmakeRotationAxis: function ( axis, angle ) {\n\n\t\t// Based on http://www.gamedev.net/reference/articles/article1199.asp\n\n\t\tvar c = Math.cos( angle );\n\t\tvar s = Math.sin( angle );\n\t\tvar t = 1 - c;\n\t\tvar x = axis.x, y = axis.y, z = axis.z;\n\t\tvar tx = t * x, ty = t * y;\n\n\t\tthis.set(\n\n\t\t\ttx * x + c, tx * y - s * z, tx * z + s * y, 0,\n\t\t\ttx * y + s * z, ty * y + c, ty * z - s * x, 0,\n\t\t\ttx * z - s * y, ty * z + s * x, t * z * z + c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\t return this;\n\n\t},\n\n\tmakeScale: function ( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\tx, 0, 0, 0,\n\t\t\t0, y, 0, 0,\n\t\t\t0, 0, z, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t},\n\n\tmakeShear: function ( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\t1, y, z, 0,\n\t\t\tx, 1, z, 0,\n\t\t\tx, y, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t},\n\n\tcompose: function ( position, quaternion, scale ) {\n\n\t\tvar te = this.elements;\n\n\t\tvar x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;\n\t\tvar x2 = x + x,\ty2 = y + y, z2 = z + z;\n\t\tvar xx = x * x2, xy = x * y2, xz = x * z2;\n\t\tvar yy = y * y2, yz = y * z2, zz = z * z2;\n\t\tvar wx = w * x2, wy = w * y2, wz = w * z2;\n\n\t\tvar sx = scale.x, sy = scale.y, sz = scale.z;\n\n\t\tte[ 0 ] = ( 1 - ( yy + zz ) ) * sx;\n\t\tte[ 1 ] = ( xy + wz ) * sx;\n\t\tte[ 2 ] = ( xz - wy ) * sx;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = ( xy - wz ) * sy;\n\t\tte[ 5 ] = ( 1 - ( xx + zz ) ) * sy;\n\t\tte[ 6 ] = ( yz + wx ) * sy;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = ( xz + wy ) * sz;\n\t\tte[ 9 ] = ( yz - wx ) * sz;\n\t\tte[ 10 ] = ( 1 - ( xx + yy ) ) * sz;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = position.x;\n\t\tte[ 13 ] = position.y;\n\t\tte[ 14 ] = position.z;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t},\n\n\tdecompose: function ( position, quaternion, scale ) {\n\n\t\tvar te = this.elements;\n\n\t\tvar sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();\n\t\tvar sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();\n\t\tvar sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();\n\n\t\t// if determine is negative, we need to invert one scale\n\t\tvar det = this.determinant();\n\t\tif ( det < 0 ) sx = - sx;\n\n\t\tposition.x = te[ 12 ];\n\t\tposition.y = te[ 13 ];\n\t\tposition.z = te[ 14 ];\n\n\t\t// scale the rotation part\n\t\t_m1.copy( this );\n\n\t\tvar invSX = 1 / sx;\n\t\tvar invSY = 1 / sy;\n\t\tvar invSZ = 1 / sz;\n\n\t\t_m1.elements[ 0 ] *= invSX;\n\t\t_m1.elements[ 1 ] *= invSX;\n\t\t_m1.elements[ 2 ] *= invSX;\n\n\t\t_m1.elements[ 4 ] *= invSY;\n\t\t_m1.elements[ 5 ] *= invSY;\n\t\t_m1.elements[ 6 ] *= invSY;\n\n\t\t_m1.elements[ 8 ] *= invSZ;\n\t\t_m1.elements[ 9 ] *= invSZ;\n\t\t_m1.elements[ 10 ] *= invSZ;\n\n\t\tquaternion.setFromRotationMatrix( _m1 );\n\n\t\tscale.x = sx;\n\t\tscale.y = sy;\n\t\tscale.z = sz;\n\n\t\treturn this;\n\n\t},\n\n\tmakePerspective: function ( left, right, top, bottom, near, far ) {\n\n\t\tif ( far === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );\n\n\t\t}\n\n\t\tvar te = this.elements;\n\t\tvar x = 2 * near / ( right - left );\n\t\tvar y = 2 * near / ( top - bottom );\n\n\t\tvar a = ( right + left ) / ( right - left );\n\t\tvar b = ( top + bottom ) / ( top - bottom );\n\t\tvar c = - ( far + near ) / ( far - near );\n\t\tvar d = - 2 * far * near / ( far - near );\n\n\t\tte[ 0 ] = x;\tte[ 4 ] = 0;\tte[ 8 ] = a;\tte[ 12 ] = 0;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = y;\tte[ 9 ] = b;\tte[ 13 ] = 0;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = c;\tte[ 14 ] = d;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = - 1;\tte[ 15 ] = 0;\n\n\t\treturn this;\n\n\t},\n\n\tmakeOrthographic: function ( left, right, top, bottom, near, far ) {\n\n\t\tvar te = this.elements;\n\t\tvar w = 1.0 / ( right - left );\n\t\tvar h = 1.0 / ( top - bottom );\n\t\tvar p = 1.0 / ( far - near );\n\n\t\tvar x = ( right + left ) * w;\n\t\tvar y = ( top + bottom ) * h;\n\t\tvar z = ( far + near ) * p;\n\n\t\tte[ 0 ] = 2 * w;\tte[ 4 ] = 0;\tte[ 8 ] = 0;\tte[ 12 ] = - x;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = 2 * h;\tte[ 9 ] = 0;\tte[ 13 ] = - y;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = - 2 * p;\tte[ 14 ] = - z;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = 0;\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t},\n\n\tequals: function ( matrix ) {\n\n\t\tvar te = this.elements;\n\t\tvar me = matrix.elements;\n\n\t\tfor ( var i = 0; i < 16; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t},\n\n\tfromArray: function ( array, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tfor ( var i = 0; i < 16; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\ttoArray: function ( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tvar te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\t\tarray[ offset + 9 ] = te[ 9 ];\n\t\tarray[ offset + 10 ] = te[ 10 ];\n\t\tarray[ offset + 11 ] = te[ 11 ];\n\n\t\tarray[ offset + 12 ] = te[ 12 ];\n\t\tarray[ offset + 13 ] = te[ 13 ];\n\t\tarray[ offset + 14 ] = te[ 14 ];\n\t\tarray[ offset + 15 ] = te[ 15 ];\n\n\t\treturn array;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author WestLangley / http://github.com/WestLangley\n * @author bhouston / http://clara.io\n */\n\nvar _matrix = new Matrix4();\nvar _quaternion$1 = new Quaternion();\n\nfunction Euler( x, y, z, order ) {\n\n\tthis._x = x || 0;\n\tthis._y = y || 0;\n\tthis._z = z || 0;\n\tthis._order = order || Euler.DefaultOrder;\n\n}\n\nEuler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];\n\nEuler.DefaultOrder = 'XYZ';\n\nObject.defineProperties( Euler.prototype, {\n\n\tx: {\n\n\t\tget: function () {\n\n\t\t\treturn this._x;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis._x = value;\n\t\t\tthis._onChangeCallback();\n\n\t\t}\n\n\t},\n\n\ty: {\n\n\t\tget: function () {\n\n\t\t\treturn this._y;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis._y = value;\n\t\t\tthis._onChangeCallback();\n\n\t\t}\n\n\t},\n\n\tz: {\n\n\t\tget: function () {\n\n\t\t\treturn this._z;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis._z = value;\n\t\t\tthis._onChangeCallback();\n\n\t\t}\n\n\t},\n\n\torder: {\n\n\t\tget: function () {\n\n\t\t\treturn this._order;\n\n\t\t},\n\n\t\tset: function ( value ) {\n\n\t\t\tthis._order = value;\n\t\t\tthis._onChangeCallback();\n\n\t\t}\n\n\t}\n\n} );\n\nObject.assign( Euler.prototype, {\n\n\tisEuler: true,\n\n\tset: function ( x, y, z, order ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order || this._order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._order );\n\n\t},\n\n\tcopy: function ( euler ) {\n\n\t\tthis._x = euler._x;\n\t\tthis._y = euler._y;\n\t\tthis._z = euler._z;\n\t\tthis._order = euler._order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tsetFromRotationMatrix: function ( m, order, update ) {\n\n\t\tvar clamp = MathUtils.clamp;\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tvar te = m.elements;\n\t\tvar m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];\n\t\tvar m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];\n\t\tvar m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\torder = order || this._order;\n\n\t\tif ( order === 'XYZ' ) {\n\n\t\t\tthis._y = Math.asin( clamp( m13, - 1, 1 ) );\n\n\t\t\tif ( Math.abs( m13 ) < 0.9999999 ) {\n\n\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\tthis._z = Math.atan2( - m12, m11 );\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\tthis._z = 0;\n\n\t\t\t}\n\n\t\t} else if ( order === 'YXZ' ) {\n\n\t\t\tthis._x = Math.asin( - clamp( m23, - 1, 1 ) );\n\n\t\t\tif ( Math.abs( m23 ) < 0.9999999 ) {\n\n\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\t\t\t\tthis._z = Math.atan2( m21, m22 );\n\n\t\t\t} else {\n\n\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\t\t\t\tthis._z = 0;\n\n\t\t\t}\n\n\t\t} else if ( order === 'ZXY' ) {\n\n\t\t\tthis._x = Math.asin( clamp( m32, - 1, 1 ) );\n\n\t\t\tif ( Math.abs( m32 ) < 0.9999999 ) {\n\n\t\t\t\tthis._y = Math.atan2( - m31, m33 );\n\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t} else {\n\n\t\t\t\tthis._y = 0;\n\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t}\n\n\t\t} else if ( order === 'ZYX' ) {\n\n\t\t\tthis._y = Math.asin( - clamp( m31, - 1, 1 ) );\n\n\t\t\tif ( Math.abs( m31 ) < 0.9999999 ) {\n\n\t\t\t\tthis._x = Math.atan2( m32, m33 );\n\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = 0;\n\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t}\n\n\t\t} else if ( order === 'YZX' ) {\n\n\t\t\tthis._z = Math.asin( clamp( m21, - 1, 1 ) );\n\n\t\t\tif ( Math.abs( m21 ) < 0.9999999 ) {\n\n\t\t\t\tthis._x = Math.atan2( - m23, m22 );\n\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = 0;\n\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\n\t\t\t}\n\n\t\t} else if ( order === 'XZY' ) {\n\n\t\t\tthis._z = Math.asin( - clamp( m12, - 1, 1 ) );\n\n\t\t\tif ( Math.abs( m12 ) < 0.9999999 ) {\n\n\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\tthis._y = Math.atan2( m13, m11 );\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\tthis._y = 0;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );\n\n\t\t}\n\n\t\tthis._order = order;\n\n\t\tif ( update !== false ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\tsetFromQuaternion: function ( q, order, update ) {\n\n\t\t_matrix.makeRotationFromQuaternion( q );\n\n\t\treturn this.setFromRotationMatrix( _matrix, order, update );\n\n\t},\n\n\tsetFromVector3: function ( v, order ) {\n\n\t\treturn this.set( v.x, v.y, v.z, order || this._order );\n\n\t},\n\n\treorder: function ( newOrder ) {\n\n\t\t// WARNING: this discards revolution information -bhouston\n\n\t\t_quaternion$1.setFromEuler( this );\n\n\t\treturn this.setFromQuaternion( _quaternion$1, newOrder );\n\n\t},\n\n\tequals: function ( euler ) {\n\n\t\treturn ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );\n\n\t},\n\n\tfromArray: function ( array ) {\n\n\t\tthis._x = array[ 0 ];\n\t\tthis._y = array[ 1 ];\n\t\tthis._z = array[ 2 ];\n\t\tif ( array[ 3 ] !== undefined ) this._order = array[ 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t},\n\n\ttoArray: function ( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._order;\n\n\t\treturn array;\n\n\t},\n\n\ttoVector3: function ( optionalResult ) {\n\n\t\tif ( optionalResult ) {\n\n\t\t\treturn optionalResult.set( this._x, this._y, this._z );\n\n\t\t} else {\n\n\t\t\treturn new Vector3( this._x, this._y, this._z );\n\n\t\t}\n\n\t},\n\n\t_onChange: function ( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t},\n\n\t_onChangeCallback: function () {}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction Layers() {\n\n\tthis.mask = 1 | 0;\n\n}\n\nObject.assign( Layers.prototype, {\n\n\tset: function ( channel ) {\n\n\t\tthis.mask = 1 << channel | 0;\n\n\t},\n\n\tenable: function ( channel ) {\n\n\t\tthis.mask |= 1 << channel | 0;\n\n\t},\n\n\tenableAll: function () {\n\n\t\tthis.mask = 0xffffffff | 0;\n\n\t},\n\n\ttoggle: function ( channel ) {\n\n\t\tthis.mask ^= 1 << channel | 0;\n\n\t},\n\n\tdisable: function ( channel ) {\n\n\t\tthis.mask &= ~ ( 1 << channel | 0 );\n\n\t},\n\n\tdisableAll: function () {\n\n\t\tthis.mask = 0;\n\n\t},\n\n\ttest: function ( layers ) {\n\n\t\treturn ( this.mask & layers.mask ) !== 0;\n\n\t}\n\n} );\n\nvar _object3DId = 0;\n\nvar _v1$1 = new Vector3();\nvar _q1 = new Quaternion();\nvar _m1$1 = new Matrix4();\nvar _target = new Vector3();\n\nvar _position = new Vector3();\nvar _scale = new Vector3();\nvar _quaternion$2 = new Quaternion();\n\nvar _xAxis = new Vector3( 1, 0, 0 );\nvar _yAxis = new Vector3( 0, 1, 0 );\nvar _zAxis = new Vector3( 0, 0, 1 );\n\nvar _addedEvent = { type: 'added' };\nvar _removedEvent = { type: 'removed' };\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n * @author WestLangley / http://github.com/WestLangley\n * @author elephantatwork / www.elephantatwork.ch\n */\n\nfunction Object3D() {\n\n\tObject.defineProperty( this, 'id', { value: _object3DId ++ } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Object3D';\n\n\tthis.parent = null;\n\tthis.children = [];\n\n\tthis.up = Object3D.DefaultUp.clone();\n\n\tvar position = new Vector3();\n\tvar rotation = new Euler();\n\tvar quaternion = new Quaternion();\n\tvar scale = new Vector3( 1, 1, 1 );\n\n\tfunction onRotationChange() {\n\n\t\tquaternion.setFromEuler( rotation, false );\n\n\t}\n\n\tfunction onQuaternionChange() {\n\n\t\trotation.setFromQuaternion( quaternion, undefined, false );\n\n\t}\n\n\trotation._onChange( onRotationChange );\n\tquaternion._onChange( onQuaternionChange );\n\n\tObject.defineProperties( this, {\n\t\tposition: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: position\n\t\t},\n\t\trotation: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: rotation\n\t\t},\n\t\tquaternion: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: quaternion\n\t\t},\n\t\tscale: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: scale\n\t\t},\n\t\tmodelViewMatrix: {\n\t\t\tvalue: new Matrix4()\n\t\t},\n\t\tnormalMatrix: {\n\t\t\tvalue: new Matrix3()\n\t\t}\n\t} );\n\n\tthis.matrix = new Matrix4();\n\tthis.matrixWorld = new Matrix4();\n\n\tthis.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;\n\tthis.matrixWorldNeedsUpdate = false;\n\n\tthis.layers = new Layers();\n\tthis.visible = true;\n\n\tthis.castShadow = false;\n\tthis.receiveShadow = false;\n\n\tthis.frustumCulled = true;\n\tthis.renderOrder = 0;\n\n\tthis.userData = {};\n\n}\n\nObject3D.DefaultUp = new Vector3( 0, 1, 0 );\nObject3D.DefaultMatrixAutoUpdate = true;\n\nObject3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Object3D,\n\n\tisObject3D: true,\n\n\tonBeforeRender: function () {},\n\tonAfterRender: function () {},\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tthis.matrix.premultiply( matrix );\n\n\t\tthis.matrix.decompose( this.position, this.quaternion, this.scale );\n\n\t},\n\n\tapplyQuaternion: function ( q ) {\n\n\t\tthis.quaternion.premultiply( q );\n\n\t\treturn this;\n\n\t},\n\n\tsetRotationFromAxisAngle: function ( axis, angle ) {\n\n\t\t// assumes axis is normalized\n\n\t\tthis.quaternion.setFromAxisAngle( axis, angle );\n\n\t},\n\n\tsetRotationFromEuler: function ( euler ) {\n\n\t\tthis.quaternion.setFromEuler( euler, true );\n\n\t},\n\n\tsetRotationFromMatrix: function ( m ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tthis.quaternion.setFromRotationMatrix( m );\n\n\t},\n\n\tsetRotationFromQuaternion: function ( q ) {\n\n\t\t// assumes q is normalized\n\n\t\tthis.quaternion.copy( q );\n\n\t},\n\n\trotateOnAxis: function ( axis, angle ) {\n\n\t\t// rotate object on axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.multiply( _q1 );\n\n\t\treturn this;\n\n\t},\n\n\trotateOnWorldAxis: function ( axis, angle ) {\n\n\t\t// rotate object on axis in world space\n\t\t// axis is assumed to be normalized\n\t\t// method assumes no rotated parent\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.premultiply( _q1 );\n\n\t\treturn this;\n\n\t},\n\n\trotateX: function ( angle ) {\n\n\t\treturn this.rotateOnAxis( _xAxis, angle );\n\n\t},\n\n\trotateY: function ( angle ) {\n\n\t\treturn this.rotateOnAxis( _yAxis, angle );\n\n\t},\n\n\trotateZ: function ( angle ) {\n\n\t\treturn this.rotateOnAxis( _zAxis, angle );\n\n\t},\n\n\ttranslateOnAxis: function ( axis, distance ) {\n\n\t\t// translate object by distance along axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_v1$1.copy( axis ).applyQuaternion( this.quaternion );\n\n\t\tthis.position.add( _v1$1.multiplyScalar( distance ) );\n\n\t\treturn this;\n\n\t},\n\n\ttranslateX: function ( distance ) {\n\n\t\treturn this.translateOnAxis( _xAxis, distance );\n\n\t},\n\n\ttranslateY: function ( distance ) {\n\n\t\treturn this.translateOnAxis( _yAxis, distance );\n\n\t},\n\n\ttranslateZ: function ( distance ) {\n\n\t\treturn this.translateOnAxis( _zAxis, distance );\n\n\t},\n\n\tlocalToWorld: function ( vector ) {\n\n\t\treturn vector.applyMatrix4( this.matrixWorld );\n\n\t},\n\n\tworldToLocal: function ( vector ) {\n\n\t\treturn vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );\n\n\t},\n\n\tlookAt: function ( x, y, z ) {\n\n\t\t// This method does not support objects having non-uniformly-scaled parent(s)\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\t_target.copy( x );\n\n\t\t} else {\n\n\t\t\t_target.set( x, y, z );\n\n\t\t}\n\n\t\tvar parent = this.parent;\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_position.setFromMatrixPosition( this.matrixWorld );\n\n\t\tif ( this.isCamera || this.isLight ) {\n\n\t\t\t_m1$1.lookAt( _position, _target, this.up );\n\n\t\t} else {\n\n\t\t\t_m1$1.lookAt( _target, _position, this.up );\n\n\t\t}\n\n\t\tthis.quaternion.setFromRotationMatrix( _m1$1 );\n\n\t\tif ( parent ) {\n\n\t\t\t_m1$1.extractRotation( parent.matrixWorld );\n\t\t\t_q1.setFromRotationMatrix( _m1$1 );\n\t\t\tthis.quaternion.premultiply( _q1.inverse() );\n\n\t\t}\n\n\t},\n\n\tadd: function ( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( var i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.add( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object === this ) {\n\n\t\t\tconsole.error( \"THREE.Object3D.add: object can't be added as a child of itself.\", object );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( ( object && object.isObject3D ) ) {\n\n\t\t\tif ( object.parent !== null ) {\n\n\t\t\t\tobject.parent.remove( object );\n\n\t\t\t}\n\n\t\t\tobject.parent = this;\n\t\t\tthis.children.push( object );\n\n\t\t\tobject.dispatchEvent( _addedEvent );\n\n\t\t} else {\n\n\t\t\tconsole.error( \"THREE.Object3D.add: object not an instance of THREE.Object3D.\", object );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tremove: function ( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( var i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.remove( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tvar index = this.children.indexOf( object );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\tobject.parent = null;\n\t\t\tthis.children.splice( index, 1 );\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tattach: function ( object ) {\n\n\t\t// adds object as a child of this, while maintaining the object's world transform\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_m1$1.getInverse( this.matrixWorld );\n\n\t\tif ( object.parent !== null ) {\n\n\t\t\tobject.parent.updateWorldMatrix( true, false );\n\n\t\t\t_m1$1.multiply( object.parent.matrixWorld );\n\n\t\t}\n\n\t\tobject.applyMatrix4( _m1$1 );\n\n\t\tobject.updateWorldMatrix( false, false );\n\n\t\tthis.add( object );\n\n\t\treturn this;\n\n\t},\n\n\tgetObjectById: function ( id ) {\n\n\t\treturn this.getObjectByProperty( 'id', id );\n\n\t},\n\n\tgetObjectByName: function ( name ) {\n\n\t\treturn this.getObjectByProperty( 'name', name );\n\n\t},\n\n\tgetObjectByProperty: function ( name, value ) {\n\n\t\tif ( this[ name ] === value ) return this;\n\n\t\tfor ( var i = 0, l = this.children.length; i < l; i ++ ) {\n\n\t\t\tvar child = this.children[ i ];\n\t\t\tvar object = child.getObjectByProperty( name, value );\n\n\t\t\tif ( object !== undefined ) {\n\n\t\t\t\treturn object;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t},\n\n\tgetWorldPosition: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateMatrixWorld( true );\n\n\t\treturn target.setFromMatrixPosition( this.matrixWorld );\n\n\t},\n\n\tgetWorldQuaternion: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );\n\t\t\ttarget = new Quaternion();\n\n\t\t}\n\n\t\tthis.updateMatrixWorld( true );\n\n\t\tthis.matrixWorld.decompose( _position, target, _scale );\n\n\t\treturn target;\n\n\t},\n\n\tgetWorldScale: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldScale() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateMatrixWorld( true );\n\n\t\tthis.matrixWorld.decompose( _position, _quaternion$2, target );\n\n\t\treturn target;\n\n\t},\n\n\tgetWorldDirection: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateMatrixWorld( true );\n\n\t\tvar e = this.matrixWorld.elements;\n\n\t\treturn target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();\n\n\t},\n\n\traycast: function () {},\n\n\ttraverse: function ( callback ) {\n\n\t\tcallback( this );\n\n\t\tvar children = this.children;\n\n\t\tfor ( var i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverse( callback );\n\n\t\t}\n\n\t},\n\n\ttraverseVisible: function ( callback ) {\n\n\t\tif ( this.visible === false ) return;\n\n\t\tcallback( this );\n\n\t\tvar children = this.children;\n\n\t\tfor ( var i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverseVisible( callback );\n\n\t\t}\n\n\t},\n\n\ttraverseAncestors: function ( callback ) {\n\n\t\tvar parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tcallback( parent );\n\n\t\t\tparent.traverseAncestors( callback );\n\n\t\t}\n\n\t},\n\n\tupdateMatrix: function () {\n\n\t\tthis.matrix.compose( this.position, this.quaternion, this.scale );\n\n\t\tthis.matrixWorldNeedsUpdate = true;\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.matrixWorldNeedsUpdate || force ) {\n\n\t\t\tif ( this.parent === null ) {\n\n\t\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t\t}\n\n\t\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\t\tforce = true;\n\n\t\t}\n\n\t\t// update children\n\n\t\tvar children = this.children;\n\n\t\tfor ( var i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].updateMatrixWorld( force );\n\n\t\t}\n\n\t},\n\n\tupdateWorldMatrix: function ( updateParents, updateChildren ) {\n\n\t\tvar parent = this.parent;\n\n\t\tif ( updateParents === true && parent !== null ) {\n\n\t\t\tparent.updateWorldMatrix( true, false );\n\n\t\t}\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.parent === null ) {\n\n\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t} else {\n\n\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t}\n\n\t\t// update children\n\n\t\tif ( updateChildren === true ) {\n\n\t\t\tvar children = this.children;\n\n\t\t\tfor ( var i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\t\tchildren[ i ].updateWorldMatrix( false, true );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\t// meta is a string when called from JSON.stringify\n\t\tvar isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tvar output = {};\n\n\t\t// meta is a hash used to collect geometries, materials.\n\t\t// not providing it implies that this is the root object\n\t\t// being serialized.\n\t\tif ( isRootObject ) {\n\n\t\t\t// initialize meta obj\n\t\t\tmeta = {\n\t\t\t\tgeometries: {},\n\t\t\t\tmaterials: {},\n\t\t\t\ttextures: {},\n\t\t\t\timages: {},\n\t\t\t\tshapes: {}\n\t\t\t};\n\n\t\t\toutput.metadata = {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Object',\n\t\t\t\tgenerator: 'Object3D.toJSON'\n\t\t\t};\n\n\t\t}\n\n\t\t// standard Object3D serialization\n\n\t\tvar object = {};\n\n\t\tobject.uuid = this.uuid;\n\t\tobject.type = this.type;\n\n\t\tif ( this.name !== '' ) object.name = this.name;\n\t\tif ( this.castShadow === true ) object.castShadow = true;\n\t\tif ( this.receiveShadow === true ) object.receiveShadow = true;\n\t\tif ( this.visible === false ) object.visible = false;\n\t\tif ( this.frustumCulled === false ) object.frustumCulled = false;\n\t\tif ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;\n\n\t\tobject.layers = this.layers.mask;\n\t\tobject.matrix = this.matrix.toArray();\n\n\t\tif ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;\n\n\t\t// object specific properties\n\n\t\tif ( this.isInstancedMesh ) {\n\n\t\t\tobject.type = 'InstancedMesh';\n\t\t\tobject.count = this.count;\n\t\t\tobject.instanceMatrix = this.instanceMatrix.toJSON();\n\n\t\t}\n\n\t\t//\n\n\t\tfunction serialize( library, element ) {\n\n\t\t\tif ( library[ element.uuid ] === undefined ) {\n\n\t\t\t\tlibrary[ element.uuid ] = element.toJSON( meta );\n\n\t\t\t}\n\n\t\t\treturn element.uuid;\n\n\t\t}\n\n\t\tif ( this.isMesh || this.isLine || this.isPoints ) {\n\n\t\t\tobject.geometry = serialize( meta.geometries, this.geometry );\n\n\t\t\tvar parameters = this.geometry.parameters;\n\n\t\t\tif ( parameters !== undefined && parameters.shapes !== undefined ) {\n\n\t\t\t\tvar shapes = parameters.shapes;\n\n\t\t\t\tif ( Array.isArray( shapes ) ) {\n\n\t\t\t\t\tfor ( var i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tvar shape = shapes[ i ];\n\n\t\t\t\t\t\tserialize( meta.shapes, shape );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tserialize( meta.shapes, shapes );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.material !== undefined ) {\n\n\t\t\tif ( Array.isArray( this.material ) ) {\n\n\t\t\t\tvar uuids = [];\n\n\t\t\t\tfor ( var i = 0, l = this.material.length; i < l; i ++ ) {\n\n\t\t\t\t\tuuids.push( serialize( meta.materials, this.material[ i ] ) );\n\n\t\t\t\t}\n\n\t\t\t\tobject.material = uuids;\n\n\t\t\t} else {\n\n\t\t\t\tobject.material = serialize( meta.materials, this.material );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.children.length > 0 ) {\n\n\t\t\tobject.children = [];\n\n\t\t\tfor ( var i = 0; i < this.children.length; i ++ ) {\n\n\t\t\t\tobject.children.push( this.children[ i ].toJSON( meta ).object );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( isRootObject ) {\n\n\t\t\tvar geometries = extractFromCache( meta.geometries );\n\t\t\tvar materials = extractFromCache( meta.materials );\n\t\t\tvar textures = extractFromCache( meta.textures );\n\t\t\tvar images = extractFromCache( meta.images );\n\t\t\tvar shapes = extractFromCache( meta.shapes );\n\n\t\t\tif ( geometries.length > 0 ) output.geometries = geometries;\n\t\t\tif ( materials.length > 0 ) output.materials = materials;\n\t\t\tif ( textures.length > 0 ) output.textures = textures;\n\t\t\tif ( images.length > 0 ) output.images = images;\n\t\t\tif ( shapes.length > 0 ) output.shapes = shapes;\n\n\t\t}\n\n\t\toutput.object = object;\n\n\t\treturn output;\n\n\t\t// extract data from the cache hash\n\t\t// remove metadata on each item\n\t\t// and return as array\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tvar values = [];\n\t\t\tfor ( var key in cache ) {\n\n\t\t\t\tvar data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\t\t\treturn values;\n\n\t\t}\n\n\t},\n\n\tclone: function ( recursive ) {\n\n\t\treturn new this.constructor().copy( this, recursive );\n\n\t},\n\n\tcopy: function ( source, recursive ) {\n\n\t\tif ( recursive === undefined ) recursive = true;\n\n\t\tthis.name = source.name;\n\n\t\tthis.up.copy( source.up );\n\n\t\tthis.position.copy( source.position );\n\t\tthis.quaternion.copy( source.quaternion );\n\t\tthis.scale.copy( source.scale );\n\n\t\tthis.matrix.copy( source.matrix );\n\t\tthis.matrixWorld.copy( source.matrixWorld );\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;\n\n\t\tthis.layers.mask = source.layers.mask;\n\t\tthis.visible = source.visible;\n\n\t\tthis.castShadow = source.castShadow;\n\t\tthis.receiveShadow = source.receiveShadow;\n\n\t\tthis.frustumCulled = source.frustumCulled;\n\t\tthis.renderOrder = source.renderOrder;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tif ( recursive === true ) {\n\n\t\t\tfor ( var i = 0; i < source.children.length; i ++ ) {\n\n\t\t\t\tvar child = source.children[ i ];\n\t\t\t\tthis.add( child.clone() );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction Scene() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Scene';\n\n\tthis.background = null;\n\tthis.environment = null;\n\tthis.fog = null;\n\n\tthis.overrideMaterial = null;\n\n\tthis.autoUpdate = true; // checked by the renderer\n\n\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef\n\n\t}\n\n}\n\nScene.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Scene,\n\n\tisScene: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tObject3D.prototype.copy.call( this, source, recursive );\n\n\t\tif ( source.background !== null ) this.background = source.background.clone();\n\t\tif ( source.environment !== null ) this.environment = source.environment.clone();\n\t\tif ( source.fog !== null ) this.fog = source.fog.clone();\n\n\t\tif ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tvar data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tif ( this.background !== null ) data.object.background = this.background.toJSON( meta );\n\t\tif ( this.environment !== null ) data.object.environment = this.environment.toJSON( meta );\n\t\tif ( this.fog !== null ) data.object.fog = this.fog.toJSON();\n\n\t\treturn data;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\nvar _points = [\n\tnew Vector3(),\n\tnew Vector3(),\n\tnew Vector3(),\n\tnew Vector3(),\n\tnew Vector3(),\n\tnew Vector3(),\n\tnew Vector3(),\n\tnew Vector3()\n];\n\nvar _vector$1 = new Vector3();\n\nvar _box = new Box3();\n\n// triangle centered vertices\n\nvar _v0 = new Vector3();\nvar _v1$2 = new Vector3();\nvar _v2 = new Vector3();\n\n// triangle edge vectors\n\nvar _f0 = new Vector3();\nvar _f1 = new Vector3();\nvar _f2 = new Vector3();\n\nvar _center = new Vector3();\nvar _extents = new Vector3();\nvar _triangleNormal = new Vector3();\nvar _testAxis = new Vector3();\n\n/**\n * @author bhouston / http://clara.io\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction Box3( min, max ) {\n\n\tthis.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );\n\tthis.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );\n\n}\n\n\nObject.assign( Box3.prototype, {\n\n\tisBox3: true,\n\n\tset: function ( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromArray: function ( array ) {\n\n\t\tvar minX = + Infinity;\n\t\tvar minY = + Infinity;\n\t\tvar minZ = + Infinity;\n\n\t\tvar maxX = - Infinity;\n\t\tvar maxY = - Infinity;\n\t\tvar maxZ = - Infinity;\n\n\t\tfor ( var i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\tvar x = array[ i ];\n\t\t\tvar y = array[ i + 1 ];\n\t\t\tvar z = array[ i + 2 ];\n\n\t\t\tif ( x < minX ) minX = x;\n\t\t\tif ( y < minY ) minY = y;\n\t\t\tif ( z < minZ ) minZ = z;\n\n\t\t\tif ( x > maxX ) maxX = x;\n\t\t\tif ( y > maxY ) maxY = y;\n\t\t\tif ( z > maxZ ) maxZ = z;\n\n\t\t}\n\n\t\tthis.min.set( minX, minY, minZ );\n\t\tthis.max.set( maxX, maxY, maxZ );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromBufferAttribute: function ( attribute ) {\n\n\t\tvar minX = + Infinity;\n\t\tvar minY = + Infinity;\n\t\tvar minZ = + Infinity;\n\n\t\tvar maxX = - Infinity;\n\t\tvar maxY = - Infinity;\n\t\tvar maxZ = - Infinity;\n\n\t\tfor ( var i = 0, l = attribute.count; i < l; i ++ ) {\n\n\t\t\tvar x = attribute.getX( i );\n\t\t\tvar y = attribute.getY( i );\n\t\t\tvar z = attribute.getZ( i );\n\n\t\t\tif ( x < minX ) minX = x;\n\t\t\tif ( y < minY ) minY = y;\n\t\t\tif ( z < minZ ) minZ = z;\n\n\t\t\tif ( x > maxX ) maxX = x;\n\t\t\tif ( y > maxY ) maxY = y;\n\t\t\tif ( z > maxZ ) maxZ = z;\n\n\t\t}\n\n\t\tthis.min.set( minX, minY, minZ );\n\t\tthis.max.set( maxX, maxY, maxZ );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromPoints: function ( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( var i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetFromCenterAndSize: function ( center, size ) {\n\n\t\tvar halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 );\n\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromObject: function ( object ) {\n\n\t\tthis.makeEmpty();\n\n\t\treturn this.expandByObject( object );\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t},\n\n\tmakeEmpty: function () {\n\n\t\tthis.min.x = this.min.y = this.min.z = + Infinity;\n\t\tthis.max.x = this.max.y = this.max.z = - Infinity;\n\n\t\treturn this;\n\n\t},\n\n\tisEmpty: function () {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );\n\n\t},\n\n\tgetCenter: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getCenter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t},\n\n\tgetSize: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getSize() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t},\n\n\texpandByPoint: function ( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t},\n\n\texpandByVector: function ( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t},\n\n\texpandByScalar: function ( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t},\n\n\texpandByObject: function ( object ) {\n\n\t\t// Computes the world-axis-aligned bounding box of an object (including its children),\n\t\t// accounting for both the object's, and children's, world transforms\n\n\t\tobject.updateWorldMatrix( false, false );\n\n\t\tvar geometry = object.geometry;\n\n\t\tif ( geometry !== undefined ) {\n\n\t\t\tif ( geometry.boundingBox === null ) {\n\n\t\t\t\tgeometry.computeBoundingBox();\n\n\t\t\t}\n\n\t\t\t_box.copy( geometry.boundingBox );\n\t\t\t_box.applyMatrix4( object.matrixWorld );\n\n\t\t\tthis.expandByPoint( _box.min );\n\t\t\tthis.expandByPoint( _box.max );\n\n\t\t}\n\n\t\tvar children = object.children;\n\n\t\tfor ( var i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tthis.expandByObject( children[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcontainsPoint: function ( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ||\n\t\t\tpoint.z < this.min.z || point.z > this.max.z ? false : true;\n\n\t},\n\n\tcontainsBox: function ( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y &&\n\t\t\tthis.min.z <= box.min.z && box.max.z <= this.max.z;\n\n\t},\n\n\tgetParameter: function ( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getParameter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y ),\n\t\t\t( point.z - this.min.z ) / ( this.max.z - this.min.z )\n\t\t);\n\n\t},\n\n\tintersectsBox: function ( box ) {\n\n\t\t// using 6 splitting planes to rule out intersections.\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ||\n\t\t\tbox.max.z < this.min.z || box.min.z > this.max.z ? false : true;\n\n\t},\n\n\tintersectsSphere: function ( sphere ) {\n\n\t\t// Find the point on the AABB closest to the sphere center.\n\t\tthis.clampPoint( sphere.center, _vector$1 );\n\n\t\t// If that point is inside the sphere, the AABB and sphere intersect.\n\t\treturn _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t},\n\n\tintersectsPlane: function ( plane ) {\n\n\t\t// We compute the minimum and maximum dot product values. If those values\n\t\t// are on the same side (back or front) of the plane, then there is no intersection.\n\n\t\tvar min, max;\n\n\t\tif ( plane.normal.x > 0 ) {\n\n\t\t\tmin = plane.normal.x * this.min.x;\n\t\t\tmax = plane.normal.x * this.max.x;\n\n\t\t} else {\n\n\t\t\tmin = plane.normal.x * this.max.x;\n\t\t\tmax = plane.normal.x * this.min.x;\n\n\t\t}\n\n\t\tif ( plane.normal.y > 0 ) {\n\n\t\t\tmin += plane.normal.y * this.min.y;\n\t\t\tmax += plane.normal.y * this.max.y;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.y * this.max.y;\n\t\t\tmax += plane.normal.y * this.min.y;\n\n\t\t}\n\n\t\tif ( plane.normal.z > 0 ) {\n\n\t\t\tmin += plane.normal.z * this.min.z;\n\t\t\tmax += plane.normal.z * this.max.z;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.z * this.max.z;\n\t\t\tmax += plane.normal.z * this.min.z;\n\n\t\t}\n\n\t\treturn ( min <= - plane.constant && max >= - plane.constant );\n\n\t},\n\n\tintersectsTriangle: function ( triangle ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// compute box center and extents\n\t\tthis.getCenter( _center );\n\t\t_extents.subVectors( this.max, _center );\n\n\t\t// translate triangle to aabb origin\n\t\t_v0.subVectors( triangle.a, _center );\n\t\t_v1$2.subVectors( triangle.b, _center );\n\t\t_v2.subVectors( triangle.c, _center );\n\n\t\t// compute edge vectors for triangle\n\t\t_f0.subVectors( _v1$2, _v0 );\n\t\t_f1.subVectors( _v2, _v1$2 );\n\t\t_f2.subVectors( _v0, _v2 );\n\n\t\t// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb\n\t\t// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation\n\t\t// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)\n\t\tvar axes = [\n\t\t\t0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,\n\t\t\t_f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,\n\t\t\t- _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0\n\t\t];\n\t\tif ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// test 3 face normals from the aabb\n\t\taxes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];\n\t\tif ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// finally testing the face normal of the triangle\n\t\t// use already existing triangle edge vectors here\n\t\t_triangleNormal.crossVectors( _f0, _f1 );\n\t\taxes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];\n\n\t\treturn satForAxes( axes, _v0, _v1$2, _v2, _extents );\n\n\t},\n\n\tclampPoint: function ( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t},\n\n\tdistanceToPoint: function ( point ) {\n\n\t\tvar clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max );\n\n\t\treturn clampedPoint.sub( point ).length();\n\n\t},\n\n\tgetBoundingSphere: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.error( 'THREE.Box3: .getBoundingSphere() target is now required' );\n\t\t\t//target = new Sphere(); // removed to avoid cyclic dependency\n\n\t\t}\n\n\t\tthis.getCenter( target.center );\n\n\t\ttarget.radius = this.getSize( _vector$1 ).length() * 0.5;\n\n\t\treturn target;\n\n\t},\n\n\tintersect: function ( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\t// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.\n\t\tif ( this.isEmpty() ) this.makeEmpty();\n\n\t\treturn this;\n\n\t},\n\n\tunion: function ( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t},\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\t// transform of empty box is an empty box.\n\t\tif ( this.isEmpty() ) return this;\n\n\t\t// NOTE: I am using a binary pattern to specify all 2^3 combinations below\n\t\t_points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000\n\t\t_points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001\n\t\t_points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010\n\t\t_points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011\n\t\t_points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100\n\t\t_points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101\n\t\t_points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110\n\t\t_points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111\n\n\t\tthis.setFromPoints( _points );\n\n\t\treturn this;\n\n\t},\n\n\ttranslate: function ( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t},\n\n\tequals: function ( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n} );\n\nfunction satForAxes( axes, v0, v1, v2, extents ) {\n\n\tvar i, j;\n\n\tfor ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {\n\n\t\t_testAxis.fromArray( axes, i );\n\t\t// project the aabb onto the seperating axis\n\t\tvar r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );\n\t\t// project all 3 vertices of the triangle onto the seperating axis\n\t\tvar p0 = v0.dot( _testAxis );\n\t\tvar p1 = v1.dot( _testAxis );\n\t\tvar p2 = v2.dot( _testAxis );\n\t\t// actual test, basically see if either of the most extreme of the triangle points intersects r\n\t\tif ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {\n\n\t\t\t// points of the projected triangle are outside the projected half-length of the aabb\n\t\t\t// the axis is seperating and we can exit\n\t\t\treturn false;\n\n\t\t}\n\n\t}\n\n\treturn true;\n\n}\n\nvar _box$1 = new Box3();\n\n/**\n * @author bhouston / http://clara.io\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction Sphere( center, radius ) {\n\n\tthis.center = ( center !== undefined ) ? center : new Vector3();\n\tthis.radius = ( radius !== undefined ) ? radius : 0;\n\n}\n\nObject.assign( Sphere.prototype, {\n\n\tset: function ( center, radius ) {\n\n\t\tthis.center.copy( center );\n\t\tthis.radius = radius;\n\n\t\treturn this;\n\n\t},\n\n\tsetFromPoints: function ( points, optionalCenter ) {\n\n\t\tvar center = this.center;\n\n\t\tif ( optionalCenter !== undefined ) {\n\n\t\t\tcenter.copy( optionalCenter );\n\n\t\t} else {\n\n\t\t\t_box$1.setFromPoints( points ).getCenter( center );\n\n\t\t}\n\n\t\tvar maxRadiusSq = 0;\n\n\t\tfor ( var i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );\n\n\t\t}\n\n\t\tthis.radius = Math.sqrt( maxRadiusSq );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( sphere ) {\n\n\t\tthis.center.copy( sphere.center );\n\t\tthis.radius = sphere.radius;\n\n\t\treturn this;\n\n\t},\n\n\tempty: function () {\n\n\t\treturn ( this.radius <= 0 );\n\n\t},\n\n\tcontainsPoint: function ( point ) {\n\n\t\treturn ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );\n\n\t},\n\n\tdistanceToPoint: function ( point ) {\n\n\t\treturn ( point.distanceTo( this.center ) - this.radius );\n\n\t},\n\n\tintersectsSphere: function ( sphere ) {\n\n\t\tvar radiusSum = this.radius + sphere.radius;\n\n\t\treturn sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );\n\n\t},\n\n\tintersectsBox: function ( box ) {\n\n\t\treturn box.intersectsSphere( this );\n\n\t},\n\n\tintersectsPlane: function ( plane ) {\n\n\t\treturn Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;\n\n\t},\n\n\tclampPoint: function ( point, target ) {\n\n\t\tvar deltaLengthSq = this.center.distanceToSquared( point );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Sphere: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.copy( point );\n\n\t\tif ( deltaLengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\ttarget.sub( this.center ).normalize();\n\t\t\ttarget.multiplyScalar( this.radius ).add( this.center );\n\n\t\t}\n\n\t\treturn target;\n\n\t},\n\n\tgetBoundingBox: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );\n\t\t\ttarget = new Box3();\n\n\t\t}\n\n\t\ttarget.set( this.center, this.center );\n\t\ttarget.expandByScalar( this.radius );\n\n\t\treturn target;\n\n\t},\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tthis.center.applyMatrix4( matrix );\n\t\tthis.radius = this.radius * matrix.getMaxScaleOnAxis();\n\n\t\treturn this;\n\n\t},\n\n\ttranslate: function ( offset ) {\n\n\t\tthis.center.add( offset );\n\n\t\treturn this;\n\n\t},\n\n\tequals: function ( sphere ) {\n\n\t\treturn sphere.center.equals( this.center ) && ( sphere.radius === this.radius );\n\n\t}\n\n} );\n\nvar _vector$2 = new Vector3();\nvar _segCenter = new Vector3();\nvar _segDir = new Vector3();\nvar _diff = new Vector3();\n\nvar _edge1 = new Vector3();\nvar _edge2 = new Vector3();\nvar _normal = new Vector3();\n\n/**\n * @author bhouston / http://clara.io\n */\n\nfunction Ray( origin, direction ) {\n\n\tthis.origin = ( origin !== undefined ) ? origin : new Vector3();\n\tthis.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );\n\n}\n\nObject.assign( Ray.prototype, {\n\n\tset: function ( origin, direction ) {\n\n\t\tthis.origin.copy( origin );\n\t\tthis.direction.copy( direction );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( ray ) {\n\n\t\tthis.origin.copy( ray.origin );\n\t\tthis.direction.copy( ray.direction );\n\n\t\treturn this;\n\n\t},\n\n\tat: function ( t, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Ray: .at() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.direction ).multiplyScalar( t ).add( this.origin );\n\n\t},\n\n\tlookAt: function ( v ) {\n\n\t\tthis.direction.copy( v ).sub( this.origin ).normalize();\n\n\t\treturn this;\n\n\t},\n\n\trecast: function ( t ) {\n\n\t\tthis.origin.copy( this.at( t, _vector$2 ) );\n\n\t\treturn this;\n\n\t},\n\n\tclosestPointToPoint: function ( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.subVectors( point, this.origin );\n\n\t\tvar directionDistance = target.dot( this.direction );\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn target.copy( this.origin );\n\n\t\t}\n\n\t\treturn target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t},\n\n\tdistanceToPoint: function ( point ) {\n\n\t\treturn Math.sqrt( this.distanceSqToPoint( point ) );\n\n\t},\n\n\tdistanceSqToPoint: function ( point ) {\n\n\t\tvar directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );\n\n\t\t// point behind the ray\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn this.origin.distanceToSquared( point );\n\n\t\t}\n\n\t\t_vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t\treturn _vector$2.distanceToSquared( point );\n\n\t},\n\n\tdistanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {\n\n\t\t// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h\n\t\t// It returns the min distance between the ray and the segment\n\t\t// defined by v0 and v1\n\t\t// It can also set two optional targets :\n\t\t// - The closest point on the ray\n\t\t// - The closest point on the segment\n\n\t\t_segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );\n\t\t_segDir.copy( v1 ).sub( v0 ).normalize();\n\t\t_diff.copy( this.origin ).sub( _segCenter );\n\n\t\tvar segExtent = v0.distanceTo( v1 ) * 0.5;\n\t\tvar a01 = - this.direction.dot( _segDir );\n\t\tvar b0 = _diff.dot( this.direction );\n\t\tvar b1 = - _diff.dot( _segDir );\n\t\tvar c = _diff.lengthSq();\n\t\tvar det = Math.abs( 1 - a01 * a01 );\n\t\tvar s0, s1, sqrDist, extDet;\n\n\t\tif ( det > 0 ) {\n\n\t\t\t// The ray and segment are not parallel.\n\n\t\t\ts0 = a01 * b1 - b0;\n\t\t\ts1 = a01 * b0 - b1;\n\t\t\textDet = segExtent * det;\n\n\t\t\tif ( s0 >= 0 ) {\n\n\t\t\t\tif ( s1 >= - extDet ) {\n\n\t\t\t\t\tif ( s1 <= extDet ) {\n\n\t\t\t\t\t\t// region 0\n\t\t\t\t\t\t// Minimum at interior points of ray and segment.\n\n\t\t\t\t\t\tvar invDet = 1 / det;\n\t\t\t\t\t\ts0 *= invDet;\n\t\t\t\t\t\ts1 *= invDet;\n\t\t\t\t\t\tsqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// region 1\n\n\t\t\t\t\t\ts1 = segExtent;\n\t\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 5\n\n\t\t\t\t\ts1 = - segExtent;\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( s1 <= - extDet ) {\n\n\t\t\t\t\t// region 4\n\n\t\t\t\t\ts0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else if ( s1 <= extDet ) {\n\n\t\t\t\t\t// region 3\n\n\t\t\t\t\ts0 = 0;\n\t\t\t\t\ts1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 2\n\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Ray and segment are parallel.\n\n\t\t\ts1 = ( a01 > 0 ) ? - segExtent : segExtent;\n\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t}\n\n\t\tif ( optionalPointOnRay ) {\n\n\t\t\toptionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );\n\n\t\t}\n\n\t\tif ( optionalPointOnSegment ) {\n\n\t\t\toptionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );\n\n\t\t}\n\n\t\treturn sqrDist;\n\n\t},\n\n\tintersectSphere: function ( sphere, target ) {\n\n\t\t_vector$2.subVectors( sphere.center, this.origin );\n\t\tvar tca = _vector$2.dot( this.direction );\n\t\tvar d2 = _vector$2.dot( _vector$2 ) - tca * tca;\n\t\tvar radius2 = sphere.radius * sphere.radius;\n\n\t\tif ( d2 > radius2 ) return null;\n\n\t\tvar thc = Math.sqrt( radius2 - d2 );\n\n\t\t// t0 = first intersect point - entrance on front of sphere\n\t\tvar t0 = tca - thc;\n\n\t\t// t1 = second intersect point - exit point on back of sphere\n\t\tvar t1 = tca + thc;\n\n\t\t// test to see if both t0 and t1 are behind the ray - if so, return null\n\t\tif ( t0 < 0 && t1 < 0 ) return null;\n\n\t\t// test to see if t0 is behind the ray:\n\t\t// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,\n\t\t// in order to always return an intersect point that is in front of the ray.\n\t\tif ( t0 < 0 ) return this.at( t1, target );\n\n\t\t// else t0 is in front of the ray, so return the first collision point scaled by t0\n\t\treturn this.at( t0, target );\n\n\t},\n\n\tintersectsSphere: function ( sphere ) {\n\n\t\treturn this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t},\n\n\tdistanceToPlane: function ( plane ) {\n\n\t\tvar denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( plane.distanceToPoint( this.origin ) === 0 ) {\n\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\t// Null is preferable to undefined since undefined means.... it is undefined\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tvar t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;\n\n\t\t// Return if the ray never intersects the plane\n\n\t\treturn t >= 0 ? t : null;\n\n\t},\n\n\tintersectPlane: function ( plane, target ) {\n\n\t\tvar t = this.distanceToPlane( plane );\n\n\t\tif ( t === null ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn this.at( t, target );\n\n\t},\n\n\tintersectsPlane: function ( plane ) {\n\n\t\t// check if the ray lies on the plane first\n\n\t\tvar distToPoint = plane.distanceToPoint( this.origin );\n\n\t\tif ( distToPoint === 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\tvar denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator * distToPoint < 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\t// ray origin is behind the plane (and is pointing behind it)\n\n\t\treturn false;\n\n\t},\n\n\tintersectBox: function ( box, target ) {\n\n\t\tvar tmin, tmax, tymin, tymax, tzmin, tzmax;\n\n\t\tvar invdirx = 1 / this.direction.x,\n\t\t\tinvdiry = 1 / this.direction.y,\n\t\t\tinvdirz = 1 / this.direction.z;\n\n\t\tvar origin = this.origin;\n\n\t\tif ( invdirx >= 0 ) {\n\n\t\t\ttmin = ( box.min.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.max.x - origin.x ) * invdirx;\n\n\t\t} else {\n\n\t\t\ttmin = ( box.max.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.min.x - origin.x ) * invdirx;\n\n\t\t}\n\n\t\tif ( invdiry >= 0 ) {\n\n\t\t\ttymin = ( box.min.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.max.y - origin.y ) * invdiry;\n\n\t\t} else {\n\n\t\t\ttymin = ( box.max.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.min.y - origin.y ) * invdiry;\n\n\t\t}\n\n\t\tif ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;\n\n\t\t// These lines also handle the case where tmin or tmax is NaN\n\t\t// (result of 0 * Infinity). x !== x returns true if x is NaN\n\n\t\tif ( tymin > tmin || tmin !== tmin ) tmin = tymin;\n\n\t\tif ( tymax < tmax || tmax !== tmax ) tmax = tymax;\n\n\t\tif ( invdirz >= 0 ) {\n\n\t\t\ttzmin = ( box.min.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.max.z - origin.z ) * invdirz;\n\n\t\t} else {\n\n\t\t\ttzmin = ( box.max.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.min.z - origin.z ) * invdirz;\n\n\t\t}\n\n\t\tif ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;\n\n\t\tif ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;\n\n\t\tif ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;\n\n\t\t//return point closest to the ray (positive side)\n\n\t\tif ( tmax < 0 ) return null;\n\n\t\treturn this.at( tmin >= 0 ? tmin : tmax, target );\n\n\t},\n\n\tintersectsBox: function ( box ) {\n\n\t\treturn this.intersectBox( box, _vector$2 ) !== null;\n\n\t},\n\n\tintersectTriangle: function ( a, b, c, backfaceCulling, target ) {\n\n\t\t// Compute the offset origin, edges, and normal.\n\n\t\t// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h\n\n\t\t_edge1.subVectors( b, a );\n\t\t_edge2.subVectors( c, a );\n\t\t_normal.crossVectors( _edge1, _edge2 );\n\n\t\t// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,\n\t\t// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by\n\t\t// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))\n\t\t// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))\n\t\t// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)\n\t\tvar DdN = this.direction.dot( _normal );\n\t\tvar sign;\n\n\t\tif ( DdN > 0 ) {\n\n\t\t\tif ( backfaceCulling ) return null;\n\t\t\tsign = 1;\n\n\t\t} else if ( DdN < 0 ) {\n\n\t\t\tsign = - 1;\n\t\t\tDdN = - DdN;\n\n\t\t} else {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t_diff.subVectors( this.origin, a );\n\t\tvar DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );\n\n\t\t// b1 < 0, no intersection\n\t\tif ( DdQxE2 < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tvar DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );\n\n\t\t// b2 < 0, no intersection\n\t\tif ( DdE1xQ < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// b1+b2 > 1, no intersection\n\t\tif ( DdQxE2 + DdE1xQ > DdN ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Line intersects triangle, check if ray does.\n\t\tvar QdN = - sign * _diff.dot( _normal );\n\n\t\t// t < 0, no intersection\n\t\tif ( QdN < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Ray intersects triangle.\n\t\treturn this.at( QdN / DdN, target );\n\n\t},\n\n\tapplyMatrix4: function ( matrix4 ) {\n\n\t\tthis.origin.applyMatrix4( matrix4 );\n\t\tthis.direction.transformDirection( matrix4 );\n\n\t\treturn this;\n\n\t},\n\n\tequals: function ( ray ) {\n\n\t\treturn ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );\n\n\t}\n\n} );\n\n/**\n * @author bhouston / http://clara.io\n */\n\nvar _vector1 = new Vector3();\nvar _vector2 = new Vector3();\nvar _normalMatrix = new Matrix3();\n\nfunction Plane( normal, constant ) {\n\n\t// normal is assumed to be normalized\n\n\tthis.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );\n\tthis.constant = ( constant !== undefined ) ? constant : 0;\n\n}\n\nObject.assign( Plane.prototype, {\n\n\tisPlane: true,\n\n\tset: function ( normal, constant ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = constant;\n\n\t\treturn this;\n\n\t},\n\n\tsetComponents: function ( x, y, z, w ) {\n\n\t\tthis.normal.set( x, y, z );\n\t\tthis.constant = w;\n\n\t\treturn this;\n\n\t},\n\n\tsetFromNormalAndCoplanarPoint: function ( normal, point ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = - point.dot( this.normal );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromCoplanarPoints: function ( a, b, c ) {\n\n\t\tvar normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();\n\n\t\t// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?\n\n\t\tthis.setFromNormalAndCoplanarPoint( normal, a );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( plane ) {\n\n\t\tthis.normal.copy( plane.normal );\n\t\tthis.constant = plane.constant;\n\n\t\treturn this;\n\n\t},\n\n\tnormalize: function () {\n\n\t\t// Note: will lead to a divide by zero if the plane is invalid.\n\n\t\tvar inverseNormalLength = 1.0 / this.normal.length();\n\t\tthis.normal.multiplyScalar( inverseNormalLength );\n\t\tthis.constant *= inverseNormalLength;\n\n\t\treturn this;\n\n\t},\n\n\tnegate: function () {\n\n\t\tthis.constant *= - 1;\n\t\tthis.normal.negate();\n\n\t\treturn this;\n\n\t},\n\n\tdistanceToPoint: function ( point ) {\n\n\t\treturn this.normal.dot( point ) + this.constant;\n\n\t},\n\n\tdistanceToSphere: function ( sphere ) {\n\n\t\treturn this.distanceToPoint( sphere.center ) - sphere.radius;\n\n\t},\n\n\tprojectPoint: function ( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .projectPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );\n\n\t},\n\n\tintersectLine: function ( line, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .intersectLine() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tvar direction = line.delta( _vector1 );\n\n\t\tvar denominator = this.normal.dot( direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( this.distanceToPoint( line.start ) === 0 ) {\n\n\t\t\t\treturn target.copy( line.start );\n\n\t\t\t}\n\n\t\t\t// Unsure if this is the correct method to handle this case.\n\t\t\treturn undefined;\n\n\t\t}\n\n\t\tvar t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;\n\n\t\tif ( t < 0 || t > 1 ) {\n\n\t\t\treturn undefined;\n\n\t\t}\n\n\t\treturn target.copy( direction ).multiplyScalar( t ).add( line.start );\n\n\t},\n\n\tintersectsLine: function ( line ) {\n\n\t\t// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.\n\n\t\tvar startSign = this.distanceToPoint( line.start );\n\t\tvar endSign = this.distanceToPoint( line.end );\n\n\t\treturn ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );\n\n\t},\n\n\tintersectsBox: function ( box ) {\n\n\t\treturn box.intersectsPlane( this );\n\n\t},\n\n\tintersectsSphere: function ( sphere ) {\n\n\t\treturn sphere.intersectsPlane( this );\n\n\t},\n\n\tcoplanarPoint: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .coplanarPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.constant );\n\n\t},\n\n\tapplyMatrix4: function ( matrix, optionalNormalMatrix ) {\n\n\t\tvar normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );\n\n\t\tvar referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );\n\n\t\tvar normal = this.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\tthis.constant = - referencePoint.dot( normal );\n\n\t\treturn this;\n\n\t},\n\n\ttranslate: function ( offset ) {\n\n\t\tthis.constant -= offset.dot( this.normal );\n\n\t\treturn this;\n\n\t},\n\n\tequals: function ( plane ) {\n\n\t\treturn plane.normal.equals( this.normal ) && ( plane.constant === this.constant );\n\n\t}\n\n} );\n\n/**\n * @author bhouston / http://clara.io\n * @author mrdoob / http://mrdoob.com/\n */\n\nvar _v0$1 = new Vector3();\nvar _v1$3 = new Vector3();\nvar _v2$1 = new Vector3();\nvar _v3 = new Vector3();\n\nvar _vab = new Vector3();\nvar _vac = new Vector3();\nvar _vbc = new Vector3();\nvar _vap = new Vector3();\nvar _vbp = new Vector3();\nvar _vcp = new Vector3();\n\nfunction Triangle( a, b, c ) {\n\n\tthis.a = ( a !== undefined ) ? a : new Vector3();\n\tthis.b = ( b !== undefined ) ? b : new Vector3();\n\tthis.c = ( c !== undefined ) ? c : new Vector3();\n\n}\n\nObject.assign( Triangle, {\n\n\tgetNormal: function ( a, b, c, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getNormal() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.subVectors( c, b );\n\t\t_v0$1.subVectors( a, b );\n\t\ttarget.cross( _v0$1 );\n\n\t\tvar targetLengthSq = target.lengthSq();\n\t\tif ( targetLengthSq > 0 ) {\n\n\t\t\treturn target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );\n\n\t\t}\n\n\t\treturn target.set( 0, 0, 0 );\n\n\t},\n\n\t// static/instance method to calculate barycentric coordinates\n\t// based on: http://www.blackpawn.com/texts/pointinpoly/default.html\n\tgetBarycoord: function ( point, a, b, c, target ) {\n\n\t\t_v0$1.subVectors( c, a );\n\t\t_v1$3.subVectors( b, a );\n\t\t_v2$1.subVectors( point, a );\n\n\t\tvar dot00 = _v0$1.dot( _v0$1 );\n\t\tvar dot01 = _v0$1.dot( _v1$3 );\n\t\tvar dot02 = _v0$1.dot( _v2$1 );\n\t\tvar dot11 = _v1$3.dot( _v1$3 );\n\t\tvar dot12 = _v1$3.dot( _v2$1 );\n\n\t\tvar denom = ( dot00 * dot11 - dot01 * dot01 );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getBarycoord() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\t// collinear or singular triangle\n\t\tif ( denom === 0 ) {\n\n\t\t\t// arbitrary location outside of triangle?\n\t\t\t// not sure if this is the best idea, maybe should be returning undefined\n\t\t\treturn target.set( - 2, - 1, - 1 );\n\n\t\t}\n\n\t\tvar invDenom = 1 / denom;\n\t\tvar u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;\n\t\tvar v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;\n\n\t\t// barycentric coordinates must always sum to 1\n\t\treturn target.set( 1 - u - v, v, u );\n\n\t},\n\n\tcontainsPoint: function ( point, a, b, c ) {\n\n\t\tTriangle.getBarycoord( point, a, b, c, _v3 );\n\n\t\treturn ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );\n\n\t},\n\n\tgetUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {\n\n\t\tthis.getBarycoord( point, p1, p2, p3, _v3 );\n\n\t\ttarget.set( 0, 0 );\n\t\ttarget.addScaledVector( uv1, _v3.x );\n\t\ttarget.addScaledVector( uv2, _v3.y );\n\t\ttarget.addScaledVector( uv3, _v3.z );\n\n\t\treturn target;\n\n\t},\n\n\tisFrontFacing: function ( a, b, c, direction ) {\n\n\t\t_v0$1.subVectors( c, b );\n\t\t_v1$3.subVectors( a, b );\n\n\t\t// strictly front facing\n\t\treturn ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;\n\n\t}\n\n} );\n\nObject.assign( Triangle.prototype, {\n\n\tset: function ( a, b, c ) {\n\n\t\tthis.a.copy( a );\n\t\tthis.b.copy( b );\n\t\tthis.c.copy( c );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromPointsAndIndices: function ( points, i0, i1, i2 ) {\n\n\t\tthis.a.copy( points[ i0 ] );\n\t\tthis.b.copy( points[ i1 ] );\n\t\tthis.c.copy( points[ i2 ] );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( triangle ) {\n\n\t\tthis.a.copy( triangle.a );\n\t\tthis.b.copy( triangle.b );\n\t\tthis.c.copy( triangle.c );\n\n\t\treturn this;\n\n\t},\n\n\tgetArea: function () {\n\n\t\t_v0$1.subVectors( this.c, this.b );\n\t\t_v1$3.subVectors( this.a, this.b );\n\n\t\treturn _v0$1.cross( _v1$3 ).length() * 0.5;\n\n\t},\n\n\tgetMidpoint: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getMidpoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );\n\n\t},\n\n\tgetNormal: function ( target ) {\n\n\t\treturn Triangle.getNormal( this.a, this.b, this.c, target );\n\n\t},\n\n\tgetPlane: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getPlane() target is now required' );\n\t\t\ttarget = new Plane();\n\n\t\t}\n\n\t\treturn target.setFromCoplanarPoints( this.a, this.b, this.c );\n\n\t},\n\n\tgetBarycoord: function ( point, target ) {\n\n\t\treturn Triangle.getBarycoord( point, this.a, this.b, this.c, target );\n\n\t},\n\n\tgetUV: function ( point, uv1, uv2, uv3, target ) {\n\n\t\treturn Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );\n\n\t},\n\n\tcontainsPoint: function ( point ) {\n\n\t\treturn Triangle.containsPoint( point, this.a, this.b, this.c );\n\n\t},\n\n\tisFrontFacing: function ( direction ) {\n\n\t\treturn Triangle.isFrontFacing( this.a, this.b, this.c, direction );\n\n\t},\n\n\tintersectsBox: function ( box ) {\n\n\t\treturn box.intersectsTriangle( this );\n\n\t},\n\n\tclosestPointToPoint: function ( p, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tvar a = this.a, b = this.b, c = this.c;\n\t\tvar v, w;\n\n\t\t// algorithm thanks to Real-Time Collision Detection by Christer Ericson,\n\t\t// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,\n\t\t// under the accompanying license; see chapter 5.1.5 for detailed explanation.\n\t\t// basically, we're distinguishing which of the voronoi regions of the triangle\n\t\t// the point lies in with the minimum amount of redundant computation.\n\n\t\t_vab.subVectors( b, a );\n\t\t_vac.subVectors( c, a );\n\t\t_vap.subVectors( p, a );\n\t\tvar d1 = _vab.dot( _vap );\n\t\tvar d2 = _vac.dot( _vap );\n\t\tif ( d1 <= 0 && d2 <= 0 ) {\n\n\t\t\t// vertex region of A; barycentric coords (1, 0, 0)\n\t\t\treturn target.copy( a );\n\n\t\t}\n\n\t\t_vbp.subVectors( p, b );\n\t\tvar d3 = _vab.dot( _vbp );\n\t\tvar d4 = _vac.dot( _vbp );\n\t\tif ( d3 >= 0 && d4 <= d3 ) {\n\n\t\t\t// vertex region of B; barycentric coords (0, 1, 0)\n\t\t\treturn target.copy( b );\n\n\t\t}\n\n\t\tvar vc = d1 * d4 - d3 * d2;\n\t\tif ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {\n\n\t\t\tv = d1 / ( d1 - d3 );\n\t\t\t// edge region of AB; barycentric coords (1-v, v, 0)\n\t\t\treturn target.copy( a ).addScaledVector( _vab, v );\n\n\t\t}\n\n\t\t_vcp.subVectors( p, c );\n\t\tvar d5 = _vab.dot( _vcp );\n\t\tvar d6 = _vac.dot( _vcp );\n\t\tif ( d6 >= 0 && d5 <= d6 ) {\n\n\t\t\t// vertex region of C; barycentric coords (0, 0, 1)\n\t\t\treturn target.copy( c );\n\n\t\t}\n\n\t\tvar vb = d5 * d2 - d1 * d6;\n\t\tif ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {\n\n\t\t\tw = d2 / ( d2 - d6 );\n\t\t\t// edge region of AC; barycentric coords (1-w, 0, w)\n\t\t\treturn target.copy( a ).addScaledVector( _vac, w );\n\n\t\t}\n\n\t\tvar va = d3 * d6 - d5 * d4;\n\t\tif ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {\n\n\t\t\t_vbc.subVectors( c, b );\n\t\t\tw = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );\n\t\t\t// edge region of BC; barycentric coords (0, 1-w, w)\n\t\t\treturn target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC\n\n\t\t}\n\n\t\t// face region\n\t\tvar denom = 1 / ( va + vb + vc );\n\t\t// u = va * denom\n\t\tv = vb * denom;\n\t\tw = vc * denom;\n\n\t\treturn target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );\n\n\t},\n\n\tequals: function ( triangle ) {\n\n\t\treturn triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nvar _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,\n\t'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,\n\t'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,\n\t'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,\n\t'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,\n\t'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,\n\t'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,\n\t'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,\n\t'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,\n\t'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,\n\t'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,\n\t'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,\n\t'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,\n\t'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,\n\t'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,\n\t'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,\n\t'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,\n\t'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,\n\t'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,\n\t'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,\n\t'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,\n\t'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,\n\t'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,\n\t'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };\n\nvar _hslA = { h: 0, s: 0, l: 0 };\nvar _hslB = { h: 0, s: 0, l: 0 };\n\nfunction Color( r, g, b ) {\n\n\tif ( g === undefined && b === undefined ) {\n\n\t\t// r is THREE.Color, hex or string\n\t\treturn this.set( r );\n\n\t}\n\n\treturn this.setRGB( r, g, b );\n\n}\n\nfunction hue2rgb( p, q, t ) {\n\n\tif ( t < 0 ) t += 1;\n\tif ( t > 1 ) t -= 1;\n\tif ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;\n\tif ( t < 1 / 2 ) return q;\n\tif ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );\n\treturn p;\n\n}\n\nfunction SRGBToLinear( c ) {\n\n\treturn ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );\n\n}\n\nfunction LinearToSRGB( c ) {\n\n\treturn ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;\n\n}\n\nObject.assign( Color.prototype, {\n\n\tisColor: true,\n\n\tr: 1, g: 1, b: 1,\n\n\tset: function ( value ) {\n\n\t\tif ( value && value.isColor ) {\n\n\t\t\tthis.copy( value );\n\n\t\t} else if ( typeof value === 'number' ) {\n\n\t\t\tthis.setHex( value );\n\n\t\t} else if ( typeof value === 'string' ) {\n\n\t\t\tthis.setStyle( value );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetScalar: function ( scalar ) {\n\n\t\tthis.r = scalar;\n\t\tthis.g = scalar;\n\t\tthis.b = scalar;\n\n\t\treturn this;\n\n\t},\n\n\tsetHex: function ( hex ) {\n\n\t\thex = Math.floor( hex );\n\n\t\tthis.r = ( hex >> 16 & 255 ) / 255;\n\t\tthis.g = ( hex >> 8 & 255 ) / 255;\n\t\tthis.b = ( hex & 255 ) / 255;\n\n\t\treturn this;\n\n\t},\n\n\tsetRGB: function ( r, g, b ) {\n\n\t\tthis.r = r;\n\t\tthis.g = g;\n\t\tthis.b = b;\n\n\t\treturn this;\n\n\t},\n\n\tsetHSL: function ( h, s, l ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\t\th = MathUtils.euclideanModulo( h, 1 );\n\t\ts = MathUtils.clamp( s, 0, 1 );\n\t\tl = MathUtils.clamp( l, 0, 1 );\n\n\t\tif ( s === 0 ) {\n\n\t\t\tthis.r = this.g = this.b = l;\n\n\t\t} else {\n\n\t\t\tvar p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );\n\t\t\tvar q = ( 2 * l ) - p;\n\n\t\t\tthis.r = hue2rgb( q, p, h + 1 / 3 );\n\t\t\tthis.g = hue2rgb( q, p, h );\n\t\t\tthis.b = hue2rgb( q, p, h - 1 / 3 );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetStyle: function ( style ) {\n\n\t\tfunction handleAlpha( string ) {\n\n\t\t\tif ( string === undefined ) return;\n\n\t\t\tif ( parseFloat( string ) < 1 ) {\n\n\t\t\t\tconsole.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );\n\n\t\t\t}\n\n\t\t}\n\n\n\t\tvar m;\n\n\t\tif ( m = /^((?:rgb|hsl)a?)\\(\\s*([^\\)]*)\\)/.exec( style ) ) {\n\n\t\t\t// rgb / hsl\n\n\t\t\tvar color;\n\t\t\tvar name = m[ 1 ];\n\t\t\tvar components = m[ 2 ];\n\n\t\t\tswitch ( name ) {\n\n\t\t\t\tcase 'rgb':\n\t\t\t\tcase 'rgba':\n\n\t\t\t\t\tif ( color = /^(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(,\\s*([0-9]*\\.?[0-9]+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(255,0,0) rgba(255,0,0,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;\n\n\t\t\t\t\t\thandleAlpha( color[ 5 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( color = /^(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(,\\s*([0-9]*\\.?[0-9]+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 5 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'hsl':\n\t\t\t\tcase 'hsla':\n\n\t\t\t\t\tif ( color = /^([0-9]*\\.?[0-9]+)\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(,\\s*([0-9]*\\.?[0-9]+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// hsl(120,50%,50%) hsla(120,50%,50%,0.5)\n\t\t\t\t\t\tvar h = parseFloat( color[ 1 ] ) / 360;\n\t\t\t\t\t\tvar s = parseInt( color[ 2 ], 10 ) / 100;\n\t\t\t\t\t\tvar l = parseInt( color[ 3 ], 10 ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 5 ] );\n\n\t\t\t\t\t\treturn this.setHSL( h, s, l );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t} else if ( m = /^\\#([A-Fa-f0-9]+)$/.exec( style ) ) {\n\n\t\t\t// hex color\n\n\t\t\tvar hex = m[ 1 ];\n\t\t\tvar size = hex.length;\n\n\t\t\tif ( size === 3 ) {\n\n\t\t\t\t// #ff0\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;\n\n\t\t\t\treturn this;\n\n\t\t\t} else if ( size === 6 ) {\n\n\t\t\t\t// #ff0000\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;\n\n\t\t\t\treturn this;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( style && style.length > 0 ) {\n\n\t\t\treturn this.setColorName( style );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetColorName: function ( style ) {\n\n\t\t// color keywords\n\t\tvar hex = _colorKeywords[ style ];\n\n\t\tif ( hex !== undefined ) {\n\n\t\t\t// red\n\t\t\tthis.setHex( hex );\n\n\t\t} else {\n\n\t\t\t// unknown color\n\t\t\tconsole.warn( 'THREE.Color: Unknown color ' + style );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.r, this.g, this.b );\n\n\t},\n\n\tcopy: function ( color ) {\n\n\t\tthis.r = color.r;\n\t\tthis.g = color.g;\n\t\tthis.b = color.b;\n\n\t\treturn this;\n\n\t},\n\n\tcopyGammaToLinear: function ( color, gammaFactor ) {\n\n\t\tif ( gammaFactor === undefined ) gammaFactor = 2.0;\n\n\t\tthis.r = Math.pow( color.r, gammaFactor );\n\t\tthis.g = Math.pow( color.g, gammaFactor );\n\t\tthis.b = Math.pow( color.b, gammaFactor );\n\n\t\treturn this;\n\n\t},\n\n\tcopyLinearToGamma: function ( color, gammaFactor ) {\n\n\t\tif ( gammaFactor === undefined ) gammaFactor = 2.0;\n\n\t\tvar safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;\n\n\t\tthis.r = Math.pow( color.r, safeInverse );\n\t\tthis.g = Math.pow( color.g, safeInverse );\n\t\tthis.b = Math.pow( color.b, safeInverse );\n\n\t\treturn this;\n\n\t},\n\n\tconvertGammaToLinear: function ( gammaFactor ) {\n\n\t\tthis.copyGammaToLinear( this, gammaFactor );\n\n\t\treturn this;\n\n\t},\n\n\tconvertLinearToGamma: function ( gammaFactor ) {\n\n\t\tthis.copyLinearToGamma( this, gammaFactor );\n\n\t\treturn this;\n\n\t},\n\n\tcopySRGBToLinear: function ( color ) {\n\n\t\tthis.r = SRGBToLinear( color.r );\n\t\tthis.g = SRGBToLinear( color.g );\n\t\tthis.b = SRGBToLinear( color.b );\n\n\t\treturn this;\n\n\t},\n\n\tcopyLinearToSRGB: function ( color ) {\n\n\t\tthis.r = LinearToSRGB( color.r );\n\t\tthis.g = LinearToSRGB( color.g );\n\t\tthis.b = LinearToSRGB( color.b );\n\n\t\treturn this;\n\n\t},\n\n\tconvertSRGBToLinear: function () {\n\n\t\tthis.copySRGBToLinear( this );\n\n\t\treturn this;\n\n\t},\n\n\tconvertLinearToSRGB: function () {\n\n\t\tthis.copyLinearToSRGB( this );\n\n\t\treturn this;\n\n\t},\n\n\tgetHex: function () {\n\n\t\treturn ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;\n\n\t},\n\n\tgetHexString: function () {\n\n\t\treturn ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );\n\n\t},\n\n\tgetHSL: function ( target ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Color: .getHSL() target is now required' );\n\t\t\ttarget = { h: 0, s: 0, l: 0 };\n\n\t\t}\n\n\t\tvar r = this.r, g = this.g, b = this.b;\n\n\t\tvar max = Math.max( r, g, b );\n\t\tvar min = Math.min( r, g, b );\n\n\t\tvar hue, saturation;\n\t\tvar lightness = ( min + max ) / 2.0;\n\n\t\tif ( min === max ) {\n\n\t\t\thue = 0;\n\t\t\tsaturation = 0;\n\n\t\t} else {\n\n\t\t\tvar delta = max - min;\n\n\t\t\tsaturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );\n\n\t\t\tswitch ( max ) {\n\n\t\t\t\tcase r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;\n\t\t\t\tcase g: hue = ( b - r ) / delta + 2; break;\n\t\t\t\tcase b: hue = ( r - g ) / delta + 4; break;\n\n\t\t\t}\n\n\t\t\thue /= 6;\n\n\t\t}\n\n\t\ttarget.h = hue;\n\t\ttarget.s = saturation;\n\t\ttarget.l = lightness;\n\n\t\treturn target;\n\n\t},\n\n\tgetStyle: function () {\n\n\t\treturn 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';\n\n\t},\n\n\toffsetHSL: function ( h, s, l ) {\n\n\t\tthis.getHSL( _hslA );\n\n\t\t_hslA.h += h; _hslA.s += s; _hslA.l += l;\n\n\t\tthis.setHSL( _hslA.h, _hslA.s, _hslA.l );\n\n\t\treturn this;\n\n\t},\n\n\tadd: function ( color ) {\n\n\t\tthis.r += color.r;\n\t\tthis.g += color.g;\n\t\tthis.b += color.b;\n\n\t\treturn this;\n\n\t},\n\n\taddColors: function ( color1, color2 ) {\n\n\t\tthis.r = color1.r + color2.r;\n\t\tthis.g = color1.g + color2.g;\n\t\tthis.b = color1.b + color2.b;\n\n\t\treturn this;\n\n\t},\n\n\taddScalar: function ( s ) {\n\n\t\tthis.r += s;\n\t\tthis.g += s;\n\t\tthis.b += s;\n\n\t\treturn this;\n\n\t},\n\n\tsub: function ( color ) {\n\n\t\tthis.r = Math.max( 0, this.r - color.r );\n\t\tthis.g = Math.max( 0, this.g - color.g );\n\t\tthis.b = Math.max( 0, this.b - color.b );\n\n\t\treturn this;\n\n\t},\n\n\tmultiply: function ( color ) {\n\n\t\tthis.r *= color.r;\n\t\tthis.g *= color.g;\n\t\tthis.b *= color.b;\n\n\t\treturn this;\n\n\t},\n\n\tmultiplyScalar: function ( s ) {\n\n\t\tthis.r *= s;\n\t\tthis.g *= s;\n\t\tthis.b *= s;\n\n\t\treturn this;\n\n\t},\n\n\tlerp: function ( color, alpha ) {\n\n\t\tthis.r += ( color.r - this.r ) * alpha;\n\t\tthis.g += ( color.g - this.g ) * alpha;\n\t\tthis.b += ( color.b - this.b ) * alpha;\n\n\t\treturn this;\n\n\t},\n\n\tlerpHSL: function ( color, alpha ) {\n\n\t\tthis.getHSL( _hslA );\n\t\tcolor.getHSL( _hslB );\n\n\t\tvar h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );\n\t\tvar s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );\n\t\tvar l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );\n\n\t\tthis.setHSL( h, s, l );\n\n\t\treturn this;\n\n\t},\n\n\tequals: function ( c ) {\n\n\t\treturn ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );\n\n\t},\n\n\tfromArray: function ( array, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tthis.r = array[ offset ];\n\t\tthis.g = array[ offset + 1 ];\n\t\tthis.b = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t},\n\n\ttoArray: function ( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tarray[ offset ] = this.r;\n\t\tarray[ offset + 1 ] = this.g;\n\t\tarray[ offset + 2 ] = this.b;\n\n\t\treturn array;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\treturn this.getHex();\n\n\t}\n\n} );\n\nColor.NAMES = _colorKeywords;\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction Face3( a, b, c, normal, color, materialIndex ) {\n\n\tthis.a = a;\n\tthis.b = b;\n\tthis.c = c;\n\n\tthis.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();\n\tthis.vertexNormals = Array.isArray( normal ) ? normal : [];\n\n\tthis.color = ( color && color.isColor ) ? color : new Color();\n\tthis.vertexColors = Array.isArray( color ) ? color : [];\n\n\tthis.materialIndex = materialIndex !== undefined ? materialIndex : 0;\n\n}\n\nObject.assign( Face3.prototype, {\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.a = source.a;\n\t\tthis.b = source.b;\n\t\tthis.c = source.c;\n\n\t\tthis.normal.copy( source.normal );\n\t\tthis.color.copy( source.color );\n\n\t\tthis.materialIndex = source.materialIndex;\n\n\t\tfor ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {\n\n\t\t\tthis.vertexNormals[ i ] = source.vertexNormals[ i ].clone();\n\n\t\t}\n\n\t\tfor ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {\n\n\t\t\tthis.vertexColors[ i ] = source.vertexColors[ i ].clone();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n */\n\nvar materialId = 0;\n\nfunction Material() {\n\n\tObject.defineProperty( this, 'id', { value: materialId ++ } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Material';\n\n\tthis.fog = true;\n\n\tthis.blending = NormalBlending;\n\tthis.side = FrontSide;\n\tthis.flatShading = false;\n\tthis.vertexTangents = false;\n\tthis.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors\n\n\tthis.opacity = 1;\n\tthis.transparent = false;\n\n\tthis.blendSrc = SrcAlphaFactor;\n\tthis.blendDst = OneMinusSrcAlphaFactor;\n\tthis.blendEquation = AddEquation;\n\tthis.blendSrcAlpha = null;\n\tthis.blendDstAlpha = null;\n\tthis.blendEquationAlpha = null;\n\n\tthis.depthFunc = LessEqualDepth;\n\tthis.depthTest = true;\n\tthis.depthWrite = true;\n\n\tthis.stencilWriteMask = 0xff;\n\tthis.stencilFunc = AlwaysStencilFunc;\n\tthis.stencilRef = 0;\n\tthis.stencilFuncMask = 0xff;\n\tthis.stencilFail = KeepStencilOp;\n\tthis.stencilZFail = KeepStencilOp;\n\tthis.stencilZPass = KeepStencilOp;\n\tthis.stencilWrite = false;\n\n\tthis.clippingPlanes = null;\n\tthis.clipIntersection = false;\n\tthis.clipShadows = false;\n\n\tthis.shadowSide = null;\n\n\tthis.colorWrite = true;\n\n\tthis.precision = null; // override the renderer's default precision for this material\n\n\tthis.polygonOffset = false;\n\tthis.polygonOffsetFactor = 0;\n\tthis.polygonOffsetUnits = 0;\n\n\tthis.dithering = false;\n\n\tthis.alphaTest = 0;\n\tthis.premultipliedAlpha = false;\n\n\tthis.visible = true;\n\n\tthis.toneMapped = true;\n\n\tthis.userData = {};\n\n\tthis.version = 0;\n\n}\n\nMaterial.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Material,\n\n\tisMaterial: true,\n\n\tonBeforeCompile: function () {},\n\n\tsetValues: function ( values ) {\n\n\t\tif ( values === undefined ) return;\n\n\t\tfor ( var key in values ) {\n\n\t\t\tvar newValue = values[ key ];\n\n\t\t\tif ( newValue === undefined ) {\n\n\t\t\t\tconsole.warn( \"THREE.Material: '\" + key + \"' parameter is undefined.\" );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\t// for backward compatability if shading is set in the constructor\n\t\t\tif ( key === 'shading' ) {\n\n\t\t\t\tconsole.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\t\t\t\tthis.flatShading = ( newValue === FlatShading ) ? true : false;\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tvar currentValue = this[ key ];\n\n\t\t\tif ( currentValue === undefined ) {\n\n\t\t\t\tconsole.warn( \"THREE.\" + this.type + \": '\" + key + \"' is not a property of this material.\" );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( currentValue && currentValue.isColor ) {\n\n\t\t\t\tcurrentValue.set( newValue );\n\n\t\t\t} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {\n\n\t\t\t\tcurrentValue.copy( newValue );\n\n\t\t\t} else {\n\n\t\t\t\tthis[ key ] = newValue;\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tvar isRoot = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( isRoot ) {\n\n\t\t\tmeta = {\n\t\t\t\ttextures: {},\n\t\t\t\timages: {}\n\t\t\t};\n\n\t\t}\n\n\t\tvar data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Material',\n\t\t\t\tgenerator: 'Material.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard Material serialization\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\n\t\tif ( this.color && this.color.isColor ) data.color = this.color.getHex();\n\n\t\tif ( this.roughness !== undefined ) data.roughness = this.roughness;\n\t\tif ( this.metalness !== undefined ) data.metalness = this.metalness;\n\n\t\tif ( this.sheen && this.sheen.isColor ) data.sheen = this.sheen.getHex();\n\t\tif ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();\n\t\tif ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;\n\n\t\tif ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();\n\t\tif ( this.shininess !== undefined ) data.shininess = this.shininess;\n\t\tif ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;\n\t\tif ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;\n\n\t\tif ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {\n\n\t\t\tdata.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;\n\t\t\tdata.clearcoatNormalScale = this.clearcoatNormalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;\n\t\tif ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;\n\t\tif ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;\n\t\tif ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;\n\n\t\tif ( this.aoMap && this.aoMap.isTexture ) {\n\n\t\t\tdata.aoMap = this.aoMap.toJSON( meta ).uuid;\n\t\t\tdata.aoMapIntensity = this.aoMapIntensity;\n\n\t\t}\n\n\t\tif ( this.bumpMap && this.bumpMap.isTexture ) {\n\n\t\t\tdata.bumpMap = this.bumpMap.toJSON( meta ).uuid;\n\t\t\tdata.bumpScale = this.bumpScale;\n\n\t\t}\n\n\t\tif ( this.normalMap && this.normalMap.isTexture ) {\n\n\t\t\tdata.normalMap = this.normalMap.toJSON( meta ).uuid;\n\t\t\tdata.normalMapType = this.normalMapType;\n\t\t\tdata.normalScale = this.normalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.displacementMap && this.displacementMap.isTexture ) {\n\n\t\t\tdata.displacementMap = this.displacementMap.toJSON( meta ).uuid;\n\t\t\tdata.displacementScale = this.displacementScale;\n\t\t\tdata.displacementBias = this.displacementBias;\n\n\t\t}\n\n\t\tif ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;\n\t\tif ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;\n\n\t\tif ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;\n\t\tif ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;\n\n\t\tif ( this.envMap && this.envMap.isTexture ) {\n\n\t\t\tdata.envMap = this.envMap.toJSON( meta ).uuid;\n\t\t\tdata.reflectivity = this.reflectivity; // Scale behind envMap\n\t\t\tdata.refractionRatio = this.refractionRatio;\n\n\t\t\tif ( this.combine !== undefined ) data.combine = this.combine;\n\t\t\tif ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;\n\n\t\t}\n\n\t\tif ( this.gradientMap && this.gradientMap.isTexture ) {\n\n\t\t\tdata.gradientMap = this.gradientMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.size !== undefined ) data.size = this.size;\n\t\tif ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;\n\n\t\tif ( this.blending !== NormalBlending ) data.blending = this.blending;\n\t\tif ( this.flatShading === true ) data.flatShading = this.flatShading;\n\t\tif ( this.side !== FrontSide ) data.side = this.side;\n\t\tif ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors;\n\n\t\tif ( this.opacity < 1 ) data.opacity = this.opacity;\n\t\tif ( this.transparent === true ) data.transparent = this.transparent;\n\n\t\tdata.depthFunc = this.depthFunc;\n\t\tdata.depthTest = this.depthTest;\n\t\tdata.depthWrite = this.depthWrite;\n\n\t\tdata.stencilWrite = this.stencilWrite;\n\t\tdata.stencilWriteMask = this.stencilWriteMask;\n\t\tdata.stencilFunc = this.stencilFunc;\n\t\tdata.stencilRef = this.stencilRef;\n\t\tdata.stencilFuncMask = this.stencilFuncMask;\n\t\tdata.stencilFail = this.stencilFail;\n\t\tdata.stencilZFail = this.stencilZFail;\n\t\tdata.stencilZPass = this.stencilZPass;\n\n\t\t// rotation (SpriteMaterial)\n\t\tif ( this.rotation && this.rotation !== 0 ) data.rotation = this.rotation;\n\n\t\tif ( this.polygonOffset === true ) data.polygonOffset = true;\n\t\tif ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;\n\t\tif ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;\n\n\t\tif ( this.linewidth && this.linewidth !== 1 ) data.linewidth = this.linewidth;\n\t\tif ( this.dashSize !== undefined ) data.dashSize = this.dashSize;\n\t\tif ( this.gapSize !== undefined ) data.gapSize = this.gapSize;\n\t\tif ( this.scale !== undefined ) data.scale = this.scale;\n\n\t\tif ( this.dithering === true ) data.dithering = true;\n\n\t\tif ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;\n\t\tif ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;\n\n\t\tif ( this.wireframe === true ) data.wireframe = this.wireframe;\n\t\tif ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;\n\t\tif ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;\n\t\tif ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;\n\n\t\tif ( this.morphTargets === true ) data.morphTargets = true;\n\t\tif ( this.morphNormals === true ) data.morphNormals = true;\n\t\tif ( this.skinning === true ) data.skinning = true;\n\n\t\tif ( this.visible === false ) data.visible = false;\n\n\t\tif ( this.toneMapped === false ) data.toneMapped = false;\n\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;\n\n\t\t// TODO: Copied from Object3D.toJSON\n\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tvar values = [];\n\n\t\t\tfor ( var key in cache ) {\n\n\t\t\t\tvar data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t\tif ( isRoot ) {\n\n\t\t\tvar textures = extractFromCache( meta.textures );\n\t\t\tvar images = extractFromCache( meta.images );\n\n\t\t\tif ( textures.length > 0 ) data.textures = textures;\n\t\t\tif ( images.length > 0 ) data.images = images;\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.fog = source.fog;\n\n\t\tthis.blending = source.blending;\n\t\tthis.side = source.side;\n\t\tthis.flatShading = source.flatShading;\n\t\tthis.vertexTangents = source.vertexTangents;\n\t\tthis.vertexColors = source.vertexColors;\n\n\t\tthis.opacity = source.opacity;\n\t\tthis.transparent = source.transparent;\n\n\t\tthis.blendSrc = source.blendSrc;\n\t\tthis.blendDst = source.blendDst;\n\t\tthis.blendEquation = source.blendEquation;\n\t\tthis.blendSrcAlpha = source.blendSrcAlpha;\n\t\tthis.blendDstAlpha = source.blendDstAlpha;\n\t\tthis.blendEquationAlpha = source.blendEquationAlpha;\n\n\t\tthis.depthFunc = source.depthFunc;\n\t\tthis.depthTest = source.depthTest;\n\t\tthis.depthWrite = source.depthWrite;\n\n\t\tthis.stencilWriteMask = source.stencilWriteMask;\n\t\tthis.stencilFunc = source.stencilFunc;\n\t\tthis.stencilRef = source.stencilRef;\n\t\tthis.stencilFuncMask = source.stencilFuncMask;\n\t\tthis.stencilFail = source.stencilFail;\n\t\tthis.stencilZFail = source.stencilZFail;\n\t\tthis.stencilZPass = source.stencilZPass;\n\t\tthis.stencilWrite = source.stencilWrite;\n\n\t\tvar srcPlanes = source.clippingPlanes,\n\t\t\tdstPlanes = null;\n\n\t\tif ( srcPlanes !== null ) {\n\n\t\t\tvar n = srcPlanes.length;\n\t\t\tdstPlanes = new Array( n );\n\n\t\t\tfor ( var i = 0; i !== n; ++ i )\n\t\t\t\tdstPlanes[ i ] = srcPlanes[ i ].clone();\n\n\t\t}\n\n\t\tthis.clippingPlanes = dstPlanes;\n\t\tthis.clipIntersection = source.clipIntersection;\n\t\tthis.clipShadows = source.clipShadows;\n\n\t\tthis.shadowSide = source.shadowSide;\n\n\t\tthis.colorWrite = source.colorWrite;\n\n\t\tthis.precision = source.precision;\n\n\t\tthis.polygonOffset = source.polygonOffset;\n\t\tthis.polygonOffsetFactor = source.polygonOffsetFactor;\n\t\tthis.polygonOffsetUnits = source.polygonOffsetUnits;\n\n\t\tthis.dithering = source.dithering;\n\n\t\tthis.alphaTest = source.alphaTest;\n\t\tthis.premultipliedAlpha = source.premultipliedAlpha;\n\n\t\tthis.visible = source.visible;\n\n\t\tthis.toneMapped = source.toneMapped;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\nObject.defineProperty( Material.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: ,\n * opacity: ,\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.Multiply,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * depthTest: ,\n * depthWrite: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: \n * }\n */\n\nfunction MeshBasicMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshBasicMaterial';\n\n\tthis.color = new Color( 0xffffff ); // emissive\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.specularMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.combine = MultiplyOperation;\n\tthis.reflectivity = 1;\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshBasicMaterial.prototype = Object.create( Material.prototype );\nMeshBasicMaterial.prototype.constructor = MeshBasicMaterial;\n\nMeshBasicMaterial.prototype.isMeshBasicMaterial = true;\n\nMeshBasicMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.specularMap = source.specularMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.combine = source.combine;\n\tthis.reflectivity = source.reflectivity;\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\n\treturn this;\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nvar _vector$3 = new Vector3();\n\nfunction BufferAttribute( array, itemSize, normalized ) {\n\n\tif ( Array.isArray( array ) ) {\n\n\t\tthrow new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );\n\n\t}\n\n\tthis.name = '';\n\n\tthis.array = array;\n\tthis.itemSize = itemSize;\n\tthis.count = array !== undefined ? array.length / itemSize : 0;\n\tthis.normalized = normalized === true;\n\n\tthis.usage = StaticDrawUsage;\n\tthis.updateRange = { offset: 0, count: - 1 };\n\n\tthis.version = 0;\n\n}\n\nObject.defineProperty( BufferAttribute.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( BufferAttribute.prototype, {\n\n\tisBufferAttribute: true,\n\n\tonUploadCallback: function () {},\n\n\tsetUsage: function ( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.name = source.name;\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.itemSize = source.itemSize;\n\t\tthis.count = source.count;\n\t\tthis.normalized = source.normalized;\n\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t},\n\n\tcopyAt: function ( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.itemSize;\n\t\tindex2 *= attribute.itemSize;\n\n\t\tfor ( var i = 0, l = this.itemSize; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyArray: function ( array ) {\n\n\t\tthis.array.set( array );\n\n\t\treturn this;\n\n\t},\n\n\tcopyColorsArray: function ( colors ) {\n\n\t\tvar array = this.array, offset = 0;\n\n\t\tfor ( var i = 0, l = colors.length; i < l; i ++ ) {\n\n\t\t\tvar color = colors[ i ];\n\n\t\t\tif ( color === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );\n\t\t\t\tcolor = new Color();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = color.r;\n\t\t\tarray[ offset ++ ] = color.g;\n\t\t\tarray[ offset ++ ] = color.b;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector2sArray: function ( vectors ) {\n\n\t\tvar array = this.array, offset = 0;\n\n\t\tfor ( var i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tvar vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector2();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector3sArray: function ( vectors ) {\n\n\t\tvar array = this.array, offset = 0;\n\n\t\tfor ( var i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tvar vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector3();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\t\t\tarray[ offset ++ ] = vector.z;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector4sArray: function ( vectors ) {\n\n\t\tvar array = this.array, offset = 0;\n\n\t\tfor ( var i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tvar vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector4();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\t\t\tarray[ offset ++ ] = vector.z;\n\t\t\tarray[ offset ++ ] = vector.w;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyMatrix3: function ( m ) {\n\n\t\tfor ( var i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$3.x = this.getX( i );\n\t\t\t_vector$3.y = this.getY( i );\n\t\t\t_vector$3.z = this.getZ( i );\n\n\t\t\t_vector$3.applyMatrix3( m );\n\n\t\t\tthis.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyMatrix4: function ( m ) {\n\n\t\tfor ( var i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$3.x = this.getX( i );\n\t\t\t_vector$3.y = this.getY( i );\n\t\t\t_vector$3.z = this.getZ( i );\n\n\t\t\t_vector$3.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyNormalMatrix: function ( m ) {\n\n\t\tfor ( var i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$3.x = this.getX( i );\n\t\t\t_vector$3.y = this.getY( i );\n\t\t\t_vector$3.z = this.getZ( i );\n\n\t\t\t_vector$3.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\ttransformDirection: function ( m ) {\n\n\t\tfor ( var i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$3.x = this.getX( i );\n\t\t\t_vector$3.y = this.getY( i );\n\t\t\t_vector$3.z = this.getZ( i );\n\n\t\t\t_vector$3.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tset: function ( value, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t},\n\n\tgetX: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize ];\n\n\t},\n\n\tsetX: function ( index, x ) {\n\n\t\tthis.array[ index * this.itemSize ] = x;\n\n\t\treturn this;\n\n\t},\n\n\tgetY: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 1 ];\n\n\t},\n\n\tsetY: function ( index, y ) {\n\n\t\tthis.array[ index * this.itemSize + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tgetZ: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 2 ];\n\n\t},\n\n\tsetZ: function ( index, z ) {\n\n\t\tthis.array[ index * this.itemSize + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tgetW: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 3 ];\n\n\t},\n\n\tsetW: function ( index, w ) {\n\n\t\tthis.array[ index * this.itemSize + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tsetXY: function ( index, x, y ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZ: function ( index, x, y, z ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZW: function ( index, x, y, z, w ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\t\tthis.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tonUpload: function ( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.array, this.itemSize ).copy( this );\n\n\t},\n\n\ttoJSON: function () {\n\n\t\treturn {\n\t\t\titemSize: this.itemSize,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tarray: Array.prototype.slice.call( this.array ),\n\t\t\tnormalized: this.normalized\n\t\t};\n\n\t}\n\n} );\n\n//\n\nfunction Int8BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );\n\n}\n\nInt8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt8BufferAttribute.prototype.constructor = Int8BufferAttribute;\n\n\nfunction Uint8BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );\n\n}\n\nUint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;\n\n\nfunction Uint8ClampedBufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );\n\n}\n\nUint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;\n\n\nfunction Int16BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );\n\n}\n\nInt16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt16BufferAttribute.prototype.constructor = Int16BufferAttribute;\n\n\nfunction Uint16BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );\n\n}\n\nUint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;\n\n\nfunction Int32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );\n\n}\n\nInt32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt32BufferAttribute.prototype.constructor = Int32BufferAttribute;\n\n\nfunction Uint32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );\n\n}\n\nUint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;\n\n\nfunction Float32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );\n\n}\n\nFloat32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat32BufferAttribute.prototype.constructor = Float32BufferAttribute;\n\n\nfunction Float64BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );\n\n}\n\nFloat64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat64BufferAttribute.prototype.constructor = Float64BufferAttribute;\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction DirectGeometry() {\n\n\tthis.vertices = [];\n\tthis.normals = [];\n\tthis.colors = [];\n\tthis.uvs = [];\n\tthis.uvs2 = [];\n\n\tthis.groups = [];\n\n\tthis.morphTargets = {};\n\n\tthis.skinWeights = [];\n\tthis.skinIndices = [];\n\n\t// this.lineDistances = [];\n\n\tthis.boundingBox = null;\n\tthis.boundingSphere = null;\n\n\t// update flags\n\n\tthis.verticesNeedUpdate = false;\n\tthis.normalsNeedUpdate = false;\n\tthis.colorsNeedUpdate = false;\n\tthis.uvsNeedUpdate = false;\n\tthis.groupsNeedUpdate = false;\n\n}\n\nObject.assign( DirectGeometry.prototype, {\n\n\tcomputeGroups: function ( geometry ) {\n\n\t\tvar group;\n\t\tvar groups = [];\n\t\tvar materialIndex = undefined;\n\n\t\tvar faces = geometry.faces;\n\n\t\tfor ( var i = 0; i < faces.length; i ++ ) {\n\n\t\t\tvar face = faces[ i ];\n\n\t\t\t// materials\n\n\t\t\tif ( face.materialIndex !== materialIndex ) {\n\n\t\t\t\tmaterialIndex = face.materialIndex;\n\n\t\t\t\tif ( group !== undefined ) {\n\n\t\t\t\t\tgroup.count = ( i * 3 ) - group.start;\n\t\t\t\t\tgroups.push( group );\n\n\t\t\t\t}\n\n\t\t\t\tgroup = {\n\t\t\t\t\tstart: i * 3,\n\t\t\t\t\tmaterialIndex: materialIndex\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( group !== undefined ) {\n\n\t\t\tgroup.count = ( i * 3 ) - group.start;\n\t\t\tgroups.push( group );\n\n\t\t}\n\n\t\tthis.groups = groups;\n\n\t},\n\n\tfromGeometry: function ( geometry ) {\n\n\t\tvar faces = geometry.faces;\n\t\tvar vertices = geometry.vertices;\n\t\tvar faceVertexUvs = geometry.faceVertexUvs;\n\n\t\tvar hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;\n\t\tvar hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;\n\n\t\t// morphs\n\n\t\tvar morphTargets = geometry.morphTargets;\n\t\tvar morphTargetsLength = morphTargets.length;\n\n\t\tvar morphTargetsPosition;\n\n\t\tif ( morphTargetsLength > 0 ) {\n\n\t\t\tmorphTargetsPosition = [];\n\n\t\t\tfor ( var i = 0; i < morphTargetsLength; i ++ ) {\n\n\t\t\t\tmorphTargetsPosition[ i ] = {\n\t\t\t\t\tname: morphTargets[ i ].name,\n\t\t\t\t \tdata: []\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\tthis.morphTargets.position = morphTargetsPosition;\n\n\t\t}\n\n\t\tvar morphNormals = geometry.morphNormals;\n\t\tvar morphNormalsLength = morphNormals.length;\n\n\t\tvar morphTargetsNormal;\n\n\t\tif ( morphNormalsLength > 0 ) {\n\n\t\t\tmorphTargetsNormal = [];\n\n\t\t\tfor ( var i = 0; i < morphNormalsLength; i ++ ) {\n\n\t\t\t\tmorphTargetsNormal[ i ] = {\n\t\t\t\t\tname: morphNormals[ i ].name,\n\t\t\t\t \tdata: []\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\tthis.morphTargets.normal = morphTargetsNormal;\n\n\t\t}\n\n\t\t// skins\n\n\t\tvar skinIndices = geometry.skinIndices;\n\t\tvar skinWeights = geometry.skinWeights;\n\n\t\tvar hasSkinIndices = skinIndices.length === vertices.length;\n\t\tvar hasSkinWeights = skinWeights.length === vertices.length;\n\n\t\t//\n\n\t\tif ( vertices.length > 0 && faces.length === 0 ) {\n\n\t\t\tconsole.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );\n\n\t\t}\n\n\t\tfor ( var i = 0; i < faces.length; i ++ ) {\n\n\t\t\tvar face = faces[ i ];\n\n\t\t\tthis.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );\n\n\t\t\tvar vertexNormals = face.vertexNormals;\n\n\t\t\tif ( vertexNormals.length === 3 ) {\n\n\t\t\t\tthis.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );\n\n\t\t\t} else {\n\n\t\t\t\tvar normal = face.normal;\n\n\t\t\t\tthis.normals.push( normal, normal, normal );\n\n\t\t\t}\n\n\t\t\tvar vertexColors = face.vertexColors;\n\n\t\t\tif ( vertexColors.length === 3 ) {\n\n\t\t\t\tthis.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );\n\n\t\t\t} else {\n\n\t\t\t\tvar color = face.color;\n\n\t\t\t\tthis.colors.push( color, color, color );\n\n\t\t\t}\n\n\t\t\tif ( hasFaceVertexUv === true ) {\n\n\t\t\t\tvar vertexUvs = faceVertexUvs[ 0 ][ i ];\n\n\t\t\t\tif ( vertexUvs !== undefined ) {\n\n\t\t\t\t\tthis.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );\n\n\t\t\t\t\tthis.uvs.push( new Vector2(), new Vector2(), new Vector2() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( hasFaceVertexUv2 === true ) {\n\n\t\t\t\tvar vertexUvs = faceVertexUvs[ 1 ][ i ];\n\n\t\t\t\tif ( vertexUvs !== undefined ) {\n\n\t\t\t\t\tthis.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );\n\n\t\t\t\t\tthis.uvs2.push( new Vector2(), new Vector2(), new Vector2() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// morphs\n\n\t\t\tfor ( var j = 0; j < morphTargetsLength; j ++ ) {\n\n\t\t\t\tvar morphTarget = morphTargets[ j ].vertices;\n\n\t\t\t\tmorphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );\n\n\t\t\t}\n\n\t\t\tfor ( var j = 0; j < morphNormalsLength; j ++ ) {\n\n\t\t\t\tvar morphNormal = morphNormals[ j ].vertexNormals[ i ];\n\n\t\t\t\tmorphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );\n\n\t\t\t}\n\n\t\t\t// skins\n\n\t\t\tif ( hasSkinIndices ) {\n\n\t\t\t\tthis.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );\n\n\t\t\t}\n\n\t\t\tif ( hasSkinWeights ) {\n\n\t\t\t\tthis.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.computeGroups( geometry );\n\n\t\tthis.verticesNeedUpdate = geometry.verticesNeedUpdate;\n\t\tthis.normalsNeedUpdate = geometry.normalsNeedUpdate;\n\t\tthis.colorsNeedUpdate = geometry.colorsNeedUpdate;\n\t\tthis.uvsNeedUpdate = geometry.uvsNeedUpdate;\n\t\tthis.groupsNeedUpdate = geometry.groupsNeedUpdate;\n\n\t\tif ( geometry.boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = geometry.boundingSphere.clone();\n\n\t\t}\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = geometry.boundingBox.clone();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction arrayMax( array ) {\n\n\tif ( array.length === 0 ) return - Infinity;\n\n\tvar max = array[ 0 ];\n\n\tfor ( var i = 1, l = array.length; i < l; ++ i ) {\n\n\t\tif ( array[ i ] > max ) max = array[ i ];\n\n\t}\n\n\treturn max;\n\n}\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n */\n\nvar _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id\n\nvar _m1$2 = new Matrix4();\nvar _obj = new Object3D();\nvar _offset = new Vector3();\nvar _box$2 = new Box3();\nvar _boxMorphTargets = new Box3();\nvar _vector$4 = new Vector3();\n\nfunction BufferGeometry() {\n\n\tObject.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'BufferGeometry';\n\n\tthis.index = null;\n\tthis.attributes = {};\n\n\tthis.morphAttributes = {};\n\tthis.morphTargetsRelative = false;\n\n\tthis.groups = [];\n\n\tthis.boundingBox = null;\n\tthis.boundingSphere = null;\n\n\tthis.drawRange = { start: 0, count: Infinity };\n\n\tthis.userData = {};\n\n}\n\nBufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: BufferGeometry,\n\n\tisBufferGeometry: true,\n\n\tgetIndex: function () {\n\n\t\treturn this.index;\n\n\t},\n\n\tsetIndex: function ( index ) {\n\n\t\tif ( Array.isArray( index ) ) {\n\n\t\t\tthis.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );\n\n\t\t} else {\n\n\t\t\tthis.index = index;\n\n\t\t}\n\n\t},\n\n\tgetAttribute: function ( name ) {\n\n\t\treturn this.attributes[ name ];\n\n\t},\n\n\tsetAttribute: function ( name, attribute ) {\n\n\t\tthis.attributes[ name ] = attribute;\n\n\t\treturn this;\n\n\t},\n\n\tdeleteAttribute: function ( name ) {\n\n\t\tdelete this.attributes[ name ];\n\n\t\treturn this;\n\n\t},\n\n\taddGroup: function ( start, count, materialIndex ) {\n\n\t\tthis.groups.push( {\n\n\t\t\tstart: start,\n\t\t\tcount: count,\n\t\t\tmaterialIndex: materialIndex !== undefined ? materialIndex : 0\n\n\t\t} );\n\n\t},\n\n\tclearGroups: function () {\n\n\t\tthis.groups = [];\n\n\t},\n\n\tsetDrawRange: function ( start, count ) {\n\n\t\tthis.drawRange.start = start;\n\t\tthis.drawRange.count = count;\n\n\t},\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tvar position = this.attributes.position;\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tposition.applyMatrix4( matrix );\n\n\t\t\tposition.needsUpdate = true;\n\n\t\t}\n\n\t\tvar normal = this.attributes.normal;\n\n\t\tif ( normal !== undefined ) {\n\n\t\t\tvar normalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\t\tnormal.applyNormalMatrix( normalMatrix );\n\n\t\t\tnormal.needsUpdate = true;\n\n\t\t}\n\n\t\tvar tangent = this.attributes.tangent;\n\n\t\tif ( tangent !== undefined ) {\n\n\t\t\ttangent.transformDirection( matrix );\n\n\t\t\ttangent.needsUpdate = true;\n\n\t\t}\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tthis.computeBoundingBox();\n\n\t\t}\n\n\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\tthis.computeBoundingSphere();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\trotateX: function ( angle ) {\n\n\t\t// rotate geometry around world x-axis\n\n\t\t_m1$2.makeRotationX( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\trotateY: function ( angle ) {\n\n\t\t// rotate geometry around world y-axis\n\n\t\t_m1$2.makeRotationY( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\trotateZ: function ( angle ) {\n\n\t\t// rotate geometry around world z-axis\n\n\t\t_m1$2.makeRotationZ( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\ttranslate: function ( x, y, z ) {\n\n\t\t// translate geometry\n\n\t\t_m1$2.makeTranslation( x, y, z );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\tscale: function ( x, y, z ) {\n\n\t\t// scale geometry\n\n\t\t_m1$2.makeScale( x, y, z );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\tlookAt: function ( vector ) {\n\n\t\t_obj.lookAt( vector );\n\n\t\t_obj.updateMatrix();\n\n\t\tthis.applyMatrix4( _obj.matrix );\n\n\t\treturn this;\n\n\t},\n\n\tcenter: function () {\n\n\t\tthis.computeBoundingBox();\n\n\t\tthis.boundingBox.getCenter( _offset ).negate();\n\n\t\tthis.translate( _offset.x, _offset.y, _offset.z );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromObject: function ( object ) {\n\n\t\t// console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );\n\n\t\tvar geometry = object.geometry;\n\n\t\tif ( object.isPoints || object.isLine ) {\n\n\t\t\tvar positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );\n\t\t\tvar colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );\n\n\t\t\tthis.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );\n\t\t\tthis.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );\n\n\t\t\tif ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {\n\n\t\t\t\tvar lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );\n\n\t\t\t\tthis.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );\n\n\t\t\t}\n\n\t\t\tif ( geometry.boundingSphere !== null ) {\n\n\t\t\t\tthis.boundingSphere = geometry.boundingSphere.clone();\n\n\t\t\t}\n\n\t\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\t\tthis.boundingBox = geometry.boundingBox.clone();\n\n\t\t\t}\n\n\t\t} else if ( object.isMesh ) {\n\n\t\t\tif ( geometry && geometry.isGeometry ) {\n\n\t\t\t\tthis.fromGeometry( geometry );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetFromPoints: function ( points ) {\n\n\t\tvar position = [];\n\n\t\tfor ( var i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tvar point = points[ i ];\n\t\t\tposition.push( point.x, point.y, point.z || 0 );\n\n\t\t}\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );\n\n\t\treturn this;\n\n\t},\n\n\tupdateFromObject: function ( object ) {\n\n\t\tvar geometry = object.geometry;\n\n\t\tif ( object.isMesh ) {\n\n\t\t\tvar direct = geometry.__directGeometry;\n\n\t\t\tif ( geometry.elementsNeedUpdate === true ) {\n\n\t\t\t\tdirect = undefined;\n\t\t\t\tgeometry.elementsNeedUpdate = false;\n\n\t\t\t}\n\n\t\t\tif ( direct === undefined ) {\n\n\t\t\t\treturn this.fromGeometry( geometry );\n\n\t\t\t}\n\n\t\t\tdirect.verticesNeedUpdate = geometry.verticesNeedUpdate;\n\t\t\tdirect.normalsNeedUpdate = geometry.normalsNeedUpdate;\n\t\t\tdirect.colorsNeedUpdate = geometry.colorsNeedUpdate;\n\t\t\tdirect.uvsNeedUpdate = geometry.uvsNeedUpdate;\n\t\t\tdirect.groupsNeedUpdate = geometry.groupsNeedUpdate;\n\n\t\t\tgeometry.verticesNeedUpdate = false;\n\t\t\tgeometry.normalsNeedUpdate = false;\n\t\t\tgeometry.colorsNeedUpdate = false;\n\t\t\tgeometry.uvsNeedUpdate = false;\n\t\t\tgeometry.groupsNeedUpdate = false;\n\n\t\t\tgeometry = direct;\n\n\t\t}\n\n\t\tvar attribute;\n\n\t\tif ( geometry.verticesNeedUpdate === true ) {\n\n\t\t\tattribute = this.attributes.position;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyVector3sArray( geometry.vertices );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.verticesNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.normalsNeedUpdate === true ) {\n\n\t\t\tattribute = this.attributes.normal;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyVector3sArray( geometry.normals );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.normalsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.colorsNeedUpdate === true ) {\n\n\t\t\tattribute = this.attributes.color;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyColorsArray( geometry.colors );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.colorsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.uvsNeedUpdate ) {\n\n\t\t\tattribute = this.attributes.uv;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyVector2sArray( geometry.uvs );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.uvsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.lineDistancesNeedUpdate ) {\n\n\t\t\tattribute = this.attributes.lineDistance;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyArray( geometry.lineDistances );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.lineDistancesNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.groupsNeedUpdate ) {\n\n\t\t\tgeometry.computeGroups( object.geometry );\n\t\t\tthis.groups = geometry.groups;\n\n\t\t\tgeometry.groupsNeedUpdate = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tfromGeometry: function ( geometry ) {\n\n\t\tgeometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );\n\n\t\treturn this.fromDirectGeometry( geometry.__directGeometry );\n\n\t},\n\n\tfromDirectGeometry: function ( geometry ) {\n\n\t\tvar positions = new Float32Array( geometry.vertices.length * 3 );\n\t\tthis.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );\n\n\t\tif ( geometry.normals.length > 0 ) {\n\n\t\t\tvar normals = new Float32Array( geometry.normals.length * 3 );\n\t\t\tthis.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );\n\n\t\t}\n\n\t\tif ( geometry.colors.length > 0 ) {\n\n\t\t\tvar colors = new Float32Array( geometry.colors.length * 3 );\n\t\t\tthis.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );\n\n\t\t}\n\n\t\tif ( geometry.uvs.length > 0 ) {\n\n\t\t\tvar uvs = new Float32Array( geometry.uvs.length * 2 );\n\t\t\tthis.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );\n\n\t\t}\n\n\t\tif ( geometry.uvs2.length > 0 ) {\n\n\t\t\tvar uvs2 = new Float32Array( geometry.uvs2.length * 2 );\n\t\t\tthis.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );\n\n\t\t}\n\n\t\t// groups\n\n\t\tthis.groups = geometry.groups;\n\n\t\t// morphs\n\n\t\tfor ( var name in geometry.morphTargets ) {\n\n\t\t\tvar array = [];\n\t\t\tvar morphTargets = geometry.morphTargets[ name ];\n\n\t\t\tfor ( var i = 0, l = morphTargets.length; i < l; i ++ ) {\n\n\t\t\t\tvar morphTarget = morphTargets[ i ];\n\n\t\t\t\tvar attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );\n\t\t\t\tattribute.name = morphTarget.name;\n\n\t\t\t\tarray.push( attribute.copyVector3sArray( morphTarget.data ) );\n\n\t\t\t}\n\n\t\t\tthis.morphAttributes[ name ] = array;\n\n\t\t}\n\n\t\t// skinning\n\n\t\tif ( geometry.skinIndices.length > 0 ) {\n\n\t\t\tvar skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );\n\t\t\tthis.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );\n\n\t\t}\n\n\t\tif ( geometry.skinWeights.length > 0 ) {\n\n\t\t\tvar skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );\n\t\t\tthis.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( geometry.boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = geometry.boundingSphere.clone();\n\n\t\t}\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = geometry.boundingBox.clone();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcomputeBoundingBox: function () {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tvar position = this.attributes.position;\n\t\tvar morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tthis.boundingBox.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tvar morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_box$2.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$4.addVectors( this.boundingBox.min, _box$2.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$4 );\n\n\t\t\t\t\t\t_vector$4.addVectors( this.boundingBox.max, _box$2.max );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$4 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$2.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$2.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.boundingBox.makeEmpty();\n\n\t\t}\n\n\t\tif ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t}\n\n\t},\n\n\tcomputeBoundingSphere: function () {\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tvar position = this.attributes.position;\n\t\tvar morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position ) {\n\n\t\t\t// first, find the center of the bounding sphere\n\n\t\t\tvar center = this.boundingSphere.center;\n\n\t\t\t_box$2.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tvar morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_boxMorphTargets.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$4.addVectors( _box$2.min, _boxMorphTargets.min );\n\t\t\t\t\t\t_box$2.expandByPoint( _vector$4 );\n\n\t\t\t\t\t\t_vector$4.addVectors( _box$2.max, _boxMorphTargets.max );\n\t\t\t\t\t\t_box$2.expandByPoint( _vector$4 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t_box$2.expandByPoint( _boxMorphTargets.min );\n\t\t\t\t\t\t_box$2.expandByPoint( _boxMorphTargets.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_box$2.getCenter( center );\n\n\t\t\t// second, try to find a boundingSphere with a radius smaller than the\n\t\t\t// boundingSphere of the boundingBox: sqrt(3) smaller in the best case\n\n\t\t\tvar maxRadiusSq = 0;\n\n\t\t\tfor ( var i = 0, il = position.count; i < il; i ++ ) {\n\n\t\t\t\t_vector$4.fromBufferAttribute( position, i );\n\n\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );\n\n\t\t\t}\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tvar morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\tvar morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t\t\t\tfor ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {\n\n\t\t\t\t\t\t_vector$4.fromBufferAttribute( morphAttribute, j );\n\n\t\t\t\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t\t\t\t_offset.fromBufferAttribute( position, j );\n\t\t\t\t\t\t\t_vector$4.add( _offset );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.boundingSphere.radius = Math.sqrt( maxRadiusSq );\n\n\t\t\tif ( isNaN( this.boundingSphere.radius ) ) {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tcomputeFaceNormals: function () {\n\n\t\t// backwards compatibility\n\n\t},\n\n\tcomputeVertexNormals: function () {\n\n\t\tvar index = this.index;\n\t\tvar attributes = this.attributes;\n\n\t\tif ( attributes.position ) {\n\n\t\t\tvar positions = attributes.position.array;\n\n\t\t\tif ( attributes.normal === undefined ) {\n\n\t\t\t\tthis.setAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );\n\n\t\t\t} else {\n\n\t\t\t\t// reset existing normals to zero\n\n\t\t\t\tvar array = attributes.normal.array;\n\n\t\t\t\tfor ( var i = 0, il = array.length; i < il; i ++ ) {\n\n\t\t\t\t\tarray[ i ] = 0;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tvar normals = attributes.normal.array;\n\n\t\t\tvar vA, vB, vC;\n\t\t\tvar pA = new Vector3(), pB = new Vector3(), pC = new Vector3();\n\t\t\tvar cb = new Vector3(), ab = new Vector3();\n\n\t\t\t// indexed elements\n\n\t\t\tif ( index ) {\n\n\t\t\t\tvar indices = index.array;\n\n\t\t\t\tfor ( var i = 0, il = index.count; i < il; i += 3 ) {\n\n\t\t\t\t\tvA = indices[ i + 0 ] * 3;\n\t\t\t\t\tvB = indices[ i + 1 ] * 3;\n\t\t\t\t\tvC = indices[ i + 2 ] * 3;\n\n\t\t\t\t\tpA.fromArray( positions, vA );\n\t\t\t\t\tpB.fromArray( positions, vB );\n\t\t\t\t\tpC.fromArray( positions, vC );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnormals[ vA ] += cb.x;\n\t\t\t\t\tnormals[ vA + 1 ] += cb.y;\n\t\t\t\t\tnormals[ vA + 2 ] += cb.z;\n\n\t\t\t\t\tnormals[ vB ] += cb.x;\n\t\t\t\t\tnormals[ vB + 1 ] += cb.y;\n\t\t\t\t\tnormals[ vB + 2 ] += cb.z;\n\n\t\t\t\t\tnormals[ vC ] += cb.x;\n\t\t\t\t\tnormals[ vC + 1 ] += cb.y;\n\t\t\t\t\tnormals[ vC + 2 ] += cb.z;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// non-indexed elements (unconnected triangle soup)\n\n\t\t\t\tfor ( var i = 0, il = positions.length; i < il; i += 9 ) {\n\n\t\t\t\t\tpA.fromArray( positions, i );\n\t\t\t\t\tpB.fromArray( positions, i + 3 );\n\t\t\t\t\tpC.fromArray( positions, i + 6 );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnormals[ i ] = cb.x;\n\t\t\t\t\tnormals[ i + 1 ] = cb.y;\n\t\t\t\t\tnormals[ i + 2 ] = cb.z;\n\n\t\t\t\t\tnormals[ i + 3 ] = cb.x;\n\t\t\t\t\tnormals[ i + 4 ] = cb.y;\n\t\t\t\t\tnormals[ i + 5 ] = cb.z;\n\n\t\t\t\t\tnormals[ i + 6 ] = cb.x;\n\t\t\t\t\tnormals[ i + 7 ] = cb.y;\n\t\t\t\t\tnormals[ i + 8 ] = cb.z;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.normalizeNormals();\n\n\t\t\tattributes.normal.needsUpdate = true;\n\n\t\t}\n\n\t},\n\n\tmerge: function ( geometry, offset ) {\n\n\t\tif ( ! ( geometry && geometry.isBufferGeometry ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( offset === undefined ) {\n\n\t\t\toffset = 0;\n\n\t\t\tconsole.warn(\n\t\t\t\t'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '\n\t\t\t\t+ 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'\n\t\t\t);\n\n\t\t}\n\n\t\tvar attributes = this.attributes;\n\n\t\tfor ( var key in attributes ) {\n\n\t\t\tif ( geometry.attributes[ key ] === undefined ) continue;\n\n\t\t\tvar attribute1 = attributes[ key ];\n\t\t\tvar attributeArray1 = attribute1.array;\n\n\t\t\tvar attribute2 = geometry.attributes[ key ];\n\t\t\tvar attributeArray2 = attribute2.array;\n\n\t\t\tvar attributeOffset = attribute2.itemSize * offset;\n\t\t\tvar length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );\n\n\t\t\tfor ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {\n\n\t\t\t\tattributeArray1[ j ] = attributeArray2[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tnormalizeNormals: function () {\n\n\t\tvar normals = this.attributes.normal;\n\n\t\tfor ( var i = 0, il = normals.count; i < il; i ++ ) {\n\n\t\t\t_vector$4.x = normals.getX( i );\n\t\t\t_vector$4.y = normals.getY( i );\n\t\t\t_vector$4.z = normals.getZ( i );\n\n\t\t\t_vector$4.normalize();\n\n\t\t\tnormals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );\n\n\t\t}\n\n\t},\n\n\ttoNonIndexed: function () {\n\n\t\tfunction convertBufferAttribute( attribute, indices ) {\n\n\t\t\tvar array = attribute.array;\n\t\t\tvar itemSize = attribute.itemSize;\n\n\t\t\tvar array2 = new array.constructor( indices.length * itemSize );\n\n\t\t\tvar index = 0, index2 = 0;\n\n\t\t\tfor ( var i = 0, l = indices.length; i < l; i ++ ) {\n\n\t\t\t\tindex = indices[ i ] * itemSize;\n\n\t\t\t\tfor ( var j = 0; j < itemSize; j ++ ) {\n\n\t\t\t\t\tarray2[ index2 ++ ] = array[ index ++ ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( array2, itemSize );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.index === null ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tvar geometry2 = new BufferGeometry();\n\n\t\tvar indices = this.index.array;\n\t\tvar attributes = this.attributes;\n\n\t\t// attributes\n\n\t\tfor ( var name in attributes ) {\n\n\t\t\tvar attribute = attributes[ name ];\n\n\t\t\tvar newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\tgeometry2.setAttribute( name, newAttribute );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tvar morphAttributes = this.morphAttributes;\n\n\t\tfor ( name in morphAttributes ) {\n\n\t\t\tvar morphArray = [];\n\t\t\tvar morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {\n\n\t\t\t\tvar attribute = morphAttribute[ i ];\n\n\t\t\t\tvar newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\t\tmorphArray.push( newAttribute );\n\n\t\t\t}\n\n\t\t\tgeometry2.morphAttributes[ name ] = morphArray;\n\n\t\t}\n\n\t\tgeometry2.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tvar groups = this.groups;\n\n\t\tfor ( var i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tvar group = groups[ i ];\n\t\t\tgeometry2.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\treturn geometry2;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tvar data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'BufferGeometry',\n\t\t\t\tgenerator: 'BufferGeometry.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard BufferGeometry serialization\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;\n\n\t\tif ( this.parameters !== undefined ) {\n\n\t\t\tvar parameters = this.parameters;\n\n\t\t\tfor ( var key in parameters ) {\n\n\t\t\t\tif ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tdata.data = { attributes: {} };\n\n\t\tvar index = this.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tdata.data.index = {\n\t\t\t\ttype: index.array.constructor.name,\n\t\t\t\tarray: Array.prototype.slice.call( index.array )\n\t\t\t};\n\n\t\t}\n\n\t\tvar attributes = this.attributes;\n\n\t\tfor ( var key in attributes ) {\n\n\t\t\tvar attribute = attributes[ key ];\n\n\t\t\tvar attributeData = attribute.toJSON();\n\n\t\t\tif ( attribute.name !== '' ) attributeData.name = attribute.name;\n\n\t\t\tdata.data.attributes[ key ] = attributeData;\n\n\t\t}\n\n\t\tvar morphAttributes = {};\n\t\tvar hasMorphAttributes = false;\n\n\t\tfor ( var key in this.morphAttributes ) {\n\n\t\t\tvar attributeArray = this.morphAttributes[ key ];\n\n\t\t\tvar array = [];\n\n\t\t\tfor ( var i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\tvar attribute = attributeArray[ i ];\n\n\t\t\t\tvar attributeData = attribute.toJSON();\n\n\t\t\t\tif ( attribute.name !== '' ) attributeData.name = attribute.name;\n\n\t\t\t\tarray.push( attributeData );\n\n\t\t\t}\n\n\t\t\tif ( array.length > 0 ) {\n\n\t\t\t\tmorphAttributes[ key ] = array;\n\n\t\t\t\thasMorphAttributes = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( hasMorphAttributes ) {\n\n\t\t\tdata.data.morphAttributes = morphAttributes;\n\t\t\tdata.data.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t}\n\n\t\tvar groups = this.groups;\n\n\t\tif ( groups.length > 0 ) {\n\n\t\t\tdata.data.groups = JSON.parse( JSON.stringify( groups ) );\n\n\t\t}\n\n\t\tvar boundingSphere = this.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tdata.data.boundingSphere = {\n\t\t\t\tcenter: boundingSphere.center.toArray(),\n\t\t\t\tradius: boundingSphere.radius\n\t\t\t};\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tclone: function () {\n\n\t\t/*\n\t\t // Handle primitives\n\n\t\t var parameters = this.parameters;\n\n\t\t if ( parameters !== undefined ) {\n\n\t\t var values = [];\n\n\t\t for ( var key in parameters ) {\n\n\t\t values.push( parameters[ key ] );\n\n\t\t }\n\n\t\t var geometry = Object.create( this.constructor.prototype );\n\t\t this.constructor.apply( geometry, values );\n\t\t return geometry;\n\n\t\t }\n\n\t\t return new this.constructor().copy( this );\n\t\t */\n\n\t\treturn new BufferGeometry().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tvar name, i, l;\n\n\t\t// reset\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\t\tthis.morphAttributes = {};\n\t\tthis.groups = [];\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// name\n\n\t\tthis.name = source.name;\n\n\t\t// index\n\n\t\tvar index = source.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tthis.setIndex( index.clone() );\n\n\t\t}\n\n\t\t// attributes\n\n\t\tvar attributes = source.attributes;\n\n\t\tfor ( name in attributes ) {\n\n\t\t\tvar attribute = attributes[ name ];\n\t\t\tthis.setAttribute( name, attribute.clone() );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tvar morphAttributes = source.morphAttributes;\n\n\t\tfor ( name in morphAttributes ) {\n\n\t\t\tvar array = [];\n\t\t\tvar morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( i = 0, l = morphAttribute.length; i < l; i ++ ) {\n\n\t\t\t\tarray.push( morphAttribute[ i ].clone() );\n\n\t\t\t}\n\n\t\t\tthis.morphAttributes[ name ] = array;\n\n\t\t}\n\n\t\tthis.morphTargetsRelative = source.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tvar groups = source.groups;\n\n\t\tfor ( i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tvar group = groups[ i ];\n\t\t\tthis.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\t// bounding box\n\n\t\tvar boundingBox = source.boundingBox;\n\n\t\tif ( boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = boundingBox.clone();\n\n\t\t}\n\n\t\t// bounding sphere\n\n\t\tvar boundingSphere = source.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = boundingSphere.clone();\n\n\t\t}\n\n\t\t// draw range\n\n\t\tthis.drawRange.start = source.drawRange.start;\n\t\tthis.drawRange.count = source.drawRange.count;\n\n\t\t// user data\n\n\t\tthis.userData = source.userData;\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n * @author mikael emtinger / http://gomo.se/\n * @author jonobr1 / http://jonobr1.com/\n */\n\nvar _inverseMatrix = new Matrix4();\nvar _ray = new Ray();\nvar _sphere = new Sphere();\n\nvar _vA = new Vector3();\nvar _vB = new Vector3();\nvar _vC = new Vector3();\n\nvar _tempA = new Vector3();\nvar _tempB = new Vector3();\nvar _tempC = new Vector3();\n\nvar _morphA = new Vector3();\nvar _morphB = new Vector3();\nvar _morphC = new Vector3();\n\nvar _uvA = new Vector2();\nvar _uvB = new Vector2();\nvar _uvC = new Vector2();\n\nvar _intersectionPoint = new Vector3();\nvar _intersectionPointWorld = new Vector3();\n\nfunction Mesh( geometry, material ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Mesh';\n\n\tthis.geometry = geometry !== undefined ? geometry : new BufferGeometry();\n\tthis.material = material !== undefined ? material : new MeshBasicMaterial();\n\n\tthis.updateMorphTargets();\n\n}\n\nMesh.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Mesh,\n\n\tisMesh: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tif ( source.morphTargetInfluences !== undefined ) {\n\n\t\t\tthis.morphTargetInfluences = source.morphTargetInfluences.slice();\n\n\t\t}\n\n\t\tif ( source.morphTargetDictionary !== undefined ) {\n\n\t\t\tthis.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t\tvar geometry = this.geometry;\n\t\tvar m, ml, name;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tvar morphAttributes = geometry.morphAttributes;\n\t\t\tvar keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tvar morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tname = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tvar morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tvar geometry = this.geometry;\n\t\tvar material = this.material;\n\t\tvar matrixWorld = this.matrixWorld;\n\n\t\tif ( material === undefined ) return;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere.copy( geometry.boundingSphere );\n\t\t_sphere.applyMatrix4( matrixWorld );\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix.getInverse( matrixWorld );\n\t\t_ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );\n\n\t\t// Check boundingBox before continuing\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tif ( _ray.intersectsBox( geometry.boundingBox ) === false ) return;\n\n\t\t}\n\n\t\tvar intersection;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tvar a, b, c;\n\t\t\tvar index = geometry.index;\n\t\t\tvar position = geometry.attributes.position;\n\t\t\tvar morphPosition = geometry.morphAttributes.position;\n\t\t\tvar morphTargetsRelative = geometry.morphTargetsRelative;\n\t\t\tvar uv = geometry.attributes.uv;\n\t\t\tvar uv2 = geometry.attributes.uv2;\n\t\t\tvar groups = geometry.groups;\n\t\t\tvar drawRange = geometry.drawRange;\n\t\t\tvar i, j, il, jl;\n\t\t\tvar group, groupMaterial;\n\t\t\tvar start, end;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\t// indexed buffer geometry\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tgroup = groups[ i ];\n\t\t\t\t\t\tgroupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tstart = Math.max( group.start, drawRange.start );\n\t\t\t\t\t\tend = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\t\tfor ( j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\t\ta = index.getX( j );\n\t\t\t\t\t\t\tb = index.getX( j + 1 );\n\t\t\t\t\t\t\tc = index.getX( j + 2 );\n\n\t\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstart = Math.max( 0, drawRange.start );\n\t\t\t\t\tend = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\tfor ( i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\t\ta = index.getX( i );\n\t\t\t\t\t\tb = index.getX( i + 1 );\n\t\t\t\t\t\tc = index.getX( i + 2 );\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( position !== undefined ) {\n\n\t\t\t\t// non-indexed buffer geometry\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tgroup = groups[ i ];\n\t\t\t\t\t\tgroupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tstart = Math.max( group.start, drawRange.start );\n\t\t\t\t\t\tend = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\t\tfor ( j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\t\ta = j;\n\t\t\t\t\t\t\tb = j + 1;\n\t\t\t\t\t\t\tc = j + 2;\n\n\t\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstart = Math.max( 0, drawRange.start );\n\t\t\t\t\tend = Math.min( position.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\tfor ( i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\t\ta = i;\n\t\t\t\t\t\tb = i + 1;\n\t\t\t\t\t\tc = i + 2;\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tvar fvA, fvB, fvC;\n\t\t\tvar isMultiMaterial = Array.isArray( material );\n\n\t\t\tvar vertices = geometry.vertices;\n\t\t\tvar faces = geometry.faces;\n\t\t\tvar uvs;\n\n\t\t\tvar faceVertexUvs = geometry.faceVertexUvs[ 0 ];\n\t\t\tif ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;\n\n\t\t\tfor ( var f = 0, fl = faces.length; f < fl; f ++ ) {\n\n\t\t\t\tvar face = faces[ f ];\n\t\t\t\tvar faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;\n\n\t\t\t\tif ( faceMaterial === undefined ) continue;\n\n\t\t\t\tfvA = vertices[ face.a ];\n\t\t\t\tfvB = vertices[ face.b ];\n\t\t\t\tfvC = vertices[ face.c ];\n\n\t\t\t\tintersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );\n\n\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\tif ( uvs && uvs[ f ] ) {\n\n\t\t\t\t\t\tvar uvs_f = uvs[ f ];\n\t\t\t\t\t\t_uvA.copy( uvs_f[ 0 ] );\n\t\t\t\t\t\t_uvB.copy( uvs_f[ 1 ] );\n\t\t\t\t\t\t_uvC.copy( uvs_f[ 2 ] );\n\n\t\t\t\t\t\tintersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tintersection.face = face;\n\t\t\t\t\tintersection.faceIndex = f;\n\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.geometry, this.material ).copy( this );\n\n\t}\n\n} );\n\nfunction checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {\n\n\tvar intersect;\n\n\tif ( material.side === BackSide ) {\n\n\t\tintersect = ray.intersectTriangle( pC, pB, pA, true, point );\n\n\t} else {\n\n\t\tintersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );\n\n\t}\n\n\tif ( intersect === null ) return null;\n\n\t_intersectionPointWorld.copy( point );\n\t_intersectionPointWorld.applyMatrix4( object.matrixWorld );\n\n\tvar distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );\n\n\tif ( distance < raycaster.near || distance > raycaster.far ) return null;\n\n\treturn {\n\t\tdistance: distance,\n\t\tpoint: _intersectionPointWorld.clone(),\n\t\tobject: object\n\t};\n\n}\n\nfunction checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {\n\n\t_vA.fromBufferAttribute( position, a );\n\t_vB.fromBufferAttribute( position, b );\n\t_vC.fromBufferAttribute( position, c );\n\n\tvar morphInfluences = object.morphTargetInfluences;\n\n\tif ( material.morphTargets && morphPosition && morphInfluences ) {\n\n\t\t_morphA.set( 0, 0, 0 );\n\t\t_morphB.set( 0, 0, 0 );\n\t\t_morphC.set( 0, 0, 0 );\n\n\t\tfor ( var i = 0, il = morphPosition.length; i < il; i ++ ) {\n\n\t\t\tvar influence = morphInfluences[ i ];\n\t\t\tvar morphAttribute = morphPosition[ i ];\n\n\t\t\tif ( influence === 0 ) continue;\n\n\t\t\t_tempA.fromBufferAttribute( morphAttribute, a );\n\t\t\t_tempB.fromBufferAttribute( morphAttribute, b );\n\t\t\t_tempC.fromBufferAttribute( morphAttribute, c );\n\n\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t_morphA.addScaledVector( _tempA, influence );\n\t\t\t\t_morphB.addScaledVector( _tempB, influence );\n\t\t\t\t_morphC.addScaledVector( _tempC, influence );\n\n\t\t\t} else {\n\n\t\t\t\t_morphA.addScaledVector( _tempA.sub( _vA ), influence );\n\t\t\t\t_morphB.addScaledVector( _tempB.sub( _vB ), influence );\n\t\t\t\t_morphC.addScaledVector( _tempC.sub( _vC ), influence );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_vA.add( _morphA );\n\t\t_vB.add( _morphB );\n\t\t_vC.add( _morphC );\n\n\t}\n\n\tvar intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );\n\n\tif ( intersection ) {\n\n\t\tif ( uv ) {\n\n\t\t\t_uvA.fromBufferAttribute( uv, a );\n\t\t\t_uvB.fromBufferAttribute( uv, b );\n\t\t\t_uvC.fromBufferAttribute( uv, c );\n\n\t\t\tintersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );\n\n\t\t}\n\n\t\tif ( uv2 ) {\n\n\t\t\t_uvA.fromBufferAttribute( uv2, a );\n\t\t\t_uvB.fromBufferAttribute( uv2, b );\n\t\t\t_uvC.fromBufferAttribute( uv2, c );\n\n\t\t\tintersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );\n\n\t\t}\n\n\t\tvar face = new Face3( a, b, c );\n\t\tTriangle.getNormal( _vA, _vB, _vC, face.normal );\n\n\t\tintersection.face = face;\n\n\t}\n\n\treturn intersection;\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author kile / http://kile.stravaganza.org/\n * @author alteredq / http://alteredqualia.com/\n * @author mikael emtinger / http://gomo.se/\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * @author bhouston / http://clara.io\n */\n\nvar _geometryId = 0; // Geometry uses even numbers as Id\nvar _m1$3 = new Matrix4();\nvar _obj$1 = new Object3D();\nvar _offset$1 = new Vector3();\n\nfunction Geometry() {\n\n\tObject.defineProperty( this, 'id', { value: _geometryId += 2 } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Geometry';\n\n\tthis.vertices = [];\n\tthis.colors = [];\n\tthis.faces = [];\n\tthis.faceVertexUvs = [[]];\n\n\tthis.morphTargets = [];\n\tthis.morphNormals = [];\n\n\tthis.skinWeights = [];\n\tthis.skinIndices = [];\n\n\tthis.lineDistances = [];\n\n\tthis.boundingBox = null;\n\tthis.boundingSphere = null;\n\n\t// update flags\n\n\tthis.elementsNeedUpdate = false;\n\tthis.verticesNeedUpdate = false;\n\tthis.uvsNeedUpdate = false;\n\tthis.normalsNeedUpdate = false;\n\tthis.colorsNeedUpdate = false;\n\tthis.lineDistancesNeedUpdate = false;\n\tthis.groupsNeedUpdate = false;\n\n}\n\nGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Geometry,\n\n\tisGeometry: true,\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tvar normalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\tfor ( var i = 0, il = this.vertices.length; i < il; i ++ ) {\n\n\t\t\tvar vertex = this.vertices[ i ];\n\t\t\tvertex.applyMatrix4( matrix );\n\n\t\t}\n\n\t\tfor ( var i = 0, il = this.faces.length; i < il; i ++ ) {\n\n\t\t\tvar face = this.faces[ i ];\n\t\t\tface.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\t\tfor ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {\n\n\t\t\t\tface.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tthis.computeBoundingBox();\n\n\t\t}\n\n\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\tthis.computeBoundingSphere();\n\n\t\t}\n\n\t\tthis.verticesNeedUpdate = true;\n\t\tthis.normalsNeedUpdate = true;\n\n\t\treturn this;\n\n\t},\n\n\trotateX: function ( angle ) {\n\n\t\t// rotate geometry around world x-axis\n\n\t\t_m1$3.makeRotationX( angle );\n\n\t\tthis.applyMatrix4( _m1$3 );\n\n\t\treturn this;\n\n\t},\n\n\trotateY: function ( angle ) {\n\n\t\t// rotate geometry around world y-axis\n\n\t\t_m1$3.makeRotationY( angle );\n\n\t\tthis.applyMatrix4( _m1$3 );\n\n\t\treturn this;\n\n\t},\n\n\trotateZ: function ( angle ) {\n\n\t\t// rotate geometry around world z-axis\n\n\t\t_m1$3.makeRotationZ( angle );\n\n\t\tthis.applyMatrix4( _m1$3 );\n\n\t\treturn this;\n\n\t},\n\n\ttranslate: function ( x, y, z ) {\n\n\t\t// translate geometry\n\n\t\t_m1$3.makeTranslation( x, y, z );\n\n\t\tthis.applyMatrix4( _m1$3 );\n\n\t\treturn this;\n\n\t},\n\n\tscale: function ( x, y, z ) {\n\n\t\t// scale geometry\n\n\t\t_m1$3.makeScale( x, y, z );\n\n\t\tthis.applyMatrix4( _m1$3 );\n\n\t\treturn this;\n\n\t},\n\n\tlookAt: function ( vector ) {\n\n\t\t_obj$1.lookAt( vector );\n\n\t\t_obj$1.updateMatrix();\n\n\t\tthis.applyMatrix4( _obj$1.matrix );\n\n\t\treturn this;\n\n\t},\n\n\tfromBufferGeometry: function ( geometry ) {\n\n\t\tvar scope = this;\n\n\t\tvar indices = geometry.index !== null ? geometry.index.array : undefined;\n\t\tvar attributes = geometry.attributes;\n\n\t\tif ( attributes.position === undefined ) {\n\n\t\t\tconsole.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tvar positions = attributes.position.array;\n\t\tvar normals = attributes.normal !== undefined ? attributes.normal.array : undefined;\n\t\tvar colors = attributes.color !== undefined ? attributes.color.array : undefined;\n\t\tvar uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;\n\t\tvar uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;\n\n\t\tif ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];\n\n\t\tfor ( var i = 0; i < positions.length; i += 3 ) {\n\n\t\t\tscope.vertices.push( new Vector3().fromArray( positions, i ) );\n\n\t\t\tif ( colors !== undefined ) {\n\n\t\t\t\tscope.colors.push( new Color().fromArray( colors, i ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction addFace( a, b, c, materialIndex ) {\n\n\t\t\tvar vertexColors = ( colors === undefined ) ? [] : [\n\t\t\t\tscope.colors[ a ].clone(),\n\t\t\t\tscope.colors[ b ].clone(),\n\t\t\t\tscope.colors[ c ].clone() ];\n\n\t\t\tvar vertexNormals = ( normals === undefined ) ? [] : [\n\t\t\t\tnew Vector3().fromArray( normals, a * 3 ),\n\t\t\t\tnew Vector3().fromArray( normals, b * 3 ),\n\t\t\t\tnew Vector3().fromArray( normals, c * 3 )\n\t\t\t];\n\n\t\t\tvar face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );\n\n\t\t\tscope.faces.push( face );\n\n\t\t\tif ( uvs !== undefined ) {\n\n\t\t\t\tscope.faceVertexUvs[ 0 ].push( [\n\t\t\t\t\tnew Vector2().fromArray( uvs, a * 2 ),\n\t\t\t\t\tnew Vector2().fromArray( uvs, b * 2 ),\n\t\t\t\t\tnew Vector2().fromArray( uvs, c * 2 )\n\t\t\t\t] );\n\n\t\t\t}\n\n\t\t\tif ( uvs2 !== undefined ) {\n\n\t\t\t\tscope.faceVertexUvs[ 1 ].push( [\n\t\t\t\t\tnew Vector2().fromArray( uvs2, a * 2 ),\n\t\t\t\t\tnew Vector2().fromArray( uvs2, b * 2 ),\n\t\t\t\t\tnew Vector2().fromArray( uvs2, c * 2 )\n\t\t\t\t] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvar groups = geometry.groups;\n\n\t\tif ( groups.length > 0 ) {\n\n\t\t\tfor ( var i = 0; i < groups.length; i ++ ) {\n\n\t\t\t\tvar group = groups[ i ];\n\n\t\t\t\tvar start = group.start;\n\t\t\t\tvar count = group.count;\n\n\t\t\t\tfor ( var j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\t\tif ( indices !== undefined ) {\n\n\t\t\t\t\t\taddFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\taddFace( j, j + 1, j + 2, group.materialIndex );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( indices !== undefined ) {\n\n\t\t\t\tfor ( var i = 0; i < indices.length; i += 3 ) {\n\n\t\t\t\t\taddFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tfor ( var i = 0; i < positions.length / 3; i += 3 ) {\n\n\t\t\t\t\taddFace( i, i + 1, i + 2 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.computeFaceNormals();\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = geometry.boundingBox.clone();\n\n\t\t}\n\n\t\tif ( geometry.boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = geometry.boundingSphere.clone();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcenter: function () {\n\n\t\tthis.computeBoundingBox();\n\n\t\tthis.boundingBox.getCenter( _offset$1 ).negate();\n\n\t\tthis.translate( _offset$1.x, _offset$1.y, _offset$1.z );\n\n\t\treturn this;\n\n\t},\n\n\tnormalize: function () {\n\n\t\tthis.computeBoundingSphere();\n\n\t\tvar center = this.boundingSphere.center;\n\t\tvar radius = this.boundingSphere.radius;\n\n\t\tvar s = radius === 0 ? 1 : 1.0 / radius;\n\n\t\tvar matrix = new Matrix4();\n\t\tmatrix.set(\n\t\t\ts, 0, 0, - s * center.x,\n\t\t\t0, s, 0, - s * center.y,\n\t\t\t0, 0, s, - s * center.z,\n\t\t\t0, 0, 0, 1\n\t\t);\n\n\t\tthis.applyMatrix4( matrix );\n\n\t\treturn this;\n\n\t},\n\n\tcomputeFaceNormals: function () {\n\n\t\tvar cb = new Vector3(), ab = new Vector3();\n\n\t\tfor ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tvar face = this.faces[ f ];\n\n\t\t\tvar vA = this.vertices[ face.a ];\n\t\t\tvar vB = this.vertices[ face.b ];\n\t\t\tvar vC = this.vertices[ face.c ];\n\n\t\t\tcb.subVectors( vC, vB );\n\t\t\tab.subVectors( vA, vB );\n\t\t\tcb.cross( ab );\n\n\t\t\tcb.normalize();\n\n\t\t\tface.normal.copy( cb );\n\n\t\t}\n\n\t},\n\n\tcomputeVertexNormals: function ( areaWeighted ) {\n\n\t\tif ( areaWeighted === undefined ) areaWeighted = true;\n\n\t\tvar v, vl, f, fl, face, vertices;\n\n\t\tvertices = new Array( this.vertices.length );\n\n\t\tfor ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {\n\n\t\t\tvertices[ v ] = new Vector3();\n\n\t\t}\n\n\t\tif ( areaWeighted ) {\n\n\t\t\t// vertex normals weighted by triangle areas\n\t\t\t// http://www.iquilezles.org/www/articles/normals/normals.htm\n\n\t\t\tvar vA, vB, vC;\n\t\t\tvar cb = new Vector3(), ab = new Vector3();\n\n\t\t\tfor ( f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\t\tface = this.faces[ f ];\n\n\t\t\t\tvA = this.vertices[ face.a ];\n\t\t\t\tvB = this.vertices[ face.b ];\n\t\t\t\tvC = this.vertices[ face.c ];\n\n\t\t\t\tcb.subVectors( vC, vB );\n\t\t\t\tab.subVectors( vA, vB );\n\t\t\t\tcb.cross( ab );\n\n\t\t\t\tvertices[ face.a ].add( cb );\n\t\t\t\tvertices[ face.b ].add( cb );\n\t\t\t\tvertices[ face.c ].add( cb );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.computeFaceNormals();\n\n\t\t\tfor ( f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\t\tface = this.faces[ f ];\n\n\t\t\t\tvertices[ face.a ].add( face.normal );\n\t\t\t\tvertices[ face.b ].add( face.normal );\n\t\t\t\tvertices[ face.c ].add( face.normal );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {\n\n\t\t\tvertices[ v ].normalize();\n\n\t\t}\n\n\t\tfor ( f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tface = this.faces[ f ];\n\n\t\t\tvar vertexNormals = face.vertexNormals;\n\n\t\t\tif ( vertexNormals.length === 3 ) {\n\n\t\t\t\tvertexNormals[ 0 ].copy( vertices[ face.a ] );\n\t\t\t\tvertexNormals[ 1 ].copy( vertices[ face.b ] );\n\t\t\t\tvertexNormals[ 2 ].copy( vertices[ face.c ] );\n\n\t\t\t} else {\n\n\t\t\t\tvertexNormals[ 0 ] = vertices[ face.a ].clone();\n\t\t\t\tvertexNormals[ 1 ] = vertices[ face.b ].clone();\n\t\t\t\tvertexNormals[ 2 ] = vertices[ face.c ].clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.faces.length > 0 ) {\n\n\t\t\tthis.normalsNeedUpdate = true;\n\n\t\t}\n\n\t},\n\n\tcomputeFlatVertexNormals: function () {\n\n\t\tvar f, fl, face;\n\n\t\tthis.computeFaceNormals();\n\n\t\tfor ( f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tface = this.faces[ f ];\n\n\t\t\tvar vertexNormals = face.vertexNormals;\n\n\t\t\tif ( vertexNormals.length === 3 ) {\n\n\t\t\t\tvertexNormals[ 0 ].copy( face.normal );\n\t\t\t\tvertexNormals[ 1 ].copy( face.normal );\n\t\t\t\tvertexNormals[ 2 ].copy( face.normal );\n\n\t\t\t} else {\n\n\t\t\t\tvertexNormals[ 0 ] = face.normal.clone();\n\t\t\t\tvertexNormals[ 1 ] = face.normal.clone();\n\t\t\t\tvertexNormals[ 2 ] = face.normal.clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.faces.length > 0 ) {\n\n\t\t\tthis.normalsNeedUpdate = true;\n\n\t\t}\n\n\t},\n\n\tcomputeMorphNormals: function () {\n\n\t\tvar i, il, f, fl, face;\n\n\t\t// save original normals\n\t\t// - create temp variables on first access\n\t\t// otherwise just copy (for faster repeated calls)\n\n\t\tfor ( f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tface = this.faces[ f ];\n\n\t\t\tif ( ! face.__originalFaceNormal ) {\n\n\t\t\t\tface.__originalFaceNormal = face.normal.clone();\n\n\t\t\t} else {\n\n\t\t\t\tface.__originalFaceNormal.copy( face.normal );\n\n\t\t\t}\n\n\t\t\tif ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];\n\n\t\t\tfor ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {\n\n\t\t\t\tif ( ! face.__originalVertexNormals[ i ] ) {\n\n\t\t\t\t\tface.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();\n\n\t\t\t\t} else {\n\n\t\t\t\t\tface.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// use temp geometry to compute face and vertex normals for each morph\n\n\t\tvar tmpGeo = new Geometry();\n\t\ttmpGeo.faces = this.faces;\n\n\t\tfor ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {\n\n\t\t\t// create on first access\n\n\t\t\tif ( ! this.morphNormals[ i ] ) {\n\n\t\t\t\tthis.morphNormals[ i ] = {};\n\t\t\t\tthis.morphNormals[ i ].faceNormals = [];\n\t\t\t\tthis.morphNormals[ i ].vertexNormals = [];\n\n\t\t\t\tvar dstNormalsFace = this.morphNormals[ i ].faceNormals;\n\t\t\t\tvar dstNormalsVertex = this.morphNormals[ i ].vertexNormals;\n\n\t\t\t\tvar faceNormal, vertexNormals;\n\n\t\t\t\tfor ( f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\t\t\tfaceNormal = new Vector3();\n\t\t\t\t\tvertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };\n\n\t\t\t\t\tdstNormalsFace.push( faceNormal );\n\t\t\t\t\tdstNormalsVertex.push( vertexNormals );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tvar morphNormals = this.morphNormals[ i ];\n\n\t\t\t// set vertices to morph target\n\n\t\t\ttmpGeo.vertices = this.morphTargets[ i ].vertices;\n\n\t\t\t// compute morph normals\n\n\t\t\ttmpGeo.computeFaceNormals();\n\t\t\ttmpGeo.computeVertexNormals();\n\n\t\t\t// store morph normals\n\n\t\t\tvar faceNormal, vertexNormals;\n\n\t\t\tfor ( f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\t\tface = this.faces[ f ];\n\n\t\t\t\tfaceNormal = morphNormals.faceNormals[ f ];\n\t\t\t\tvertexNormals = morphNormals.vertexNormals[ f ];\n\n\t\t\t\tfaceNormal.copy( face.normal );\n\n\t\t\t\tvertexNormals.a.copy( face.vertexNormals[ 0 ] );\n\t\t\t\tvertexNormals.b.copy( face.vertexNormals[ 1 ] );\n\t\t\t\tvertexNormals.c.copy( face.vertexNormals[ 2 ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// restore original normals\n\n\t\tfor ( f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tface = this.faces[ f ];\n\n\t\t\tface.normal = face.__originalFaceNormal;\n\t\t\tface.vertexNormals = face.__originalVertexNormals;\n\n\t\t}\n\n\t},\n\n\tcomputeBoundingBox: function () {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tthis.boundingBox.setFromPoints( this.vertices );\n\n\t},\n\n\tcomputeBoundingSphere: function () {\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tthis.boundingSphere.setFromPoints( this.vertices );\n\n\t},\n\n\tmerge: function ( geometry, matrix, materialIndexOffset ) {\n\n\t\tif ( ! ( geometry && geometry.isGeometry ) ) {\n\n\t\t\tconsole.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );\n\t\t\treturn;\n\n\t\t}\n\n\t\tvar normalMatrix,\n\t\t\tvertexOffset = this.vertices.length,\n\t\t\tvertices1 = this.vertices,\n\t\t\tvertices2 = geometry.vertices,\n\t\t\tfaces1 = this.faces,\n\t\t\tfaces2 = geometry.faces,\n\t\t\tcolors1 = this.colors,\n\t\t\tcolors2 = geometry.colors;\n\n\t\tif ( materialIndexOffset === undefined ) materialIndexOffset = 0;\n\n\t\tif ( matrix !== undefined ) {\n\n\t\t\tnormalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\t}\n\n\t\t// vertices\n\n\t\tfor ( var i = 0, il = vertices2.length; i < il; i ++ ) {\n\n\t\t\tvar vertex = vertices2[ i ];\n\n\t\t\tvar vertexCopy = vertex.clone();\n\n\t\t\tif ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );\n\n\t\t\tvertices1.push( vertexCopy );\n\n\t\t}\n\n\t\t// colors\n\n\t\tfor ( var i = 0, il = colors2.length; i < il; i ++ ) {\n\n\t\t\tcolors1.push( colors2[ i ].clone() );\n\n\t\t}\n\n\t\t// faces\n\n\t\tfor ( i = 0, il = faces2.length; i < il; i ++ ) {\n\n\t\t\tvar face = faces2[ i ], faceCopy, normal, color,\n\t\t\t\tfaceVertexNormals = face.vertexNormals,\n\t\t\t\tfaceVertexColors = face.vertexColors;\n\n\t\t\tfaceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );\n\t\t\tfaceCopy.normal.copy( face.normal );\n\n\t\t\tif ( normalMatrix !== undefined ) {\n\n\t\t\t\tfaceCopy.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\t\t}\n\n\t\t\tfor ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {\n\n\t\t\t\tnormal = faceVertexNormals[ j ].clone();\n\n\t\t\t\tif ( normalMatrix !== undefined ) {\n\n\t\t\t\t\tnormal.applyMatrix3( normalMatrix ).normalize();\n\n\t\t\t\t}\n\n\t\t\t\tfaceCopy.vertexNormals.push( normal );\n\n\t\t\t}\n\n\t\t\tfaceCopy.color.copy( face.color );\n\n\t\t\tfor ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {\n\n\t\t\t\tcolor = faceVertexColors[ j ];\n\t\t\t\tfaceCopy.vertexColors.push( color.clone() );\n\n\t\t\t}\n\n\t\t\tfaceCopy.materialIndex = face.materialIndex + materialIndexOffset;\n\n\t\t\tfaces1.push( faceCopy );\n\n\t\t}\n\n\t\t// uvs\n\n\t\tfor ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {\n\n\t\t\tvar faceVertexUvs2 = geometry.faceVertexUvs[ i ];\n\n\t\t\tif ( this.faceVertexUvs[ i ] === undefined ) this.faceVertexUvs[ i ] = [];\n\n\t\t\tfor ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {\n\n\t\t\t\tvar uvs2 = faceVertexUvs2[ j ], uvsCopy = [];\n\n\t\t\t\tfor ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {\n\n\t\t\t\t\tuvsCopy.push( uvs2[ k ].clone() );\n\n\t\t\t\t}\n\n\t\t\t\tthis.faceVertexUvs[ i ].push( uvsCopy );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tmergeMesh: function ( mesh ) {\n\n\t\tif ( ! ( mesh && mesh.isMesh ) ) {\n\n\t\t\tconsole.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( mesh.matrixAutoUpdate ) mesh.updateMatrix();\n\n\t\tthis.merge( mesh.geometry, mesh.matrix );\n\n\t},\n\n\t/*\n\t * Checks for duplicate vertices with hashmap.\n\t * Duplicated vertices are removed\n\t * and faces' vertices are updated.\n\t */\n\n\tmergeVertices: function () {\n\n\t\tvar verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)\n\t\tvar unique = [], changes = [];\n\n\t\tvar v, key;\n\t\tvar precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001\n\t\tvar precision = Math.pow( 10, precisionPoints );\n\t\tvar i, il, face;\n\t\tvar indices, j, jl;\n\n\t\tfor ( i = 0, il = this.vertices.length; i < il; i ++ ) {\n\n\t\t\tv = this.vertices[ i ];\n\t\t\tkey = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );\n\n\t\t\tif ( verticesMap[ key ] === undefined ) {\n\n\t\t\t\tverticesMap[ key ] = i;\n\t\t\t\tunique.push( this.vertices[ i ] );\n\t\t\t\tchanges[ i ] = unique.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\t//console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);\n\t\t\t\tchanges[ i ] = changes[ verticesMap[ key ] ];\n\n\t\t\t}\n\n\t\t}\n\n\n\t\t// if faces are completely degenerate after merging vertices, we\n\t\t// have to remove them from the geometry.\n\t\tvar faceIndicesToRemove = [];\n\n\t\tfor ( i = 0, il = this.faces.length; i < il; i ++ ) {\n\n\t\t\tface = this.faces[ i ];\n\n\t\t\tface.a = changes[ face.a ];\n\t\t\tface.b = changes[ face.b ];\n\t\t\tface.c = changes[ face.c ];\n\n\t\t\tindices = [ face.a, face.b, face.c ];\n\n\t\t\t// if any duplicate vertices are found in a Face3\n\t\t\t// we have to remove the face as nothing can be saved\n\t\t\tfor ( var n = 0; n < 3; n ++ ) {\n\n\t\t\t\tif ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {\n\n\t\t\t\t\tfaceIndicesToRemove.push( i );\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {\n\n\t\t\tvar idx = faceIndicesToRemove[ i ];\n\n\t\t\tthis.faces.splice( idx, 1 );\n\n\t\t\tfor ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {\n\n\t\t\t\tthis.faceVertexUvs[ j ].splice( idx, 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Use unique set of vertices\n\n\t\tvar diff = this.vertices.length - unique.length;\n\t\tthis.vertices = unique;\n\t\treturn diff;\n\n\t},\n\n\tsetFromPoints: function ( points ) {\n\n\t\tthis.vertices = [];\n\n\t\tfor ( var i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tvar point = points[ i ];\n\t\t\tthis.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsortFacesByMaterialIndex: function () {\n\n\t\tvar faces = this.faces;\n\t\tvar length = faces.length;\n\n\t\t// tag faces\n\n\t\tfor ( var i = 0; i < length; i ++ ) {\n\n\t\t\tfaces[ i ]._id = i;\n\n\t\t}\n\n\t\t// sort faces\n\n\t\tfunction materialIndexSort( a, b ) {\n\n\t\t\treturn a.materialIndex - b.materialIndex;\n\n\t\t}\n\n\t\tfaces.sort( materialIndexSort );\n\n\t\t// sort uvs\n\n\t\tvar uvs1 = this.faceVertexUvs[ 0 ];\n\t\tvar uvs2 = this.faceVertexUvs[ 1 ];\n\n\t\tvar newUvs1, newUvs2;\n\n\t\tif ( uvs1 && uvs1.length === length ) newUvs1 = [];\n\t\tif ( uvs2 && uvs2.length === length ) newUvs2 = [];\n\n\t\tfor ( var i = 0; i < length; i ++ ) {\n\n\t\t\tvar id = faces[ i ]._id;\n\n\t\t\tif ( newUvs1 ) newUvs1.push( uvs1[ id ] );\n\t\t\tif ( newUvs2 ) newUvs2.push( uvs2[ id ] );\n\n\t\t}\n\n\t\tif ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;\n\t\tif ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tvar data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Geometry',\n\t\t\t\tgenerator: 'Geometry.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard Geometry serialization\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\t\tif ( this.name !== '' ) data.name = this.name;\n\n\t\tif ( this.parameters !== undefined ) {\n\n\t\t\tvar parameters = this.parameters;\n\n\t\t\tfor ( var key in parameters ) {\n\n\t\t\t\tif ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tvar vertices = [];\n\n\t\tfor ( var i = 0; i < this.vertices.length; i ++ ) {\n\n\t\t\tvar vertex = this.vertices[ i ];\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t}\n\n\t\tvar faces = [];\n\t\tvar normals = [];\n\t\tvar normalsHash = {};\n\t\tvar colors = [];\n\t\tvar colorsHash = {};\n\t\tvar uvs = [];\n\t\tvar uvsHash = {};\n\n\t\tfor ( var i = 0; i < this.faces.length; i ++ ) {\n\n\t\t\tvar face = this.faces[ i ];\n\n\t\t\tvar hasMaterial = true;\n\t\t\tvar hasFaceUv = false; // deprecated\n\t\t\tvar hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;\n\t\t\tvar hasFaceNormal = face.normal.length() > 0;\n\t\t\tvar hasFaceVertexNormal = face.vertexNormals.length > 0;\n\t\t\tvar hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;\n\t\t\tvar hasFaceVertexColor = face.vertexColors.length > 0;\n\n\t\t\tvar faceType = 0;\n\n\t\t\tfaceType = setBit( faceType, 0, 0 ); // isQuad\n\t\t\tfaceType = setBit( faceType, 1, hasMaterial );\n\t\t\tfaceType = setBit( faceType, 2, hasFaceUv );\n\t\t\tfaceType = setBit( faceType, 3, hasFaceVertexUv );\n\t\t\tfaceType = setBit( faceType, 4, hasFaceNormal );\n\t\t\tfaceType = setBit( faceType, 5, hasFaceVertexNormal );\n\t\t\tfaceType = setBit( faceType, 6, hasFaceColor );\n\t\t\tfaceType = setBit( faceType, 7, hasFaceVertexColor );\n\n\t\t\tfaces.push( faceType );\n\t\t\tfaces.push( face.a, face.b, face.c );\n\t\t\tfaces.push( face.materialIndex );\n\n\t\t\tif ( hasFaceVertexUv ) {\n\n\t\t\t\tvar faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];\n\n\t\t\t\tfaces.push(\n\t\t\t\t\tgetUvIndex( faceVertexUvs[ 0 ] ),\n\t\t\t\t\tgetUvIndex( faceVertexUvs[ 1 ] ),\n\t\t\t\t\tgetUvIndex( faceVertexUvs[ 2 ] )\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t\tif ( hasFaceNormal ) {\n\n\t\t\t\tfaces.push( getNormalIndex( face.normal ) );\n\n\t\t\t}\n\n\t\t\tif ( hasFaceVertexNormal ) {\n\n\t\t\t\tvar vertexNormals = face.vertexNormals;\n\n\t\t\t\tfaces.push(\n\t\t\t\t\tgetNormalIndex( vertexNormals[ 0 ] ),\n\t\t\t\t\tgetNormalIndex( vertexNormals[ 1 ] ),\n\t\t\t\t\tgetNormalIndex( vertexNormals[ 2 ] )\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t\tif ( hasFaceColor ) {\n\n\t\t\t\tfaces.push( getColorIndex( face.color ) );\n\n\t\t\t}\n\n\t\t\tif ( hasFaceVertexColor ) {\n\n\t\t\t\tvar vertexColors = face.vertexColors;\n\n\t\t\t\tfaces.push(\n\t\t\t\t\tgetColorIndex( vertexColors[ 0 ] ),\n\t\t\t\t\tgetColorIndex( vertexColors[ 1 ] ),\n\t\t\t\t\tgetColorIndex( vertexColors[ 2 ] )\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction setBit( value, position, enabled ) {\n\n\t\t\treturn enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );\n\n\t\t}\n\n\t\tfunction getNormalIndex( normal ) {\n\n\t\t\tvar hash = normal.x.toString() + normal.y.toString() + normal.z.toString();\n\n\t\t\tif ( normalsHash[ hash ] !== undefined ) {\n\n\t\t\t\treturn normalsHash[ hash ];\n\n\t\t\t}\n\n\t\t\tnormalsHash[ hash ] = normals.length / 3;\n\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\treturn normalsHash[ hash ];\n\n\t\t}\n\n\t\tfunction getColorIndex( color ) {\n\n\t\t\tvar hash = color.r.toString() + color.g.toString() + color.b.toString();\n\n\t\t\tif ( colorsHash[ hash ] !== undefined ) {\n\n\t\t\t\treturn colorsHash[ hash ];\n\n\t\t\t}\n\n\t\t\tcolorsHash[ hash ] = colors.length;\n\t\t\tcolors.push( color.getHex() );\n\n\t\t\treturn colorsHash[ hash ];\n\n\t\t}\n\n\t\tfunction getUvIndex( uv ) {\n\n\t\t\tvar hash = uv.x.toString() + uv.y.toString();\n\n\t\t\tif ( uvsHash[ hash ] !== undefined ) {\n\n\t\t\t\treturn uvsHash[ hash ];\n\n\t\t\t}\n\n\t\t\tuvsHash[ hash ] = uvs.length / 2;\n\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\treturn uvsHash[ hash ];\n\n\t\t}\n\n\t\tdata.data = {};\n\n\t\tdata.data.vertices = vertices;\n\t\tdata.data.normals = normals;\n\t\tif ( colors.length > 0 ) data.data.colors = colors;\n\t\tif ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility\n\t\tdata.data.faces = faces;\n\n\t\treturn data;\n\n\t},\n\n\tclone: function () {\n\n\t\t/*\n\t\t // Handle primitives\n\n\t\t var parameters = this.parameters;\n\n\t\t if ( parameters !== undefined ) {\n\n\t\t var values = [];\n\n\t\t for ( var key in parameters ) {\n\n\t\t values.push( parameters[ key ] );\n\n\t\t }\n\n\t\t var geometry = Object.create( this.constructor.prototype );\n\t\t this.constructor.apply( geometry, values );\n\t\t return geometry;\n\n\t\t }\n\n\t\t return new this.constructor().copy( this );\n\t\t */\n\n\t\treturn new Geometry().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tvar i, il, j, jl, k, kl;\n\n\t\t// reset\n\n\t\tthis.vertices = [];\n\t\tthis.colors = [];\n\t\tthis.faces = [];\n\t\tthis.faceVertexUvs = [[]];\n\t\tthis.morphTargets = [];\n\t\tthis.morphNormals = [];\n\t\tthis.skinWeights = [];\n\t\tthis.skinIndices = [];\n\t\tthis.lineDistances = [];\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// name\n\n\t\tthis.name = source.name;\n\n\t\t// vertices\n\n\t\tvar vertices = source.vertices;\n\n\t\tfor ( i = 0, il = vertices.length; i < il; i ++ ) {\n\n\t\t\tthis.vertices.push( vertices[ i ].clone() );\n\n\t\t}\n\n\t\t// colors\n\n\t\tvar colors = source.colors;\n\n\t\tfor ( i = 0, il = colors.length; i < il; i ++ ) {\n\n\t\t\tthis.colors.push( colors[ i ].clone() );\n\n\t\t}\n\n\t\t// faces\n\n\t\tvar faces = source.faces;\n\n\t\tfor ( i = 0, il = faces.length; i < il; i ++ ) {\n\n\t\t\tthis.faces.push( faces[ i ].clone() );\n\n\t\t}\n\n\t\t// face vertex uvs\n\n\t\tfor ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {\n\n\t\t\tvar faceVertexUvs = source.faceVertexUvs[ i ];\n\n\t\t\tif ( this.faceVertexUvs[ i ] === undefined ) {\n\n\t\t\t\tthis.faceVertexUvs[ i ] = [];\n\n\t\t\t}\n\n\t\t\tfor ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {\n\n\t\t\t\tvar uvs = faceVertexUvs[ j ], uvsCopy = [];\n\n\t\t\t\tfor ( k = 0, kl = uvs.length; k < kl; k ++ ) {\n\n\t\t\t\t\tvar uv = uvs[ k ];\n\n\t\t\t\t\tuvsCopy.push( uv.clone() );\n\n\t\t\t\t}\n\n\t\t\t\tthis.faceVertexUvs[ i ].push( uvsCopy );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// morph targets\n\n\t\tvar morphTargets = source.morphTargets;\n\n\t\tfor ( i = 0, il = morphTargets.length; i < il; i ++ ) {\n\n\t\t\tvar morphTarget = {};\n\t\t\tmorphTarget.name = morphTargets[ i ].name;\n\n\t\t\t// vertices\n\n\t\t\tif ( morphTargets[ i ].vertices !== undefined ) {\n\n\t\t\t\tmorphTarget.vertices = [];\n\n\t\t\t\tfor ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {\n\n\t\t\t\t\tmorphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// normals\n\n\t\t\tif ( morphTargets[ i ].normals !== undefined ) {\n\n\t\t\t\tmorphTarget.normals = [];\n\n\t\t\t\tfor ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {\n\n\t\t\t\t\tmorphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.morphTargets.push( morphTarget );\n\n\t\t}\n\n\t\t// morph normals\n\n\t\tvar morphNormals = source.morphNormals;\n\n\t\tfor ( i = 0, il = morphNormals.length; i < il; i ++ ) {\n\n\t\t\tvar morphNormal = {};\n\n\t\t\t// vertex normals\n\n\t\t\tif ( morphNormals[ i ].vertexNormals !== undefined ) {\n\n\t\t\t\tmorphNormal.vertexNormals = [];\n\n\t\t\t\tfor ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {\n\n\t\t\t\t\tvar srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];\n\t\t\t\t\tvar destVertexNormal = {};\n\n\t\t\t\t\tdestVertexNormal.a = srcVertexNormal.a.clone();\n\t\t\t\t\tdestVertexNormal.b = srcVertexNormal.b.clone();\n\t\t\t\t\tdestVertexNormal.c = srcVertexNormal.c.clone();\n\n\t\t\t\t\tmorphNormal.vertexNormals.push( destVertexNormal );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// face normals\n\n\t\t\tif ( morphNormals[ i ].faceNormals !== undefined ) {\n\n\t\t\t\tmorphNormal.faceNormals = [];\n\n\t\t\t\tfor ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {\n\n\t\t\t\t\tmorphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.morphNormals.push( morphNormal );\n\n\t\t}\n\n\t\t// skin weights\n\n\t\tvar skinWeights = source.skinWeights;\n\n\t\tfor ( i = 0, il = skinWeights.length; i < il; i ++ ) {\n\n\t\t\tthis.skinWeights.push( skinWeights[ i ].clone() );\n\n\t\t}\n\n\t\t// skin indices\n\n\t\tvar skinIndices = source.skinIndices;\n\n\t\tfor ( i = 0, il = skinIndices.length; i < il; i ++ ) {\n\n\t\t\tthis.skinIndices.push( skinIndices[ i ].clone() );\n\n\t\t}\n\n\t\t// line distances\n\n\t\tvar lineDistances = source.lineDistances;\n\n\t\tfor ( i = 0, il = lineDistances.length; i < il; i ++ ) {\n\n\t\t\tthis.lineDistances.push( lineDistances[ i ] );\n\n\t\t}\n\n\t\t// bounding box\n\n\t\tvar boundingBox = source.boundingBox;\n\n\t\tif ( boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = boundingBox.clone();\n\n\t\t}\n\n\t\t// bounding sphere\n\n\t\tvar boundingSphere = source.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = boundingSphere.clone();\n\n\t\t}\n\n\t\t// update flags\n\n\t\tthis.elementsNeedUpdate = source.elementsNeedUpdate;\n\t\tthis.verticesNeedUpdate = source.verticesNeedUpdate;\n\t\tthis.uvsNeedUpdate = source.uvsNeedUpdate;\n\t\tthis.normalsNeedUpdate = source.normalsNeedUpdate;\n\t\tthis.colorsNeedUpdate = source.colorsNeedUpdate;\n\t\tthis.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;\n\t\tthis.groupsNeedUpdate = source.groupsNeedUpdate;\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// BoxGeometry\n\nclass BoxGeometry extends Geometry {\n\n\tconstructor( width, height, depth, widthSegments, heightSegments, depthSegments ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'BoxGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\tdepth: depth,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tdepthSegments: depthSegments\n\t\t};\n\n\t\tthis.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\n// BoxBufferGeometry\n\nclass BoxBufferGeometry extends BufferGeometry {\n\n\tconstructor( width, height, depth, widthSegments, heightSegments, depthSegments ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'BoxBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\tdepth: depth,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tdepthSegments: depthSegments\n\t\t};\n\n\t\tvar scope = this;\n\n\t\twidth = width || 1;\n\t\theight = height || 1;\n\t\tdepth = depth || 1;\n\n\t\t// segments\n\n\t\twidthSegments = Math.floor( widthSegments ) || 1;\n\t\theightSegments = Math.floor( heightSegments ) || 1;\n\t\tdepthSegments = Math.floor( depthSegments ) || 1;\n\n\t\t// buffers\n\n\t\tvar indices = [];\n\t\tvar vertices = [];\n\t\tvar normals = [];\n\t\tvar uvs = [];\n\n\t\t// helper variables\n\n\t\tvar numberOfVertices = 0;\n\t\tvar groupStart = 0;\n\n\t\t// build each side of the box geometry\n\n\t\tbuildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px\n\t\tbuildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx\n\t\tbuildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py\n\t\tbuildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny\n\t\tbuildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz\n\t\tbuildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {\n\n\t\t\tvar segmentWidth = width / gridX;\n\t\t\tvar segmentHeight = height / gridY;\n\n\t\t\tvar widthHalf = width / 2;\n\t\t\tvar heightHalf = height / 2;\n\t\t\tvar depthHalf = depth / 2;\n\n\t\t\tvar gridX1 = gridX + 1;\n\t\t\tvar gridY1 = gridY + 1;\n\n\t\t\tvar vertexCounter = 0;\n\t\t\tvar groupCount = 0;\n\n\t\t\tvar ix, iy;\n\n\t\t\tvar vector = new Vector3();\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\t\tvar y = iy * segmentHeight - heightHalf;\n\n\t\t\t\tfor ( ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\t\tvar x = ix * segmentWidth - widthHalf;\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = x * udir;\n\t\t\t\t\tvector[ v ] = y * vdir;\n\t\t\t\t\tvector[ w ] = depthHalf;\n\n\t\t\t\t\t// now apply vector to vertex buffer\n\n\t\t\t\t\tvertices.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = 0;\n\t\t\t\t\tvector[ v ] = 0;\n\t\t\t\t\tvector[ w ] = depth > 0 ? 1 : - 1;\n\n\t\t\t\t\t// now apply vector to normal buffer\n\n\t\t\t\t\tnormals.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// uvs\n\n\t\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t\t\t// counters\n\n\t\t\t\t\tvertexCounter += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// indices\n\n\t\t\t// 1. you need three indices to draw a single face\n\t\t\t// 2. a single segment consists of two faces\n\t\t\t// 3. so we need to generate six (2*3) indices per segment\n\n\t\t\tfor ( iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\t\tfor ( ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\t\tvar a = numberOfVertices + ix + gridX1 * iy;\n\t\t\t\t\tvar b = numberOfVertices + ix + gridX1 * ( iy + 1 );\n\t\t\t\t\tvar c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\t\tvar d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// increase counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, materialIndex );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t\t// update total number of vertices\n\n\t\t\tnumberOfVertices += vertexCounter;\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * Uniform Utilities\n */\n\nfunction cloneUniforms( src ) {\n\n\tvar dst = {};\n\n\tfor ( var u in src ) {\n\n\t\tdst[ u ] = {};\n\n\t\tfor ( var p in src[ u ] ) {\n\n\t\t\tvar property = src[ u ][ p ];\n\n\t\t\tif ( property && ( property.isColor ||\n\t\t\t\tproperty.isMatrix3 || property.isMatrix4 ||\n\t\t\t\tproperty.isVector2 || property.isVector3 || property.isVector4 ||\n\t\t\t\tproperty.isTexture ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.clone();\n\n\t\t\t} else if ( Array.isArray( property ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.slice();\n\n\t\t\t} else {\n\n\t\t\t\tdst[ u ][ p ] = property;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn dst;\n\n}\n\nfunction mergeUniforms( uniforms ) {\n\n\tvar merged = {};\n\n\tfor ( var u = 0; u < uniforms.length; u ++ ) {\n\n\t\tvar tmp = cloneUniforms( uniforms[ u ] );\n\n\t\tfor ( var p in tmp ) {\n\n\t\t\tmerged[ p ] = tmp[ p ];\n\n\t\t}\n\n\t}\n\n\treturn merged;\n\n}\n\n// Legacy\n\nvar UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };\n\nvar default_vertex = \"void main() {\\n\\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n}\";\n\nvar default_fragment = \"void main() {\\n\\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\\n}\";\n\n/**\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * defines: { \"label\" : \"value\" },\n * uniforms: { \"parameter1\": { value: 1.0 }, \"parameter2\": { value2: 2 } },\n *\n * fragmentShader: ,\n * vertexShader: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * lights: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction ShaderMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'ShaderMaterial';\n\n\tthis.defines = {};\n\tthis.uniforms = {};\n\n\tthis.vertexShader = default_vertex;\n\tthis.fragmentShader = default_fragment;\n\n\tthis.linewidth = 1;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\n\tthis.fog = false; // set to use scene fog\n\tthis.lights = false; // set to use scene lights\n\tthis.clipping = false; // set to use user-defined clipping planes\n\n\tthis.skinning = false; // set to use skinning attribute streams\n\tthis.morphTargets = false; // set to use morph targets\n\tthis.morphNormals = false; // set to use morph normals\n\n\tthis.extensions = {\n\t\tderivatives: false, // set to use derivatives\n\t\tfragDepth: false, // set to use fragment depth values\n\t\tdrawBuffers: false, // set to use draw buffers\n\t\tshaderTextureLOD: false // set to use shader texture LOD\n\t};\n\n\t// When rendered geometry doesn't include these attributes but the material does,\n\t// use these default values in WebGL. This avoids errors when buffer data is missing.\n\tthis.defaultAttributeValues = {\n\t\t'color': [ 1, 1, 1 ],\n\t\t'uv': [ 0, 0 ],\n\t\t'uv2': [ 0, 0 ]\n\t};\n\n\tthis.index0AttributeName = undefined;\n\tthis.uniformsNeedUpdate = false;\n\n\tif ( parameters !== undefined ) {\n\n\t\tif ( parameters.attributes !== undefined ) {\n\n\t\t\tconsole.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n}\n\nShaderMaterial.prototype = Object.create( Material.prototype );\nShaderMaterial.prototype.constructor = ShaderMaterial;\n\nShaderMaterial.prototype.isShaderMaterial = true;\n\nShaderMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.fragmentShader = source.fragmentShader;\n\tthis.vertexShader = source.vertexShader;\n\n\tthis.uniforms = cloneUniforms( source.uniforms );\n\n\tthis.defines = Object.assign( {}, source.defines );\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\tthis.lights = source.lights;\n\tthis.clipping = source.clipping;\n\n\tthis.skinning = source.skinning;\n\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\tthis.extensions = source.extensions;\n\n\treturn this;\n\n};\n\nShaderMaterial.prototype.toJSON = function ( meta ) {\n\n\tvar data = Material.prototype.toJSON.call( this, meta );\n\n\tdata.uniforms = {};\n\n\tfor ( var name in this.uniforms ) {\n\n\t\tvar uniform = this.uniforms[ name ];\n\t\tvar value = uniform.value;\n\n\t\tif ( value && value.isTexture ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 't',\n\t\t\t\tvalue: value.toJSON( meta ).uuid\n\t\t\t};\n\n\t\t} else if ( value && value.isColor ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'c',\n\t\t\t\tvalue: value.getHex()\n\t\t\t};\n\n\t\t} else if ( value && value.isVector2 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'v2',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isVector3 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'v3',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isVector4 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'v4',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isMatrix3 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'm3',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isMatrix4 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'm4',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\tvalue: value\n\t\t\t};\n\n\t\t\t// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far\n\n\t\t}\n\n\t}\n\n\tif ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;\n\n\tdata.vertexShader = this.vertexShader;\n\tdata.fragmentShader = this.fragmentShader;\n\n\tvar extensions = {};\n\n\tfor ( var key in this.extensions ) {\n\n\t\tif ( this.extensions[ key ] === true ) extensions[ key ] = true;\n\n\t}\n\n\tif ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;\n\n\treturn data;\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author mikael emtinger / http://gomo.se/\n * @author WestLangley / http://github.com/WestLangley\n*/\n\nfunction Camera() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Camera';\n\n\tthis.matrixWorldInverse = new Matrix4();\n\n\tthis.projectionMatrix = new Matrix4();\n\tthis.projectionMatrixInverse = new Matrix4();\n\n}\n\nCamera.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Camera,\n\n\tisCamera: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tObject3D.prototype.copy.call( this, source, recursive );\n\n\t\tthis.matrixWorldInverse.copy( source.matrixWorldInverse );\n\n\t\tthis.projectionMatrix.copy( source.projectionMatrix );\n\t\tthis.projectionMatrixInverse.copy( source.projectionMatrixInverse );\n\n\t\treturn this;\n\n\t},\n\n\tgetWorldDirection: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Camera: .getWorldDirection() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateMatrixWorld( true );\n\n\t\tvar e = this.matrixWorld.elements;\n\n\t\treturn target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tObject3D.prototype.updateMatrixWorld.call( this, force );\n\n\t\tthis.matrixWorldInverse.getInverse( this.matrixWorld );\n\n\t},\n\n\tupdateWorldMatrix: function ( updateParents, updateChildren ) {\n\n\t\tObject3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );\n\n\t\tthis.matrixWorldInverse.getInverse( this.matrixWorld );\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author greggman / http://games.greggman.com/\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * @author tschw\n */\n\nfunction PerspectiveCamera( fov, aspect, near, far ) {\n\n\tCamera.call( this );\n\n\tthis.type = 'PerspectiveCamera';\n\n\tthis.fov = fov !== undefined ? fov : 50;\n\tthis.zoom = 1;\n\n\tthis.near = near !== undefined ? near : 0.1;\n\tthis.far = far !== undefined ? far : 2000;\n\tthis.focus = 10;\n\n\tthis.aspect = aspect !== undefined ? aspect : 1;\n\tthis.view = null;\n\n\tthis.filmGauge = 35;\t// width of the film (default in millimeters)\n\tthis.filmOffset = 0;\t// horizontal film offset (same unit as gauge)\n\n\tthis.updateProjectionMatrix();\n\n}\n\nPerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {\n\n\tconstructor: PerspectiveCamera,\n\n\tisPerspectiveCamera: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tCamera.prototype.copy.call( this, source, recursive );\n\n\t\tthis.fov = source.fov;\n\t\tthis.zoom = source.zoom;\n\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\t\tthis.focus = source.focus;\n\n\t\tthis.aspect = source.aspect;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\tthis.filmGauge = source.filmGauge;\n\t\tthis.filmOffset = source.filmOffset;\n\n\t\treturn this;\n\n\t},\n\n\t/**\n\t * Sets the FOV by focal length in respect to the current .filmGauge.\n\t *\n\t * The default film gauge is 35, so that the focal length can be specified for\n\t * a 35mm (full frame) camera.\n\t *\n\t * Values for focal length and film gauge must have the same unit.\n\t */\n\tsetFocalLength: function ( focalLength ) {\n\n\t\t// see http://www.bobatkins.com/photography/technical/field_of_view.html\n\t\tvar vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;\n\n\t\tthis.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\t/**\n\t * Calculates the focal length from the current .fov and .filmGauge.\n\t */\n\tgetFocalLength: function () {\n\n\t\tvar vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );\n\n\t\treturn 0.5 * this.getFilmHeight() / vExtentSlope;\n\n\t},\n\n\tgetEffectiveFOV: function () {\n\n\t\treturn MathUtils.RAD2DEG * 2 * Math.atan(\n\t\t\tMath.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );\n\n\t},\n\n\tgetFilmWidth: function () {\n\n\t\t// film not completely covered in portrait format (aspect < 1)\n\t\treturn this.filmGauge * Math.min( this.aspect, 1 );\n\n\t},\n\n\tgetFilmHeight: function () {\n\n\t\t// film not completely covered in landscape format (aspect > 1)\n\t\treturn this.filmGauge / Math.max( this.aspect, 1 );\n\n\t},\n\n\t/**\n\t * Sets an offset in a larger frustum. This is useful for multi-window or\n\t * multi-monitor/multi-machine setups.\n\t *\n\t * For example, if you have 3x2 monitors and each monitor is 1920x1080 and\n\t * the monitors are in grid like this\n\t *\n\t * +---+---+---+\n\t * | A | B | C |\n\t * +---+---+---+\n\t * | D | E | F |\n\t * +---+---+---+\n\t *\n\t * then for each monitor you would call it like this\n\t *\n\t * var w = 1920;\n\t * var h = 1080;\n\t * var fullWidth = w * 3;\n\t * var fullHeight = h * 2;\n\t *\n\t * --A--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );\n\t * --B--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );\n\t * --C--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );\n\t * --D--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );\n\t * --E--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );\n\t * --F--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );\n\t *\n\t * Note there is no reason monitors have to be the same size or in a grid.\n\t */\n\tsetViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tthis.aspect = fullWidth / fullHeight;\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tclearViewOffset: function () {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tupdateProjectionMatrix: function () {\n\n\t\tvar near = this.near,\n\t\t\ttop = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom,\n\t\t\theight = 2 * top,\n\t\t\twidth = this.aspect * height,\n\t\t\tleft = - 0.5 * width,\n\t\t\tview = this.view;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tvar fullWidth = view.fullWidth,\n\t\t\t\tfullHeight = view.fullHeight;\n\n\t\t\tleft += view.offsetX * width / fullWidth;\n\t\t\ttop -= view.offsetY * height / fullHeight;\n\t\t\twidth *= view.width / fullWidth;\n\t\t\theight *= view.height / fullHeight;\n\n\t\t}\n\n\t\tvar skew = this.filmOffset;\n\t\tif ( skew !== 0 ) left += near * skew / this.getFilmWidth();\n\n\t\tthis.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );\n\n\t\tthis.projectionMatrixInverse.getInverse( this.projectionMatrix );\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tvar data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.fov = this.fov;\n\t\tdata.object.zoom = this.zoom;\n\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\t\tdata.object.focus = this.focus;\n\n\t\tdata.object.aspect = this.aspect;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\tdata.object.filmGauge = this.filmGauge;\n\t\tdata.object.filmOffset = this.filmOffset;\n\n\t\treturn data;\n\n\t}\n\n} );\n\n/**\n * Camera for rendering cube maps\n *\t- renders scene into axis-aligned cube\n *\n * @author alteredq / http://alteredqualia.com/\n */\n\nvar fov = 90, aspect = 1;\n\nfunction CubeCamera( near, far, cubeResolution, options ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'CubeCamera';\n\n\tvar cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPX.up.set( 0, - 1, 0 );\n\tcameraPX.lookAt( new Vector3( 1, 0, 0 ) );\n\tthis.add( cameraPX );\n\n\tvar cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNX.up.set( 0, - 1, 0 );\n\tcameraNX.lookAt( new Vector3( - 1, 0, 0 ) );\n\tthis.add( cameraNX );\n\n\tvar cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPY.up.set( 0, 0, 1 );\n\tcameraPY.lookAt( new Vector3( 0, 1, 0 ) );\n\tthis.add( cameraPY );\n\n\tvar cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNY.up.set( 0, 0, - 1 );\n\tcameraNY.lookAt( new Vector3( 0, - 1, 0 ) );\n\tthis.add( cameraNY );\n\n\tvar cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPZ.up.set( 0, - 1, 0 );\n\tcameraPZ.lookAt( new Vector3( 0, 0, 1 ) );\n\tthis.add( cameraPZ );\n\n\tvar cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNZ.up.set( 0, - 1, 0 );\n\tcameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );\n\tthis.add( cameraNZ );\n\n\toptions = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };\n\n\tthis.renderTarget = new WebGLCubeRenderTarget( cubeResolution, options );\n\tthis.renderTarget.texture.name = \"CubeCamera\";\n\n\tthis.update = function ( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tvar currentRenderTarget = renderer.getRenderTarget();\n\n\t\tvar renderTarget = this.renderTarget;\n\t\tvar generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderer.setRenderTarget( renderTarget, 0 );\n\t\trenderer.render( scene, cameraPX );\n\n\t\trenderer.setRenderTarget( renderTarget, 1 );\n\t\trenderer.render( scene, cameraNX );\n\n\t\trenderer.setRenderTarget( renderTarget, 2 );\n\t\trenderer.render( scene, cameraPY );\n\n\t\trenderer.setRenderTarget( renderTarget, 3 );\n\t\trenderer.render( scene, cameraNY );\n\n\t\trenderer.setRenderTarget( renderTarget, 4 );\n\t\trenderer.render( scene, cameraPZ );\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderer.setRenderTarget( renderTarget, 5 );\n\t\trenderer.render( scene, cameraNZ );\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t};\n\n\tthis.clear = function ( renderer, color, depth, stencil ) {\n\n\t\tvar currentRenderTarget = renderer.getRenderTarget();\n\n\t\tvar renderTarget = this.renderTarget;\n\n\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\trenderer.setRenderTarget( renderTarget, i );\n\n\t\t\trenderer.clear( color, depth, stencil );\n\n\t\t}\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t};\n\n}\n\nCubeCamera.prototype = Object.create( Object3D.prototype );\nCubeCamera.prototype.constructor = CubeCamera;\n\n/**\n * @author alteredq / http://alteredqualia.com\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction WebGLCubeRenderTarget( size, options, dummy ) {\n\n\tif ( Number.isInteger( options ) ) {\n\n\t\tconsole.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );\n\n\t\toptions = dummy;\n\n\t}\n\n\tWebGLRenderTarget.call( this, size, size, options );\n\n}\n\nWebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype );\nWebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;\n\nWebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;\n\nWebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) {\n\n\tthis.texture.type = texture.type;\n\tthis.texture.format = texture.format;\n\tthis.texture.encoding = texture.encoding;\n\n\tvar scene = new Scene();\n\n\tvar shader = {\n\n\t\tuniforms: {\n\t\t\ttEquirect: { value: null },\n\t\t},\n\n\t\tvertexShader: [\n\n\t\t\t\"varying vec3 vWorldDirection;\",\n\n\t\t\t\"vec3 transformDirection( in vec3 dir, in mat4 matrix ) {\",\n\n\t\t\t\"\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\",\n\n\t\t\t\"}\",\n\n\t\t\t\"void main() {\",\n\n\t\t\t\"\tvWorldDirection = transformDirection( position, modelMatrix );\",\n\n\t\t\t\"\t#include \",\n\t\t\t\"\t#include \",\n\n\t\t\t\"}\"\n\n\t\t].join( '\\n' ),\n\n\t\tfragmentShader: [\n\n\t\t\t\"uniform sampler2D tEquirect;\",\n\n\t\t\t\"varying vec3 vWorldDirection;\",\n\n\t\t\t\"#define RECIPROCAL_PI 0.31830988618\",\n\t\t\t\"#define RECIPROCAL_PI2 0.15915494\",\n\n\t\t\t\"void main() {\",\n\n\t\t\t\"\tvec3 direction = normalize( vWorldDirection );\",\n\n\t\t\t\"\tvec2 sampleUV;\",\n\n\t\t\t\"\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\",\n\n\t\t\t\"\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\",\n\n\t\t\t\"\tgl_FragColor = texture2D( tEquirect, sampleUV );\",\n\n\t\t\t\"}\"\n\n\t\t].join( '\\n' ),\n\t};\n\n\tvar material = new ShaderMaterial( {\n\n\t\ttype: 'CubemapFromEquirect',\n\n\t\tuniforms: cloneUniforms( shader.uniforms ),\n\t\tvertexShader: shader.vertexShader,\n\t\tfragmentShader: shader.fragmentShader,\n\t\tside: BackSide,\n\t\tblending: NoBlending\n\n\t} );\n\n\tmaterial.uniforms.tEquirect.value = texture;\n\n\tvar mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );\n\n\tscene.add( mesh );\n\n\tvar camera = new CubeCamera( 1, 10, 1 );\n\n\tcamera.renderTarget = this;\n\tcamera.renderTarget.texture.name = 'CubeCameraTexture';\n\n\tcamera.update( renderer, scene );\n\n\tmesh.geometry.dispose();\n\tmesh.material.dispose();\n\n\treturn this;\n\n};\n\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {\n\n\tTexture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\tthis.image = { data: data || null, width: width || 1, height: height || 1 };\n\n\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\tthis.generateMipmaps = false;\n\tthis.flipY = false;\n\tthis.unpackAlignment = 1;\n\n\tthis.needsUpdate = true;\n\n}\n\nDataTexture.prototype = Object.create( Texture.prototype );\nDataTexture.prototype.constructor = DataTexture;\n\nDataTexture.prototype.isDataTexture = true;\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n * @author bhouston / http://clara.io\n */\n\nvar _sphere$1 = new Sphere();\nvar _vector$5 = new Vector3();\n\nfunction Frustum( p0, p1, p2, p3, p4, p5 ) {\n\n\tthis.planes = [\n\n\t\t( p0 !== undefined ) ? p0 : new Plane(),\n\t\t( p1 !== undefined ) ? p1 : new Plane(),\n\t\t( p2 !== undefined ) ? p2 : new Plane(),\n\t\t( p3 !== undefined ) ? p3 : new Plane(),\n\t\t( p4 !== undefined ) ? p4 : new Plane(),\n\t\t( p5 !== undefined ) ? p5 : new Plane()\n\n\t];\n\n}\n\nObject.assign( Frustum.prototype, {\n\n\tset: function ( p0, p1, p2, p3, p4, p5 ) {\n\n\t\tvar planes = this.planes;\n\n\t\tplanes[ 0 ].copy( p0 );\n\t\tplanes[ 1 ].copy( p1 );\n\t\tplanes[ 2 ].copy( p2 );\n\t\tplanes[ 3 ].copy( p3 );\n\t\tplanes[ 4 ].copy( p4 );\n\t\tplanes[ 5 ].copy( p5 );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( frustum ) {\n\n\t\tvar planes = this.planes;\n\n\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\tplanes[ i ].copy( frustum.planes[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetFromProjectionMatrix: function ( m ) {\n\n\t\tvar planes = this.planes;\n\t\tvar me = m.elements;\n\t\tvar me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];\n\t\tvar me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];\n\t\tvar me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];\n\t\tvar me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];\n\n\t\tplanes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();\n\t\tplanes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();\n\t\tplanes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();\n\t\tplanes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();\n\t\tplanes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();\n\t\tplanes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();\n\n\t\treturn this;\n\n\t},\n\n\tintersectsObject: function ( object ) {\n\n\t\tvar geometry = object.geometry;\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$1 );\n\n\t},\n\n\tintersectsSprite: function ( sprite ) {\n\n\t\t_sphere$1.center.set( 0, 0, 0 );\n\t\t_sphere$1.radius = 0.7071067811865476;\n\t\t_sphere$1.applyMatrix4( sprite.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$1 );\n\n\t},\n\n\tintersectsSphere: function ( sphere ) {\n\n\t\tvar planes = this.planes;\n\t\tvar center = sphere.center;\n\t\tvar negRadius = - sphere.radius;\n\n\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\tvar distance = planes[ i ].distanceToPoint( center );\n\n\t\t\tif ( distance < negRadius ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t},\n\n\tintersectsBox: function ( box ) {\n\n\t\tvar planes = this.planes;\n\n\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\tvar plane = planes[ i ];\n\n\t\t\t// corner at max distance\n\n\t\t\t_vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;\n\t\t\t_vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;\n\t\t\t_vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;\n\n\t\t\tif ( plane.distanceToPoint( _vector$5 ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t},\n\n\tcontainsPoint: function ( point ) {\n\n\t\tvar planes = this.planes;\n\n\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( planes[ i ].distanceToPoint( point ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n} );\n\n/**\n * Uniforms library for shared webgl shaders\n */\n\nvar UniformsLib = {\n\n\tcommon: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\n\t\tmap: { value: null },\n\t\tuvTransform: { value: new Matrix3() },\n\t\tuv2Transform: { value: new Matrix3() },\n\n\t\talphaMap: { value: null },\n\n\t},\n\n\tspecularmap: {\n\n\t\tspecularMap: { value: null },\n\n\t},\n\n\tenvmap: {\n\n\t\tenvMap: { value: null },\n\t\tflipEnvMap: { value: - 1 },\n\t\treflectivity: { value: 1.0 },\n\t\trefractionRatio: { value: 0.98 },\n\t\tmaxMipLevel: { value: 0 }\n\n\t},\n\n\taomap: {\n\n\t\taoMap: { value: null },\n\t\taoMapIntensity: { value: 1 }\n\n\t},\n\n\tlightmap: {\n\n\t\tlightMap: { value: null },\n\t\tlightMapIntensity: { value: 1 }\n\n\t},\n\n\temissivemap: {\n\n\t\temissiveMap: { value: null }\n\n\t},\n\n\tbumpmap: {\n\n\t\tbumpMap: { value: null },\n\t\tbumpScale: { value: 1 }\n\n\t},\n\n\tnormalmap: {\n\n\t\tnormalMap: { value: null },\n\t\tnormalScale: { value: new Vector2( 1, 1 ) }\n\n\t},\n\n\tdisplacementmap: {\n\n\t\tdisplacementMap: { value: null },\n\t\tdisplacementScale: { value: 1 },\n\t\tdisplacementBias: { value: 0 }\n\n\t},\n\n\troughnessmap: {\n\n\t\troughnessMap: { value: null }\n\n\t},\n\n\tmetalnessmap: {\n\n\t\tmetalnessMap: { value: null }\n\n\t},\n\n\tgradientmap: {\n\n\t\tgradientMap: { value: null }\n\n\t},\n\n\tfog: {\n\n\t\tfogDensity: { value: 0.00025 },\n\t\tfogNear: { value: 1 },\n\t\tfogFar: { value: 2000 },\n\t\tfogColor: { value: new Color( 0xffffff ) }\n\n\t},\n\n\tlights: {\n\n\t\tambientLightColor: { value: [] },\n\n\t\tlightProbe: { value: [] },\n\n\t\tdirectionalLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tcolor: {},\n\n\t\t\tshadow: {},\n\t\t\tshadowBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tdirectionalShadowMap: { value: [] },\n\t\tdirectionalShadowMatrix: { value: [] },\n\n\t\tspotLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdirection: {},\n\t\t\tdistance: {},\n\t\t\tconeCos: {},\n\t\t\tpenumbraCos: {},\n\t\t\tdecay: {},\n\n\t\t\tshadow: {},\n\t\t\tshadowBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tspotShadowMap: { value: [] },\n\t\tspotShadowMatrix: { value: [] },\n\n\t\tpointLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdecay: {},\n\t\t\tdistance: {},\n\n\t\t\tshadow: {},\n\t\t\tshadowBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {},\n\t\t\tshadowCameraNear: {},\n\t\t\tshadowCameraFar: {}\n\t\t} },\n\n\t\tpointShadowMap: { value: [] },\n\t\tpointShadowMatrix: { value: [] },\n\n\t\themisphereLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tskyColor: {},\n\t\t\tgroundColor: {}\n\t\t} },\n\n\t\t// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src\n\t\trectAreaLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\twidth: {},\n\t\t\theight: {}\n\t\t} }\n\n\t},\n\n\tpoints: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\t\tsize: { value: 1.0 },\n\t\tscale: { value: 1.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\tuvTransform: { value: new Matrix3() }\n\n\t},\n\n\tsprite: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\t\tcenter: { value: new Vector2( 0.5, 0.5 ) },\n\t\trotation: { value: 0.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\tuvTransform: { value: new Matrix3() }\n\n\t}\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLAnimation() {\n\n\tvar context = null;\n\tvar isAnimating = false;\n\tvar animationLoop = null;\n\n\tfunction onAnimationFrame( time, frame ) {\n\n\t\tif ( isAnimating === false ) return;\n\n\t\tanimationLoop( time, frame );\n\n\t\tcontext.requestAnimationFrame( onAnimationFrame );\n\n\t}\n\n\treturn {\n\n\t\tstart: function () {\n\n\t\t\tif ( isAnimating === true ) return;\n\t\t\tif ( animationLoop === null ) return;\n\n\t\t\tcontext.requestAnimationFrame( onAnimationFrame );\n\n\t\t\tisAnimating = true;\n\n\t\t},\n\n\t\tstop: function () {\n\n\t\t\tisAnimating = false;\n\n\t\t},\n\n\t\tsetAnimationLoop: function ( callback ) {\n\n\t\t\tanimationLoop = callback;\n\n\t\t},\n\n\t\tsetContext: function ( value ) {\n\n\t\t\tcontext = value;\n\n\t\t}\n\n\t};\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLAttributes( gl, capabilities ) {\n\n\tvar isWebGL2 = capabilities.isWebGL2;\n\n\tvar buffers = new WeakMap();\n\n\tfunction createBuffer( attribute, bufferType ) {\n\n\t\tvar array = attribute.array;\n\t\tvar usage = attribute.usage;\n\n\t\tvar buffer = gl.createBuffer();\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\t\tgl.bufferData( bufferType, array, usage );\n\n\t\tattribute.onUploadCallback();\n\n\t\tvar type = 5126;\n\n\t\tif ( array instanceof Float32Array ) {\n\n\t\t\ttype = 5126;\n\n\t\t} else if ( array instanceof Float64Array ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );\n\n\t\t} else if ( array instanceof Uint16Array ) {\n\n\t\t\ttype = 5123;\n\n\t\t} else if ( array instanceof Int16Array ) {\n\n\t\t\ttype = 5122;\n\n\t\t} else if ( array instanceof Uint32Array ) {\n\n\t\t\ttype = 5125;\n\n\t\t} else if ( array instanceof Int32Array ) {\n\n\t\t\ttype = 5124;\n\n\t\t} else if ( array instanceof Int8Array ) {\n\n\t\t\ttype = 5120;\n\n\t\t} else if ( array instanceof Uint8Array ) {\n\n\t\t\ttype = 5121;\n\n\t\t}\n\n\t\treturn {\n\t\t\tbuffer: buffer,\n\t\t\ttype: type,\n\t\t\tbytesPerElement: array.BYTES_PER_ELEMENT,\n\t\t\tversion: attribute.version\n\t\t};\n\n\t}\n\n\tfunction updateBuffer( buffer, attribute, bufferType ) {\n\n\t\tvar array = attribute.array;\n\t\tvar updateRange = attribute.updateRange;\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\n\t\tif ( updateRange.count === - 1 ) {\n\n\t\t\t// Not using update ranges\n\n\t\t\tgl.bufferSubData( bufferType, 0, array );\n\n\t\t} else {\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray, updateRange.offset, updateRange.count );\n\n\t\t\t} else {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );\n\n\t\t\t}\n\n\t\t\tupdateRange.count = - 1; // reset range\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction get( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\treturn buffers.get( attribute );\n\n\t}\n\n\tfunction remove( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tvar data = buffers.get( attribute );\n\n\t\tif ( data ) {\n\n\t\t\tgl.deleteBuffer( data.buffer );\n\n\t\t\tbuffers.delete( attribute );\n\n\t\t}\n\n\t}\n\n\tfunction update( attribute, bufferType ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tvar data = buffers.get( attribute );\n\n\t\tif ( data === undefined ) {\n\n\t\t\tbuffers.set( attribute, createBuffer( attribute, bufferType ) );\n\n\t\t} else if ( data.version < attribute.version ) {\n\n\t\t\tupdateBuffer( data.buffer, attribute, bufferType );\n\n\t\t\tdata.version = attribute.version;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update\n\n\t};\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// PlaneGeometry\n\nfunction PlaneGeometry( width, height, widthSegments, heightSegments ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'PlaneGeometry';\n\n\tthis.parameters = {\n\t\twidth: width,\n\t\theight: height,\n\t\twidthSegments: widthSegments,\n\t\theightSegments: heightSegments\n\t};\n\n\tthis.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );\n\tthis.mergeVertices();\n\n}\n\nPlaneGeometry.prototype = Object.create( Geometry.prototype );\nPlaneGeometry.prototype.constructor = PlaneGeometry;\n\n// PlaneBufferGeometry\n\nfunction PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'PlaneBufferGeometry';\n\n\tthis.parameters = {\n\t\twidth: width,\n\t\theight: height,\n\t\twidthSegments: widthSegments,\n\t\theightSegments: heightSegments\n\t};\n\n\twidth = width || 1;\n\theight = height || 1;\n\n\tvar width_half = width / 2;\n\tvar height_half = height / 2;\n\n\tvar gridX = Math.floor( widthSegments ) || 1;\n\tvar gridY = Math.floor( heightSegments ) || 1;\n\n\tvar gridX1 = gridX + 1;\n\tvar gridY1 = gridY + 1;\n\n\tvar segment_width = width / gridX;\n\tvar segment_height = height / gridY;\n\n\tvar ix, iy;\n\n\t// buffers\n\n\tvar indices = [];\n\tvar vertices = [];\n\tvar normals = [];\n\tvar uvs = [];\n\n\t// generate vertices, normals and uvs\n\n\tfor ( iy = 0; iy < gridY1; iy ++ ) {\n\n\t\tvar y = iy * segment_height - height_half;\n\n\t\tfor ( ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\tvar x = ix * segment_width - width_half;\n\n\t\t\tvertices.push( x, - y, 0 );\n\n\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\tuvs.push( ix / gridX );\n\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t}\n\n\t}\n\n\t// indices\n\n\tfor ( iy = 0; iy < gridY; iy ++ ) {\n\n\t\tfor ( ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\tvar a = ix + gridX1 * iy;\n\t\t\tvar b = ix + gridX1 * ( iy + 1 );\n\t\t\tvar c = ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\tvar d = ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t// faces\n\n\t\t\tindices.push( a, b, d );\n\t\t\tindices.push( b, c, d );\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n}\n\nPlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nPlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;\n\nvar alphamap_fragment = \"#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\\n#endif\";\n\nvar alphamap_pars_fragment = \"#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar alphatest_fragment = \"#ifdef ALPHATEST\\n\\tif ( diffuseColor.a < ALPHATEST ) discard;\\n#endif\";\n\nvar aomap_fragment = \"#ifdef USE_AOMAP\\n\\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\\n\\treflectedLight.indirectDiffuse *= ambientOcclusion;\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD )\\n\\t\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\t\\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\\n\\t#endif\\n#endif\";\n\nvar aomap_pars_fragment = \"#ifdef USE_AOMAP\\n\\tuniform sampler2D aoMap;\\n\\tuniform float aoMapIntensity;\\n#endif\";\n\nvar begin_vertex = \"vec3 transformed = vec3( position );\";\n\nvar beginnormal_vertex = \"vec3 objectNormal = vec3( normal );\\n#ifdef USE_TANGENT\\n\\tvec3 objectTangent = vec3( tangent.xyz );\\n#endif\";\n\nvar bsdfs = \"vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\\n\\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\\n\\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\\n\\tvec4 r = roughness * c0 + c1;\\n\\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\\n\\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\\n}\\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\\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#else\\n\\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\\n\\t\\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\\n\\t}\\n\\treturn 1.0;\\n#endif\\n}\\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\\n\\treturn RECIPROCAL_PI * diffuseColor;\\n}\\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\\n\\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\\n\\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\\n}\\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\\n\\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\\n\\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\\n\\treturn Fr * fresnel + F0;\\n}\\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\treturn 1.0 / ( gl * gv );\\n}\\nfloat G_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}\\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\\n\\tfloat alpha = pow2( roughness );\\n\\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\\n\\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, dotLH );\\n\\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\tfloat D = D_GGX( alpha, dotNH );\\n\\treturn F * ( G * 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 * transposeMat3( 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}\\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\\n\\treturn specularColor * brdf.x + brdf.y;\\n}\\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\\n\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\\n\\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\\n\\tvec3 FssEss = F * brdf.x + brdf.y;\\n\\tfloat Ess = brdf.x + brdf.y;\\n\\tfloat Ems = 1.0 - Ess;\\n\\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\\n\\tsingleScatter += FssEss;\\n\\tmultiScatter += Fms * Ems;\\n}\\nfloat 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_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\\n\\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\\n\\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\\n\\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, dotLH );\\n\\tfloat G = G_BlinnPhong_Implicit( );\\n\\tfloat D = D_BlinnPhong( shininess, dotNH );\\n\\treturn F * ( G * D );\\n}\\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\\n\\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\\n}\\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\\n\\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\\n}\\n#if defined( USE_SHEEN )\\nfloat D_Charlie(float roughness, float NoH) {\\n\\tfloat invAlpha = 1.0 / roughness;\\n\\tfloat cos2h = NoH * NoH;\\n\\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\\n}\\nfloat V_Neubelt(float NoV, float NoL) {\\n\\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\\n}\\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\\n\\tvec3 N = geometry.normal;\\n\\tvec3 V = geometry.viewDir;\\n\\tvec3 H = normalize( V + L );\\n\\tfloat dotNH = saturate( dot( N, H ) );\\n\\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\\n}\\n#endif\";\n\nvar bumpmap_pars_fragment = \"#ifdef USE_BUMPMAP\\n\\tuniform sampler2D bumpMap;\\n\\tuniform float bumpScale;\\n\\tvec2 dHdxy_fwd() {\\n\\t\\tvec2 dSTdx = dFdx( vUv );\\n\\t\\tvec2 dSTdy = dFdy( vUv );\\n\\t\\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\\n\\t\\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\\n\\t\\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\\n\\t\\treturn vec2( dBx, dBy );\\n\\t}\\n\\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\\n\\t\\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\\n\\t\\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\\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 );\\n\\t\\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\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\";\n\nvar clipping_planes_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvec4 plane;\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\\n\\t\\tplane = clippingPlanes[ i ];\\n\\t\\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\\n\\t}\\n\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\n\\t\\tbool clipped = true;\\n\\t\\t#pragma unroll_loop\\n\\t\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\\n\\t\\t}\\n\\t\\tif ( clipped ) discard;\\n\\t#endif\\n#endif\";\n\nvar clipping_planes_pars_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\t#if ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\\n\\t\\tvarying vec3 vViewPosition;\\n\\t#endif\\n\\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\\n#endif\";\n\nvar clipping_planes_pars_vertex = \"#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\";\n\nvar clipping_planes_vertex = \"#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\\n\\tvViewPosition = - mvPosition.xyz;\\n#endif\";\n\nvar color_fragment = \"#ifdef USE_COLOR\\n\\tdiffuseColor.rgb *= vColor;\\n#endif\";\n\nvar color_pars_fragment = \"#ifdef USE_COLOR\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_pars_vertex = \"#ifdef USE_COLOR\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_vertex = \"#ifdef USE_COLOR\\n\\tvColor.xyz = color.xyz;\\n#endif\";\n\nvar common = \"#define PI 3.14159265359\\n#define PI2 6.28318530718\\n#define PI_HALF 1.5707963267949\\n#define RECIPROCAL_PI 0.31830988618\\n#define RECIPROCAL_PI2 0.15915494\\n#define LOG2 1.442695\\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; }\\nfloat pow3( const in float x ) { return x*x*x; }\\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\\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 max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\\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};\\nstruct GeometricContext {\\n\\tvec3 position;\\n\\tvec3 normal;\\n\\tvec3 viewDir;\\n#ifdef CLEARCOAT\\n\\tvec3 clearcoatNormal;\\n#endif\\n};\\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}\\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\tfloat distance = dot( planeNormal, point - pointOnPlane );\\n\\treturn - distance * planeNormal + point;\\n}\\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\treturn sign( dot( point - pointOnPlane, planeNormal ) );\\n}\\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\\n}\\nmat3 transposeMat3( const in mat3 m ) {\\n\\tmat3 tmp;\\n\\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\\n\\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\\n\\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\\n\\treturn tmp;\\n}\\nfloat linearToRelativeLuminance( const in vec3 color ) {\\n\\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\\n\\treturn dot( weights, color.rgb );\\n}\\nbool isPerspectiveMatrix( mat4 m ) {\\n return m[ 2 ][ 3 ] == - 1.0;\\n}\";\n\nvar cube_uv_reflection_fragment = \"#ifdef ENVMAP_TYPE_CUBE_UV\\n#define cubeUV_maxMipLevel 8.0\\n#define cubeUV_minMipLevel 4.0\\n#define cubeUV_maxTileSize 256.0\\n#define cubeUV_minTileSize 16.0\\nfloat getFace(vec3 direction) {\\n vec3 absDirection = abs(direction);\\n float face = -1.0;\\n if (absDirection.x > absDirection.z) {\\n if (absDirection.x > absDirection.y)\\n face = direction.x > 0.0 ? 0.0 : 3.0;\\n else\\n face = direction.y > 0.0 ? 1.0 : 4.0;\\n } else {\\n if (absDirection.z > absDirection.y)\\n face = direction.z > 0.0 ? 2.0 : 5.0;\\n else\\n face = direction.y > 0.0 ? 1.0 : 4.0;\\n }\\n return face;\\n}\\nvec2 getUV(vec3 direction, float face) {\\n vec2 uv;\\n if (face == 0.0) {\\n uv = vec2(-direction.z, direction.y) / abs(direction.x);\\n } else if (face == 1.0) {\\n uv = vec2(direction.x, -direction.z) / abs(direction.y);\\n } else if (face == 2.0) {\\n uv = direction.xy / abs(direction.z);\\n } else if (face == 3.0) {\\n uv = vec2(direction.z, direction.y) / abs(direction.x);\\n } else if (face == 4.0) {\\n uv = direction.xz / abs(direction.y);\\n } else {\\n uv = vec2(-direction.x, direction.y) / abs(direction.z);\\n }\\n return 0.5 * (uv + 1.0);\\n}\\nvec3 bilinearCubeUV(sampler2D envMap, vec3 direction, float mipInt) {\\n float face = getFace(direction);\\n float filterInt = max(cubeUV_minMipLevel - mipInt, 0.0);\\n mipInt = max(mipInt, cubeUV_minMipLevel);\\n float faceSize = exp2(mipInt);\\n float texelSize = 1.0 / (3.0 * cubeUV_maxTileSize);\\n vec2 uv = getUV(direction, face) * (faceSize - 1.0);\\n vec2 f = fract(uv);\\n uv += 0.5 - f;\\n if (face > 2.0) {\\n uv.y += faceSize;\\n face -= 3.0;\\n }\\n uv.x += face * faceSize;\\n if(mipInt < cubeUV_maxMipLevel){\\n uv.y += 2.0 * cubeUV_maxTileSize;\\n }\\n uv.y += filterInt * 2.0 * cubeUV_minTileSize;\\n uv.x += 3.0 * max(0.0, cubeUV_maxTileSize - 2.0 * faceSize);\\n uv *= texelSize;\\n vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\\n uv.x += texelSize;\\n vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\\n uv.y += texelSize;\\n vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\\n uv.x -= texelSize;\\n vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\\n vec3 tm = mix(tl, tr, f.x);\\n vec3 bm = mix(bl, br, f.x);\\n return mix(tm, bm, f.y);\\n}\\n#define r0 1.0\\n#define v0 0.339\\n#define m0 -2.0\\n#define r1 0.8\\n#define v1 0.276\\n#define m1 -1.0\\n#define r4 0.4\\n#define v4 0.046\\n#define m4 2.0\\n#define r5 0.305\\n#define v5 0.016\\n#define m5 3.0\\n#define r6 0.21\\n#define v6 0.0038\\n#define m6 4.0\\nfloat roughnessToMip(float roughness) {\\n float mip = 0.0;\\n if (roughness >= r1) {\\n mip = (r0 - roughness) * (m1 - m0) / (r0 - r1) + m0;\\n } else if (roughness >= r4) {\\n mip = (r1 - roughness) * (m4 - m1) / (r1 - r4) + m1;\\n } else if (roughness >= r5) {\\n mip = (r4 - roughness) * (m5 - m4) / (r4 - r5) + m4;\\n } else if (roughness >= r6) {\\n mip = (r5 - roughness) * (m6 - m5) / (r5 - r6) + m5;\\n } else {\\n mip = -2.0 * log2(1.16 * roughness); }\\n return mip;\\n}\\nvec4 textureCubeUV(sampler2D envMap, vec3 sampleDir, float roughness) {\\n float mip = clamp(roughnessToMip(roughness), m0, cubeUV_maxMipLevel);\\n float mipF = fract(mip);\\n float mipInt = floor(mip);\\n vec3 color0 = bilinearCubeUV(envMap, sampleDir, mipInt);\\n if (mipF == 0.0) {\\n return vec4(color0, 1.0);\\n } else {\\n vec3 color1 = bilinearCubeUV(envMap, sampleDir, mipInt + 1.0);\\n return vec4(mix(color0, color1, mipF), 1.0);\\n }\\n}\\n#endif\";\n\nvar defaultnormal_vertex = \"vec3 transformedNormal = objectNormal;\\n#ifdef USE_INSTANCING\\n\\ttransformedNormal = mat3( instanceMatrix ) * transformedNormal;\\n#endif\\ntransformedNormal = normalMatrix * transformedNormal;\\n#ifdef FLIP_SIDED\\n\\ttransformedNormal = - transformedNormal;\\n#endif\\n#ifdef USE_TANGENT\\n\\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#ifdef FLIP_SIDED\\n\\t\\ttransformedTangent = - transformedTangent;\\n\\t#endif\\n#endif\";\n\nvar displacementmap_pars_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\tuniform sampler2D displacementMap;\\n\\tuniform float displacementScale;\\n\\tuniform float displacementBias;\\n#endif\";\n\nvar displacementmap_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\\n#endif\";\n\nvar emissivemap_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\\n\\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\\n\\ttotalEmissiveRadiance *= emissiveColor.rgb;\\n#endif\";\n\nvar emissivemap_pars_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tuniform sampler2D emissiveMap;\\n#endif\";\n\nvar encodings_fragment = \"gl_FragColor = linearToOutputTexel( gl_FragColor );\";\n\nvar encodings_pars_fragment = \"\\nvec4 LinearToLinear( in vec4 value ) {\\n\\treturn value;\\n}\\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\\n}\\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\\n}\\nvec4 sRGBToLinear( 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 LinearTosRGB( 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}\\nvec4 RGBEToLinear( in vec4 value ) {\\n\\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\\n}\\nvec4 LinearToRGBE( in vec4 value ) {\\n\\tfloat maxComponent = max( max( value.r, value.g ), value.b );\\n\\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\\n\\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\\n}\\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\\n}\\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\\n\\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\\n\\tM = ceil( M * 255.0 ) / 255.0;\\n\\treturn vec4( value.rgb / ( M * maxRange ), M );\\n}\\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\\n}\\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\\n\\tfloat D = max( maxRange / maxRGB, 1.0 );\\n\\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\\n\\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\\n}\\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\\nvec4 LinearToLogLuv( in vec4 value ) {\\n\\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\\n\\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\\n\\tvec4 vResult;\\n\\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\\n\\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\\n\\tvResult.w = fract( Le );\\n\\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\\n\\treturn vResult;\\n}\\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\\nvec4 LogLuvToLinear( in vec4 value ) {\\n\\tfloat Le = value.z * 255.0 + value.w;\\n\\tvec3 Xp_Y_XYZp;\\n\\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\\n\\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\\n\\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\\n\\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\\n\\treturn vec4( max( vRGB, 0.0 ), 1.0 );\\n}\";\n\nvar envmap_fragment = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvec3 cameraToFrag;\\n\\t\\t\\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, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\\n\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\\n\\t#elif defined( ENVMAP_TYPE_EQUIREC )\\n\\t\\tvec2 sampleUV;\\n\\t\\treflectVec = normalize( reflectVec );\\n\\t\\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\t\\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\\n\\t\\tvec4 envColor = texture2D( envMap, sampleUV );\\n\\t#elif defined( ENVMAP_TYPE_SPHERE )\\n\\t\\treflectVec = normalize( reflectVec );\\n\\t\\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\\n\\t\\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\\n\\t#else\\n\\t\\tvec4 envColor = vec4( 0.0 );\\n\\t#endif\\n\\t#ifndef ENVMAP_TYPE_CUBE_UV\\n\\t\\tenvColor = envMapTexelToLinear( envColor );\\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\";\n\nvar envmap_common_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float envMapIntensity;\\n\\tuniform float flipEnvMap;\\n\\tuniform int maxMipLevel;\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tuniform samplerCube envMap;\\n\\t#else\\n\\t\\tuniform sampler2D envMap;\\n\\t#endif\\n\\t\\n#endif\";\n\nvar envmap_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float reflectivity;\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\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\";\n\nvar envmap_pars_vertex = \"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\\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\";\n\nvar envmap_vertex = \"#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\";\n\nvar fog_vertex = \"#ifdef USE_FOG\\n\\tfogDepth = -mvPosition.z;\\n#endif\";\n\nvar fog_pars_vertex = \"#ifdef USE_FOG\\n\\tvarying float fogDepth;\\n#endif\";\n\nvar fog_fragment = \"#ifdef USE_FOG\\n\\t#ifdef FOG_EXP2\\n\\t\\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\\n\\t#else\\n\\t\\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\\n\\t#endif\\n\\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\\n#endif\";\n\nvar fog_pars_fragment = \"#ifdef USE_FOG\\n\\tuniform vec3 fogColor;\\n\\tvarying float fogDepth;\\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\";\n\nvar gradientmap_pars_fragment = \"#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 texture2D( gradientMap, coord ).rgb;\\n\\t#else\\n\\t\\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\\n\\t#endif\\n}\";\n\nvar lightmap_fragment = \"#ifdef USE_LIGHTMAP\\n\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n#endif\";\n\nvar lightmap_pars_fragment = \"#ifdef USE_LIGHTMAP\\n\\tuniform sampler2D lightMap;\\n\\tuniform float lightMapIntensity;\\n#endif\";\n\nvar lights_lambert_vertex = \"vec3 diffuse = vec3( 1.0 );\\nGeometricContext geometry;\\ngeometry.position = mvPosition.xyz;\\ngeometry.normal = normalize( transformedNormal );\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\\nGeometricContext backGeometry;\\nbackGeometry.position = geometry.position;\\nbackGeometry.normal = -geometry.normal;\\nbackGeometry.viewDir = geometry.viewDir;\\nvLightFront = vec3( 0.0 );\\nvIndirectFront = vec3( 0.0 );\\n#ifdef DOUBLE_SIDED\\n\\tvLightBack = vec3( 0.0 );\\n\\tvIndirectBack = vec3( 0.0 );\\n#endif\\nIncidentLight directLight;\\nfloat dotNL;\\nvec3 directLightColor_Diffuse;\\n#if NUM_POINT_LIGHTS > 0\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n#endif\\n#if NUM_DIR_LIGHTS > 0\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\\n\\t\\t#endif\\n\\t}\\n#endif\";\n\nvar lights_pars_begin = \"uniform bool receiveShadow;\\nuniform vec3 ambientLightColor;\\nuniform vec3 lightProbe[ 9 ];\\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 GeometricContext geometry ) {\\n\\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\\n\\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\\n\\treturn irradiance;\\n}\\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\\n\\tvec3 irradiance = ambientLightColor;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treturn irradiance;\\n}\\n#if NUM_DIR_LIGHTS > 0\\n\\tstruct DirectionalLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t\\tint shadow;\\n\\t\\tfloat shadowBias;\\n\\t\\tfloat shadowRadius;\\n\\t\\tvec2 shadowMapSize;\\n\\t};\\n\\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\\n\\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tdirectLight.color = directionalLight.color;\\n\\t\\tdirectLight.direction = directionalLight.direction;\\n\\t\\tdirectLight.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\\tint shadow;\\n\\t\\tfloat shadowBias;\\n\\t\\tfloat shadowRadius;\\n\\t\\tvec2 shadowMapSize;\\n\\t\\tfloat shadowCameraNear;\\n\\t\\tfloat shadowCameraFar;\\n\\t};\\n\\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\\n\\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tvec3 lVector = pointLight.position - geometry.position;\\n\\t\\tdirectLight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tdirectLight.color = pointLight.color;\\n\\t\\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\\n\\t\\tdirectLight.visible = ( directLight.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\\tint shadow;\\n\\t\\tfloat shadowBias;\\n\\t\\tfloat shadowRadius;\\n\\t\\tvec2 shadowMapSize;\\n\\t};\\n\\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\\n\\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tvec3 lVector = spotLight.position - geometry.position;\\n\\t\\tdirectLight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tfloat angleCos = dot( directLight.direction, spotLight.direction );\\n\\t\\tif ( angleCos > spotLight.coneCos ) {\\n\\t\\t\\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\\n\\t\\t\\tdirectLight.color = spotLight.color;\\n\\t\\t\\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\\n\\t\\t\\tdirectLight.visible = true;\\n\\t\\t} else {\\n\\t\\t\\tdirectLight.color = vec3( 0.0 );\\n\\t\\t\\tdirectLight.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 GeometricContext geometry ) {\\n\\t\\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\\n\\t\\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\\n\\t\\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tirradiance *= PI;\\n\\t\\t#endif\\n\\t\\treturn irradiance;\\n\\t}\\n#endif\";\n\nvar envmap_physical_pars_fragment = \"#if defined( USE_ENVMAP )\\n\\t#ifdef ENVMAP_MODE_REFRACTION\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n\\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\\n\\t\\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\t\\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\\n\\t\\t#else\\n\\t\\t\\tvec4 envMapColor = vec4( 0.0 );\\n\\t\\t#endif\\n\\t\\treturn PI * envMapColor.rgb * envMapIntensity;\\n\\t}\\n\\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\\n\\t\\tfloat maxMIPLevelScalar = float( maxMIPLevel );\\n\\t\\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\\n\\t\\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\\n\\t\\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\\n\\t}\\n\\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t vec3 reflectVec = reflect( -viewDir, normal );\\n\\t\\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\\n\\t\\t#else\\n\\t\\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\\n\\t\\t#endif\\n\\t\\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\\n\\t\\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\t\\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\\n\\t\\t#elif defined( ENVMAP_TYPE_EQUIREC )\\n\\t\\t\\tvec2 sampleUV;\\n\\t\\t\\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\t\\t\\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_SPHERE )\\n\\t\\t\\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#endif\\n\\t\\treturn envMapColor.rgb * envMapIntensity;\\n\\t}\\n#endif\";\n\nvar lights_toon_fragment = \"ToonMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularColor = specular;\\nmaterial.specularShininess = shininess;\\nmaterial.specularStrength = specularStrength;\";\n\nvar lights_toon_pars_fragment = \"varying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\nstruct ToonMaterial {\\n\\tvec3\\tdiffuseColor;\\n\\tvec3\\tspecularColor;\\n\\tfloat\\tspecularShininess;\\n\\tfloat\\tspecularStrength;\\n};\\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n\\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\\n}\\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Toon\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Toon\\n#define Material_LightProbeLOD( material )\\t(0)\";\n\nvar lights_phong_fragment = \"BlinnPhongMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularColor = specular;\\nmaterial.specularShininess = shininess;\\nmaterial.specularStrength = specularStrength;\";\n\nvar lights_phong_pars_fragment = \"varying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\nstruct BlinnPhongMaterial {\\n\\tvec3\\tdiffuseColor;\\n\\tvec3\\tspecularColor;\\n\\tfloat\\tspecularShininess;\\n\\tfloat\\tspecularStrength;\\n};\\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n\\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\\n}\\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_BlinnPhong\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_BlinnPhong\\n#define Material_LightProbeLOD( material )\\t(0)\";\n\nvar lights_physical_fragment = \"PhysicalMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\\n#ifdef REFLECTIVITY\\n\\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\\n#else\\n\\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\\n#endif\\n#ifdef CLEARCOAT\\n\\tmaterial.clearcoat = saturate( clearcoat );\\tmaterial.clearcoatRoughness = max( clearcoatRoughness, 0.0525 );\\n\\tmaterial.clearcoatRoughness += geometryRoughness;\\n\\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\\n#endif\\n#ifdef USE_SHEEN\\n\\tmaterial.sheenColor = sheen;\\n#endif\";\n\nvar lights_physical_pars_fragment = \"struct PhysicalMaterial {\\n\\tvec3\\tdiffuseColor;\\n\\tfloat\\tspecularRoughness;\\n\\tvec3\\tspecularColor;\\n#ifdef CLEARCOAT\\n\\tfloat clearcoat;\\n\\tfloat clearcoatRoughness;\\n#endif\\n#ifdef USE_SHEEN\\n\\tvec3 sheenColor;\\n#endif\\n};\\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\\n\\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\\n}\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t\\tvec3 normal = geometry.normal;\\n\\t\\tvec3 viewDir = geometry.viewDir;\\n\\t\\tvec3 position = geometry.position;\\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.specularRoughness;\\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 GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\t#ifdef CLEARCOAT\\n\\t\\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\\n\\t\\tvec3 ccIrradiance = ccDotNL * directLight.color;\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tccIrradiance *= PI;\\n\\t\\t#endif\\n\\t\\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\\n\\t\\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\\n\\t#else\\n\\t\\tfloat clearcoatDHR = 0.0;\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\\n\\t\\t\\tmaterial.specularRoughness,\\n\\t\\t\\tdirectLight.direction,\\n\\t\\t\\tgeometry,\\n\\t\\t\\tmaterial.sheenColor\\n\\t\\t);\\n\\t#else\\n\\t\\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\\n\\t#endif\\n\\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\\n\\t#ifdef CLEARCOAT\\n\\t\\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\\n\\t\\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\\n\\t\\tfloat ccDotNL = ccDotNV;\\n\\t\\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\\n\\t#else\\n\\t\\tfloat clearcoatDHR = 0.0;\\n\\t#endif\\n\\tfloat clearcoatInv = 1.0 - clearcoatDHR;\\n\\tvec3 singleScattering = vec3( 0.0 );\\n\\tvec3 multiScattering = vec3( 0.0 );\\n\\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\\n\\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\\n\\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\\n\\treflectedLight.indirectSpecular += clearcoatInv * 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}\";\n\nvar lights_fragment_begin = \"\\nGeometricContext geometry;\\ngeometry.position = - vViewPosition;\\ngeometry.normal = normal;\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\\n#ifdef CLEARCOAT\\n\\tgeometry.clearcoatNormal = clearcoatNormal;\\n#endif\\nIncidentLight directLight;\\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tPointLight pointLight;\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\\n\\t\\tdirectLight.color *= all( bvec3( pointLight.shadow, directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n#endif\\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tSpotLight spotLight;\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tspotLight = spotLights[ i ];\\n\\t\\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\\t\\tdirectLight.color *= all( bvec3( spotLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n#endif\\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tDirectionalLight directionalLight;\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLights[ i ];\\n\\t\\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\\n\\t\\tdirectLight.color *= all( bvec3( directionalLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n#endif\\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\\n\\tRectAreaLight rectAreaLight;\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\\n\\t\\trectAreaLight = rectAreaLights[ i ];\\n\\t\\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\\n\\t}\\n#endif\\n#if defined( RE_IndirectDiffuse )\\n\\tvec3 iblIrradiance = vec3( 0.0 );\\n\\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\\n\\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\\n\\t#if ( NUM_HEMI_LIGHTS > 0 )\\n\\t\\t#pragma unroll_loop\\n\\t\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\t\\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t}\\n\\t#endif\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tvec3 radiance = vec3( 0.0 );\\n\\tvec3 clearcoatRadiance = vec3( 0.0 );\\n#endif\";\n\nvar lights_fragment_maps = \"#if defined( RE_IndirectDiffuse )\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\t\\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tlightMapIrradiance *= PI;\\n\\t\\t#endif\\n\\t\\tirradiance += lightMapIrradiance;\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\\n\\t#endif\\n#endif\\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\\n\\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\\n\\t#ifdef CLEARCOAT\\n\\t\\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\\n\\t#endif\\n#endif\";\n\nvar lights_fragment_end = \"#if defined( RE_IndirectDiffuse )\\n\\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\\n#endif\";\n\nvar logdepthbuf_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\\n#endif\";\n\nvar logdepthbuf_pars_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tuniform float logDepthBufFC;\\n\\tvarying float vFragDepth;\\n\\tvarying float vIsPerspective;\\n#endif\";\n\nvar logdepthbuf_pars_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvarying float vFragDepth;\\n\\t\\tvarying float vIsPerspective;\\n\\t#else\\n\\t\\tuniform float logDepthBufFC;\\n\\t#endif\\n#endif\";\n\nvar logdepthbuf_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvFragDepth = 1.0 + gl_Position.w;\\n\\t\\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\\n\\t#else\\n\\t\\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\\n\\t\\t\\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\\n\\t\\t\\tgl_Position.z *= gl_Position.w;\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar map_fragment = \"#ifdef USE_MAP\\n\\tvec4 texelColor = texture2D( map, vUv );\\n\\ttexelColor = mapTexelToLinear( texelColor );\\n\\tdiffuseColor *= texelColor;\\n#endif\";\n\nvar map_pars_fragment = \"#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\";\n\nvar map_particle_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\\n#endif\\n#ifdef USE_MAP\\n\\tvec4 mapTexel = texture2D( map, uv );\\n\\tdiffuseColor *= mapTexelToLinear( mapTexel );\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\\n#endif\";\n\nvar map_particle_pars_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tuniform mat3 uvTransform;\\n#endif\\n#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar metalnessmap_fragment = \"float metalnessFactor = metalness;\\n#ifdef USE_METALNESSMAP\\n\\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\\n\\tmetalnessFactor *= texelMetalness.b;\\n#endif\";\n\nvar metalnessmap_pars_fragment = \"#ifdef USE_METALNESSMAP\\n\\tuniform sampler2D metalnessMap;\\n#endif\";\n\nvar morphnormal_vertex = \"#ifdef USE_MORPHNORMALS\\n\\tobjectNormal *= morphTargetBaseInfluence;\\n\\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\\n\\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\\n\\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\\n\\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\\n#endif\";\n\nvar morphtarget_pars_vertex = \"#ifdef USE_MORPHTARGETS\\n\\tuniform float morphTargetBaseInfluence;\\n\\t#ifndef USE_MORPHNORMALS\\n\\tuniform float morphTargetInfluences[ 8 ];\\n\\t#else\\n\\tuniform float morphTargetInfluences[ 4 ];\\n\\t#endif\\n#endif\";\n\nvar morphtarget_vertex = \"#ifdef USE_MORPHTARGETS\\n\\ttransformed *= morphTargetBaseInfluence;\\n\\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\\n\\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\\n\\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\\n\\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\\n\\t#ifndef USE_MORPHNORMALS\\n\\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\\n\\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\\n\\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\\n\\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\\n\\t#endif\\n#endif\";\n\nvar normal_fragment_begin = \"#ifdef FLAT_SHADED\\n\\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\\n\\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\\n\\tvec3 normal = normalize( cross( fdx, fdy ) );\\n#else\\n\\tvec3 normal = normalize( vNormal );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t#endif\\n\\t#ifdef USE_TANGENT\\n\\t\\tvec3 tangent = normalize( vTangent );\\n\\t\\tvec3 bitangent = normalize( vBitangent );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t\\t\\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t\\t#endif\\n\\t\\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\\n\\t\\t\\tmat3 vTBN = mat3( tangent, bitangent, normal );\\n\\t\\t#endif\\n\\t#endif\\n#endif\\nvec3 geometryNormal = normal;\";\n\nvar normal_fragment_maps = \"#ifdef OBJECTSPACE_NORMALMAP\\n\\tnormal = texture2D( normalMap, vUv ).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 * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t#endif\\n\\tnormal = normalize( normalMatrix * normal );\\n#elif defined( TANGENTSPACE_NORMALMAP )\\n\\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\tmapN.xy *= normalScale;\\n\\t#ifdef USE_TANGENT\\n\\t\\tnormal = normalize( vTBN * mapN );\\n\\t#else\\n\\t\\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\\n\\t#endif\\n#elif defined( USE_BUMPMAP )\\n\\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\\n#endif\";\n\nvar normalmap_pars_fragment = \"#ifdef USE_NORMALMAP\\n\\tuniform sampler2D normalMap;\\n\\tuniform vec2 normalScale;\\n#endif\\n#ifdef OBJECTSPACE_NORMALMAP\\n\\tuniform mat3 normalMatrix;\\n#endif\\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\\n\\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\\n\\t\\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\\n\\t\\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\\n\\t\\tvec2 st0 = dFdx( vUv.st );\\n\\t\\tvec2 st1 = dFdy( vUv.st );\\n\\t\\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\\n\\t\\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\\n\\t\\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\\n\\t\\tvec3 N = normalize( surf_norm );\\n\\t\\tmat3 tsn = mat3( S, T, N );\\n\\t\\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t\\treturn normalize( tsn * mapN );\\n\\t}\\n#endif\";\n\nvar clearcoat_normal_fragment_begin = \"#ifdef CLEARCOAT\\n\\tvec3 clearcoatNormal = geometryNormal;\\n#endif\";\n\nvar clearcoat_normal_fragment_maps = \"#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\\n\\tclearcoatMapN.xy *= clearcoatNormalScale;\\n\\t#ifdef USE_TANGENT\\n\\t\\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\\n\\t#else\\n\\t\\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\\n\\t#endif\\n#endif\";\n\nvar clearcoat_normalmap_pars_fragment = \"#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tuniform sampler2D clearcoatNormalMap;\\n\\tuniform vec2 clearcoatNormalScale;\\n#endif\";\n\nvar packing = \"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.;\\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\\nconst float ShiftRight8 = 1. / 256.;\\nvec4 packDepthToRGBA( const in float v ) {\\n\\tvec4 r = vec4( fract( v * PackFactors ), v );\\n\\tr.yzw -= r.xyz * ShiftRight8;\\treturn r * PackUpscale;\\n}\\nfloat unpackRGBAToDepth( const in vec4 v ) {\\n\\treturn dot( v, UnpackFactors );\\n}\\nvec4 pack2HalfToRGBA( 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( 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 linearClipZ, const in float near, const in float far ) {\\n\\treturn linearClipZ * ( 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 invClipZ, const in float near, const in float far ) {\\n\\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\\n}\";\n\nvar premultiplied_alpha_fragment = \"#ifdef PREMULTIPLIED_ALPHA\\n\\tgl_FragColor.rgb *= gl_FragColor.a;\\n#endif\";\n\nvar project_vertex = \"vec4 mvPosition = vec4( transformed, 1.0 );\\n#ifdef USE_INSTANCING\\n\\tmvPosition = instanceMatrix * mvPosition;\\n#endif\\nmvPosition = modelViewMatrix * mvPosition;\\ngl_Position = projectionMatrix * mvPosition;\";\n\nvar dithering_fragment = \"#ifdef DITHERING\\n\\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\\n#endif\";\n\nvar dithering_pars_fragment = \"#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\";\n\nvar roughnessmap_fragment = \"float roughnessFactor = roughness;\\n#ifdef USE_ROUGHNESSMAP\\n\\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\\n\\troughnessFactor *= texelRoughness.g;\\n#endif\";\n\nvar roughnessmap_pars_fragment = \"#ifdef USE_ROUGHNESSMAP\\n\\tuniform sampler2D roughnessMap;\\n#endif\";\n\nvar shadowmap_pars_fragment = \"#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#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ 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#endif\\n\\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\\n\\t\\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\\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\\tfloat hard_shadow = step( compare , distribution.x );\\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 shadowBias, float shadowRadius, vec4 shadowCoord ) {\\n\\t\\tfloat shadow = 1.0;\\n\\t\\tshadowCoord.xyz /= shadowCoord.w;\\n\\t\\tshadowCoord.z += shadowBias;\\n\\t\\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\\n\\t\\tbool inFrustum = all( inFrustumVec );\\n\\t\\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\\n\\t\\tbool frustumTest = all( frustumTestVec );\\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 shadow;\\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 shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\\n\\t\\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\\n\\t\\tvec3 lightToPosition = shadowCoord.xyz;\\n\\t\\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\\t\\tdp += shadowBias;\\n\\t\\tvec3 bd3D = normalize( lightToPosition );\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\\n\\t\\t\\treturn (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#else\\n\\t\\t\\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\\n\\t\\t#endif\\n\\t}\\n#endif\";\n\nvar shadowmap_pars_vertex = \"#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#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ 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#endif\\n#endif\";\n\nvar shadowmap_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\\n\\t}\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\\n\\t}\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\\n\\t}\\n\\t#endif\\n#endif\";\n\nvar shadowmask_pars_fragment = \"float getShadowMask() {\\n\\tfloat shadow = 1.0;\\n\\t#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLight directionalLight;\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLights[ i ];\\n\\t\\tshadow *= all( bvec2( directionalLight.shadow, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLight spotLight;\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tspotLight = spotLights[ i ];\\n\\t\\tshadow *= all( bvec2( spotLight.shadow, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLight pointLight;\\n\\t#pragma unroll_loop\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tshadow *= all( bvec2( pointLight.shadow, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\\n\\t}\\n\\t#endif\\n\\t#endif\\n\\treturn shadow;\\n}\";\n\nvar skinbase_vertex = \"#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\";\n\nvar skinning_pars_vertex = \"#ifdef USE_SKINNING\\n\\tuniform mat4 bindMatrix;\\n\\tuniform mat4 bindMatrixInverse;\\n\\t#ifdef BONE_TEXTURE\\n\\t\\tuniform highp sampler2D boneTexture;\\n\\t\\tuniform int boneTextureSize;\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tfloat j = i * 4.0;\\n\\t\\t\\tfloat x = mod( j, float( boneTextureSize ) );\\n\\t\\t\\tfloat y = floor( j / float( boneTextureSize ) );\\n\\t\\t\\tfloat dx = 1.0 / float( boneTextureSize );\\n\\t\\t\\tfloat dy = 1.0 / float( boneTextureSize );\\n\\t\\t\\ty = dy * ( y + 0.5 );\\n\\t\\t\\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\\n\\t\\t\\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\\n\\t\\t\\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\\n\\t\\t\\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\\n\\t\\t\\tmat4 bone = mat4( v1, v2, v3, v4 );\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#else\\n\\t\\tuniform mat4 boneMatrices[ MAX_BONES ];\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tmat4 bone = boneMatrices[ int(i) ];\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar skinning_vertex = \"#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\";\n\nvar skinnormal_vertex = \"#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\";\n\nvar specularmap_fragment = \"float specularStrength;\\n#ifdef USE_SPECULARMAP\\n\\tvec4 texelSpecular = texture2D( specularMap, vUv );\\n\\tspecularStrength = texelSpecular.r;\\n#else\\n\\tspecularStrength = 1.0;\\n#endif\";\n\nvar specularmap_pars_fragment = \"#ifdef USE_SPECULARMAP\\n\\tuniform sampler2D specularMap;\\n#endif\";\n\nvar tonemapping_fragment = \"#if defined( TONE_MAPPING )\\n\\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\\n#endif\";\n\nvar tonemapping_pars_fragment = \"#ifndef saturate\\n#define saturate(a) clamp( a, 0.0, 1.0 )\\n#endif\\nuniform float toneMappingExposure;\\nuniform float toneMappingWhitePoint;\\nvec3 LinearToneMapping( vec3 color ) {\\n\\treturn toneMappingExposure * color;\\n}\\nvec3 ReinhardToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\treturn saturate( color / ( vec3( 1.0 ) + color ) );\\n}\\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\\nvec3 Uncharted2ToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\\n}\\nvec3 OptimizedCineonToneMapping( 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 ACESFilmicToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\\n}\";\n\nvar uv_pars_fragment = \"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\\n\\tvarying vec2 vUv;\\n#endif\";\n\nvar uv_pars_vertex = \"#ifdef USE_UV\\n\\t#ifdef UVS_VERTEX_ONLY\\n\\t\\tvec2 vUv;\\n\\t#else\\n\\t\\tvarying vec2 vUv;\\n\\t#endif\\n\\tuniform mat3 uvTransform;\\n#endif\";\n\nvar uv_vertex = \"#ifdef USE_UV\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n#endif\";\n\nvar uv2_pars_fragment = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvarying vec2 vUv2;\\n#endif\";\n\nvar uv2_pars_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tattribute vec2 uv2;\\n\\tvarying vec2 vUv2;\\n\\tuniform mat3 uv2Transform;\\n#endif\";\n\nvar uv2_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\\n#endif\";\n\nvar worldpos_vertex = \"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\\n\\tvec4 worldPosition = vec4( transformed, 1.0 );\\n\\t#ifdef USE_INSTANCING\\n\\t\\tworldPosition = instanceMatrix * worldPosition;\\n\\t#endif\\n\\tworldPosition = modelMatrix * worldPosition;\\n#endif\";\n\nvar background_frag = \"uniform sampler2D t2D;\\nvarying vec2 vUv;\\nvoid main() {\\n\\tvec4 texColor = texture2D( t2D, vUv );\\n\\tgl_FragColor = mapTexelToLinear( texColor );\\n\\t#include \\n\\t#include \\n}\";\n\nvar background_vert = \"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}\";\n\nvar cube_frag = \"#include \\nuniform float opacity;\\nvarying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvec3 vReflect = vWorldDirection;\\n\\t#include \\n\\tgl_FragColor = envColor;\\n\\tgl_FragColor.a *= opacity;\\n\\t#include \\n\\t#include \\n}\";\n\nvar cube_vert = \"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}\";\n\nvar depth_frag = \"#if DEPTH_PACKING == 3200\\n\\tuniform float opacity;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( 1.0 );\\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#if DEPTH_PACKING == 3200\\n\\t\\tgl_FragColor = vec4( vec3( 1.0 - gl_FragCoord.z ), opacity );\\n\\t#elif DEPTH_PACKING == 3201\\n\\t\\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\\n\\t#endif\\n}\";\n\nvar depth_vert = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\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}\";\n\nvar distanceRGBA_frag = \"#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 \\nvoid main () {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( 1.0 );\\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}\";\n\nvar distanceRGBA_vert = \"#define DISTANCE\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\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}\";\n\nvar equirect_frag = \"uniform sampler2D tEquirect;\\nvarying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvec3 direction = normalize( vWorldDirection );\\n\\tvec2 sampleUV;\\n\\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\\n\\tvec4 texColor = texture2D( tEquirect, sampleUV );\\n\\tgl_FragColor = mapTexelToLinear( texColor );\\n\\t#include \\n\\t#include \\n}\";\n\nvar equirect_vert = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n}\";\n\nvar linedashed_frag = \"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 \\nvoid main() {\\n\\t#include \\n\\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\\n\\t\\tdiscard;\\n\\t}\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar linedashed_vert = \"uniform float scale;\\nattribute float lineDistance;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvLineDistance = scale * lineDistance;\\n\\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\\n\\tgl_Position = projectionMatrix * mvPosition;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshbasic_frag = \"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 \\nvoid main() {\\n\\t#include \\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\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\n\\t\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\t\\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\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\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshbasic_vert = \"#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#ifdef USE_ENVMAP\\n\\t#include \\n\\t#include \\n\\t#include \\n\\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}\";\n\nvar meshlambert_frag = \"uniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\nvarying vec3 vLightFront;\\nvarying vec3 vIndirectFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n\\tvarying vec3 vIndirectBack;\\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 \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\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\\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vIndirectFront;\\n\\t#endif\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\\n\\t#else\\n\\t\\treflectedLight.directDiffuse = vLightFront;\\n\\t#endif\\n\\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshlambert_vert = \"#define LAMBERT\\nvarying vec3 vLightFront;\\nvarying vec3 vIndirectFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n\\tvarying vec3 vIndirectBack;\\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 \\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}\";\n\nvar meshmatcap_frag = \"#define MATCAP\\nuniform vec3 diffuse;\\nuniform float opacity;\\nuniform sampler2D matcap;\\nvarying vec3 vViewPosition;\\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 \\nvoid main() {\\n\\t#include \\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\\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\\tmatcapColor = matcapTexelToLinear( matcapColor );\\n\\t#else\\n\\t\\tvec4 matcapColor = vec4( 1.0 );\\n\\t#endif\\n\\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshmatcap_vert = \"#define MATCAP\\nvarying vec3 vViewPosition;\\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 \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifndef FLAT_SHADED\\n\\t\\tvNormal = normalize( transformedNormal );\\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\\tvViewPosition = - mvPosition.xyz;\\n}\";\n\nvar meshtoon_frag = \"#define TOON\\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 \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\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 + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshtoon_vert = \"#define TOON\\nvarying vec3 vViewPosition;\\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 \\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#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\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}\";\n\nvar meshphong_frag = \"#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 \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\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 + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshphong_vert = \"#define PHONG\\nvarying vec3 vViewPosition;\\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 \\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#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\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}\";\n\nvar meshphysical_frag = \"#define STANDARD\\n#ifdef PHYSICAL\\n\\t#define REFLECTIVITY\\n\\t#define CLEARCOAT\\n\\t#define TRANSPARENCY\\n#endif\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float roughness;\\nuniform float metalness;\\nuniform float opacity;\\n#ifdef TRANSPARENCY\\n\\tuniform float transparency;\\n#endif\\n#ifdef REFLECTIVITY\\n\\tuniform float reflectivity;\\n#endif\\n#ifdef CLEARCOAT\\n\\tuniform float clearcoat;\\n\\tuniform float clearcoatRoughness;\\n#endif\\n#ifdef USE_SHEEN\\n\\tuniform vec3 sheen;\\n#endif\\nvarying vec3 vViewPosition;\\n#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\\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\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\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\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#ifdef TRANSPARENCY\\n\\t\\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\\n\\t#endif\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshphysical_vert = \"#define STANDARD\\nvarying vec3 vViewPosition;\\n#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\\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#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\\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}\";\n\nvar normal_frag = \"#define NORMAL\\nuniform float opacity;\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#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\\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\\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\\n}\";\n\nvar normal_vert = \"#define NORMAL\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#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\\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#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\\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( TANGENTSPACE_NORMALMAP )\\n\\tvViewPosition = - mvPosition.xyz;\\n#endif\\n}\";\n\nvar points_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar points_vert = \"uniform float size;\\nuniform float scale;\\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\\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}\";\n\nvar shadow_frag = \"uniform vec3 color;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar shadow_vert = \"#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar sprite_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar sprite_vert = \"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 * vec4( 0.0, 0.0, 0.0, 1.0 );\\n\\tvec2 scale;\\n\\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\\n\\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\\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}\";\n\nvar ShaderChunk = {\n\talphamap_fragment: alphamap_fragment,\n\talphamap_pars_fragment: alphamap_pars_fragment,\n\talphatest_fragment: alphatest_fragment,\n\taomap_fragment: aomap_fragment,\n\taomap_pars_fragment: aomap_pars_fragment,\n\tbegin_vertex: begin_vertex,\n\tbeginnormal_vertex: beginnormal_vertex,\n\tbsdfs: bsdfs,\n\tbumpmap_pars_fragment: bumpmap_pars_fragment,\n\tclipping_planes_fragment: clipping_planes_fragment,\n\tclipping_planes_pars_fragment: clipping_planes_pars_fragment,\n\tclipping_planes_pars_vertex: clipping_planes_pars_vertex,\n\tclipping_planes_vertex: clipping_planes_vertex,\n\tcolor_fragment: color_fragment,\n\tcolor_pars_fragment: color_pars_fragment,\n\tcolor_pars_vertex: color_pars_vertex,\n\tcolor_vertex: color_vertex,\n\tcommon: common,\n\tcube_uv_reflection_fragment: cube_uv_reflection_fragment,\n\tdefaultnormal_vertex: defaultnormal_vertex,\n\tdisplacementmap_pars_vertex: displacementmap_pars_vertex,\n\tdisplacementmap_vertex: displacementmap_vertex,\n\temissivemap_fragment: emissivemap_fragment,\n\temissivemap_pars_fragment: emissivemap_pars_fragment,\n\tencodings_fragment: encodings_fragment,\n\tencodings_pars_fragment: encodings_pars_fragment,\n\tenvmap_fragment: envmap_fragment,\n\tenvmap_common_pars_fragment: envmap_common_pars_fragment,\n\tenvmap_pars_fragment: envmap_pars_fragment,\n\tenvmap_pars_vertex: envmap_pars_vertex,\n\tenvmap_physical_pars_fragment: envmap_physical_pars_fragment,\n\tenvmap_vertex: envmap_vertex,\n\tfog_vertex: fog_vertex,\n\tfog_pars_vertex: fog_pars_vertex,\n\tfog_fragment: fog_fragment,\n\tfog_pars_fragment: fog_pars_fragment,\n\tgradientmap_pars_fragment: gradientmap_pars_fragment,\n\tlightmap_fragment: lightmap_fragment,\n\tlightmap_pars_fragment: lightmap_pars_fragment,\n\tlights_lambert_vertex: lights_lambert_vertex,\n\tlights_pars_begin: lights_pars_begin,\n\tlights_toon_fragment: lights_toon_fragment,\n\tlights_toon_pars_fragment: lights_toon_pars_fragment,\n\tlights_phong_fragment: lights_phong_fragment,\n\tlights_phong_pars_fragment: lights_phong_pars_fragment,\n\tlights_physical_fragment: lights_physical_fragment,\n\tlights_physical_pars_fragment: lights_physical_pars_fragment,\n\tlights_fragment_begin: lights_fragment_begin,\n\tlights_fragment_maps: lights_fragment_maps,\n\tlights_fragment_end: lights_fragment_end,\n\tlogdepthbuf_fragment: logdepthbuf_fragment,\n\tlogdepthbuf_pars_fragment: logdepthbuf_pars_fragment,\n\tlogdepthbuf_pars_vertex: logdepthbuf_pars_vertex,\n\tlogdepthbuf_vertex: logdepthbuf_vertex,\n\tmap_fragment: map_fragment,\n\tmap_pars_fragment: map_pars_fragment,\n\tmap_particle_fragment: map_particle_fragment,\n\tmap_particle_pars_fragment: map_particle_pars_fragment,\n\tmetalnessmap_fragment: metalnessmap_fragment,\n\tmetalnessmap_pars_fragment: metalnessmap_pars_fragment,\n\tmorphnormal_vertex: morphnormal_vertex,\n\tmorphtarget_pars_vertex: morphtarget_pars_vertex,\n\tmorphtarget_vertex: morphtarget_vertex,\n\tnormal_fragment_begin: normal_fragment_begin,\n\tnormal_fragment_maps: normal_fragment_maps,\n\tnormalmap_pars_fragment: normalmap_pars_fragment,\n\tclearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,\n\tclearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,\n\tclearcoat_normalmap_pars_fragment: clearcoat_normalmap_pars_fragment,\n\tpacking: packing,\n\tpremultiplied_alpha_fragment: premultiplied_alpha_fragment,\n\tproject_vertex: project_vertex,\n\tdithering_fragment: dithering_fragment,\n\tdithering_pars_fragment: dithering_pars_fragment,\n\troughnessmap_fragment: roughnessmap_fragment,\n\troughnessmap_pars_fragment: roughnessmap_pars_fragment,\n\tshadowmap_pars_fragment: shadowmap_pars_fragment,\n\tshadowmap_pars_vertex: shadowmap_pars_vertex,\n\tshadowmap_vertex: shadowmap_vertex,\n\tshadowmask_pars_fragment: shadowmask_pars_fragment,\n\tskinbase_vertex: skinbase_vertex,\n\tskinning_pars_vertex: skinning_pars_vertex,\n\tskinning_vertex: skinning_vertex,\n\tskinnormal_vertex: skinnormal_vertex,\n\tspecularmap_fragment: specularmap_fragment,\n\tspecularmap_pars_fragment: specularmap_pars_fragment,\n\ttonemapping_fragment: tonemapping_fragment,\n\ttonemapping_pars_fragment: tonemapping_pars_fragment,\n\tuv_pars_fragment: uv_pars_fragment,\n\tuv_pars_vertex: uv_pars_vertex,\n\tuv_vertex: uv_vertex,\n\tuv2_pars_fragment: uv2_pars_fragment,\n\tuv2_pars_vertex: uv2_pars_vertex,\n\tuv2_vertex: uv2_vertex,\n\tworldpos_vertex: worldpos_vertex,\n\n\tbackground_frag: background_frag,\n\tbackground_vert: background_vert,\n\tcube_frag: cube_frag,\n\tcube_vert: cube_vert,\n\tdepth_frag: depth_frag,\n\tdepth_vert: depth_vert,\n\tdistanceRGBA_frag: distanceRGBA_frag,\n\tdistanceRGBA_vert: distanceRGBA_vert,\n\tequirect_frag: equirect_frag,\n\tequirect_vert: equirect_vert,\n\tlinedashed_frag: linedashed_frag,\n\tlinedashed_vert: linedashed_vert,\n\tmeshbasic_frag: meshbasic_frag,\n\tmeshbasic_vert: meshbasic_vert,\n\tmeshlambert_frag: meshlambert_frag,\n\tmeshlambert_vert: meshlambert_vert,\n\tmeshmatcap_frag: meshmatcap_frag,\n\tmeshmatcap_vert: meshmatcap_vert,\n\tmeshtoon_frag: meshtoon_frag,\n\tmeshtoon_vert: meshtoon_vert,\n\tmeshphong_frag: meshphong_frag,\n\tmeshphong_vert: meshphong_vert,\n\tmeshphysical_frag: meshphysical_frag,\n\tmeshphysical_vert: meshphysical_vert,\n\tnormal_frag: normal_frag,\n\tnormal_vert: normal_vert,\n\tpoints_frag: points_frag,\n\tpoints_vert: points_vert,\n\tshadow_frag: shadow_frag,\n\tshadow_vert: shadow_vert,\n\tsprite_frag: sprite_frag,\n\tsprite_vert: sprite_vert\n};\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n * @author mikael emtinger / http://gomo.se/\n */\n\nvar ShaderLib = {\n\n\tbasic: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshbasic_vert,\n\t\tfragmentShader: ShaderChunk.meshbasic_frag\n\n\t},\n\n\tlambert: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshlambert_vert,\n\t\tfragmentShader: ShaderChunk.meshlambert_frag\n\n\t},\n\n\tphong: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) },\n\t\t\t\tspecular: { value: new Color( 0x111111 ) },\n\t\t\t\tshininess: { value: 30 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphong_vert,\n\t\tfragmentShader: ShaderChunk.meshphong_frag\n\n\t},\n\n\tstandard: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.roughnessmap,\n\t\t\tUniformsLib.metalnessmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) },\n\t\t\t\troughness: { value: 0.5 },\n\t\t\t\tmetalness: { value: 0.5 },\n\t\t\t\tenvMapIntensity: { value: 1 } // temporary\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphysical_vert,\n\t\tfragmentShader: ShaderChunk.meshphysical_frag\n\n\t},\n\n\ttoon: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.gradientmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) },\n\t\t\t\tspecular: { value: new Color( 0x111111 ) },\n\t\t\t\tshininess: { value: 30 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshtoon_vert,\n\t\tfragmentShader: ShaderChunk.meshtoon_frag\n\n\t},\n\n\tmatcap: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tmatcap: { value: null }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshmatcap_vert,\n\t\tfragmentShader: ShaderChunk.meshmatcap_frag\n\n\t},\n\n\tpoints: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.points,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.points_vert,\n\t\tfragmentShader: ShaderChunk.points_frag\n\n\t},\n\n\tdashed: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tscale: { value: 1 },\n\t\t\t\tdashSize: { value: 1 },\n\t\t\t\ttotalSize: { value: 2 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.linedashed_vert,\n\t\tfragmentShader: ShaderChunk.linedashed_frag\n\n\t},\n\n\tdepth: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.depth_vert,\n\t\tfragmentShader: ShaderChunk.depth_frag\n\n\t},\n\n\tnormal: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.normal_vert,\n\t\tfragmentShader: ShaderChunk.normal_frag\n\n\t},\n\n\tsprite: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.sprite,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.sprite_vert,\n\t\tfragmentShader: ShaderChunk.sprite_frag\n\n\t},\n\n\tbackground: {\n\n\t\tuniforms: {\n\t\t\tuvTransform: { value: new Matrix3() },\n\t\t\tt2D: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.background_vert,\n\t\tfragmentShader: ShaderChunk.background_frag\n\n\t},\n\t/* -------------------------------------------------------------------------\n\t//\tCube map shader\n\t ------------------------------------------------------------------------- */\n\n\tcube: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.envmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.cube_vert,\n\t\tfragmentShader: ShaderChunk.cube_frag\n\n\t},\n\n\tequirect: {\n\n\t\tuniforms: {\n\t\t\ttEquirect: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.equirect_vert,\n\t\tfragmentShader: ShaderChunk.equirect_frag\n\n\t},\n\n\tdistanceRGBA: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\treferencePosition: { value: new Vector3() },\n\t\t\t\tnearDistance: { value: 1 },\n\t\t\t\tfarDistance: { value: 1000 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.distanceRGBA_vert,\n\t\tfragmentShader: ShaderChunk.distanceRGBA_frag\n\n\t},\n\n\tshadow: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.lights,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tcolor: { value: new Color( 0x00000 ) },\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t},\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.shadow_vert,\n\t\tfragmentShader: ShaderChunk.shadow_frag\n\n\t}\n\n};\n\nShaderLib.physical = {\n\n\tuniforms: mergeUniforms( [\n\t\tShaderLib.standard.uniforms,\n\t\t{\n\t\t\ttransparency: { value: 0 },\n\t\t\tclearcoat: { value: 0 },\n\t\t\tclearcoatRoughness: { value: 0 },\n\t\t\tsheen: { value: new Color( 0x000000 ) },\n\t\t\tclearcoatNormalScale: { value: new Vector2( 1, 1 ) },\n\t\t\tclearcoatNormalMap: { value: null },\n\t\t}\n\t] ),\n\n\tvertexShader: ShaderChunk.meshphysical_vert,\n\tfragmentShader: ShaderChunk.meshphysical_frag\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLBackground( renderer, state, objects, premultipliedAlpha ) {\n\n\tvar clearColor = new Color( 0x000000 );\n\tvar clearAlpha = 0;\n\n\tvar planeMesh;\n\tvar boxMesh;\n\n\tvar currentBackground = null;\n\tvar currentBackgroundVersion = 0;\n\tvar currentTonemapping = null;\n\n\tfunction render( renderList, scene, camera, forceClear ) {\n\n\t\tvar background = scene.background;\n\n\t\t// Ignore background in AR\n\t\t// TODO: Reconsider this.\n\n\t\tvar xr = renderer.xr;\n\t\tvar session = xr.getSession && xr.getSession();\n\n\t\tif ( session && session.environmentBlendMode === 'additive' ) {\n\n\t\t\tbackground = null;\n\n\t\t}\n\n\t\tif ( background === null ) {\n\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t} else if ( background && background.isColor ) {\n\n\t\t\tsetClear( background, 1 );\n\t\t\tforceClear = true;\n\n\t\t}\n\n\t\tif ( renderer.autoClear || forceClear ) {\n\n\t\t\trenderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );\n\n\t\t}\n\n\t\tif ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) {\n\n\t\t\tif ( boxMesh === undefined ) {\n\n\t\t\t\tboxMesh = new Mesh(\n\t\t\t\t\tnew BoxBufferGeometry( 1, 1, 1 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\ttype: 'BackgroundCubeMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.cube.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.cube.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.cube.fragmentShader,\n\t\t\t\t\t\tside: BackSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'normal' );\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'uv' );\n\n\t\t\t\tboxMesh.onBeforeRender = function ( renderer, scene, camera ) {\n\n\t\t\t\t\tthis.matrixWorld.copyPosition( camera.matrixWorld );\n\n\t\t\t\t};\n\n\t\t\t\t// enable code injection for non-built-in material\n\t\t\t\tObject.defineProperty( boxMesh.material, 'envMap', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.envMap.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( boxMesh );\n\n\t\t\t}\n\n\t\t\tvar texture = background.isWebGLCubeRenderTarget ? background.texture : background;\n\n\t\t\tboxMesh.material.uniforms.envMap.value = texture;\n\t\t\tboxMesh.material.uniforms.flipEnvMap.value = texture.isCubeTexture ? - 1 : 1;\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== texture.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tboxMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = texture.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );\n\n\t\t} else if ( background && background.isTexture ) {\n\n\t\t\tif ( planeMesh === undefined ) {\n\n\t\t\t\tplaneMesh = new Mesh(\n\t\t\t\t\tnew PlaneBufferGeometry( 2, 2 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\ttype: 'BackgroundMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.background.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.background.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.background.fragmentShader,\n\t\t\t\t\t\tside: FrontSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tplaneMesh.geometry.deleteAttribute( 'normal' );\n\n\t\t\t\t// enable code injection for non-built-in material\n\t\t\t\tObject.defineProperty( planeMesh.material, 'map', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.t2D.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( planeMesh );\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.t2D.value = background;\n\n\t\t\tif ( background.matrixAutoUpdate === true ) {\n\n\t\t\t\tbackground.updateMatrix();\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.uvTransform.value.copy( background.matrix );\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tplaneMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );\n\n\t\t}\n\n\t}\n\n\tfunction setClear( color, alpha ) {\n\n\t\tstate.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );\n\n\t}\n\n\treturn {\n\n\t\tgetClearColor: function () {\n\n\t\t\treturn clearColor;\n\n\t\t},\n\t\tsetClearColor: function ( color, alpha ) {\n\n\t\t\tclearColor.set( color );\n\t\t\tclearAlpha = alpha !== undefined ? alpha : 1;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\tgetClearAlpha: function () {\n\n\t\t\treturn clearAlpha;\n\n\t\t},\n\t\tsetClearAlpha: function ( alpha ) {\n\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\trender: render\n\n\t};\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tvar isWebGL2 = capabilities.isWebGL2;\n\n\tvar mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawArrays( mode, start, count );\n\n\t\tinfo.update( count, mode );\n\n\t}\n\n\tfunction renderInstances( geometry, start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tvar extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawArraysInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawArraysInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, start, count, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLCapabilities( gl, extensions, parameters ) {\n\n\tvar maxAnisotropy;\n\n\tfunction getMaxAnisotropy() {\n\n\t\tif ( maxAnisotropy !== undefined ) return maxAnisotropy;\n\n\t\tvar extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\tif ( extension !== null ) {\n\n\t\t\tmaxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );\n\n\t\t} else {\n\n\t\t\tmaxAnisotropy = 0;\n\n\t\t}\n\n\t\treturn maxAnisotropy;\n\n\t}\n\n\tfunction getMaxPrecision( precision ) {\n\n\t\tif ( precision === 'highp' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {\n\n\t\t\t\treturn 'highp';\n\n\t\t\t}\n\n\t\t\tprecision = 'mediump';\n\n\t\t}\n\n\t\tif ( precision === 'mediump' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {\n\n\t\t\t\treturn 'mediump';\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn 'lowp';\n\n\t}\n\n\t/* eslint-disable no-undef */\n\tvar isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||\n\t\t( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );\n\t/* eslint-enable no-undef */\n\n\tvar precision = parameters.precision !== undefined ? parameters.precision : 'highp';\n\tvar maxPrecision = getMaxPrecision( precision );\n\n\tif ( maxPrecision !== precision ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );\n\t\tprecision = maxPrecision;\n\n\t}\n\n\tvar logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;\n\n\tvar maxTextures = gl.getParameter( 34930 );\n\tvar maxVertexTextures = gl.getParameter( 35660 );\n\tvar maxTextureSize = gl.getParameter( 3379 );\n\tvar maxCubemapSize = gl.getParameter( 34076 );\n\n\tvar maxAttributes = gl.getParameter( 34921 );\n\tvar maxVertexUniforms = gl.getParameter( 36347 );\n\tvar maxVaryings = gl.getParameter( 36348 );\n\tvar maxFragmentUniforms = gl.getParameter( 36349 );\n\n\tvar vertexTextures = maxVertexTextures > 0;\n\tvar floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );\n\tvar floatVertexTextures = vertexTextures && floatFragmentTextures;\n\n\tvar maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;\n\n\treturn {\n\n\t\tisWebGL2: isWebGL2,\n\n\t\tgetMaxAnisotropy: getMaxAnisotropy,\n\t\tgetMaxPrecision: getMaxPrecision,\n\n\t\tprecision: precision,\n\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\tmaxTextures: maxTextures,\n\t\tmaxVertexTextures: maxVertexTextures,\n\t\tmaxTextureSize: maxTextureSize,\n\t\tmaxCubemapSize: maxCubemapSize,\n\n\t\tmaxAttributes: maxAttributes,\n\t\tmaxVertexUniforms: maxVertexUniforms,\n\t\tmaxVaryings: maxVaryings,\n\t\tmaxFragmentUniforms: maxFragmentUniforms,\n\n\t\tvertexTextures: vertexTextures,\n\t\tfloatFragmentTextures: floatFragmentTextures,\n\t\tfloatVertexTextures: floatVertexTextures,\n\n\t\tmaxSamples: maxSamples\n\n\t};\n\n}\n\n/**\n * @author tschw\n */\n\nfunction WebGLClipping() {\n\n\tvar scope = this,\n\n\t\tglobalState = null,\n\t\tnumGlobalPlanes = 0,\n\t\tlocalClippingEnabled = false,\n\t\trenderingShadows = false,\n\n\t\tplane = new Plane(),\n\t\tviewNormalMatrix = new Matrix3(),\n\n\t\tuniform = { value: null, needsUpdate: false };\n\n\tthis.uniform = uniform;\n\tthis.numPlanes = 0;\n\tthis.numIntersection = 0;\n\n\tthis.init = function ( planes, enableLocalClipping, camera ) {\n\n\t\tvar enabled =\n\t\t\tplanes.length !== 0 ||\n\t\t\tenableLocalClipping ||\n\t\t\t// enable state of previous frame - the clipping code has to\n\t\t\t// run another frame in order to reset the state:\n\t\t\tnumGlobalPlanes !== 0 ||\n\t\t\tlocalClippingEnabled;\n\n\t\tlocalClippingEnabled = enableLocalClipping;\n\n\t\tglobalState = projectPlanes( planes, camera, 0 );\n\t\tnumGlobalPlanes = planes.length;\n\n\t\treturn enabled;\n\n\t};\n\n\tthis.beginShadows = function () {\n\n\t\trenderingShadows = true;\n\t\tprojectPlanes( null );\n\n\t};\n\n\tthis.endShadows = function () {\n\n\t\trenderingShadows = false;\n\t\tresetGlobalState();\n\n\t};\n\n\tthis.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {\n\n\t\tif ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {\n\n\t\t\t// there's no local clipping\n\n\t\t\tif ( renderingShadows ) {\n\n\t\t\t\t// there's no global clipping\n\n\t\t\t\tprojectPlanes( null );\n\n\t\t\t} else {\n\n\t\t\t\tresetGlobalState();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tvar nGlobal = renderingShadows ? 0 : numGlobalPlanes,\n\t\t\t\tlGlobal = nGlobal * 4,\n\n\t\t\t\tdstArray = cache.clippingState || null;\n\n\t\t\tuniform.value = dstArray; // ensure unique state\n\n\t\t\tdstArray = projectPlanes( planes, camera, lGlobal, fromCache );\n\n\t\t\tfor ( var i = 0; i !== lGlobal; ++ i ) {\n\n\t\t\t\tdstArray[ i ] = globalState[ i ];\n\n\t\t\t}\n\n\t\t\tcache.clippingState = dstArray;\n\t\t\tthis.numIntersection = clipIntersection ? this.numPlanes : 0;\n\t\t\tthis.numPlanes += nGlobal;\n\n\t\t}\n\n\n\t};\n\n\tfunction resetGlobalState() {\n\n\t\tif ( uniform.value !== globalState ) {\n\n\t\t\tuniform.value = globalState;\n\t\t\tuniform.needsUpdate = numGlobalPlanes > 0;\n\n\t\t}\n\n\t\tscope.numPlanes = numGlobalPlanes;\n\t\tscope.numIntersection = 0;\n\n\t}\n\n\tfunction projectPlanes( planes, camera, dstOffset, skipTransform ) {\n\n\t\tvar nPlanes = planes !== null ? planes.length : 0,\n\t\t\tdstArray = null;\n\n\t\tif ( nPlanes !== 0 ) {\n\n\t\t\tdstArray = uniform.value;\n\n\t\t\tif ( skipTransform !== true || dstArray === null ) {\n\n\t\t\t\tvar flatSize = dstOffset + nPlanes * 4,\n\t\t\t\t\tviewMatrix = camera.matrixWorldInverse;\n\n\t\t\t\tviewNormalMatrix.getNormalMatrix( viewMatrix );\n\n\t\t\t\tif ( dstArray === null || dstArray.length < flatSize ) {\n\n\t\t\t\t\tdstArray = new Float32Array( flatSize );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {\n\n\t\t\t\t\tplane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );\n\n\t\t\t\t\tplane.normal.toArray( dstArray, i4 );\n\t\t\t\t\tdstArray[ i4 + 3 ] = plane.constant;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tuniform.value = dstArray;\n\t\t\tuniform.needsUpdate = true;\n\n\t\t}\n\n\t\tscope.numPlanes = nPlanes;\n\n\t\treturn dstArray;\n\n\t}\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLExtensions( gl ) {\n\n\tvar extensions = {};\n\n\treturn {\n\n\t\tget: function ( name ) {\n\n\t\t\tif ( extensions[ name ] !== undefined ) {\n\n\t\t\t\treturn extensions[ name ];\n\n\t\t\t}\n\n\t\t\tvar extension;\n\n\t\t\tswitch ( name ) {\n\n\t\t\t\tcase 'WEBGL_depth_texture':\n\t\t\t\t\textension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'EXT_texture_filter_anisotropic':\n\t\t\t\t\textension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'WEBGL_compressed_texture_s3tc':\n\t\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'WEBGL_compressed_texture_pvrtc':\n\t\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\t\t\t\t\textension = gl.getExtension( name );\n\n\t\t\t}\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );\n\n\t\t\t}\n\n\t\t\textensions[ name ] = extension;\n\n\t\t\treturn extension;\n\n\t\t}\n\n\t};\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLGeometries( gl, attributes, info ) {\n\n\tvar geometries = new WeakMap();\n\tvar wireframeAttributes = new WeakMap();\n\n\tfunction onGeometryDispose( event ) {\n\n\t\tvar geometry = event.target;\n\t\tvar buffergeometry = geometries.get( geometry );\n\n\t\tif ( buffergeometry.index !== null ) {\n\n\t\t\tattributes.remove( buffergeometry.index );\n\n\t\t}\n\n\t\tfor ( var name in buffergeometry.attributes ) {\n\n\t\t\tattributes.remove( buffergeometry.attributes[ name ] );\n\n\t\t}\n\n\t\tgeometry.removeEventListener( 'dispose', onGeometryDispose );\n\n\t\tgeometries.delete( geometry );\n\n\t\tvar attribute = wireframeAttributes.get( buffergeometry );\n\n\t\tif ( attribute ) {\n\n\t\t\tattributes.remove( attribute );\n\t\t\twireframeAttributes.delete( buffergeometry );\n\n\t\t}\n\n\t\t//\n\n\t\tinfo.memory.geometries --;\n\n\t}\n\n\tfunction get( object, geometry ) {\n\n\t\tvar buffergeometry = geometries.get( geometry );\n\n\t\tif ( buffergeometry ) return buffergeometry;\n\n\t\tgeometry.addEventListener( 'dispose', onGeometryDispose );\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tbuffergeometry = geometry;\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tif ( geometry._bufferGeometry === undefined ) {\n\n\t\t\t\tgeometry._bufferGeometry = new BufferGeometry().setFromObject( object );\n\n\t\t\t}\n\n\t\t\tbuffergeometry = geometry._bufferGeometry;\n\n\t\t}\n\n\t\tgeometries.set( geometry, buffergeometry );\n\n\t\tinfo.memory.geometries ++;\n\n\t\treturn buffergeometry;\n\n\t}\n\n\tfunction update( geometry ) {\n\n\t\tvar index = geometry.index;\n\t\tvar geometryAttributes = geometry.attributes;\n\n\t\tif ( index !== null ) {\n\n\t\t\tattributes.update( index, 34963 );\n\n\t\t}\n\n\t\tfor ( var name in geometryAttributes ) {\n\n\t\t\tattributes.update( geometryAttributes[ name ], 34962 );\n\n\t\t}\n\n\t\t// morph targets\n\n\t\tvar morphAttributes = geometry.morphAttributes;\n\n\t\tfor ( var name in morphAttributes ) {\n\n\t\t\tvar array = morphAttributes[ name ];\n\n\t\t\tfor ( var i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tattributes.update( array[ i ], 34962 );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction updateWireframeAttribute( geometry ) {\n\n\t\tvar indices = [];\n\n\t\tvar geometryIndex = geometry.index;\n\t\tvar geometryPosition = geometry.attributes.position;\n\t\tvar version = 0;\n\n\t\tif ( geometryIndex !== null ) {\n\n\t\t\tvar array = geometryIndex.array;\n\t\t\tversion = geometryIndex.version;\n\n\t\t\tfor ( var i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\t\tvar a = array[ i + 0 ];\n\t\t\t\tvar b = array[ i + 1 ];\n\t\t\t\tvar c = array[ i + 2 ];\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tvar array = geometryPosition.array;\n\t\t\tversion = geometryPosition.version;\n\n\t\t\tfor ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {\n\n\t\t\t\tvar a = i + 0;\n\t\t\t\tvar b = i + 1;\n\t\t\t\tvar c = i + 2;\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvar attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );\n\t\tattribute.version = version;\n\n\t\tattributes.update( attribute, 34963 );\n\n\t\t//\n\n\t\tvar previousAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( previousAttribute ) attributes.remove( previousAttribute );\n\n\t\t//\n\n\t\twireframeAttributes.set( geometry, attribute );\n\n\t}\n\n\tfunction getWireframeAttribute( geometry ) {\n\n\t\tvar currentAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( currentAttribute ) {\n\n\t\t\tvar geometryIndex = geometry.index;\n\n\t\t\tif ( geometryIndex !== null ) {\n\n\t\t\t\t// if the attribute is obsolete, create a new one\n\n\t\t\t\tif ( currentAttribute.version < geometryIndex.version ) {\n\n\t\t\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t}\n\n\t\treturn wireframeAttributes.get( geometry );\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tupdate: update,\n\n\t\tgetWireframeAttribute: getWireframeAttribute\n\n\t};\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tvar isWebGL2 = capabilities.isWebGL2;\n\n\tvar mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tvar type, bytesPerElement;\n\n\tfunction setIndex( value ) {\n\n\t\ttype = value.type;\n\t\tbytesPerElement = value.bytesPerElement;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawElements( mode, count, type, start * bytesPerElement );\n\n\t\tinfo.update( count, mode );\n\n\t}\n\n\tfunction renderInstances( geometry, start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tvar extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawElementsInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawElementsInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.setIndex = setIndex;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\n/**\n * @author Mugen87 / https://github.com/Mugen87\n */\n\nfunction WebGLInfo( gl ) {\n\n\tvar memory = {\n\t\tgeometries: 0,\n\t\ttextures: 0\n\t};\n\n\tvar render = {\n\t\tframe: 0,\n\t\tcalls: 0,\n\t\ttriangles: 0,\n\t\tpoints: 0,\n\t\tlines: 0\n\t};\n\n\tfunction update( count, mode, instanceCount ) {\n\n\t\tinstanceCount = instanceCount || 1;\n\n\t\trender.calls ++;\n\n\t\tswitch ( mode ) {\n\n\t\t\tcase 4:\n\t\t\t\trender.triangles += instanceCount * ( count / 3 );\n\t\t\t\tbreak;\n\n\t\t\tcase 1:\n\t\t\t\trender.lines += instanceCount * ( count / 2 );\n\t\t\t\tbreak;\n\n\t\t\tcase 3:\n\t\t\t\trender.lines += instanceCount * ( count - 1 );\n\t\t\t\tbreak;\n\n\t\t\tcase 2:\n\t\t\t\trender.lines += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tcase 0:\n\t\t\t\trender.points += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\trender.frame ++;\n\t\trender.calls = 0;\n\t\trender.triangles = 0;\n\t\trender.points = 0;\n\t\trender.lines = 0;\n\n\t}\n\n\treturn {\n\t\tmemory: memory,\n\t\trender: render,\n\t\tprograms: null,\n\t\tautoReset: true,\n\t\treset: reset,\n\t\tupdate: update\n\t};\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction absNumericalSort( a, b ) {\n\n\treturn Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );\n\n}\n\nfunction WebGLMorphtargets( gl ) {\n\n\tvar influencesList = {};\n\tvar morphInfluences = new Float32Array( 8 );\n\n\tfunction update( object, geometry, material, program ) {\n\n\t\tvar objectInfluences = object.morphTargetInfluences;\n\n\t\t// When object doesn't have morph target influences defined, we treat it as a 0-length array\n\t\t// This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences\n\n\t\tvar length = objectInfluences === undefined ? 0 : objectInfluences.length;\n\n\t\tvar influences = influencesList[ geometry.id ];\n\n\t\tif ( influences === undefined ) {\n\n\t\t\t// initialise list\n\n\t\t\tinfluences = [];\n\n\t\t\tfor ( var i = 0; i < length; i ++ ) {\n\n\t\t\t\tinfluences[ i ] = [ i, 0 ];\n\n\t\t\t}\n\n\t\t\tinfluencesList[ geometry.id ] = influences;\n\n\t\t}\n\n\t\tvar morphTargets = material.morphTargets && geometry.morphAttributes.position;\n\t\tvar morphNormals = material.morphNormals && geometry.morphAttributes.normal;\n\n\t\t// Remove current morphAttributes\n\n\t\tfor ( var i = 0; i < length; i ++ ) {\n\n\t\t\tvar influence = influences[ i ];\n\n\t\t\tif ( influence[ 1 ] !== 0 ) {\n\n\t\t\t\tif ( morphTargets ) geometry.deleteAttribute( 'morphTarget' + i );\n\t\t\t\tif ( morphNormals ) geometry.deleteAttribute( 'morphNormal' + i );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Collect influences\n\n\t\tfor ( var i = 0; i < length; i ++ ) {\n\n\t\t\tvar influence = influences[ i ];\n\n\t\t\tinfluence[ 0 ] = i;\n\t\t\tinfluence[ 1 ] = objectInfluences[ i ];\n\n\t\t}\n\n\t\tinfluences.sort( absNumericalSort );\n\n\t\t// Add morphAttributes\n\n\t\tvar morphInfluencesSum = 0;\n\n\t\tfor ( var i = 0; i < 8; i ++ ) {\n\n\t\t\tvar influence = influences[ i ];\n\n\t\t\tif ( influence ) {\n\n\t\t\t\tvar index = influence[ 0 ];\n\t\t\t\tvar value = influence[ 1 ];\n\n\t\t\t\tif ( value ) {\n\n\t\t\t\t\tif ( morphTargets ) geometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] );\n\t\t\t\t\tif ( morphNormals ) geometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] );\n\n\t\t\t\t\tmorphInfluences[ i ] = value;\n\t\t\t\t\tmorphInfluencesSum += value;\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tmorphInfluences[ i ] = 0;\n\n\t\t}\n\n\t\t// GLSL shader uses formula baseinfluence * base + sum(target * influence)\n\t\t// This allows us to switch between absolute morphs and relative morphs without changing shader code\n\t\t// When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)\n\t\tvar morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n\n\t\tprogram.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );\n\t\tprogram.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update\n\n\t};\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLObjects( gl, geometries, attributes, info ) {\n\n\tvar updateList = {};\n\n\tfunction update( object ) {\n\n\t\tvar frame = info.render.frame;\n\n\t\tvar geometry = object.geometry;\n\t\tvar buffergeometry = geometries.get( object, geometry );\n\n\t\t// Update once per frame\n\n\t\tif ( updateList[ buffergeometry.id ] !== frame ) {\n\n\t\t\tif ( geometry.isGeometry ) {\n\n\t\t\t\tbuffergeometry.updateFromObject( object );\n\n\t\t\t}\n\n\t\t\tgeometries.update( buffergeometry );\n\n\t\t\tupdateList[ buffergeometry.id ] = frame;\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\tattributes.update( object.instanceMatrix, 34962 );\n\n\t\t}\n\n\t\treturn buffergeometry;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tupdateList = {};\n\n\t}\n\n\treturn {\n\n\t\tupdate: update,\n\t\tdispose: dispose\n\n\t};\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {\n\n\timages = images !== undefined ? images : [];\n\tmapping = mapping !== undefined ? mapping : CubeReflectionMapping;\n\tformat = format !== undefined ? format : RGBFormat;\n\n\tTexture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\tthis.flipY = false;\n\n}\n\nCubeTexture.prototype = Object.create( Texture.prototype );\nCubeTexture.prototype.constructor = CubeTexture;\n\nCubeTexture.prototype.isCubeTexture = true;\n\nObject.defineProperty( CubeTexture.prototype, 'images', {\n\n\tget: function () {\n\n\t\treturn this.image;\n\n\t},\n\n\tset: function ( value ) {\n\n\t\tthis.image = value;\n\n\t}\n\n} );\n\n/**\n * @author Takahiro https://github.com/takahirox\n */\n\nfunction DataTexture2DArray( data, width, height, depth ) {\n\n\tTexture.call( this, null );\n\n\tthis.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };\n\n\tthis.magFilter = NearestFilter;\n\tthis.minFilter = NearestFilter;\n\n\tthis.wrapR = ClampToEdgeWrapping;\n\n\tthis.generateMipmaps = false;\n\tthis.flipY = false;\n\n\tthis.needsUpdate = true;\n\n}\n\nDataTexture2DArray.prototype = Object.create( Texture.prototype );\nDataTexture2DArray.prototype.constructor = DataTexture2DArray;\nDataTexture2DArray.prototype.isDataTexture2DArray = true;\n\n/**\n * @author Artur Trzesiok\n */\n\nfunction DataTexture3D( data, width, height, depth ) {\n\n\t// We're going to add .setXXX() methods for setting properties later.\n\t// Users can still set in DataTexture3D directly.\n\t//\n\t//\tvar texture = new THREE.DataTexture3D( data, width, height, depth );\n\t// \ttexture.anisotropy = 16;\n\t//\n\t// See #14839\n\n\tTexture.call( this, null );\n\n\tthis.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };\n\n\tthis.magFilter = NearestFilter;\n\tthis.minFilter = NearestFilter;\n\n\tthis.wrapR = ClampToEdgeWrapping;\n\n\tthis.generateMipmaps = false;\n\tthis.flipY = false;\n\n\tthis.needsUpdate = true;\n\n\n}\n\nDataTexture3D.prototype = Object.create( Texture.prototype );\nDataTexture3D.prototype.constructor = DataTexture3D;\nDataTexture3D.prototype.isDataTexture3D = true;\n\n/**\n * @author tschw\n * @author Mugen87 / https://github.com/Mugen87\n * @author mrdoob / http://mrdoob.com/\n *\n * Uniforms of a program.\n * Those form a tree structure with a special top-level container for the root,\n * which you get by calling 'new WebGLUniforms( gl, program )'.\n *\n *\n * Properties of inner nodes including the top-level container:\n *\n * .seq - array of nested uniforms\n * .map - nested uniforms by name\n *\n *\n * Methods of all nodes except the top-level container:\n *\n * .setValue( gl, value, [textures] )\n *\n * \t\tuploads a uniform value(s)\n * \tthe 'textures' parameter is needed for sampler uniforms\n *\n *\n * Static methods of the top-level container (textures factorizations):\n *\n * .upload( gl, seq, values, textures )\n *\n * \t\tsets uniforms in 'seq' to 'values[id].value'\n *\n * .seqWithValue( seq, values ) : filteredSeq\n *\n * \t\tfilters 'seq' entries with corresponding entry in values\n *\n *\n * Methods of the top-level container (textures factorizations):\n *\n * .setValue( gl, name, value, textures )\n *\n * \t\tsets uniform with name 'name' to 'value'\n *\n * .setOptional( gl, obj, prop )\n *\n * \t\tlike .set for an optional property of the object\n *\n */\n\nvar emptyTexture = new Texture();\nvar emptyTexture2dArray = new DataTexture2DArray();\nvar emptyTexture3d = new DataTexture3D();\nvar emptyCubeTexture = new CubeTexture();\n\n// --- Utilities ---\n\n// Array Caches (provide typed arrays for temporary by size)\n\nvar arrayCacheF32 = [];\nvar arrayCacheI32 = [];\n\n// Float32Array caches used for uploading Matrix uniforms\n\nvar mat4array = new Float32Array( 16 );\nvar mat3array = new Float32Array( 9 );\nvar mat2array = new Float32Array( 4 );\n\n// Flattening for arrays of vectors and matrices\n\nfunction flatten( array, nBlocks, blockSize ) {\n\n\tvar firstElem = array[ 0 ];\n\n\tif ( firstElem <= 0 || firstElem > 0 ) return array;\n\t// unoptimized: ! isNaN( firstElem )\n\t// see http://jacksondunstan.com/articles/983\n\n\tvar n = nBlocks * blockSize,\n\t\tr = arrayCacheF32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Float32Array( n );\n\t\tarrayCacheF32[ n ] = r;\n\n\t}\n\n\tif ( nBlocks !== 0 ) {\n\n\t\tfirstElem.toArray( r, 0 );\n\n\t\tfor ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {\n\n\t\t\toffset += blockSize;\n\t\t\tarray[ i ].toArray( r, offset );\n\n\t\t}\n\n\t}\n\n\treturn r;\n\n}\n\nfunction arraysEqual( a, b ) {\n\n\tif ( a.length !== b.length ) return false;\n\n\tfor ( var i = 0, l = a.length; i < l; i ++ ) {\n\n\t\tif ( a[ i ] !== b[ i ] ) return false;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction copyArray( a, b ) {\n\n\tfor ( var i = 0, l = b.length; i < l; i ++ ) {\n\n\t\ta[ i ] = b[ i ];\n\n\t}\n\n}\n\n// Texture unit allocation\n\nfunction allocTexUnits( textures, n ) {\n\n\tvar r = arrayCacheI32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Int32Array( n );\n\t\tarrayCacheI32[ n ] = r;\n\n\t}\n\n\tfor ( var i = 0; i !== n; ++ i )\n\t\tr[ i ] = textures.allocateTextureUnit();\n\n\treturn r;\n\n}\n\n// --- Setters ---\n\n// Note: Defining these methods externally, because they come in a bunch\n// and this way their names minify.\n\n// Single scalar\n\nfunction setValueV1f( gl, v ) {\n\n\tvar cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1f( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single float vector (from flat array or THREE.VectorN)\n\nfunction setValueV2f( gl, v ) {\n\n\tvar cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2f( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3f( gl, v ) {\n\n\tvar cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3f( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else if ( v.r !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {\n\n\t\t\tgl.uniform3f( this.addr, v.r, v.g, v.b );\n\n\t\t\tcache[ 0 ] = v.r;\n\t\t\tcache[ 1 ] = v.g;\n\t\t\tcache[ 2 ] = v.b;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4f( gl, v ) {\n\n\tvar cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4f( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n// Single matrix (from flat array or MatrixN)\n\nfunction setValueM2( gl, v ) {\n\n\tvar cache = this.cache;\n\tvar elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix2fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat2array.set( elements );\n\n\t\tgl.uniformMatrix2fv( this.addr, false, mat2array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM3( gl, v ) {\n\n\tvar cache = this.cache;\n\tvar elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix3fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat3array.set( elements );\n\n\t\tgl.uniformMatrix3fv( this.addr, false, mat3array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM4( gl, v ) {\n\n\tvar cache = this.cache;\n\tvar elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix4fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat4array.set( elements );\n\n\t\tgl.uniformMatrix4fv( this.addr, false, mat4array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\n// Single texture (2D / Cube)\n\nfunction setValueT1( gl, v, textures ) {\n\n\tvar cache = this.cache;\n\tvar unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.safeSetTexture2D( v || emptyTexture, unit );\n\n}\n\nfunction setValueT2DArray1( gl, v, textures ) {\n\n\tvar cache = this.cache;\n\tvar unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture2DArray( v || emptyTexture2dArray, unit );\n\n}\n\nfunction setValueT3D1( gl, v, textures ) {\n\n\tvar cache = this.cache;\n\tvar unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture3D( v || emptyTexture3d, unit );\n\n}\n\nfunction setValueT6( gl, v, textures ) {\n\n\tvar cache = this.cache;\n\tvar unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.safeSetTextureCube( v || emptyCubeTexture, unit );\n\n}\n\n// Integer / Boolean vectors or arrays thereof (always flat arrays)\n\nfunction setValueV1i( gl, v ) {\n\n\tvar cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1i( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\nfunction setValueV2i( gl, v ) {\n\n\tvar cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform2iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV3i( gl, v ) {\n\n\tvar cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform3iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV4i( gl, v ) {\n\n\tvar cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform4iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\n// uint\n\nfunction setValueV1ui( gl, v ) {\n\n\tvar cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1ui( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Helper to pick the right setter for the singular case\n\nfunction getSingularSetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1f; // FLOAT\n\t\tcase 0x8b50: return setValueV2f; // _VEC2\n\t\tcase 0x8b51: return setValueV3f; // _VEC3\n\t\tcase 0x8b52: return setValueV4f; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2; // _MAT2\n\t\tcase 0x8b5b: return setValueM3; // _MAT3\n\t\tcase 0x8b5c: return setValueM4; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2i; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3i; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4i; // _VEC4\n\n\t\tcase 0x1405: return setValueV1ui; // UINT\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1;\n\n\t\tcase 0x8b5f: // SAMPLER_3D\n\t\tcase 0x8dcb: // INT_SAMPLER_3D\n\t\tcase 0x8dd3: // UNSIGNED_INT_SAMPLER_3D\n\t\t\treturn setValueT3D1;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6;\n\n\t\tcase 0x8dc1: // SAMPLER_2D_ARRAY\n\t\tcase 0x8dcf: // INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW\n\t\t\treturn setValueT2DArray1;\n\n\t}\n\n}\n\n// Array of scalars\nfunction setValueV1fArray( gl, v ) {\n\n\tgl.uniform1fv( this.addr, v );\n\n}\n\n// Integer / Boolean vectors or arrays thereof (always flat arrays)\nfunction setValueV1iArray( gl, v ) {\n\n\tgl.uniform1iv( this.addr, v );\n\n}\n\nfunction setValueV2iArray( gl, v ) {\n\n\tgl.uniform2iv( this.addr, v );\n\n}\n\nfunction setValueV3iArray( gl, v ) {\n\n\tgl.uniform3iv( this.addr, v );\n\n}\n\nfunction setValueV4iArray( gl, v ) {\n\n\tgl.uniform4iv( this.addr, v );\n\n}\n\n\n// Array of vectors (flat or from THREE classes)\n\nfunction setValueV2fArray( gl, v ) {\n\n\tvar data = flatten( v, this.size, 2 );\n\n\tgl.uniform2fv( this.addr, data );\n\n}\n\nfunction setValueV3fArray( gl, v ) {\n\n\tvar data = flatten( v, this.size, 3 );\n\n\tgl.uniform3fv( this.addr, data );\n\n}\n\nfunction setValueV4fArray( gl, v ) {\n\n\tvar data = flatten( v, this.size, 4 );\n\n\tgl.uniform4fv( this.addr, data );\n\n}\n\n// Array of matrices (flat or from THREE clases)\n\nfunction setValueM2Array( gl, v ) {\n\n\tvar data = flatten( v, this.size, 4 );\n\n\tgl.uniformMatrix2fv( this.addr, false, data );\n\n}\n\nfunction setValueM3Array( gl, v ) {\n\n\tvar data = flatten( v, this.size, 9 );\n\n\tgl.uniformMatrix3fv( this.addr, false, data );\n\n}\n\nfunction setValueM4Array( gl, v ) {\n\n\tvar data = flatten( v, this.size, 16 );\n\n\tgl.uniformMatrix4fv( this.addr, false, data );\n\n}\n\n// Array of textures (2D / Cube)\n\nfunction setValueT1Array( gl, v, textures ) {\n\n\tvar n = v.length;\n\n\tvar units = allocTexUnits( textures, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( var i = 0; i !== n; ++ i ) {\n\n\t\ttextures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT6Array( gl, v, textures ) {\n\n\tvar n = v.length;\n\n\tvar units = allocTexUnits( textures, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( var i = 0; i !== n; ++ i ) {\n\n\t\ttextures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );\n\n\t}\n\n}\n\n// Helper to pick the right setter for a pure (bottom-level) array\n\nfunction getPureArraySetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1fArray; // FLOAT\n\t\tcase 0x8b50: return setValueV2fArray; // _VEC2\n\t\tcase 0x8b51: return setValueV3fArray; // _VEC3\n\t\tcase 0x8b52: return setValueV4fArray; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2Array; // _MAT2\n\t\tcase 0x8b5b: return setValueM3Array; // _MAT3\n\t\tcase 0x8b5c: return setValueM4Array; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1Array;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6Array;\n\n\t}\n\n}\n\n// --- Uniform Classes ---\n\nfunction SingleUniform( id, activeInfo, addr ) {\n\n\tthis.id = id;\n\tthis.addr = addr;\n\tthis.cache = [];\n\tthis.setValue = getSingularSetter( activeInfo.type );\n\n\t// this.path = activeInfo.name; // DEBUG\n\n}\n\nfunction PureArrayUniform( id, activeInfo, addr ) {\n\n\tthis.id = id;\n\tthis.addr = addr;\n\tthis.cache = [];\n\tthis.size = activeInfo.size;\n\tthis.setValue = getPureArraySetter( activeInfo.type );\n\n\t// this.path = activeInfo.name; // DEBUG\n\n}\n\nPureArrayUniform.prototype.updateCache = function ( data ) {\n\n\tvar cache = this.cache;\n\n\tif ( data instanceof Float32Array && cache.length !== data.length ) {\n\n\t\tthis.cache = new Float32Array( data.length );\n\n\t}\n\n\tcopyArray( cache, data );\n\n};\n\nfunction StructuredUniform( id ) {\n\n\tthis.id = id;\n\n\tthis.seq = [];\n\tthis.map = {};\n\n}\n\nStructuredUniform.prototype.setValue = function ( gl, value, textures ) {\n\n\tvar seq = this.seq;\n\n\tfor ( var i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tvar u = seq[ i ];\n\t\tu.setValue( gl, value[ u.id ], textures );\n\n\t}\n\n};\n\n// --- Top-level ---\n\n// Parser - builds up the property tree from the path strings\n\nvar RePathPart = /([\\w\\d_]+)(\\])?(\\[|\\.)?/g;\n\n// extracts\n// \t- the identifier (member name or array index)\n// - followed by an optional right bracket (found when array index)\n// - followed by an optional left bracket or dot (type of subscript)\n//\n// Note: These portions can be read in a non-overlapping fashion and\n// allow straightforward parsing of the hierarchy that WebGL encodes\n// in the uniform names.\n\nfunction addUniform( container, uniformObject ) {\n\n\tcontainer.seq.push( uniformObject );\n\tcontainer.map[ uniformObject.id ] = uniformObject;\n\n}\n\nfunction parseUniform( activeInfo, addr, container ) {\n\n\tvar path = activeInfo.name,\n\t\tpathLength = path.length;\n\n\t// reset RegExp object, because of the early exit of a previous run\n\tRePathPart.lastIndex = 0;\n\n\twhile ( true ) {\n\n\t\tvar match = RePathPart.exec( path ),\n\t\t\tmatchEnd = RePathPart.lastIndex,\n\n\t\t\tid = match[ 1 ],\n\t\t\tidIsIndex = match[ 2 ] === ']',\n\t\t\tsubscript = match[ 3 ];\n\n\t\tif ( idIsIndex ) id = id | 0; // convert to integer\n\n\t\tif ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {\n\n\t\t\t// bare name or \"pure\" bottom-level array \"[0]\" suffix\n\n\t\t\taddUniform( container, subscript === undefined ?\n\t\t\t\tnew SingleUniform( id, activeInfo, addr ) :\n\t\t\t\tnew PureArrayUniform( id, activeInfo, addr ) );\n\n\t\t\tbreak;\n\n\t\t} else {\n\n\t\t\t// step into inner node / create it in case it doesn't exist\n\n\t\t\tvar map = container.map, next = map[ id ];\n\n\t\t\tif ( next === undefined ) {\n\n\t\t\t\tnext = new StructuredUniform( id );\n\t\t\t\taddUniform( container, next );\n\n\t\t\t}\n\n\t\t\tcontainer = next;\n\n\t\t}\n\n\t}\n\n}\n\n// Root Container\n\nfunction WebGLUniforms( gl, program ) {\n\n\tthis.seq = [];\n\tthis.map = {};\n\n\tvar n = gl.getProgramParameter( program, 35718 );\n\n\tfor ( var i = 0; i < n; ++ i ) {\n\n\t\tvar info = gl.getActiveUniform( program, i ),\n\t\t\taddr = gl.getUniformLocation( program, info.name );\n\n\t\tparseUniform( info, addr, this );\n\n\t}\n\n}\n\nWebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {\n\n\tvar u = this.map[ name ];\n\n\tif ( u !== undefined ) u.setValue( gl, value, textures );\n\n};\n\nWebGLUniforms.prototype.setOptional = function ( gl, object, name ) {\n\n\tvar v = object[ name ];\n\n\tif ( v !== undefined ) this.setValue( gl, name, v );\n\n};\n\n\n// Static interface\n\nWebGLUniforms.upload = function ( gl, seq, values, textures ) {\n\n\tfor ( var i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tvar u = seq[ i ],\n\t\t\tv = values[ u.id ];\n\n\t\tif ( v.needsUpdate !== false ) {\n\n\t\t\t// note: always updating when .needsUpdate is undefined\n\t\t\tu.setValue( gl, v.value, textures );\n\n\t\t}\n\n\t}\n\n};\n\nWebGLUniforms.seqWithValue = function ( seq, values ) {\n\n\tvar r = [];\n\n\tfor ( var i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tvar u = seq[ i ];\n\t\tif ( u.id in values ) r.push( u );\n\n\t}\n\n\treturn r;\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLShader( gl, type, string ) {\n\n\tvar shader = gl.createShader( type );\n\n\tgl.shaderSource( shader, string );\n\tgl.compileShader( shader );\n\n\treturn shader;\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nvar programIdCount = 0;\n\nfunction addLineNumbers( string ) {\n\n\tvar lines = string.split( '\\n' );\n\n\tfor ( var i = 0; i < lines.length; i ++ ) {\n\n\t\tlines[ i ] = ( i + 1 ) + ': ' + lines[ i ];\n\n\t}\n\n\treturn lines.join( '\\n' );\n\n}\n\nfunction getEncodingComponents( encoding ) {\n\n\tswitch ( encoding ) {\n\n\t\tcase LinearEncoding:\n\t\t\treturn [ 'Linear', '( value )' ];\n\t\tcase sRGBEncoding:\n\t\t\treturn [ 'sRGB', '( value )' ];\n\t\tcase RGBEEncoding:\n\t\t\treturn [ 'RGBE', '( value )' ];\n\t\tcase RGBM7Encoding:\n\t\t\treturn [ 'RGBM', '( value, 7.0 )' ];\n\t\tcase RGBM16Encoding:\n\t\t\treturn [ 'RGBM', '( value, 16.0 )' ];\n\t\tcase RGBDEncoding:\n\t\t\treturn [ 'RGBD', '( value, 256.0 )' ];\n\t\tcase GammaEncoding:\n\t\t\treturn [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];\n\t\tcase LogLuvEncoding:\n\t\t\treturn [ 'LogLuv', '( value )' ];\n\t\tdefault:\n\t\t\tthrow new Error( 'unsupported encoding: ' + encoding );\n\n\t}\n\n}\n\nfunction getShaderErrors( gl, shader, type ) {\n\n\tvar status = gl.getShaderParameter( shader, 35713 );\n\tvar log = gl.getShaderInfoLog( shader ).trim();\n\n\tif ( status && log === '' ) return '';\n\n\t// --enable-privileged-webgl-extension\n\t// console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );\n\n\tvar source = gl.getShaderSource( shader );\n\n\treturn 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\\n' + log + addLineNumbers( source );\n\n}\n\nfunction getTexelDecodingFunction( functionName, encoding ) {\n\n\tvar components = getEncodingComponents( encoding );\n\treturn 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';\n\n}\n\nfunction getTexelEncodingFunction( functionName, encoding ) {\n\n\tvar components = getEncodingComponents( encoding );\n\treturn 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';\n\n}\n\nfunction getToneMappingFunction( functionName, toneMapping ) {\n\n\tvar toneMappingName;\n\n\tswitch ( toneMapping ) {\n\n\t\tcase LinearToneMapping:\n\t\t\ttoneMappingName = 'Linear';\n\t\t\tbreak;\n\n\t\tcase ReinhardToneMapping:\n\t\t\ttoneMappingName = 'Reinhard';\n\t\t\tbreak;\n\n\t\tcase Uncharted2ToneMapping:\n\t\t\ttoneMappingName = 'Uncharted2';\n\t\t\tbreak;\n\n\t\tcase CineonToneMapping:\n\t\t\ttoneMappingName = 'OptimizedCineon';\n\t\t\tbreak;\n\n\t\tcase ACESFilmicToneMapping:\n\t\t\ttoneMappingName = 'ACESFilmic';\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tthrow new Error( 'unsupported toneMapping: ' + toneMapping );\n\n\t}\n\n\treturn 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';\n\n}\n\nfunction generateExtensions( parameters ) {\n\n\tvar chunks = [\n\t\t( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',\n\t\t( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',\n\t\t( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',\n\t\t( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''\n\t];\n\n\treturn chunks.filter( filterEmptyLine ).join( '\\n' );\n\n}\n\nfunction generateDefines( defines ) {\n\n\tvar chunks = [];\n\n\tfor ( var name in defines ) {\n\n\t\tvar value = defines[ name ];\n\n\t\tif ( value === false ) continue;\n\n\t\tchunks.push( '#define ' + name + ' ' + value );\n\n\t}\n\n\treturn chunks.join( '\\n' );\n\n}\n\nfunction fetchAttributeLocations( gl, program ) {\n\n\tvar attributes = {};\n\n\tvar n = gl.getProgramParameter( program, 35721 );\n\n\tfor ( var i = 0; i < n; i ++ ) {\n\n\t\tvar info = gl.getActiveAttrib( program, i );\n\t\tvar name = info.name;\n\n\t\t// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );\n\n\t\tattributes[ name ] = gl.getAttribLocation( program, name );\n\n\t}\n\n\treturn attributes;\n\n}\n\nfunction filterEmptyLine( string ) {\n\n\treturn string !== '';\n\n}\n\nfunction replaceLightNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )\n\t\t.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )\n\t\t.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )\n\t\t.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )\n\t\t.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )\n\t\t.replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )\n\t\t.replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )\n\t\t.replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );\n\n}\n\nfunction replaceClippingPlaneNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )\n\t\t.replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );\n\n}\n\n// Resolve Includes\n\nvar includePattern = /^[ \\t]*#include +<([\\w\\d./]+)>/gm;\n\nfunction resolveIncludes( string ) {\n\n\treturn string.replace( includePattern, includeReplacer );\n\n}\n\nfunction includeReplacer( match, include ) {\n\n\tvar string = ShaderChunk[ include ];\n\n\tif ( string === undefined ) {\n\n\t\tthrow new Error( 'Can not resolve #include <' + include + '>' );\n\n\t}\n\n\treturn resolveIncludes( string );\n\n}\n\n// Unroll Loops\n\nvar loopPattern = /#pragma unroll_loop[\\s]+?for \\( int i \\= (\\d+)\\; i < (\\d+)\\; i \\+\\+ \\) \\{([\\s\\S]+?)(?=\\})\\}/g;\n\nfunction unrollLoops( string ) {\n\n\treturn string.replace( loopPattern, loopReplacer );\n\n}\n\nfunction loopReplacer( match, start, end, snippet ) {\n\n\tvar string = '';\n\n\tfor ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {\n\n\t\tstring += snippet\n\t\t\t.replace( /\\[ i \\]/g, '[ ' + i + ' ]' )\n\t\t\t.replace( /UNROLLED_LOOP_INDEX/g, i );\n\n\t}\n\n\treturn string;\n\n}\n\n//\n\nfunction generatePrecision( parameters ) {\n\n\tvar precisionstring = \"precision \" + parameters.precision + \" float;\\nprecision \" + parameters.precision + \" int;\";\n\n\tif ( parameters.precision === \"highp\" ) {\n\n\t\tprecisionstring += \"\\n#define HIGH_PRECISION\";\n\n\t} else if ( parameters.precision === \"mediump\" ) {\n\n\t\tprecisionstring += \"\\n#define MEDIUM_PRECISION\";\n\n\t} else if ( parameters.precision === \"lowp\" ) {\n\n\t\tprecisionstring += \"\\n#define LOW_PRECISION\";\n\n\t}\n\n\treturn precisionstring;\n\n}\n\nfunction generateShadowMapTypeDefine( parameters ) {\n\n\tvar shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';\n\n\tif ( parameters.shadowMapType === PCFShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';\n\n\t} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';\n\n\t} else if ( parameters.shadowMapType === VSMShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';\n\n\t}\n\n\treturn shadowMapTypeDefine;\n\n}\n\nfunction generateEnvMapTypeDefine( parameters ) {\n\n\tvar envMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeReflectionMapping:\n\t\t\tcase CubeRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\t\t\t\tbreak;\n\n\t\t\tcase CubeUVReflectionMapping:\n\t\t\tcase CubeUVRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';\n\t\t\t\tbreak;\n\n\t\t\tcase EquirectangularReflectionMapping:\n\t\t\tcase EquirectangularRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';\n\t\t\t\tbreak;\n\n\t\t\tcase SphericalReflectionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_SPHERE';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapTypeDefine;\n\n}\n\nfunction generateEnvMapModeDefine( parameters ) {\n\n\tvar envMapModeDefine = 'ENVMAP_MODE_REFLECTION';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeRefractionMapping:\n\t\t\tcase EquirectangularRefractionMapping:\n\t\t\t\tenvMapModeDefine = 'ENVMAP_MODE_REFRACTION';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapModeDefine;\n\n}\n\nfunction generateEnvMapBlendingDefine( parameters ) {\n\n\tvar envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.combine ) {\n\n\t\t\tcase MultiplyOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';\n\t\t\t\tbreak;\n\n\t\t\tcase MixOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MIX';\n\t\t\t\tbreak;\n\n\t\t\tcase AddOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_ADD';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapBlendingDefine;\n\n}\n\nfunction WebGLProgram( renderer, cacheKey, parameters ) {\n\n\tvar gl = renderer.getContext();\n\n\tvar defines = parameters.defines;\n\n\tvar vertexShader = parameters.vertexShader;\n\tvar fragmentShader = parameters.fragmentShader;\n\tvar shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );\n\tvar envMapTypeDefine = generateEnvMapTypeDefine( parameters );\n\tvar envMapModeDefine = generateEnvMapModeDefine( parameters );\n\tvar envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );\n\n\n\tvar gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;\n\n\tvar customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );\n\n\tvar customDefines = generateDefines( defines );\n\n\tvar program = gl.createProgram();\n\n\tvar prefixVertex, prefixFragment;\n\n\tvar numMultiviewViews = parameters.numMultiviewViews;\n\n\tif ( parameters.isRawShaderMaterial ) {\n\n\t\tprefixVertex = [\n\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixVertex.length > 0 ) {\n\n\t\t\tprefixVertex += '\\n';\n\n\t\t}\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixFragment.length > 0 ) {\n\n\t\t\tprefixFragment += '\\n';\n\n\t\t}\n\n\t} else {\n\n\t\tprefixVertex = [\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.instancing ? '#define USE_INSTANCING' : '',\n\t\t\tparameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',\n\n\t\t\t'#define GAMMA_FACTOR ' + gammaFactorDefine,\n\n\t\t\t'#define MAX_BONES ' + parameters.maxBones,\n\t\t\t( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',\n\t\t\t( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',\n\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\t\t\tparameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\n\t\t\tparameters.vertexTangents ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexUvs ? '#define USE_UV' : '',\n\t\t\tparameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.skinning ? '#define USE_SKINNING' : '',\n\t\t\tparameters.useVertexTexture ? '#define BONE_TEXTURE' : '',\n\n\t\t\tparameters.morphTargets ? '#define USE_MORPHTARGETS' : '',\n\t\t\tparameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t'uniform mat4 modelMatrix;',\n\t\t\t'uniform mat4 modelViewMatrix;',\n\t\t\t'uniform mat4 projectionMatrix;',\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform mat3 normalMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t'#ifdef USE_INSTANCING',\n\n\t\t\t' attribute mat4 instanceMatrix;',\n\n\t\t\t'#endif',\n\n\t\t\t'attribute vec3 position;',\n\t\t\t'attribute vec3 normal;',\n\t\t\t'attribute vec2 uv;',\n\n\t\t\t'#ifdef USE_TANGENT',\n\n\t\t\t'\tattribute vec4 tangent;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_COLOR',\n\n\t\t\t'\tattribute vec3 color;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_MORPHTARGETS',\n\n\t\t\t'\tattribute vec3 morphTarget0;',\n\t\t\t'\tattribute vec3 morphTarget1;',\n\t\t\t'\tattribute vec3 morphTarget2;',\n\t\t\t'\tattribute vec3 morphTarget3;',\n\n\t\t\t'\t#ifdef USE_MORPHNORMALS',\n\n\t\t\t'\t\tattribute vec3 morphNormal0;',\n\t\t\t'\t\tattribute vec3 morphNormal1;',\n\t\t\t'\t\tattribute vec3 morphNormal2;',\n\t\t\t'\t\tattribute vec3 morphNormal3;',\n\n\t\t\t'\t#else',\n\n\t\t\t'\t\tattribute vec3 morphTarget4;',\n\t\t\t'\t\tattribute vec3 morphTarget5;',\n\t\t\t'\t\tattribute vec3 morphTarget6;',\n\t\t\t'\t\tattribute vec3 morphTarget7;',\n\n\t\t\t'\t#endif',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_SKINNING',\n\n\t\t\t'\tattribute vec4 skinIndex;',\n\t\t\t'\tattribute vec4 skinWeight;',\n\n\t\t\t'#endif',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer\n\n\t\t\t'#define GAMMA_FACTOR ' + gammaFactorDefine,\n\n\t\t\t( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',\n\t\t\t( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.matcap ? '#define USE_MATCAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapTypeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapBlendingDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\n\t\t\tparameters.sheen ? '#define USE_SHEEN' : '',\n\n\t\t\tparameters.vertexTangents ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexUvs ? '#define USE_UV' : '',\n\t\t\tparameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',\n\n\t\t\tparameters.gradientMap ? '#define USE_GRADIENTMAP' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',\n\n\t\t\tparameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',\n\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',\n\n\t\t\tparameters.dithering ? '#define DITHERING' : '',\n\n\t\t\t( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding || parameters.lightMapEncoding ) ?\n\t\t\t\tShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below\n\t\t\tparameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',\n\t\t\tparameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',\n\t\t\tparameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',\n\t\t\tparameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',\n\t\t\tparameters.lightMapEncoding ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',\n\t\t\tparameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',\n\n\t\t\tparameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t}\n\n\tvertexShader = resolveIncludes( vertexShader );\n\tvertexShader = replaceLightNums( vertexShader, parameters );\n\tvertexShader = replaceClippingPlaneNums( vertexShader, parameters );\n\n\tfragmentShader = resolveIncludes( fragmentShader );\n\tfragmentShader = replaceLightNums( fragmentShader, parameters );\n\tfragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );\n\n\tvertexShader = unrollLoops( vertexShader );\n\tfragmentShader = unrollLoops( fragmentShader );\n\n\tif ( parameters.isWebGL2 && ! parameters.isRawShaderMaterial ) {\n\n\t\tvar isGLSL3ShaderMaterial = false;\n\n\t\tvar versionRegex = /^\\s*#version\\s+300\\s+es\\s*\\n/;\n\n\t\tif ( parameters.isShaderMaterial &&\n\t\t\tvertexShader.match( versionRegex ) !== null &&\n\t\t\tfragmentShader.match( versionRegex ) !== null ) {\n\n\t\t\tisGLSL3ShaderMaterial = true;\n\n\t\t\tvertexShader = vertexShader.replace( versionRegex, '' );\n\t\t\tfragmentShader = fragmentShader.replace( versionRegex, '' );\n\n\t\t}\n\n\t\t// GLSL 3.0 conversion\n\n\t\tprefixVertex = [\n\t\t\t'#version 300 es\\n',\n\t\t\t'#define attribute in',\n\t\t\t'#define varying out',\n\t\t\t'#define texture2D texture'\n\t\t].join( '\\n' ) + '\\n' + prefixVertex;\n\n\t\tprefixFragment = [\n\t\t\t'#version 300 es\\n',\n\t\t\t'#define varying in',\n\t\t\tisGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',\n\t\t\tisGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',\n\t\t\t'#define gl_FragDepthEXT gl_FragDepth',\n\t\t\t'#define texture2D texture',\n\t\t\t'#define textureCube texture',\n\t\t\t'#define texture2DProj textureProj',\n\t\t\t'#define texture2DLodEXT textureLod',\n\t\t\t'#define texture2DProjLodEXT textureProjLod',\n\t\t\t'#define textureCubeLodEXT textureLod',\n\t\t\t'#define texture2DGradEXT textureGrad',\n\t\t\t'#define texture2DProjGradEXT textureProjGrad',\n\t\t\t'#define textureCubeGradEXT textureGrad'\n\t\t].join( '\\n' ) + '\\n' + prefixFragment;\n\n\t\t// Multiview\n\n\t\tif ( numMultiviewViews > 0 ) {\n\n\t\t\tprefixVertex = prefixVertex.replace(\n\t\t\t\t'#version 300 es\\n',\n\t\t\t\t[\n\t\t\t\t\t'#version 300 es\\n',\n\t\t\t\t\t'#extension GL_OVR_multiview2 : require',\n\t\t\t\t\t'layout(num_views = ' + numMultiviewViews + ') in;',\n\t\t\t\t\t'#define VIEW_ID gl_ViewID_OVR'\n\t\t\t\t].join( '\\n' )\n\t\t\t);\n\n\t\t\tprefixVertex = prefixVertex.replace(\n\t\t\t\t[\n\t\t\t\t\t'uniform mat4 modelViewMatrix;',\n\t\t\t\t\t'uniform mat4 projectionMatrix;',\n\t\t\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t\t\t'uniform mat3 normalMatrix;'\n\t\t\t\t].join( '\\n' ),\n\t\t\t\t[\n\t\t\t\t\t'uniform mat4 modelViewMatrices[' + numMultiviewViews + '];',\n\t\t\t\t\t'uniform mat4 projectionMatrices[' + numMultiviewViews + '];',\n\t\t\t\t\t'uniform mat4 viewMatrices[' + numMultiviewViews + '];',\n\t\t\t\t\t'uniform mat3 normalMatrices[' + numMultiviewViews + '];',\n\n\t\t\t\t\t'#define modelViewMatrix modelViewMatrices[VIEW_ID]',\n\t\t\t\t\t'#define projectionMatrix projectionMatrices[VIEW_ID]',\n\t\t\t\t\t'#define viewMatrix viewMatrices[VIEW_ID]',\n\t\t\t\t\t'#define normalMatrix normalMatrices[VIEW_ID]'\n\t\t\t\t].join( '\\n' )\n\t\t\t);\n\n\t\t\tprefixFragment = prefixFragment.replace(\n\t\t\t\t'#version 300 es\\n',\n\t\t\t\t[\n\t\t\t\t\t'#version 300 es\\n',\n\t\t\t\t\t'#extension GL_OVR_multiview2 : require',\n\t\t\t\t\t'#define VIEW_ID gl_ViewID_OVR'\n\t\t\t\t].join( '\\n' )\n\t\t\t);\n\n\t\t\tprefixFragment = prefixFragment.replace(\n\t\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t\t[\n\t\t\t\t\t'uniform mat4 viewMatrices[' + numMultiviewViews + '];',\n\t\t\t\t\t'#define viewMatrix viewMatrices[VIEW_ID]'\n\t\t\t\t].join( '\\n' )\n\t\t\t);\n\n\t\t}\n\n\t}\n\n\tvar vertexGlsl = prefixVertex + vertexShader;\n\tvar fragmentGlsl = prefixFragment + fragmentShader;\n\n\t// console.log( '*VERTEX*', vertexGlsl );\n\t// console.log( '*FRAGMENT*', fragmentGlsl );\n\n\tvar glVertexShader = WebGLShader( gl, 35633, vertexGlsl );\n\tvar glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );\n\n\tgl.attachShader( program, glVertexShader );\n\tgl.attachShader( program, glFragmentShader );\n\n\t// Force a particular attribute to index 0.\n\n\tif ( parameters.index0AttributeName !== undefined ) {\n\n\t\tgl.bindAttribLocation( program, 0, parameters.index0AttributeName );\n\n\t} else if ( parameters.morphTargets === true ) {\n\n\t\t// programs with morphTargets displace position out of attribute 0\n\t\tgl.bindAttribLocation( program, 0, 'position' );\n\n\t}\n\n\tgl.linkProgram( program );\n\n\t// check for link errors\n\tif ( renderer.debug.checkShaderErrors ) {\n\n\t\tvar programLog = gl.getProgramInfoLog( program ).trim();\n\t\tvar vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();\n\t\tvar fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();\n\n\t\tvar runnable = true;\n\t\tvar haveDiagnostics = true;\n\n\t\tif ( gl.getProgramParameter( program, 35714 ) === false ) {\n\n\t\t\trunnable = false;\n\n\t\t\tvar vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );\n\t\t\tvar fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );\n\n\t\t\tconsole.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );\n\n\t\t} else if ( programLog !== '' ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );\n\n\t\t} else if ( vertexLog === '' || fragmentLog === '' ) {\n\n\t\t\thaveDiagnostics = false;\n\n\t\t}\n\n\t\tif ( haveDiagnostics ) {\n\n\t\t\tthis.diagnostics = {\n\n\t\t\t\trunnable: runnable,\n\n\t\t\t\tprogramLog: programLog,\n\n\t\t\t\tvertexShader: {\n\n\t\t\t\t\tlog: vertexLog,\n\t\t\t\t\tprefix: prefixVertex\n\n\t\t\t\t},\n\n\t\t\t\tfragmentShader: {\n\n\t\t\t\t\tlog: fragmentLog,\n\t\t\t\t\tprefix: prefixFragment\n\n\t\t\t\t}\n\n\t\t\t};\n\n\t\t}\n\n\t}\n\n\t// clean up\n\n\tgl.deleteShader( glVertexShader );\n\tgl.deleteShader( glFragmentShader );\n\n\t// set up caching for uniform locations\n\n\tvar cachedUniforms;\n\n\tthis.getUniforms = function () {\n\n\t\tif ( cachedUniforms === undefined ) {\n\n\t\t\tcachedUniforms = new WebGLUniforms( gl, program );\n\n\t\t}\n\n\t\treturn cachedUniforms;\n\n\t};\n\n\t// set up caching for attribute locations\n\n\tvar cachedAttributes;\n\n\tthis.getAttributes = function () {\n\n\t\tif ( cachedAttributes === undefined ) {\n\n\t\t\tcachedAttributes = fetchAttributeLocations( gl, program );\n\n\t\t}\n\n\t\treturn cachedAttributes;\n\n\t};\n\n\t// free resource\n\n\tthis.destroy = function () {\n\n\t\tgl.deleteProgram( program );\n\t\tthis.program = undefined;\n\n\t};\n\n\t//\n\n\tthis.name = parameters.shaderName;\n\tthis.id = programIdCount ++;\n\tthis.cacheKey = cacheKey;\n\tthis.usedTimes = 1;\n\tthis.program = program;\n\tthis.vertexShader = glVertexShader;\n\tthis.fragmentShader = glFragmentShader;\n\tthis.numMultiviewViews = numMultiviewViews;\n\n\treturn this;\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLPrograms( renderer, extensions, capabilities ) {\n\n\tvar programs = [];\n\n\tvar isWebGL2 = capabilities.isWebGL2;\n\tvar logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;\n\tvar floatVertexTextures = capabilities.floatVertexTextures;\n\tvar precision = capabilities.precision;\n\tvar maxVertexUniforms = capabilities.maxVertexUniforms;\n\tvar vertexTextures = capabilities.vertexTextures;\n\n\tvar shaderIDs = {\n\t\tMeshDepthMaterial: 'depth',\n\t\tMeshDistanceMaterial: 'distanceRGBA',\n\t\tMeshNormalMaterial: 'normal',\n\t\tMeshBasicMaterial: 'basic',\n\t\tMeshLambertMaterial: 'lambert',\n\t\tMeshPhongMaterial: 'phong',\n\t\tMeshToonMaterial: 'toon',\n\t\tMeshStandardMaterial: 'physical',\n\t\tMeshPhysicalMaterial: 'physical',\n\t\tMeshMatcapMaterial: 'matcap',\n\t\tLineBasicMaterial: 'basic',\n\t\tLineDashedMaterial: 'dashed',\n\t\tPointsMaterial: 'points',\n\t\tShadowMaterial: 'shadow',\n\t\tSpriteMaterial: 'sprite'\n\t};\n\n\tvar parameterNames = [\n\t\t\"precision\", \"isWebGL2\", \"supportsVertexTextures\", \"outputEncoding\", \"instancing\", \"numMultiviewViews\",\n\t\t\"map\", \"mapEncoding\", \"matcap\", \"matcapEncoding\", \"envMap\", \"envMapMode\", \"envMapEncoding\", \"envMapCubeUV\",\n\t\t\"lightMap\", \"lightMapEncoding\", \"aoMap\", \"emissiveMap\", \"emissiveMapEncoding\", \"bumpMap\", \"normalMap\", \"objectSpaceNormalMap\", \"tangentSpaceNormalMap\", \"clearcoatNormalMap\", \"displacementMap\", \"specularMap\",\n\t\t\"roughnessMap\", \"metalnessMap\", \"gradientMap\",\n\t\t\"alphaMap\", \"combine\", \"vertexColors\", \"vertexTangents\", \"vertexUvs\", \"uvsVertexOnly\", \"fog\", \"useFog\", \"fogExp2\",\n\t\t\"flatShading\", \"sizeAttenuation\", \"logarithmicDepthBuffer\", \"skinning\",\n\t\t\"maxBones\", \"useVertexTexture\", \"morphTargets\", \"morphNormals\",\n\t\t\"maxMorphTargets\", \"maxMorphNormals\", \"premultipliedAlpha\",\n\t\t\"numDirLights\", \"numPointLights\", \"numSpotLights\", \"numHemiLights\", \"numRectAreaLights\",\n\t\t\"numDirLightShadows\", \"numPointLightShadows\", \"numSpotLightShadows\",\n\t\t\"shadowMapEnabled\", \"shadowMapType\", \"toneMapping\", 'physicallyCorrectLights',\n\t\t\"alphaTest\", \"doubleSided\", \"flipSided\", \"numClippingPlanes\", \"numClipIntersection\", \"depthPacking\", \"dithering\",\n\t\t\"sheen\"\n\t];\n\n\tfunction getShaderObject( material, shaderID ) {\n\n\t\tvar shaderobject;\n\n\t\tif ( shaderID ) {\n\n\t\t\tvar shader = ShaderLib[ shaderID ];\n\n\t\t\tshaderobject = {\n\t\t\t\tname: material.type,\n\t\t\t\tuniforms: UniformsUtils.clone( shader.uniforms ),\n\t\t\t\tvertexShader: shader.vertexShader,\n\t\t\t\tfragmentShader: shader.fragmentShader\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tshaderobject = {\n\t\t\t\tname: material.type,\n\t\t\t\tuniforms: material.uniforms,\n\t\t\t\tvertexShader: material.vertexShader,\n\t\t\t\tfragmentShader: material.fragmentShader\n\t\t\t};\n\n\t\t}\n\n\t\treturn shaderobject;\n\n\t}\n\n\tfunction allocateBones( object ) {\n\n\t\tvar skeleton = object.skeleton;\n\t\tvar bones = skeleton.bones;\n\n\t\tif ( floatVertexTextures ) {\n\n\t\t\treturn 1024;\n\n\t\t} else {\n\n\t\t\t// default for when object is not specified\n\t\t\t// ( for example when prebuilding shader to be used with multiple objects )\n\t\t\t//\n\t\t\t// - leave some extra space for other uniforms\n\t\t\t// - limit here is ANGLE's 254 max uniform vectors\n\t\t\t// (up to 54 should be safe)\n\n\t\t\tvar nVertexUniforms = maxVertexUniforms;\n\t\t\tvar nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );\n\n\t\t\tvar maxBones = Math.min( nVertexMatrices, bones.length );\n\n\t\t\tif ( maxBones < bones.length ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\treturn maxBones;\n\n\t\t}\n\n\t}\n\n\tfunction getTextureEncodingFromMap( map ) {\n\n\t\tvar encoding;\n\n\t\tif ( ! map ) {\n\n\t\t\tencoding = LinearEncoding;\n\n\t\t} else if ( map.isTexture ) {\n\n\t\t\tencoding = map.encoding;\n\n\t\t} else if ( map.isWebGLRenderTarget ) {\n\n\t\t\tconsole.warn( \"THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead.\" );\n\t\t\tencoding = map.texture.encoding;\n\n\t\t}\n\n\t\treturn encoding;\n\n\t}\n\n\tthis.getParameters = function ( material, lights, shadows, scene, nClipPlanes, nClipIntersection, object ) {\n\n\t\tvar fog = scene.fog;\n\t\tvar environment = material.isMeshStandardMaterial ? scene.environment : null;\n\n\t\tvar envMap = material.envMap || environment;\n\n\t\tvar shaderID = shaderIDs[ material.type ];\n\n\t\t// heuristics to create shader parameters according to lights in the scene\n\t\t// (not to blow over maxLights budget)\n\n\t\tvar maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;\n\n\t\tif ( material.precision !== null ) {\n\n\t\t\tprecision = capabilities.getMaxPrecision( material.precision );\n\n\t\t\tif ( precision !== material.precision ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvar shaderobject = getShaderObject( material, shaderID );\n\t\tmaterial.onBeforeCompile( shaderobject, renderer );\n\n\t\tvar currentRenderTarget = renderer.getRenderTarget();\n\t\tvar numMultiviewViews = currentRenderTarget && currentRenderTarget.isWebGLMultiviewRenderTarget ? currentRenderTarget.numViews : 0;\n\n\t\tvar parameters = {\n\n\t\t\tisWebGL2: isWebGL2,\n\n\t\t\tshaderID: shaderID,\n\t\t\tshaderName: shaderobject.name,\n\n\t\t\tuniforms: shaderobject.uniforms,\n\t\t\tvertexShader: shaderobject.vertexShader,\n\t\t\tfragmentShader: shaderobject.fragmentShader,\n\t\t\tdefines: material.defines,\n\n\t\t\tisRawShaderMaterial: material.isRawShaderMaterial,\n\t\t\tisShaderMaterial: material.isShaderMaterial,\n\n\t\t\tprecision: precision,\n\n\t\t\tinstancing: object.isInstancedMesh === true,\n\n\t\t\tsupportsVertexTextures: vertexTextures,\n\t\t\tnumMultiviewViews: numMultiviewViews,\n\t\t\toutputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,\n\t\t\tmap: !! material.map,\n\t\t\tmapEncoding: getTextureEncodingFromMap( material.map ),\n\t\t\tmatcap: !! material.matcap,\n\t\t\tmatcapEncoding: getTextureEncodingFromMap( material.matcap ),\n\t\t\tenvMap: !! envMap,\n\t\t\tenvMapMode: envMap && envMap.mapping,\n\t\t\tenvMapEncoding: getTextureEncodingFromMap( envMap ),\n\t\t\tenvMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),\n\t\t\tlightMap: !! material.lightMap,\n\t\t\tlightMapEncoding: getTextureEncodingFromMap( material.lightMap ),\n\t\t\taoMap: !! material.aoMap,\n\t\t\temissiveMap: !! material.emissiveMap,\n\t\t\temissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),\n\t\t\tbumpMap: !! material.bumpMap,\n\t\t\tnormalMap: !! material.normalMap,\n\t\t\tobjectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,\n\t\t\ttangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,\n\t\t\tclearcoatNormalMap: !! material.clearcoatNormalMap,\n\t\t\tdisplacementMap: !! material.displacementMap,\n\t\t\troughnessMap: !! material.roughnessMap,\n\t\t\tmetalnessMap: !! material.metalnessMap,\n\t\t\tspecularMap: !! material.specularMap,\n\t\t\talphaMap: !! material.alphaMap,\n\n\t\t\tgradientMap: !! material.gradientMap,\n\n\t\t\tsheen: !! material.sheen,\n\n\t\t\tcombine: material.combine,\n\n\t\t\tvertexTangents: ( material.normalMap && material.vertexTangents ),\n\t\t\tvertexColors: material.vertexColors,\n\t\t\tvertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.displacementMap,\n\t\t\tuvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap ) && !! material.displacementMap,\n\n\t\t\tfog: !! fog,\n\t\t\tuseFog: material.fog,\n\t\t\tfogExp2: ( fog && fog.isFogExp2 ),\n\n\t\t\tflatShading: material.flatShading,\n\n\t\t\tsizeAttenuation: material.sizeAttenuation,\n\t\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\t\tskinning: material.skinning && maxBones > 0,\n\t\t\tmaxBones: maxBones,\n\t\t\tuseVertexTexture: floatVertexTextures,\n\n\t\t\tmorphTargets: material.morphTargets,\n\t\t\tmorphNormals: material.morphNormals,\n\t\t\tmaxMorphTargets: renderer.maxMorphTargets,\n\t\t\tmaxMorphNormals: renderer.maxMorphNormals,\n\n\t\t\tnumDirLights: lights.directional.length,\n\t\t\tnumPointLights: lights.point.length,\n\t\t\tnumSpotLights: lights.spot.length,\n\t\t\tnumRectAreaLights: lights.rectArea.length,\n\t\t\tnumHemiLights: lights.hemi.length,\n\n\t\t\tnumDirLightShadows: lights.directionalShadowMap.length,\n\t\t\tnumPointLightShadows: lights.pointShadowMap.length,\n\t\t\tnumSpotLightShadows: lights.spotShadowMap.length,\n\n\t\t\tnumClippingPlanes: nClipPlanes,\n\t\t\tnumClipIntersection: nClipIntersection,\n\n\t\t\tdithering: material.dithering,\n\n\t\t\tshadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,\n\t\t\tshadowMapType: renderer.shadowMap.type,\n\n\t\t\ttoneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,\n\t\t\tphysicallyCorrectLights: renderer.physicallyCorrectLights,\n\n\t\t\tpremultipliedAlpha: material.premultipliedAlpha,\n\n\t\t\talphaTest: material.alphaTest,\n\t\t\tdoubleSided: material.side === DoubleSide,\n\t\t\tflipSided: material.side === BackSide,\n\n\t\t\tdepthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,\n\n\t\t\tindex0AttributeName: material.index0AttributeName,\n\n\t\t\textensionDerivatives: material.extensions && material.extensions.derivatives,\n\t\t\textensionFragDepth: material.extensions && material.extensions.frawbuffers,\n\t\t\textensionDrawbuffers: material.extensions && material.extensions.drawbuffers,\n\t\t\textensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,\n\n\t\t\trendererExtensionFragDepth: isWebGL2 || extensions.get( 'EXT_frag_depth' ) !== null,\n\t\t\trendererExtensionDrawBuffers: isWebGL2 || extensions.get( 'WEBGL_draw_buffers' ) !== null,\n\t\t\trendererExtensionShaderTextureLod: isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) !== null,\n\n\t\t\tonBeforeCompile: material.onBeforeCompile\n\n\t\t};\n\n\t\treturn parameters;\n\n\t};\n\n\tthis.getProgramCacheKey = function ( parameters ) {\n\n\t\tvar array = [];\n\n\t\tif ( parameters.shaderID ) {\n\n\t\t\tarray.push( parameters.shaderID );\n\n\t\t} else {\n\n\t\t\tarray.push( parameters.fragmentShader );\n\t\t\tarray.push( parameters.vertexShader );\n\n\t\t}\n\n\t\tif ( parameters.defines !== undefined ) {\n\n\t\t\tfor ( var name in parameters.defines ) {\n\n\t\t\t\tarray.push( name );\n\t\t\t\tarray.push( parameters.defines[ name ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( parameters.isRawShaderMaterial === undefined ) {\n\n\t\t\tfor ( var i = 0; i < parameterNames.length; i ++ ) {\n\n\t\t\t\tarray.push( parameters[ parameterNames[ i ] ] );\n\n\t\t\t}\n\n\t\t\tarray.push( renderer.outputEncoding );\n\t\t\tarray.push( renderer.gammaFactor );\n\n\t\t}\n\n\t\tarray.push( parameters.onBeforeCompile.toString() );\n\n\t\treturn array.join();\n\n\t};\n\n\tthis.acquireProgram = function ( parameters, cacheKey ) {\n\n\t\tvar program;\n\n\t\t// Check if code has been already compiled\n\t\tfor ( var p = 0, pl = programs.length; p < pl; p ++ ) {\n\n\t\t\tvar preexistingProgram = programs[ p ];\n\n\t\t\tif ( preexistingProgram.cacheKey === cacheKey ) {\n\n\t\t\t\tprogram = preexistingProgram;\n\t\t\t\t++ program.usedTimes;\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( program === undefined ) {\n\n\t\t\tprogram = new WebGLProgram( renderer, cacheKey, parameters );\n\t\t\tprograms.push( program );\n\n\t\t}\n\n\t\treturn program;\n\n\t};\n\n\tthis.releaseProgram = function ( program ) {\n\n\t\tif ( -- program.usedTimes === 0 ) {\n\n\t\t\t// Remove from unordered set\n\t\t\tvar i = programs.indexOf( program );\n\t\t\tprograms[ i ] = programs[ programs.length - 1 ];\n\t\t\tprograms.pop();\n\n\t\t\t// Free WebGL resources\n\t\t\tprogram.destroy();\n\n\t\t}\n\n\t};\n\n\t// Exposed for resource monitoring & error feedback via renderer.info:\n\tthis.programs = programs;\n\n}\n\n/**\n * @author fordacious / fordacious.github.io\n */\n\nfunction WebGLProperties() {\n\n\tvar properties = new WeakMap();\n\n\tfunction get( object ) {\n\n\t\tvar map = properties.get( object );\n\n\t\tif ( map === undefined ) {\n\n\t\t\tmap = {};\n\t\t\tproperties.set( object, map );\n\n\t\t}\n\n\t\treturn map;\n\n\t}\n\n\tfunction remove( object ) {\n\n\t\tproperties.delete( object );\n\n\t}\n\n\tfunction update( object, key, value ) {\n\n\t\tproperties.get( object )[ key ] = value;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tproperties = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update,\n\t\tdispose: dispose\n\t};\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction painterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.program !== b.program ) {\n\n\t\treturn a.program.id - b.program.id;\n\n\t} else if ( a.material.id !== b.material.id ) {\n\n\t\treturn a.material.id - b.material.id;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn a.z - b.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\nfunction reversePainterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn b.z - a.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\n\nfunction WebGLRenderList() {\n\n\tvar renderItems = [];\n\tvar renderItemsIndex = 0;\n\n\tvar opaque = [];\n\tvar transparent = [];\n\n\tvar defaultProgram = { id: - 1 };\n\n\tfunction init() {\n\n\t\trenderItemsIndex = 0;\n\n\t\topaque.length = 0;\n\t\ttransparent.length = 0;\n\n\t}\n\n\tfunction getNextRenderItem( object, geometry, material, groupOrder, z, group ) {\n\n\t\tvar renderItem = renderItems[ renderItemsIndex ];\n\n\t\tif ( renderItem === undefined ) {\n\n\t\t\trenderItem = {\n\t\t\t\tid: object.id,\n\t\t\t\tobject: object,\n\t\t\t\tgeometry: geometry,\n\t\t\t\tmaterial: material,\n\t\t\t\tprogram: material.program || defaultProgram,\n\t\t\t\tgroupOrder: groupOrder,\n\t\t\t\trenderOrder: object.renderOrder,\n\t\t\t\tz: z,\n\t\t\t\tgroup: group\n\t\t\t};\n\n\t\t\trenderItems[ renderItemsIndex ] = renderItem;\n\n\t\t} else {\n\n\t\t\trenderItem.id = object.id;\n\t\t\trenderItem.object = object;\n\t\t\trenderItem.geometry = geometry;\n\t\t\trenderItem.material = material;\n\t\t\trenderItem.program = material.program || defaultProgram;\n\t\t\trenderItem.groupOrder = groupOrder;\n\t\t\trenderItem.renderOrder = object.renderOrder;\n\t\t\trenderItem.z = z;\n\t\t\trenderItem.group = group;\n\n\t\t}\n\n\t\trenderItemsIndex ++;\n\n\t\treturn renderItem;\n\n\t}\n\n\tfunction push( object, geometry, material, groupOrder, z, group ) {\n\n\t\tvar renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\t( material.transparent === true ? transparent : opaque ).push( renderItem );\n\n\t}\n\n\tfunction unshift( object, geometry, material, groupOrder, z, group ) {\n\n\t\tvar renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\t( material.transparent === true ? transparent : opaque ).unshift( renderItem );\n\n\t}\n\n\tfunction sort( customOpaqueSort, customTransparentSort ) {\n\n\t\tif ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable );\n\t\tif ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable );\n\n\t}\n\n\treturn {\n\t\topaque: opaque,\n\t\ttransparent: transparent,\n\n\t\tinit: init,\n\t\tpush: push,\n\t\tunshift: unshift,\n\n\t\tsort: sort\n\t};\n\n}\n\nfunction WebGLRenderLists() {\n\n\tvar lists = new WeakMap();\n\n\tfunction onSceneDispose( event ) {\n\n\t\tvar scene = event.target;\n\n\t\tscene.removeEventListener( 'dispose', onSceneDispose );\n\n\t\tlists.delete( scene );\n\n\t}\n\n\tfunction get( scene, camera ) {\n\n\t\tvar cameras = lists.get( scene );\n\t\tvar list;\n\t\tif ( cameras === undefined ) {\n\n\t\t\tlist = new WebGLRenderList();\n\t\t\tlists.set( scene, new WeakMap() );\n\t\t\tlists.get( scene ).set( camera, list );\n\n\t\t\tscene.addEventListener( 'dispose', onSceneDispose );\n\n\t\t} else {\n\n\t\t\tlist = cameras.get( camera );\n\t\t\tif ( list === undefined ) {\n\n\t\t\t\tlist = new WebGLRenderList();\n\t\t\t\tcameras.set( camera, list );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn list;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tlists = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction UniformsCache() {\n\n\tvar lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tvar uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\n\t\t\t\t\t\tshadow: false,\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tconeCos: 0,\n\t\t\t\t\t\tpenumbraCos: 0,\n\t\t\t\t\t\tdecay: 0,\n\n\t\t\t\t\t\tshadow: false,\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tdecay: 0,\n\n\t\t\t\t\t\tshadow: false,\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2(),\n\t\t\t\t\t\tshadowCameraNear: 1,\n\t\t\t\t\t\tshadowCameraFar: 1000\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'HemisphereLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tskyColor: new Color(),\n\t\t\t\t\t\tgroundColor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'RectAreaLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\thalfWidth: new Vector3(),\n\t\t\t\t\t\thalfHeight: new Vector3()\n\t\t\t\t\t\t// TODO (abelnation): set RectAreaLight shadow uniforms\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\nvar nextVersion = 0;\n\nfunction shadowCastingLightsFirst( lightA, lightB ) {\n\n\treturn ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );\n\n}\n\nfunction WebGLLights() {\n\n\tvar cache = new UniformsCache();\n\n\tvar state = {\n\n\t\tversion: 0,\n\n\t\thash: {\n\t\t\tdirectionalLength: - 1,\n\t\t\tpointLength: - 1,\n\t\t\tspotLength: - 1,\n\t\t\trectAreaLength: - 1,\n\t\t\themiLength: - 1,\n\n\t\t\tnumDirectionalShadows: - 1,\n\t\t\tnumPointShadows: - 1,\n\t\t\tnumSpotShadows: - 1,\n\t\t},\n\n\t\tambient: [ 0, 0, 0 ],\n\t\tprobe: [],\n\t\tdirectional: [],\n\t\tdirectionalShadowMap: [],\n\t\tdirectionalShadowMatrix: [],\n\t\tspot: [],\n\t\tspotShadowMap: [],\n\t\tspotShadowMatrix: [],\n\t\trectArea: [],\n\t\tpoint: [],\n\t\tpointShadowMap: [],\n\t\tpointShadowMatrix: [],\n\t\themi: [],\n\n\t\tnumDirectionalShadows: - 1,\n\t\tnumPointShadows: - 1,\n\t\tnumSpotShadows: - 1\n\n\t};\n\n\tfor ( var i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );\n\n\tvar vector3 = new Vector3();\n\tvar matrix4 = new Matrix4();\n\tvar matrix42 = new Matrix4();\n\n\tfunction setup( lights, shadows, camera ) {\n\n\t\tvar r = 0, g = 0, b = 0;\n\n\t\tfor ( var i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );\n\n\t\tvar directionalLength = 0;\n\t\tvar pointLength = 0;\n\t\tvar spotLength = 0;\n\t\tvar rectAreaLength = 0;\n\t\tvar hemiLength = 0;\n\n\t\tvar numDirectionalShadows = 0;\n\t\tvar numPointShadows = 0;\n\t\tvar numSpotShadows = 0;\n\n\t\tvar viewMatrix = camera.matrixWorldInverse;\n\n\t\tlights.sort( shadowCastingLightsFirst );\n\n\t\tfor ( var i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tvar light = lights[ i ];\n\n\t\t\tvar color = light.color;\n\t\t\tvar intensity = light.intensity;\n\t\t\tvar distance = light.distance;\n\n\t\t\tvar shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;\n\n\t\t\tif ( light.isAmbientLight ) {\n\n\t\t\t\tr += color.r * intensity;\n\t\t\t\tg += color.g * intensity;\n\t\t\t\tb += color.b * intensity;\n\n\t\t\t} else if ( light.isLightProbe ) {\n\n\t\t\t\tfor ( var j = 0; j < 9; j ++ ) {\n\n\t\t\t\t\tstate.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );\n\n\t\t\t\t}\n\n\t\t\t} else if ( light.isDirectionalLight ) {\n\n\t\t\t\tvar uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity );\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tuniforms.shadow = light.castShadow;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tvar shadow = light.shadow;\n\n\t\t\t\t\tuniforms.shadowBias = shadow.bias;\n\t\t\t\t\tuniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tuniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.directionalShadowMap[ directionalLength ] = shadowMap;\n\t\t\t\t\tstate.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumDirectionalShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.directional[ directionalLength ] = uniforms;\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tvar uniforms = cache.get( light );\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\t\t\t\tuniforms.distance = distance;\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tuniforms.coneCos = Math.cos( light.angle );\n\t\t\t\tuniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tuniforms.shadow = light.castShadow;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tvar shadow = light.shadow;\n\n\t\t\t\t\tuniforms.shadowBias = shadow.bias;\n\t\t\t\t\tuniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tuniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.spotShadowMap[ spotLength ] = shadowMap;\n\t\t\t\t\tstate.spotShadowMatrix[ spotLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumSpotShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.spot[ spotLength ] = uniforms;\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tvar uniforms = cache.get( light );\n\n\t\t\t\t// (a) intensity is the total visible light emitted\n\t\t\t\t//uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );\n\n\t\t\t\t// (b) intensity is the brightness of the light\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\t// extract local rotation of light to derive width/height half vectors\n\t\t\t\tmatrix42.identity();\n\t\t\t\tmatrix4.copy( light.matrixWorld );\n\t\t\t\tmatrix4.premultiply( viewMatrix );\n\t\t\t\tmatrix42.extractRotation( matrix4 );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tuniforms.halfWidth.applyMatrix4( matrix42 );\n\t\t\t\tuniforms.halfHeight.applyMatrix4( matrix42 );\n\n\t\t\t\t// TODO (abelnation): RectAreaLight distance?\n\t\t\t\t// uniforms.distance = distance;\n\n\t\t\t\tstate.rectArea[ rectAreaLength ] = uniforms;\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tvar uniforms = cache.get( light );\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity );\n\t\t\t\tuniforms.distance = light.distance;\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tuniforms.shadow = light.castShadow;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tvar shadow = light.shadow;\n\n\t\t\t\t\tuniforms.shadowBias = shadow.bias;\n\t\t\t\t\tuniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tuniforms.shadowMapSize = shadow.mapSize;\n\t\t\t\t\tuniforms.shadowCameraNear = shadow.camera.near;\n\t\t\t\t\tuniforms.shadowCameraFar = shadow.camera.far;\n\n\t\t\t\t\tstate.pointShadowMap[ pointLength ] = shadowMap;\n\t\t\t\t\tstate.pointShadowMatrix[ pointLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumPointShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.point[ pointLength ] = uniforms;\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tvar uniforms = cache.get( light );\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\t\t\t\tuniforms.direction.normalize();\n\n\t\t\t\tuniforms.skyColor.copy( light.color ).multiplyScalar( intensity );\n\t\t\t\tuniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );\n\n\t\t\t\tstate.hemi[ hemiLength ] = uniforms;\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.ambient[ 0 ] = r;\n\t\tstate.ambient[ 1 ] = g;\n\t\tstate.ambient[ 2 ] = b;\n\n\t\tvar hash = state.hash;\n\n\t\tif ( hash.directionalLength !== directionalLength ||\n\t\t\thash.pointLength !== pointLength ||\n\t\t\thash.spotLength !== spotLength ||\n\t\t\thash.rectAreaLength !== rectAreaLength ||\n\t\t\thash.hemiLength !== hemiLength ||\n\t\t\thash.numDirectionalShadows !== numDirectionalShadows ||\n\t\t\thash.numPointShadows !== numPointShadows ||\n\t\t\thash.numSpotShadows !== numSpotShadows ) {\n\n\t\t\tstate.directional.length = directionalLength;\n\t\t\tstate.spot.length = spotLength;\n\t\t\tstate.rectArea.length = rectAreaLength;\n\t\t\tstate.point.length = pointLength;\n\t\t\tstate.hemi.length = hemiLength;\n\n\t\t\tstate.directionalShadowMap.length = numDirectionalShadows;\n\t\t\tstate.pointShadowMap.length = numPointShadows;\n\t\t\tstate.spotShadowMap.length = numSpotShadows;\n\t\t\tstate.directionalShadowMatrix.length = numDirectionalShadows;\n\t\t\tstate.pointShadowMatrix.length = numPointShadows;\n\t\t\tstate.spotShadowMatrix.length = numSpotShadows;\n\n\t\t\thash.directionalLength = directionalLength;\n\t\t\thash.pointLength = pointLength;\n\t\t\thash.spotLength = spotLength;\n\t\t\thash.rectAreaLength = rectAreaLength;\n\t\t\thash.hemiLength = hemiLength;\n\n\t\t\thash.numDirectionalShadows = numDirectionalShadows;\n\t\t\thash.numPointShadows = numPointShadows;\n\t\t\thash.numSpotShadows = numSpotShadows;\n\n\t\t\tstate.version = nextVersion ++;\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tsetup: setup,\n\t\tstate: state\n\t};\n\n}\n\n/**\n * @author Mugen87 / https://github.com/Mugen87\n */\n\nfunction WebGLRenderState() {\n\n\tvar lights = new WebGLLights();\n\n\tvar lightsArray = [];\n\tvar shadowsArray = [];\n\n\tfunction init() {\n\n\t\tlightsArray.length = 0;\n\t\tshadowsArray.length = 0;\n\n\t}\n\n\tfunction pushLight( light ) {\n\n\t\tlightsArray.push( light );\n\n\t}\n\n\tfunction pushShadow( shadowLight ) {\n\n\t\tshadowsArray.push( shadowLight );\n\n\t}\n\n\tfunction setupLights( camera ) {\n\n\t\tlights.setup( lightsArray, shadowsArray, camera );\n\n\t}\n\n\tvar state = {\n\t\tlightsArray: lightsArray,\n\t\tshadowsArray: shadowsArray,\n\n\t\tlights: lights\n\t};\n\n\treturn {\n\t\tinit: init,\n\t\tstate: state,\n\t\tsetupLights: setupLights,\n\n\t\tpushLight: pushLight,\n\t\tpushShadow: pushShadow\n\t};\n\n}\n\nfunction WebGLRenderStates() {\n\n\tvar renderStates = new WeakMap();\n\n\tfunction onSceneDispose( event ) {\n\n\t\tvar scene = event.target;\n\n\t\tscene.removeEventListener( 'dispose', onSceneDispose );\n\n\t\trenderStates.delete( scene );\n\n\t}\n\n\tfunction get( scene, camera ) {\n\n\t\tvar renderState;\n\n\t\tif ( renderStates.has( scene ) === false ) {\n\n\t\t\trenderState = new WebGLRenderState();\n\t\t\trenderStates.set( scene, new WeakMap() );\n\t\t\trenderStates.get( scene ).set( camera, renderState );\n\n\t\t\tscene.addEventListener( 'dispose', onSceneDispose );\n\n\t\t} else {\n\n\t\t\tif ( renderStates.get( scene ).has( camera ) === false ) {\n\n\t\t\t\trenderState = new WebGLRenderState();\n\t\t\t\trenderStates.get( scene ).set( camera, renderState );\n\n\t\t\t} else {\n\n\t\t\t\trenderState = renderStates.get( scene ).get( camera );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn renderState;\n\n\t}\n\n\tfunction dispose() {\n\n\t\trenderStates = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n * @author bhouston / https://clara.io\n * @author WestLangley / http://github.com/WestLangley\n *\n * parameters = {\n *\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * wireframe: ,\n * wireframeLinewidth: \n * }\n */\n\nfunction MeshDepthMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshDepthMaterial';\n\n\tthis.depthPacking = BasicDepthPacking;\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\n\tthis.map = null;\n\n\tthis.alphaMap = null;\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\n\tthis.fog = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshDepthMaterial.prototype = Object.create( Material.prototype );\nMeshDepthMaterial.prototype.constructor = MeshDepthMaterial;\n\nMeshDepthMaterial.prototype.isMeshDepthMaterial = true;\n\nMeshDepthMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.depthPacking = source.depthPacking;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\n\tthis.map = source.map;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\treturn this;\n\n};\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n *\n * parameters = {\n *\n * referencePosition: ,\n * nearDistance: ,\n * farDistance: ,\n *\n * skinning: ,\n * morphTargets: ,\n *\n * map: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: \n *\n * }\n */\n\nfunction MeshDistanceMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshDistanceMaterial';\n\n\tthis.referencePosition = new Vector3();\n\tthis.nearDistance = 1;\n\tthis.farDistance = 1000;\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\n\tthis.map = null;\n\n\tthis.alphaMap = null;\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.fog = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshDistanceMaterial.prototype = Object.create( Material.prototype );\nMeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;\n\nMeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;\n\nMeshDistanceMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.referencePosition.copy( source.referencePosition );\n\tthis.nearDistance = source.nearDistance;\n\tthis.farDistance = source.farDistance;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\n\tthis.map = source.map;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\treturn this;\n\n};\n\nvar vsm_frag = \"uniform sampler2D shadow_pass;\\nuniform vec2 resolution;\\nuniform float radius;\\n#include \\nvoid main() {\\n float mean = 0.0;\\n float squared_mean = 0.0;\\n\\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\\n #ifdef HORIZONAL_PASS\\n vec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\\n mean += distribution.x;\\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\\n #else\\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\\n mean += depth;\\n squared_mean += depth * depth;\\n #endif\\n }\\n mean = mean * HALF_SAMPLE_RATE;\\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\\n float std_dev = sqrt( squared_mean - mean * mean );\\n gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\\n}\";\n\nvar vsm_vert = \"void main() {\\n\\tgl_Position = vec4( position, 1.0 );\\n}\";\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLShadowMap( _renderer, _objects, maxTextureSize ) {\n\n\tvar _frustum = new Frustum(),\n\n\t\t_shadowMapSize = new Vector2(),\n\t\t_viewportSize = new Vector2(),\n\n\t\t_viewport = new Vector4(),\n\n\t\t_depthMaterials = [],\n\t\t_distanceMaterials = [],\n\n\t\t_materialCache = {};\n\n\tvar shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };\n\n\tvar shadowMaterialVertical = new ShaderMaterial( {\n\n\t\tdefines: {\n\t\t\tSAMPLE_RATE: 2.0 / 8.0,\n\t\t\tHALF_SAMPLE_RATE: 1.0 / 8.0\n\t\t},\n\n\t\tuniforms: {\n\t\t\tshadow_pass: { value: null },\n\t\t\tresolution: { value: new Vector2() },\n\t\t\tradius: { value: 4.0 }\n\t\t},\n\n\t\tvertexShader: vsm_vert,\n\n\t\tfragmentShader: vsm_frag\n\n\t} );\n\n\tvar shadowMaterialHorizonal = shadowMaterialVertical.clone();\n\tshadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;\n\n\tvar fullScreenTri = new BufferGeometry();\n\tfullScreenTri.setAttribute(\n\t\t\"position\",\n\t\tnew BufferAttribute(\n\t\t\tnew Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),\n\t\t\t3\n\t\t)\n\t);\n\n\tvar fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );\n\n\tvar scope = this;\n\n\tthis.enabled = false;\n\n\tthis.autoUpdate = true;\n\tthis.needsUpdate = false;\n\n\tthis.type = PCFShadowMap;\n\n\tthis.render = function ( lights, scene, camera ) {\n\n\t\tif ( scope.enabled === false ) return;\n\t\tif ( scope.autoUpdate === false && scope.needsUpdate === false ) return;\n\n\t\tif ( lights.length === 0 ) return;\n\n\t\tvar currentRenderTarget = _renderer.getRenderTarget();\n\t\tvar activeCubeFace = _renderer.getActiveCubeFace();\n\t\tvar activeMipmapLevel = _renderer.getActiveMipmapLevel();\n\n\t\tvar _state = _renderer.state;\n\n\t\t// Set GL state for depth map.\n\t\t_state.setBlending( NoBlending );\n\t\t_state.buffers.color.setClear( 1, 1, 1, 1 );\n\t\t_state.buffers.depth.setTest( true );\n\t\t_state.setScissorTest( false );\n\n\t\t// render depth map\n\n\t\tfor ( var i = 0, il = lights.length; i < il; i ++ ) {\n\n\t\t\tvar light = lights[ i ];\n\t\t\tvar shadow = light.shadow;\n\n\t\t\tif ( shadow === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\t_shadowMapSize.copy( shadow.mapSize );\n\n\t\t\tvar shadowFrameExtents = shadow.getFrameExtents();\n\n\t\t\t_shadowMapSize.multiply( shadowFrameExtents );\n\n\t\t\t_viewportSize.copy( shadow.mapSize );\n\n\t\t\tif ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap:', light, 'has shadow exceeding max texture size, reducing' );\n\n\t\t\t\tif ( _shadowMapSize.x > maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );\n\t\t\t\t\t_shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;\n\t\t\t\t\tshadow.mapSize.x = _viewportSize.x;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _shadowMapSize.y > maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );\n\t\t\t\t\t_shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;\n\t\t\t\t\tshadow.mapSize.y = _viewportSize.y;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {\n\n\t\t\t\tvar pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + \".shadowMap\";\n\n\t\t\t\tshadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null ) {\n\n\t\t\t\tvar pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + \".shadowMap\";\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\t_renderer.setRenderTarget( shadow.map );\n\t\t\t_renderer.clear();\n\n\t\t\tvar viewportCount = shadow.getViewportCount();\n\n\t\t\tfor ( var vp = 0; vp < viewportCount; vp ++ ) {\n\n\t\t\t\tvar viewport = shadow.getViewport( vp );\n\n\t\t\t\t_viewport.set(\n\t\t\t\t\t_viewportSize.x * viewport.x,\n\t\t\t\t\t_viewportSize.y * viewport.y,\n\t\t\t\t\t_viewportSize.x * viewport.z,\n\t\t\t\t\t_viewportSize.y * viewport.w\n\t\t\t\t);\n\n\t\t\t\t_state.viewport( _viewport );\n\n\t\t\t\tshadow.updateMatrices( light, vp );\n\n\t\t\t\t_frustum = shadow.getFrustum();\n\n\t\t\t\trenderObject( scene, camera, shadow.camera, light, this.type );\n\n\t\t\t}\n\n\t\t\t// do blur pass for VSM\n\n\t\t\tif ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {\n\n\t\t\t\tVSMPass( shadow, camera );\n\n\t\t\t}\n\n\t\t}\n\n\t\tscope.needsUpdate = false;\n\n\t\t_renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );\n\n\t};\n\n\tfunction VSMPass( shadow, camera ) {\n\n\t\tvar geometry = _objects.update( fullScreenMesh );\n\n\t\t// vertical pass\n\n\t\tshadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;\n\t\tshadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialVertical.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.mapPass );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );\n\n\t\t// horizonal pass\n\n\t\tshadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;\n\t\tshadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialHorizonal.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.map );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );\n\n\t}\n\n\tfunction getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {\n\n\t\tvar index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;\n\n\t\tvar material = _depthMaterials[ index ];\n\n\t\tif ( material === undefined ) {\n\n\t\t\tmaterial = new MeshDepthMaterial( {\n\n\t\t\t\tdepthPacking: RGBADepthPacking,\n\n\t\t\t\tmorphTargets: useMorphing,\n\t\t\t\tskinning: useSkinning\n\n\t\t\t} );\n\n\t\t\t_depthMaterials[ index ] = material;\n\n\t\t}\n\n\t\treturn material;\n\n\t}\n\n\tfunction getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {\n\n\t\tvar index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;\n\n\t\tvar material = _distanceMaterials[ index ];\n\n\t\tif ( material === undefined ) {\n\n\t\t\tmaterial = new MeshDistanceMaterial( {\n\n\t\t\t\tmorphTargets: useMorphing,\n\t\t\t\tskinning: useSkinning\n\n\t\t\t} );\n\n\t\t\t_distanceMaterials[ index ] = material;\n\n\t\t}\n\n\t\treturn material;\n\n\t}\n\n\tfunction getDepthMaterial( object, material, light, shadowCameraNear, shadowCameraFar, type ) {\n\n\t\tvar geometry = object.geometry;\n\n\t\tvar result = null;\n\n\t\tvar getMaterialVariant = getDepthMaterialVariant;\n\t\tvar customMaterial = object.customDepthMaterial;\n\n\t\tif ( light.isPointLight === true ) {\n\n\t\t\tgetMaterialVariant = getDistanceMaterialVariant;\n\t\t\tcustomMaterial = object.customDistanceMaterial;\n\n\t\t}\n\n\t\tif ( customMaterial === undefined ) {\n\n\t\t\tvar useMorphing = false;\n\n\t\t\tif ( material.morphTargets === true ) {\n\n\t\t\t\tif ( geometry.isBufferGeometry === true ) {\n\n\t\t\t\t\tuseMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;\n\n\t\t\t\t} else if ( geometry.isGeometry === true ) {\n\n\t\t\t\t\tuseMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tvar useSkinning = false;\n\n\t\t\tif ( object.isSkinnedMesh === true ) {\n\n\t\t\t\tif ( material.skinning === true ) {\n\n\t\t\t\t\tuseSkinning = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tvar useInstancing = object.isInstancedMesh === true;\n\n\t\t\tresult = getMaterialVariant( useMorphing, useSkinning, useInstancing );\n\n\t\t} else {\n\n\t\t\tresult = customMaterial;\n\n\t\t}\n\n\t\tif ( _renderer.localClippingEnabled &&\n\t\t\t\tmaterial.clipShadows === true &&\n\t\t\t\tmaterial.clippingPlanes.length !== 0 ) {\n\n\t\t\t// in this case we need a unique material instance reflecting the\n\t\t\t// appropriate state\n\n\t\t\tvar keyA = result.uuid, keyB = material.uuid;\n\n\t\t\tvar materialsForVariant = _materialCache[ keyA ];\n\n\t\t\tif ( materialsForVariant === undefined ) {\n\n\t\t\t\tmaterialsForVariant = {};\n\t\t\t\t_materialCache[ keyA ] = materialsForVariant;\n\n\t\t\t}\n\n\t\t\tvar cachedMaterial = materialsForVariant[ keyB ];\n\n\t\t\tif ( cachedMaterial === undefined ) {\n\n\t\t\t\tcachedMaterial = result.clone();\n\t\t\t\tmaterialsForVariant[ keyB ] = cachedMaterial;\n\n\t\t\t}\n\n\t\t\tresult = cachedMaterial;\n\n\t\t}\n\n\t\tresult.visible = material.visible;\n\t\tresult.wireframe = material.wireframe;\n\n\t\tif ( type === VSMShadowMap ) {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;\n\n\t\t} else {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];\n\n\t\t}\n\n\t\tresult.clipShadows = material.clipShadows;\n\t\tresult.clippingPlanes = material.clippingPlanes;\n\t\tresult.clipIntersection = material.clipIntersection;\n\n\t\tresult.wireframeLinewidth = material.wireframeLinewidth;\n\t\tresult.linewidth = material.linewidth;\n\n\t\tif ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {\n\n\t\t\tresult.referencePosition.setFromMatrixPosition( light.matrixWorld );\n\t\t\tresult.nearDistance = shadowCameraNear;\n\t\t\tresult.farDistance = shadowCameraFar;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\tfunction renderObject( object, camera, shadowCamera, light, type ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tvar visible = object.layers.test( camera.layers );\n\n\t\tif ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {\n\n\t\t\tif ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {\n\n\t\t\t\tobject.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );\n\n\t\t\t\tvar geometry = _objects.update( object );\n\t\t\t\tvar material = object.material;\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tvar groups = geometry.groups;\n\n\t\t\t\t\tfor ( var k = 0, kl = groups.length; k < kl; k ++ ) {\n\n\t\t\t\t\t\tvar group = groups[ k ];\n\t\t\t\t\t\tvar groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\tvar depthMaterial = getDepthMaterial( object, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );\n\n\t\t\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\tvar depthMaterial = getDepthMaterial( object, material, light, shadowCamera.near, shadowCamera.far, type );\n\n\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tvar children = object.children;\n\n\t\tfor ( var i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\trenderObject( children[ i ], camera, shadowCamera, light, type );\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLState( gl, extensions, capabilities ) {\n\n\tvar isWebGL2 = capabilities.isWebGL2;\n\n\tfunction ColorBuffer() {\n\n\t\tvar locked = false;\n\n\t\tvar color = new Vector4();\n\t\tvar currentColorMask = null;\n\t\tvar currentColorClear = new Vector4( 0, 0, 0, 0 );\n\n\t\treturn {\n\n\t\t\tsetMask: function ( colorMask ) {\n\n\t\t\t\tif ( currentColorMask !== colorMask && ! locked ) {\n\n\t\t\t\t\tgl.colorMask( colorMask, colorMask, colorMask, colorMask );\n\t\t\t\t\tcurrentColorMask = colorMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( r, g, b, a, premultipliedAlpha ) {\n\n\t\t\t\tif ( premultipliedAlpha === true ) {\n\n\t\t\t\t\tr *= a; g *= a; b *= a;\n\n\t\t\t\t}\n\n\t\t\t\tcolor.set( r, g, b, a );\n\n\t\t\t\tif ( currentColorClear.equals( color ) === false ) {\n\n\t\t\t\t\tgl.clearColor( r, g, b, a );\n\t\t\t\t\tcurrentColorClear.copy( color );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentColorMask = null;\n\t\t\t\tcurrentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction DepthBuffer() {\n\n\t\tvar locked = false;\n\n\t\tvar currentDepthMask = null;\n\t\tvar currentDepthFunc = null;\n\t\tvar currentDepthClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( depthTest ) {\n\n\t\t\t\tif ( depthTest ) {\n\n\t\t\t\t\tenable( 2929 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tdisable( 2929 );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( depthMask ) {\n\n\t\t\t\tif ( currentDepthMask !== depthMask && ! locked ) {\n\n\t\t\t\t\tgl.depthMask( depthMask );\n\t\t\t\t\tcurrentDepthMask = depthMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( depthFunc ) {\n\n\t\t\t\tif ( currentDepthFunc !== depthFunc ) {\n\n\t\t\t\t\tif ( depthFunc ) {\n\n\t\t\t\t\t\tswitch ( depthFunc ) {\n\n\t\t\t\t\t\t\tcase NeverDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 512 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase AlwaysDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 519 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase LessDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 513 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase LessEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 515 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase EqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 514 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase GreaterEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 518 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase GreaterDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 516 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase NotEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 517 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 515 );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tgl.depthFunc( 515 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcurrentDepthFunc = depthFunc;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( depth ) {\n\n\t\t\t\tif ( currentDepthClear !== depth ) {\n\n\t\t\t\t\tgl.clearDepth( depth );\n\t\t\t\t\tcurrentDepthClear = depth;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentDepthMask = null;\n\t\t\t\tcurrentDepthFunc = null;\n\t\t\t\tcurrentDepthClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction StencilBuffer() {\n\n\t\tvar locked = false;\n\n\t\tvar currentStencilMask = null;\n\t\tvar currentStencilFunc = null;\n\t\tvar currentStencilRef = null;\n\t\tvar currentStencilFuncMask = null;\n\t\tvar currentStencilFail = null;\n\t\tvar currentStencilZFail = null;\n\t\tvar currentStencilZPass = null;\n\t\tvar currentStencilClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( stencilTest ) {\n\n\t\t\t\tif ( ! locked ) {\n\n\t\t\t\t\tif ( stencilTest ) {\n\n\t\t\t\t\t\tenable( 2960 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tdisable( 2960 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( stencilMask ) {\n\n\t\t\t\tif ( currentStencilMask !== stencilMask && ! locked ) {\n\n\t\t\t\t\tgl.stencilMask( stencilMask );\n\t\t\t\t\tcurrentStencilMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( stencilFunc, stencilRef, stencilMask ) {\n\n\t\t\t\tif ( currentStencilFunc !== stencilFunc ||\n\t\t\t\t currentStencilRef \t!== stencilRef \t||\n\t\t\t\t currentStencilFuncMask !== stencilMask ) {\n\n\t\t\t\t\tgl.stencilFunc( stencilFunc, stencilRef, stencilMask );\n\n\t\t\t\t\tcurrentStencilFunc = stencilFunc;\n\t\t\t\t\tcurrentStencilRef = stencilRef;\n\t\t\t\t\tcurrentStencilFuncMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetOp: function ( stencilFail, stencilZFail, stencilZPass ) {\n\n\t\t\t\tif ( currentStencilFail\t !== stencilFail \t||\n\t\t\t\t currentStencilZFail !== stencilZFail ||\n\t\t\t\t currentStencilZPass !== stencilZPass ) {\n\n\t\t\t\t\tgl.stencilOp( stencilFail, stencilZFail, stencilZPass );\n\n\t\t\t\t\tcurrentStencilFail = stencilFail;\n\t\t\t\t\tcurrentStencilZFail = stencilZFail;\n\t\t\t\t\tcurrentStencilZPass = stencilZPass;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( stencil ) {\n\n\t\t\t\tif ( currentStencilClear !== stencil ) {\n\n\t\t\t\t\tgl.clearStencil( stencil );\n\t\t\t\t\tcurrentStencilClear = stencil;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentStencilMask = null;\n\t\t\t\tcurrentStencilFunc = null;\n\t\t\t\tcurrentStencilRef = null;\n\t\t\t\tcurrentStencilFuncMask = null;\n\t\t\t\tcurrentStencilFail = null;\n\t\t\t\tcurrentStencilZFail = null;\n\t\t\t\tcurrentStencilZPass = null;\n\t\t\t\tcurrentStencilClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t//\n\n\tvar colorBuffer = new ColorBuffer();\n\tvar depthBuffer = new DepthBuffer();\n\tvar stencilBuffer = new StencilBuffer();\n\n\tvar maxVertexAttributes = gl.getParameter( 34921 );\n\tvar newAttributes = new Uint8Array( maxVertexAttributes );\n\tvar enabledAttributes = new Uint8Array( maxVertexAttributes );\n\tvar attributeDivisors = new Uint8Array( maxVertexAttributes );\n\n\tvar enabledCapabilities = {};\n\n\tvar currentProgram = null;\n\n\tvar currentBlendingEnabled = null;\n\tvar currentBlending = null;\n\tvar currentBlendEquation = null;\n\tvar currentBlendSrc = null;\n\tvar currentBlendDst = null;\n\tvar currentBlendEquationAlpha = null;\n\tvar currentBlendSrcAlpha = null;\n\tvar currentBlendDstAlpha = null;\n\tvar currentPremultipledAlpha = false;\n\n\tvar currentFlipSided = null;\n\tvar currentCullFace = null;\n\n\tvar currentLineWidth = null;\n\n\tvar currentPolygonOffsetFactor = null;\n\tvar currentPolygonOffsetUnits = null;\n\n\tvar maxTextures = gl.getParameter( 35661 );\n\n\tvar lineWidthAvailable = false;\n\tvar version = 0;\n\tvar glVersion = gl.getParameter( 7938 );\n\n\tif ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^WebGL\\ ([0-9])/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 1.0 );\n\n\t} else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^OpenGL\\ ES\\ ([0-9])/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 2.0 );\n\n\t}\n\n\tvar currentTextureSlot = null;\n\tvar currentBoundTextures = {};\n\n\tvar currentScissor = new Vector4();\n\tvar currentViewport = new Vector4();\n\n\tfunction createTexture( type, target, count ) {\n\n\t\tvar data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.\n\t\tvar texture = gl.createTexture();\n\n\t\tgl.bindTexture( type, texture );\n\t\tgl.texParameteri( type, 10241, 9728 );\n\t\tgl.texParameteri( type, 10240, 9728 );\n\n\t\tfor ( var i = 0; i < count; i ++ ) {\n\n\t\t\tgl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tvar emptyTextures = {};\n\temptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );\n\temptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );\n\n\t// init\n\n\tcolorBuffer.setClear( 0, 0, 0, 1 );\n\tdepthBuffer.setClear( 1 );\n\tstencilBuffer.setClear( 0 );\n\n\tenable( 2929 );\n\tdepthBuffer.setFunc( LessEqualDepth );\n\n\tsetFlipSided( false );\n\tsetCullFace( CullFaceBack );\n\tenable( 2884 );\n\n\tsetBlending( NoBlending );\n\n\t//\n\n\tfunction initAttributes() {\n\n\t\tfor ( var i = 0, l = newAttributes.length; i < l; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\tfunction enableAttribute( attribute ) {\n\n\t\tenableAttributeAndDivisor( attribute, 0 );\n\n\t}\n\n\tfunction enableAttributeAndDivisor( attribute, meshPerAttribute ) {\n\n\t\tnewAttributes[ attribute ] = 1;\n\n\t\tif ( enabledAttributes[ attribute ] === 0 ) {\n\n\t\t\tgl.enableVertexAttribArray( attribute );\n\t\t\tenabledAttributes[ attribute ] = 1;\n\n\t\t}\n\n\t\tif ( attributeDivisors[ attribute ] !== meshPerAttribute ) {\n\n\t\t\tvar extension = isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );\n\n\t\t\textension[ isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );\n\t\t\tattributeDivisors[ attribute ] = meshPerAttribute;\n\n\t\t}\n\n\t}\n\n\tfunction disableUnusedAttributes() {\n\n\t\tfor ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {\n\n\t\t\tif ( enabledAttributes[ i ] !== newAttributes[ i ] ) {\n\n\t\t\t\tgl.disableVertexAttribArray( i );\n\t\t\t\tenabledAttributes[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction enable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== true ) {\n\n\t\t\tgl.enable( id );\n\t\t\tenabledCapabilities[ id ] = true;\n\n\t\t}\n\n\t}\n\n\tfunction disable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== false ) {\n\n\t\t\tgl.disable( id );\n\t\t\tenabledCapabilities[ id ] = false;\n\n\t\t}\n\n\t}\n\n\tfunction useProgram( program ) {\n\n\t\tif ( currentProgram !== program ) {\n\n\t\t\tgl.useProgram( program );\n\n\t\t\tcurrentProgram = program;\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tvar equationToGL = {\n\t\t[ AddEquation ]: 32774,\n\t\t[ SubtractEquation ]: 32778,\n\t\t[ ReverseSubtractEquation ]: 32779\n\t};\n\n\tif ( isWebGL2 ) {\n\n\t\tequationToGL[ MinEquation ] = 32775;\n\t\tequationToGL[ MaxEquation ] = 32776;\n\n\t} else {\n\n\t\tvar extension = extensions.get( 'EXT_blend_minmax' );\n\n\t\tif ( extension !== null ) {\n\n\t\t\tequationToGL[ MinEquation ] = extension.MIN_EXT;\n\t\t\tequationToGL[ MaxEquation ] = extension.MAX_EXT;\n\n\t\t}\n\n\t}\n\n\tvar factorToGL = {\n\t\t[ ZeroFactor ]: 0,\n\t\t[ OneFactor ]: 1,\n\t\t[ SrcColorFactor ]: 768,\n\t\t[ SrcAlphaFactor ]: 770,\n\t\t[ SrcAlphaSaturateFactor ]: 776,\n\t\t[ DstColorFactor ]: 774,\n\t\t[ DstAlphaFactor ]: 772,\n\t\t[ OneMinusSrcColorFactor ]: 769,\n\t\t[ OneMinusSrcAlphaFactor ]: 771,\n\t\t[ OneMinusDstColorFactor ]: 775,\n\t\t[ OneMinusDstAlphaFactor ]: 773\n\t};\n\n\tfunction setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {\n\n\t\tif ( blending === NoBlending ) {\n\n\t\t\tif ( currentBlendingEnabled ) {\n\n\t\t\t\tdisable( 3042 );\n\t\t\t\tcurrentBlendingEnabled = false;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( ! currentBlendingEnabled ) {\n\n\t\t\tenable( 3042 );\n\t\t\tcurrentBlendingEnabled = true;\n\n\t\t}\n\n\t\tif ( blending !== CustomBlending ) {\n\n\t\t\tif ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {\n\n\t\t\t\tif ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {\n\n\t\t\t\t\tgl.blendEquation( 32774 );\n\n\t\t\t\t\tcurrentBlendEquation = AddEquation;\n\t\t\t\t\tcurrentBlendEquationAlpha = AddEquation;\n\n\t\t\t\t}\n\n\t\t\t\tif ( premultipliedAlpha ) {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 1, 771, 1, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 1, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 0, 0, 769, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 0, 768, 0, 770 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 770, 771, 1, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 770, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 0, 769 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 0, 768 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tcurrentBlendSrc = null;\n\t\t\t\tcurrentBlendDst = null;\n\t\t\t\tcurrentBlendSrcAlpha = null;\n\t\t\t\tcurrentBlendDstAlpha = null;\n\n\t\t\t\tcurrentBlending = blending;\n\t\t\t\tcurrentPremultipledAlpha = premultipliedAlpha;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// custom blending\n\n\t\tblendEquationAlpha = blendEquationAlpha || blendEquation;\n\t\tblendSrcAlpha = blendSrcAlpha || blendSrc;\n\t\tblendDstAlpha = blendDstAlpha || blendDst;\n\n\t\tif ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {\n\n\t\t\tgl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );\n\n\t\t\tcurrentBlendEquation = blendEquation;\n\t\t\tcurrentBlendEquationAlpha = blendEquationAlpha;\n\n\t\t}\n\n\t\tif ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {\n\n\t\t\tgl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );\n\n\t\t\tcurrentBlendSrc = blendSrc;\n\t\t\tcurrentBlendDst = blendDst;\n\t\t\tcurrentBlendSrcAlpha = blendSrcAlpha;\n\t\t\tcurrentBlendDstAlpha = blendDstAlpha;\n\n\t\t}\n\n\t\tcurrentBlending = blending;\n\t\tcurrentPremultipledAlpha = null;\n\n\t}\n\n\tfunction setMaterial( material, frontFaceCW ) {\n\n\t\tmaterial.side === DoubleSide\n\t\t\t? disable( 2884 )\n\t\t\t: enable( 2884 );\n\n\t\tvar flipSided = ( material.side === BackSide );\n\t\tif ( frontFaceCW ) flipSided = ! flipSided;\n\n\t\tsetFlipSided( flipSided );\n\n\t\t( material.blending === NormalBlending && material.transparent === false )\n\t\t\t? setBlending( NoBlending )\n\t\t\t: setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );\n\n\t\tdepthBuffer.setFunc( material.depthFunc );\n\t\tdepthBuffer.setTest( material.depthTest );\n\t\tdepthBuffer.setMask( material.depthWrite );\n\t\tcolorBuffer.setMask( material.colorWrite );\n\n\t\tvar stencilWrite = material.stencilWrite;\n\t\tstencilBuffer.setTest( stencilWrite );\n\t\tif ( stencilWrite ) {\n\n\t\t\tstencilBuffer.setMask( material.stencilWriteMask );\n\t\t\tstencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );\n\t\t\tstencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );\n\n\t\t}\n\n\t\tsetPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );\n\n\t}\n\n\t//\n\n\tfunction setFlipSided( flipSided ) {\n\n\t\tif ( currentFlipSided !== flipSided ) {\n\n\t\t\tif ( flipSided ) {\n\n\t\t\t\tgl.frontFace( 2304 );\n\n\t\t\t} else {\n\n\t\t\t\tgl.frontFace( 2305 );\n\n\t\t\t}\n\n\t\t\tcurrentFlipSided = flipSided;\n\n\t\t}\n\n\t}\n\n\tfunction setCullFace( cullFace ) {\n\n\t\tif ( cullFace !== CullFaceNone ) {\n\n\t\t\tenable( 2884 );\n\n\t\t\tif ( cullFace !== currentCullFace ) {\n\n\t\t\t\tif ( cullFace === CullFaceBack ) {\n\n\t\t\t\t\tgl.cullFace( 1029 );\n\n\t\t\t\t} else if ( cullFace === CullFaceFront ) {\n\n\t\t\t\t\tgl.cullFace( 1028 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tgl.cullFace( 1032 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( 2884 );\n\n\t\t}\n\n\t\tcurrentCullFace = cullFace;\n\n\t}\n\n\tfunction setLineWidth( width ) {\n\n\t\tif ( width !== currentLineWidth ) {\n\n\t\t\tif ( lineWidthAvailable ) gl.lineWidth( width );\n\n\t\t\tcurrentLineWidth = width;\n\n\t\t}\n\n\t}\n\n\tfunction setPolygonOffset( polygonOffset, factor, units ) {\n\n\t\tif ( polygonOffset ) {\n\n\t\t\tenable( 32823 );\n\n\t\t\tif ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {\n\n\t\t\t\tgl.polygonOffset( factor, units );\n\n\t\t\t\tcurrentPolygonOffsetFactor = factor;\n\t\t\t\tcurrentPolygonOffsetUnits = units;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( 32823 );\n\n\t\t}\n\n\t}\n\n\tfunction setScissorTest( scissorTest ) {\n\n\t\tif ( scissorTest ) {\n\n\t\t\tenable( 3089 );\n\n\t\t} else {\n\n\t\t\tdisable( 3089 );\n\n\t\t}\n\n\t}\n\n\t// texture\n\n\tfunction activeTexture( webglSlot ) {\n\n\t\tif ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;\n\n\t\tif ( currentTextureSlot !== webglSlot ) {\n\n\t\t\tgl.activeTexture( webglSlot );\n\t\t\tcurrentTextureSlot = webglSlot;\n\n\t\t}\n\n\t}\n\n\tfunction bindTexture( webglType, webglTexture ) {\n\n\t\tif ( currentTextureSlot === null ) {\n\n\t\t\tactiveTexture();\n\n\t\t}\n\n\t\tvar boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture === undefined ) {\n\n\t\t\tboundTexture = { type: undefined, texture: undefined };\n\t\t\tcurrentBoundTextures[ currentTextureSlot ] = boundTexture;\n\n\t\t}\n\n\t\tif ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {\n\n\t\t\tgl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );\n\n\t\t\tboundTexture.type = webglType;\n\t\t\tboundTexture.texture = webglTexture;\n\n\t\t}\n\n\t}\n\n\tfunction unbindTexture() {\n\n\t\tvar boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture !== undefined && boundTexture.type !== undefined ) {\n\n\t\t\tgl.bindTexture( boundTexture.type, null );\n\n\t\t\tboundTexture.type = undefined;\n\t\t\tboundTexture.texture = undefined;\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction scissor( scissor ) {\n\n\t\tif ( currentScissor.equals( scissor ) === false ) {\n\n\t\t\tgl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );\n\t\t\tcurrentScissor.copy( scissor );\n\n\t\t}\n\n\t}\n\n\tfunction viewport( viewport ) {\n\n\t\tif ( currentViewport.equals( viewport ) === false ) {\n\n\t\t\tgl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );\n\t\t\tcurrentViewport.copy( viewport );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction reset() {\n\n\t\tfor ( var i = 0; i < enabledAttributes.length; i ++ ) {\n\n\t\t\tif ( enabledAttributes[ i ] === 1 ) {\n\n\t\t\t\tgl.disableVertexAttribArray( i );\n\t\t\t\tenabledAttributes[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tenabledCapabilities = {};\n\n\t\tcurrentTextureSlot = null;\n\t\tcurrentBoundTextures = {};\n\n\t\tcurrentProgram = null;\n\n\t\tcurrentBlending = null;\n\n\t\tcurrentFlipSided = null;\n\t\tcurrentCullFace = null;\n\n\t\tcolorBuffer.reset();\n\t\tdepthBuffer.reset();\n\t\tstencilBuffer.reset();\n\n\t}\n\n\treturn {\n\n\t\tbuffers: {\n\t\t\tcolor: colorBuffer,\n\t\t\tdepth: depthBuffer,\n\t\t\tstencil: stencilBuffer\n\t\t},\n\n\t\tinitAttributes: initAttributes,\n\t\tenableAttribute: enableAttribute,\n\t\tenableAttributeAndDivisor: enableAttributeAndDivisor,\n\t\tdisableUnusedAttributes: disableUnusedAttributes,\n\t\tenable: enable,\n\t\tdisable: disable,\n\n\t\tuseProgram: useProgram,\n\n\t\tsetBlending: setBlending,\n\t\tsetMaterial: setMaterial,\n\n\t\tsetFlipSided: setFlipSided,\n\t\tsetCullFace: setCullFace,\n\n\t\tsetLineWidth: setLineWidth,\n\t\tsetPolygonOffset: setPolygonOffset,\n\n\t\tsetScissorTest: setScissorTest,\n\n\t\tactiveTexture: activeTexture,\n\t\tbindTexture: bindTexture,\n\t\tunbindTexture: unbindTexture,\n\t\tcompressedTexImage2D: compressedTexImage2D,\n\t\ttexImage2D: texImage2D,\n\t\ttexImage3D: texImage3D,\n\n\t\tscissor: scissor,\n\t\tviewport: viewport,\n\n\t\treset: reset\n\n\t};\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {\n\n\tvar isWebGL2 = capabilities.isWebGL2;\n\tvar maxTextures = capabilities.maxTextures;\n\tvar maxCubemapSize = capabilities.maxCubemapSize;\n\tvar maxTextureSize = capabilities.maxTextureSize;\n\tvar maxSamples = capabilities.maxSamples;\n\n\tvar _videoTextures = new WeakMap();\n\tvar _canvas;\n\n\t// cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,\n\t// also OffscreenCanvas.getContext(\"webgl\"), but not OffscreenCanvas.getContext(\"2d\")!\n\t// Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).\n\n\tvar useOffscreenCanvas = false;\n\n\ttry {\n\n\t\tuseOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'\n\t\t\t&& ( new OffscreenCanvas( 1, 1 ).getContext( \"2d\" ) ) !== null;\n\n\t} catch ( err ) {\n\n\t\t// Ignore any errors\n\n\t}\n\n\tfunction createCanvas( width, height ) {\n\n\t\t// Use OffscreenCanvas when available. Specially needed in web workers\n\n\t\treturn useOffscreenCanvas ?\n\t\t\tnew OffscreenCanvas( width, height ) :\n\t\t\tdocument.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\n\t}\n\n\tfunction resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {\n\n\t\tvar scale = 1;\n\n\t\t// handle case if texture exceeds max size\n\n\t\tif ( image.width > maxSize || image.height > maxSize ) {\n\n\t\t\tscale = maxSize / Math.max( image.width, image.height );\n\n\t\t}\n\n\t\t// only perform resize if necessary\n\n\t\tif ( scale < 1 || needsPowerOfTwo === true ) {\n\n\t\t\t// only perform resize for certain image types\n\n\t\t\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t\t\tvar floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;\n\n\t\t\t\tvar width = floor( scale * image.width );\n\t\t\t\tvar height = floor( scale * image.height );\n\n\t\t\t\tif ( _canvas === undefined ) _canvas = createCanvas( width, height );\n\n\t\t\t\t// cube textures can't reuse the same canvas\n\n\t\t\t\tvar canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;\n\n\t\t\t\tcanvas.width = width;\n\t\t\t\tcanvas.height = height;\n\n\t\t\t\tvar context = canvas.getContext( '2d' );\n\t\t\t\tcontext.drawImage( image, 0, 0, width, height );\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );\n\n\t\t\t\treturn canvas;\n\n\t\t\t} else {\n\n\t\t\t\tif ( 'data' in image ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );\n\n\t\t\t\t}\n\n\t\t\t\treturn image;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn image;\n\n\t}\n\n\tfunction isPowerOfTwo( image ) {\n\n\t\treturn MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );\n\n\t}\n\n\tfunction textureNeedsPowerOfTwo( texture ) {\n\n\t\tif ( isWebGL2 ) return false;\n\n\t\treturn ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||\n\t\t\t( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );\n\n\t}\n\n\tfunction textureNeedsGenerateMipmaps( texture, supportsMips ) {\n\n\t\treturn texture.generateMipmaps && supportsMips &&\n\t\t\ttexture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;\n\n\t}\n\n\tfunction generateMipmap( target, texture, width, height ) {\n\n\t\t_gl.generateMipmap( target );\n\n\t\tvar textureProperties = properties.get( texture );\n\n\t\t// Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11\n\t\ttextureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;\n\n\t}\n\n\tfunction getInternalFormat( internalFormatName, glFormat, glType ) {\n\n\t\tif ( isWebGL2 === false ) return glFormat;\n\n\t\tif ( internalFormatName !== null ) {\n\n\t\t\tif ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \\'' + internalFormatName + '\\'' );\n\n\t\t}\n\n\t\tvar internalFormat = glFormat;\n\n\t\tif ( glFormat === 6403 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 33326;\n\t\t\tif ( glType === 5131 ) internalFormat = 33325;\n\t\t\tif ( glType === 5121 ) internalFormat = 33321;\n\n\t\t}\n\n\t\tif ( glFormat === 6407 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 34837;\n\t\t\tif ( glType === 5131 ) internalFormat = 34843;\n\t\t\tif ( glType === 5121 ) internalFormat = 32849;\n\n\t\t}\n\n\t\tif ( glFormat === 6408 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 34836;\n\t\t\tif ( glType === 5131 ) internalFormat = 34842;\n\t\t\tif ( glType === 5121 ) internalFormat = 32856;\n\n\t\t}\n\n\t\tif ( internalFormat === 33325 || internalFormat === 33326 ||\n\t\t\tinternalFormat === 34842 || internalFormat === 34836 ) {\n\n\t\t\textensions.get( 'EXT_color_buffer_float' );\n\n\t\t} else if ( internalFormat === 34843 || internalFormat === 34837 ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );\n\n\t\t}\n\n\t\treturn internalFormat;\n\n\t}\n\n\t// Fallback filters for non-power-of-2 textures\n\n\tfunction filterFallback( f ) {\n\n\t\tif ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {\n\n\t\t\treturn 9728;\n\n\t\t}\n\n\t\treturn 9729;\n\n\t}\n\n\t//\n\n\tfunction onTextureDispose( event ) {\n\n\t\tvar texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tdeallocateTexture( texture );\n\n\t\tif ( texture.isVideoTexture ) {\n\n\t\t\t_videoTextures.delete( texture );\n\n\t\t}\n\n\t\tinfo.memory.textures --;\n\n\t}\n\n\tfunction onRenderTargetDispose( event ) {\n\n\t\tvar renderTarget = event.target;\n\n\t\trenderTarget.removeEventListener( 'dispose', onRenderTargetDispose );\n\n\t\tdeallocateRenderTarget( renderTarget );\n\n\t\tinfo.memory.textures --;\n\n\t}\n\n\t//\n\n\tfunction deallocateTexture( texture ) {\n\n\t\tvar textureProperties = properties.get( texture );\n\n\t\tif ( textureProperties.__webglInit === undefined ) return;\n\n\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\tproperties.remove( texture );\n\n\t}\n\n\tfunction deallocateRenderTarget( renderTarget ) {\n\n\t\tvar renderTargetProperties = properties.get( renderTarget );\n\t\tvar textureProperties = properties.get( renderTarget.texture );\n\n\t\tif ( ! renderTarget ) return;\n\n\t\tif ( textureProperties.__webglTexture !== undefined ) {\n\n\t\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\t}\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\trenderTarget.depthTexture.dispose();\n\n\t\t}\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );\n\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );\n\n\t\t}\n\n\t\tif ( renderTarget.isWebGLMultiviewRenderTarget ) {\n\n\t\t\t_gl.deleteTexture( renderTargetProperties.__webglColorTexture );\n\t\t\t_gl.deleteTexture( renderTargetProperties.__webglDepthStencilTexture );\n\n\t\t\tinfo.memory.textures -= 2;\n\n\t\t\tfor ( var i = 0, il = renderTargetProperties.__webglViewFramebuffers.length; i < il; i ++ ) {\n\n\t\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglViewFramebuffers[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tproperties.remove( renderTarget.texture );\n\t\tproperties.remove( renderTarget );\n\n\t}\n\n\t//\n\n\tvar textureUnits = 0;\n\n\tfunction resetTextureUnits() {\n\n\t\ttextureUnits = 0;\n\n\t}\n\n\tfunction allocateTextureUnit() {\n\n\t\tvar textureUnit = textureUnits;\n\n\t\tif ( textureUnit >= maxTextures ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );\n\n\t\t}\n\n\t\ttextureUnits += 1;\n\n\t\treturn textureUnit;\n\n\t}\n\n\t//\n\n\tfunction setTexture2D( texture, slot ) {\n\n\t\tvar textureProperties = properties.get( texture );\n\n\t\tif ( texture.isVideoTexture ) updateVideoTexture( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tvar image = texture.image;\n\n\t\t\tif ( image === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );\n\n\t\t\t} else if ( image.complete === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );\n\n\t\t\t} else {\n\n\t\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 3553, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTexture2DArray( texture, slot ) {\n\n\t\tvar textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 35866, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTexture3D( texture, slot ) {\n\n\t\tvar textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 32879, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTextureCube( texture, slot ) {\n\n\t\tif ( texture.image.length !== 6 ) return;\n\n\t\tvar textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tinitTexture( textureProperties, texture );\n\n\t\t\tstate.activeTexture( 33984 + slot );\n\t\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\n\t\t\t_gl.pixelStorei( 37440, texture.flipY );\n\n\t\t\tvar isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );\n\t\t\tvar isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );\n\n\t\t\tvar cubeImage = [];\n\n\t\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( ! isCompressed && ! isDataTexture ) {\n\n\t\t\t\t\tcubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tcubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tvar image = cubeImage[ 0 ],\n\t\t\t\tsupportsMips = isPowerOfTwo( image ) || isWebGL2,\n\t\t\t\tglFormat = utils.convert( texture.format ),\n\t\t\t\tglType = utils.convert( texture.type ),\n\t\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\t\tsetTextureParameters( 34067, texture, supportsMips );\n\n\t\t\tvar mipmaps;\n\n\t\t\tif ( isCompressed ) {\n\n\t\t\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tmipmaps = cubeImage[ i ].mipmaps;\n\n\t\t\t\t\tfor ( var j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\tvar mipmap = mipmaps[ j ];\n\n\t\t\t\t\t\tif ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {\n\n\t\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\t\tstate.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\tmipmaps = texture.mipmaps;\n\n\t\t\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tif ( isDataTexture ) {\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );\n\n\t\t\t\t\t\tfor ( var j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\t\tvar mipmap = mipmaps[ j ];\n\t\t\t\t\t\t\tvar mipmapImage = mipmap.image[ i ].image;\n\n\t\t\t\t\t\t\tstate.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );\n\n\t\t\t\t\t\tfor ( var j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\t\tvar mipmap = mipmaps[ j ];\n\n\t\t\t\t\t\t\tstate.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\ttextureProperties.__maxMipLevel = mipmaps.length;\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\t// We assume images for cube map have the same size.\n\t\t\t\tgenerateMipmap( 34067, texture, image.width, image.height );\n\n\t\t\t}\n\n\t\t\ttextureProperties.__version = texture.version;\n\n\t\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t\t} else {\n\n\t\t\tstate.activeTexture( 33984 + slot );\n\t\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\n\t\t}\n\n\t}\n\n\tfunction setTextureCubeDynamic( texture, slot ) {\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 34067, properties.get( texture ).__webglTexture );\n\n\t}\n\n\tvar wrappingToGL = {\n\t\t[ RepeatWrapping ]: 10497,\n\t\t[ ClampToEdgeWrapping ]: 33071,\n\t\t[ MirroredRepeatWrapping ]: 33648\n\t};\n\n\tvar filterToGL = {\n\t\t[ NearestFilter ]: 9728,\n\t\t[ NearestMipmapNearestFilter ]: 9984,\n\t\t[ NearestMipmapLinearFilter ]: 9986,\n\n\t\t[ LinearFilter ]: 9729,\n\t\t[ LinearMipmapNearestFilter ]: 9985,\n\t\t[ LinearMipmapLinearFilter ]: 9987\n\t};\n\n\tfunction setTextureParameters( textureType, texture, supportsMips ) {\n\n\t\tif ( supportsMips ) {\n\n\t\t\t_gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );\n\t\t\t_gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );\n\n\t\t\tif ( textureType === 32879 || textureType === 35866 ) {\n\n\t\t\t\t_gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );\n\t\t\t_gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );\n\n\t\t} else {\n\n\t\t\t_gl.texParameteri( textureType, 10242, 33071 );\n\t\t\t_gl.texParameteri( textureType, 10243, 33071 );\n\n\t\t\tif ( textureType === 32879 || textureType === 35866 ) {\n\n\t\t\t\t_gl.texParameteri( textureType, 32882, 33071 );\n\n\t\t\t}\n\n\t\t\tif ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );\n\t\t\t_gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );\n\n\t\t\tif ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvar extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\tif ( extension ) {\n\n\t\t\tif ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;\n\t\t\tif ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return;\n\n\t\t\tif ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {\n\n\t\t\t\t_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );\n\t\t\t\tproperties.get( texture ).__currentAnisotropy = texture.anisotropy;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction initTexture( textureProperties, texture ) {\n\n\t\tif ( textureProperties.__webglInit === undefined ) {\n\n\t\t\ttextureProperties.__webglInit = true;\n\n\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\n\t\t\tinfo.memory.textures ++;\n\n\t\t}\n\n\t}\n\n\tfunction uploadTexture( textureProperties, texture, slot ) {\n\n\t\tvar textureType = 3553;\n\n\t\tif ( texture.isDataTexture2DArray ) textureType = 35866;\n\t\tif ( texture.isDataTexture3D ) textureType = 32879;\n\n\t\tinitTexture( textureProperties, texture );\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( textureType, textureProperties.__webglTexture );\n\n\t\t_gl.pixelStorei( 37440, texture.flipY );\n\t\t_gl.pixelStorei( 37441, texture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, texture.unpackAlignment );\n\n\t\tvar needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;\n\t\tvar image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );\n\n\t\tvar supportsMips = isPowerOfTwo( image ) || isWebGL2,\n\t\t\tglFormat = utils.convert( texture.format ),\n\t\t\tglType = utils.convert( texture.type ),\n\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\tsetTextureParameters( textureType, texture, supportsMips );\n\n\t\tvar mipmap, mipmaps = texture.mipmaps;\n\n\t\tif ( texture.isDepthTexture ) {\n\n\t\t\t// populate depth texture with dummy data\n\n\t\t\tglInternalFormat = 6402;\n\n\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\tif ( isWebGL2 === false ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' );\n\t\t\t\tglInternalFormat = 36012;\n\n\t\t\t} else if ( isWebGL2 ) {\n\n\t\t\t\t// WebGL 2.0 requires signed internalformat for glTexImage2D\n\t\t\t\tglInternalFormat = 33189;\n\n\t\t\t}\n\n\t\t\tif ( texture.format === DepthFormat && glInternalFormat === 6402 ) {\n\n\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tif ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );\n\n\t\t\t\t\ttexture.type = UnsignedShortType;\n\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Depth stencil textures need the DEPTH_STENCIL internal format\n\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\tif ( texture.format === DepthStencilFormat ) {\n\n\t\t\t\tglInternalFormat = 34041;\n\n\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tif ( texture.type !== UnsignedInt248Type ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );\n\n\t\t\t\t\ttexture.type = UnsignedInt248Type;\n\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );\n\n\t\t} else if ( texture.isDataTexture ) {\n\n\t\t\t// use manually created mipmaps if available\n\t\t\t// if there are no manual mipmaps\n\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\tfor ( var i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\tmipmap = mipmaps[ i ];\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t}\n\n\t\t\t\ttexture.generateMipmaps = false;\n\t\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );\n\t\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t\t}\n\n\t\t} else if ( texture.isCompressedTexture ) {\n\n\t\t\tfor ( var i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\tif ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {\n\n\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\tstate.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t} else if ( texture.isDataTexture2DArray ) {\n\n\t\t\tstate.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t} else if ( texture.isDataTexture3D ) {\n\n\t\t\tstate.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t} else {\n\n\t\t\t// regular Texture (image, video, canvas)\n\n\t\t\t// use manually created mipmaps if available\n\t\t\t// if there are no manual mipmaps\n\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\tfor ( var i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\tmipmap = mipmaps[ i ];\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );\n\n\t\t\t\t}\n\n\t\t\t\ttexture.generateMipmaps = false;\n\t\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );\n\t\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\tgenerateMipmap( textureType, texture, image.width, image.height );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t}\n\n\t// Render targets\n\n\t// Setup storage for target texture and bind it to correct framebuffer\n\tfunction setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {\n\n\t\tvar glFormat = utils.convert( renderTarget.texture.format );\n\t\tvar glType = utils.convert( renderTarget.texture.type );\n\t\tvar glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );\n\t\tstate.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );\n\t\t_gl.bindFramebuffer( 36160, framebuffer );\n\t\t_gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );\n\t\t_gl.bindFramebuffer( 36160, null );\n\n\t}\n\n\t// Setup storage for internal depth/stencil buffers and bind to correct framebuffer\n\tfunction setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {\n\n\t\t_gl.bindRenderbuffer( 36161, renderbuffer );\n\n\t\tif ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tvar samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, 33189, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\t_gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );\n\n\t\t} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tvar samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\n\t\t\t_gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );\n\n\t\t} else {\n\n\t\t\tvar glFormat = utils.convert( renderTarget.texture.format );\n\t\t\tvar glType = utils.convert( renderTarget.texture.type );\n\t\t\tvar glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tvar samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_gl.bindRenderbuffer( 36161, null );\n\n\t}\n\n\t// Setup resources for a Depth Texture for a FBO (needs an extension)\n\tfunction setupDepthTexture( framebuffer, renderTarget ) {\n\n\t\tvar isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );\n\t\tif ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );\n\n\t\t_gl.bindFramebuffer( 36160, framebuffer );\n\n\t\tif ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {\n\n\t\t\tthrow new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );\n\n\t\t}\n\n\t\t// upload an empty depth texture with framebuffer size\n\t\tif ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||\n\t\t\t\trenderTarget.depthTexture.image.width !== renderTarget.width ||\n\t\t\t\trenderTarget.depthTexture.image.height !== renderTarget.height ) {\n\n\t\t\trenderTarget.depthTexture.image.width = renderTarget.width;\n\t\t\trenderTarget.depthTexture.image.height = renderTarget.height;\n\t\t\trenderTarget.depthTexture.needsUpdate = true;\n\n\t\t}\n\n\t\tsetTexture2D( renderTarget.depthTexture, 0 );\n\n\t\tvar webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;\n\n\t\tif ( renderTarget.depthTexture.format === DepthFormat ) {\n\n\t\t\t_gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );\n\n\t\t} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {\n\n\t\t\t_gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'Unknown depthTexture format' );\n\n\t\t}\n\n\t}\n\n\t// Setup GL resources for a non-texture depth buffer\n\tfunction setupDepthRenderbuffer( renderTarget ) {\n\n\t\tvar renderTargetProperties = properties.get( renderTarget );\n\n\t\tvar isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\tif ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );\n\n\t\t\tsetupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );\n\n\t\t} else {\n\n\t\t\tif ( isCube ) {\n\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = [];\n\n\t\t\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\t_gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\t\trenderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();\n\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t_gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();\n\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_gl.bindFramebuffer( 36160, null );\n\n\t}\n\n\t// Set up GL resources for the render target\n\tfunction setupRenderTarget( renderTarget ) {\n\n\t\tvar renderTargetProperties = properties.get( renderTarget );\n\t\tvar textureProperties = properties.get( renderTarget.texture );\n\n\t\trenderTarget.addEventListener( 'dispose', onRenderTargetDispose );\n\n\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\n\t\tinfo.memory.textures ++;\n\n\t\tvar isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\t\tvar isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );\n\t\tvar isMultiview = ( renderTarget.isWebGLMultiviewRenderTarget === true );\n\t\tvar supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;\n\n\t\t// Setup framebuffer\n\n\t\tif ( isCube ) {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = [];\n\n\t\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\t\trenderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\trenderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();\n\t\t\t\t\trenderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();\n\n\t\t\t\t\t_gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );\n\n\t\t\t\t\tvar glFormat = utils.convert( renderTarget.texture.format );\n\t\t\t\t\tvar glType = utils.convert( renderTarget.texture.type );\n\t\t\t\t\tvar glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );\n\t\t\t\t\tvar samples = getRenderTargetSamples( renderTarget );\n\t\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t\t_gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t\t_gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );\n\t\t\t\t\t_gl.bindRenderbuffer( 36161, null );\n\n\t\t\t\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\t\t\t\trenderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();\n\t\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t_gl.bindFramebuffer( 36160, null );\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t} else if ( isMultiview ) {\n\n\t\t\t\tvar width = renderTarget.width;\n\t\t\t\tvar height = renderTarget.height;\n\t\t\t\tvar numViews = renderTarget.numViews;\n\n\t\t\t\t_gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );\n\n\t\t\t\tvar ext = extensions.get( 'OVR_multiview2' );\n\n\t\t\t\tinfo.memory.textures += 2;\n\n\t\t\t\tvar colorTexture = _gl.createTexture();\n\t\t\t\t_gl.bindTexture( 35866, colorTexture );\n\t\t\t\t_gl.texParameteri( 35866, 10240, 9728 );\n\t\t\t\t_gl.texParameteri( 35866, 10241, 9728 );\n\t\t\t\t_gl.texImage3D( 35866, 0, 32856, width, height, numViews, 0, 6408, 5121, null );\n\t\t\t\text.framebufferTextureMultiviewOVR( 36160, 36064, colorTexture, 0, 0, numViews );\n\n\t\t\t\tvar depthStencilTexture = _gl.createTexture();\n\t\t\t\t_gl.bindTexture( 35866, depthStencilTexture );\n\t\t\t\t_gl.texParameteri( 35866, 10240, 9728 );\n\t\t\t\t_gl.texParameteri( 35866, 10241, 9728 );\n\t\t\t\t_gl.texImage3D( 35866, 0, 35056, width, height, numViews, 0, 34041, 34042, null );\n\t\t\t\text.framebufferTextureMultiviewOVR( 36160, 33306, depthStencilTexture, 0, 0, numViews );\n\n\t\t\t\tvar viewFramebuffers = new Array( numViews );\n\t\t\t\tfor ( var i = 0; i < numViews; ++ i ) {\n\n\t\t\t\t\tviewFramebuffers[ i ] = _gl.createFramebuffer();\n\t\t\t\t\t_gl.bindFramebuffer( 36160, viewFramebuffers[ i ] );\n\t\t\t\t\t_gl.framebufferTextureLayer( 36160, 36064, colorTexture, 0, i );\n\n\t\t\t\t}\n\n\t\t\t\trenderTargetProperties.__webglColorTexture = colorTexture;\n\t\t\t\trenderTargetProperties.__webglDepthStencilTexture = depthStencilTexture;\n\t\t\t\trenderTargetProperties.__webglViewFramebuffers = viewFramebuffers;\n\n\t\t\t\t_gl.bindFramebuffer( 36160, null );\n\t\t\t\t_gl.bindTexture( 35866, null );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Setup color buffer\n\n\t\tif ( isCube ) {\n\n\t\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( 34067, renderTarget.texture, supportsMips );\n\n\t\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( 34067, null );\n\n\t\t} else if ( ! isMultiview ) {\n\n\t\t\tstate.bindTexture( 3553, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( 3553, renderTarget.texture, supportsMips );\n\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );\n\n\t\t\tif ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( 3553, null );\n\n\t\t}\n\n\t\t// Setup depth and stencil buffers\n\n\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\tsetupDepthRenderbuffer( renderTarget );\n\n\t\t}\n\n\t}\n\n\tfunction updateRenderTargetMipmap( renderTarget ) {\n\n\t\tvar texture = renderTarget.texture;\n\t\tvar supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\tvar target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;\n\t\t\tvar webglTexture = properties.get( texture ).__webglTexture;\n\n\t\t\tstate.bindTexture( target, webglTexture );\n\t\t\tgenerateMipmap( target, texture, renderTarget.width, renderTarget.height );\n\t\t\tstate.bindTexture( target, null );\n\n\t\t}\n\n\t}\n\n\tfunction updateMultisampleRenderTarget( renderTarget ) {\n\n\t\tif ( renderTarget.isWebGLMultisampleRenderTarget ) {\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tvar renderTargetProperties = properties.get( renderTarget );\n\n\t\t\t\t_gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t_gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );\n\n\t\t\t\tvar width = renderTarget.width;\n\t\t\t\tvar height = renderTarget.height;\n\t\t\t\tvar mask = 16384;\n\n\t\t\t\tif ( renderTarget.depthBuffer ) mask |= 256;\n\t\t\t\tif ( renderTarget.stencilBuffer ) mask |= 1024;\n\n\t\t\t\t_gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction getRenderTargetSamples( renderTarget ) {\n\n\t\treturn ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?\n\t\t\tMath.min( maxSamples, renderTarget.samples ) : 0;\n\n\t}\n\n\tfunction updateVideoTexture( texture ) {\n\n\t\tvar frame = info.render.frame;\n\n\t\t// Check the last frame we updated the VideoTexture\n\n\t\tif ( _videoTextures.get( texture ) !== frame ) {\n\n\t\t\t_videoTextures.set( texture, frame );\n\t\t\ttexture.update();\n\n\t\t}\n\n\t}\n\n\t// backwards compatibility\n\n\tvar warnedTexture2D = false;\n\tvar warnedTextureCube = false;\n\n\tfunction safeSetTexture2D( texture, slot ) {\n\n\t\tif ( texture && texture.isWebGLRenderTarget ) {\n\n\t\t\tif ( warnedTexture2D === false ) {\n\n\t\t\t\tconsole.warn( \"THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead.\" );\n\t\t\t\twarnedTexture2D = true;\n\n\t\t\t}\n\n\t\t\ttexture = texture.texture;\n\n\t\t}\n\n\t\tsetTexture2D( texture, slot );\n\n\t}\n\n\tfunction safeSetTextureCube( texture, slot ) {\n\n\t\tif ( texture && texture.isWebGLCubeRenderTarget ) {\n\n\t\t\tif ( warnedTextureCube === false ) {\n\n\t\t\t\tconsole.warn( \"THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead.\" );\n\t\t\t\twarnedTextureCube = true;\n\n\t\t\t}\n\n\t\t\ttexture = texture.texture;\n\n\t\t}\n\n\t\t// currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture\n\t\t// TODO: unify these code paths\n\t\tif ( ( texture && texture.isCubeTexture ) ||\n\t\t\t( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {\n\n\t\t\t// CompressedTexture can have Array in image :/\n\n\t\t\t// this function alone should take care of cube textures\n\t\t\tsetTextureCube( texture, slot );\n\n\t\t} else {\n\n\t\t\t// assumed: texture property of THREE.WebGLCubeRenderTarget\n\t\t\tsetTextureCubeDynamic( texture, slot );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tthis.allocateTextureUnit = allocateTextureUnit;\n\tthis.resetTextureUnits = resetTextureUnits;\n\n\tthis.setTexture2D = setTexture2D;\n\tthis.setTexture2DArray = setTexture2DArray;\n\tthis.setTexture3D = setTexture3D;\n\tthis.setTextureCube = setTextureCube;\n\tthis.setTextureCubeDynamic = setTextureCubeDynamic;\n\tthis.setupRenderTarget = setupRenderTarget;\n\tthis.updateRenderTargetMipmap = updateRenderTargetMipmap;\n\tthis.updateMultisampleRenderTarget = updateMultisampleRenderTarget;\n\n\tthis.safeSetTexture2D = safeSetTexture2D;\n\tthis.safeSetTextureCube = safeSetTextureCube;\n\n}\n\n/**\n * @author thespite / http://www.twitter.com/thespite\n */\n\nfunction WebGLUtils( gl, extensions, capabilities ) {\n\n\tvar isWebGL2 = capabilities.isWebGL2;\n\n\tfunction convert( p ) {\n\n\t\tvar extension;\n\n\t\tif ( p === UnsignedByteType ) return 5121;\n\t\tif ( p === UnsignedShort4444Type ) return 32819;\n\t\tif ( p === UnsignedShort5551Type ) return 32820;\n\t\tif ( p === UnsignedShort565Type ) return 33635;\n\n\t\tif ( p === ByteType ) return 5120;\n\t\tif ( p === ShortType ) return 5122;\n\t\tif ( p === UnsignedShortType ) return 5123;\n\t\tif ( p === IntType ) return 5124;\n\t\tif ( p === UnsignedIntType ) return 5125;\n\t\tif ( p === FloatType ) return 5126;\n\n\t\tif ( p === HalfFloatType ) {\n\n\t\t\tif ( isWebGL2 ) return 5131;\n\n\t\t\textension = extensions.get( 'OES_texture_half_float' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.HALF_FLOAT_OES;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === AlphaFormat ) return 6406;\n\t\tif ( p === RGBFormat ) return 6407;\n\t\tif ( p === RGBAFormat ) return 6408;\n\t\tif ( p === LuminanceFormat ) return 6409;\n\t\tif ( p === LuminanceAlphaFormat ) return 6410;\n\t\tif ( p === DepthFormat ) return 6402;\n\t\tif ( p === DepthStencilFormat ) return 34041;\n\t\tif ( p === RedFormat ) return 6403;\n\n\t\t// WebGL2 formats.\n\n\t\tif ( p === RedIntegerFormat ) return 36244;\n\t\tif ( p === RGFormat ) return 33319;\n\t\tif ( p === RGIntegerFormat ) return 33320;\n\t\tif ( p === RGBIntegerFormat ) return 36248;\n\t\tif ( p === RGBAIntegerFormat ) return 36249;\n\n\t\tif ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||\n\t\t\tp === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||\n\t\t\tp === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_ETC1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc1' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.COMPRESSED_RGB_ETC1_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||\n\t\t\tp === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||\n\t\t\tp === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||\n\t\t\tp === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||\n\t\t\tp === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_astc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\t// TODO Complete?\n\n\t\t\t\treturn p;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === UnsignedInt248Type ) {\n\n\t\t\tif ( isWebGL2 ) return 34042;\n\n\t\t\textension = extensions.get( 'WEBGL_depth_texture' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.UNSIGNED_INT_24_8_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn { convert: convert };\n\n}\n\n/**\n * @author fernandojsg / http://fernandojsg.com\n * @author Takahiro https://github.com/takahirox\n */\n\nfunction WebGLMultiviewRenderTarget( width, height, numViews, options ) {\n\n\tWebGLRenderTarget.call( this, width, height, options );\n\n\tthis.depthBuffer = false;\n\tthis.stencilBuffer = false;\n\n\tthis.numViews = numViews;\n\n}\n\nWebGLMultiviewRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {\n\n\tconstructor: WebGLMultiviewRenderTarget,\n\n\tisWebGLMultiviewRenderTarget: true,\n\n\tcopy: function ( source ) {\n\n\t\tWebGLRenderTarget.prototype.copy.call( this, source );\n\n\t\tthis.numViews = source.numViews;\n\n\t\treturn this;\n\n\t},\n\n\tsetNumViews: function ( numViews ) {\n\n\t\tif ( this.numViews !== numViews ) {\n\n\t\t\tthis.numViews = numViews;\n\t\t\tthis.dispose();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author fernandojsg / http://fernandojsg.com\n * @author Takahiro https://github.com/takahirox\n */\n\nfunction WebGLMultiview( renderer, gl ) {\n\n\tvar DEFAULT_NUMVIEWS = 2;\n\n\tvar extensions = renderer.extensions;\n\tvar properties = renderer.properties;\n\n\tvar renderTarget, currentRenderTarget;\n\tvar mat3, mat4, cameraArray, renderSize;\n\n\tvar available;\n\tvar maxNumViews = 0;\n\n\t//\n\n\tfunction isAvailable() {\n\n\t\tif ( available === undefined ) {\n\n\t\t\tvar extension = extensions.get( 'OVR_multiview2' );\n\n\t\t\tavailable = extension !== null && gl.getContextAttributes().antialias === false;\n\n\t\t\tif ( available ) {\n\n\t\t\t\tmaxNumViews = gl.getParameter( extension.MAX_VIEWS_OVR );\n\t\t\t\trenderTarget = new WebGLMultiviewRenderTarget( 0, 0, DEFAULT_NUMVIEWS );\n\n\t\t\t\trenderSize = new Vector2();\n\t\t\t\tmat4 = [];\n\t\t\t\tmat3 = [];\n\t\t\t\tcameraArray = [];\n\n\t\t\t\tfor ( var i = 0; i < maxNumViews; i ++ ) {\n\n\t\t\t\t\tmat4[ i ] = new Matrix4();\n\t\t\t\t\tmat3[ i ] = new Matrix3();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn available;\n\n\t}\n\n\tfunction getCameraArray( camera ) {\n\n\t\tif ( camera.isArrayCamera ) return camera.cameras;\n\n\t\tcameraArray[ 0 ] = camera;\n\n\t\treturn cameraArray;\n\n\t}\n\n\tfunction updateCameraProjectionMatricesUniform( camera, uniforms ) {\n\n\t\tvar cameras = getCameraArray( camera );\n\n\t\tfor ( var i = 0; i < cameras.length; i ++ ) {\n\n\t\t\tmat4[ i ].copy( cameras[ i ].projectionMatrix );\n\n\t\t}\n\n\t\tuniforms.setValue( gl, 'projectionMatrices', mat4 );\n\n\t}\n\n\tfunction updateCameraViewMatricesUniform( camera, uniforms ) {\n\n\t\tvar cameras = getCameraArray( camera );\n\n\t\tfor ( var i = 0; i < cameras.length; i ++ ) {\n\n\t\t\tmat4[ i ].copy( cameras[ i ].matrixWorldInverse );\n\n\t\t}\n\n\t\tuniforms.setValue( gl, 'viewMatrices', mat4 );\n\n\t}\n\n\tfunction updateObjectMatricesUniforms( object, camera, uniforms ) {\n\n\t\tvar cameras = getCameraArray( camera );\n\n\t\tfor ( var i = 0; i < cameras.length; i ++ ) {\n\n\t\t\tmat4[ i ].multiplyMatrices( cameras[ i ].matrixWorldInverse, object.matrixWorld );\n\t\t\tmat3[ i ].getNormalMatrix( mat4[ i ] );\n\n\t\t}\n\n\t\tuniforms.setValue( gl, 'modelViewMatrices', mat4 );\n\t\tuniforms.setValue( gl, 'normalMatrices', mat3 );\n\n\t}\n\n\tfunction isMultiviewCompatible( camera ) {\n\n\t\tif ( camera.isArrayCamera === undefined ) return true;\n\n\t\tvar cameras = camera.cameras;\n\n\t\tif ( cameras.length > maxNumViews ) return false;\n\n\t\tfor ( var i = 1, il = cameras.length; i < il; i ++ ) {\n\n\t\t\tif ( cameras[ 0 ].viewport.z !== cameras[ i ].viewport.z ||\n\t\t\t\tcameras[ 0 ].viewport.w !== cameras[ i ].viewport.w ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfunction resizeRenderTarget( camera ) {\n\n\t\tif ( currentRenderTarget ) {\n\n\t\t\trenderSize.set( currentRenderTarget.width, currentRenderTarget.height );\n\n\t\t} else {\n\n\t\t\trenderer.getDrawingBufferSize( renderSize );\n\n\t\t}\n\n\t\tif ( camera.isArrayCamera ) {\n\n\t\t\tvar viewport = camera.cameras[ 0 ].viewport;\n\n\t\t\trenderTarget.setSize( viewport.z, viewport.w );\n\t\t\trenderTarget.setNumViews( camera.cameras.length );\n\n\t\t} else {\n\n\t\t\trenderTarget.setSize( renderSize.x, renderSize.y );\n\t\t\trenderTarget.setNumViews( DEFAULT_NUMVIEWS );\n\n\t\t}\n\n\t}\n\n\tfunction attachCamera( camera ) {\n\n\t\tif ( isMultiviewCompatible( camera ) === false ) return;\n\n\t\tcurrentRenderTarget = renderer.getRenderTarget();\n\t\tresizeRenderTarget( camera );\n\t\trenderer.setRenderTarget( renderTarget );\n\n\t}\n\n\tfunction detachCamera( camera ) {\n\n\t\tif ( renderTarget !== renderer.getRenderTarget() ) return;\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t\tflush( camera );\n\n\t}\n\n\tfunction flush( camera ) {\n\n\t\tvar srcRenderTarget = renderTarget;\n\t\tvar numViews = srcRenderTarget.numViews;\n\n\t\tvar srcFramebuffers = properties.get( srcRenderTarget ).__webglViewFramebuffers;\n\n\t\tvar viewWidth = srcRenderTarget.width;\n\t\tvar viewHeight = srcRenderTarget.height;\n\n\t\tif ( camera.isArrayCamera ) {\n\n\t\t\tfor ( var i = 0; i < numViews; i ++ ) {\n\n\t\t\t\tvar viewport = camera.cameras[ i ].viewport;\n\n\t\t\t\tvar x1 = viewport.x;\n\t\t\t\tvar y1 = viewport.y;\n\t\t\t\tvar x2 = x1 + viewport.z;\n\t\t\t\tvar y2 = y1 + viewport.w;\n\n\t\t\t\tgl.bindFramebuffer( 36008, srcFramebuffers[ i ] );\n\t\t\t\tgl.blitFramebuffer( 0, 0, viewWidth, viewHeight, x1, y1, x2, y2, 16384, 9728 );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tgl.bindFramebuffer( 36008, srcFramebuffers[ 0 ] );\n\t\t\tgl.blitFramebuffer( 0, 0, viewWidth, viewHeight, 0, 0, renderSize.x, renderSize.y, 16384, 9728 );\n\n\t\t}\n\n\t}\n\n\tthis.isAvailable = isAvailable;\n\tthis.attachCamera = attachCamera;\n\tthis.detachCamera = detachCamera;\n\tthis.updateCameraProjectionMatricesUniform = updateCameraProjectionMatricesUniform;\n\tthis.updateCameraViewMatricesUniform = updateCameraViewMatricesUniform;\n\tthis.updateObjectMatricesUniforms = updateObjectMatricesUniforms;\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction ArrayCamera( array ) {\n\n\tPerspectiveCamera.call( this );\n\n\tthis.cameras = array || [];\n\n}\n\nArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {\n\n\tconstructor: ArrayCamera,\n\n\tisArrayCamera: true\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction Group() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Group';\n\n}\n\nGroup.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Group,\n\n\tisGroup: true\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction WebXRManager( renderer, gl ) {\n\n\tvar scope = this;\n\n\tvar session = null;\n\n\t// var framebufferScaleFactor = 1.0;\n\n\tvar referenceSpace = null;\n\tvar referenceSpaceType = 'local-floor';\n\n\tvar pose = null;\n\n\tvar controllers = [];\n\tvar inputSourcesMap = new Map();\n\n\t//\n\n\tvar cameraL = new PerspectiveCamera();\n\tcameraL.layers.enable( 1 );\n\tcameraL.viewport = new Vector4();\n\n\tvar cameraR = new PerspectiveCamera();\n\tcameraR.layers.enable( 2 );\n\tcameraR.viewport = new Vector4();\n\n\tvar cameraVR = new ArrayCamera( [ cameraL, cameraR ] );\n\tcameraVR.layers.enable( 1 );\n\tcameraVR.layers.enable( 2 );\n\n\tvar _currentDepthNear = null;\n\tvar _currentDepthFar = null;\n\n\t//\n\n\tthis.enabled = false;\n\n\tthis.isPresenting = false;\n\n\tthis.getController = function ( id ) {\n\n\t\tvar controller = controllers[ id ];\n\n\t\tif ( controller === undefined ) {\n\n\t\t\tcontroller = {};\n\t\t\tcontrollers[ id ] = controller;\n\n\t\t}\n\n\t\tif ( controller.targetRay === undefined ) {\n\n\t\t\tcontroller.targetRay = new Group();\n\t\t\tcontroller.targetRay.matrixAutoUpdate = false;\n\t\t\tcontroller.targetRay.visible = false;\n\n\t\t}\n\n\t\treturn controller.targetRay;\n\n\t};\n\n\tthis.getControllerGrip = function ( id ) {\n\n\t\tvar controller = controllers[ id ];\n\n\t\tif ( controller === undefined ) {\n\n\t\t\tcontroller = {};\n\t\t\tcontrollers[ id ] = controller;\n\n\t\t}\n\n\t\tif ( controller.grip === undefined ) {\n\n\t\t\tcontroller.grip = new Group();\n\t\t\tcontroller.grip.matrixAutoUpdate = false;\n\t\t\tcontroller.grip.visible = false;\n\n\t\t}\n\n\t\treturn controller.grip;\n\n\t};\n\n\t//\n\n\tfunction onSessionEvent( event ) {\n\n\t\tvar controller = inputSourcesMap.get( event.inputSource );\n\n\t\tif ( controller ) {\n\n\t\t\tif ( controller.targetRay ) {\n\n\t\t\t\tcontroller.targetRay.dispatchEvent( { type: event.type } );\n\n\t\t\t}\n\n\t\t\tif ( controller.grip ) {\n\n\t\t\t\tcontroller.grip.dispatchEvent( { type: event.type } );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction onSessionEnd() {\n\n\t\tinputSourcesMap.forEach( function ( controller, inputSource ) {\n\n\t\t\tif ( controller.targetRay ) {\n\n\t\t\t\tcontroller.targetRay.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\t\t\t\tcontroller.targetRay.visible = false;\n\n\t\t\t}\n\n\t\t\tif ( controller.grip ) {\n\n\t\t\t\tcontroller.grip.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\t\t\t\tcontroller.grip.visible = false;\n\n\t\t\t}\n\n\t\t} );\n\n\t\tinputSourcesMap.clear();\n\n\t\t//\n\n\t\trenderer.setFramebuffer( null );\n\t\trenderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830\n\t\tanimation.stop();\n\n\t\tscope.isPresenting = false;\n\n\t\tscope.dispatchEvent( { type: 'sessionend' } );\n\n\t}\n\n\tfunction onRequestReferenceSpace( value ) {\n\n\t\treferenceSpace = value;\n\n\t\tanimation.setContext( session );\n\t\tanimation.start();\n\n\t\tscope.isPresenting = true;\n\n\t\tscope.dispatchEvent( { type: 'sessionstart' } );\n\n\t}\n\n\tthis.setFramebufferScaleFactor = function ( /* value */ ) {\n\n\t\t// framebufferScaleFactor = value;\n\n\t};\n\n\tthis.setReferenceSpaceType = function ( value ) {\n\n\t\treferenceSpaceType = value;\n\n\t};\n\n\tthis.getReferenceSpace = function () {\n\n\t\treturn referenceSpace;\n\n\t};\n\n\tthis.getSession = function () {\n\n\t\treturn session;\n\n\t};\n\n\tthis.setSession = function ( value ) {\n\n\t\tsession = value;\n\n\t\tif ( session !== null ) {\n\n\t\t\tsession.addEventListener( 'select', onSessionEvent );\n\t\t\tsession.addEventListener( 'selectstart', onSessionEvent );\n\t\t\tsession.addEventListener( 'selectend', onSessionEvent );\n\t\t\tsession.addEventListener( 'squeeze', onSessionEvent );\n\t\t\tsession.addEventListener( 'squeezestart', onSessionEvent );\n\t\t\tsession.addEventListener( 'squeezeend', onSessionEvent );\n\t\t\tsession.addEventListener( 'end', onSessionEnd );\n\n\t\t\tvar attributes = gl.getContextAttributes();\n\n\t\t\tvar layerInit = {\n\t\t\t\tantialias: attributes.antialias,\n\t\t\t\talpha: attributes.alpha,\n\t\t\t\tdepth: attributes.depth,\n\t\t\t\tstencil: attributes.stencil\n\t\t\t};\n\n\t\t\t// eslint-disable-next-line no-undef\n\t\t\tvar baseLayer = new XRWebGLLayer( session, gl, layerInit );\n\n\t\t\tsession.updateRenderState( { baseLayer: baseLayer } );\n\n\t\t\tsession.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );\n\n\t\t\t//\n\n\t\t\tsession.addEventListener( 'inputsourceschange', updateInputSources );\n\n\t\t}\n\n\t};\n\n\tfunction updateInputSources( event ) {\n\n\t\tvar inputSources = session.inputSources;\n\n\t\t// Assign inputSources to available controllers\n\n\t\tfor ( var i = 0; i < controllers.length; i ++ ) {\n\n\t\t\tinputSourcesMap.set( inputSources[ i ], controllers[ i ] );\n\n\t\t}\n\n\t\t// Notify disconnected\n\n\t\tfor ( var i = 0; i < event.removed.length; i ++ ) {\n\n\t\t\tvar inputSource = event.removed[ i ];\n\t\t\tvar controller = inputSourcesMap.get( inputSource );\n\n\t\t\tif ( controller ) {\n\n\t\t\t\tif ( controller.targetRay ) {\n\n\t\t\t\t\tcontroller.targetRay.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\n\t\t\t\t}\n\n\t\t\t\tif ( controller.grip ) {\n\n\t\t\t\t\tcontroller.grip.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\n\t\t\t\t}\n\n\t\t\t\tinputSourcesMap.delete( inputSource );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Notify connected\n\n\t\tfor ( var i = 0; i < event.added.length; i ++ ) {\n\n\t\t\tvar inputSource = event.added[ i ];\n\t\t\tvar controller = inputSourcesMap.get( inputSource );\n\n\t\t\tif ( controller ) {\n\n\t\t\t\tif ( controller.targetRay ) {\n\n\t\t\t\t\tcontroller.targetRay.dispatchEvent( { type: 'connected', data: inputSource } );\n\n\t\t\t\t}\n\n\t\t\t\tif ( controller.grip ) {\n\n\t\t\t\t\tcontroller.grip.dispatchEvent( { type: 'connected', data: inputSource } );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t//\n\n\tvar cameraLPos = new Vector3();\n\tvar cameraRPos = new Vector3();\n\n\t/**\n\t * @author jsantell / https://www.jsantell.com/\n\t *\n\t * Assumes 2 cameras that are parallel and share an X-axis, and that\n\t * the cameras' projection and world matrices have already been set.\n\t * And that near and far planes are identical for both cameras.\n\t * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765\n\t */\n\tfunction setProjectionFromUnion( camera, cameraL, cameraR ) {\n\n\t\tcameraLPos.setFromMatrixPosition( cameraL.matrixWorld );\n\t\tcameraRPos.setFromMatrixPosition( cameraR.matrixWorld );\n\n\t\tvar ipd = cameraLPos.distanceTo( cameraRPos );\n\n\t\tvar projL = cameraL.projectionMatrix.elements;\n\t\tvar projR = cameraR.projectionMatrix.elements;\n\n\t\t// VR systems will have identical far and near planes, and\n\t\t// most likely identical top and bottom frustum extents.\n\t\t// Use the left camera for these values.\n\t\tvar near = projL[ 14 ] / ( projL[ 10 ] - 1 );\n\t\tvar far = projL[ 14 ] / ( projL[ 10 ] + 1 );\n\t\tvar topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];\n\t\tvar bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];\n\n\t\tvar leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];\n\t\tvar rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];\n\t\tvar left = near * leftFov;\n\t\tvar right = near * rightFov;\n\n\t\t// Calculate the new camera's position offset from the\n\t\t// left camera. xOffset should be roughly half `ipd`.\n\t\tvar zOffset = ipd / ( - leftFov + rightFov );\n\t\tvar xOffset = zOffset * - leftFov;\n\n\t\t// TODO: Better way to apply this offset?\n\t\tcameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );\n\t\tcamera.translateX( xOffset );\n\t\tcamera.translateZ( zOffset );\n\t\tcamera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );\n\t\tcamera.matrixWorldInverse.getInverse( camera.matrixWorld );\n\n\t\t// Find the union of the frustum values of the cameras and scale\n\t\t// the values so that the near plane's position does not change in world space,\n\t\t// although must now be relative to the new union camera.\n\t\tvar near2 = near + zOffset;\n\t\tvar far2 = far + zOffset;\n\t\tvar left2 = left - xOffset;\n\t\tvar right2 = right + ( ipd - xOffset );\n\t\tvar top2 = topFov * far / far2 * near2;\n\t\tvar bottom2 = bottomFov * far / far2 * near2;\n\n\t\tcamera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );\n\n\t}\n\n\tfunction updateCamera( camera, parent ) {\n\n\t\tif ( parent === null ) {\n\n\t\t\tcamera.matrixWorld.copy( camera.matrix );\n\n\t\t} else {\n\n\t\t\tcamera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );\n\n\t\t}\n\n\t\tcamera.matrixWorldInverse.getInverse( camera.matrixWorld );\n\n\t}\n\n\tthis.getCamera = function ( camera ) {\n\n\t\tcameraVR.near = cameraR.near = cameraL.near = camera.near;\n\t\tcameraVR.far = cameraR.far = cameraL.far = camera.far;\n\n\t\tif ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {\n\n\t\t\t// Note that the new renderState won't apply until the next frame. See #18320\n\n\t\t\tsession.updateRenderState( {\n\t\t\t\tdepthNear: cameraVR.near,\n\t\t\t\tdepthFar: cameraVR.far\n\t\t\t} );\n\n\t\t\t_currentDepthNear = cameraVR.near;\n\t\t\t_currentDepthFar = cameraVR.far;\n\n\t\t}\n\n\t\tvar parent = camera.parent;\n\t\tvar cameras = cameraVR.cameras;\n\n\t\tupdateCamera( cameraVR, parent );\n\n\t\tfor ( var i = 0; i < cameras.length; i ++ ) {\n\n\t\t\tupdateCamera( cameras[ i ], parent );\n\n\t\t}\n\n\t\t// update camera and its children\n\n\t\tcamera.matrixWorld.copy( cameraVR.matrixWorld );\n\n\t\tvar children = camera.children;\n\n\t\tfor ( var i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].updateMatrixWorld( true );\n\n\t\t}\n\n\t\tsetProjectionFromUnion( cameraVR, cameraL, cameraR );\n\n\t\treturn cameraVR;\n\n\t};\n\n\t// Animation Loop\n\n\tvar onAnimationFrameCallback = null;\n\n\tfunction onAnimationFrame( time, frame ) {\n\n\t\tpose = frame.getViewerPose( referenceSpace );\n\n\t\tif ( pose !== null ) {\n\n\t\t\tvar views = pose.views;\n\t\t\tvar baseLayer = session.renderState.baseLayer;\n\n\t\t\trenderer.setFramebuffer( baseLayer.framebuffer );\n\n\t\t\tfor ( var i = 0; i < views.length; i ++ ) {\n\n\t\t\t\tvar view = views[ i ];\n\t\t\t\tvar viewport = baseLayer.getViewport( view );\n\n\t\t\t\tvar camera = cameraVR.cameras[ i ];\n\t\t\t\tcamera.matrix.fromArray( view.transform.matrix );\n\t\t\t\tcamera.projectionMatrix.fromArray( view.projectionMatrix );\n\t\t\t\tcamera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );\n\n\t\t\t\tif ( i === 0 ) {\n\n\t\t\t\t\tcameraVR.matrix.copy( camera.matrix );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tvar inputSources = session.inputSources;\n\n\t\tfor ( var i = 0; i < controllers.length; i ++ ) {\n\n\t\t\tvar controller = controllers[ i ];\n\n\t\t\tvar inputSource = inputSources[ i ];\n\n\t\t\tvar inputPose = null;\n\t\t\tvar gripPose = null;\n\n\t\t\tif ( inputSource ) {\n\n\t\t\t\tif ( controller.targetRay ) {\n\n\t\t\t\t\tinputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );\n\n\t\t\t\t\tif ( inputPose !== null ) {\n\n\t\t\t\t\t\tcontroller.targetRay.matrix.fromArray( inputPose.transform.matrix );\n\t\t\t\t\t\tcontroller.targetRay.matrix.decompose( controller.targetRay.position, controller.targetRay.rotation, controller.targetRay.scale );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( controller.grip && inputSource.gripSpace ) {\n\n\t\t\t\t\tgripPose = frame.getPose( inputSource.gripSpace, referenceSpace );\n\n\t\t\t\t\tif ( gripPose !== null ) {\n\n\t\t\t\t\t\tcontroller.grip.matrix.fromArray( gripPose.transform.matrix );\n\t\t\t\t\t\tcontroller.grip.matrix.decompose( controller.grip.position, controller.grip.rotation, controller.grip.scale );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( controller.targetRay ) {\n\n\t\t\t\tcontroller.targetRay.visible = inputPose !== null;\n\n\t\t\t}\n\n\t\t\tif ( controller.grip ) {\n\n\t\t\t\tcontroller.grip.visible = gripPose !== null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame );\n\n\t}\n\n\tvar animation = new WebGLAnimation();\n\tanimation.setAnimationLoop( onAnimationFrame );\n\n\tthis.setAnimationLoop = function ( callback ) {\n\n\t\tonAnimationFrameCallback = callback;\n\n\t};\n\n\tthis.dispose = function () {};\n\n}\n\nObject.assign( WebXRManager.prototype, EventDispatcher.prototype );\n\n/**\n * @author supereggbert / http://www.paulbrunt.co.uk/\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n * @author szimek / https://github.com/szimek/\n * @author tschw\n */\n\nfunction WebGLRenderer( parameters ) {\n\n\tparameters = parameters || {};\n\n\tvar _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),\n\t\t_context = parameters.context !== undefined ? parameters.context : null,\n\n\t\t_alpha = parameters.alpha !== undefined ? parameters.alpha : false,\n\t\t_depth = parameters.depth !== undefined ? parameters.depth : true,\n\t\t_stencil = parameters.stencil !== undefined ? parameters.stencil : true,\n\t\t_antialias = parameters.antialias !== undefined ? parameters.antialias : false,\n\t\t_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,\n\t\t_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,\n\t\t_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',\n\t\t_failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;\n\n\tvar currentRenderList = null;\n\tvar currentRenderState = null;\n\n\t// public properties\n\n\tthis.domElement = _canvas;\n\n\t// Debug configuration container\n\tthis.debug = {\n\n\t\t/**\n\t\t * Enables error checking and reporting when shader programs are being compiled\n\t\t * @type {boolean}\n\t\t */\n\t\tcheckShaderErrors: true\n\t};\n\n\t// clearing\n\n\tthis.autoClear = true;\n\tthis.autoClearColor = true;\n\tthis.autoClearDepth = true;\n\tthis.autoClearStencil = true;\n\n\t// scene graph\n\n\tthis.sortObjects = true;\n\n\t// user-defined clipping\n\n\tthis.clippingPlanes = [];\n\tthis.localClippingEnabled = false;\n\n\t// physically based shading\n\n\tthis.gammaFactor = 2.0;\t// for backwards compatibility\n\tthis.outputEncoding = LinearEncoding;\n\n\t// physical lights\n\n\tthis.physicallyCorrectLights = false;\n\n\t// tone mapping\n\n\tthis.toneMapping = LinearToneMapping;\n\tthis.toneMappingExposure = 1.0;\n\tthis.toneMappingWhitePoint = 1.0;\n\n\t// morphs\n\n\tthis.maxMorphTargets = 8;\n\tthis.maxMorphNormals = 4;\n\n\t// internal properties\n\n\tvar _this = this,\n\n\t\t_isContextLost = false,\n\n\t\t// internal state cache\n\n\t\t_framebuffer = null,\n\n\t\t_currentActiveCubeFace = 0,\n\t\t_currentActiveMipmapLevel = 0,\n\t\t_currentRenderTarget = null,\n\t\t_currentFramebuffer = null,\n\t\t_currentMaterialId = - 1,\n\n\t\t// geometry and program caching\n\n\t\t_currentGeometryProgram = {\n\t\t\tgeometry: null,\n\t\t\tprogram: null,\n\t\t\twireframe: false\n\t\t},\n\n\t\t_currentCamera = null,\n\t\t_currentArrayCamera = null,\n\n\t\t_currentViewport = new Vector4(),\n\t\t_currentScissor = new Vector4(),\n\t\t_currentScissorTest = null,\n\n\t\t//\n\n\t\t_width = _canvas.width,\n\t\t_height = _canvas.height,\n\n\t\t_pixelRatio = 1,\n\t\t_opaqueSort = null,\n\t\t_transparentSort = null,\n\n\t\t_viewport = new Vector4( 0, 0, _width, _height ),\n\t\t_scissor = new Vector4( 0, 0, _width, _height ),\n\t\t_scissorTest = false,\n\n\t\t// frustum\n\n\t\t_frustum = new Frustum(),\n\n\t\t// clipping\n\n\t\t_clipping = new WebGLClipping(),\n\t\t_clippingEnabled = false,\n\t\t_localClippingEnabled = false,\n\n\t\t// camera matrices cache\n\n\t\t_projScreenMatrix = new Matrix4(),\n\n\t\t_vector3 = new Vector3();\n\n\tfunction getTargetPixelRatio() {\n\n\t\treturn _currentRenderTarget === null ? _pixelRatio : 1;\n\n\t}\n\n\t// initialize\n\n\tvar _gl;\n\n\ttry {\n\n\t\tvar contextAttributes = {\n\t\t\talpha: _alpha,\n\t\t\tdepth: _depth,\n\t\t\tstencil: _stencil,\n\t\t\tantialias: _antialias,\n\t\t\tpremultipliedAlpha: _premultipliedAlpha,\n\t\t\tpreserveDrawingBuffer: _preserveDrawingBuffer,\n\t\t\tpowerPreference: _powerPreference,\n\t\t\tfailIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,\n\t\t\txrCompatible: true\n\t\t};\n\n\t\t// event listeners must be registered before WebGL context is created, see #12753\n\n\t\t_canvas.addEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );\n\n\t\t_gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );\n\n\t\tif ( _gl === null ) {\n\n\t\t\tif ( _canvas.getContext( 'webgl' ) !== null ) {\n\n\t\t\t\tthrow new Error( 'Error creating WebGL context with your selected attributes.' );\n\n\t\t\t} else {\n\n\t\t\t\tthrow new Error( 'Error creating WebGL context.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Some experimental-webgl implementations do not have getShaderPrecisionFormat\n\n\t\tif ( _gl.getShaderPrecisionFormat === undefined ) {\n\n\t\t\t_gl.getShaderPrecisionFormat = function () {\n\n\t\t\t\treturn { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };\n\n\t\t\t};\n\n\t\t}\n\n\t} catch ( error ) {\n\n\t\tconsole.error( 'THREE.WebGLRenderer: ' + error.message );\n\t\tthrow error;\n\n\t}\n\n\tvar extensions, capabilities, state, info;\n\tvar properties, textures, attributes, geometries, objects;\n\tvar programCache, renderLists, renderStates;\n\n\tvar background, morphtargets, bufferRenderer, indexedBufferRenderer;\n\n\tvar utils;\n\n\tfunction initGLContext() {\n\n\t\textensions = new WebGLExtensions( _gl );\n\n\t\tcapabilities = new WebGLCapabilities( _gl, extensions, parameters );\n\n\t\tif ( capabilities.isWebGL2 === false ) {\n\n\t\t\textensions.get( 'WEBGL_depth_texture' );\n\t\t\textensions.get( 'OES_texture_float' );\n\t\t\textensions.get( 'OES_texture_half_float' );\n\t\t\textensions.get( 'OES_texture_half_float_linear' );\n\t\t\textensions.get( 'OES_standard_derivatives' );\n\t\t\textensions.get( 'OES_element_index_uint' );\n\t\t\textensions.get( 'ANGLE_instanced_arrays' );\n\n\t\t}\n\n\t\textensions.get( 'OES_texture_float_linear' );\n\n\t\tutils = new WebGLUtils( _gl, extensions, capabilities );\n\n\t\tstate = new WebGLState( _gl, extensions, capabilities );\n\t\tstate.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );\n\t\tstate.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );\n\n\t\tinfo = new WebGLInfo( _gl );\n\t\tproperties = new WebGLProperties();\n\t\ttextures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );\n\t\tattributes = new WebGLAttributes( _gl, capabilities );\n\t\tgeometries = new WebGLGeometries( _gl, attributes, info );\n\t\tobjects = new WebGLObjects( _gl, geometries, attributes, info );\n\t\tmorphtargets = new WebGLMorphtargets( _gl );\n\t\tprogramCache = new WebGLPrograms( _this, extensions, capabilities );\n\t\trenderLists = new WebGLRenderLists();\n\t\trenderStates = new WebGLRenderStates();\n\n\t\tbackground = new WebGLBackground( _this, state, objects, _premultipliedAlpha );\n\n\t\tbufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );\n\t\tindexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );\n\n\t\tinfo.programs = programCache.programs;\n\n\t\t_this.capabilities = capabilities;\n\t\t_this.extensions = extensions;\n\t\t_this.properties = properties;\n\t\t_this.renderLists = renderLists;\n\t\t_this.state = state;\n\t\t_this.info = info;\n\n\t}\n\n\tinitGLContext();\n\n\t// xr\n\n\tvar xr = new WebXRManager( _this, _gl );\n\n\tthis.xr = xr;\n\n\t// Multiview\n\n\tvar multiview = new WebGLMultiview( _this, _gl );\n\n\t// shadow map\n\n\tvar shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );\n\n\tthis.shadowMap = shadowMap;\n\n\t// API\n\n\tthis.getContext = function () {\n\n\t\treturn _gl;\n\n\t};\n\n\tthis.getContextAttributes = function () {\n\n\t\treturn _gl.getContextAttributes();\n\n\t};\n\n\tthis.forceContextLoss = function () {\n\n\t\tvar extension = extensions.get( 'WEBGL_lose_context' );\n\t\tif ( extension ) extension.loseContext();\n\n\t};\n\n\tthis.forceContextRestore = function () {\n\n\t\tvar extension = extensions.get( 'WEBGL_lose_context' );\n\t\tif ( extension ) extension.restoreContext();\n\n\t};\n\n\tthis.getPixelRatio = function () {\n\n\t\treturn _pixelRatio;\n\n\t};\n\n\tthis.setPixelRatio = function ( value ) {\n\n\t\tif ( value === undefined ) return;\n\n\t\t_pixelRatio = value;\n\n\t\tthis.setSize( _width, _height, false );\n\n\t};\n\n\tthis.getSize = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );\n\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set( _width, _height );\n\n\t};\n\n\tthis.setSize = function ( width, height, updateStyle ) {\n\n\t\tif ( xr.isPresenting ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Can\\'t change size while VR device is presenting.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\t_width = width;\n\t\t_height = height;\n\n\t\t_canvas.width = Math.floor( width * _pixelRatio );\n\t\t_canvas.height = Math.floor( height * _pixelRatio );\n\n\t\tif ( updateStyle !== false ) {\n\n\t\t\t_canvas.style.width = width + 'px';\n\t\t\t_canvas.style.height = height + 'px';\n\n\t\t}\n\n\t\tthis.setViewport( 0, 0, width, height );\n\n\t};\n\n\tthis.getDrawingBufferSize = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );\n\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();\n\n\t};\n\n\tthis.setDrawingBufferSize = function ( width, height, pixelRatio ) {\n\n\t\t_width = width;\n\t\t_height = height;\n\n\t\t_pixelRatio = pixelRatio;\n\n\t\t_canvas.width = Math.floor( width * pixelRatio );\n\t\t_canvas.height = Math.floor( height * pixelRatio );\n\n\t\tthis.setViewport( 0, 0, width, height );\n\n\t};\n\n\tthis.getCurrentViewport = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );\n\n\t\t\ttarget = new Vector4();\n\n\t\t}\n\n\t\treturn target.copy( _currentViewport );\n\n\t};\n\n\tthis.getViewport = function ( target ) {\n\n\t\treturn target.copy( _viewport );\n\n\t};\n\n\tthis.setViewport = function ( x, y, width, height ) {\n\n\t\tif ( x.isVector4 ) {\n\n\t\t\t_viewport.set( x.x, x.y, x.z, x.w );\n\n\t\t} else {\n\n\t\t\t_viewport.set( x, y, width, height );\n\n\t\t}\n\n\t\tstate.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );\n\n\t};\n\n\tthis.getScissor = function ( target ) {\n\n\t\treturn target.copy( _scissor );\n\n\t};\n\n\tthis.setScissor = function ( x, y, width, height ) {\n\n\t\tif ( x.isVector4 ) {\n\n\t\t\t_scissor.set( x.x, x.y, x.z, x.w );\n\n\t\t} else {\n\n\t\t\t_scissor.set( x, y, width, height );\n\n\t\t}\n\n\t\tstate.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );\n\n\t};\n\n\tthis.getScissorTest = function () {\n\n\t\treturn _scissorTest;\n\n\t};\n\n\tthis.setScissorTest = function ( boolean ) {\n\n\t\tstate.setScissorTest( _scissorTest = boolean );\n\n\t};\n\n\tthis.setOpaqueSort = function ( method ) {\n\n\t\t_opaqueSort = method;\n\n\t};\n\n\tthis.setTransparentSort = function ( method ) {\n\n\t\t_transparentSort = method;\n\n\t};\n\n\t// Clearing\n\n\tthis.getClearColor = function () {\n\n\t\treturn background.getClearColor();\n\n\t};\n\n\tthis.setClearColor = function () {\n\n\t\tbackground.setClearColor.apply( background, arguments );\n\n\t};\n\n\tthis.getClearAlpha = function () {\n\n\t\treturn background.getClearAlpha();\n\n\t};\n\n\tthis.setClearAlpha = function () {\n\n\t\tbackground.setClearAlpha.apply( background, arguments );\n\n\t};\n\n\tthis.clear = function ( color, depth, stencil ) {\n\n\t\tvar bits = 0;\n\n\t\tif ( color === undefined || color ) bits |= 16384;\n\t\tif ( depth === undefined || depth ) bits |= 256;\n\t\tif ( stencil === undefined || stencil ) bits |= 1024;\n\n\t\t_gl.clear( bits );\n\n\t};\n\n\tthis.clearColor = function () {\n\n\t\tthis.clear( true, false, false );\n\n\t};\n\n\tthis.clearDepth = function () {\n\n\t\tthis.clear( false, true, false );\n\n\t};\n\n\tthis.clearStencil = function () {\n\n\t\tthis.clear( false, false, true );\n\n\t};\n\n\t//\n\n\tthis.dispose = function () {\n\n\t\t_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );\n\n\t\trenderLists.dispose();\n\t\trenderStates.dispose();\n\t\tproperties.dispose();\n\t\tobjects.dispose();\n\n\t\txr.dispose();\n\n\t\tanimation.stop();\n\n\t};\n\n\t// Events\n\n\tfunction onContextLost( event ) {\n\n\t\tevent.preventDefault();\n\n\t\tconsole.log( 'THREE.WebGLRenderer: Context Lost.' );\n\n\t\t_isContextLost = true;\n\n\t}\n\n\tfunction onContextRestore( /* event */ ) {\n\n\t\tconsole.log( 'THREE.WebGLRenderer: Context Restored.' );\n\n\t\t_isContextLost = false;\n\n\t\tinitGLContext();\n\n\t}\n\n\tfunction onMaterialDispose( event ) {\n\n\t\tvar material = event.target;\n\n\t\tmaterial.removeEventListener( 'dispose', onMaterialDispose );\n\n\t\tdeallocateMaterial( material );\n\n\t}\n\n\t// Buffer deallocation\n\n\tfunction deallocateMaterial( material ) {\n\n\t\treleaseMaterialProgramReference( material );\n\n\t\tproperties.remove( material );\n\n\t}\n\n\n\tfunction releaseMaterialProgramReference( material ) {\n\n\t\tvar programInfo = properties.get( material ).program;\n\n\t\tmaterial.program = undefined;\n\n\t\tif ( programInfo !== undefined ) {\n\n\t\t\tprogramCache.releaseProgram( programInfo );\n\n\t\t}\n\n\t}\n\n\t// Buffer rendering\n\n\tfunction renderObjectImmediate( object, program ) {\n\n\t\tobject.render( function ( object ) {\n\n\t\t\t_this.renderBufferImmediate( object, program );\n\n\t\t} );\n\n\t}\n\n\tthis.renderBufferImmediate = function ( object, program ) {\n\n\t\tstate.initAttributes();\n\n\t\tvar buffers = properties.get( object );\n\n\t\tif ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();\n\t\tif ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();\n\t\tif ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();\n\t\tif ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();\n\n\t\tvar programAttributes = program.getAttributes();\n\n\t\tif ( object.hasPositions ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.position );\n\t\t\t_gl.bufferData( 34962, object.positionArray, 35048 );\n\n\t\t\tstate.enableAttribute( programAttributes.position );\n\t\t\t_gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasNormals ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.normal );\n\t\t\t_gl.bufferData( 34962, object.normalArray, 35048 );\n\n\t\t\tstate.enableAttribute( programAttributes.normal );\n\t\t\t_gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasUvs ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.uv );\n\t\t\t_gl.bufferData( 34962, object.uvArray, 35048 );\n\n\t\t\tstate.enableAttribute( programAttributes.uv );\n\t\t\t_gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasColors ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.color );\n\t\t\t_gl.bufferData( 34962, object.colorArray, 35048 );\n\n\t\t\tstate.enableAttribute( programAttributes.color );\n\t\t\t_gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tstate.disableUnusedAttributes();\n\n\t\t_gl.drawArrays( 4, 0, object.count );\n\n\t\tobject.count = 0;\n\n\t};\n\n\tvar tempScene = new Scene();\n\n\tthis.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {\n\n\t\tif ( scene === null ) scene = tempScene; // renderBufferDirect second parameter used to be fog (could be null)\n\n\t\tvar frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );\n\n\t\tvar program = setProgram( camera, scene, material, object );\n\n\t\tstate.setMaterial( material, frontFaceCW );\n\n\t\tvar updateBuffers = false;\n\n\t\tif ( _currentGeometryProgram.geometry !== geometry.id ||\n\t\t\t_currentGeometryProgram.program !== program.id ||\n\t\t\t_currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {\n\n\t\t\t_currentGeometryProgram.geometry = geometry.id;\n\t\t\t_currentGeometryProgram.program = program.id;\n\t\t\t_currentGeometryProgram.wireframe = material.wireframe === true;\n\t\t\tupdateBuffers = true;\n\n\t\t}\n\n\t\tif ( material.morphTargets || material.morphNormals ) {\n\n\t\t\tmorphtargets.update( object, geometry, material, program );\n\n\t\t\tupdateBuffers = true;\n\n\t\t}\n\n\t\t//\n\n\t\tvar index = geometry.index;\n\t\tvar position = geometry.attributes.position;\n\n\t\t//\n\n\t\tif ( index === null ) {\n\n\t\t\tif ( position === undefined || position.count === 0 ) return;\n\n\t\t} else if ( index.count === 0 ) {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t//\n\n\t\tvar rangeFactor = 1;\n\n\t\tif ( material.wireframe === true ) {\n\n\t\t\tindex = geometries.getWireframeAttribute( geometry );\n\t\t\trangeFactor = 2;\n\n\t\t}\n\n\t\tvar attribute;\n\t\tvar renderer = bufferRenderer;\n\n\t\tif ( index !== null ) {\n\n\t\t\tattribute = attributes.get( index );\n\n\t\t\trenderer = indexedBufferRenderer;\n\t\t\trenderer.setIndex( attribute );\n\n\t\t}\n\n\t\tif ( updateBuffers ) {\n\n\t\t\tsetupVertexAttributes( object, geometry, material, program );\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\t_gl.bindBuffer( 34963, attribute.buffer );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tvar dataCount = ( index !== null ) ? index.count : position.count;\n\n\t\tvar rangeStart = geometry.drawRange.start * rangeFactor;\n\t\tvar rangeCount = geometry.drawRange.count * rangeFactor;\n\n\t\tvar groupStart = group !== null ? group.start * rangeFactor : 0;\n\t\tvar groupCount = group !== null ? group.count * rangeFactor : Infinity;\n\n\t\tvar drawStart = Math.max( rangeStart, groupStart );\n\t\tvar drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;\n\n\t\tvar drawCount = Math.max( 0, drawEnd - drawStart + 1 );\n\n\t\tif ( drawCount === 0 ) return;\n\n\t\t//\n\n\t\tif ( object.isMesh ) {\n\n\t\t\tif ( material.wireframe === true ) {\n\n\t\t\t\tstate.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );\n\t\t\t\trenderer.setMode( 1 );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.setMode( 4 );\n\n\t\t\t}\n\n\t\t} else if ( object.isLine ) {\n\n\t\t\tvar lineWidth = material.linewidth;\n\n\t\t\tif ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material\n\n\t\t\tstate.setLineWidth( lineWidth * getTargetPixelRatio() );\n\n\t\t\tif ( object.isLineSegments ) {\n\n\t\t\t\trenderer.setMode( 1 );\n\n\t\t\t} else if ( object.isLineLoop ) {\n\n\t\t\t\trenderer.setMode( 2 );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.setMode( 3 );\n\n\t\t\t}\n\n\t\t} else if ( object.isPoints ) {\n\n\t\t\trenderer.setMode( 0 );\n\n\t\t} else if ( object.isSprite ) {\n\n\t\t\trenderer.setMode( 4 );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\trenderer.renderInstances( geometry, drawStart, drawCount, object.count );\n\n\t\t} else if ( geometry.isInstancedBufferGeometry ) {\n\n\t\t\trenderer.renderInstances( geometry, drawStart, drawCount, geometry.maxInstancedCount );\n\n\t\t} else {\n\n\t\t\trenderer.render( drawStart, drawCount );\n\n\t\t}\n\n\t};\n\n\tfunction setupVertexAttributes( object, geometry, material, program ) {\n\n\t\tif ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {\n\n\t\t\tif ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return;\n\n\t\t}\n\n\t\tstate.initAttributes();\n\n\t\tvar geometryAttributes = geometry.attributes;\n\n\t\tvar programAttributes = program.getAttributes();\n\n\t\tvar materialDefaultAttributeValues = material.defaultAttributeValues;\n\n\t\tfor ( var name in programAttributes ) {\n\n\t\t\tvar programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute >= 0 ) {\n\n\t\t\t\tvar geometryAttribute = geometryAttributes[ name ];\n\n\t\t\t\tif ( geometryAttribute !== undefined ) {\n\n\t\t\t\t\tvar normalized = geometryAttribute.normalized;\n\t\t\t\t\tvar size = geometryAttribute.itemSize;\n\n\t\t\t\t\tvar attribute = attributes.get( geometryAttribute );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tvar buffer = attribute.buffer;\n\t\t\t\t\tvar type = attribute.type;\n\t\t\t\t\tvar bytesPerElement = attribute.bytesPerElement;\n\n\t\t\t\t\tif ( geometryAttribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tvar data = geometryAttribute.data;\n\t\t\t\t\t\tvar stride = data.stride;\n\t\t\t\t\t\tvar offset = geometryAttribute.offset;\n\n\t\t\t\t\t\tif ( data && data.isInstancedInterleavedBuffer ) {\n\n\t\t\t\t\t\t\tstate.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );\n\n\t\t\t\t\t\t\tif ( geometry.maxInstancedCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry.maxInstancedCount = data.meshPerAttribute * data.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.enableAttribute( programAttribute );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t_gl.bindBuffer( 34962, buffer );\n\t\t\t\t\t\t_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( geometryAttribute.isInstancedBufferAttribute ) {\n\n\t\t\t\t\t\t\tstate.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );\n\n\t\t\t\t\t\t\tif ( geometry.maxInstancedCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.enableAttribute( programAttribute );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t_gl.bindBuffer( 34962, buffer );\n\t\t\t\t\t\t_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( name === 'instanceMatrix' ) {\n\n\t\t\t\t\tvar attribute = attributes.get( object.instanceMatrix );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tvar buffer = attribute.buffer;\n\t\t\t\t\tvar type = attribute.type;\n\n\t\t\t\t\tstate.enableAttributeAndDivisor( programAttribute + 0, 1 );\n\t\t\t\t\tstate.enableAttributeAndDivisor( programAttribute + 1, 1 );\n\t\t\t\t\tstate.enableAttributeAndDivisor( programAttribute + 2, 1 );\n\t\t\t\t\tstate.enableAttributeAndDivisor( programAttribute + 3, 1 );\n\n\t\t\t\t\t_gl.bindBuffer( 34962, buffer );\n\n\t\t\t\t\t_gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );\n\t\t\t\t\t_gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );\n\t\t\t\t\t_gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );\n\t\t\t\t\t_gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );\n\n\t\t\t\t} else if ( materialDefaultAttributeValues !== undefined ) {\n\n\t\t\t\t\tvar value = materialDefaultAttributeValues[ name ];\n\n\t\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\t\tswitch ( value.length ) {\n\n\t\t\t\t\t\t\tcase 2:\n\t\t\t\t\t\t\t\t_gl.vertexAttrib2fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 3:\n\t\t\t\t\t\t\t\t_gl.vertexAttrib3fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 4:\n\t\t\t\t\t\t\t\t_gl.vertexAttrib4fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\t\t_gl.vertexAttrib1fv( programAttribute, value );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.disableUnusedAttributes();\n\n\t}\n\n\t// Compile\n\n\tthis.compile = function ( scene, camera ) {\n\n\t\tcurrentRenderState = renderStates.get( scene, camera );\n\t\tcurrentRenderState.init();\n\n\t\tscene.traverse( function ( object ) {\n\n\t\t\tif ( object.isLight ) {\n\n\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t\tcurrentRenderState.setupLights( camera );\n\n\t\tvar compiled = {};\n\n\t\tscene.traverse( function ( object ) {\n\n\t\t\tif ( object.material ) {\n\n\t\t\t\tif ( Array.isArray( object.material ) ) {\n\n\t\t\t\t\tfor ( var i = 0; i < object.material.length; i ++ ) {\n\n\t\t\t\t\t\tif ( object.material[ i ].uuid in compiled === false ) {\n\n\t\t\t\t\t\t\tinitMaterial( object.material[ i ], scene, object );\n\t\t\t\t\t\t\tcompiled[ object.material[ i ].uuid ] = true;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( object.material.uuid in compiled === false ) {\n\n\t\t\t\t\tinitMaterial( object.material, scene, object );\n\t\t\t\t\tcompiled[ object.material.uuid ] = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t};\n\n\t// Animation Loop\n\n\tvar onAnimationFrameCallback = null;\n\n\tfunction onAnimationFrame( time ) {\n\n\t\tif ( xr.isPresenting ) return;\n\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time );\n\n\t}\n\n\tvar animation = new WebGLAnimation();\n\tanimation.setAnimationLoop( onAnimationFrame );\n\n\tif ( typeof window !== 'undefined' ) animation.setContext( window );\n\n\tthis.setAnimationLoop = function ( callback ) {\n\n\t\tonAnimationFrameCallback = callback;\n\t\txr.setAnimationLoop( callback );\n\n\t\tanimation.start();\n\n\t};\n\n\t// Rendering\n\n\tthis.render = function ( scene, camera ) {\n\n\t\tvar renderTarget, forceClear;\n\n\t\tif ( arguments[ 2 ] !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );\n\t\t\trenderTarget = arguments[ 2 ];\n\n\t\t}\n\n\t\tif ( arguments[ 3 ] !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );\n\t\t\tforceClear = arguments[ 3 ];\n\n\t\t}\n\n\t\tif ( ! ( camera && camera.isCamera ) ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( _isContextLost ) return;\n\n\t\t// reset caching for this frame\n\n\t\t_currentGeometryProgram.geometry = null;\n\t\t_currentGeometryProgram.program = null;\n\t\t_currentGeometryProgram.wireframe = false;\n\t\t_currentMaterialId = - 1;\n\t\t_currentCamera = null;\n\n\t\t// update scene graph\n\n\t\tif ( scene.autoUpdate === true ) scene.updateMatrixWorld();\n\n\t\t// update camera matrices and frustum\n\n\t\tif ( camera.parent === null ) camera.updateMatrixWorld();\n\n\t\tif ( xr.enabled && xr.isPresenting ) {\n\n\t\t\tcamera = xr.getCamera( camera );\n\n\t\t}\n\n\t\t//\n\n\t\tcurrentRenderState = renderStates.get( scene, camera );\n\t\tcurrentRenderState.init();\n\n\t\tscene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );\n\n\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\t_frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t\t_localClippingEnabled = this.localClippingEnabled;\n\t\t_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );\n\n\t\tcurrentRenderList = renderLists.get( scene, camera );\n\t\tcurrentRenderList.init();\n\n\t\tprojectObject( scene, camera, 0, _this.sortObjects );\n\n\t\tif ( _this.sortObjects === true ) {\n\n\t\t\tcurrentRenderList.sort( _opaqueSort, _transparentSort );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( _clippingEnabled ) _clipping.beginShadows();\n\n\t\tvar shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\tshadowMap.render( shadowsArray, scene, camera );\n\n\t\tcurrentRenderState.setupLights( camera );\n\n\t\tif ( _clippingEnabled ) _clipping.endShadows();\n\n\t\t//\n\n\t\tif ( this.info.autoReset ) this.info.reset();\n\n\t\tif ( renderTarget !== undefined ) {\n\n\t\t\tthis.setRenderTarget( renderTarget );\n\n\t\t}\n\n\t\tif ( xr.enabled && multiview.isAvailable() ) {\n\n\t\t\tmultiview.attachCamera( camera );\n\n\t\t}\n\n\t\t//\n\n\t\tbackground.render( currentRenderList, scene, camera, forceClear );\n\n\t\t// render scene\n\n\t\tvar opaqueObjects = currentRenderList.opaque;\n\t\tvar transparentObjects = currentRenderList.transparent;\n\n\t\tif ( scene.overrideMaterial ) {\n\n\t\t\tvar overrideMaterial = scene.overrideMaterial;\n\n\t\t\tif ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );\n\t\t\tif ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );\n\n\t\t} else {\n\n\t\t\t// opaque pass (front-to-back order)\n\n\t\t\tif ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );\n\n\t\t\t// transparent pass (back-to-front order)\n\n\t\t\tif ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );\n\n\t\t}\n\n\t\t//\n\n\t\tscene.onAfterRender( _this, scene, camera );\n\n\t\t//\n\n\t\tif ( _currentRenderTarget !== null ) {\n\n\t\t\t// Generate mipmap if we're using any kind of mipmap filtering\n\n\t\t\ttextures.updateRenderTargetMipmap( _currentRenderTarget );\n\n\t\t\t// resolve multisample renderbuffers to a single-sample texture if necessary\n\n\t\t\ttextures.updateMultisampleRenderTarget( _currentRenderTarget );\n\n\t\t}\n\n\t\t// Ensure depth buffer writing is enabled so it can be cleared on next render\n\n\t\tstate.buffers.depth.setTest( true );\n\t\tstate.buffers.depth.setMask( true );\n\t\tstate.buffers.color.setMask( true );\n\n\t\tstate.setPolygonOffset( false );\n\n\t\tif ( xr.enabled ) {\n\n\t\t\tif ( multiview.isAvailable() ) {\n\n\t\t\t\tmultiview.detachCamera( camera );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// _gl.finish();\n\n\t\tcurrentRenderList = null;\n\t\tcurrentRenderState = null;\n\n\t};\n\n\tfunction projectObject( object, camera, groupOrder, sortObjects ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tvar visible = object.layers.test( camera.layers );\n\n\t\tif ( visible ) {\n\n\t\t\tif ( object.isGroup ) {\n\n\t\t\t\tgroupOrder = object.renderOrder;\n\n\t\t\t} else if ( object.isLOD ) {\n\n\t\t\t\tif ( object.autoUpdate === true ) object.update( camera );\n\n\t\t\t} else if ( object.isLight ) {\n\n\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isSprite ) {\n\n\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {\n\n\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tvar geometry = objects.update( object );\n\t\t\t\t\tvar material = object.material;\n\n\t\t\t\t\tif ( material.visible ) {\n\n\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isImmediateRenderObject ) {\n\n\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t}\n\n\t\t\t\tcurrentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );\n\n\t\t\t} else if ( object.isMesh || object.isLine || object.isPoints ) {\n\n\t\t\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\t\t\t// update skeleton only once in a frame\n\n\t\t\t\t\tif ( object.skeleton.frame !== info.render.frame ) {\n\n\t\t\t\t\t\tobject.skeleton.update();\n\t\t\t\t\t\tobject.skeleton.frame = info.render.frame;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {\n\n\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tvar geometry = objects.update( object );\n\t\t\t\t\tvar material = object.material;\n\n\t\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\t\tvar groups = geometry.groups;\n\n\t\t\t\t\t\tfor ( var i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t\tvar group = groups[ i ];\n\t\t\t\t\t\t\tvar groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\t\tcurrentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tvar children = object.children;\n\n\t\tfor ( var i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tprojectObject( children[ i ], camera, groupOrder, sortObjects );\n\n\t\t}\n\n\t}\n\n\tfunction renderObjects( renderList, scene, camera, overrideMaterial ) {\n\n\t\tfor ( var i = 0, l = renderList.length; i < l; i ++ ) {\n\n\t\t\tvar renderItem = renderList[ i ];\n\n\t\t\tvar object = renderItem.object;\n\t\t\tvar geometry = renderItem.geometry;\n\t\t\tvar material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;\n\t\t\tvar group = renderItem.group;\n\n\t\t\tif ( camera.isArrayCamera ) {\n\n\t\t\t\t_currentArrayCamera = camera;\n\n\t\t\t\tif ( xr.enabled && multiview.isAvailable() ) {\n\n\t\t\t\t\trenderObject( object, scene, camera, geometry, material, group );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tvar cameras = camera.cameras;\n\n\t\t\t\t\tfor ( var j = 0, jl = cameras.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\tvar camera2 = cameras[ j ];\n\n\t\t\t\t\t\tif ( object.layers.test( camera2.layers ) ) {\n\n\t\t\t\t\t\t\tstate.viewport( _currentViewport.copy( camera2.viewport ) );\n\n\t\t\t\t\t\t\tcurrentRenderState.setupLights( camera2 );\n\n\t\t\t\t\t\t\trenderObject( object, scene, camera2, geometry, material, group );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t_currentArrayCamera = null;\n\n\t\t\t\trenderObject( object, scene, camera, geometry, material, group );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction renderObject( object, scene, camera, geometry, material, group ) {\n\n\t\tobject.onBeforeRender( _this, scene, camera, geometry, material, group );\n\t\tcurrentRenderState = renderStates.get( scene, _currentArrayCamera || camera );\n\n\t\tobject.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );\n\t\tobject.normalMatrix.getNormalMatrix( object.modelViewMatrix );\n\n\t\tif ( object.isImmediateRenderObject ) {\n\n\t\t\tvar program = setProgram( camera, scene, material, object );\n\n\t\t\tstate.setMaterial( material );\n\n\t\t\t_currentGeometryProgram.geometry = null;\n\t\t\t_currentGeometryProgram.program = null;\n\t\t\t_currentGeometryProgram.wireframe = false;\n\n\t\t\trenderObjectImmediate( object, program );\n\n\t\t} else {\n\n\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t}\n\n\t\tobject.onAfterRender( _this, scene, camera, geometry, material, group );\n\t\tcurrentRenderState = renderStates.get( scene, _currentArrayCamera || camera );\n\n\t}\n\n\tfunction initMaterial( material, scene, object ) {\n\n\t\tvar materialProperties = properties.get( material );\n\n\t\tvar lights = currentRenderState.state.lights;\n\t\tvar shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\tvar lightsStateVersion = lights.state.version;\n\n\t\tvar parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object );\n\t\tvar programCacheKey = programCache.getProgramCacheKey( parameters );\n\n\t\tvar program = materialProperties.program;\n\t\tvar programChange = true;\n\n\t\tif ( program === undefined ) {\n\n\t\t\t// new material\n\t\t\tmaterial.addEventListener( 'dispose', onMaterialDispose );\n\n\t\t} else if ( program.cacheKey !== programCacheKey ) {\n\n\t\t\t// changed glsl or parameters\n\t\t\treleaseMaterialProgramReference( material );\n\n\t\t} else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {\n\n\t\t\tmaterialProperties.lightsStateVersion = lightsStateVersion;\n\n\t\t\tprogramChange = false;\n\n\t\t} else if ( parameters.shaderID !== undefined ) {\n\n\t\t\t// same glsl and uniform list\n\t\t\treturn;\n\n\t\t} else {\n\n\t\t\t// only rebuild uniform list\n\t\t\tprogramChange = false;\n\n\t\t}\n\n\t\tif ( programChange ) {\n\n\t\t\tprogram = programCache.acquireProgram( parameters, programCacheKey );\n\n\t\t\tmaterialProperties.program = program;\n\t\t\tmaterialProperties.uniforms = parameters.uniforms;\n\t\t\tmaterialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\t\tmaterialProperties.outputEncoding = _this.outputEncoding;\n\t\t\tmaterial.program = program;\n\n\t\t}\n\n\t\tvar programAttributes = program.getAttributes();\n\n\t\tif ( material.morphTargets ) {\n\n\t\t\tmaterial.numSupportedMorphTargets = 0;\n\n\t\t\tfor ( var i = 0; i < _this.maxMorphTargets; i ++ ) {\n\n\t\t\t\tif ( programAttributes[ 'morphTarget' + i ] >= 0 ) {\n\n\t\t\t\t\tmaterial.numSupportedMorphTargets ++;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.morphNormals ) {\n\n\t\t\tmaterial.numSupportedMorphNormals = 0;\n\n\t\t\tfor ( var i = 0; i < _this.maxMorphNormals; i ++ ) {\n\n\t\t\t\tif ( programAttributes[ 'morphNormal' + i ] >= 0 ) {\n\n\t\t\t\t\tmaterial.numSupportedMorphNormals ++;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tvar uniforms = materialProperties.uniforms;\n\n\t\tif ( ! material.isShaderMaterial &&\n\t\t\t! material.isRawShaderMaterial ||\n\t\t\tmaterial.clipping === true ) {\n\n\t\t\tmaterialProperties.numClippingPlanes = _clipping.numPlanes;\n\t\t\tmaterialProperties.numIntersection = _clipping.numIntersection;\n\t\t\tuniforms.clippingPlanes = _clipping.uniform;\n\n\t\t}\n\n\t\tmaterialProperties.fog = scene.fog;\n\n\t\t// store the light setup it was created for\n\n\t\tmaterialProperties.needsLights = materialNeedsLights( material );\n\t\tmaterialProperties.lightsStateVersion = lightsStateVersion;\n\n\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t// wire up the material to this renderer's lighting state\n\n\t\t\tuniforms.ambientLightColor.value = lights.state.ambient;\n\t\t\tuniforms.lightProbe.value = lights.state.probe;\n\t\t\tuniforms.directionalLights.value = lights.state.directional;\n\t\t\tuniforms.spotLights.value = lights.state.spot;\n\t\t\tuniforms.rectAreaLights.value = lights.state.rectArea;\n\t\t\tuniforms.pointLights.value = lights.state.point;\n\t\t\tuniforms.hemisphereLights.value = lights.state.hemi;\n\n\t\t\tuniforms.directionalShadowMap.value = lights.state.directionalShadowMap;\n\t\t\tuniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;\n\t\t\tuniforms.spotShadowMap.value = lights.state.spotShadowMap;\n\t\t\tuniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;\n\t\t\tuniforms.pointShadowMap.value = lights.state.pointShadowMap;\n\t\t\tuniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;\n\t\t\t// TODO (abelnation): add area lights shadow info to uniforms\n\n\t\t}\n\n\t\tvar progUniforms = materialProperties.program.getUniforms(),\n\t\t\tuniformsList =\n\t\t\t\tWebGLUniforms.seqWithValue( progUniforms.seq, uniforms );\n\n\t\tmaterialProperties.uniformsList = uniformsList;\n\n\t}\n\n\tfunction setProgram( camera, scene, material, object ) {\n\n\t\ttextures.resetTextureUnits();\n\n\t\tvar fog = scene.fog;\n\t\tvar environment = material.isMeshStandardMaterial ? scene.environment : null;\n\n\t\tvar materialProperties = properties.get( material );\n\t\tvar lights = currentRenderState.state.lights;\n\n\t\tif ( _clippingEnabled ) {\n\n\t\t\tif ( _localClippingEnabled || camera !== _currentCamera ) {\n\n\t\t\t\tvar useCache =\n\t\t\t\t\tcamera === _currentCamera &&\n\t\t\t\t\tmaterial.id === _currentMaterialId;\n\n\t\t\t\t// we might want to call this function with some ClippingGroup\n\t\t\t\t// object instead of the material, once it becomes feasible\n\t\t\t\t// (#8465, #8379)\n\t\t\t\t_clipping.setState(\n\t\t\t\t\tmaterial.clippingPlanes, material.clipIntersection, material.clipShadows,\n\t\t\t\t\tcamera, materialProperties, useCache );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.version === materialProperties.__version ) {\n\n\t\t\tif ( materialProperties.program === undefined ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( material.fog && materialProperties.fog !== fog ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( materialProperties.environment !== environment ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( materialProperties.numClippingPlanes !== undefined &&\n\t\t\t\t( materialProperties.numClippingPlanes !== _clipping.numPlanes ||\n\t\t\t\tmaterialProperties.numIntersection !== _clipping.numIntersection ) ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( materialProperties.outputEncoding !== _this.outputEncoding ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tinitMaterial( material, scene, object );\n\t\t\tmaterialProperties.__version = material.version;\n\n\t\t}\n\n\t\tvar refreshProgram = false;\n\t\tvar refreshMaterial = false;\n\t\tvar refreshLights = false;\n\n\t\tvar program = materialProperties.program,\n\t\t\tp_uniforms = program.getUniforms(),\n\t\t\tm_uniforms = materialProperties.uniforms;\n\n\t\tif ( state.useProgram( program.program ) ) {\n\n\t\t\trefreshProgram = true;\n\t\t\trefreshMaterial = true;\n\t\t\trefreshLights = true;\n\n\t\t}\n\n\t\tif ( material.id !== _currentMaterialId ) {\n\n\t\t\t_currentMaterialId = material.id;\n\n\t\t\trefreshMaterial = true;\n\n\t\t}\n\n\t\tif ( refreshProgram || _currentCamera !== camera ) {\n\n\t\t\tif ( program.numMultiviewViews > 0 ) {\n\n\t\t\t\tmultiview.updateCameraProjectionMatricesUniform( camera, p_uniforms );\n\n\t\t\t} else {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );\n\n\t\t\t}\n\n\t\t\tif ( capabilities.logarithmicDepthBuffer ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'logDepthBufFC',\n\t\t\t\t\t2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );\n\n\t\t\t}\n\n\t\t\tif ( _currentCamera !== camera ) {\n\n\t\t\t\t_currentCamera = camera;\n\n\t\t\t\t// lighting uniforms depend on the camera so enforce an update\n\t\t\t\t// now, in case this material supports lights - or later, when\n\t\t\t\t// the next material that does gets activated:\n\n\t\t\t\trefreshMaterial = true;\t\t// set to true on material change\n\t\t\t\trefreshLights = true;\t\t// remains set until update done\n\n\t\t\t}\n\n\t\t\t// load material specific uniforms\n\t\t\t// (shader material also gets them for the sake of genericity)\n\n\t\t\tif ( material.isShaderMaterial ||\n\t\t\t\tmaterial.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.envMap ) {\n\n\t\t\t\tvar uCamPos = p_uniforms.map.cameraPosition;\n\n\t\t\t\tif ( uCamPos !== undefined ) {\n\n\t\t\t\t\tuCamPos.setValue( _gl,\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( camera.matrixWorld ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.isShaderMaterial ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.isShaderMaterial ||\n\t\t\t\tmaterial.skinning ) {\n\n\t\t\t\tif ( program.numMultiviewViews > 0 ) {\n\n\t\t\t\t\tmultiview.updateCameraViewMatricesUniform( camera, p_uniforms );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// skinning uniforms must be set even if material didn't change\n\t\t// auto-setting of texture unit for bone texture must go before other textures\n\t\t// not sure why, but otherwise weird things happen\n\n\t\tif ( material.skinning ) {\n\n\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrix' );\n\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );\n\n\t\t\tvar skeleton = object.skeleton;\n\n\t\t\tif ( skeleton ) {\n\n\t\t\t\tvar bones = skeleton.bones;\n\n\t\t\t\tif ( capabilities.floatVertexTextures ) {\n\n\t\t\t\t\tif ( skeleton.boneTexture === undefined ) {\n\n\t\t\t\t\t\t// layout (1 matrix = 4 pixels)\n\t\t\t\t\t\t// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n\t\t\t\t\t\t// with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)\n\t\t\t\t\t\t// 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)\n\t\t\t\t\t\t// 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)\n\t\t\t\t\t\t// 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)\n\n\n\t\t\t\t\t\tvar size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix\n\t\t\t\t\t\tsize = MathUtils.ceilPowerOfTwo( size );\n\t\t\t\t\t\tsize = Math.max( size, 4 );\n\n\t\t\t\t\t\tvar boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel\n\t\t\t\t\t\tboneMatrices.set( skeleton.boneMatrices ); // copy current values\n\n\t\t\t\t\t\tvar boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );\n\n\t\t\t\t\t\tskeleton.boneMatrices = boneMatrices;\n\t\t\t\t\t\tskeleton.boneTexture = boneTexture;\n\t\t\t\t\t\tskeleton.boneTextureSize = size;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tp_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {\n\n\t\t\tmaterialProperties.receiveShadow = object.receiveShadow;\n\t\t\tp_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );\n\n\t\t}\n\n\t\tif ( refreshMaterial ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );\n\t\t\tp_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );\n\n\t\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t\t// the current material requires lighting info\n\n\t\t\t\t// note: all lighting uniforms are always set correctly\n\t\t\t\t// they simply reference the renderer's state for their\n\t\t\t\t// values\n\t\t\t\t//\n\t\t\t\t// use the current material's .needsUpdate flags to set\n\t\t\t\t// the GL state when required\n\n\t\t\t\tmarkUniformsLightsNeedsUpdate( m_uniforms, refreshLights );\n\n\t\t\t}\n\n\t\t\t// refresh uniforms common to several materials\n\n\t\t\tif ( fog && material.fog ) {\n\n\t\t\t\trefreshUniformsFog( m_uniforms, fog );\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshBasicMaterial ) {\n\n\t\t\t\trefreshUniformsCommon( m_uniforms, material );\n\n\t\t\t} else if ( material.isMeshLambertMaterial ) {\n\n\t\t\t\trefreshUniformsCommon( m_uniforms, material );\n\t\t\t\trefreshUniformsLambert( m_uniforms, material );\n\n\t\t\t} else if ( material.isMeshToonMaterial ) {\n\n\t\t\t\trefreshUniformsCommon( m_uniforms, material );\n\t\t\t\trefreshUniformsToon( m_uniforms, material );\n\n\t\t\t} else if ( material.isMeshPhongMaterial ) {\n\n\t\t\t\trefreshUniformsCommon( m_uniforms, material );\n\t\t\t\trefreshUniformsPhong( m_uniforms, material );\n\n\t\t\t} else if ( material.isMeshStandardMaterial ) {\n\n\t\t\t\trefreshUniformsCommon( m_uniforms, material, environment );\n\n\t\t\t\tif ( material.isMeshPhysicalMaterial ) {\n\n\t\t\t\t\trefreshUniformsPhysical( m_uniforms, material, environment );\n\n\t\t\t\t} else {\n\n\t\t\t\t\trefreshUniformsStandard( m_uniforms, material, environment );\n\n\t\t\t\t}\n\n\t\t\t} else if ( material.isMeshMatcapMaterial ) {\n\n\t\t\t\trefreshUniformsCommon( m_uniforms, material );\n\t\t\t\trefreshUniformsMatcap( m_uniforms, material );\n\n\t\t\t} else if ( material.isMeshDepthMaterial ) {\n\n\t\t\t\trefreshUniformsCommon( m_uniforms, material );\n\t\t\t\trefreshUniformsDepth( m_uniforms, material );\n\n\t\t\t} else if ( material.isMeshDistanceMaterial ) {\n\n\t\t\t\trefreshUniformsCommon( m_uniforms, material );\n\t\t\t\trefreshUniformsDistance( m_uniforms, material );\n\n\t\t\t} else if ( material.isMeshNormalMaterial ) {\n\n\t\t\t\trefreshUniformsCommon( m_uniforms, material );\n\t\t\t\trefreshUniformsNormal( m_uniforms, material );\n\n\t\t\t} else if ( material.isLineBasicMaterial ) {\n\n\t\t\t\trefreshUniformsLine( m_uniforms, material );\n\n\t\t\t\tif ( material.isLineDashedMaterial ) {\n\n\t\t\t\t\trefreshUniformsDash( m_uniforms, material );\n\n\t\t\t\t}\n\n\t\t\t} else if ( material.isPointsMaterial ) {\n\n\t\t\t\trefreshUniformsPoints( m_uniforms, material );\n\n\t\t\t} else if ( material.isSpriteMaterial ) {\n\n\t\t\t\trefreshUniformsSprites( m_uniforms, material );\n\n\t\t\t} else if ( material.isShadowMaterial ) {\n\n\t\t\t\tm_uniforms.color.value.copy( material.color );\n\t\t\t\tm_uniforms.opacity.value = material.opacity;\n\n\t\t\t}\n\n\t\t\t// RectAreaLight Texture\n\t\t\t// TODO (mrdoob): Find a nicer implementation\n\n\t\t\tif ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;\n\t\t\tif ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;\n\n\t\t\tWebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );\n\n\t\t\tif ( material.isShaderMaterial ) {\n\n\t\t\t\tmaterial.uniformsNeedUpdate = false; // #15581\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {\n\n\t\t\tWebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );\n\t\t\tmaterial.uniformsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( material.isSpriteMaterial ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'center', object.center );\n\n\t\t}\n\n\t\t// common matrices\n\n\t\tif ( program.numMultiviewViews > 0 ) {\n\n\t\t\tmultiview.updateObjectMatricesUniforms( object, camera, p_uniforms );\n\n\t\t} else {\n\n\t\t\tp_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );\n\t\t\tp_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );\n\n\t\t}\n\n\t\tp_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );\n\n\t\treturn program;\n\n\t}\n\n\t// Uniforms (refresh uniforms objects)\n\n\tfunction refreshUniformsCommon( uniforms, material, environment ) {\n\n\t\tuniforms.opacity.value = material.opacity;\n\n\t\tif ( material.color ) {\n\n\t\t\tuniforms.diffuse.value.copy( material.color );\n\n\t\t}\n\n\t\tif ( material.emissive ) {\n\n\t\t\tuniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );\n\n\t\t}\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\tif ( material.specularMap ) {\n\n\t\t\tuniforms.specularMap.value = material.specularMap;\n\n\t\t}\n\n\t\tvar envMap = material.envMap || environment;\n\n\t\tif ( envMap ) {\n\n\t\t\tuniforms.envMap.value = envMap;\n\n\t\t\tuniforms.flipEnvMap.value = envMap.isCubeTexture ? - 1 : 1;\n\n\t\t\tuniforms.reflectivity.value = material.reflectivity;\n\t\t\tuniforms.refractionRatio.value = material.refractionRatio;\n\n\t\t\tuniforms.maxMipLevel.value = properties.get( envMap ).__maxMipLevel;\n\n\t\t}\n\n\t\tif ( material.lightMap ) {\n\n\t\t\tuniforms.lightMap.value = material.lightMap;\n\t\t\tuniforms.lightMapIntensity.value = material.lightMapIntensity;\n\n\t\t}\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuniforms.aoMap.value = material.aoMap;\n\t\t\tuniforms.aoMapIntensity.value = material.aoMapIntensity;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. specular map\n\t\t// 3. normal map\n\t\t// 4. bump map\n\t\t// 5. alpha map\n\t\t// 6. emissive map\n\n\t\tvar uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.specularMap ) {\n\n\t\t\tuvScaleMap = material.specularMap;\n\n\t\t} else if ( material.displacementMap ) {\n\n\t\t\tuvScaleMap = material.displacementMap;\n\n\t\t} else if ( material.normalMap ) {\n\n\t\t\tuvScaleMap = material.normalMap;\n\n\t\t} else if ( material.bumpMap ) {\n\n\t\t\tuvScaleMap = material.bumpMap;\n\n\t\t} else if ( material.roughnessMap ) {\n\n\t\t\tuvScaleMap = material.roughnessMap;\n\n\t\t} else if ( material.metalnessMap ) {\n\n\t\t\tuvScaleMap = material.metalnessMap;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t} else if ( material.emissiveMap ) {\n\n\t\t\tuvScaleMap = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\t// backwards compatibility\n\t\t\tif ( uvScaleMap.isWebGLRenderTarget ) {\n\n\t\t\t\tuvScaleMap = uvScaleMap.texture;\n\n\t\t\t}\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities for uv2\n\t\t// 1. ao map\n\t\t// 2. light map\n\n\t\tvar uv2ScaleMap;\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuv2ScaleMap = material.aoMap;\n\n\t\t} else if ( material.lightMap ) {\n\n\t\t\tuv2ScaleMap = material.lightMap;\n\n\t\t}\n\n\t\tif ( uv2ScaleMap !== undefined ) {\n\n\t\t\t// backwards compatibility\n\t\t\tif ( uv2ScaleMap.isWebGLRenderTarget ) {\n\n\t\t\t\tuv2ScaleMap = uv2ScaleMap.texture;\n\n\t\t\t}\n\n\t\t\tif ( uv2ScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuv2ScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLine( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\n\t}\n\n\tfunction refreshUniformsDash( uniforms, material ) {\n\n\t\tuniforms.dashSize.value = material.dashSize;\n\t\tuniforms.totalSize.value = material.dashSize + material.gapSize;\n\t\tuniforms.scale.value = material.scale;\n\n\t}\n\n\tfunction refreshUniformsPoints( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.size.value = material.size * _pixelRatio;\n\t\tuniforms.scale.value = _height * 0.5;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. alpha map\n\n\t\tvar uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsSprites( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.rotation.value = material.rotation;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. alpha map\n\n\t\tvar uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsFog( uniforms, fog ) {\n\n\t\tuniforms.fogColor.value.copy( fog.color );\n\n\t\tif ( fog.isFog ) {\n\n\t\t\tuniforms.fogNear.value = fog.near;\n\t\t\tuniforms.fogFar.value = fog.far;\n\n\t\t} else if ( fog.isFogExp2 ) {\n\n\t\t\tuniforms.fogDensity.value = fog.density;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLambert( uniforms, material ) {\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhong( uniforms, material ) {\n\n\t\tuniforms.specular.value.copy( material.specular );\n\t\tuniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsToon( uniforms, material ) {\n\n\t\tuniforms.specular.value.copy( material.specular );\n\t\tuniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )\n\n\t\tif ( material.gradientMap ) {\n\n\t\t\tuniforms.gradientMap.value = material.gradientMap;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsStandard( uniforms, material, environment ) {\n\n\t\tuniforms.roughness.value = material.roughness;\n\t\tuniforms.metalness.value = material.metalness;\n\n\t\tif ( material.roughnessMap ) {\n\n\t\t\tuniforms.roughnessMap.value = material.roughnessMap;\n\n\t\t}\n\n\t\tif ( material.metalnessMap ) {\n\n\t\t\tuniforms.metalnessMap.value = material.metalnessMap;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tif ( material.envMap || environment ) {\n\n\t\t\t//uniforms.envMap.value = material.envMap; // part of uniforms common\n\t\t\tuniforms.envMapIntensity.value = material.envMapIntensity;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhysical( uniforms, material, environment ) {\n\n\t\trefreshUniformsStandard( uniforms, material, environment );\n\n\t\tuniforms.reflectivity.value = material.reflectivity; // also part of uniforms common\n\n\t\tuniforms.clearcoat.value = material.clearcoat;\n\t\tuniforms.clearcoatRoughness.value = material.clearcoatRoughness;\n\t\tif ( material.sheen ) uniforms.sheen.value.copy( material.sheen );\n\n\t\tif ( material.clearcoatNormalMap ) {\n\n\t\t\tuniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );\n\t\t\tuniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;\n\n\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\tuniforms.clearcoatNormalScale.value.negate();\n\n\t\t\t}\n\n\t\t}\n\n\t\tuniforms.transparency.value = material.transparency;\n\n\t}\n\n\tfunction refreshUniformsMatcap( uniforms, material ) {\n\n\t\tif ( material.matcap ) {\n\n\t\t\tuniforms.matcap.value = material.matcap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDepth( uniforms, material ) {\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDistance( uniforms, material ) {\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tuniforms.referencePosition.value.copy( material.referencePosition );\n\t\tuniforms.nearDistance.value = material.nearDistance;\n\t\tuniforms.farDistance.value = material.farDistance;\n\n\t}\n\n\tfunction refreshUniformsNormal( uniforms, material ) {\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\t// If uniforms are marked as clean, they don't need to be loaded to the GPU.\n\n\tfunction markUniformsLightsNeedsUpdate( uniforms, value ) {\n\n\t\tuniforms.ambientLightColor.needsUpdate = value;\n\t\tuniforms.lightProbe.needsUpdate = value;\n\n\t\tuniforms.directionalLights.needsUpdate = value;\n\t\tuniforms.pointLights.needsUpdate = value;\n\t\tuniforms.spotLights.needsUpdate = value;\n\t\tuniforms.rectAreaLights.needsUpdate = value;\n\t\tuniforms.hemisphereLights.needsUpdate = value;\n\n\t}\n\n\tfunction materialNeedsLights( material ) {\n\n\t\treturn material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||\n\t\t\tmaterial.isMeshStandardMaterial || material.isShadowMaterial ||\n\t\t\t( material.isShaderMaterial && material.lights === true );\n\n\t}\n\n\t//\n\tthis.setFramebuffer = function ( value ) {\n\n\t\tif ( _framebuffer !== value && _currentRenderTarget === null ) _gl.bindFramebuffer( 36160, value );\n\n\t\t_framebuffer = value;\n\n\t};\n\n\tthis.getActiveCubeFace = function () {\n\n\t\treturn _currentActiveCubeFace;\n\n\t};\n\n\tthis.getActiveMipmapLevel = function () {\n\n\t\treturn _currentActiveMipmapLevel;\n\n\t};\n\n\tthis.getRenderTarget = function () {\n\n\t\treturn _currentRenderTarget;\n\n\t};\n\n\tthis.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {\n\n\t\t_currentRenderTarget = renderTarget;\n\t\t_currentActiveCubeFace = activeCubeFace;\n\t\t_currentActiveMipmapLevel = activeMipmapLevel;\n\n\t\tif ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {\n\n\t\t\ttextures.setupRenderTarget( renderTarget );\n\n\t\t}\n\n\t\tvar framebuffer = _framebuffer;\n\t\tvar isCube = false;\n\n\t\tif ( renderTarget ) {\n\n\t\t\tvar __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\t\tframebuffer = __webglFramebuffer[ activeCubeFace || 0 ];\n\t\t\t\tisCube = true;\n\n\t\t\t} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {\n\n\t\t\t\tframebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;\n\n\t\t\t} else {\n\n\t\t\t\tframebuffer = __webglFramebuffer;\n\n\t\t\t}\n\n\t\t\t_currentViewport.copy( renderTarget.viewport );\n\t\t\t_currentScissor.copy( renderTarget.scissor );\n\t\t\t_currentScissorTest = renderTarget.scissorTest;\n\n\t\t} else {\n\n\t\t\t_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t_currentScissorTest = _scissorTest;\n\n\t\t}\n\n\t\tif ( _currentFramebuffer !== framebuffer ) {\n\n\t\t\t_gl.bindFramebuffer( 36160, framebuffer );\n\t\t\t_currentFramebuffer = framebuffer;\n\n\t\t}\n\n\t\tstate.viewport( _currentViewport );\n\t\tstate.scissor( _currentScissor );\n\t\tstate.setScissorTest( _currentScissorTest );\n\n\t\tif ( isCube ) {\n\n\t\t\tvar textureProperties = properties.get( renderTarget.texture );\n\t\t\t_gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );\n\n\t\t}\n\n\t};\n\n\tthis.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {\n\n\t\tif ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tvar framebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {\n\n\t\t\tframebuffer = framebuffer[ activeCubeFaceIndex ];\n\n\t\t}\n\n\t\tif ( framebuffer ) {\n\n\t\t\tvar restore = false;\n\n\t\t\tif ( framebuffer !== _currentFramebuffer ) {\n\n\t\t\t\t_gl.bindFramebuffer( 36160, framebuffer );\n\n\t\t\t\trestore = true;\n\n\t\t\t}\n\n\t\t\ttry {\n\n\t\t\t\tvar texture = renderTarget.texture;\n\t\t\t\tvar textureFormat = texture.format;\n\t\t\t\tvar textureType = texture.type;\n\n\t\t\t\tif ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)\n\t\t\t\t\t! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox\n\t\t\t\t\t! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {\n\n\t\t\t\t\t// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)\n\n\t\t\t\t\tif ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {\n\n\t\t\t\t\t\t_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );\n\n\t\t\t\t}\n\n\t\t\t} finally {\n\n\t\t\t\tif ( restore ) {\n\n\t\t\t\t\t_gl.bindFramebuffer( 36160, _currentFramebuffer );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tthis.copyFramebufferToTexture = function ( position, texture, level ) {\n\n\t\tif ( level === undefined ) level = 0;\n\n\t\tvar levelScale = Math.pow( 2, - level );\n\t\tvar width = Math.floor( texture.image.width * levelScale );\n\t\tvar height = Math.floor( texture.image.height * levelScale );\n\t\tvar glFormat = utils.convert( texture.format );\n\n\t\ttextures.setTexture2D( texture, 0 );\n\n\t\t_gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {\n\n\t\tvar width = srcTexture.image.width;\n\t\tvar height = srcTexture.image.height;\n\t\tvar glFormat = utils.convert( dstTexture.format );\n\t\tvar glType = utils.convert( dstTexture.type );\n\n\t\ttextures.setTexture2D( dstTexture, 0 );\n\n\t\tif ( srcTexture.isDataTexture ) {\n\n\t\t\t_gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );\n\n\t\t} else {\n\n\t\t\t_gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );\n\n\t\t}\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.initTexture = function ( texture ) {\n\n\t\ttextures.setTexture2D( texture, 0 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef\n\n\t}\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction FogExp2( color, density ) {\n\n\tthis.name = '';\n\n\tthis.color = new Color( color );\n\tthis.density = ( density !== undefined ) ? density : 0.00025;\n\n}\n\nObject.assign( FogExp2.prototype, {\n\n\tisFogExp2: true,\n\n\tclone: function () {\n\n\t\treturn new FogExp2( this.color, this.density );\n\n\t},\n\n\ttoJSON: function ( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'FogExp2',\n\t\t\tcolor: this.color.getHex(),\n\t\t\tdensity: this.density\n\t\t};\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction Fog( color, near, far ) {\n\n\tthis.name = '';\n\n\tthis.color = new Color( color );\n\n\tthis.near = ( near !== undefined ) ? near : 1;\n\tthis.far = ( far !== undefined ) ? far : 1000;\n\n}\n\nObject.assign( Fog.prototype, {\n\n\tisFog: true,\n\n\tclone: function () {\n\n\t\treturn new Fog( this.color, this.near, this.far );\n\n\t},\n\n\ttoJSON: function ( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'Fog',\n\t\t\tcolor: this.color.getHex(),\n\t\t\tnear: this.near,\n\t\t\tfar: this.far\n\t\t};\n\n\t}\n\n} );\n\n/**\n * @author benaadams / https://twitter.com/ben_a_adams\n */\n\nfunction InterleavedBuffer( array, stride ) {\n\n\tthis.array = array;\n\tthis.stride = stride;\n\tthis.count = array !== undefined ? array.length / stride : 0;\n\n\tthis.usage = StaticDrawUsage;\n\tthis.updateRange = { offset: 0, count: - 1 };\n\n\tthis.version = 0;\n\n}\n\nObject.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( InterleavedBuffer.prototype, {\n\n\tisInterleavedBuffer: true,\n\n\tonUploadCallback: function () {},\n\n\tsetUsage: function ( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.count = source.count;\n\t\tthis.stride = source.stride;\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t},\n\n\tcopyAt: function ( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.stride;\n\t\tindex2 *= attribute.stride;\n\n\t\tfor ( var i = 0, l = this.stride; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tset: function ( value, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tonUpload: function ( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author benaadams / https://twitter.com/ben_a_adams\n */\n\nvar _vector$6 = new Vector3();\n\nfunction InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {\n\n\tthis.data = interleavedBuffer;\n\tthis.itemSize = itemSize;\n\tthis.offset = offset;\n\n\tthis.normalized = normalized === true;\n\n}\n\nObject.defineProperties( InterleavedBufferAttribute.prototype, {\n\n\tcount: {\n\n\t\tget: function () {\n\n\t\t\treturn this.data.count;\n\n\t\t}\n\n\t},\n\n\tarray: {\n\n\t\tget: function () {\n\n\t\t\treturn this.data.array;\n\n\t\t}\n\n\t}\n\n} );\n\nObject.assign( InterleavedBufferAttribute.prototype, {\n\n\tisInterleavedBufferAttribute: true,\n\n\tapplyMatrix4: function ( m ) {\n\n\t\tfor ( var i = 0, l = this.data.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.x = this.getX( i );\n\t\t\t_vector$6.y = this.getY( i );\n\t\t\t_vector$6.z = this.getZ( i );\n\n\t\t\t_vector$6.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetX: function ( index, x ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset ] = x;\n\n\t\treturn this;\n\n\t},\n\n\tsetY: function ( index, y ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetZ: function ( index, z ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetW: function ( index, w ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tgetX: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset ];\n\n\t},\n\n\tgetY: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 1 ];\n\n\t},\n\n\tgetZ: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 2 ];\n\n\t},\n\n\tgetW: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 3 ];\n\n\t},\n\n\tsetXY: function ( index, x, y ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZ: function ( index, x, y, z ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZW: function ( index, x, y, z, w ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\t\tthis.data.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: ,\n * map: new THREE.Texture( ),\n * alphaMap: new THREE.Texture( ),\n * rotation: ,\n * sizeAttenuation: \n * }\n */\n\nfunction SpriteMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'SpriteMaterial';\n\n\tthis.color = new Color( 0xffffff );\n\n\tthis.map = null;\n\n\tthis.alphaMap = null;\n\n\tthis.rotation = 0;\n\n\tthis.sizeAttenuation = true;\n\n\tthis.transparent = true;\n\n\tthis.setValues( parameters );\n\n}\n\nSpriteMaterial.prototype = Object.create( Material.prototype );\nSpriteMaterial.prototype.constructor = SpriteMaterial;\nSpriteMaterial.prototype.isSpriteMaterial = true;\n\nSpriteMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.rotation = source.rotation;\n\n\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\treturn this;\n\n};\n\n/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n */\n\nvar _geometry;\n\nvar _intersectPoint = new Vector3();\nvar _worldScale = new Vector3();\nvar _mvPosition = new Vector3();\n\nvar _alignedPosition = new Vector2();\nvar _rotatedPosition = new Vector2();\nvar _viewWorldMatrix = new Matrix4();\n\nvar _vA$1 = new Vector3();\nvar _vB$1 = new Vector3();\nvar _vC$1 = new Vector3();\n\nvar _uvA$1 = new Vector2();\nvar _uvB$1 = new Vector2();\nvar _uvC$1 = new Vector2();\n\nfunction Sprite( material ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Sprite';\n\n\tif ( _geometry === undefined ) {\n\n\t\t_geometry = new BufferGeometry();\n\n\t\tvar float32Array = new Float32Array( [\n\t\t\t- 0.5, - 0.5, 0, 0, 0,\n\t\t\t0.5, - 0.5, 0, 1, 0,\n\t\t\t0.5, 0.5, 0, 1, 1,\n\t\t\t- 0.5, 0.5, 0, 0, 1\n\t\t] );\n\n\t\tvar interleavedBuffer = new InterleavedBuffer( float32Array, 5 );\n\n\t\t_geometry.setIndex( [ 0, 1, 2,\t0, 2, 3 ] );\n\t\t_geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );\n\t\t_geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );\n\n\t}\n\n\tthis.geometry = _geometry;\n\tthis.material = ( material !== undefined ) ? material : new SpriteMaterial();\n\n\tthis.center = new Vector2( 0.5, 0.5 );\n\n}\n\nSprite.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Sprite,\n\n\tisSprite: true,\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tif ( raycaster.camera === null ) {\n\n\t\t\tconsole.error( 'THREE.Sprite: \"Raycaster.camera\" needs to be set in order to raycast against sprites.' );\n\n\t\t}\n\n\t\t_worldScale.setFromMatrixScale( this.matrixWorld );\n\n\t\t_viewWorldMatrix.copy( raycaster.camera.matrixWorld );\n\t\tthis.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );\n\n\t\t_mvPosition.setFromMatrixPosition( this.modelViewMatrix );\n\n\t\tif ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {\n\n\t\t\t_worldScale.multiplyScalar( - _mvPosition.z );\n\n\t\t}\n\n\t\tvar rotation = this.material.rotation;\n\t\tvar sin, cos;\n\t\tif ( rotation !== 0 ) {\n\n\t\t\tcos = Math.cos( rotation );\n\t\t\tsin = Math.sin( rotation );\n\n\t\t}\n\n\t\tvar center = this.center;\n\n\t\ttransformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\n\t\t_uvA$1.set( 0, 0 );\n\t\t_uvB$1.set( 1, 0 );\n\t\t_uvC$1.set( 1, 1 );\n\n\t\t// check first triangle\n\t\tvar intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );\n\n\t\tif ( intersect === null ) {\n\n\t\t\t// check second triangle\n\t\t\ttransformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\t\t_uvB$1.set( 0, 1 );\n\n\t\t\tintersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );\n\t\t\tif ( intersect === null ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tvar distance = raycaster.ray.origin.distanceTo( _intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tpoint: _intersectPoint.clone(),\n\t\t\tuv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),\n\t\t\tface: null,\n\t\t\tobject: this\n\n\t\t} );\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.material ).copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tif ( source.center !== undefined ) this.center.copy( source.center );\n\n\t\treturn this;\n\n\t}\n\n\n} );\n\nfunction transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {\n\n\t// compute position in camera space\n\t_alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );\n\n\t// to check if rotation is not zero\n\tif ( sin !== undefined ) {\n\n\t\t_rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );\n\t\t_rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );\n\n\t} else {\n\n\t\t_rotatedPosition.copy( _alignedPosition );\n\n\t}\n\n\n\tvertexPosition.copy( mvPosition );\n\tvertexPosition.x += _rotatedPosition.x;\n\tvertexPosition.y += _rotatedPosition.y;\n\n\t// transform to world space\n\tvertexPosition.applyMatrix4( _viewWorldMatrix );\n\n}\n\n/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n */\n\nvar _v1$4 = new Vector3();\nvar _v2$2 = new Vector3();\n\nfunction LOD() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'LOD';\n\n\tObject.defineProperties( this, {\n\t\tlevels: {\n\t\t\tenumerable: true,\n\t\t\tvalue: []\n\t\t}\n\t} );\n\n\tthis.autoUpdate = true;\n\n}\n\nLOD.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: LOD,\n\n\tisLOD: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source, false );\n\n\t\tvar levels = source.levels;\n\n\t\tfor ( var i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tvar level = levels[ i ];\n\n\t\t\tthis.addLevel( level.object.clone(), level.distance );\n\n\t\t}\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\n\t\treturn this;\n\n\t},\n\n\taddLevel: function ( object, distance ) {\n\n\t\tif ( distance === undefined ) distance = 0;\n\n\t\tdistance = Math.abs( distance );\n\n\t\tvar levels = this.levels;\n\n\t\tfor ( var l = 0; l < levels.length; l ++ ) {\n\n\t\t\tif ( distance < levels[ l ].distance ) {\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlevels.splice( l, 0, { distance: distance, object: object } );\n\n\t\tthis.add( object );\n\n\t\treturn this;\n\n\t},\n\n\tgetObjectForDistance: function ( distance ) {\n\n\t\tvar levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\tfor ( var i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tif ( distance < levels[ i ].distance ) {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn levels[ i - 1 ].object;\n\n\t\t}\n\n\t\treturn null;\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tvar levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\t_v1$4.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tvar distance = raycaster.ray.origin.distanceTo( _v1$4 );\n\n\t\t\tthis.getObjectForDistance( distance ).raycast( raycaster, intersects );\n\n\t\t}\n\n\t},\n\n\tupdate: function ( camera ) {\n\n\t\tvar levels = this.levels;\n\n\t\tif ( levels.length > 1 ) {\n\n\t\t\t_v1$4.setFromMatrixPosition( camera.matrixWorld );\n\t\t\t_v2$2.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tvar distance = _v1$4.distanceTo( _v2$2 );\n\n\t\t\tlevels[ 0 ].object.visible = true;\n\n\t\t\tfor ( var i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tif ( distance >= levels[ i ].distance ) {\n\n\t\t\t\t\tlevels[ i - 1 ].object.visible = false;\n\t\t\t\t\tlevels[ i ].object.visible = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tfor ( ; i < l; i ++ ) {\n\n\t\t\t\tlevels[ i ].object.visible = false;\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tvar data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tif ( this.autoUpdate === false ) data.object.autoUpdate = false;\n\n\t\tdata.object.levels = [];\n\n\t\tvar levels = this.levels;\n\n\t\tfor ( var i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tvar level = levels[ i ];\n\n\t\t\tdata.object.levels.push( {\n\t\t\t\tobject: level.object.uuid,\n\t\t\t\tdistance: level.distance\n\t\t\t} );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n} );\n\n/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n * @author ikerr / http://verold.com\n */\n\nfunction SkinnedMesh( geometry, material ) {\n\n\tif ( geometry && geometry.isGeometry ) {\n\n\t\tconsole.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t}\n\n\tMesh.call( this, geometry, material );\n\n\tthis.type = 'SkinnedMesh';\n\n\tthis.bindMode = 'attached';\n\tthis.bindMatrix = new Matrix4();\n\tthis.bindMatrixInverse = new Matrix4();\n\n}\n\nSkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {\n\n\tconstructor: SkinnedMesh,\n\n\tisSkinnedMesh: true,\n\n\tbind: function ( skeleton, bindMatrix ) {\n\n\t\tthis.skeleton = skeleton;\n\n\t\tif ( bindMatrix === undefined ) {\n\n\t\t\tthis.updateMatrixWorld( true );\n\n\t\t\tthis.skeleton.calculateInverses();\n\n\t\t\tbindMatrix = this.matrixWorld;\n\n\t\t}\n\n\t\tthis.bindMatrix.copy( bindMatrix );\n\t\tthis.bindMatrixInverse.getInverse( bindMatrix );\n\n\t},\n\n\tpose: function () {\n\n\t\tthis.skeleton.pose();\n\n\t},\n\n\tnormalizeSkinWeights: function () {\n\n\t\tvar vector = new Vector4();\n\n\t\tvar skinWeight = this.geometry.attributes.skinWeight;\n\n\t\tfor ( var i = 0, l = skinWeight.count; i < l; i ++ ) {\n\n\t\t\tvector.x = skinWeight.getX( i );\n\t\t\tvector.y = skinWeight.getY( i );\n\t\t\tvector.z = skinWeight.getZ( i );\n\t\t\tvector.w = skinWeight.getW( i );\n\n\t\t\tvar scale = 1.0 / vector.manhattanLength();\n\n\t\t\tif ( scale !== Infinity ) {\n\n\t\t\t\tvector.multiplyScalar( scale );\n\n\t\t\t} else {\n\n\t\t\t\tvector.set( 1, 0, 0, 0 ); // do something reasonable\n\n\t\t\t}\n\n\t\t\tskinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );\n\n\t\t}\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tMesh.prototype.updateMatrixWorld.call( this, force );\n\n\t\tif ( this.bindMode === 'attached' ) {\n\n\t\t\tthis.bindMatrixInverse.getInverse( this.matrixWorld );\n\n\t\t} else if ( this.bindMode === 'detached' ) {\n\n\t\t\tthis.bindMatrixInverse.getInverse( this.bindMatrix );\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );\n\n\t\t}\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.geometry, this.material ).copy( this );\n\n\t}\n\n} );\n\n/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n * @author michael guerrero / http://realitymeltdown.com\n * @author ikerr / http://verold.com\n */\n\nvar _offsetMatrix = new Matrix4();\nvar _identityMatrix = new Matrix4();\n\nfunction Skeleton( bones, boneInverses ) {\n\n\t// copy the bone array\n\n\tbones = bones || [];\n\n\tthis.bones = bones.slice( 0 );\n\tthis.boneMatrices = new Float32Array( this.bones.length * 16 );\n\n\tthis.frame = - 1;\n\n\t// use the supplied bone inverses or calculate the inverses\n\n\tif ( boneInverses === undefined ) {\n\n\t\tthis.calculateInverses();\n\n\t} else {\n\n\t\tif ( this.bones.length === boneInverses.length ) {\n\n\t\t\tthis.boneInverses = boneInverses.slice( 0 );\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.Skeleton boneInverses is the wrong length.' );\n\n\t\t\tthis.boneInverses = [];\n\n\t\t\tfor ( var i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\t\tthis.boneInverses.push( new Matrix4() );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nObject.assign( Skeleton.prototype, {\n\n\tcalculateInverses: function () {\n\n\t\tthis.boneInverses = [];\n\n\t\tfor ( var i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tvar inverse = new Matrix4();\n\n\t\t\tif ( this.bones[ i ] ) {\n\n\t\t\t\tinverse.getInverse( this.bones[ i ].matrixWorld );\n\n\t\t\t}\n\n\t\t\tthis.boneInverses.push( inverse );\n\n\t\t}\n\n\t},\n\n\tpose: function () {\n\n\t\tvar bone, i, il;\n\n\t\t// recover the bind-time world matrices\n\n\t\tfor ( i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tbone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tbone.matrixWorld.getInverse( this.boneInverses[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// compute the local matrices, positions, rotations and scales\n\n\t\tfor ( i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tbone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t\tbone.matrix.getInverse( bone.parent.matrixWorld );\n\t\t\t\t\tbone.matrix.multiply( bone.matrixWorld );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbone.matrix.copy( bone.matrixWorld );\n\n\t\t\t\t}\n\n\t\t\t\tbone.matrix.decompose( bone.position, bone.quaternion, bone.scale );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tupdate: function () {\n\n\t\tvar bones = this.bones;\n\t\tvar boneInverses = this.boneInverses;\n\t\tvar boneMatrices = this.boneMatrices;\n\t\tvar boneTexture = this.boneTexture;\n\n\t\t// flatten bone matrices to array\n\n\t\tfor ( var i = 0, il = bones.length; i < il; i ++ ) {\n\n\t\t\t// compute the offset between the current and the original transform\n\n\t\t\tvar matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;\n\n\t\t\t_offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );\n\t\t\t_offsetMatrix.toArray( boneMatrices, i * 16 );\n\n\t\t}\n\n\t\tif ( boneTexture !== undefined ) {\n\n\t\t\tboneTexture.needsUpdate = true;\n\n\t\t}\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new Skeleton( this.bones, this.boneInverses );\n\n\t},\n\n\tgetBoneByName: function ( name ) {\n\n\t\tfor ( var i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tvar bone = this.bones[ i ];\n\n\t\t\tif ( bone.name === name ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t}\n\n} );\n\n/**\n * @author mikael emtinger / http://gomo.se/\n * @author alteredq / http://alteredqualia.com/\n * @author ikerr / http://verold.com\n */\n\nfunction Bone() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Bone';\n\n}\n\nBone.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Bone,\n\n\tisBone: true\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nvar _instanceLocalMatrix = new Matrix4();\nvar _instanceWorldMatrix = new Matrix4();\n\nvar _instanceIntersects = [];\n\nvar _mesh = new Mesh();\n\nfunction InstancedMesh( geometry, material, count ) {\n\n\tMesh.call( this, geometry, material );\n\n\tthis.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );\n\n\tthis.count = count;\n\n\tthis.frustumCulled = false;\n\n}\n\nInstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {\n\n\tconstructor: InstancedMesh,\n\n\tisInstancedMesh: true,\n\n\tgetMatrixAt: function ( index, matrix ) {\n\n\t\tmatrix.fromArray( this.instanceMatrix.array, index * 16 );\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tvar matrixWorld = this.matrixWorld;\n\t\tvar raycastTimes = this.count;\n\n\t\t_mesh.geometry = this.geometry;\n\t\t_mesh.material = this.material;\n\n\t\tif ( _mesh.material === undefined ) return;\n\n\t\tfor ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {\n\n\t\t\t// calculate the world matrix for each instance\n\n\t\t\tthis.getMatrixAt( instanceId, _instanceLocalMatrix );\n\n\t\t\t_instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );\n\n\t\t\t// the mesh represents this single instance\n\n\t\t\t_mesh.matrixWorld = _instanceWorldMatrix;\n\n\t\t\t_mesh.raycast( raycaster, _instanceIntersects );\n\n\t\t\t// process the result of raycast\n\n\t\t\tif ( _instanceIntersects.length > 0 ) {\n\n\t\t\t\t_instanceIntersects[ 0 ].instanceId = instanceId;\n\t\t\t\t_instanceIntersects[ 0 ].object = this;\n\n\t\t\t\tintersects.push( _instanceIntersects[ 0 ] );\n\n\t\t\t\t_instanceIntersects.length = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tsetMatrixAt: function ( index, matrix ) {\n\n\t\tmatrix.toArray( this.instanceMatrix.array, index * 16 );\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * linewidth: ,\n * linecap: \"round\",\n * linejoin: \"round\"\n * }\n */\n\nfunction LineBasicMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'LineBasicMaterial';\n\n\tthis.color = new Color( 0xffffff );\n\n\tthis.linewidth = 1;\n\tthis.linecap = 'round';\n\tthis.linejoin = 'round';\n\n\tthis.setValues( parameters );\n\n}\n\nLineBasicMaterial.prototype = Object.create( Material.prototype );\nLineBasicMaterial.prototype.constructor = LineBasicMaterial;\n\nLineBasicMaterial.prototype.isLineBasicMaterial = true;\n\nLineBasicMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.linewidth = source.linewidth;\n\tthis.linecap = source.linecap;\n\tthis.linejoin = source.linejoin;\n\n\treturn this;\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nvar _start = new Vector3();\nvar _end = new Vector3();\nvar _inverseMatrix$1 = new Matrix4();\nvar _ray$1 = new Ray();\nvar _sphere$2 = new Sphere();\n\nfunction Line( geometry, material, mode ) {\n\n\tif ( mode === 1 ) {\n\n\t\tconsole.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );\n\n\t}\n\n\tObject3D.call( this );\n\n\tthis.type = 'Line';\n\n\tthis.geometry = geometry !== undefined ? geometry : new BufferGeometry();\n\tthis.material = material !== undefined ? material : new LineBasicMaterial();\n\n}\n\nLine.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Line,\n\n\tisLine: true,\n\n\tcomputeLineDistances: function () {\n\n\t\tvar geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\t// we assume non-indexed geometry\n\n\t\t\tif ( geometry.index === null ) {\n\n\t\t\t\tvar positionAttribute = geometry.attributes.position;\n\t\t\t\tvar lineDistances = [ 0 ];\n\n\t\t\t\tfor ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {\n\n\t\t\t\t\t_start.fromBufferAttribute( positionAttribute, i - 1 );\n\t\t\t\t\t_end.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\t\tlineDistances[ i ] = lineDistances[ i - 1 ];\n\t\t\t\t\tlineDistances[ i ] += _start.distanceTo( _end );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tvar vertices = geometry.vertices;\n\t\t\tvar lineDistances = geometry.lineDistances;\n\n\t\t\tlineDistances[ 0 ] = 0;\n\n\t\t\tfor ( var i = 1, l = vertices.length; i < l; i ++ ) {\n\n\t\t\t\tlineDistances[ i ] = lineDistances[ i - 1 ];\n\t\t\t\tlineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tvar precision = raycaster.linePrecision;\n\n\t\tvar geometry = this.geometry;\n\t\tvar matrixWorld = this.matrixWorld;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$2.copy( geometry.boundingSphere );\n\t\t_sphere$2.applyMatrix4( matrixWorld );\n\t\t_sphere$2.radius += precision;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$1.getInverse( matrixWorld );\n\t\t_ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );\n\n\t\tvar localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tvar localPrecisionSq = localPrecision * localPrecision;\n\n\t\tvar vStart = new Vector3();\n\t\tvar vEnd = new Vector3();\n\t\tvar interSegment = new Vector3();\n\t\tvar interRay = new Vector3();\n\t\tvar step = ( this && this.isLineSegments ) ? 2 : 1;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tvar index = geometry.index;\n\t\t\tvar attributes = geometry.attributes;\n\t\t\tvar positions = attributes.position.array;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tvar indices = index.array;\n\n\t\t\t\tfor ( var i = 0, l = indices.length - 1; i < l; i += step ) {\n\n\t\t\t\t\tvar a = indices[ i ];\n\t\t\t\t\tvar b = indices[ i + 1 ];\n\n\t\t\t\t\tvStart.fromArray( positions, a * 3 );\n\t\t\t\t\tvEnd.fromArray( positions, b * 3 );\n\n\t\t\t\t\tvar distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\t\tif ( distSq > localPrecisionSq ) continue;\n\n\t\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\t\tvar distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\t\tindex: i,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\t\tobject: this\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tfor ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {\n\n\t\t\t\t\tvStart.fromArray( positions, 3 * i );\n\t\t\t\t\tvEnd.fromArray( positions, 3 * i + 3 );\n\n\t\t\t\t\tvar distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\t\tif ( distSq > localPrecisionSq ) continue;\n\n\t\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\t\tvar distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\t\tindex: i,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\t\tobject: this\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tvar vertices = geometry.vertices;\n\t\t\tvar nbVertices = vertices.length;\n\n\t\t\tfor ( var i = 0; i < nbVertices - 1; i += step ) {\n\n\t\t\t\tvar distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );\n\n\t\t\t\tif ( distSq > localPrecisionSq ) continue;\n\n\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\tvar distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\tintersects.push( {\n\n\t\t\t\t\tdistance: distance,\n\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\tindex: i,\n\t\t\t\t\tface: null,\n\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\tobject: this\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.geometry, this.material ).copy( this );\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nvar _start$1 = new Vector3();\nvar _end$1 = new Vector3();\n\nfunction LineSegments( geometry, material ) {\n\n\tLine.call( this, geometry, material );\n\n\tthis.type = 'LineSegments';\n\n}\n\nLineSegments.prototype = Object.assign( Object.create( Line.prototype ), {\n\n\tconstructor: LineSegments,\n\n\tisLineSegments: true,\n\n\tcomputeLineDistances: function () {\n\n\t\tvar geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\t// we assume non-indexed geometry\n\n\t\t\tif ( geometry.index === null ) {\n\n\t\t\t\tvar positionAttribute = geometry.attributes.position;\n\t\t\t\tvar lineDistances = [];\n\n\t\t\t\tfor ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {\n\n\t\t\t\t\t_start$1.fromBufferAttribute( positionAttribute, i );\n\t\t\t\t\t_end$1.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\t\tlineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];\n\t\t\t\t\tlineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tvar vertices = geometry.vertices;\n\t\t\tvar lineDistances = geometry.lineDistances;\n\n\t\t\tfor ( var i = 0, l = vertices.length; i < l; i += 2 ) {\n\n\t\t\t\t_start$1.copy( vertices[ i ] );\n\t\t\t\t_end$1.copy( vertices[ i + 1 ] );\n\n\t\t\t\tlineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];\n\t\t\t\tlineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mgreter / http://github.com/mgreter\n */\n\nfunction LineLoop( geometry, material ) {\n\n\tLine.call( this, geometry, material );\n\n\tthis.type = 'LineLoop';\n\n}\n\nLineLoop.prototype = Object.assign( Object.create( Line.prototype ), {\n\n\tconstructor: LineLoop,\n\n\tisLineLoop: true,\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: ,\n * opacity: ,\n * map: new THREE.Texture( ),\n * alphaMap: new THREE.Texture( ),\n *\n * size: ,\n * sizeAttenuation: \n *\n * morphTargets: \n * }\n */\n\nfunction PointsMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'PointsMaterial';\n\n\tthis.color = new Color( 0xffffff );\n\n\tthis.map = null;\n\n\tthis.alphaMap = null;\n\n\tthis.size = 1;\n\tthis.sizeAttenuation = true;\n\n\tthis.morphTargets = false;\n\n\tthis.setValues( parameters );\n\n}\n\nPointsMaterial.prototype = Object.create( Material.prototype );\nPointsMaterial.prototype.constructor = PointsMaterial;\n\nPointsMaterial.prototype.isPointsMaterial = true;\n\nPointsMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.size = source.size;\n\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\tthis.morphTargets = source.morphTargets;\n\n\treturn this;\n\n};\n\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nvar _inverseMatrix$2 = new Matrix4();\nvar _ray$2 = new Ray();\nvar _sphere$3 = new Sphere();\nvar _position$1 = new Vector3();\n\nfunction Points( geometry, material ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Points';\n\n\tthis.geometry = geometry !== undefined ? geometry : new BufferGeometry();\n\tthis.material = material !== undefined ? material : new PointsMaterial();\n\n\tthis.updateMorphTargets();\n\n}\n\nPoints.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Points,\n\n\tisPoints: true,\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tvar geometry = this.geometry;\n\t\tvar matrixWorld = this.matrixWorld;\n\t\tvar threshold = raycaster.params.Points.threshold;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$3.copy( geometry.boundingSphere );\n\t\t_sphere$3.applyMatrix4( matrixWorld );\n\t\t_sphere$3.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$2.getInverse( matrixWorld );\n\t\t_ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );\n\n\t\tvar localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tvar localThresholdSq = localThreshold * localThreshold;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tvar index = geometry.index;\n\t\t\tvar attributes = geometry.attributes;\n\t\t\tvar positions = attributes.position.array;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tvar indices = index.array;\n\n\t\t\t\tfor ( var i = 0, il = indices.length; i < il; i ++ ) {\n\n\t\t\t\t\tvar a = indices[ i ];\n\n\t\t\t\t\t_position$1.fromArray( positions, a * 3 );\n\n\t\t\t\t\ttestPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tfor ( var i = 0, l = positions.length / 3; i < l; i ++ ) {\n\n\t\t\t\t\t_position$1.fromArray( positions, i * 3 );\n\n\t\t\t\t\ttestPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tvar vertices = geometry.vertices;\n\n\t\t\tfor ( var i = 0, l = vertices.length; i < l; i ++ ) {\n\n\t\t\t\ttestPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t\tvar geometry = this.geometry;\n\t\tvar m, ml, name;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tvar morphAttributes = geometry.morphAttributes;\n\t\t\tvar keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tvar morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tname = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tvar morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.geometry, this.material ).copy( this );\n\n\t}\n\n} );\n\nfunction testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {\n\n\tvar rayPointDistanceSq = _ray$2.distanceSqToPoint( point );\n\n\tif ( rayPointDistanceSq < localThresholdSq ) {\n\n\t\tvar intersectPoint = new Vector3();\n\n\t\t_ray$2.closestPointToPoint( point, intersectPoint );\n\t\tintersectPoint.applyMatrix4( matrixWorld );\n\n\t\tvar distance = raycaster.ray.origin.distanceTo( intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tdistanceToRay: Math.sqrt( rayPointDistanceSq ),\n\t\t\tpoint: intersectPoint,\n\t\t\tindex: index,\n\t\t\tface: null,\n\t\t\tobject: object\n\n\t\t} );\n\n\t}\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\tTexture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\tthis.format = format !== undefined ? format : RGBFormat;\n\n\tthis.minFilter = minFilter !== undefined ? minFilter : LinearFilter;\n\tthis.magFilter = magFilter !== undefined ? magFilter : LinearFilter;\n\n\tthis.generateMipmaps = false;\n\n}\n\nVideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {\n\n\tconstructor: VideoTexture,\n\n\tisVideoTexture: true,\n\n\tupdate: function () {\n\n\t\tvar video = this.image;\n\n\t\tif ( video.readyState >= video.HAVE_CURRENT_DATA ) {\n\n\t\t\tthis.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n} );\n\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {\n\n\tTexture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\tthis.image = { width: width, height: height };\n\tthis.mipmaps = mipmaps;\n\n\t// no flipping for cube textures\n\t// (also flipping doesn't work for compressed textures )\n\n\tthis.flipY = false;\n\n\t// can't generate mipmaps for compressed textures\n\t// mips must be embedded in DDS files\n\n\tthis.generateMipmaps = false;\n\n}\n\nCompressedTexture.prototype = Object.create( Texture.prototype );\nCompressedTexture.prototype.constructor = CompressedTexture;\n\nCompressedTexture.prototype.isCompressedTexture = true;\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\tTexture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\tthis.needsUpdate = true;\n\n}\n\nCanvasTexture.prototype = Object.create( Texture.prototype );\nCanvasTexture.prototype.constructor = CanvasTexture;\nCanvasTexture.prototype.isCanvasTexture = true;\n\n/**\n * @author Matt DesLauriers / @mattdesl\n * @author atix / arthursilber.de\n */\n\nfunction DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {\n\n\tformat = format !== undefined ? format : DepthFormat;\n\n\tif ( format !== DepthFormat && format !== DepthStencilFormat ) {\n\n\t\tthrow new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );\n\n\t}\n\n\tif ( type === undefined && format === DepthFormat ) type = UnsignedShortType;\n\tif ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;\n\n\tTexture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\tthis.image = { width: width, height: height };\n\n\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\tthis.flipY = false;\n\tthis.generateMipmaps\t= false;\n\n}\n\nDepthTexture.prototype = Object.create( Texture.prototype );\nDepthTexture.prototype.constructor = DepthTexture;\nDepthTexture.prototype.isDepthTexture = true;\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author Mugen87 / https://github.com/Mugen87\n */\n\nfunction WireframeGeometry( geometry ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'WireframeGeometry';\n\n\t// buffer\n\n\tvar vertices = [];\n\n\t// helper variables\n\n\tvar i, j, l, o, ol;\n\tvar edge = [ 0, 0 ], edges = {}, e, edge1, edge2;\n\tvar key, keys = [ 'a', 'b', 'c' ];\n\tvar vertex;\n\n\t// different logic for Geometry and BufferGeometry\n\n\tif ( geometry && geometry.isGeometry ) {\n\n\t\t// create a data structure that contains all edges without duplicates\n\n\t\tvar faces = geometry.faces;\n\n\t\tfor ( i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\tvar face = faces[ i ];\n\n\t\t\tfor ( j = 0; j < 3; j ++ ) {\n\n\t\t\t\tedge1 = face[ keys[ j ] ];\n\t\t\t\tedge2 = face[ keys[ ( j + 1 ) % 3 ] ];\n\t\t\t\tedge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates\n\t\t\t\tedge[ 1 ] = Math.max( edge1, edge2 );\n\n\t\t\t\tkey = edge[ 0 ] + ',' + edge[ 1 ];\n\n\t\t\t\tif ( edges[ key ] === undefined ) {\n\n\t\t\t\t\tedges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate vertices\n\n\t\tfor ( key in edges ) {\n\n\t\t\te = edges[ key ];\n\n\t\t\tvertex = geometry.vertices[ e.index1 ];\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\tvertex = geometry.vertices[ e.index2 ];\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t}\n\n\t} else if ( geometry && geometry.isBufferGeometry ) {\n\n\t\tvar position, indices, groups;\n\t\tvar group, start, count;\n\t\tvar index1, index2;\n\n\t\tvertex = new Vector3();\n\n\t\tif ( geometry.index !== null ) {\n\n\t\t\t// indexed BufferGeometry\n\n\t\t\tposition = geometry.attributes.position;\n\t\t\tindices = geometry.index;\n\t\t\tgroups = geometry.groups;\n\n\t\t\tif ( groups.length === 0 ) {\n\n\t\t\t\tgroups = [ { start: 0, count: indices.count, materialIndex: 0 } ];\n\n\t\t\t}\n\n\t\t\t// create a data structure that contains all eges without duplicates\n\n\t\t\tfor ( o = 0, ol = groups.length; o < ol; ++ o ) {\n\n\t\t\t\tgroup = groups[ o ];\n\n\t\t\t\tstart = group.start;\n\t\t\t\tcount = group.count;\n\n\t\t\t\tfor ( i = start, l = ( start + count ); i < l; i += 3 ) {\n\n\t\t\t\t\tfor ( j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\tedge1 = indices.getX( i + j );\n\t\t\t\t\t\tedge2 = indices.getX( i + ( j + 1 ) % 3 );\n\t\t\t\t\t\tedge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates\n\t\t\t\t\t\tedge[ 1 ] = Math.max( edge1, edge2 );\n\n\t\t\t\t\t\tkey = edge[ 0 ] + ',' + edge[ 1 ];\n\n\t\t\t\t\t\tif ( edges[ key ] === undefined ) {\n\n\t\t\t\t\t\t\tedges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// generate vertices\n\n\t\t\tfor ( key in edges ) {\n\n\t\t\t\te = edges[ key ];\n\n\t\t\t\tvertex.fromBufferAttribute( position, e.index1 );\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\tvertex.fromBufferAttribute( position, e.index2 );\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// non-indexed BufferGeometry\n\n\t\t\tposition = geometry.attributes.position;\n\n\t\t\tfor ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {\n\n\t\t\t\tfor ( j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t// three edges per triangle, an edge is represented as (index1, index2)\n\t\t\t\t\t// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)\n\n\t\t\t\t\tindex1 = 3 * i + j;\n\t\t\t\t\tvertex.fromBufferAttribute( position, index1 );\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\tindex2 = 3 * i + ( ( j + 1 ) % 3 );\n\t\t\t\t\tvertex.fromBufferAttribute( position, index2 );\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n}\n\nWireframeGeometry.prototype = Object.create( BufferGeometry.prototype );\nWireframeGeometry.prototype.constructor = WireframeGeometry;\n\n/**\n * @author zz85 / https://github.com/zz85\n * @author Mugen87 / https://github.com/Mugen87\n *\n * Parametric Surfaces Geometry\n * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html\n */\n\n// ParametricGeometry\n\nfunction ParametricGeometry( func, slices, stacks ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'ParametricGeometry';\n\n\tthis.parameters = {\n\t\tfunc: func,\n\t\tslices: slices,\n\t\tstacks: stacks\n\t};\n\n\tthis.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );\n\tthis.mergeVertices();\n\n}\n\nParametricGeometry.prototype = Object.create( Geometry.prototype );\nParametricGeometry.prototype.constructor = ParametricGeometry;\n\n// ParametricBufferGeometry\n\nfunction ParametricBufferGeometry( func, slices, stacks ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'ParametricBufferGeometry';\n\n\tthis.parameters = {\n\t\tfunc: func,\n\t\tslices: slices,\n\t\tstacks: stacks\n\t};\n\n\t// buffers\n\n\tvar indices = [];\n\tvar vertices = [];\n\tvar normals = [];\n\tvar uvs = [];\n\n\tvar EPS = 0.00001;\n\n\tvar normal = new Vector3();\n\n\tvar p0 = new Vector3(), p1 = new Vector3();\n\tvar pu = new Vector3(), pv = new Vector3();\n\n\tvar i, j;\n\n\tif ( func.length < 3 ) {\n\n\t\tconsole.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );\n\n\t}\n\n\t// generate vertices, normals and uvs\n\n\tvar sliceCount = slices + 1;\n\n\tfor ( i = 0; i <= stacks; i ++ ) {\n\n\t\tvar v = i / stacks;\n\n\t\tfor ( j = 0; j <= slices; j ++ ) {\n\n\t\t\tvar u = j / slices;\n\n\t\t\t// vertex\n\n\t\t\tfunc( u, v, p0 );\n\t\t\tvertices.push( p0.x, p0.y, p0.z );\n\n\t\t\t// normal\n\n\t\t\t// approximate tangent vectors via finite differences\n\n\t\t\tif ( u - EPS >= 0 ) {\n\n\t\t\t\tfunc( u - EPS, v, p1 );\n\t\t\t\tpu.subVectors( p0, p1 );\n\n\t\t\t} else {\n\n\t\t\t\tfunc( u + EPS, v, p1 );\n\t\t\t\tpu.subVectors( p1, p0 );\n\n\t\t\t}\n\n\t\t\tif ( v - EPS >= 0 ) {\n\n\t\t\t\tfunc( u, v - EPS, p1 );\n\t\t\t\tpv.subVectors( p0, p1 );\n\n\t\t\t} else {\n\n\t\t\t\tfunc( u, v + EPS, p1 );\n\t\t\t\tpv.subVectors( p1, p0 );\n\n\t\t\t}\n\n\t\t\t// cross product of tangent vectors returns surface normal\n\n\t\t\tnormal.crossVectors( pu, pv ).normalize();\n\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t// uv\n\n\t\t\tuvs.push( u, v );\n\n\t\t}\n\n\t}\n\n\t// generate indices\n\n\tfor ( i = 0; i < stacks; i ++ ) {\n\n\t\tfor ( j = 0; j < slices; j ++ ) {\n\n\t\t\tvar a = i * sliceCount + j;\n\t\t\tvar b = i * sliceCount + j + 1;\n\t\t\tvar c = ( i + 1 ) * sliceCount + j + 1;\n\t\t\tvar d = ( i + 1 ) * sliceCount + j;\n\n\t\t\t// faces one and two\n\n\t\t\tindices.push( a, b, d );\n\t\t\tindices.push( b, c, d );\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n}\n\nParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;\n\n/**\n * @author clockworkgeek / https://github.com/clockworkgeek\n * @author timothypratley / https://github.com/timothypratley\n * @author WestLangley / http://github.com/WestLangley\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// PolyhedronGeometry\n\nfunction PolyhedronGeometry( vertices, indices, radius, detail ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'PolyhedronGeometry';\n\n\tthis.parameters = {\n\t\tvertices: vertices,\n\t\tindices: indices,\n\t\tradius: radius,\n\t\tdetail: detail\n\t};\n\n\tthis.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );\n\tthis.mergeVertices();\n\n}\n\nPolyhedronGeometry.prototype = Object.create( Geometry.prototype );\nPolyhedronGeometry.prototype.constructor = PolyhedronGeometry;\n\n// PolyhedronBufferGeometry\n\nfunction PolyhedronBufferGeometry( vertices, indices, radius, detail ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'PolyhedronBufferGeometry';\n\n\tthis.parameters = {\n\t\tvertices: vertices,\n\t\tindices: indices,\n\t\tradius: radius,\n\t\tdetail: detail\n\t};\n\n\tradius = radius || 1;\n\tdetail = detail || 0;\n\n\t// default buffer data\n\n\tvar vertexBuffer = [];\n\tvar uvBuffer = [];\n\n\t// the subdivision creates the vertex buffer data\n\n\tsubdivide( detail );\n\n\t// all vertices should lie on a conceptual sphere with a given radius\n\n\tapplyRadius( radius );\n\n\t// finally, create the uv data\n\n\tgenerateUVs();\n\n\t// build non-indexed geometry\n\n\tthis.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );\n\tthis.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );\n\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );\n\n\tif ( detail === 0 ) {\n\n\t\tthis.computeVertexNormals(); // flat normals\n\n\t} else {\n\n\t\tthis.normalizeNormals(); // smooth normals\n\n\t}\n\n\t// helper functions\n\n\tfunction subdivide( detail ) {\n\n\t\tvar a = new Vector3();\n\t\tvar b = new Vector3();\n\t\tvar c = new Vector3();\n\n\t\t// iterate over all faces and apply a subdivison with the given detail value\n\n\t\tfor ( var i = 0; i < indices.length; i += 3 ) {\n\n\t\t\t// get the vertices of the face\n\n\t\t\tgetVertexByIndex( indices[ i + 0 ], a );\n\t\t\tgetVertexByIndex( indices[ i + 1 ], b );\n\t\t\tgetVertexByIndex( indices[ i + 2 ], c );\n\n\t\t\t// perform subdivision\n\n\t\t\tsubdivideFace( a, b, c, detail );\n\n\t\t}\n\n\t}\n\n\tfunction subdivideFace( a, b, c, detail ) {\n\n\t\tvar cols = Math.pow( 2, detail );\n\n\t\t// we use this multidimensional array as a data structure for creating the subdivision\n\n\t\tvar v = [];\n\n\t\tvar i, j;\n\n\t\t// construct all of the vertices for this subdivision\n\n\t\tfor ( i = 0; i <= cols; i ++ ) {\n\n\t\t\tv[ i ] = [];\n\n\t\t\tvar aj = a.clone().lerp( c, i / cols );\n\t\t\tvar bj = b.clone().lerp( c, i / cols );\n\n\t\t\tvar rows = cols - i;\n\n\t\t\tfor ( j = 0; j <= rows; j ++ ) {\n\n\t\t\t\tif ( j === 0 && i === cols ) {\n\n\t\t\t\t\tv[ i ][ j ] = aj;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tv[ i ][ j ] = aj.clone().lerp( bj, j / rows );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// construct all of the faces\n\n\t\tfor ( i = 0; i < cols; i ++ ) {\n\n\t\t\tfor ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {\n\n\t\t\t\tvar k = Math.floor( j / 2 );\n\n\t\t\t\tif ( j % 2 === 0 ) {\n\n\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\t\t\t\t\tpushVertex( v[ i ][ k ] );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\tpushVertex( v[ i + 1 ][ k + 1 ] );\n\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction applyRadius( radius ) {\n\n\t\tvar vertex = new Vector3();\n\n\t\t// iterate over the entire buffer and apply the radius to each vertex\n\n\t\tfor ( var i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\tvertex.normalize().multiplyScalar( radius );\n\n\t\t\tvertexBuffer[ i + 0 ] = vertex.x;\n\t\t\tvertexBuffer[ i + 1 ] = vertex.y;\n\t\t\tvertexBuffer[ i + 2 ] = vertex.z;\n\n\t\t}\n\n\t}\n\n\tfunction generateUVs() {\n\n\t\tvar vertex = new Vector3();\n\n\t\tfor ( var i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\tvar u = azimuth( vertex ) / 2 / Math.PI + 0.5;\n\t\t\tvar v = inclination( vertex ) / Math.PI + 0.5;\n\t\t\tuvBuffer.push( u, 1 - v );\n\n\t\t}\n\n\t\tcorrectUVs();\n\n\t\tcorrectSeam();\n\n\t}\n\n\tfunction correctSeam() {\n\n\t\t// handle case when face straddles the seam, see #3269\n\n\t\tfor ( var i = 0; i < uvBuffer.length; i += 6 ) {\n\n\t\t\t// uv data of a single face\n\n\t\t\tvar x0 = uvBuffer[ i + 0 ];\n\t\t\tvar x1 = uvBuffer[ i + 2 ];\n\t\t\tvar x2 = uvBuffer[ i + 4 ];\n\n\t\t\tvar max = Math.max( x0, x1, x2 );\n\t\t\tvar min = Math.min( x0, x1, x2 );\n\n\t\t\t// 0.9 is somewhat arbitrary\n\n\t\t\tif ( max > 0.9 && min < 0.1 ) {\n\n\t\t\t\tif ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;\n\t\t\t\tif ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;\n\t\t\t\tif ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction pushVertex( vertex ) {\n\n\t\tvertexBuffer.push( vertex.x, vertex.y, vertex.z );\n\n\t}\n\n\tfunction getVertexByIndex( index, vertex ) {\n\n\t\tvar stride = index * 3;\n\n\t\tvertex.x = vertices[ stride + 0 ];\n\t\tvertex.y = vertices[ stride + 1 ];\n\t\tvertex.z = vertices[ stride + 2 ];\n\n\t}\n\n\tfunction correctUVs() {\n\n\t\tvar a = new Vector3();\n\t\tvar b = new Vector3();\n\t\tvar c = new Vector3();\n\n\t\tvar centroid = new Vector3();\n\n\t\tvar uvA = new Vector2();\n\t\tvar uvB = new Vector2();\n\t\tvar uvC = new Vector2();\n\n\t\tfor ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {\n\n\t\t\ta.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );\n\t\t\tb.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );\n\t\t\tc.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );\n\n\t\t\tuvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );\n\t\t\tuvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );\n\t\t\tuvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );\n\n\t\t\tcentroid.copy( a ).add( b ).add( c ).divideScalar( 3 );\n\n\t\t\tvar azi = azimuth( centroid );\n\n\t\t\tcorrectUV( uvA, j + 0, a, azi );\n\t\t\tcorrectUV( uvB, j + 2, b, azi );\n\t\t\tcorrectUV( uvC, j + 4, c, azi );\n\n\t\t}\n\n\t}\n\n\tfunction correctUV( uv, stride, vector, azimuth ) {\n\n\t\tif ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {\n\n\t\t\tuvBuffer[ stride ] = uv.x - 1;\n\n\t\t}\n\n\t\tif ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {\n\n\t\t\tuvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;\n\n\t\t}\n\n\t}\n\n\t// Angle around the Y axis, counter-clockwise when looking from above.\n\n\tfunction azimuth( vector ) {\n\n\t\treturn Math.atan2( vector.z, - vector.x );\n\n\t}\n\n\n\t// Angle above the XZ plane.\n\n\tfunction inclination( vector ) {\n\n\t\treturn Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );\n\n\t}\n\n}\n\nPolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nPolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;\n\n/**\n * @author timothypratley / https://github.com/timothypratley\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// TetrahedronGeometry\n\nfunction TetrahedronGeometry( radius, detail ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'TetrahedronGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\tdetail: detail\n\t};\n\n\tthis.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );\n\tthis.mergeVertices();\n\n}\n\nTetrahedronGeometry.prototype = Object.create( Geometry.prototype );\nTetrahedronGeometry.prototype.constructor = TetrahedronGeometry;\n\n// TetrahedronBufferGeometry\n\nfunction TetrahedronBufferGeometry( radius, detail ) {\n\n\tvar vertices = [\n\t\t1, 1, 1, \t- 1, - 1, 1, \t- 1, 1, - 1, \t1, - 1, - 1\n\t];\n\n\tvar indices = [\n\t\t2, 1, 0, \t0, 3, 2,\t1, 3, 0,\t2, 3, 1\n\t];\n\n\tPolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );\n\n\tthis.type = 'TetrahedronBufferGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\tdetail: detail\n\t};\n\n}\n\nTetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );\nTetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;\n\n/**\n * @author timothypratley / https://github.com/timothypratley\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// OctahedronGeometry\n\nfunction OctahedronGeometry( radius, detail ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'OctahedronGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\tdetail: detail\n\t};\n\n\tthis.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );\n\tthis.mergeVertices();\n\n}\n\nOctahedronGeometry.prototype = Object.create( Geometry.prototype );\nOctahedronGeometry.prototype.constructor = OctahedronGeometry;\n\n// OctahedronBufferGeometry\n\nfunction OctahedronBufferGeometry( radius, detail ) {\n\n\tvar vertices = [\n\t\t1, 0, 0, \t- 1, 0, 0,\t0, 1, 0,\n\t\t0, - 1, 0, \t0, 0, 1,\t0, 0, - 1\n\t];\n\n\tvar indices = [\n\t\t0, 2, 4,\t0, 4, 3,\t0, 3, 5,\n\t\t0, 5, 2,\t1, 2, 5,\t1, 5, 3,\n\t\t1, 3, 4,\t1, 4, 2\n\t];\n\n\tPolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );\n\n\tthis.type = 'OctahedronBufferGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\tdetail: detail\n\t};\n\n}\n\nOctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );\nOctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;\n\n/**\n * @author timothypratley / https://github.com/timothypratley\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// IcosahedronGeometry\n\nfunction IcosahedronGeometry( radius, detail ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'IcosahedronGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\tdetail: detail\n\t};\n\n\tthis.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );\n\tthis.mergeVertices();\n\n}\n\nIcosahedronGeometry.prototype = Object.create( Geometry.prototype );\nIcosahedronGeometry.prototype.constructor = IcosahedronGeometry;\n\n// IcosahedronBufferGeometry\n\nfunction IcosahedronBufferGeometry( radius, detail ) {\n\n\tvar t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\n\tvar vertices = [\n\t\t- 1, t, 0, \t1, t, 0, \t- 1, - t, 0, \t1, - t, 0,\n\t\t 0, - 1, t, \t0, 1, t,\t0, - 1, - t, \t0, 1, - t,\n\t\t t, 0, - 1, \tt, 0, 1, \t- t, 0, - 1, \t- t, 0, 1\n\t];\n\n\tvar indices = [\n\t\t 0, 11, 5, \t0, 5, 1, \t0, 1, 7, \t0, 7, 10, \t0, 10, 11,\n\t\t 1, 5, 9, \t5, 11, 4,\t11, 10, 2,\t10, 7, 6,\t7, 1, 8,\n\t\t 3, 9, 4, \t3, 4, 2,\t3, 2, 6,\t3, 6, 8,\t3, 8, 9,\n\t\t 4, 9, 5, \t2, 4, 11,\t6, 2, 10,\t8, 6, 7,\t9, 8, 1\n\t];\n\n\tPolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );\n\n\tthis.type = 'IcosahedronBufferGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\tdetail: detail\n\t};\n\n}\n\nIcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );\nIcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;\n\n/**\n * @author Abe Pazos / https://hamoid.com\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// DodecahedronGeometry\n\nfunction DodecahedronGeometry( radius, detail ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'DodecahedronGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\tdetail: detail\n\t};\n\n\tthis.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );\n\tthis.mergeVertices();\n\n}\n\nDodecahedronGeometry.prototype = Object.create( Geometry.prototype );\nDodecahedronGeometry.prototype.constructor = DodecahedronGeometry;\n\n// DodecahedronBufferGeometry\n\nfunction DodecahedronBufferGeometry( radius, detail ) {\n\n\tvar t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\tvar r = 1 / t;\n\n\tvar vertices = [\n\n\t\t// (±1, ±1, ±1)\n\t\t- 1, - 1, - 1,\t- 1, - 1, 1,\n\t\t- 1, 1, - 1, - 1, 1, 1,\n\t\t1, - 1, - 1, 1, - 1, 1,\n\t\t1, 1, - 1, 1, 1, 1,\n\n\t\t// (0, ±1/φ, ±φ)\n\t\t 0, - r, - t, 0, - r, t,\n\t\t 0, r, - t, 0, r, t,\n\n\t\t// (±1/φ, ±φ, 0)\n\t\t- r, - t, 0, - r, t, 0,\n\t\t r, - t, 0, r, t, 0,\n\n\t\t// (±φ, 0, ±1/φ)\n\t\t- t, 0, - r, t, 0, - r,\n\t\t- t, 0, r, t, 0, r\n\t];\n\n\tvar indices = [\n\t\t3, 11, 7, \t3, 7, 15, \t3, 15, 13,\n\t\t7, 19, 17, \t7, 17, 6, \t7, 6, 15,\n\t\t17, 4, 8, \t17, 8, 10, \t17, 10, 6,\n\t\t8, 0, 16, \t8, 16, 2, \t8, 2, 10,\n\t\t0, 12, 1, \t0, 1, 18, \t0, 18, 16,\n\t\t6, 10, 2, \t6, 2, 13, \t6, 13, 15,\n\t\t2, 16, 18, \t2, 18, 3, \t2, 3, 13,\n\t\t18, 1, 9, \t18, 9, 11, \t18, 11, 3,\n\t\t4, 14, 12, \t4, 12, 0, \t4, 0, 8,\n\t\t11, 9, 5, \t11, 5, 19, \t11, 19, 7,\n\t\t19, 5, 14, \t19, 14, 4, \t19, 4, 17,\n\t\t1, 12, 14, \t1, 14, 5, \t1, 5, 9\n\t];\n\n\tPolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );\n\n\tthis.type = 'DodecahedronBufferGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\tdetail: detail\n\t};\n\n}\n\nDodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );\nDodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;\n\n/**\n * @author oosmoxiecode / https://github.com/oosmoxiecode\n * @author WestLangley / https://github.com/WestLangley\n * @author zz85 / https://github.com/zz85\n * @author miningold / https://github.com/miningold\n * @author jonobr1 / https://github.com/jonobr1\n * @author Mugen87 / https://github.com/Mugen87\n *\n */\n\n// TubeGeometry\n\nfunction TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'TubeGeometry';\n\n\tthis.parameters = {\n\t\tpath: path,\n\t\ttubularSegments: tubularSegments,\n\t\tradius: radius,\n\t\tradialSegments: radialSegments,\n\t\tclosed: closed\n\t};\n\n\tif ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );\n\n\tvar bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );\n\n\t// expose internals\n\n\tthis.tangents = bufferGeometry.tangents;\n\tthis.normals = bufferGeometry.normals;\n\tthis.binormals = bufferGeometry.binormals;\n\n\t// create geometry\n\n\tthis.fromBufferGeometry( bufferGeometry );\n\tthis.mergeVertices();\n\n}\n\nTubeGeometry.prototype = Object.create( Geometry.prototype );\nTubeGeometry.prototype.constructor = TubeGeometry;\n\n// TubeBufferGeometry\n\nfunction TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'TubeBufferGeometry';\n\n\tthis.parameters = {\n\t\tpath: path,\n\t\ttubularSegments: tubularSegments,\n\t\tradius: radius,\n\t\tradialSegments: radialSegments,\n\t\tclosed: closed\n\t};\n\n\ttubularSegments = tubularSegments || 64;\n\tradius = radius || 1;\n\tradialSegments = radialSegments || 8;\n\tclosed = closed || false;\n\n\tvar frames = path.computeFrenetFrames( tubularSegments, closed );\n\n\t// expose internals\n\n\tthis.tangents = frames.tangents;\n\tthis.normals = frames.normals;\n\tthis.binormals = frames.binormals;\n\n\t// helper variables\n\n\tvar vertex = new Vector3();\n\tvar normal = new Vector3();\n\tvar uv = new Vector2();\n\tvar P = new Vector3();\n\n\tvar i, j;\n\n\t// buffer\n\n\tvar vertices = [];\n\tvar normals = [];\n\tvar uvs = [];\n\tvar indices = [];\n\n\t// create buffer data\n\n\tgenerateBufferData();\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t// functions\n\n\tfunction generateBufferData() {\n\n\t\tfor ( i = 0; i < tubularSegments; i ++ ) {\n\n\t\t\tgenerateSegment( i );\n\n\t\t}\n\n\t\t// if the geometry is not closed, generate the last row of vertices and normals\n\t\t// at the regular position on the given path\n\t\t//\n\t\t// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)\n\n\t\tgenerateSegment( ( closed === false ) ? tubularSegments : 0 );\n\n\t\t// uvs are generated in a separate function.\n\t\t// this makes it easy compute correct values for closed geometries\n\n\t\tgenerateUVs();\n\n\t\t// finally create faces\n\n\t\tgenerateIndices();\n\n\t}\n\n\tfunction generateSegment( i ) {\n\n\t\t// we use getPointAt to sample evenly distributed points from the given path\n\n\t\tP = path.getPointAt( i / tubularSegments, P );\n\n\t\t// retrieve corresponding normal and binormal\n\n\t\tvar N = frames.normals[ i ];\n\t\tvar B = frames.binormals[ i ];\n\n\t\t// generate normals and vertices for the current segment\n\n\t\tfor ( j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\tvar v = j / radialSegments * Math.PI * 2;\n\n\t\t\tvar sin = Math.sin( v );\n\t\t\tvar cos = - Math.cos( v );\n\n\t\t\t// normal\n\n\t\t\tnormal.x = ( cos * N.x + sin * B.x );\n\t\t\tnormal.y = ( cos * N.y + sin * B.y );\n\t\t\tnormal.z = ( cos * N.z + sin * B.z );\n\t\t\tnormal.normalize();\n\n\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = P.x + radius * normal.x;\n\t\t\tvertex.y = P.y + radius * normal.y;\n\t\t\tvertex.z = P.z + radius * normal.z;\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t}\n\n\t}\n\n\tfunction generateIndices() {\n\n\t\tfor ( j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\tfor ( i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\tvar a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\tvar b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\tvar c = ( radialSegments + 1 ) * j + i;\n\t\t\t\tvar d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction generateUVs() {\n\n\t\tfor ( i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\tfor ( j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\tuv.x = i / tubularSegments;\n\t\t\t\tuv.y = j / radialSegments;\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nTubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nTubeBufferGeometry.prototype.constructor = TubeBufferGeometry;\n\nTubeBufferGeometry.prototype.toJSON = function () {\n\n\tvar data = BufferGeometry.prototype.toJSON.call( this );\n\n\tdata.path = this.parameters.path.toJSON();\n\n\treturn data;\n\n};\n\n/**\n * @author oosmoxiecode\n * @author Mugen87 / https://github.com/Mugen87\n *\n * based on http://www.blackpawn.com/texts/pqtorus/\n */\n\n// TorusKnotGeometry\n\nfunction TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'TorusKnotGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\ttube: tube,\n\t\ttubularSegments: tubularSegments,\n\t\tradialSegments: radialSegments,\n\t\tp: p,\n\t\tq: q\n\t};\n\n\tif ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );\n\n\tthis.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );\n\tthis.mergeVertices();\n\n}\n\nTorusKnotGeometry.prototype = Object.create( Geometry.prototype );\nTorusKnotGeometry.prototype.constructor = TorusKnotGeometry;\n\n// TorusKnotBufferGeometry\n\nfunction TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'TorusKnotBufferGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\ttube: tube,\n\t\ttubularSegments: tubularSegments,\n\t\tradialSegments: radialSegments,\n\t\tp: p,\n\t\tq: q\n\t};\n\n\tradius = radius || 1;\n\ttube = tube || 0.4;\n\ttubularSegments = Math.floor( tubularSegments ) || 64;\n\tradialSegments = Math.floor( radialSegments ) || 8;\n\tp = p || 2;\n\tq = q || 3;\n\n\t// buffers\n\n\tvar indices = [];\n\tvar vertices = [];\n\tvar normals = [];\n\tvar uvs = [];\n\n\t// helper variables\n\n\tvar i, j;\n\n\tvar vertex = new Vector3();\n\tvar normal = new Vector3();\n\n\tvar P1 = new Vector3();\n\tvar P2 = new Vector3();\n\n\tvar B = new Vector3();\n\tvar T = new Vector3();\n\tvar N = new Vector3();\n\n\t// generate vertices, normals and uvs\n\n\tfor ( i = 0; i <= tubularSegments; ++ i ) {\n\n\t\t// the radian \"u\" is used to calculate the position on the torus curve of the current tubular segement\n\n\t\tvar u = i / tubularSegments * p * Math.PI * 2;\n\n\t\t// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.\n\t\t// these points are used to create a special \"coordinate space\", which is necessary to calculate the correct vertex positions\n\n\t\tcalculatePositionOnCurve( u, p, q, radius, P1 );\n\t\tcalculatePositionOnCurve( u + 0.01, p, q, radius, P2 );\n\n\t\t// calculate orthonormal basis\n\n\t\tT.subVectors( P2, P1 );\n\t\tN.addVectors( P2, P1 );\n\t\tB.crossVectors( T, N );\n\t\tN.crossVectors( B, T );\n\n\t\t// normalize B, N. T can be ignored, we don't use it\n\n\t\tB.normalize();\n\t\tN.normalize();\n\n\t\tfor ( j = 0; j <= radialSegments; ++ j ) {\n\n\t\t\t// now calculate the vertices. they are nothing more than an extrusion of the torus curve.\n\t\t\t// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.\n\n\t\t\tvar v = j / radialSegments * Math.PI * 2;\n\t\t\tvar cx = - tube * Math.cos( v );\n\t\t\tvar cy = tube * Math.sin( v );\n\n\t\t\t// now calculate the final vertex position.\n\t\t\t// first we orient the extrusion with our basis vectos, then we add it to the current position on the curve\n\n\t\t\tvertex.x = P1.x + ( cx * N.x + cy * B.x );\n\t\t\tvertex.y = P1.y + ( cx * N.y + cy * B.y );\n\t\t\tvertex.z = P1.z + ( cx * N.z + cy * B.z );\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)\n\n\t\t\tnormal.subVectors( vertex, P1 ).normalize();\n\n\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t// uv\n\n\t\t\tuvs.push( i / tubularSegments );\n\t\t\tuvs.push( j / radialSegments );\n\n\t\t}\n\n\t}\n\n\t// generate indices\n\n\tfor ( j = 1; j <= tubularSegments; j ++ ) {\n\n\t\tfor ( i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t// indices\n\n\t\t\tvar a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\tvar b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\tvar c = ( radialSegments + 1 ) * j + i;\n\t\t\tvar d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t// faces\n\n\t\t\tindices.push( a, b, d );\n\t\t\tindices.push( b, c, d );\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t// this function calculates the current position on the torus curve\n\n\tfunction calculatePositionOnCurve( u, p, q, radius, position ) {\n\n\t\tvar cu = Math.cos( u );\n\t\tvar su = Math.sin( u );\n\t\tvar quOverP = q / p * u;\n\t\tvar cs = Math.cos( quOverP );\n\n\t\tposition.x = radius * ( 2 + cs ) * 0.5 * cu;\n\t\tposition.y = radius * ( 2 + cs ) * su * 0.5;\n\t\tposition.z = radius * Math.sin( quOverP ) * 0.5;\n\n\t}\n\n}\n\nTorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nTorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;\n\n/**\n * @author oosmoxiecode\n * @author mrdoob / http://mrdoob.com/\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// TorusGeometry\n\nfunction TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'TorusGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\ttube: tube,\n\t\tradialSegments: radialSegments,\n\t\ttubularSegments: tubularSegments,\n\t\tarc: arc\n\t};\n\n\tthis.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );\n\tthis.mergeVertices();\n\n}\n\nTorusGeometry.prototype = Object.create( Geometry.prototype );\nTorusGeometry.prototype.constructor = TorusGeometry;\n\n// TorusBufferGeometry\n\nfunction TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'TorusBufferGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\ttube: tube,\n\t\tradialSegments: radialSegments,\n\t\ttubularSegments: tubularSegments,\n\t\tarc: arc\n\t};\n\n\tradius = radius || 1;\n\ttube = tube || 0.4;\n\tradialSegments = Math.floor( radialSegments ) || 8;\n\ttubularSegments = Math.floor( tubularSegments ) || 6;\n\tarc = arc || Math.PI * 2;\n\n\t// buffers\n\n\tvar indices = [];\n\tvar vertices = [];\n\tvar normals = [];\n\tvar uvs = [];\n\n\t// helper variables\n\n\tvar center = new Vector3();\n\tvar vertex = new Vector3();\n\tvar normal = new Vector3();\n\n\tvar j, i;\n\n\t// generate vertices, normals and uvs\n\n\tfor ( j = 0; j <= radialSegments; j ++ ) {\n\n\t\tfor ( i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\tvar u = i / tubularSegments * arc;\n\t\t\tvar v = j / radialSegments * Math.PI * 2;\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );\n\t\t\tvertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );\n\t\t\tvertex.z = tube * Math.sin( v );\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// normal\n\n\t\t\tcenter.x = radius * Math.cos( u );\n\t\t\tcenter.y = radius * Math.sin( u );\n\t\t\tnormal.subVectors( vertex, center ).normalize();\n\n\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t// uv\n\n\t\t\tuvs.push( i / tubularSegments );\n\t\t\tuvs.push( j / radialSegments );\n\n\t\t}\n\n\t}\n\n\t// generate indices\n\n\tfor ( j = 1; j <= radialSegments; j ++ ) {\n\n\t\tfor ( i = 1; i <= tubularSegments; i ++ ) {\n\n\t\t\t// indices\n\n\t\t\tvar a = ( tubularSegments + 1 ) * j + i - 1;\n\t\t\tvar b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;\n\t\t\tvar c = ( tubularSegments + 1 ) * ( j - 1 ) + i;\n\t\t\tvar d = ( tubularSegments + 1 ) * j + i;\n\n\t\t\t// faces\n\n\t\t\tindices.push( a, b, d );\n\t\t\tindices.push( b, c, d );\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n}\n\nTorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nTorusBufferGeometry.prototype.constructor = TorusBufferGeometry;\n\n/**\n * @author Mugen87 / https://github.com/Mugen87\n * Port from https://github.com/mapbox/earcut (v2.1.5)\n */\n\nvar Earcut = {\n\n\ttriangulate: function ( data, holeIndices, dim ) {\n\n\t\tdim = dim || 2;\n\n\t\tvar hasHoles = holeIndices && holeIndices.length,\n\t\t\touterLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,\n\t\t\touterNode = linkedList( data, 0, outerLen, dim, true ),\n\t\t\ttriangles = [];\n\n\t\tif ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;\n\n\t\tvar minX, minY, maxX, maxY, x, y, invSize;\n\n\t\tif ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );\n\n\t\t// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n\t\tif ( data.length > 80 * dim ) {\n\n\t\t\tminX = maxX = data[ 0 ];\n\t\t\tminY = maxY = data[ 1 ];\n\n\t\t\tfor ( var i = dim; i < outerLen; i += dim ) {\n\n\t\t\t\tx = data[ i ];\n\t\t\t\ty = data[ i + 1 ];\n\t\t\t\tif ( x < minX ) minX = x;\n\t\t\t\tif ( y < minY ) minY = y;\n\t\t\t\tif ( x > maxX ) maxX = x;\n\t\t\t\tif ( y > maxY ) maxY = y;\n\n\t\t\t}\n\n\t\t\t// minX, minY and invSize are later used to transform coords into integers for z-order calculation\n\t\t\tinvSize = Math.max( maxX - minX, maxY - minY );\n\t\t\tinvSize = invSize !== 0 ? 1 / invSize : 0;\n\n\t\t}\n\n\t\tearcutLinked( outerNode, triangles, dim, minX, minY, invSize );\n\n\t\treturn triangles;\n\n\t}\n\n};\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList( data, start, end, dim, clockwise ) {\n\n\tvar i, last;\n\n\tif ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {\n\n\t\tfor ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t} else {\n\n\t\tfor ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t}\n\n\tif ( last && equals( last, last.next ) ) {\n\n\t\tremoveNode( last );\n\t\tlast = last.next;\n\n\t}\n\n\treturn last;\n\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints( start, end ) {\n\n\tif ( ! start ) return start;\n\tif ( ! end ) end = start;\n\n\tvar p = start,\n\t\tagain;\n\tdo {\n\n\t\tagain = false;\n\n\t\tif ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {\n\n\t\t\tremoveNode( p );\n\t\t\tp = end = p.prev;\n\t\t\tif ( p === p.next ) break;\n\t\t\tagain = true;\n\n\t\t} else {\n\n\t\t\tp = p.next;\n\n\t\t}\n\n\t} while ( again || p !== end );\n\n\treturn end;\n\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {\n\n\tif ( ! ear ) return;\n\n\t// interlink polygon nodes in z-order\n\tif ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );\n\n\tvar stop = ear,\n\t\tprev, next;\n\n\t// iterate through ears, slicing them one by one\n\twhile ( ear.prev !== ear.next ) {\n\n\t\tprev = ear.prev;\n\t\tnext = ear.next;\n\n\t\tif ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {\n\n\t\t\t// cut off the triangle\n\t\t\ttriangles.push( prev.i / dim );\n\t\t\ttriangles.push( ear.i / dim );\n\t\t\ttriangles.push( next.i / dim );\n\n\t\t\tremoveNode( ear );\n\n\t\t\t// skipping the next vertex leads to less sliver triangles\n\t\t\tear = next.next;\n\t\t\tstop = next.next;\n\n\t\t\tcontinue;\n\n\t\t}\n\n\t\tear = next;\n\n\t\t// if we looped through the whole remaining polygon and can't find any more ears\n\t\tif ( ear === stop ) {\n\n\t\t\t// try filtering points and slicing again\n\t\t\tif ( ! pass ) {\n\n\t\t\t\tearcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );\n\n\t\t\t\t// if this didn't work, try curing all small self-intersections locally\n\n\t\t\t} else if ( pass === 1 ) {\n\n\t\t\t\tear = cureLocalIntersections( ear, triangles, dim );\n\t\t\t\tearcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );\n\n\t\t\t\t// as a last resort, try splitting the remaining polygon into two\n\n\t\t\t} else if ( pass === 2 ) {\n\n\t\t\t\tsplitEarcut( ear, triangles, dim, minX, minY, invSize );\n\n\t\t\t}\n\n\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar( ear ) {\n\n\tvar a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\t// now make sure we don't have other points inside the potential ear\n\tvar p = ear.next.next;\n\n\twhile ( p !== ear.prev ) {\n\n\t\tif ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.next;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction isEarHashed( ear, minX, minY, invSize ) {\n\n\tvar a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\t// triangle bbox; min & max are calculated like this for speed\n\tvar minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),\n\t\tminTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),\n\t\tmaxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),\n\t\tmaxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );\n\n\t// z-order range for the current triangle bbox;\n\tvar minZ = zOrder( minTX, minTY, minX, minY, invSize ),\n\t\tmaxZ = zOrder( maxTX, maxTY, minX, minY, invSize );\n\n\tvar p = ear.prevZ,\n\t\tn = ear.nextZ;\n\n\t// look for points inside the triangle in both directions\n\twhile ( p && p.z >= minZ && n && n.z <= maxZ ) {\n\n\t\tif ( p !== ear.prev && p !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t\tif ( n !== ear.prev && n !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&\n\t\t\tarea( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\t// look for remaining points in decreasing z-order\n\twhile ( p && p.z >= minZ ) {\n\n\t\tif ( p !== ear.prev && p !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t}\n\n\t// look for remaining points in increasing z-order\n\twhile ( n && n.z <= maxZ ) {\n\n\t\tif ( n !== ear.prev && n !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&\n\t\t\tarea( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\treturn true;\n\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections( start, triangles, dim ) {\n\n\tvar p = start;\n\tdo {\n\n\t\tvar a = p.prev,\n\t\t\tb = p.next.next;\n\n\t\tif ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {\n\n\t\t\ttriangles.push( a.i / dim );\n\t\t\ttriangles.push( p.i / dim );\n\t\t\ttriangles.push( b.i / dim );\n\n\t\t\t// remove two nodes involved\n\t\t\tremoveNode( p );\n\t\t\tremoveNode( p.next );\n\n\t\t\tp = start = b;\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn p;\n\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut( start, triangles, dim, minX, minY, invSize ) {\n\n\t// look for a valid diagonal that divides the polygon into two\n\tvar a = start;\n\tdo {\n\n\t\tvar b = a.next.next;\n\t\twhile ( b !== a.prev ) {\n\n\t\t\tif ( a.i !== b.i && isValidDiagonal( a, b ) ) {\n\n\t\t\t\t// split the polygon in two by the diagonal\n\t\t\t\tvar c = splitPolygon( a, b );\n\n\t\t\t\t// filter colinear points around the cuts\n\t\t\t\ta = filterPoints( a, a.next );\n\t\t\t\tc = filterPoints( c, c.next );\n\n\t\t\t\t// run earcut on each half\n\t\t\t\tearcutLinked( a, triangles, dim, minX, minY, invSize );\n\t\t\t\tearcutLinked( c, triangles, dim, minX, minY, invSize );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tb = b.next;\n\n\t\t}\n\n\t\ta = a.next;\n\n\t} while ( a !== start );\n\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles( data, holeIndices, outerNode, dim ) {\n\n\tvar queue = [],\n\t\ti, len, start, end, list;\n\n\tfor ( i = 0, len = holeIndices.length; i < len; i ++ ) {\n\n\t\tstart = holeIndices[ i ] * dim;\n\t\tend = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;\n\t\tlist = linkedList( data, start, end, dim, false );\n\t\tif ( list === list.next ) list.steiner = true;\n\t\tqueue.push( getLeftmost( list ) );\n\n\t}\n\n\tqueue.sort( compareX );\n\n\t// process holes from left to right\n\tfor ( i = 0; i < queue.length; i ++ ) {\n\n\t\teliminateHole( queue[ i ], outerNode );\n\t\touterNode = filterPoints( outerNode, outerNode.next );\n\n\t}\n\n\treturn outerNode;\n\n}\n\nfunction compareX( a, b ) {\n\n\treturn a.x - b.x;\n\n}\n\n// find a bridge between vertices that connects hole with an outer ring and and link it\nfunction eliminateHole( hole, outerNode ) {\n\n\touterNode = findHoleBridge( hole, outerNode );\n\tif ( outerNode ) {\n\n\t\tvar b = splitPolygon( outerNode, hole );\n\t\tfilterPoints( b, b.next );\n\n\t}\n\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge( hole, outerNode ) {\n\n\tvar p = outerNode,\n\t\thx = hole.x,\n\t\thy = hole.y,\n\t\tqx = - Infinity,\n\t\tm;\n\n\t// find a segment intersected by a ray from the hole's leftmost point to the left;\n\t// segment's endpoint with lesser x will be potential connection point\n\tdo {\n\n\t\tif ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {\n\n\t\t\tvar x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );\n\t\t\tif ( x <= hx && x > qx ) {\n\n\t\t\t\tqx = x;\n\t\t\t\tif ( x === hx ) {\n\n\t\t\t\t\tif ( hy === p.y ) return p;\n\t\t\t\t\tif ( hy === p.next.y ) return p.next;\n\n\t\t\t\t}\n\n\t\t\t\tm = p.x < p.next.x ? p : p.next;\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== outerNode );\n\n\tif ( ! m ) return null;\n\n\tif ( hx === qx ) return m.prev; // hole touches outer segment; pick lower endpoint\n\n\t// look for points inside the triangle of hole point, segment intersection and endpoint;\n\t// if there are no points found, we have a valid connection;\n\t// otherwise choose the point of the minimum angle with the ray as connection point\n\n\tvar stop = m,\n\t\tmx = m.x,\n\t\tmy = m.y,\n\t\ttanMin = Infinity,\n\t\ttan;\n\n\tp = m.next;\n\n\twhile ( p !== stop ) {\n\n\t\tif ( hx >= p.x && p.x >= mx && hx !== p.x &&\n\t\t\t\tpointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {\n\n\t\t\ttan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential\n\n\t\t\tif ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {\n\n\t\t\t\tm = p;\n\t\t\t\ttanMin = tan;\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t}\n\n\treturn m;\n\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve( start, minX, minY, invSize ) {\n\n\tvar p = start;\n\tdo {\n\n\t\tif ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );\n\t\tp.prevZ = p.prev;\n\t\tp.nextZ = p.next;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\tp.prevZ.nextZ = null;\n\tp.prevZ = null;\n\n\tsortLinked( p );\n\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked( list ) {\n\n\tvar i, p, q, e, tail, numMerges, pSize, qSize,\n\t\tinSize = 1;\n\n\tdo {\n\n\t\tp = list;\n\t\tlist = null;\n\t\ttail = null;\n\t\tnumMerges = 0;\n\n\t\twhile ( p ) {\n\n\t\t\tnumMerges ++;\n\t\t\tq = p;\n\t\t\tpSize = 0;\n\t\t\tfor ( i = 0; i < inSize; i ++ ) {\n\n\t\t\t\tpSize ++;\n\t\t\t\tq = q.nextZ;\n\t\t\t\tif ( ! q ) break;\n\n\t\t\t}\n\n\t\t\tqSize = inSize;\n\n\t\t\twhile ( pSize > 0 || ( qSize > 0 && q ) ) {\n\n\t\t\t\tif ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {\n\n\t\t\t\t\te = p;\n\t\t\t\t\tp = p.nextZ;\n\t\t\t\t\tpSize --;\n\n\t\t\t\t} else {\n\n\t\t\t\t\te = q;\n\t\t\t\t\tq = q.nextZ;\n\t\t\t\t\tqSize --;\n\n\t\t\t\t}\n\n\t\t\t\tif ( tail ) tail.nextZ = e;\n\t\t\t\telse list = e;\n\n\t\t\t\te.prevZ = tail;\n\t\t\t\ttail = e;\n\n\t\t\t}\n\n\t\t\tp = q;\n\n\t\t}\n\n\t\ttail.nextZ = null;\n\t\tinSize *= 2;\n\n\t} while ( numMerges > 1 );\n\n\treturn list;\n\n}\n\n// z-order of a point given coords and inverse of the longer side of data bbox\nfunction zOrder( x, y, minX, minY, invSize ) {\n\n\t// coords are transformed into non-negative 15-bit integer range\n\tx = 32767 * ( x - minX ) * invSize;\n\ty = 32767 * ( y - minY ) * invSize;\n\n\tx = ( x | ( x << 8 ) ) & 0x00FF00FF;\n\tx = ( x | ( x << 4 ) ) & 0x0F0F0F0F;\n\tx = ( x | ( x << 2 ) ) & 0x33333333;\n\tx = ( x | ( x << 1 ) ) & 0x55555555;\n\n\ty = ( y | ( y << 8 ) ) & 0x00FF00FF;\n\ty = ( y | ( y << 4 ) ) & 0x0F0F0F0F;\n\ty = ( y | ( y << 2 ) ) & 0x33333333;\n\ty = ( y | ( y << 1 ) ) & 0x55555555;\n\n\treturn x | ( y << 1 );\n\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost( start ) {\n\n\tvar p = start,\n\t\tleftmost = start;\n\tdo {\n\n\t\tif ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn leftmost;\n\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {\n\n\treturn ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&\n\t\t ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&\n\t\t ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;\n\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal( a, b ) {\n\n\treturn a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&\n\t\t locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );\n\n}\n\n// signed area of a triangle\nfunction area( p, q, r ) {\n\n\treturn ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );\n\n}\n\n// check if two points are equal\nfunction equals( p1, p2 ) {\n\n\treturn p1.x === p2.x && p1.y === p2.y;\n\n}\n\n// check if two segments intersect\nfunction intersects( p1, q1, p2, q2 ) {\n\n\tif ( ( equals( p1, p2 ) && equals( q1, q2 ) ) ||\n\t\t( equals( p1, q2 ) && equals( p2, q1 ) ) ) return true;\n\treturn area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&\n\t\t area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;\n\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon( a, b ) {\n\n\tvar p = a;\n\tdo {\n\n\t\tif ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n\t\t\t\tintersects( p, p.next, a, b ) ) return true;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn false;\n\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside( a, b ) {\n\n\treturn area( a.prev, a, a.next ) < 0 ?\n\t\tarea( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :\n\t\tarea( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;\n\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside( a, b ) {\n\n\tvar p = a,\n\t\tinside = false,\n\t\tpx = ( a.x + b.x ) / 2,\n\t\tpy = ( a.y + b.y ) / 2;\n\tdo {\n\n\t\tif ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&\n\t\t\t\t( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )\n\t\t\tinside = ! inside;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn inside;\n\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon( a, b ) {\n\n\tvar a2 = new Node( a.i, a.x, a.y ),\n\t\tb2 = new Node( b.i, b.x, b.y ),\n\t\tan = a.next,\n\t\tbp = b.prev;\n\n\ta.next = b;\n\tb.prev = a;\n\n\ta2.next = an;\n\tan.prev = a2;\n\n\tb2.next = a2;\n\ta2.prev = b2;\n\n\tbp.next = b2;\n\tb2.prev = bp;\n\n\treturn b2;\n\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode( i, x, y, last ) {\n\n\tvar p = new Node( i, x, y );\n\n\tif ( ! last ) {\n\n\t\tp.prev = p;\n\t\tp.next = p;\n\n\t} else {\n\n\t\tp.next = last.next;\n\t\tp.prev = last;\n\t\tlast.next.prev = p;\n\t\tlast.next = p;\n\n\t}\n\n\treturn p;\n\n}\n\nfunction removeNode( p ) {\n\n\tp.next.prev = p.prev;\n\tp.prev.next = p.next;\n\n\tif ( p.prevZ ) p.prevZ.nextZ = p.nextZ;\n\tif ( p.nextZ ) p.nextZ.prevZ = p.prevZ;\n\n}\n\nfunction Node( i, x, y ) {\n\n\t// vertex index in coordinates array\n\tthis.i = i;\n\n\t// vertex coordinates\n\tthis.x = x;\n\tthis.y = y;\n\n\t// previous and next vertex nodes in a polygon ring\n\tthis.prev = null;\n\tthis.next = null;\n\n\t// z-order curve value\n\tthis.z = null;\n\n\t// previous and next nodes in z-order\n\tthis.prevZ = null;\n\tthis.nextZ = null;\n\n\t// indicates whether this is a steiner point\n\tthis.steiner = false;\n\n}\n\nfunction signedArea( data, start, end, dim ) {\n\n\tvar sum = 0;\n\tfor ( var i = start, j = end - dim; i < end; i += dim ) {\n\n\t\tsum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );\n\t\tj = i;\n\n\t}\n\n\treturn sum;\n\n}\n\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n */\n\nvar ShapeUtils = {\n\n\t// calculate area of the contour polygon\n\n\tarea: function ( contour ) {\n\n\t\tvar n = contour.length;\n\t\tvar a = 0.0;\n\n\t\tfor ( var p = n - 1, q = 0; q < n; p = q ++ ) {\n\n\t\t\ta += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;\n\n\t\t}\n\n\t\treturn a * 0.5;\n\n\t},\n\n\tisClockWise: function ( pts ) {\n\n\t\treturn ShapeUtils.area( pts ) < 0;\n\n\t},\n\n\ttriangulateShape: function ( contour, holes ) {\n\n\t\tvar vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]\n\t\tvar holeIndices = []; // array of hole indices\n\t\tvar faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]\n\n\t\tremoveDupEndPts( contour );\n\t\taddContour( vertices, contour );\n\n\t\t//\n\n\t\tvar holeIndex = contour.length;\n\n\t\tholes.forEach( removeDupEndPts );\n\n\t\tfor ( var i = 0; i < holes.length; i ++ ) {\n\n\t\t\tholeIndices.push( holeIndex );\n\t\t\tholeIndex += holes[ i ].length;\n\t\t\taddContour( vertices, holes[ i ] );\n\n\t\t}\n\n\t\t//\n\n\t\tvar triangles = Earcut.triangulate( vertices, holeIndices );\n\n\t\t//\n\n\t\tfor ( var i = 0; i < triangles.length; i += 3 ) {\n\n\t\t\tfaces.push( triangles.slice( i, i + 3 ) );\n\n\t\t}\n\n\t\treturn faces;\n\n\t}\n\n};\n\nfunction removeDupEndPts( points ) {\n\n\tvar l = points.length;\n\n\tif ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {\n\n\t\tpoints.pop();\n\n\t}\n\n}\n\nfunction addContour( vertices, contour ) {\n\n\tfor ( var i = 0; i < contour.length; i ++ ) {\n\n\t\tvertices.push( contour[ i ].x );\n\t\tvertices.push( contour[ i ].y );\n\n\t}\n\n}\n\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n *\n * Creates extruded geometry from a path shape.\n *\n * parameters = {\n *\n * curveSegments: , // number of points on the curves\n * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too\n * depth: , // Depth to extrude the shape\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into the original shape bevel goes\n * bevelSize: , // how far from shape outline (including bevelOffset) is bevel\n * bevelOffset: , // how far from shape outline does bevel start\n * bevelSegments: , // number of bevel layers\n *\n * extrudePath: // curve to extrude shape along\n *\n * UVGenerator: // object that provides UV generator functions\n *\n * }\n */\n\n// ExtrudeGeometry\n\nfunction ExtrudeGeometry( shapes, options ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'ExtrudeGeometry';\n\n\tthis.parameters = {\n\t\tshapes: shapes,\n\t\toptions: options\n\t};\n\n\tthis.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );\n\tthis.mergeVertices();\n\n}\n\nExtrudeGeometry.prototype = Object.create( Geometry.prototype );\nExtrudeGeometry.prototype.constructor = ExtrudeGeometry;\n\nExtrudeGeometry.prototype.toJSON = function () {\n\n\tvar data = Geometry.prototype.toJSON.call( this );\n\n\tvar shapes = this.parameters.shapes;\n\tvar options = this.parameters.options;\n\n\treturn toJSON( shapes, options, data );\n\n};\n\n// ExtrudeBufferGeometry\n\nfunction ExtrudeBufferGeometry( shapes, options ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'ExtrudeBufferGeometry';\n\n\tthis.parameters = {\n\t\tshapes: shapes,\n\t\toptions: options\n\t};\n\n\tshapes = Array.isArray( shapes ) ? shapes : [ shapes ];\n\n\tvar scope = this;\n\n\tvar verticesArray = [];\n\tvar uvArray = [];\n\n\tfor ( var i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\tvar shape = shapes[ i ];\n\t\taddShape( shape );\n\n\t}\n\n\t// build geometry\n\n\tthis.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );\n\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );\n\n\tthis.computeVertexNormals();\n\n\t// functions\n\n\tfunction addShape( shape ) {\n\n\t\tvar placeholder = [];\n\n\t\t// options\n\n\t\tvar curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;\n\t\tvar steps = options.steps !== undefined ? options.steps : 1;\n\t\tvar depth = options.depth !== undefined ? options.depth : 100;\n\n\t\tvar bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;\n\t\tvar bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;\n\t\tvar bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;\n\t\tvar bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;\n\t\tvar bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;\n\n\t\tvar extrudePath = options.extrudePath;\n\n\t\tvar uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;\n\n\t\t// deprecated options\n\n\t\tif ( options.amount !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );\n\t\t\tdepth = options.amount;\n\n\t\t}\n\n\t\t//\n\n\t\tvar extrudePts, extrudeByPath = false;\n\t\tvar splineTube, binormal, normal, position2;\n\n\t\tif ( extrudePath ) {\n\n\t\t\textrudePts = extrudePath.getSpacedPoints( steps );\n\n\t\t\textrudeByPath = true;\n\t\t\tbevelEnabled = false; // bevels not supported for path extrusion\n\n\t\t\t// SETUP TNB variables\n\n\t\t\t// TODO1 - have a .isClosed in spline?\n\n\t\t\tsplineTube = extrudePath.computeFrenetFrames( steps, false );\n\n\t\t\t// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);\n\n\t\t\tbinormal = new Vector3();\n\t\t\tnormal = new Vector3();\n\t\t\tposition2 = new Vector3();\n\n\t\t}\n\n\t\t// Safeguards if bevels are not enabled\n\n\t\tif ( ! bevelEnabled ) {\n\n\t\t\tbevelSegments = 0;\n\t\t\tbevelThickness = 0;\n\t\t\tbevelSize = 0;\n\t\t\tbevelOffset = 0;\n\n\t\t}\n\n\t\t// Variables initialization\n\n\t\tvar ahole, h, hl; // looping of holes\n\n\t\tvar shapePoints = shape.extractPoints( curveSegments );\n\n\t\tvar vertices = shapePoints.shape;\n\t\tvar holes = shapePoints.holes;\n\n\t\tvar reverse = ! ShapeUtils.isClockWise( vertices );\n\n\t\tif ( reverse ) {\n\n\t\t\tvertices = vertices.reverse();\n\n\t\t\t// Maybe we should also check if holes are in the opposite direction, just to be safe ...\n\n\t\t\tfor ( h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tahole = holes[ h ];\n\n\t\t\t\tif ( ShapeUtils.isClockWise( ahole ) ) {\n\n\t\t\t\t\tholes[ h ] = ahole.reverse();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\n\t\tvar faces = ShapeUtils.triangulateShape( vertices, holes );\n\n\t\t/* Vertices */\n\n\t\tvar contour = vertices; // vertices has all points but contour has only points of circumference\n\n\t\tfor ( h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\tahole = holes[ h ];\n\n\t\t\tvertices = vertices.concat( ahole );\n\n\t\t}\n\n\n\t\tfunction scalePt2( pt, vec, size ) {\n\n\t\t\tif ( ! vec ) console.error( \"THREE.ExtrudeGeometry: vec does not exist\" );\n\n\t\t\treturn vec.clone().multiplyScalar( size ).add( pt );\n\n\t\t}\n\n\t\tvar b, bs, t, z,\n\t\t\tvert, vlen = vertices.length,\n\t\t\tface, flen = faces.length;\n\n\n\t\t// Find directions for point movement\n\n\n\t\tfunction getBevelVec( inPt, inPrev, inNext ) {\n\n\t\t\t// computes for inPt the corresponding point inPt' on a new contour\n\t\t\t// shifted by 1 unit (length of normalized vector) to the left\n\t\t\t// if we walk along contour clockwise, this new contour is outside the old one\n\t\t\t//\n\t\t\t// inPt' is the intersection of the two lines parallel to the two\n\t\t\t// adjacent edges of inPt at a distance of 1 unit on the left side.\n\n\t\t\tvar v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt\n\n\t\t\t// good reading for geometry algorithms (here: line-line intersection)\n\t\t\t// http://geomalgorithms.com/a05-_intersect-1.html\n\n\t\t\tvar v_prev_x = inPt.x - inPrev.x,\n\t\t\t\tv_prev_y = inPt.y - inPrev.y;\n\t\t\tvar v_next_x = inNext.x - inPt.x,\n\t\t\t\tv_next_y = inNext.y - inPt.y;\n\n\t\t\tvar v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );\n\n\t\t\t// check for collinear edges\n\t\t\tvar collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\tif ( Math.abs( collinear0 ) > Number.EPSILON ) {\n\n\t\t\t\t// not collinear\n\n\t\t\t\t// length of vectors for normalizing\n\n\t\t\t\tvar v_prev_len = Math.sqrt( v_prev_lensq );\n\t\t\t\tvar v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );\n\n\t\t\t\t// shift adjacent points by unit vectors to the left\n\n\t\t\t\tvar ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );\n\t\t\t\tvar ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );\n\n\t\t\t\tvar ptNextShift_x = ( inNext.x - v_next_y / v_next_len );\n\t\t\t\tvar ptNextShift_y = ( inNext.y + v_next_x / v_next_len );\n\n\t\t\t\t// scaling factor for v_prev to intersection point\n\n\t\t\t\tvar sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -\n\t\t\t\t\t\t( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /\n\t\t\t\t\t( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\t// vector from inPt to intersection point\n\n\t\t\t\tv_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );\n\t\t\t\tv_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );\n\n\t\t\t\t// Don't normalize!, otherwise sharp corners become ugly\n\t\t\t\t// but prevent crazy spikes\n\t\t\t\tvar v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );\n\t\t\t\tif ( v_trans_lensq <= 2 ) {\n\n\t\t\t\t\treturn new Vector2( v_trans_x, v_trans_y );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tshrink_by = Math.sqrt( v_trans_lensq / 2 );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// handle special case of collinear edges\n\n\t\t\t\tvar direction_eq = false; // assumes: opposite\n\t\t\t\tif ( v_prev_x > Number.EPSILON ) {\n\n\t\t\t\t\tif ( v_next_x > Number.EPSILON ) {\n\n\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( v_prev_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\tif ( v_next_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {\n\n\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( direction_eq ) {\n\n\t\t\t\t\t// console.log(\"Warning: lines are a straight sequence\");\n\t\t\t\t\tv_trans_x = - v_prev_y;\n\t\t\t\t\tv_trans_y = v_prev_x;\n\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// console.log(\"Warning: lines are a straight spike\");\n\t\t\t\t\tv_trans_x = v_prev_x;\n\t\t\t\t\tv_trans_y = v_prev_y;\n\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq / 2 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );\n\n\t\t}\n\n\n\t\tvar contourMovements = [];\n\n\t\tfor ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\tif ( j === il ) j = 0;\n\t\t\tif ( k === il ) k = 0;\n\n\t\t\t// (j)---(i)---(k)\n\t\t\t// console.log('i,j,k', i, j , k)\n\n\t\t\tcontourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );\n\n\t\t}\n\n\t\tvar holesMovements = [],\n\t\t\toneHoleMovements, verticesMovements = contourMovements.concat();\n\n\t\tfor ( h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\tahole = holes[ h ];\n\n\t\t\toneHoleMovements = [];\n\n\t\t\tfor ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t// (j)---(i)---(k)\n\t\t\t\toneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );\n\n\t\t\t}\n\n\t\t\tholesMovements.push( oneHoleMovements );\n\t\t\tverticesMovements = verticesMovements.concat( oneHoleMovements );\n\n\t\t}\n\n\n\t\t// Loop bevelSegments, 1 for the front, 1 for the back\n\n\t\tfor ( b = 0; b < bevelSegments; b ++ ) {\n\n\t\t\t//for ( b = bevelSegments; b > 0; b -- ) {\n\n\t\t\tt = b / bevelSegments;\n\t\t\tz = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\tbs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t// contract shape\n\n\t\t\tfor ( i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\tvert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\n\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t}\n\n\t\t\t// expand holes\n\n\t\t\tfor ( h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tahole = holes[ h ];\n\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\tfor ( i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\tvert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tbs = bevelSize + bevelOffset;\n\n\t\t// Back facing vertices\n\n\t\tfor ( i = 0; i < vlen; i ++ ) {\n\n\t\t\tvert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\tv( vert.x, vert.y, 0 );\n\n\t\t\t} else {\n\n\t\t\t\t// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );\n\n\t\t\t\tnormal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );\n\t\t\t\tbinormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );\n\n\t\t\t\tposition2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );\n\n\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Add stepped vertices...\n\t\t// Including front facing vertices\n\n\t\tvar s;\n\n\t\tfor ( s = 1; s <= steps; s ++ ) {\n\n\t\t\tfor ( i = 0; i < vlen; i ++ ) {\n\n\t\t\t\tvert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\tv( vert.x, vert.y, depth / steps * s );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );\n\n\t\t\t\t\tnormal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );\n\t\t\t\t\tbinormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\tposition2.copy( extrudePts[ s ] ).add( normal ).add( binormal );\n\n\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\n\t\t// Add bevel segments planes\n\n\t\t//for ( b = 1; b <= bevelSegments; b ++ ) {\n\t\tfor ( b = bevelSegments - 1; b >= 0; b -- ) {\n\n\t\t\tt = b / bevelSegments;\n\t\t\tz = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\tbs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t// contract shape\n\n\t\t\tfor ( i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\tvert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t}\n\n\t\t\t// expand holes\n\n\t\t\tfor ( h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tahole = holes[ h ];\n\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\tfor ( i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\tvert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tv( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t/* Faces */\n\n\t\t// Top and bottom faces\n\n\t\tbuildLidFaces();\n\n\t\t// Sides faces\n\n\t\tbuildSideFaces();\n\n\n\t\t///// Internal functions\n\n\t\tfunction buildLidFaces() {\n\n\t\t\tvar start = verticesArray.length / 3;\n\n\t\t\tif ( bevelEnabled ) {\n\n\t\t\t\tvar layer = 0; // steps + 1\n\t\t\t\tvar offset = vlen * layer;\n\n\t\t\t\t// Bottom faces\n\n\t\t\t\tfor ( i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\tface = faces[ i ];\n\t\t\t\t\tf3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );\n\n\t\t\t\t}\n\n\t\t\t\tlayer = steps + bevelSegments * 2;\n\t\t\t\toffset = vlen * layer;\n\n\t\t\t\t// Top faces\n\n\t\t\t\tfor ( i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\tface = faces[ i ];\n\t\t\t\t\tf3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// Bottom faces\n\n\t\t\t\tfor ( i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\tface = faces[ i ];\n\t\t\t\t\tf3( face[ 2 ], face[ 1 ], face[ 0 ] );\n\n\t\t\t\t}\n\n\t\t\t\t// Top faces\n\n\t\t\t\tfor ( i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\tface = faces[ i ];\n\t\t\t\t\tf3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 0 );\n\n\t\t}\n\n\t\t// Create faces for the z-sides of the shape\n\n\t\tfunction buildSideFaces() {\n\n\t\t\tvar start = verticesArray.length / 3;\n\t\t\tvar layeroffset = 0;\n\t\t\tsidewalls( contour, layeroffset );\n\t\t\tlayeroffset += contour.length;\n\n\t\t\tfor ( h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tahole = holes[ h ];\n\t\t\t\tsidewalls( ahole, layeroffset );\n\n\t\t\t\t//, true\n\t\t\t\tlayeroffset += ahole.length;\n\n\t\t\t}\n\n\n\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 1 );\n\n\n\t\t}\n\n\t\tfunction sidewalls( contour, layeroffset ) {\n\n\t\t\tvar j, k;\n\t\t\ti = contour.length;\n\n\t\t\twhile ( -- i >= 0 ) {\n\n\t\t\t\tj = i;\n\t\t\t\tk = i - 1;\n\t\t\t\tif ( k < 0 ) k = contour.length - 1;\n\n\t\t\t\t//console.log('b', i,j, i-1, k,vertices.length);\n\n\t\t\t\tvar s = 0,\n\t\t\t\t\tsl = steps + bevelSegments * 2;\n\n\t\t\t\tfor ( s = 0; s < sl; s ++ ) {\n\n\t\t\t\t\tvar slen1 = vlen * s;\n\t\t\t\t\tvar slen2 = vlen * ( s + 1 );\n\n\t\t\t\t\tvar a = layeroffset + j + slen1,\n\t\t\t\t\t\tb = layeroffset + k + slen1,\n\t\t\t\t\t\tc = layeroffset + k + slen2,\n\t\t\t\t\t\td = layeroffset + j + slen2;\n\n\t\t\t\t\tf4( a, b, c, d );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction v( x, y, z ) {\n\n\t\t\tplaceholder.push( x );\n\t\t\tplaceholder.push( y );\n\t\t\tplaceholder.push( z );\n\n\t\t}\n\n\n\t\tfunction f3( a, b, c ) {\n\n\t\t\taddVertex( a );\n\t\t\taddVertex( b );\n\t\t\taddVertex( c );\n\n\t\t\tvar nextIndex = verticesArray.length / 3;\n\t\t\tvar uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\taddUV( uvs[ 0 ] );\n\t\t\taddUV( uvs[ 1 ] );\n\t\t\taddUV( uvs[ 2 ] );\n\n\t\t}\n\n\t\tfunction f4( a, b, c, d ) {\n\n\t\t\taddVertex( a );\n\t\t\taddVertex( b );\n\t\t\taddVertex( d );\n\n\t\t\taddVertex( b );\n\t\t\taddVertex( c );\n\t\t\taddVertex( d );\n\n\n\t\t\tvar nextIndex = verticesArray.length / 3;\n\t\t\tvar uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\taddUV( uvs[ 0 ] );\n\t\t\taddUV( uvs[ 1 ] );\n\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\taddUV( uvs[ 1 ] );\n\t\t\taddUV( uvs[ 2 ] );\n\t\t\taddUV( uvs[ 3 ] );\n\n\t\t}\n\n\t\tfunction addVertex( index ) {\n\n\t\t\tverticesArray.push( placeholder[ index * 3 + 0 ] );\n\t\t\tverticesArray.push( placeholder[ index * 3 + 1 ] );\n\t\t\tverticesArray.push( placeholder[ index * 3 + 2 ] );\n\n\t\t}\n\n\n\t\tfunction addUV( vector2 ) {\n\n\t\t\tuvArray.push( vector2.x );\n\t\t\tuvArray.push( vector2.y );\n\n\t\t}\n\n\t}\n\n}\n\nExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;\n\nExtrudeBufferGeometry.prototype.toJSON = function () {\n\n\tvar data = BufferGeometry.prototype.toJSON.call( this );\n\n\tvar shapes = this.parameters.shapes;\n\tvar options = this.parameters.options;\n\n\treturn toJSON( shapes, options, data );\n\n};\n\n//\n\nvar WorldUVGenerator = {\n\n\tgenerateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {\n\n\t\tvar a_x = vertices[ indexA * 3 ];\n\t\tvar a_y = vertices[ indexA * 3 + 1 ];\n\t\tvar b_x = vertices[ indexB * 3 ];\n\t\tvar b_y = vertices[ indexB * 3 + 1 ];\n\t\tvar c_x = vertices[ indexC * 3 ];\n\t\tvar c_y = vertices[ indexC * 3 + 1 ];\n\n\t\treturn [\n\t\t\tnew Vector2( a_x, a_y ),\n\t\t\tnew Vector2( b_x, b_y ),\n\t\t\tnew Vector2( c_x, c_y )\n\t\t];\n\n\t},\n\n\tgenerateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {\n\n\t\tvar a_x = vertices[ indexA * 3 ];\n\t\tvar a_y = vertices[ indexA * 3 + 1 ];\n\t\tvar a_z = vertices[ indexA * 3 + 2 ];\n\t\tvar b_x = vertices[ indexB * 3 ];\n\t\tvar b_y = vertices[ indexB * 3 + 1 ];\n\t\tvar b_z = vertices[ indexB * 3 + 2 ];\n\t\tvar c_x = vertices[ indexC * 3 ];\n\t\tvar c_y = vertices[ indexC * 3 + 1 ];\n\t\tvar c_z = vertices[ indexC * 3 + 2 ];\n\t\tvar d_x = vertices[ indexD * 3 ];\n\t\tvar d_y = vertices[ indexD * 3 + 1 ];\n\t\tvar d_z = vertices[ indexD * 3 + 2 ];\n\n\t\tif ( Math.abs( a_y - b_y ) < 0.01 ) {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_x, 1 - a_z ),\n\t\t\t\tnew Vector2( b_x, 1 - b_z ),\n\t\t\t\tnew Vector2( c_x, 1 - c_z ),\n\t\t\t\tnew Vector2( d_x, 1 - d_z )\n\t\t\t];\n\n\t\t} else {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_y, 1 - a_z ),\n\t\t\t\tnew Vector2( b_y, 1 - b_z ),\n\t\t\t\tnew Vector2( c_y, 1 - c_z ),\n\t\t\t\tnew Vector2( d_y, 1 - d_z )\n\t\t\t];\n\n\t\t}\n\n\t}\n};\n\nfunction toJSON( shapes, options, data ) {\n\n\t//\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( var i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tvar shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\t//\n\n\tif ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();\n\n\treturn data;\n\n}\n\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * @author alteredq / http://alteredqualia.com/\n *\n * Text = 3D Text\n *\n * parameters = {\n * font: , // font\n *\n * size: , // size of the text\n * height: , // thickness to extrude text\n * curveSegments: , // number of points on the curves\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into text bevel goes\n * bevelSize: , // how far from text outline (including bevelOffset) is bevel\n * bevelOffset: // how far from text outline does bevel start\n * }\n */\n\n// TextGeometry\n\nfunction TextGeometry( text, parameters ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'TextGeometry';\n\n\tthis.parameters = {\n\t\ttext: text,\n\t\tparameters: parameters\n\t};\n\n\tthis.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );\n\tthis.mergeVertices();\n\n}\n\nTextGeometry.prototype = Object.create( Geometry.prototype );\nTextGeometry.prototype.constructor = TextGeometry;\n\n// TextBufferGeometry\n\nfunction TextBufferGeometry( text, parameters ) {\n\n\tparameters = parameters || {};\n\n\tvar font = parameters.font;\n\n\tif ( ! ( font && font.isFont ) ) {\n\n\t\tconsole.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );\n\t\treturn new Geometry();\n\n\t}\n\n\tvar shapes = font.generateShapes( text, parameters.size );\n\n\t// translate parameters to ExtrudeGeometry API\n\n\tparameters.depth = parameters.height !== undefined ? parameters.height : 50;\n\n\t// defaults\n\n\tif ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;\n\tif ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;\n\tif ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;\n\n\tExtrudeBufferGeometry.call( this, shapes, parameters );\n\n\tthis.type = 'TextBufferGeometry';\n\n}\n\nTextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );\nTextBufferGeometry.prototype.constructor = TextBufferGeometry;\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author benaadams / https://twitter.com/ben_a_adams\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// SphereGeometry\n\nfunction SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'SphereGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\twidthSegments: widthSegments,\n\t\theightSegments: heightSegments,\n\t\tphiStart: phiStart,\n\t\tphiLength: phiLength,\n\t\tthetaStart: thetaStart,\n\t\tthetaLength: thetaLength\n\t};\n\n\tthis.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );\n\tthis.mergeVertices();\n\n}\n\nSphereGeometry.prototype = Object.create( Geometry.prototype );\nSphereGeometry.prototype.constructor = SphereGeometry;\n\n// SphereBufferGeometry\n\nfunction SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'SphereBufferGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\twidthSegments: widthSegments,\n\t\theightSegments: heightSegments,\n\t\tphiStart: phiStart,\n\t\tphiLength: phiLength,\n\t\tthetaStart: thetaStart,\n\t\tthetaLength: thetaLength\n\t};\n\n\tradius = radius || 1;\n\n\twidthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );\n\theightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );\n\n\tphiStart = phiStart !== undefined ? phiStart : 0;\n\tphiLength = phiLength !== undefined ? phiLength : Math.PI * 2;\n\n\tthetaStart = thetaStart !== undefined ? thetaStart : 0;\n\tthetaLength = thetaLength !== undefined ? thetaLength : Math.PI;\n\n\tvar thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );\n\n\tvar ix, iy;\n\n\tvar index = 0;\n\tvar grid = [];\n\n\tvar vertex = new Vector3();\n\tvar normal = new Vector3();\n\n\t// buffers\n\n\tvar indices = [];\n\tvar vertices = [];\n\tvar normals = [];\n\tvar uvs = [];\n\n\t// generate vertices, normals and uvs\n\n\tfor ( iy = 0; iy <= heightSegments; iy ++ ) {\n\n\t\tvar verticesRow = [];\n\n\t\tvar v = iy / heightSegments;\n\n\t\t// special case for the poles\n\n\t\tvar uOffset = 0;\n\n\t\tif ( iy == 0 && thetaStart == 0 ) {\n\n\t\t\tuOffset = 0.5 / widthSegments;\n\n\t\t} else if ( iy == heightSegments && thetaEnd == Math.PI ) {\n\n\t\t\tuOffset = - 0.5 / widthSegments;\n\n\t\t}\n\n\t\tfor ( ix = 0; ix <= widthSegments; ix ++ ) {\n\n\t\t\tvar u = ix / widthSegments;\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\t\t\tvertex.y = radius * Math.cos( thetaStart + v * thetaLength );\n\t\t\tvertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// normal\n\n\t\t\tnormal.copy( vertex ).normalize();\n\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t// uv\n\n\t\t\tuvs.push( u + uOffset, 1 - v );\n\n\t\t\tverticesRow.push( index ++ );\n\n\t\t}\n\n\t\tgrid.push( verticesRow );\n\n\t}\n\n\t// indices\n\n\tfor ( iy = 0; iy < heightSegments; iy ++ ) {\n\n\t\tfor ( ix = 0; ix < widthSegments; ix ++ ) {\n\n\t\t\tvar a = grid[ iy ][ ix + 1 ];\n\t\t\tvar b = grid[ iy ][ ix ];\n\t\t\tvar c = grid[ iy + 1 ][ ix ];\n\t\t\tvar d = grid[ iy + 1 ][ ix + 1 ];\n\n\t\t\tif ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );\n\t\t\tif ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n}\n\nSphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nSphereBufferGeometry.prototype.constructor = SphereBufferGeometry;\n\n/**\n * @author Kaleb Murphy\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// RingGeometry\n\nfunction RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'RingGeometry';\n\n\tthis.parameters = {\n\t\tinnerRadius: innerRadius,\n\t\touterRadius: outerRadius,\n\t\tthetaSegments: thetaSegments,\n\t\tphiSegments: phiSegments,\n\t\tthetaStart: thetaStart,\n\t\tthetaLength: thetaLength\n\t};\n\n\tthis.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );\n\tthis.mergeVertices();\n\n}\n\nRingGeometry.prototype = Object.create( Geometry.prototype );\nRingGeometry.prototype.constructor = RingGeometry;\n\n// RingBufferGeometry\n\nfunction RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'RingBufferGeometry';\n\n\tthis.parameters = {\n\t\tinnerRadius: innerRadius,\n\t\touterRadius: outerRadius,\n\t\tthetaSegments: thetaSegments,\n\t\tphiSegments: phiSegments,\n\t\tthetaStart: thetaStart,\n\t\tthetaLength: thetaLength\n\t};\n\n\tinnerRadius = innerRadius || 0.5;\n\touterRadius = outerRadius || 1;\n\n\tthetaStart = thetaStart !== undefined ? thetaStart : 0;\n\tthetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;\n\n\tthetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;\n\tphiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;\n\n\t// buffers\n\n\tvar indices = [];\n\tvar vertices = [];\n\tvar normals = [];\n\tvar uvs = [];\n\n\t// some helper variables\n\n\tvar segment;\n\tvar radius = innerRadius;\n\tvar radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );\n\tvar vertex = new Vector3();\n\tvar uv = new Vector2();\n\tvar j, i;\n\n\t// generate vertices, normals and uvs\n\n\tfor ( j = 0; j <= phiSegments; j ++ ) {\n\n\t\tfor ( i = 0; i <= thetaSegments; i ++ ) {\n\n\t\t\t// values are generate from the inside of the ring to the outside\n\n\t\t\tsegment = thetaStart + i / thetaSegments * thetaLength;\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// normal\n\n\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t// uv\n\n\t\t\tuv.x = ( vertex.x / outerRadius + 1 ) / 2;\n\t\t\tuv.y = ( vertex.y / outerRadius + 1 ) / 2;\n\n\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t}\n\n\t\t// increase the radius for next row of vertices\n\n\t\tradius += radiusStep;\n\n\t}\n\n\t// indices\n\n\tfor ( j = 0; j < phiSegments; j ++ ) {\n\n\t\tvar thetaSegmentLevel = j * ( thetaSegments + 1 );\n\n\t\tfor ( i = 0; i < thetaSegments; i ++ ) {\n\n\t\t\tsegment = i + thetaSegmentLevel;\n\n\t\t\tvar a = segment;\n\t\t\tvar b = segment + thetaSegments + 1;\n\t\t\tvar c = segment + thetaSegments + 2;\n\t\t\tvar d = segment + 1;\n\n\t\t\t// faces\n\n\t\t\tindices.push( a, b, d );\n\t\t\tindices.push( b, c, d );\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n}\n\nRingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nRingBufferGeometry.prototype.constructor = RingBufferGeometry;\n\n/**\n * @author zz85 / https://github.com/zz85\n * @author bhouston / http://clara.io\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// LatheGeometry\n\nfunction LatheGeometry( points, segments, phiStart, phiLength ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'LatheGeometry';\n\n\tthis.parameters = {\n\t\tpoints: points,\n\t\tsegments: segments,\n\t\tphiStart: phiStart,\n\t\tphiLength: phiLength\n\t};\n\n\tthis.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );\n\tthis.mergeVertices();\n\n}\n\nLatheGeometry.prototype = Object.create( Geometry.prototype );\nLatheGeometry.prototype.constructor = LatheGeometry;\n\n// LatheBufferGeometry\n\nfunction LatheBufferGeometry( points, segments, phiStart, phiLength ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'LatheBufferGeometry';\n\n\tthis.parameters = {\n\t\tpoints: points,\n\t\tsegments: segments,\n\t\tphiStart: phiStart,\n\t\tphiLength: phiLength\n\t};\n\n\tsegments = Math.floor( segments ) || 12;\n\tphiStart = phiStart || 0;\n\tphiLength = phiLength || Math.PI * 2;\n\n\t// clamp phiLength so it's in range of [ 0, 2PI ]\n\n\tphiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );\n\n\n\t// buffers\n\n\tvar indices = [];\n\tvar vertices = [];\n\tvar uvs = [];\n\n\t// helper variables\n\n\tvar base;\n\tvar inverseSegments = 1.0 / segments;\n\tvar vertex = new Vector3();\n\tvar uv = new Vector2();\n\tvar i, j;\n\n\t// generate vertices and uvs\n\n\tfor ( i = 0; i <= segments; i ++ ) {\n\n\t\tvar phi = phiStart + i * inverseSegments * phiLength;\n\n\t\tvar sin = Math.sin( phi );\n\t\tvar cos = Math.cos( phi );\n\n\t\tfor ( j = 0; j <= ( points.length - 1 ); j ++ ) {\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = points[ j ].x * sin;\n\t\t\tvertex.y = points[ j ].y;\n\t\t\tvertex.z = points[ j ].x * cos;\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// uv\n\n\t\t\tuv.x = i / segments;\n\t\t\tuv.y = j / ( points.length - 1 );\n\n\t\t\tuvs.push( uv.x, uv.y );\n\n\n\t\t}\n\n\t}\n\n\t// indices\n\n\tfor ( i = 0; i < segments; i ++ ) {\n\n\t\tfor ( j = 0; j < ( points.length - 1 ); j ++ ) {\n\n\t\t\tbase = j + i * points.length;\n\n\t\t\tvar a = base;\n\t\t\tvar b = base + points.length;\n\t\t\tvar c = base + points.length + 1;\n\t\t\tvar d = base + 1;\n\n\t\t\t// faces\n\n\t\t\tindices.push( a, b, d );\n\t\t\tindices.push( b, c, d );\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t// generate normals\n\n\tthis.computeVertexNormals();\n\n\t// if the geometry is closed, we need to average the normals along the seam.\n\t// because the corresponding vertices are identical (but still have different UVs).\n\n\tif ( phiLength === Math.PI * 2 ) {\n\n\t\tvar normals = this.attributes.normal.array;\n\t\tvar n1 = new Vector3();\n\t\tvar n2 = new Vector3();\n\t\tvar n = new Vector3();\n\n\t\t// this is the buffer offset for the last line of vertices\n\n\t\tbase = segments * points.length * 3;\n\n\t\tfor ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {\n\n\t\t\t// select the normal of the vertex in the first line\n\n\t\t\tn1.x = normals[ j + 0 ];\n\t\t\tn1.y = normals[ j + 1 ];\n\t\t\tn1.z = normals[ j + 2 ];\n\n\t\t\t// select the normal of the vertex in the last line\n\n\t\t\tn2.x = normals[ base + j + 0 ];\n\t\t\tn2.y = normals[ base + j + 1 ];\n\t\t\tn2.z = normals[ base + j + 2 ];\n\n\t\t\t// average normals\n\n\t\t\tn.addVectors( n1, n2 ).normalize();\n\n\t\t\t// assign the new values to both normals\n\n\t\t\tnormals[ j + 0 ] = normals[ base + j + 0 ] = n.x;\n\t\t\tnormals[ j + 1 ] = normals[ base + j + 1 ] = n.y;\n\t\t\tnormals[ j + 2 ] = normals[ base + j + 2 ] = n.z;\n\n\t\t}\n\n\t}\n\n}\n\nLatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nLatheBufferGeometry.prototype.constructor = LatheBufferGeometry;\n\n/**\n * @author jonobr1 / http://jonobr1.com\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// ShapeGeometry\n\nfunction ShapeGeometry( shapes, curveSegments ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'ShapeGeometry';\n\n\tif ( typeof curveSegments === 'object' ) {\n\n\t\tconsole.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );\n\n\t\tcurveSegments = curveSegments.curveSegments;\n\n\t}\n\n\tthis.parameters = {\n\t\tshapes: shapes,\n\t\tcurveSegments: curveSegments\n\t};\n\n\tthis.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );\n\tthis.mergeVertices();\n\n}\n\nShapeGeometry.prototype = Object.create( Geometry.prototype );\nShapeGeometry.prototype.constructor = ShapeGeometry;\n\nShapeGeometry.prototype.toJSON = function () {\n\n\tvar data = Geometry.prototype.toJSON.call( this );\n\n\tvar shapes = this.parameters.shapes;\n\n\treturn toJSON$1( shapes, data );\n\n};\n\n// ShapeBufferGeometry\n\nfunction ShapeBufferGeometry( shapes, curveSegments ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'ShapeBufferGeometry';\n\n\tthis.parameters = {\n\t\tshapes: shapes,\n\t\tcurveSegments: curveSegments\n\t};\n\n\tcurveSegments = curveSegments || 12;\n\n\t// buffers\n\n\tvar indices = [];\n\tvar vertices = [];\n\tvar normals = [];\n\tvar uvs = [];\n\n\t// helper variables\n\n\tvar groupStart = 0;\n\tvar groupCount = 0;\n\n\t// allow single and array values for \"shapes\" parameter\n\n\tif ( Array.isArray( shapes ) === false ) {\n\n\t\taddShape( shapes );\n\n\t} else {\n\n\t\tfor ( var i = 0; i < shapes.length; i ++ ) {\n\n\t\t\taddShape( shapes[ i ] );\n\n\t\t\tthis.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support\n\n\t\t\tgroupStart += groupCount;\n\t\t\tgroupCount = 0;\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\n\t// helper functions\n\n\tfunction addShape( shape ) {\n\n\t\tvar i, l, shapeHole;\n\n\t\tvar indexOffset = vertices.length / 3;\n\t\tvar points = shape.extractPoints( curveSegments );\n\n\t\tvar shapeVertices = points.shape;\n\t\tvar shapeHoles = points.holes;\n\n\t\t// check direction of vertices\n\n\t\tif ( ShapeUtils.isClockWise( shapeVertices ) === false ) {\n\n\t\t\tshapeVertices = shapeVertices.reverse();\n\n\t\t}\n\n\t\tfor ( i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\tshapeHole = shapeHoles[ i ];\n\n\t\t\tif ( ShapeUtils.isClockWise( shapeHole ) === true ) {\n\n\t\t\t\tshapeHoles[ i ] = shapeHole.reverse();\n\n\t\t\t}\n\n\t\t}\n\n\t\tvar faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );\n\n\t\t// join vertices of inner and outer paths to a single array\n\n\t\tfor ( i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\tshapeHole = shapeHoles[ i ];\n\t\t\tshapeVertices = shapeVertices.concat( shapeHole );\n\n\t\t}\n\n\t\t// vertices, normals, uvs\n\n\t\tfor ( i = 0, l = shapeVertices.length; i < l; i ++ ) {\n\n\t\t\tvar vertex = shapeVertices[ i ];\n\n\t\t\tvertices.push( vertex.x, vertex.y, 0 );\n\t\t\tnormals.push( 0, 0, 1 );\n\t\t\tuvs.push( vertex.x, vertex.y ); // world uvs\n\n\t\t}\n\n\t\t// incides\n\n\t\tfor ( i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\tvar face = faces[ i ];\n\n\t\t\tvar a = face[ 0 ] + indexOffset;\n\t\t\tvar b = face[ 1 ] + indexOffset;\n\t\t\tvar c = face[ 2 ] + indexOffset;\n\n\t\t\tindices.push( a, b, c );\n\t\t\tgroupCount += 3;\n\n\t\t}\n\n\t}\n\n}\n\nShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;\n\nShapeBufferGeometry.prototype.toJSON = function () {\n\n\tvar data = BufferGeometry.prototype.toJSON.call( this );\n\n\tvar shapes = this.parameters.shapes;\n\n\treturn toJSON$1( shapes, data );\n\n};\n\n//\n\nfunction toJSON$1( shapes, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( var i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tvar shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\treturn data;\n\n}\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n * @author Mugen87 / https://github.com/Mugen87\n */\n\nfunction EdgesGeometry( geometry, thresholdAngle ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'EdgesGeometry';\n\n\tthis.parameters = {\n\t\tthresholdAngle: thresholdAngle\n\t};\n\n\tthresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;\n\n\t// buffer\n\n\tvar vertices = [];\n\n\t// helper variables\n\n\tvar thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );\n\tvar edge = [ 0, 0 ], edges = {}, edge1, edge2;\n\tvar key, keys = [ 'a', 'b', 'c' ];\n\n\t// prepare source geometry\n\n\tvar geometry2;\n\n\tif ( geometry.isBufferGeometry ) {\n\n\t\tgeometry2 = new Geometry();\n\t\tgeometry2.fromBufferGeometry( geometry );\n\n\t} else {\n\n\t\tgeometry2 = geometry.clone();\n\n\t}\n\n\tgeometry2.mergeVertices();\n\tgeometry2.computeFaceNormals();\n\n\tvar sourceVertices = geometry2.vertices;\n\tvar faces = geometry2.faces;\n\n\t// now create a data structure where each entry represents an edge with its adjoining faces\n\n\tfor ( var i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\tvar face = faces[ i ];\n\n\t\tfor ( var j = 0; j < 3; j ++ ) {\n\n\t\t\tedge1 = face[ keys[ j ] ];\n\t\t\tedge2 = face[ keys[ ( j + 1 ) % 3 ] ];\n\t\t\tedge[ 0 ] = Math.min( edge1, edge2 );\n\t\t\tedge[ 1 ] = Math.max( edge1, edge2 );\n\n\t\t\tkey = edge[ 0 ] + ',' + edge[ 1 ];\n\n\t\t\tif ( edges[ key ] === undefined ) {\n\n\t\t\t\tedges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };\n\n\t\t\t} else {\n\n\t\t\t\tedges[ key ].face2 = i;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// generate vertices\n\n\tfor ( key in edges ) {\n\n\t\tvar e = edges[ key ];\n\n\t\t// an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.\n\n\t\tif ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {\n\n\t\t\tvar vertex = sourceVertices[ e.index1 ];\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\tvertex = sourceVertices[ e.index2 ];\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n}\n\nEdgesGeometry.prototype = Object.create( BufferGeometry.prototype );\nEdgesGeometry.prototype.constructor = EdgesGeometry;\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author Mugen87 / https://github.com/Mugen87\n */\n\n// CylinderGeometry\n\nfunction CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'CylinderGeometry';\n\n\tthis.parameters = {\n\t\tradiusTop: radiusTop,\n\t\tradiusBottom: radiusBottom,\n\t\theight: height,\n\t\tradialSegments: radialSegments,\n\t\theightSegments: heightSegments,\n\t\topenEnded: openEnded,\n\t\tthetaStart: thetaStart,\n\t\tthetaLength: thetaLength\n\t};\n\n\tthis.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );\n\tthis.mergeVertices();\n\n}\n\nCylinderGeometry.prototype = Object.create( Geometry.prototype );\nCylinderGeometry.prototype.constructor = CylinderGeometry;\n\n// CylinderBufferGeometry\n\nfunction CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'CylinderBufferGeometry';\n\n\tthis.parameters = {\n\t\tradiusTop: radiusTop,\n\t\tradiusBottom: radiusBottom,\n\t\theight: height,\n\t\tradialSegments: radialSegments,\n\t\theightSegments: heightSegments,\n\t\topenEnded: openEnded,\n\t\tthetaStart: thetaStart,\n\t\tthetaLength: thetaLength\n\t};\n\n\tvar scope = this;\n\n\tradiusTop = radiusTop !== undefined ? radiusTop : 1;\n\tradiusBottom = radiusBottom !== undefined ? radiusBottom : 1;\n\theight = height || 1;\n\n\tradialSegments = Math.floor( radialSegments ) || 8;\n\theightSegments = Math.floor( heightSegments ) || 1;\n\n\topenEnded = openEnded !== undefined ? openEnded : false;\n\tthetaStart = thetaStart !== undefined ? thetaStart : 0.0;\n\tthetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;\n\n\t// buffers\n\n\tvar indices = [];\n\tvar vertices = [];\n\tvar normals = [];\n\tvar uvs = [];\n\n\t// helper variables\n\n\tvar index = 0;\n\tvar indexArray = [];\n\tvar halfHeight = height / 2;\n\tvar groupStart = 0;\n\n\t// generate geometry\n\n\tgenerateTorso();\n\n\tif ( openEnded === false ) {\n\n\t\tif ( radiusTop > 0 ) generateCap( true );\n\t\tif ( radiusBottom > 0 ) generateCap( false );\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\tfunction generateTorso() {\n\n\t\tvar x, y;\n\t\tvar normal = new Vector3();\n\t\tvar vertex = new Vector3();\n\n\t\tvar groupCount = 0;\n\n\t\t// this will be used to calculate the normal\n\t\tvar slope = ( radiusBottom - radiusTop ) / height;\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( y = 0; y <= heightSegments; y ++ ) {\n\n\t\t\tvar indexRow = [];\n\n\t\t\tvar v = y / heightSegments;\n\n\t\t\t// calculate the radius of the current row\n\n\t\t\tvar radius = v * ( radiusBottom - radiusTop ) + radiusTop;\n\n\t\t\tfor ( x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\tvar u = x / radialSegments;\n\n\t\t\t\tvar theta = u * thetaLength + thetaStart;\n\n\t\t\t\tvar sinTheta = Math.sin( theta );\n\t\t\t\tvar cosTheta = Math.cos( theta );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\tvertex.y = - v * height + halfHeight;\n\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.set( sinTheta, slope, cosTheta ).normalize();\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( u, 1 - v );\n\n\t\t\t\t// save index of vertex in respective row\n\n\t\t\t\tindexRow.push( index ++ );\n\n\t\t\t}\n\n\t\t\t// now save vertices of the row in our index array\n\n\t\t\tindexArray.push( indexRow );\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( x = 0; x < radialSegments; x ++ ) {\n\n\t\t\tfor ( y = 0; y < heightSegments; y ++ ) {\n\n\t\t\t\t// we use the index array to access the correct indices\n\n\t\t\t\tvar a = indexArray[ y ][ x ];\n\t\t\t\tvar b = indexArray[ y + 1 ][ x ];\n\t\t\t\tvar c = indexArray[ y + 1 ][ x + 1 ];\n\t\t\t\tvar d = indexArray[ y ][ x + 1 ];\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t// update group counter\n\n\t\t\t\tgroupCount += 6;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\tscope.addGroup( groupStart, groupCount, 0 );\n\n\t\t// calculate new start value for groups\n\n\t\tgroupStart += groupCount;\n\n\t}\n\n\tfunction generateCap( top ) {\n\n\t\tvar x, centerIndexStart, centerIndexEnd;\n\n\t\tvar uv = new Vector2();\n\t\tvar vertex = new Vector3();\n\n\t\tvar groupCount = 0;\n\n\t\tvar radius = ( top === true ) ? radiusTop : radiusBottom;\n\t\tvar sign = ( top === true ) ? 1 : - 1;\n\n\t\t// save the index of the first center vertex\n\t\tcenterIndexStart = index;\n\n\t\t// first we generate the center vertex data of the cap.\n\t\t// because the geometry needs one set of uvs per face,\n\t\t// we must generate a center vertex per face/segment\n\n\t\tfor ( x = 1; x <= radialSegments; x ++ ) {\n\n\t\t\t// vertex\n\n\t\t\tvertices.push( 0, halfHeight * sign, 0 );\n\n\t\t\t// normal\n\n\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t// uv\n\n\t\t\tuvs.push( 0.5, 0.5 );\n\n\t\t\t// increase index\n\n\t\t\tindex ++;\n\n\t\t}\n\n\t\t// save the index of the last center vertex\n\n\t\tcenterIndexEnd = index;\n\n\t\t// now we generate the surrounding vertices, normals and uvs\n\n\t\tfor ( x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\tvar u = x / radialSegments;\n\t\t\tvar theta = u * thetaLength + thetaStart;\n\n\t\t\tvar cosTheta = Math.cos( theta );\n\t\t\tvar sinTheta = Math.sin( theta );\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = radius * sinTheta;\n\t\t\tvertex.y = halfHeight * sign;\n\t\t\tvertex.z = radius * cosTheta;\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// normal\n\n\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t// uv\n\n\t\t\tuv.x = ( cosTheta * 0.5 ) + 0.5;\n\t\t\tuv.y = ( sinTheta * 0.5 * sign ) + 0.5;\n\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t// increase index\n\n\t\t\tindex ++;\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( x = 0; x < radialSegments; x ++ ) {\n\n\t\t\tvar c = centerIndexStart + x;\n\t\t\tvar i = centerIndexEnd + x;\n\n\t\t\tif ( top === true ) {\n\n\t\t\t\t// face top\n\n\t\t\t\tindices.push( i, i + 1, c );\n\n\t\t\t} else {\n\n\t\t\t\t// face bottom\n\n\t\t\t\tindices.push( i + 1, i, c );\n\n\t\t\t}\n\n\t\t\tgroupCount += 3;\n\n\t\t}\n\n\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\tscope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );\n\n\t\t// calculate new start value for groups\n\n\t\tgroupStart += groupCount;\n\n\t}\n\n}\n\nCylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nCylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;\n\n/**\n * @author abelnation / http://github.com/abelnation\n */\n\n// ConeGeometry\n\nfunction ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {\n\n\tCylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );\n\n\tthis.type = 'ConeGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\theight: height,\n\t\tradialSegments: radialSegments,\n\t\theightSegments: heightSegments,\n\t\topenEnded: openEnded,\n\t\tthetaStart: thetaStart,\n\t\tthetaLength: thetaLength\n\t};\n\n}\n\nConeGeometry.prototype = Object.create( CylinderGeometry.prototype );\nConeGeometry.prototype.constructor = ConeGeometry;\n\n// ConeBufferGeometry\n\nfunction ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {\n\n\tCylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );\n\n\tthis.type = 'ConeBufferGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\theight: height,\n\t\tradialSegments: radialSegments,\n\t\theightSegments: heightSegments,\n\t\topenEnded: openEnded,\n\t\tthetaStart: thetaStart,\n\t\tthetaLength: thetaLength\n\t};\n\n}\n\nConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );\nConeBufferGeometry.prototype.constructor = ConeBufferGeometry;\n\n/**\n * @author benaadams / https://twitter.com/ben_a_adams\n * @author Mugen87 / https://github.com/Mugen87\n * @author hughes\n */\n\n// CircleGeometry\n\nfunction CircleGeometry( radius, segments, thetaStart, thetaLength ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'CircleGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\tsegments: segments,\n\t\tthetaStart: thetaStart,\n\t\tthetaLength: thetaLength\n\t};\n\n\tthis.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );\n\tthis.mergeVertices();\n\n}\n\nCircleGeometry.prototype = Object.create( Geometry.prototype );\nCircleGeometry.prototype.constructor = CircleGeometry;\n\n// CircleBufferGeometry\n\nfunction CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'CircleBufferGeometry';\n\n\tthis.parameters = {\n\t\tradius: radius,\n\t\tsegments: segments,\n\t\tthetaStart: thetaStart,\n\t\tthetaLength: thetaLength\n\t};\n\n\tradius = radius || 1;\n\tsegments = segments !== undefined ? Math.max( 3, segments ) : 8;\n\n\tthetaStart = thetaStart !== undefined ? thetaStart : 0;\n\tthetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;\n\n\t// buffers\n\n\tvar indices = [];\n\tvar vertices = [];\n\tvar normals = [];\n\tvar uvs = [];\n\n\t// helper variables\n\n\tvar i, s;\n\tvar vertex = new Vector3();\n\tvar uv = new Vector2();\n\n\t// center point\n\n\tvertices.push( 0, 0, 0 );\n\tnormals.push( 0, 0, 1 );\n\tuvs.push( 0.5, 0.5 );\n\n\tfor ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {\n\n\t\tvar segment = thetaStart + s / segments * thetaLength;\n\n\t\t// vertex\n\n\t\tvertex.x = radius * Math.cos( segment );\n\t\tvertex.y = radius * Math.sin( segment );\n\n\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t// normal\n\n\t\tnormals.push( 0, 0, 1 );\n\n\t\t// uvs\n\n\t\tuv.x = ( vertices[ i ] / radius + 1 ) / 2;\n\t\tuv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;\n\n\t\tuvs.push( uv.x, uv.y );\n\n\t}\n\n\t// indices\n\n\tfor ( i = 1; i <= segments; i ++ ) {\n\n\t\tindices.push( i, i + 1, 0 );\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n}\n\nCircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nCircleBufferGeometry.prototype.constructor = CircleBufferGeometry;\n\n\n\nvar Geometries = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tWireframeGeometry: WireframeGeometry,\n\tParametricGeometry: ParametricGeometry,\n\tParametricBufferGeometry: ParametricBufferGeometry,\n\tTetrahedronGeometry: TetrahedronGeometry,\n\tTetrahedronBufferGeometry: TetrahedronBufferGeometry,\n\tOctahedronGeometry: OctahedronGeometry,\n\tOctahedronBufferGeometry: OctahedronBufferGeometry,\n\tIcosahedronGeometry: IcosahedronGeometry,\n\tIcosahedronBufferGeometry: IcosahedronBufferGeometry,\n\tDodecahedronGeometry: DodecahedronGeometry,\n\tDodecahedronBufferGeometry: DodecahedronBufferGeometry,\n\tPolyhedronGeometry: PolyhedronGeometry,\n\tPolyhedronBufferGeometry: PolyhedronBufferGeometry,\n\tTubeGeometry: TubeGeometry,\n\tTubeBufferGeometry: TubeBufferGeometry,\n\tTorusKnotGeometry: TorusKnotGeometry,\n\tTorusKnotBufferGeometry: TorusKnotBufferGeometry,\n\tTorusGeometry: TorusGeometry,\n\tTorusBufferGeometry: TorusBufferGeometry,\n\tTextGeometry: TextGeometry,\n\tTextBufferGeometry: TextBufferGeometry,\n\tSphereGeometry: SphereGeometry,\n\tSphereBufferGeometry: SphereBufferGeometry,\n\tRingGeometry: RingGeometry,\n\tRingBufferGeometry: RingBufferGeometry,\n\tPlaneGeometry: PlaneGeometry,\n\tPlaneBufferGeometry: PlaneBufferGeometry,\n\tLatheGeometry: LatheGeometry,\n\tLatheBufferGeometry: LatheBufferGeometry,\n\tShapeGeometry: ShapeGeometry,\n\tShapeBufferGeometry: ShapeBufferGeometry,\n\tExtrudeGeometry: ExtrudeGeometry,\n\tExtrudeBufferGeometry: ExtrudeBufferGeometry,\n\tEdgesGeometry: EdgesGeometry,\n\tConeGeometry: ConeGeometry,\n\tConeBufferGeometry: ConeBufferGeometry,\n\tCylinderGeometry: CylinderGeometry,\n\tCylinderBufferGeometry: CylinderBufferGeometry,\n\tCircleGeometry: CircleGeometry,\n\tCircleBufferGeometry: CircleBufferGeometry,\n\tBoxGeometry: BoxGeometry,\n\tBoxBufferGeometry: BoxBufferGeometry\n});\n\n/**\n * @author mrdoob / http://mrdoob.com/\n *\n * parameters = {\n * color: \n * }\n */\n\nfunction ShadowMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'ShadowMaterial';\n\n\tthis.color = new Color( 0x000000 );\n\tthis.transparent = true;\n\n\tthis.setValues( parameters );\n\n}\n\nShadowMaterial.prototype = Object.create( Material.prototype );\nShadowMaterial.prototype.constructor = ShadowMaterial;\n\nShadowMaterial.prototype.isShadowMaterial = true;\n\nShadowMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\treturn this;\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction RawShaderMaterial( parameters ) {\n\n\tShaderMaterial.call( this, parameters );\n\n\tthis.type = 'RawShaderMaterial';\n\n}\n\nRawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );\nRawShaderMaterial.prototype.constructor = RawShaderMaterial;\n\nRawShaderMaterial.prototype.isRawShaderMaterial = true;\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n *\n * parameters = {\n * color: ,\n * roughness: ,\n * metalness: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * roughnessMap: new THREE.Texture( ),\n *\n * metalnessMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * envMapIntensity: \n *\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction MeshStandardMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.defines = { 'STANDARD': '' };\n\n\tthis.type = 'MeshStandardMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\tthis.roughness = 1.0;\n\tthis.metalness = 0.0;\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.roughnessMap = null;\n\n\tthis.metalnessMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.envMapIntensity = 1.0;\n\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshStandardMaterial.prototype = Object.create( Material.prototype );\nMeshStandardMaterial.prototype.constructor = MeshStandardMaterial;\n\nMeshStandardMaterial.prototype.isMeshStandardMaterial = true;\n\nMeshStandardMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.defines = { 'STANDARD': '' };\n\n\tthis.color.copy( source.color );\n\tthis.roughness = source.roughness;\n\tthis.metalness = source.metalness;\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.roughnessMap = source.roughnessMap;\n\n\tthis.metalnessMap = source.metalnessMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.envMapIntensity = source.envMapIntensity;\n\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n *\n * parameters = {\n * reflectivity: \n * clearcoat: \n * clearcoatRoughness: \n *\n * sheen: \n *\n * clearcoatNormalScale: ,\n * clearcoatNormalMap: new THREE.Texture( ),\n * }\n */\n\nfunction MeshPhysicalMaterial( parameters ) {\n\n\tMeshStandardMaterial.call( this );\n\n\tthis.defines = {\n\n\t\t'STANDARD': '',\n\t\t'PHYSICAL': ''\n\n\t};\n\n\tthis.type = 'MeshPhysicalMaterial';\n\n\tthis.reflectivity = 0.5; // maps to F0 = 0.04\n\n\tthis.clearcoat = 0.0;\n\tthis.clearcoatRoughness = 0.0;\n\n\tthis.sheen = null; // null will disable sheen bsdf\n\n\tthis.clearcoatNormalScale = new Vector2( 1, 1 );\n\tthis.clearcoatNormalMap = null;\n\n\tthis.transparency = 0.0;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );\nMeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;\n\nMeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;\n\nMeshPhysicalMaterial.prototype.copy = function ( source ) {\n\n\tMeshStandardMaterial.prototype.copy.call( this, source );\n\n\tthis.defines = {\n\n\t\t'STANDARD': '',\n\t\t'PHYSICAL': ''\n\n\t};\n\n\tthis.reflectivity = source.reflectivity;\n\n\tthis.clearcoat = source.clearcoat;\n\tthis.clearcoatRoughness = source.clearcoatRoughness;\n\n\tif ( source.sheen ) this.sheen = ( this.sheen || new Color() ).copy( source.sheen );\n\telse this.sheen = null;\n\n\tthis.clearcoatNormalMap = source.clearcoatNormalMap;\n\tthis.clearcoatNormalScale.copy( source.clearcoatNormalScale );\n\n\tthis.transparency = source.transparency;\n\n\treturn this;\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: ,\n * specular: ,\n * shininess: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.MultiplyOperation,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction MeshPhongMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshPhongMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\tthis.specular = new Color( 0x111111 );\n\tthis.shininess = 30;\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.specularMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.combine = MultiplyOperation;\n\tthis.reflectivity = 1;\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshPhongMaterial.prototype = Object.create( Material.prototype );\nMeshPhongMaterial.prototype.constructor = MeshPhongMaterial;\n\nMeshPhongMaterial.prototype.isMeshPhongMaterial = true;\n\nMeshPhongMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\tthis.specular.copy( source.specular );\n\tthis.shininess = source.shininess;\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.specularMap = source.specularMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.combine = source.combine;\n\tthis.reflectivity = source.reflectivity;\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\n\n/**\n * @author takahirox / http://github.com/takahirox\n *\n * parameters = {\n * color: ,\n * specular: ,\n * shininess: ,\n *\n * map: new THREE.Texture( ),\n * gradientMap: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction MeshToonMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.defines = { 'TOON': '' };\n\n\tthis.type = 'MeshToonMaterial';\n\n\tthis.color = new Color( 0xffffff );\n\tthis.specular = new Color( 0x111111 );\n\tthis.shininess = 30;\n\n\tthis.map = null;\n\tthis.gradientMap = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.specularMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshToonMaterial.prototype = Object.create( Material.prototype );\nMeshToonMaterial.prototype.constructor = MeshToonMaterial;\n\nMeshToonMaterial.prototype.isMeshToonMaterial = true;\n\nMeshToonMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\tthis.specular.copy( source.specular );\n\tthis.shininess = source.shininess;\n\n\tthis.map = source.map;\n\tthis.gradientMap = source.gradientMap;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.specularMap = source.specularMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author WestLangley / http://github.com/WestLangley\n *\n * parameters = {\n * opacity: ,\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * wireframe: ,\n * wireframeLinewidth: \n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction MeshNormalMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshNormalMaterial';\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\n\tthis.fog = false;\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshNormalMaterial.prototype = Object.create( Material.prototype );\nMeshNormalMaterial.prototype.constructor = MeshNormalMaterial;\n\nMeshNormalMaterial.prototype.isMeshNormalMaterial = true;\n\nMeshNormalMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.Multiply,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction MeshLambertMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshLambertMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.specularMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.combine = MultiplyOperation;\n\tthis.reflectivity = 1;\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshLambertMaterial.prototype = Object.create( Material.prototype );\nMeshLambertMaterial.prototype.constructor = MeshLambertMaterial;\n\nMeshLambertMaterial.prototype.isMeshLambertMaterial = true;\n\nMeshLambertMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.specularMap = source.specularMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.combine = source.combine;\n\tthis.reflectivity = source.reflectivity;\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n *\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * matcap: new THREE.Texture( ),\n *\n * map: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * alphaMap: new THREE.Texture( ),\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction MeshMatcapMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.defines = { 'MATCAP': '' };\n\n\tthis.type = 'MeshMatcapMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\n\tthis.matcap = null;\n\n\tthis.map = null;\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.alphaMap = null;\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshMatcapMaterial.prototype = Object.create( Material.prototype );\nMeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;\n\nMeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;\n\nMeshMatcapMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.defines = { 'MATCAP': '' };\n\n\tthis.color.copy( source.color );\n\n\tthis.matcap = source.matcap;\n\n\tthis.map = source.map;\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\n\n/**\n * @author alteredq / http://alteredqualia.com/\n *\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * linewidth: ,\n *\n * scale: ,\n * dashSize: ,\n * gapSize: \n * }\n */\n\nfunction LineDashedMaterial( parameters ) {\n\n\tLineBasicMaterial.call( this );\n\n\tthis.type = 'LineDashedMaterial';\n\n\tthis.scale = 1;\n\tthis.dashSize = 3;\n\tthis.gapSize = 1;\n\n\tthis.setValues( parameters );\n\n}\n\nLineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );\nLineDashedMaterial.prototype.constructor = LineDashedMaterial;\n\nLineDashedMaterial.prototype.isLineDashedMaterial = true;\n\nLineDashedMaterial.prototype.copy = function ( source ) {\n\n\tLineBasicMaterial.prototype.copy.call( this, source );\n\n\tthis.scale = source.scale;\n\tthis.dashSize = source.dashSize;\n\tthis.gapSize = source.gapSize;\n\n\treturn this;\n\n};\n\n\n\nvar Materials = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tShadowMaterial: ShadowMaterial,\n\tSpriteMaterial: SpriteMaterial,\n\tRawShaderMaterial: RawShaderMaterial,\n\tShaderMaterial: ShaderMaterial,\n\tPointsMaterial: PointsMaterial,\n\tMeshPhysicalMaterial: MeshPhysicalMaterial,\n\tMeshStandardMaterial: MeshStandardMaterial,\n\tMeshPhongMaterial: MeshPhongMaterial,\n\tMeshToonMaterial: MeshToonMaterial,\n\tMeshNormalMaterial: MeshNormalMaterial,\n\tMeshLambertMaterial: MeshLambertMaterial,\n\tMeshDepthMaterial: MeshDepthMaterial,\n\tMeshDistanceMaterial: MeshDistanceMaterial,\n\tMeshBasicMaterial: MeshBasicMaterial,\n\tMeshMatcapMaterial: MeshMatcapMaterial,\n\tLineDashedMaterial: LineDashedMaterial,\n\tLineBasicMaterial: LineBasicMaterial,\n\tMaterial: Material\n});\n\n/**\n * @author tschw\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n */\n\nvar AnimationUtils = {\n\n\t// same as Array.prototype.slice, but also works on typed arrays\n\tarraySlice: function ( array, from, to ) {\n\n\t\tif ( AnimationUtils.isTypedArray( array ) ) {\n\n\t\t\t// in ios9 array.subarray(from, undefined) will return empty array\n\t\t\t// but array.subarray(from) or array.subarray(from, len) is correct\n\t\t\treturn new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );\n\n\t\t}\n\n\t\treturn array.slice( from, to );\n\n\t},\n\n\t// converts an array to a specific type\n\tconvertArray: function ( array, type, forceClone ) {\n\n\t\tif ( ! array || // let 'undefined' and 'null' pass\n\t\t\t! forceClone && array.constructor === type ) return array;\n\n\t\tif ( typeof type.BYTES_PER_ELEMENT === 'number' ) {\n\n\t\t\treturn new type( array ); // create typed array\n\n\t\t}\n\n\t\treturn Array.prototype.slice.call( array ); // create Array\n\n\t},\n\n\tisTypedArray: function ( object ) {\n\n\t\treturn ArrayBuffer.isView( object ) &&\n\t\t\t! ( object instanceof DataView );\n\n\t},\n\n\t// returns an array by which times and values can be sorted\n\tgetKeyframeOrder: function ( times ) {\n\n\t\tfunction compareTime( i, j ) {\n\n\t\t\treturn times[ i ] - times[ j ];\n\n\t\t}\n\n\t\tvar n = times.length;\n\t\tvar result = new Array( n );\n\t\tfor ( var i = 0; i !== n; ++ i ) result[ i ] = i;\n\n\t\tresult.sort( compareTime );\n\n\t\treturn result;\n\n\t},\n\n\t// uses the array previously returned by 'getKeyframeOrder' to sort data\n\tsortedArray: function ( values, stride, order ) {\n\n\t\tvar nValues = values.length;\n\t\tvar result = new values.constructor( nValues );\n\n\t\tfor ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {\n\n\t\t\tvar srcOffset = order[ i ] * stride;\n\n\t\t\tfor ( var j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tresult[ dstOffset ++ ] = values[ srcOffset + j ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn result;\n\n\t},\n\n\t// function for parsing AOS keyframe formats\n\tflattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {\n\n\t\tvar i = 1, key = jsonKeys[ 0 ];\n\n\t\twhile ( key !== undefined && key[ valuePropertyName ] === undefined ) {\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t}\n\n\t\tif ( key === undefined ) return; // no data\n\n\t\tvar value = key[ valuePropertyName ];\n\t\tif ( value === undefined ) return; // no data\n\n\t\tif ( Array.isArray( value ) ) {\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalues.push.apply( values, value ); // push all elements\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t} else if ( value.toArray !== undefined ) {\n\n\t\t\t// ...assume THREE.Math-ish\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalue.toArray( values, values.length );\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t} else {\n\n\t\t\t// otherwise push as-is\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalues.push( value );\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t}\n\n\t},\n\n\tsubclip: function ( sourceClip, name, startFrame, endFrame, fps ) {\n\n\t\tfps = fps || 30;\n\n\t\tvar clip = sourceClip.clone();\n\n\t\tclip.name = name;\n\n\t\tvar tracks = [];\n\n\t\tfor ( var i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tvar track = clip.tracks[ i ];\n\t\t\tvar valueSize = track.getValueSize();\n\n\t\t\tvar times = [];\n\t\t\tvar values = [];\n\n\t\t\tfor ( var j = 0; j < track.times.length; ++ j ) {\n\n\t\t\t\tvar frame = track.times[ j ] * fps;\n\n\t\t\t\tif ( frame < startFrame || frame >= endFrame ) continue;\n\n\t\t\t\ttimes.push( track.times[ j ] );\n\n\t\t\t\tfor ( var k = 0; k < valueSize; ++ k ) {\n\n\t\t\t\t\tvalues.push( track.values[ j * valueSize + k ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( times.length === 0 ) continue;\n\n\t\t\ttrack.times = AnimationUtils.convertArray( times, track.times.constructor );\n\t\t\ttrack.values = AnimationUtils.convertArray( values, track.values.constructor );\n\n\t\t\ttracks.push( track );\n\n\t\t}\n\n\t\tclip.tracks = tracks;\n\n\t\t// find minimum .times value across all tracks in the trimmed clip\n\n\t\tvar minStartTime = Infinity;\n\n\t\tfor ( var i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tif ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {\n\n\t\t\t\tminStartTime = clip.tracks[ i ].times[ 0 ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// shift all tracks such that clip begins at t=0\n\n\t\tfor ( var i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tclip.tracks[ i ].shift( - 1 * minStartTime );\n\n\t\t}\n\n\t\tclip.resetDuration();\n\n\t\treturn clip;\n\n\t}\n\n};\n\n/**\n * Abstract base class of interpolants over parametric samples.\n *\n * The parameter domain is one dimensional, typically the time or a path\n * along a curve defined by the data.\n *\n * The sample values can have any dimensionality and derived classes may\n * apply special interpretations to the data.\n *\n * This class provides the interval seek in a Template Method, deferring\n * the actual interpolation to derived classes.\n *\n * Time complexity is O(1) for linear access crossing at most two points\n * and O(log N) for random access, where N is the number of positions.\n *\n * References:\n *\n * \t\thttp://www.oodesign.com/template-method-pattern.html\n *\n * @author tschw\n */\n\nfunction Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tthis.parameterPositions = parameterPositions;\n\tthis._cachedIndex = 0;\n\n\tthis.resultBuffer = resultBuffer !== undefined ?\n\t\tresultBuffer : new sampleValues.constructor( sampleSize );\n\tthis.sampleValues = sampleValues;\n\tthis.valueSize = sampleSize;\n\n}\n\nObject.assign( Interpolant.prototype, {\n\n\tevaluate: function ( t ) {\n\n\t\tvar pp = this.parameterPositions,\n\t\t\ti1 = this._cachedIndex,\n\n\t\t\tt1 = pp[ i1 ],\n\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\tvalidate_interval: {\n\n\t\t\tseek: {\n\n\t\t\t\tvar right;\n\n\t\t\t\tlinear_scan: {\n\n\t\t\t\t\t//- See http://jsperf.com/comparison-to-undefined/3\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\n\t\t\t\t\t//- \t\t\t\tif ( t >= t1 || t1 === undefined ) {\n\t\t\t\t\tforward_scan: if ( ! ( t < t1 ) ) {\n\n\t\t\t\t\t\tfor ( var giveUpAt = i1 + 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\t\t\t\tif ( t < t0 ) break forward_scan;\n\n\t\t\t\t\t\t\t\t// after end\n\n\t\t\t\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\t\t\t\treturn this.afterEnd_( i1 - 1, t, t0 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt0 = t1;\n\t\t\t\t\t\t\tt1 = pp[ ++ i1 ];\n\n\t\t\t\t\t\t\tif ( t < t1 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the right side of the index\n\t\t\t\t\t\tright = pp.length;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\t\t\t\t\tif ( t < t0 || t0 === undefined ) {\n\t\t\t\t\tif ( ! ( t >= t0 ) ) {\n\n\t\t\t\t\t\t// looping?\n\n\t\t\t\t\t\tvar t1global = pp[ 1 ];\n\n\t\t\t\t\t\tif ( t < t1global ) {\n\n\t\t\t\t\t\t\ti1 = 2; // + 1, using the scan for the details\n\t\t\t\t\t\t\tt0 = t1global;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// linear reverse scan\n\n\t\t\t\t\t\tfor ( var giveUpAt = i1 - 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\t\t\t\t// before start\n\n\t\t\t\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\t\t\t\treturn this.beforeStart_( 0, t, t1 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt1 = t0;\n\t\t\t\t\t\t\tt0 = pp[ -- i1 - 1 ];\n\n\t\t\t\t\t\t\tif ( t >= t0 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the left side of the index\n\t\t\t\t\t\tright = i1;\n\t\t\t\t\t\ti1 = 0;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the interval is valid\n\n\t\t\t\t\tbreak validate_interval;\n\n\t\t\t\t} // linear scan\n\n\t\t\t\t// binary search\n\n\t\t\t\twhile ( i1 < right ) {\n\n\t\t\t\t\tvar mid = ( i1 + right ) >>> 1;\n\n\t\t\t\t\tif ( t < pp[ mid ] ) {\n\n\t\t\t\t\t\tright = mid;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ti1 = mid + 1;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tt1 = pp[ i1 ];\n\t\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\t\t\t// check boundary cases, again\n\n\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\treturn this.beforeStart_( 0, t, t1 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\treturn this.afterEnd_( i1 - 1, t0, t );\n\n\t\t\t\t}\n\n\t\t\t} // seek\n\n\t\t\tthis._cachedIndex = i1;\n\n\t\t\tthis.intervalChanged_( i1, t0, t1 );\n\n\t\t} // validate_interval\n\n\t\treturn this.interpolate_( i1, t0, t, t1 );\n\n\t},\n\n\tsettings: null, // optional, subclass-specific settings structure\n\t// Note: The indirection allows central control of many interpolants.\n\n\t// --- Protected interface\n\n\tDefaultSettings_: {},\n\n\tgetSettings_: function () {\n\n\t\treturn this.settings || this.DefaultSettings_;\n\n\t},\n\n\tcopySampleValue_: function ( index ) {\n\n\t\t// copies a sample value to the result buffer\n\n\t\tvar result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = index * stride;\n\n\t\tfor ( var i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] = values[ offset + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t},\n\n\t// Template methods for derived classes:\n\n\tinterpolate_: function ( /* i1, t0, t, t1 */ ) {\n\n\t\tthrow new Error( 'call to abstract method' );\n\t\t// implementations shall return this.resultBuffer\n\n\t},\n\n\tintervalChanged_: function ( /* i1, t0, t1 */ ) {\n\n\t\t// empty\n\n\t}\n\n} );\n\n//!\\ DECLARE ALIAS AFTER assign prototype !\nObject.assign( Interpolant.prototype, {\n\n\t//( 0, t, t0 ), returns this.resultBuffer\n\tbeforeStart_: Interpolant.prototype.copySampleValue_,\n\n\t//( N-1, tN-1, t ), returns this.resultBuffer\n\tafterEnd_: Interpolant.prototype.copySampleValue_,\n\n} );\n\n/**\n * Fast and simple cubic spline interpolant.\n *\n * It was derived from a Hermitian construction setting the first derivative\n * at each sample position to the linear slope between neighboring positions\n * over their parameter interval.\n *\n * @author tschw\n */\n\nfunction CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\tthis._weightPrev = - 0;\n\tthis._offsetPrev = - 0;\n\tthis._weightNext = - 0;\n\tthis._offsetNext = - 0;\n\n}\n\nCubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: CubicInterpolant,\n\n\tDefaultSettings_: {\n\n\t\tendingStart: ZeroCurvatureEnding,\n\t\tendingEnd: ZeroCurvatureEnding\n\n\t},\n\n\tintervalChanged_: function ( i1, t0, t1 ) {\n\n\t\tvar pp = this.parameterPositions,\n\t\t\tiPrev = i1 - 2,\n\t\t\tiNext = i1 + 1,\n\n\t\t\ttPrev = pp[ iPrev ],\n\t\t\ttNext = pp[ iNext ];\n\n\t\tif ( tPrev === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingStart ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(t0) = 0\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = 2 * t0 - t1;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiPrev = pp.length - 2;\n\t\t\t\t\ttPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(t0) = 0 a.k.a. Natural Spline\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = t1;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tNext === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingEnd ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(tN) = 0\n\t\t\t\t\tiNext = i1;\n\t\t\t\t\ttNext = 2 * t1 - t0;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiNext = 1;\n\t\t\t\t\ttNext = t1 + pp[ 1 ] - pp[ 0 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(tN) = 0, a.k.a. Natural Spline\n\t\t\t\t\tiNext = i1 - 1;\n\t\t\t\t\ttNext = t0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tvar halfDt = ( t1 - t0 ) * 0.5,\n\t\t\tstride = this.valueSize;\n\n\t\tthis._weightPrev = halfDt / ( t0 - tPrev );\n\t\tthis._weightNext = halfDt / ( tNext - t1 );\n\t\tthis._offsetPrev = iPrev * stride;\n\t\tthis._offsetNext = iNext * stride;\n\n\t},\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tvar result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\to1 = i1 * stride,\t\to0 = o1 - stride,\n\t\t\toP = this._offsetPrev, \toN = this._offsetNext,\n\t\t\twP = this._weightPrev,\twN = this._weightNext,\n\n\t\t\tp = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tpp = p * p,\n\t\t\tppp = pp * p;\n\n\t\t// evaluate polynomials\n\n\t\tvar sP = - wP * ppp + 2 * wP * pp - wP * p;\n\t\tvar s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;\n\t\tvar s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;\n\t\tvar sN = wN * ppp - wN * pp;\n\n\t\t// combine data linearly\n\n\t\tfor ( var i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tsP * values[ oP + i ] +\n\t\t\t\t\ts0 * values[ o0 + i ] +\n\t\t\t\t\ts1 * values[ o1 + i ] +\n\t\t\t\t\tsN * values[ oN + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\n/**\n * @author tschw\n */\n\nfunction LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: LinearInterpolant,\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tvar result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\toffset1 = i1 * stride,\n\t\t\toffset0 = offset1 - stride,\n\n\t\t\tweight1 = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tweight0 = 1 - weight1;\n\n\t\tfor ( var i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tvalues[ offset0 + i ] * weight0 +\n\t\t\t\t\tvalues[ offset1 + i ] * weight1;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\n/**\n *\n * Interpolant that evaluates to the sample value at the position preceeding\n * the parameter.\n *\n * @author tschw\n */\n\nfunction DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nDiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: DiscreteInterpolant,\n\n\tinterpolate_: function ( i1 /*, t0, t, t1 */ ) {\n\n\t\treturn this.copySampleValue_( i1 - 1 );\n\n\t}\n\n} );\n\n/**\n *\n * A timed sequence of keyframes for a specific property.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction KeyframeTrack( name, times, values, interpolation ) {\n\n\tif ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );\n\tif ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );\n\n\tthis.name = name;\n\n\tthis.times = AnimationUtils.convertArray( times, this.TimeBufferType );\n\tthis.values = AnimationUtils.convertArray( values, this.ValueBufferType );\n\n\tthis.setInterpolation( interpolation || this.DefaultInterpolation );\n\n}\n\n// Static methods\n\nObject.assign( KeyframeTrack, {\n\n\t// Serialization (in static context, because of constructor invocation\n\t// and automatic invocation of .toJSON):\n\n\ttoJSON: function ( track ) {\n\n\t\tvar trackType = track.constructor;\n\n\t\tvar json;\n\n\t\t// derived classes can define a static toJSON method\n\t\tif ( trackType.toJSON !== undefined ) {\n\n\t\t\tjson = trackType.toJSON( track );\n\n\t\t} else {\n\n\t\t\t// by default, we assume the data can be serialized as-is\n\t\t\tjson = {\n\n\t\t\t\t'name': track.name,\n\t\t\t\t'times': AnimationUtils.convertArray( track.times, Array ),\n\t\t\t\t'values': AnimationUtils.convertArray( track.values, Array )\n\n\t\t\t};\n\n\t\t\tvar interpolation = track.getInterpolation();\n\n\t\t\tif ( interpolation !== track.DefaultInterpolation ) {\n\n\t\t\t\tjson.interpolation = interpolation;\n\n\t\t\t}\n\n\t\t}\n\n\t\tjson.type = track.ValueTypeName; // mandatory\n\n\t\treturn json;\n\n\t}\n\n} );\n\nObject.assign( KeyframeTrack.prototype, {\n\n\tconstructor: KeyframeTrack,\n\n\tTimeBufferType: Float32Array,\n\n\tValueBufferType: Float32Array,\n\n\tDefaultInterpolation: InterpolateLinear,\n\n\tInterpolantFactoryMethodDiscrete: function ( result ) {\n\n\t\treturn new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t},\n\n\tInterpolantFactoryMethodLinear: function ( result ) {\n\n\t\treturn new LinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t},\n\n\tInterpolantFactoryMethodSmooth: function ( result ) {\n\n\t\treturn new CubicInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t},\n\n\tsetInterpolation: function ( interpolation ) {\n\n\t\tvar factoryMethod;\n\n\t\tswitch ( interpolation ) {\n\n\t\t\tcase InterpolateDiscrete:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodDiscrete;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateLinear:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodLinear;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateSmooth:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodSmooth;\n\n\t\t\t\tbreak;\n\n\t\t}\n\n\t\tif ( factoryMethod === undefined ) {\n\n\t\t\tvar message = \"unsupported interpolation for \" +\n\t\t\t\tthis.ValueTypeName + \" keyframe track named \" + this.name;\n\n\t\t\tif ( this.createInterpolant === undefined ) {\n\n\t\t\t\t// fall back to default, unless the default itself is messed up\n\t\t\t\tif ( interpolation !== this.DefaultInterpolation ) {\n\n\t\t\t\t\tthis.setInterpolation( this.DefaultInterpolation );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( message ); // fatal, in this case\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconsole.warn( 'THREE.KeyframeTrack:', message );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tthis.createInterpolant = factoryMethod;\n\n\t\treturn this;\n\n\t},\n\n\tgetInterpolation: function () {\n\n\t\tswitch ( this.createInterpolant ) {\n\n\t\t\tcase this.InterpolantFactoryMethodDiscrete:\n\n\t\t\t\treturn InterpolateDiscrete;\n\n\t\t\tcase this.InterpolantFactoryMethodLinear:\n\n\t\t\t\treturn InterpolateLinear;\n\n\t\t\tcase this.InterpolantFactoryMethodSmooth:\n\n\t\t\t\treturn InterpolateSmooth;\n\n\t\t}\n\n\t},\n\n\tgetValueSize: function () {\n\n\t\treturn this.values.length / this.times.length;\n\n\t},\n\n\t// move all keyframes either forwards or backwards in time\n\tshift: function ( timeOffset ) {\n\n\t\tif ( timeOffset !== 0.0 ) {\n\n\t\t\tvar times = this.times;\n\n\t\t\tfor ( var i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] += timeOffset;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// scale all keyframe times by a factor (useful for frame <-> seconds conversions)\n\tscale: function ( timeScale ) {\n\n\t\tif ( timeScale !== 1.0 ) {\n\n\t\t\tvar times = this.times;\n\n\t\t\tfor ( var i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] *= timeScale;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// removes keyframes before and after animation without changing any values within the range [startTime, endTime].\n\t// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values\n\ttrim: function ( startTime, endTime ) {\n\n\t\tvar times = this.times,\n\t\t\tnKeys = times.length,\n\t\t\tfrom = 0,\n\t\t\tto = nKeys - 1;\n\n\t\twhile ( from !== nKeys && times[ from ] < startTime ) {\n\n\t\t\t++ from;\n\n\t\t}\n\n\t\twhile ( to !== - 1 && times[ to ] > endTime ) {\n\n\t\t\t-- to;\n\n\t\t}\n\n\t\t++ to; // inclusive -> exclusive bound\n\n\t\tif ( from !== 0 || to !== nKeys ) {\n\n\t\t\t// empty tracks are forbidden, so keep at least one keyframe\n\t\t\tif ( from >= to ) to = Math.max( to, 1 ), from = to - 1;\n\n\t\t\tvar stride = this.getValueSize();\n\t\t\tthis.times = AnimationUtils.arraySlice( times, from, to );\n\t\t\tthis.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable\n\tvalidate: function () {\n\n\t\tvar valid = true;\n\n\t\tvar valueSize = this.getValueSize();\n\t\tif ( valueSize - Math.floor( valueSize ) !== 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tvar times = this.times,\n\t\t\tvalues = this.values,\n\n\t\t\tnKeys = times.length;\n\n\t\tif ( nKeys === 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Track is empty.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tvar prevTime = null;\n\n\t\tfor ( var i = 0; i !== nKeys; i ++ ) {\n\n\t\t\tvar currTime = times[ i ];\n\n\t\t\tif ( typeof currTime === 'number' && isNaN( currTime ) ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tif ( prevTime !== null && prevTime > currTime ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tprevTime = currTime;\n\n\t\t}\n\n\t\tif ( values !== undefined ) {\n\n\t\t\tif ( AnimationUtils.isTypedArray( values ) ) {\n\n\t\t\t\tfor ( var i = 0, n = values.length; i !== n; ++ i ) {\n\n\t\t\t\t\tvar value = values[ i ];\n\n\t\t\t\t\tif ( isNaN( value ) ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );\n\t\t\t\t\t\tvalid = false;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn valid;\n\n\t},\n\n\t// removes equivalent sequential keys as common in morph target sequences\n\t// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)\n\toptimize: function () {\n\n\t\t// times or values may be shared with other tracks, so overwriting is unsafe\n\t\tvar times = AnimationUtils.arraySlice( this.times ),\n\t\t\tvalues = AnimationUtils.arraySlice( this.values ),\n\t\t\tstride = this.getValueSize(),\n\n\t\t\tsmoothInterpolation = this.getInterpolation() === InterpolateSmooth,\n\n\t\t\twriteIndex = 1,\n\t\t\tlastIndex = times.length - 1;\n\n\t\tfor ( var i = 1; i < lastIndex; ++ i ) {\n\n\t\t\tvar keep = false;\n\n\t\t\tvar time = times[ i ];\n\t\t\tvar timeNext = times[ i + 1 ];\n\n\t\t\t// remove adjacent keyframes scheduled at the same time\n\n\t\t\tif ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {\n\n\t\t\t\tif ( ! smoothInterpolation ) {\n\n\t\t\t\t\t// remove unnecessary keyframes same as their neighbors\n\n\t\t\t\t\tvar offset = i * stride,\n\t\t\t\t\t\toffsetP = offset - stride,\n\t\t\t\t\t\toffsetN = offset + stride;\n\n\t\t\t\t\tfor ( var j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tvar value = values[ offset + j ];\n\n\t\t\t\t\t\tif ( value !== values[ offsetP + j ] ||\n\t\t\t\t\t\t\tvalue !== values[ offsetN + j ] ) {\n\n\t\t\t\t\t\t\tkeep = true;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tkeep = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// in-place compaction\n\n\t\t\tif ( keep ) {\n\n\t\t\t\tif ( i !== writeIndex ) {\n\n\t\t\t\t\ttimes[ writeIndex ] = times[ i ];\n\n\t\t\t\t\tvar readOffset = i * stride,\n\t\t\t\t\t\twriteOffset = writeIndex * stride;\n\n\t\t\t\t\tfor ( var j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t++ writeIndex;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// flush last keyframe (compaction looks ahead)\n\n\t\tif ( lastIndex > 0 ) {\n\n\t\t\ttimes[ writeIndex ] = times[ lastIndex ];\n\n\t\t\tfor ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t}\n\n\t\t\t++ writeIndex;\n\n\t\t}\n\n\t\tif ( writeIndex !== times.length ) {\n\n\t\t\tthis.times = AnimationUtils.arraySlice( times, 0, writeIndex );\n\t\t\tthis.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );\n\n\t\t} else {\n\n\t\t\tthis.times = times;\n\t\t\tthis.values = values;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\tvar times = AnimationUtils.arraySlice( this.times, 0 );\n\t\tvar values = AnimationUtils.arraySlice( this.values, 0 );\n\n\t\tvar TypedKeyframeTrack = this.constructor;\n\t\tvar track = new TypedKeyframeTrack( this.name, times, values );\n\n\t\t// Interpolant argument to constructor is not saved, so copy the factory method directly.\n\t\ttrack.createInterpolant = this.createInterpolant;\n\n\t\treturn track;\n\n\t}\n\n} );\n\n/**\n *\n * A Track of Boolean keyframe values.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction BooleanKeyframeTrack( name, times, values ) {\n\n\tKeyframeTrack.call( this, name, times, values );\n\n}\n\nBooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: BooleanKeyframeTrack,\n\n\tValueTypeName: 'bool',\n\tValueBufferType: Array,\n\n\tDefaultInterpolation: InterpolateDiscrete,\n\n\tInterpolantFactoryMethodLinear: undefined,\n\tInterpolantFactoryMethodSmooth: undefined\n\n\t// Note: Actually this track could have a optimized / compressed\n\t// representation of a single value and a custom interpolant that\n\t// computes \"firstValue ^ isOdd( index )\".\n\n} );\n\n/**\n *\n * A Track of keyframe values that represent color.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction ColorKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrack.call( this, name, times, values, interpolation );\n\n}\n\nColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: ColorKeyframeTrack,\n\n\tValueTypeName: 'color'\n\n\t// ValueBufferType is inherited\n\n\t// DefaultInterpolation is inherited\n\n\t// Note: Very basic implementation and nothing special yet.\n\t// However, this is the place for color space parameterization.\n\n} );\n\n/**\n *\n * A Track of numeric keyframe values.\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction NumberKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrack.call( this, name, times, values, interpolation );\n\n}\n\nNumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: NumberKeyframeTrack,\n\n\tValueTypeName: 'number'\n\n\t// ValueBufferType is inherited\n\n\t// DefaultInterpolation is inherited\n\n} );\n\n/**\n * Spherical linear unit quaternion interpolant.\n *\n * @author tschw\n */\n\nfunction QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nQuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: QuaternionLinearInterpolant,\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tvar result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\toffset = i1 * stride,\n\n\t\t\talpha = ( t - t0 ) / ( t1 - t0 );\n\n\t\tfor ( var end = offset + stride; offset !== end; offset += 4 ) {\n\n\t\t\tQuaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\n/**\n *\n * A Track of quaternion keyframe values.\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction QuaternionKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrack.call( this, name, times, values, interpolation );\n\n}\n\nQuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: QuaternionKeyframeTrack,\n\n\tValueTypeName: 'quaternion',\n\n\t// ValueBufferType is inherited\n\n\tDefaultInterpolation: InterpolateLinear,\n\n\tInterpolantFactoryMethodLinear: function ( result ) {\n\n\t\treturn new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t},\n\n\tInterpolantFactoryMethodSmooth: undefined // not yet implemented\n\n} );\n\n/**\n *\n * A Track that interpolates Strings\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction StringKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrack.call( this, name, times, values, interpolation );\n\n}\n\nStringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: StringKeyframeTrack,\n\n\tValueTypeName: 'string',\n\tValueBufferType: Array,\n\n\tDefaultInterpolation: InterpolateDiscrete,\n\n\tInterpolantFactoryMethodLinear: undefined,\n\n\tInterpolantFactoryMethodSmooth: undefined\n\n} );\n\n/**\n *\n * A Track of vectored keyframe values.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction VectorKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrack.call( this, name, times, values, interpolation );\n\n}\n\nVectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: VectorKeyframeTrack,\n\n\tValueTypeName: 'vector'\n\n\t// ValueBufferType is inherited\n\n\t// DefaultInterpolation is inherited\n\n} );\n\n/**\n *\n * Reusable set of Tracks that represent an animation.\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n */\n\nfunction AnimationClip( name, duration, tracks ) {\n\n\tthis.name = name;\n\tthis.tracks = tracks;\n\tthis.duration = ( duration !== undefined ) ? duration : - 1;\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\t// this means it should figure out its duration by scanning the tracks\n\tif ( this.duration < 0 ) {\n\n\t\tthis.resetDuration();\n\n\t}\n\n}\n\nfunction getTrackTypeForValueTypeName( typeName ) {\n\n\tswitch ( typeName.toLowerCase() ) {\n\n\t\tcase 'scalar':\n\t\tcase 'double':\n\t\tcase 'float':\n\t\tcase 'number':\n\t\tcase 'integer':\n\n\t\t\treturn NumberKeyframeTrack;\n\n\t\tcase 'vector':\n\t\tcase 'vector2':\n\t\tcase 'vector3':\n\t\tcase 'vector4':\n\n\t\t\treturn VectorKeyframeTrack;\n\n\t\tcase 'color':\n\n\t\t\treturn ColorKeyframeTrack;\n\n\t\tcase 'quaternion':\n\n\t\t\treturn QuaternionKeyframeTrack;\n\n\t\tcase 'bool':\n\t\tcase 'boolean':\n\n\t\t\treturn BooleanKeyframeTrack;\n\n\t\tcase 'string':\n\n\t\t\treturn StringKeyframeTrack;\n\n\t}\n\n\tthrow new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );\n\n}\n\nfunction parseKeyframeTrack( json ) {\n\n\tif ( json.type === undefined ) {\n\n\t\tthrow new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );\n\n\t}\n\n\tvar trackType = getTrackTypeForValueTypeName( json.type );\n\n\tif ( json.times === undefined ) {\n\n\t\tvar times = [], values = [];\n\n\t\tAnimationUtils.flattenJSON( json.keys, times, values, 'value' );\n\n\t\tjson.times = times;\n\t\tjson.values = values;\n\n\t}\n\n\t// derived classes can define a static parse method\n\tif ( trackType.parse !== undefined ) {\n\n\t\treturn trackType.parse( json );\n\n\t} else {\n\n\t\t// by default, we assume a constructor compatible with the base\n\t\treturn new trackType( json.name, json.times, json.values, json.interpolation );\n\n\t}\n\n}\n\nObject.assign( AnimationClip, {\n\n\tparse: function ( json ) {\n\n\t\tvar tracks = [],\n\t\t\tjsonTracks = json.tracks,\n\t\t\tframeTime = 1.0 / ( json.fps || 1.0 );\n\n\t\tfor ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );\n\n\t\t}\n\n\t\treturn new AnimationClip( json.name, json.duration, tracks );\n\n\t},\n\n\ttoJSON: function ( clip ) {\n\n\t\tvar tracks = [],\n\t\t\tclipTracks = clip.tracks;\n\n\t\tvar json = {\n\n\t\t\t'name': clip.name,\n\t\t\t'duration': clip.duration,\n\t\t\t'tracks': tracks,\n\t\t\t'uuid': clip.uuid\n\n\t\t};\n\n\t\tfor ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );\n\n\t\t}\n\n\t\treturn json;\n\n\t},\n\n\tCreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {\n\n\t\tvar numMorphTargets = morphTargetSequence.length;\n\t\tvar tracks = [];\n\n\t\tfor ( var i = 0; i < numMorphTargets; i ++ ) {\n\n\t\t\tvar times = [];\n\t\t\tvar values = [];\n\n\t\t\ttimes.push(\n\t\t\t\t( i + numMorphTargets - 1 ) % numMorphTargets,\n\t\t\t\ti,\n\t\t\t\t( i + 1 ) % numMorphTargets );\n\n\t\t\tvalues.push( 0, 1, 0 );\n\n\t\t\tvar order = AnimationUtils.getKeyframeOrder( times );\n\t\t\ttimes = AnimationUtils.sortedArray( times, 1, order );\n\t\t\tvalues = AnimationUtils.sortedArray( values, 1, order );\n\n\t\t\t// if there is a key at the first frame, duplicate it as the\n\t\t\t// last frame as well for perfect loop.\n\t\t\tif ( ! noLoop && times[ 0 ] === 0 ) {\n\n\t\t\t\ttimes.push( numMorphTargets );\n\t\t\t\tvalues.push( values[ 0 ] );\n\n\t\t\t}\n\n\t\t\ttracks.push(\n\t\t\t\tnew NumberKeyframeTrack(\n\t\t\t\t\t'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',\n\t\t\t\t\ttimes, values\n\t\t\t\t).scale( 1.0 / fps ) );\n\n\t\t}\n\n\t\treturn new AnimationClip( name, - 1, tracks );\n\n\t},\n\n\tfindByName: function ( objectOrClipArray, name ) {\n\n\t\tvar clipArray = objectOrClipArray;\n\n\t\tif ( ! Array.isArray( objectOrClipArray ) ) {\n\n\t\t\tvar o = objectOrClipArray;\n\t\t\tclipArray = o.geometry && o.geometry.animations || o.animations;\n\n\t\t}\n\n\t\tfor ( var i = 0; i < clipArray.length; i ++ ) {\n\n\t\t\tif ( clipArray[ i ].name === name ) {\n\n\t\t\t\treturn clipArray[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t},\n\n\tCreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {\n\n\t\tvar animationToMorphTargets = {};\n\n\t\t// tested with https://regex101.com/ on trick sequences\n\t\t// such flamingo_flyA_003, flamingo_run1_003, crdeath0059\n\t\tvar pattern = /^([\\w-]*?)([\\d]+)$/;\n\n\t\t// sort morph target names into animation groups based\n\t\t// patterns like Walk_001, Walk_002, Run_001, Run_002\n\t\tfor ( var i = 0, il = morphTargets.length; i < il; i ++ ) {\n\n\t\t\tvar morphTarget = morphTargets[ i ];\n\t\t\tvar parts = morphTarget.name.match( pattern );\n\n\t\t\tif ( parts && parts.length > 1 ) {\n\n\t\t\t\tvar name = parts[ 1 ];\n\n\t\t\t\tvar animationMorphTargets = animationToMorphTargets[ name ];\n\t\t\t\tif ( ! animationMorphTargets ) {\n\n\t\t\t\t\tanimationToMorphTargets[ name ] = animationMorphTargets = [];\n\n\t\t\t\t}\n\n\t\t\t\tanimationMorphTargets.push( morphTarget );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvar clips = [];\n\n\t\tfor ( var name in animationToMorphTargets ) {\n\n\t\t\tclips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );\n\n\t\t}\n\n\t\treturn clips;\n\n\t},\n\n\t// parse the animation.hierarchy format\n\tparseAnimation: function ( animation, bones ) {\n\n\t\tif ( ! animation ) {\n\n\t\t\tconsole.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tvar addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {\n\n\t\t\t// only return track if there are actually keys.\n\t\t\tif ( animationKeys.length !== 0 ) {\n\n\t\t\t\tvar times = [];\n\t\t\t\tvar values = [];\n\n\t\t\t\tAnimationUtils.flattenJSON( animationKeys, times, values, propertyName );\n\n\t\t\t\t// empty keys are filtered out, so check again\n\t\t\t\tif ( times.length !== 0 ) {\n\n\t\t\t\t\tdestTracks.push( new trackType( trackName, times, values ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tvar tracks = [];\n\n\t\tvar clipName = animation.name || 'default';\n\t\t// automatic length determination in AnimationClip.\n\t\tvar duration = animation.length || - 1;\n\t\tvar fps = animation.fps || 30;\n\n\t\tvar hierarchyTracks = animation.hierarchy || [];\n\n\t\tfor ( var h = 0; h < hierarchyTracks.length; h ++ ) {\n\n\t\t\tvar animationKeys = hierarchyTracks[ h ].keys;\n\n\t\t\t// skip empty tracks\n\t\t\tif ( ! animationKeys || animationKeys.length === 0 ) continue;\n\n\t\t\t// process morph targets\n\t\t\tif ( animationKeys[ 0 ].morphTargets ) {\n\n\t\t\t\t// figure out all morph targets used in this track\n\t\t\t\tvar morphTargetNames = {};\n\n\t\t\t\tfor ( var k = 0; k < animationKeys.length; k ++ ) {\n\n\t\t\t\t\tif ( animationKeys[ k ].morphTargets ) {\n\n\t\t\t\t\t\tfor ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {\n\n\t\t\t\t\t\t\tmorphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// create a track for each morph target with all zero\n\t\t\t\t// morphTargetInfluences except for the keys in which\n\t\t\t\t// the morphTarget is named.\n\t\t\t\tfor ( var morphTargetName in morphTargetNames ) {\n\n\t\t\t\t\tvar times = [];\n\t\t\t\t\tvar values = [];\n\n\t\t\t\t\tfor ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {\n\n\t\t\t\t\t\tvar animationKey = animationKeys[ k ];\n\n\t\t\t\t\t\ttimes.push( animationKey.time );\n\t\t\t\t\t\tvalues.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );\n\n\t\t\t\t}\n\n\t\t\t\tduration = morphTargetNames.length * ( fps || 1.0 );\n\n\t\t\t} else {\n\n\t\t\t\t// ...assume skeletal animation\n\n\t\t\t\tvar boneName = '.bones[' + bones[ h ].name + ']';\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.position',\n\t\t\t\t\tanimationKeys, 'pos', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tQuaternionKeyframeTrack, boneName + '.quaternion',\n\t\t\t\t\tanimationKeys, 'rot', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.scale',\n\t\t\t\t\tanimationKeys, 'scl', tracks );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tracks.length === 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tvar clip = new AnimationClip( clipName, duration, tracks );\n\n\t\treturn clip;\n\n\t}\n\n} );\n\nObject.assign( AnimationClip.prototype, {\n\n\tresetDuration: function () {\n\n\t\tvar tracks = this.tracks, duration = 0;\n\n\t\tfor ( var i = 0, n = tracks.length; i !== n; ++ i ) {\n\n\t\t\tvar track = this.tracks[ i ];\n\n\t\t\tduration = Math.max( duration, track.times[ track.times.length - 1 ] );\n\n\t\t}\n\n\t\tthis.duration = duration;\n\n\t\treturn this;\n\n\t},\n\n\ttrim: function () {\n\n\t\tfor ( var i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].trim( 0, this.duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tvalidate: function () {\n\n\t\tvar valid = true;\n\n\t\tfor ( var i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tvalid = valid && this.tracks[ i ].validate();\n\n\t\t}\n\n\t\treturn valid;\n\n\t},\n\n\toptimize: function () {\n\n\t\tfor ( var i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].optimize();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\tvar tracks = [];\n\n\t\tfor ( var i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\ttracks.push( this.tracks[ i ].clone() );\n\n\t\t}\n\n\t\treturn new AnimationClip( this.name, this.duration, tracks );\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nvar Cache = {\n\n\tenabled: false,\n\n\tfiles: {},\n\n\tadd: function ( key, file ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Adding key:', key );\n\n\t\tthis.files[ key ] = file;\n\n\t},\n\n\tget: function ( key ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Checking key:', key );\n\n\t\treturn this.files[ key ];\n\n\t},\n\n\tremove: function ( key ) {\n\n\t\tdelete this.files[ key ];\n\n\t},\n\n\tclear: function () {\n\n\t\tthis.files = {};\n\n\t}\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction LoadingManager( onLoad, onProgress, onError ) {\n\n\tvar scope = this;\n\n\tvar isLoading = false;\n\tvar itemsLoaded = 0;\n\tvar itemsTotal = 0;\n\tvar urlModifier = undefined;\n\tvar handlers = [];\n\n\t// Refer to #5689 for the reason why we don't set .onStart\n\t// in the constructor\n\n\tthis.onStart = undefined;\n\tthis.onLoad = onLoad;\n\tthis.onProgress = onProgress;\n\tthis.onError = onError;\n\n\tthis.itemStart = function ( url ) {\n\n\t\titemsTotal ++;\n\n\t\tif ( isLoading === false ) {\n\n\t\t\tif ( scope.onStart !== undefined ) {\n\n\t\t\t\tscope.onStart( url, itemsLoaded, itemsTotal );\n\n\t\t\t}\n\n\t\t}\n\n\t\tisLoading = true;\n\n\t};\n\n\tthis.itemEnd = function ( url ) {\n\n\t\titemsLoaded ++;\n\n\t\tif ( scope.onProgress !== undefined ) {\n\n\t\t\tscope.onProgress( url, itemsLoaded, itemsTotal );\n\n\t\t}\n\n\t\tif ( itemsLoaded === itemsTotal ) {\n\n\t\t\tisLoading = false;\n\n\t\t\tif ( scope.onLoad !== undefined ) {\n\n\t\t\t\tscope.onLoad();\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tthis.itemError = function ( url ) {\n\n\t\tif ( scope.onError !== undefined ) {\n\n\t\t\tscope.onError( url );\n\n\t\t}\n\n\t};\n\n\tthis.resolveURL = function ( url ) {\n\n\t\tif ( urlModifier ) {\n\n\t\t\treturn urlModifier( url );\n\n\t\t}\n\n\t\treturn url;\n\n\t};\n\n\tthis.setURLModifier = function ( transform ) {\n\n\t\turlModifier = transform;\n\n\t\treturn this;\n\n\t};\n\n\tthis.addHandler = function ( regex, loader ) {\n\n\t\thandlers.push( regex, loader );\n\n\t\treturn this;\n\n\t};\n\n\tthis.removeHandler = function ( regex ) {\n\n\t\tvar index = handlers.indexOf( regex );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\thandlers.splice( index, 2 );\n\n\t\t}\n\n\t\treturn this;\n\n\t};\n\n\tthis.getHandler = function ( file ) {\n\n\t\tfor ( var i = 0, l = handlers.length; i < l; i += 2 ) {\n\n\t\t\tvar regex = handlers[ i ];\n\t\t\tvar loader = handlers[ i + 1 ];\n\n\t\t\tif ( regex.global ) regex.lastIndex = 0; // see #17920\n\n\t\t\tif ( regex.test( file ) ) {\n\n\t\t\t\treturn loader;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t};\n\n}\n\nvar DefaultLoadingManager = new LoadingManager();\n\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction Loader( manager ) {\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n\tthis.crossOrigin = 'anonymous';\n\tthis.path = '';\n\tthis.resourcePath = '';\n\n}\n\nObject.assign( Loader.prototype, {\n\n\tload: function ( /* url, onLoad, onProgress, onError */ ) {},\n\n\tparse: function ( /* data */ ) {},\n\n\tsetCrossOrigin: function ( crossOrigin ) {\n\n\t\tthis.crossOrigin = crossOrigin;\n\t\treturn this;\n\n\t},\n\n\tsetPath: function ( path ) {\n\n\t\tthis.path = path;\n\t\treturn this;\n\n\t},\n\n\tsetResourcePath: function ( resourcePath ) {\n\n\t\tthis.resourcePath = resourcePath;\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nvar loading = {};\n\nfunction FileLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nFileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: FileLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tvar scope = this;\n\n\t\tvar cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\t// Check if request is duplicate\n\n\t\tif ( loading[ url ] !== undefined ) {\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// Check for data: URI\n\t\tvar dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;\n\t\tvar dataUriRegexResult = url.match( dataUriRegex );\n\n\t\t// Safari can not handle Data URIs through XMLHttpRequest so process manually\n\t\tif ( dataUriRegexResult ) {\n\n\t\t\tvar mimeType = dataUriRegexResult[ 1 ];\n\t\t\tvar isBase64 = !! dataUriRegexResult[ 2 ];\n\t\t\tvar data = dataUriRegexResult[ 3 ];\n\n\t\t\tdata = decodeURIComponent( data );\n\n\t\t\tif ( isBase64 ) data = atob( data );\n\n\t\t\ttry {\n\n\t\t\t\tvar response;\n\t\t\t\tvar responseType = ( this.responseType || '' ).toLowerCase();\n\n\t\t\t\tswitch ( responseType ) {\n\n\t\t\t\t\tcase 'arraybuffer':\n\t\t\t\t\tcase 'blob':\n\n\t\t\t\t\t\tvar view = new Uint8Array( data.length );\n\n\t\t\t\t\t\tfor ( var i = 0; i < data.length; i ++ ) {\n\n\t\t\t\t\t\t\tview[ i ] = data.charCodeAt( i );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( responseType === 'blob' ) {\n\n\t\t\t\t\t\t\tresponse = new Blob( [ view.buffer ], { type: mimeType } );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tresponse = view.buffer;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'document':\n\n\t\t\t\t\t\tvar parser = new DOMParser();\n\t\t\t\t\t\tresponse = parser.parseFromString( data, mimeType );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'json':\n\n\t\t\t\t\t\tresponse = JSON.parse( data );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault: // 'text' or other\n\n\t\t\t\t\t\tresponse = data;\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t\t// Wait for next browser tick like standard XMLHttpRequest event dispatching does\n\t\t\t\tsetTimeout( function () {\n\n\t\t\t\t\tif ( onLoad ) onLoad( response );\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}, 0 );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\t// Wait for next browser tick like standard XMLHttpRequest event dispatching does\n\t\t\t\tsetTimeout( function () {\n\n\t\t\t\t\tif ( onError ) onError( error );\n\n\t\t\t\t\tscope.manager.itemError( url );\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}, 0 );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Initialise array for duplicate requests\n\n\t\t\tloading[ url ] = [];\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\tvar request = new XMLHttpRequest();\n\n\t\t\trequest.open( 'GET', url, true );\n\n\t\t\trequest.addEventListener( 'load', function ( event ) {\n\n\t\t\t\tvar response = this.response;\n\n\t\t\t\tvar callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tif ( this.status === 200 || this.status === 0 ) {\n\n\t\t\t\t\t// Some browsers return HTTP Status 0 when using non-http protocol\n\t\t\t\t\t// e.g. 'file://' or 'data://'. Handle as success.\n\n\t\t\t\t\tif ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );\n\n\t\t\t\t\t// Add to cache only on HTTP success, so that we do not cache\n\t\t\t\t\t// error response bodies as proper responses to requests.\n\t\t\t\t\tCache.add( url, response );\n\n\t\t\t\t\tfor ( var i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tvar callback = callbacks[ i ];\n\t\t\t\t\t\tif ( callback.onLoad ) callback.onLoad( response );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tfor ( var i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tvar callback = callbacks[ i ];\n\t\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tscope.manager.itemError( url );\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'progress', function ( event ) {\n\n\t\t\t\tvar callbacks = loading[ url ];\n\n\t\t\t\tfor ( var i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tvar callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onProgress ) callback.onProgress( event );\n\n\t\t\t\t}\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'error', function ( event ) {\n\n\t\t\t\tvar callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( var i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tvar callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'abort', function ( event ) {\n\n\t\t\t\tvar callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( var i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tvar callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, false );\n\n\t\t\tif ( this.responseType !== undefined ) request.responseType = this.responseType;\n\t\t\tif ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;\n\n\t\t\tif ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );\n\n\t\t\tfor ( var header in this.requestHeader ) {\n\n\t\t\t\trequest.setRequestHeader( header, this.requestHeader[ header ] );\n\n\t\t\t}\n\n\t\t\trequest.send( null );\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\treturn request;\n\n\t},\n\n\tsetResponseType: function ( value ) {\n\n\t\tthis.responseType = value;\n\t\treturn this;\n\n\t},\n\n\tsetWithCredentials: function ( value ) {\n\n\t\tthis.withCredentials = value;\n\t\treturn this;\n\n\t},\n\n\tsetMimeType: function ( value ) {\n\n\t\tthis.mimeType = value;\n\t\treturn this;\n\n\t},\n\n\tsetRequestHeader: function ( value ) {\n\n\t\tthis.requestHeader = value;\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author bhouston / http://clara.io/\n */\n\nfunction AnimationLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nAnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: AnimationLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tvar scope = this;\n\n\t\tvar loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tparse: function ( json ) {\n\n\t\tvar animations = [];\n\n\t\tfor ( var i = 0; i < json.length; i ++ ) {\n\n\t\t\tvar clip = AnimationClip.parse( json[ i ] );\n\n\t\t\tanimations.push( clip );\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n *\n * Abstract Base class to block based textures loader (dds, pvr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nfunction CompressedTextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nCompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: CompressedTextureLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tvar scope = this;\n\n\t\tvar images = [];\n\n\t\tvar texture = new CompressedTexture();\n\t\ttexture.image = images;\n\n\t\tvar loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setResponseType( 'arraybuffer' );\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( url[ i ], function ( buffer ) {\n\n\t\t\t\tvar texDatas = scope.parse( buffer, true );\n\n\t\t\t\timages[ i ] = {\n\t\t\t\t\twidth: texDatas.width,\n\t\t\t\t\theight: texDatas.height,\n\t\t\t\t\tformat: texDatas.format,\n\t\t\t\t\tmipmaps: texDatas.mipmaps\n\t\t\t\t};\n\n\t\t\t\tloaded += 1;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\tif ( texDatas.mipmapCount === 1 )\n\t\t\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\tif ( Array.isArray( url ) ) {\n\n\t\t\tvar loaded = 0;\n\n\t\t\tfor ( var i = 0, il = url.length; i < il; ++ i ) {\n\n\t\t\t\tloadTexture( i );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// compressed cubemap texture stored in a single DDS file\n\n\t\t\tloader.load( url, function ( buffer ) {\n\n\t\t\t\tvar texDatas = scope.parse( buffer, true );\n\n\t\t\t\tif ( texDatas.isCubemap ) {\n\n\t\t\t\t\tvar faces = texDatas.mipmaps.length / texDatas.mipmapCount;\n\n\t\t\t\t\tfor ( var f = 0; f < faces; f ++ ) {\n\n\t\t\t\t\t\timages[ f ] = { mipmaps: [] };\n\n\t\t\t\t\t\tfor ( var i = 0; i < texDatas.mipmapCount; i ++ ) {\n\n\t\t\t\t\t\t\timages[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );\n\t\t\t\t\t\t\timages[ f ].format = texDatas.format;\n\t\t\t\t\t\t\timages[ f ].width = texDatas.width;\n\t\t\t\t\t\t\timages[ f ].height = texDatas.height;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\ttexture.image.width = texDatas.width;\n\t\t\t\t\ttexture.image.height = texDatas.height;\n\t\t\t\t\ttexture.mipmaps = texDatas.mipmaps;\n\n\t\t\t\t}\n\n\t\t\t\tif ( texDatas.mipmapCount === 1 ) {\n\n\t\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t\t}\n\n\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n} );\n\n/**\n * @author Nikos M. / https://github.com/foo123/\n *\n * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nfunction DataTextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nDataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: DataTextureLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tvar scope = this;\n\n\t\tvar texture = new DataTexture();\n\n\t\tvar loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setPath( this.path );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\tvar texData = scope.parse( buffer );\n\n\t\t\tif ( ! texData ) return;\n\n\t\t\tif ( texData.image !== undefined ) {\n\n\t\t\t\ttexture.image = texData.image;\n\n\t\t\t} else if ( texData.data !== undefined ) {\n\n\t\t\t\ttexture.image.width = texData.width;\n\t\t\t\ttexture.image.height = texData.height;\n\t\t\t\ttexture.image.data = texData.data;\n\n\t\t\t}\n\n\t\t\ttexture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;\n\t\t\ttexture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;\n\n\t\t\ttexture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;\n\t\t\ttexture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;\n\n\t\t\ttexture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;\n\n\t\t\tif ( texData.format !== undefined ) {\n\n\t\t\t\ttexture.format = texData.format;\n\n\t\t\t}\n\t\t\tif ( texData.type !== undefined ) {\n\n\t\t\t\ttexture.type = texData.type;\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmaps !== undefined ) {\n\n\t\t\t\ttexture.mipmaps = texData.mipmaps;\n\t\t\t\ttexture.minFilter = LinearMipmapLinearFilter; // presumably...\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmapCount === 1 ) {\n\n\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t}\n\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad ) onLoad( texture, texData );\n\n\t\t}, onProgress, onError );\n\n\n\t\treturn texture;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction ImageLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: ImageLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tvar scope = this;\n\n\t\tvar cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tvar image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );\n\n\t\tfunction onImageLoad() {\n\n\t\t\timage.removeEventListener( 'load', onImageLoad, false );\n\t\t\timage.removeEventListener( 'error', onImageError, false );\n\n\t\t\tCache.add( url, this );\n\n\t\t\tif ( onLoad ) onLoad( this );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\tfunction onImageError( event ) {\n\n\t\t\timage.removeEventListener( 'load', onImageLoad, false );\n\t\t\timage.removeEventListener( 'error', onImageError, false );\n\n\t\t\tif ( onError ) onError( event );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\timage.addEventListener( 'load', onImageLoad, false );\n\t\timage.addEventListener( 'error', onImageError, false );\n\n\t\tif ( url.substr( 0, 5 ) !== 'data:' ) {\n\n\t\t\tif ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\timage.src = url;\n\n\t\treturn image;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\n\nfunction CubeTextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nCubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: CubeTextureLoader,\n\n\tload: function ( urls, onLoad, onProgress, onError ) {\n\n\t\tvar texture = new CubeTexture();\n\n\t\tvar loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tvar loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( urls[ i ], function ( image ) {\n\n\t\t\t\ttexture.images[ i ] = image;\n\n\t\t\t\tloaded ++;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, undefined, onError );\n\n\t\t}\n\n\t\tfor ( var i = 0; i < urls.length; ++ i ) {\n\n\t\t\tloadTexture( i );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction TextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: TextureLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tvar texture = new Texture();\n\n\t\tvar loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tloader.load( url, function ( image ) {\n\n\t\t\ttexture.image = image;\n\n\t\t\t// JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.\n\t\t\tvar isJPEG = url.search( /\\.jpe?g($|\\?)/i ) > 0 || url.search( /^data\\:image\\/jpeg/ ) === 0;\n\n\t\t\ttexture.format = isJPEG ? RGBFormat : RGBAFormat;\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad !== undefined ) {\n\n\t\t\t\tonLoad( texture );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t\treturn texture;\n\n\t}\n\n} );\n\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * Extensible curve object\n *\n * Some common of curve methods:\n * .getPoint( t, optionalTarget ), .getTangent( t )\n * .getPointAt( u, optionalTarget ), .getTangentAt( u )\n * .getPoints(), .getSpacedPoints()\n * .getLength()\n * .updateArcLengths()\n *\n * This following curves inherit from THREE.Curve:\n *\n * -- 2D curves --\n * THREE.ArcCurve\n * THREE.CubicBezierCurve\n * THREE.EllipseCurve\n * THREE.LineCurve\n * THREE.QuadraticBezierCurve\n * THREE.SplineCurve\n *\n * -- 3D curves --\n * THREE.CatmullRomCurve3\n * THREE.CubicBezierCurve3\n * THREE.LineCurve3\n * THREE.QuadraticBezierCurve3\n *\n * A series of curves can be represented as a THREE.CurvePath.\n *\n **/\n\n/**************************************************************\n *\tAbstract Curve base class\n **************************************************************/\n\nfunction Curve() {\n\n\tthis.type = 'Curve';\n\n\tthis.arcLengthDivisions = 200;\n\n}\n\nObject.assign( Curve.prototype, {\n\n\t// Virtual base class method to overwrite and implement in subclasses\n\t//\t- t [0 .. 1]\n\n\tgetPoint: function ( /* t, optionalTarget */ ) {\n\n\t\tconsole.warn( 'THREE.Curve: .getPoint() not implemented.' );\n\t\treturn null;\n\n\t},\n\n\t// Get point at relative position in curve according to arc length\n\t// - u [0 .. 1]\n\n\tgetPointAt: function ( u, optionalTarget ) {\n\n\t\tvar t = this.getUtoTmapping( u );\n\t\treturn this.getPoint( t, optionalTarget );\n\n\t},\n\n\t// Get sequence of points using getPoint( t )\n\n\tgetPoints: function ( divisions ) {\n\n\t\tif ( divisions === undefined ) divisions = 5;\n\n\t\tvar points = [];\n\n\t\tfor ( var d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPoint( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t},\n\n\t// Get sequence of points using getPointAt( u )\n\n\tgetSpacedPoints: function ( divisions ) {\n\n\t\tif ( divisions === undefined ) divisions = 5;\n\n\t\tvar points = [];\n\n\t\tfor ( var d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPointAt( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t},\n\n\t// Get total curve arc length\n\n\tgetLength: function () {\n\n\t\tvar lengths = this.getLengths();\n\t\treturn lengths[ lengths.length - 1 ];\n\n\t},\n\n\t// Get list of cumulative segment lengths\n\n\tgetLengths: function ( divisions ) {\n\n\t\tif ( divisions === undefined ) divisions = this.arcLengthDivisions;\n\n\t\tif ( this.cacheArcLengths &&\n\t\t\t( this.cacheArcLengths.length === divisions + 1 ) &&\n\t\t\t! this.needsUpdate ) {\n\n\t\t\treturn this.cacheArcLengths;\n\n\t\t}\n\n\t\tthis.needsUpdate = false;\n\n\t\tvar cache = [];\n\t\tvar current, last = this.getPoint( 0 );\n\t\tvar p, sum = 0;\n\n\t\tcache.push( 0 );\n\n\t\tfor ( p = 1; p <= divisions; p ++ ) {\n\n\t\t\tcurrent = this.getPoint( p / divisions );\n\t\t\tsum += current.distanceTo( last );\n\t\t\tcache.push( sum );\n\t\t\tlast = current;\n\n\t\t}\n\n\t\tthis.cacheArcLengths = cache;\n\n\t\treturn cache; // { sums: cache, sum: sum }; Sum is in the last element.\n\n\t},\n\n\tupdateArcLengths: function () {\n\n\t\tthis.needsUpdate = true;\n\t\tthis.getLengths();\n\n\t},\n\n\t// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant\n\n\tgetUtoTmapping: function ( u, distance ) {\n\n\t\tvar arcLengths = this.getLengths();\n\n\t\tvar i = 0, il = arcLengths.length;\n\n\t\tvar targetArcLength; // The targeted u distance value to get\n\n\t\tif ( distance ) {\n\n\t\t\ttargetArcLength = distance;\n\n\t\t} else {\n\n\t\t\ttargetArcLength = u * arcLengths[ il - 1 ];\n\n\t\t}\n\n\t\t// binary search for the index with largest value smaller than target u distance\n\n\t\tvar low = 0, high = il - 1, comparison;\n\n\t\twhile ( low <= high ) {\n\n\t\t\ti = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats\n\n\t\t\tcomparison = arcLengths[ i ] - targetArcLength;\n\n\t\t\tif ( comparison < 0 ) {\n\n\t\t\t\tlow = i + 1;\n\n\t\t\t} else if ( comparison > 0 ) {\n\n\t\t\t\thigh = i - 1;\n\n\t\t\t} else {\n\n\t\t\t\thigh = i;\n\t\t\t\tbreak;\n\n\t\t\t\t// DONE\n\n\t\t\t}\n\n\t\t}\n\n\t\ti = high;\n\n\t\tif ( arcLengths[ i ] === targetArcLength ) {\n\n\t\t\treturn i / ( il - 1 );\n\n\t\t}\n\n\t\t// we could get finer grain at lengths, or use simple interpolation between two points\n\n\t\tvar lengthBefore = arcLengths[ i ];\n\t\tvar lengthAfter = arcLengths[ i + 1 ];\n\n\t\tvar segmentLength = lengthAfter - lengthBefore;\n\n\t\t// determine where we are between the 'before' and 'after' points\n\n\t\tvar segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;\n\n\t\t// add that fractional amount to t\n\n\t\tvar t = ( i + segmentFraction ) / ( il - 1 );\n\n\t\treturn t;\n\n\t},\n\n\t// Returns a unit vector tangent at t\n\t// In case any sub curve does not implement its tangent derivation,\n\t// 2 points a small delta apart will be used to find its gradient\n\t// which seems to give a reasonable approximation\n\n\tgetTangent: function ( t ) {\n\n\t\tvar delta = 0.0001;\n\t\tvar t1 = t - delta;\n\t\tvar t2 = t + delta;\n\n\t\t// Capping in case of danger\n\n\t\tif ( t1 < 0 ) t1 = 0;\n\t\tif ( t2 > 1 ) t2 = 1;\n\n\t\tvar pt1 = this.getPoint( t1 );\n\t\tvar pt2 = this.getPoint( t2 );\n\n\t\tvar vec = pt2.clone().sub( pt1 );\n\t\treturn vec.normalize();\n\n\t},\n\n\tgetTangentAt: function ( u ) {\n\n\t\tvar t = this.getUtoTmapping( u );\n\t\treturn this.getTangent( t );\n\n\t},\n\n\tcomputeFrenetFrames: function ( segments, closed ) {\n\n\t\t// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf\n\n\t\tvar normal = new Vector3();\n\n\t\tvar tangents = [];\n\t\tvar normals = [];\n\t\tvar binormals = [];\n\n\t\tvar vec = new Vector3();\n\t\tvar mat = new Matrix4();\n\n\t\tvar i, u, theta;\n\n\t\t// compute the tangent vectors for each segment on the curve\n\n\t\tfor ( i = 0; i <= segments; i ++ ) {\n\n\t\t\tu = i / segments;\n\n\t\t\ttangents[ i ] = this.getTangentAt( u );\n\t\t\ttangents[ i ].normalize();\n\n\t\t}\n\n\t\t// select an initial normal vector perpendicular to the first tangent vector,\n\t\t// and in the direction of the minimum tangent xyz component\n\n\t\tnormals[ 0 ] = new Vector3();\n\t\tbinormals[ 0 ] = new Vector3();\n\t\tvar min = Number.MAX_VALUE;\n\t\tvar tx = Math.abs( tangents[ 0 ].x );\n\t\tvar ty = Math.abs( tangents[ 0 ].y );\n\t\tvar tz = Math.abs( tangents[ 0 ].z );\n\n\t\tif ( tx <= min ) {\n\n\t\t\tmin = tx;\n\t\t\tnormal.set( 1, 0, 0 );\n\n\t\t}\n\n\t\tif ( ty <= min ) {\n\n\t\t\tmin = ty;\n\t\t\tnormal.set( 0, 1, 0 );\n\n\t\t}\n\n\t\tif ( tz <= min ) {\n\n\t\t\tnormal.set( 0, 0, 1 );\n\n\t\t}\n\n\t\tvec.crossVectors( tangents[ 0 ], normal ).normalize();\n\n\t\tnormals[ 0 ].crossVectors( tangents[ 0 ], vec );\n\t\tbinormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );\n\n\n\t\t// compute the slowly-varying normal and binormal vectors for each segment on the curve\n\n\t\tfor ( i = 1; i <= segments; i ++ ) {\n\n\t\t\tnormals[ i ] = normals[ i - 1 ].clone();\n\n\t\t\tbinormals[ i ] = binormals[ i - 1 ].clone();\n\n\t\t\tvec.crossVectors( tangents[ i - 1 ], tangents[ i ] );\n\n\t\t\tif ( vec.length() > Number.EPSILON ) {\n\n\t\t\t\tvec.normalize();\n\n\t\t\t\ttheta = Math.acos( MathUtils.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors\n\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );\n\n\t\t\t}\n\n\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t}\n\n\t\t// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same\n\n\t\tif ( closed === true ) {\n\n\t\t\ttheta = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );\n\t\t\ttheta /= segments;\n\n\t\t\tif ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {\n\n\t\t\t\ttheta = - theta;\n\n\t\t\t}\n\n\t\t\tfor ( i = 1; i <= segments; i ++ ) {\n\n\t\t\t\t// twist a little...\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );\n\t\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn {\n\t\t\ttangents: tangents,\n\t\t\tnormals: normals,\n\t\t\tbinormals: binormals\n\t\t};\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.arcLengthDivisions = source.arcLengthDivisions;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tvar data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Curve',\n\t\t\t\tgenerator: 'Curve.toJSON'\n\t\t\t}\n\t\t};\n\n\t\tdata.arcLengthDivisions = this.arcLengthDivisions;\n\t\tdata.type = this.type;\n\n\t\treturn data;\n\n\t},\n\n\tfromJSON: function ( json ) {\n\n\t\tthis.arcLengthDivisions = json.arcLengthDivisions;\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'EllipseCurve';\n\n\tthis.aX = aX || 0;\n\tthis.aY = aY || 0;\n\n\tthis.xRadius = xRadius || 1;\n\tthis.yRadius = yRadius || 1;\n\n\tthis.aStartAngle = aStartAngle || 0;\n\tthis.aEndAngle = aEndAngle || 2 * Math.PI;\n\n\tthis.aClockwise = aClockwise || false;\n\n\tthis.aRotation = aRotation || 0;\n\n}\n\nEllipseCurve.prototype = Object.create( Curve.prototype );\nEllipseCurve.prototype.constructor = EllipseCurve;\n\nEllipseCurve.prototype.isEllipseCurve = true;\n\nEllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {\n\n\tvar point = optionalTarget || new Vector2();\n\n\tvar twoPi = Math.PI * 2;\n\tvar deltaAngle = this.aEndAngle - this.aStartAngle;\n\tvar samePoints = Math.abs( deltaAngle ) < Number.EPSILON;\n\n\t// ensures that deltaAngle is 0 .. 2 PI\n\twhile ( deltaAngle < 0 ) deltaAngle += twoPi;\n\twhile ( deltaAngle > twoPi ) deltaAngle -= twoPi;\n\n\tif ( deltaAngle < Number.EPSILON ) {\n\n\t\tif ( samePoints ) {\n\n\t\t\tdeltaAngle = 0;\n\n\t\t} else {\n\n\t\t\tdeltaAngle = twoPi;\n\n\t\t}\n\n\t}\n\n\tif ( this.aClockwise === true && ! samePoints ) {\n\n\t\tif ( deltaAngle === twoPi ) {\n\n\t\t\tdeltaAngle = - twoPi;\n\n\t\t} else {\n\n\t\t\tdeltaAngle = deltaAngle - twoPi;\n\n\t\t}\n\n\t}\n\n\tvar angle = this.aStartAngle + t * deltaAngle;\n\tvar x = this.aX + this.xRadius * Math.cos( angle );\n\tvar y = this.aY + this.yRadius * Math.sin( angle );\n\n\tif ( this.aRotation !== 0 ) {\n\n\t\tvar cos = Math.cos( this.aRotation );\n\t\tvar sin = Math.sin( this.aRotation );\n\n\t\tvar tx = x - this.aX;\n\t\tvar ty = y - this.aY;\n\n\t\t// Rotate the point about the center of the ellipse.\n\t\tx = tx * cos - ty * sin + this.aX;\n\t\ty = tx * sin + ty * cos + this.aY;\n\n\t}\n\n\treturn point.set( x, y );\n\n};\n\nEllipseCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.aX = source.aX;\n\tthis.aY = source.aY;\n\n\tthis.xRadius = source.xRadius;\n\tthis.yRadius = source.yRadius;\n\n\tthis.aStartAngle = source.aStartAngle;\n\tthis.aEndAngle = source.aEndAngle;\n\n\tthis.aClockwise = source.aClockwise;\n\n\tthis.aRotation = source.aRotation;\n\n\treturn this;\n\n};\n\n\nEllipseCurve.prototype.toJSON = function () {\n\n\tvar data = Curve.prototype.toJSON.call( this );\n\n\tdata.aX = this.aX;\n\tdata.aY = this.aY;\n\n\tdata.xRadius = this.xRadius;\n\tdata.yRadius = this.yRadius;\n\n\tdata.aStartAngle = this.aStartAngle;\n\tdata.aEndAngle = this.aEndAngle;\n\n\tdata.aClockwise = this.aClockwise;\n\n\tdata.aRotation = this.aRotation;\n\n\treturn data;\n\n};\n\nEllipseCurve.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.aX = json.aX;\n\tthis.aY = json.aY;\n\n\tthis.xRadius = json.xRadius;\n\tthis.yRadius = json.yRadius;\n\n\tthis.aStartAngle = json.aStartAngle;\n\tthis.aEndAngle = json.aEndAngle;\n\n\tthis.aClockwise = json.aClockwise;\n\n\tthis.aRotation = json.aRotation;\n\n\treturn this;\n\n};\n\nfunction ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\tEllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\tthis.type = 'ArcCurve';\n\n}\n\nArcCurve.prototype = Object.create( EllipseCurve.prototype );\nArcCurve.prototype.constructor = ArcCurve;\n\nArcCurve.prototype.isArcCurve = true;\n\n/**\n * @author zz85 https://github.com/zz85\n *\n * Centripetal CatmullRom Curve - which is useful for avoiding\n * cusps and self-intersections in non-uniform catmull rom curves.\n * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf\n *\n * curve.type accepts centripetal(default), chordal and catmullrom\n * curve.tension is used for catmullrom which defaults to 0.5\n */\n\n\n/*\nBased on an optimized c++ solution in\n - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/\n - http://ideone.com/NoEbVM\n\nThis CubicPoly class could be used for reusing some variables and calculations,\nbut for three.js curve use, it could be possible inlined and flatten into a single function call\nwhich can be placed in CurveUtils.\n*/\n\nfunction CubicPoly() {\n\n\tvar c0 = 0, c1 = 0, c2 = 0, c3 = 0;\n\n\t/*\n\t * Compute coefficients for a cubic polynomial\n\t * p(s) = c0 + c1*s + c2*s^2 + c3*s^3\n\t * such that\n\t * p(0) = x0, p(1) = x1\n\t * and\n\t * p'(0) = t0, p'(1) = t1.\n\t */\n\tfunction init( x0, x1, t0, t1 ) {\n\n\t\tc0 = x0;\n\t\tc1 = t0;\n\t\tc2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;\n\t\tc3 = 2 * x0 - 2 * x1 + t0 + t1;\n\n\t}\n\n\treturn {\n\n\t\tinitCatmullRom: function ( x0, x1, x2, x3, tension ) {\n\n\t\t\tinit( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );\n\n\t\t},\n\n\t\tinitNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {\n\n\t\t\t// compute tangents when parameterized in [t1,t2]\n\t\t\tvar t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;\n\t\t\tvar t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;\n\n\t\t\t// rescale tangents for parametrization in [0,1]\n\t\t\tt1 *= dt1;\n\t\t\tt2 *= dt1;\n\n\t\t\tinit( x1, x2, t1, t2 );\n\n\t\t},\n\n\t\tcalc: function ( t ) {\n\n\t\t\tvar t2 = t * t;\n\t\t\tvar t3 = t2 * t;\n\t\t\treturn c0 + c1 * t + c2 * t2 + c3 * t3;\n\n\t\t}\n\n\t};\n\n}\n\n//\n\nvar tmp = new Vector3();\nvar px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();\n\nfunction CatmullRomCurve3( points, closed, curveType, tension ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'CatmullRomCurve3';\n\n\tthis.points = points || [];\n\tthis.closed = closed || false;\n\tthis.curveType = curveType || 'centripetal';\n\tthis.tension = tension || 0.5;\n\n}\n\nCatmullRomCurve3.prototype = Object.create( Curve.prototype );\nCatmullRomCurve3.prototype.constructor = CatmullRomCurve3;\n\nCatmullRomCurve3.prototype.isCatmullRomCurve3 = true;\n\nCatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {\n\n\tvar point = optionalTarget || new Vector3();\n\n\tvar points = this.points;\n\tvar l = points.length;\n\n\tvar p = ( l - ( this.closed ? 0 : 1 ) ) * t;\n\tvar intPoint = Math.floor( p );\n\tvar weight = p - intPoint;\n\n\tif ( this.closed ) {\n\n\t\tintPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;\n\n\t} else if ( weight === 0 && intPoint === l - 1 ) {\n\n\t\tintPoint = l - 2;\n\t\tweight = 1;\n\n\t}\n\n\tvar p0, p1, p2, p3; // 4 points\n\n\tif ( this.closed || intPoint > 0 ) {\n\n\t\tp0 = points[ ( intPoint - 1 ) % l ];\n\n\t} else {\n\n\t\t// extrapolate first point\n\t\ttmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );\n\t\tp0 = tmp;\n\n\t}\n\n\tp1 = points[ intPoint % l ];\n\tp2 = points[ ( intPoint + 1 ) % l ];\n\n\tif ( this.closed || intPoint + 2 < l ) {\n\n\t\tp3 = points[ ( intPoint + 2 ) % l ];\n\n\t} else {\n\n\t\t// extrapolate last point\n\t\ttmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );\n\t\tp3 = tmp;\n\n\t}\n\n\tif ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {\n\n\t\t// init Centripetal / Chordal Catmull-Rom\n\t\tvar pow = this.curveType === 'chordal' ? 0.5 : 0.25;\n\t\tvar dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );\n\t\tvar dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );\n\t\tvar dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );\n\n\t\t// safety check for repeated points\n\t\tif ( dt1 < 1e-4 ) dt1 = 1.0;\n\t\tif ( dt0 < 1e-4 ) dt0 = dt1;\n\t\tif ( dt2 < 1e-4 ) dt2 = dt1;\n\n\t\tpx.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );\n\t\tpy.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );\n\t\tpz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );\n\n\t} else if ( this.curveType === 'catmullrom' ) {\n\n\t\tpx.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );\n\t\tpy.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );\n\t\tpz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );\n\n\t}\n\n\tpoint.set(\n\t\tpx.calc( weight ),\n\t\tpy.calc( weight ),\n\t\tpz.calc( weight )\n\t);\n\n\treturn point;\n\n};\n\nCatmullRomCurve3.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.points = [];\n\n\tfor ( var i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\tvar point = source.points[ i ];\n\n\t\tthis.points.push( point.clone() );\n\n\t}\n\n\tthis.closed = source.closed;\n\tthis.curveType = source.curveType;\n\tthis.tension = source.tension;\n\n\treturn this;\n\n};\n\nCatmullRomCurve3.prototype.toJSON = function () {\n\n\tvar data = Curve.prototype.toJSON.call( this );\n\n\tdata.points = [];\n\n\tfor ( var i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\tvar point = this.points[ i ];\n\t\tdata.points.push( point.toArray() );\n\n\t}\n\n\tdata.closed = this.closed;\n\tdata.curveType = this.curveType;\n\tdata.tension = this.tension;\n\n\treturn data;\n\n};\n\nCatmullRomCurve3.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.points = [];\n\n\tfor ( var i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\tvar point = json.points[ i ];\n\t\tthis.points.push( new Vector3().fromArray( point ) );\n\n\t}\n\n\tthis.closed = json.closed;\n\tthis.curveType = json.curveType;\n\tthis.tension = json.tension;\n\n\treturn this;\n\n};\n\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n *\n * Bezier Curves formulas obtained from\n * http://en.wikipedia.org/wiki/Bézier_curve\n */\n\nfunction CatmullRom( t, p0, p1, p2, p3 ) {\n\n\tvar v0 = ( p2 - p0 ) * 0.5;\n\tvar v1 = ( p3 - p1 ) * 0.5;\n\tvar t2 = t * t;\n\tvar t3 = t * t2;\n\treturn ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;\n\n}\n\n//\n\nfunction QuadraticBezierP0( t, p ) {\n\n\tvar k = 1 - t;\n\treturn k * k * p;\n\n}\n\nfunction QuadraticBezierP1( t, p ) {\n\n\treturn 2 * ( 1 - t ) * t * p;\n\n}\n\nfunction QuadraticBezierP2( t, p ) {\n\n\treturn t * t * p;\n\n}\n\nfunction QuadraticBezier( t, p0, p1, p2 ) {\n\n\treturn QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +\n\t\tQuadraticBezierP2( t, p2 );\n\n}\n\n//\n\nfunction CubicBezierP0( t, p ) {\n\n\tvar k = 1 - t;\n\treturn k * k * k * p;\n\n}\n\nfunction CubicBezierP1( t, p ) {\n\n\tvar k = 1 - t;\n\treturn 3 * k * k * t * p;\n\n}\n\nfunction CubicBezierP2( t, p ) {\n\n\treturn 3 * ( 1 - t ) * t * t * p;\n\n}\n\nfunction CubicBezierP3( t, p ) {\n\n\treturn t * t * t * p;\n\n}\n\nfunction CubicBezier( t, p0, p1, p2, p3 ) {\n\n\treturn CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +\n\t\tCubicBezierP3( t, p3 );\n\n}\n\nfunction CubicBezierCurve( v0, v1, v2, v3 ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'CubicBezierCurve';\n\n\tthis.v0 = v0 || new Vector2();\n\tthis.v1 = v1 || new Vector2();\n\tthis.v2 = v2 || new Vector2();\n\tthis.v3 = v3 || new Vector2();\n\n}\n\nCubicBezierCurve.prototype = Object.create( Curve.prototype );\nCubicBezierCurve.prototype.constructor = CubicBezierCurve;\n\nCubicBezierCurve.prototype.isCubicBezierCurve = true;\n\nCubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {\n\n\tvar point = optionalTarget || new Vector2();\n\n\tvar v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\tpoint.set(\n\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y )\n\t);\n\n\treturn point;\n\n};\n\nCubicBezierCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v0.copy( source.v0 );\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\tthis.v3.copy( source.v3 );\n\n\treturn this;\n\n};\n\nCubicBezierCurve.prototype.toJSON = function () {\n\n\tvar data = Curve.prototype.toJSON.call( this );\n\n\tdata.v0 = this.v0.toArray();\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\tdata.v3 = this.v3.toArray();\n\n\treturn data;\n\n};\n\nCubicBezierCurve.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v0.fromArray( json.v0 );\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\tthis.v3.fromArray( json.v3 );\n\n\treturn this;\n\n};\n\nfunction CubicBezierCurve3( v0, v1, v2, v3 ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'CubicBezierCurve3';\n\n\tthis.v0 = v0 || new Vector3();\n\tthis.v1 = v1 || new Vector3();\n\tthis.v2 = v2 || new Vector3();\n\tthis.v3 = v3 || new Vector3();\n\n}\n\nCubicBezierCurve3.prototype = Object.create( Curve.prototype );\nCubicBezierCurve3.prototype.constructor = CubicBezierCurve3;\n\nCubicBezierCurve3.prototype.isCubicBezierCurve3 = true;\n\nCubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {\n\n\tvar point = optionalTarget || new Vector3();\n\n\tvar v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\tpoint.set(\n\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y ),\n\t\tCubicBezier( t, v0.z, v1.z, v2.z, v3.z )\n\t);\n\n\treturn point;\n\n};\n\nCubicBezierCurve3.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v0.copy( source.v0 );\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\tthis.v3.copy( source.v3 );\n\n\treturn this;\n\n};\n\nCubicBezierCurve3.prototype.toJSON = function () {\n\n\tvar data = Curve.prototype.toJSON.call( this );\n\n\tdata.v0 = this.v0.toArray();\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\tdata.v3 = this.v3.toArray();\n\n\treturn data;\n\n};\n\nCubicBezierCurve3.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v0.fromArray( json.v0 );\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\tthis.v3.fromArray( json.v3 );\n\n\treturn this;\n\n};\n\nfunction LineCurve( v1, v2 ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'LineCurve';\n\n\tthis.v1 = v1 || new Vector2();\n\tthis.v2 = v2 || new Vector2();\n\n}\n\nLineCurve.prototype = Object.create( Curve.prototype );\nLineCurve.prototype.constructor = LineCurve;\n\nLineCurve.prototype.isLineCurve = true;\n\nLineCurve.prototype.getPoint = function ( t, optionalTarget ) {\n\n\tvar point = optionalTarget || new Vector2();\n\n\tif ( t === 1 ) {\n\n\t\tpoint.copy( this.v2 );\n\n\t} else {\n\n\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t}\n\n\treturn point;\n\n};\n\n// Line curve is linear, so we can overwrite default getPointAt\n\nLineCurve.prototype.getPointAt = function ( u, optionalTarget ) {\n\n\treturn this.getPoint( u, optionalTarget );\n\n};\n\nLineCurve.prototype.getTangent = function ( /* t */ ) {\n\n\tvar tangent = this.v2.clone().sub( this.v1 );\n\n\treturn tangent.normalize();\n\n};\n\nLineCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\n\treturn this;\n\n};\n\nLineCurve.prototype.toJSON = function () {\n\n\tvar data = Curve.prototype.toJSON.call( this );\n\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\n\treturn data;\n\n};\n\nLineCurve.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\n\treturn this;\n\n};\n\nfunction LineCurve3( v1, v2 ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'LineCurve3';\n\n\tthis.v1 = v1 || new Vector3();\n\tthis.v2 = v2 || new Vector3();\n\n}\n\nLineCurve3.prototype = Object.create( Curve.prototype );\nLineCurve3.prototype.constructor = LineCurve3;\n\nLineCurve3.prototype.isLineCurve3 = true;\n\nLineCurve3.prototype.getPoint = function ( t, optionalTarget ) {\n\n\tvar point = optionalTarget || new Vector3();\n\n\tif ( t === 1 ) {\n\n\t\tpoint.copy( this.v2 );\n\n\t} else {\n\n\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t}\n\n\treturn point;\n\n};\n\n// Line curve is linear, so we can overwrite default getPointAt\n\nLineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {\n\n\treturn this.getPoint( u, optionalTarget );\n\n};\n\nLineCurve3.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\n\treturn this;\n\n};\n\nLineCurve3.prototype.toJSON = function () {\n\n\tvar data = Curve.prototype.toJSON.call( this );\n\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\n\treturn data;\n\n};\n\nLineCurve3.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\n\treturn this;\n\n};\n\nfunction QuadraticBezierCurve( v0, v1, v2 ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'QuadraticBezierCurve';\n\n\tthis.v0 = v0 || new Vector2();\n\tthis.v1 = v1 || new Vector2();\n\tthis.v2 = v2 || new Vector2();\n\n}\n\nQuadraticBezierCurve.prototype = Object.create( Curve.prototype );\nQuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;\n\nQuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;\n\nQuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {\n\n\tvar point = optionalTarget || new Vector2();\n\n\tvar v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\tpoint.set(\n\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\tQuadraticBezier( t, v0.y, v1.y, v2.y )\n\t);\n\n\treturn point;\n\n};\n\nQuadraticBezierCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v0.copy( source.v0 );\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\n\treturn this;\n\n};\n\nQuadraticBezierCurve.prototype.toJSON = function () {\n\n\tvar data = Curve.prototype.toJSON.call( this );\n\n\tdata.v0 = this.v0.toArray();\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\n\treturn data;\n\n};\n\nQuadraticBezierCurve.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v0.fromArray( json.v0 );\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\n\treturn this;\n\n};\n\nfunction QuadraticBezierCurve3( v0, v1, v2 ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'QuadraticBezierCurve3';\n\n\tthis.v0 = v0 || new Vector3();\n\tthis.v1 = v1 || new Vector3();\n\tthis.v2 = v2 || new Vector3();\n\n}\n\nQuadraticBezierCurve3.prototype = Object.create( Curve.prototype );\nQuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;\n\nQuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;\n\nQuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {\n\n\tvar point = optionalTarget || new Vector3();\n\n\tvar v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\tpoint.set(\n\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\tQuadraticBezier( t, v0.y, v1.y, v2.y ),\n\t\tQuadraticBezier( t, v0.z, v1.z, v2.z )\n\t);\n\n\treturn point;\n\n};\n\nQuadraticBezierCurve3.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v0.copy( source.v0 );\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\n\treturn this;\n\n};\n\nQuadraticBezierCurve3.prototype.toJSON = function () {\n\n\tvar data = Curve.prototype.toJSON.call( this );\n\n\tdata.v0 = this.v0.toArray();\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\n\treturn data;\n\n};\n\nQuadraticBezierCurve3.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v0.fromArray( json.v0 );\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\n\treturn this;\n\n};\n\nfunction SplineCurve( points /* array of Vector2 */ ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'SplineCurve';\n\n\tthis.points = points || [];\n\n}\n\nSplineCurve.prototype = Object.create( Curve.prototype );\nSplineCurve.prototype.constructor = SplineCurve;\n\nSplineCurve.prototype.isSplineCurve = true;\n\nSplineCurve.prototype.getPoint = function ( t, optionalTarget ) {\n\n\tvar point = optionalTarget || new Vector2();\n\n\tvar points = this.points;\n\tvar p = ( points.length - 1 ) * t;\n\n\tvar intPoint = Math.floor( p );\n\tvar weight = p - intPoint;\n\n\tvar p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];\n\tvar p1 = points[ intPoint ];\n\tvar p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];\n\tvar p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];\n\n\tpoint.set(\n\t\tCatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),\n\t\tCatmullRom( weight, p0.y, p1.y, p2.y, p3.y )\n\t);\n\n\treturn point;\n\n};\n\nSplineCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.points = [];\n\n\tfor ( var i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\tvar point = source.points[ i ];\n\n\t\tthis.points.push( point.clone() );\n\n\t}\n\n\treturn this;\n\n};\n\nSplineCurve.prototype.toJSON = function () {\n\n\tvar data = Curve.prototype.toJSON.call( this );\n\n\tdata.points = [];\n\n\tfor ( var i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\tvar point = this.points[ i ];\n\t\tdata.points.push( point.toArray() );\n\n\t}\n\n\treturn data;\n\n};\n\nSplineCurve.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.points = [];\n\n\tfor ( var i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\tvar point = json.points[ i ];\n\t\tthis.points.push( new Vector2().fromArray( point ) );\n\n\t}\n\n\treturn this;\n\n};\n\n\n\nvar Curves = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tArcCurve: ArcCurve,\n\tCatmullRomCurve3: CatmullRomCurve3,\n\tCubicBezierCurve: CubicBezierCurve,\n\tCubicBezierCurve3: CubicBezierCurve3,\n\tEllipseCurve: EllipseCurve,\n\tLineCurve: LineCurve,\n\tLineCurve3: LineCurve3,\n\tQuadraticBezierCurve: QuadraticBezierCurve,\n\tQuadraticBezierCurve3: QuadraticBezierCurve3,\n\tSplineCurve: SplineCurve\n});\n\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n *\n **/\n\n/**************************************************************\n *\tCurved Path - a curve path is simply a array of connected\n * curves, but retains the api of a curve\n **************************************************************/\n\nfunction CurvePath() {\n\n\tCurve.call( this );\n\n\tthis.type = 'CurvePath';\n\n\tthis.curves = [];\n\tthis.autoClose = false; // Automatically closes the path\n\n}\n\nCurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {\n\n\tconstructor: CurvePath,\n\n\tadd: function ( curve ) {\n\n\t\tthis.curves.push( curve );\n\n\t},\n\n\tclosePath: function () {\n\n\t\t// Add a line curve if start and end of lines are not connected\n\t\tvar startPoint = this.curves[ 0 ].getPoint( 0 );\n\t\tvar endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );\n\n\t\tif ( ! startPoint.equals( endPoint ) ) {\n\n\t\t\tthis.curves.push( new LineCurve( endPoint, startPoint ) );\n\n\t\t}\n\n\t},\n\n\t// To get accurate point with reference to\n\t// entire path distance at time t,\n\t// following has to be done:\n\n\t// 1. Length of each sub path have to be known\n\t// 2. Locate and identify type of curve\n\t// 3. Get t for the curve\n\t// 4. Return curve.getPointAt(t')\n\n\tgetPoint: function ( t ) {\n\n\t\tvar d = t * this.getLength();\n\t\tvar curveLengths = this.getCurveLengths();\n\t\tvar i = 0;\n\n\t\t// To think about boundaries points.\n\n\t\twhile ( i < curveLengths.length ) {\n\n\t\t\tif ( curveLengths[ i ] >= d ) {\n\n\t\t\t\tvar diff = curveLengths[ i ] - d;\n\t\t\t\tvar curve = this.curves[ i ];\n\n\t\t\t\tvar segmentLength = curve.getLength();\n\t\t\t\tvar u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;\n\n\t\t\t\treturn curve.getPointAt( u );\n\n\t\t\t}\n\n\t\t\ti ++;\n\n\t\t}\n\n\t\treturn null;\n\n\t\t// loop where sum != 0, sum > d , sum+1 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {\n\n\t\t\tpoints.push( points[ 0 ] );\n\n\t\t}\n\n\t\treturn points;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tCurve.prototype.copy.call( this, source );\n\n\t\tthis.curves = [];\n\n\t\tfor ( var i = 0, l = source.curves.length; i < l; i ++ ) {\n\n\t\t\tvar curve = source.curves[ i ];\n\n\t\t\tthis.curves.push( curve.clone() );\n\n\t\t}\n\n\t\tthis.autoClose = source.autoClose;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tvar data = Curve.prototype.toJSON.call( this );\n\n\t\tdata.autoClose = this.autoClose;\n\t\tdata.curves = [];\n\n\t\tfor ( var i = 0, l = this.curves.length; i < l; i ++ ) {\n\n\t\t\tvar curve = this.curves[ i ];\n\t\t\tdata.curves.push( curve.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tfromJSON: function ( json ) {\n\n\t\tCurve.prototype.fromJSON.call( this, json );\n\n\t\tthis.autoClose = json.autoClose;\n\t\tthis.curves = [];\n\n\t\tfor ( var i = 0, l = json.curves.length; i < l; i ++ ) {\n\n\t\t\tvar curve = json.curves[ i ];\n\t\t\tthis.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * Creates free form 2d path using series of points, lines or curves.\n **/\n\nfunction Path( points ) {\n\n\tCurvePath.call( this );\n\n\tthis.type = 'Path';\n\n\tthis.currentPoint = new Vector2();\n\n\tif ( points ) {\n\n\t\tthis.setFromPoints( points );\n\n\t}\n\n}\n\nPath.prototype = Object.assign( Object.create( CurvePath.prototype ), {\n\n\tconstructor: Path,\n\n\tsetFromPoints: function ( points ) {\n\n\t\tthis.moveTo( points[ 0 ].x, points[ 0 ].y );\n\n\t\tfor ( var i = 1, l = points.length; i < l; i ++ ) {\n\n\t\t\tthis.lineTo( points[ i ].x, points[ i ].y );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tmoveTo: function ( x, y ) {\n\n\t\tthis.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?\n\n\t\treturn this;\n\n\t},\n\n\tlineTo: function ( x, y ) {\n\n\t\tvar curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( x, y );\n\n\t\treturn this;\n\n\t},\n\n\tquadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {\n\n\t\tvar curve = new QuadraticBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCPx, aCPy ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t},\n\n\tbezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tvar curve = new CubicBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCP1x, aCP1y ),\n\t\t\tnew Vector2( aCP2x, aCP2y ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t},\n\n\tsplineThru: function ( pts /*Array of Vector*/ ) {\n\n\t\tvar npts = [ this.currentPoint.clone() ].concat( pts );\n\n\t\tvar curve = new SplineCurve( npts );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.copy( pts[ pts.length - 1 ] );\n\n\t\treturn this;\n\n\t},\n\n\tarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tvar x0 = this.currentPoint.x;\n\t\tvar y0 = this.currentPoint.y;\n\n\t\tthis.absarc( aX + x0, aY + y0, aRadius,\n\t\t\taStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t},\n\n\tabsarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tthis.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t},\n\n\tellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tvar x0 = this.currentPoint.x;\n\t\tvar y0 = this.currentPoint.y;\n\n\t\tthis.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\treturn this;\n\n\t},\n\n\tabsellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tvar curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\tif ( this.curves.length > 0 ) {\n\n\t\t\t// if a previous curve is present, attempt to join\n\t\t\tvar firstPoint = curve.getPoint( 0 );\n\n\t\t\tif ( ! firstPoint.equals( this.currentPoint ) ) {\n\n\t\t\t\tthis.lineTo( firstPoint.x, firstPoint.y );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.curves.push( curve );\n\n\t\tvar lastPoint = curve.getPoint( 1 );\n\t\tthis.currentPoint.copy( lastPoint );\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tCurvePath.prototype.copy.call( this, source );\n\n\t\tthis.currentPoint.copy( source.currentPoint );\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tvar data = CurvePath.prototype.toJSON.call( this );\n\n\t\tdata.currentPoint = this.currentPoint.toArray();\n\n\t\treturn data;\n\n\t},\n\n\tfromJSON: function ( json ) {\n\n\t\tCurvePath.prototype.fromJSON.call( this, json );\n\n\t\tthis.currentPoint.fromArray( json.currentPoint );\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * Defines a 2d shape plane using paths.\n **/\n\n// STEP 1 Create a path.\n// STEP 2 Turn path into shape.\n// STEP 3 ExtrudeGeometry takes in Shape/Shapes\n// STEP 3a - Extract points from each shape, turn to vertices\n// STEP 3b - Triangulate each shape, add faces.\n\nfunction Shape( points ) {\n\n\tPath.call( this, points );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.type = 'Shape';\n\n\tthis.holes = [];\n\n}\n\nShape.prototype = Object.assign( Object.create( Path.prototype ), {\n\n\tconstructor: Shape,\n\n\tgetPointsHoles: function ( divisions ) {\n\n\t\tvar holesPts = [];\n\n\t\tfor ( var i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tholesPts[ i ] = this.holes[ i ].getPoints( divisions );\n\n\t\t}\n\n\t\treturn holesPts;\n\n\t},\n\n\t// get points of shape and holes (keypoints based on segments parameter)\n\n\textractPoints: function ( divisions ) {\n\n\t\treturn {\n\n\t\t\tshape: this.getPoints( divisions ),\n\t\t\tholes: this.getPointsHoles( divisions )\n\n\t\t};\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tPath.prototype.copy.call( this, source );\n\n\t\tthis.holes = [];\n\n\t\tfor ( var i = 0, l = source.holes.length; i < l; i ++ ) {\n\n\t\t\tvar hole = source.holes[ i ];\n\n\t\t\tthis.holes.push( hole.clone() );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tvar data = Path.prototype.toJSON.call( this );\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.holes = [];\n\n\t\tfor ( var i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tvar hole = this.holes[ i ];\n\t\t\tdata.holes.push( hole.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tfromJSON: function ( json ) {\n\n\t\tPath.prototype.fromJSON.call( this, json );\n\n\t\tthis.uuid = json.uuid;\n\t\tthis.holes = [];\n\n\t\tfor ( var i = 0, l = json.holes.length; i < l; i ++ ) {\n\n\t\t\tvar hole = json.holes[ i ];\n\t\t\tthis.holes.push( new Path().fromJSON( hole ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction Light( color, intensity ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Light';\n\n\tthis.color = new Color( color );\n\tthis.intensity = intensity !== undefined ? intensity : 1;\n\n\tthis.receiveShadow = undefined;\n\n}\n\nLight.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Light,\n\n\tisLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.intensity = source.intensity;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tvar data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.color = this.color.getHex();\n\t\tdata.object.intensity = this.intensity;\n\n\t\tif ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();\n\n\t\tif ( this.distance !== undefined ) data.object.distance = this.distance;\n\t\tif ( this.angle !== undefined ) data.object.angle = this.angle;\n\t\tif ( this.decay !== undefined ) data.object.decay = this.decay;\n\t\tif ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;\n\n\t\tif ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();\n\n\t\treturn data;\n\n\t}\n\n} );\n\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction HemisphereLight( skyColor, groundColor, intensity ) {\n\n\tLight.call( this, skyColor, intensity );\n\n\tthis.type = 'HemisphereLight';\n\n\tthis.castShadow = undefined;\n\n\tthis.position.copy( Object3D.DefaultUp );\n\tthis.updateMatrix();\n\n\tthis.groundColor = new Color( groundColor );\n\n}\n\nHemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: HemisphereLight,\n\n\tisHemisphereLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.groundColor.copy( source.groundColor );\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction LightShadow( camera ) {\n\n\tthis.camera = camera;\n\n\tthis.bias = 0;\n\tthis.radius = 1;\n\n\tthis.mapSize = new Vector2( 512, 512 );\n\n\tthis.map = null;\n\tthis.mapPass = null;\n\tthis.matrix = new Matrix4();\n\n\tthis._frustum = new Frustum();\n\tthis._frameExtents = new Vector2( 1, 1 );\n\n\tthis._viewportCount = 1;\n\n\tthis._viewports = [\n\n\t\tnew Vector4( 0, 0, 1, 1 )\n\n\t];\n\n}\n\nObject.assign( LightShadow.prototype, {\n\n\t_projScreenMatrix: new Matrix4(),\n\n\t_lightPositionWorld: new Vector3(),\n\n\t_lookTarget: new Vector3(),\n\n\tgetViewportCount: function () {\n\n\t\treturn this._viewportCount;\n\n\t},\n\n\tgetFrustum: function () {\n\n\t\treturn this._frustum;\n\n\t},\n\n\tupdateMatrices: function ( light ) {\n\n\t\tvar shadowCamera = this.camera,\n\t\t\tshadowMatrix = this.matrix,\n\t\t\tprojScreenMatrix = this._projScreenMatrix,\n\t\t\tlookTarget = this._lookTarget,\n\t\t\tlightPositionWorld = this._lightPositionWorld;\n\n\t\tlightPositionWorld.setFromMatrixPosition( light.matrixWorld );\n\t\tshadowCamera.position.copy( lightPositionWorld );\n\n\t\tlookTarget.setFromMatrixPosition( light.target.matrixWorld );\n\t\tshadowCamera.lookAt( lookTarget );\n\t\tshadowCamera.updateMatrixWorld();\n\n\t\tprojScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( projScreenMatrix );\n\n\t\tshadowMatrix.set(\n\t\t\t0.5, 0.0, 0.0, 0.5,\n\t\t\t0.0, 0.5, 0.0, 0.5,\n\t\t\t0.0, 0.0, 0.5, 0.5,\n\t\t\t0.0, 0.0, 0.0, 1.0\n\t\t);\n\n\t\tshadowMatrix.multiply( shadowCamera.projectionMatrix );\n\t\tshadowMatrix.multiply( shadowCamera.matrixWorldInverse );\n\n\t},\n\n\tgetViewport: function ( viewportIndex ) {\n\n\t\treturn this._viewports[ viewportIndex ];\n\n\t},\n\n\tgetFrameExtents: function () {\n\n\t\treturn this._frameExtents;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.camera = source.camera.clone();\n\n\t\tthis.bias = source.bias;\n\t\tthis.radius = source.radius;\n\n\t\tthis.mapSize.copy( source.mapSize );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tvar object = {};\n\n\t\tif ( this.bias !== 0 ) object.bias = this.bias;\n\t\tif ( this.radius !== 1 ) object.radius = this.radius;\n\t\tif ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();\n\n\t\tobject.camera = this.camera.toJSON( false ).object;\n\t\tdelete object.camera.matrix;\n\n\t\treturn object;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction SpotLightShadow() {\n\n\tLightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );\n\n}\n\nSpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {\n\n\tconstructor: SpotLightShadow,\n\n\tisSpotLightShadow: true,\n\n\tupdateMatrices: function ( light ) {\n\n\t\tvar camera = this.camera;\n\n\t\tvar fov = MathUtils.RAD2DEG * 2 * light.angle;\n\t\tvar aspect = this.mapSize.width / this.mapSize.height;\n\t\tvar far = light.distance || camera.far;\n\n\t\tif ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {\n\n\t\t\tcamera.fov = fov;\n\t\t\tcamera.aspect = aspect;\n\t\t\tcamera.far = far;\n\t\t\tcamera.updateProjectionMatrix();\n\n\t\t}\n\n\t\tLightShadow.prototype.updateMatrices.call( this, light );\n\n\t}\n\n} );\n\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction SpotLight( color, intensity, distance, angle, penumbra, decay ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'SpotLight';\n\n\tthis.position.copy( Object3D.DefaultUp );\n\tthis.updateMatrix();\n\n\tthis.target = new Object3D();\n\n\tObject.defineProperty( this, 'power', {\n\t\tget: function () {\n\n\t\t\t// intensity = power per solid angle.\n\t\t\t// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\t\treturn this.intensity * Math.PI;\n\n\t\t},\n\t\tset: function ( power ) {\n\n\t\t\t// intensity = power per solid angle.\n\t\t\t// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\t\tthis.intensity = power / Math.PI;\n\n\t\t}\n\t} );\n\n\tthis.distance = ( distance !== undefined ) ? distance : 0;\n\tthis.angle = ( angle !== undefined ) ? angle : Math.PI / 3;\n\tthis.penumbra = ( penumbra !== undefined ) ? penumbra : 0;\n\tthis.decay = ( decay !== undefined ) ? decay : 1;\t// for physically correct lights, should be 2.\n\n\tthis.shadow = new SpotLightShadow();\n\n}\n\nSpotLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: SpotLight,\n\n\tisSpotLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.distance = source.distance;\n\t\tthis.angle = source.angle;\n\t\tthis.penumbra = source.penumbra;\n\t\tthis.decay = source.decay;\n\n\t\tthis.target = source.target.clone();\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction PointLightShadow() {\n\n\tLightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );\n\n\tthis._frameExtents = new Vector2( 4, 2 );\n\n\tthis._viewportCount = 6;\n\n\tthis._viewports = [\n\t\t// These viewports map a cube-map onto a 2D texture with the\n\t\t// following orientation:\n\t\t//\n\t\t// xzXZ\n\t\t// y Y\n\t\t//\n\t\t// X - Positive x direction\n\t\t// x - Negative x direction\n\t\t// Y - Positive y direction\n\t\t// y - Negative y direction\n\t\t// Z - Positive z direction\n\t\t// z - Negative z direction\n\n\t\t// positive X\n\t\tnew Vector4( 2, 1, 1, 1 ),\n\t\t// negative X\n\t\tnew Vector4( 0, 1, 1, 1 ),\n\t\t// positive Z\n\t\tnew Vector4( 3, 1, 1, 1 ),\n\t\t// negative Z\n\t\tnew Vector4( 1, 1, 1, 1 ),\n\t\t// positive Y\n\t\tnew Vector4( 3, 0, 1, 1 ),\n\t\t// negative Y\n\t\tnew Vector4( 1, 0, 1, 1 )\n\t];\n\n\tthis._cubeDirections = [\n\t\tnew Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),\n\t\tnew Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )\n\t];\n\n\tthis._cubeUps = [\n\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),\n\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ),\tnew Vector3( 0, 0, - 1 )\n\t];\n\n}\n\nPointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {\n\n\tconstructor: PointLightShadow,\n\n\tisPointLightShadow: true,\n\n\tupdateMatrices: function ( light, viewportIndex ) {\n\n\t\tif ( viewportIndex === undefined ) viewportIndex = 0;\n\n\t\tvar camera = this.camera,\n\t\t\tshadowMatrix = this.matrix,\n\t\t\tlightPositionWorld = this._lightPositionWorld,\n\t\t\tlookTarget = this._lookTarget,\n\t\t\tprojScreenMatrix = this._projScreenMatrix;\n\n\t\tlightPositionWorld.setFromMatrixPosition( light.matrixWorld );\n\t\tcamera.position.copy( lightPositionWorld );\n\n\t\tlookTarget.copy( camera.position );\n\t\tlookTarget.add( this._cubeDirections[ viewportIndex ] );\n\t\tcamera.up.copy( this._cubeUps[ viewportIndex ] );\n\t\tcamera.lookAt( lookTarget );\n\t\tcamera.updateMatrixWorld();\n\n\t\tshadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );\n\n\t\tprojScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( projScreenMatrix );\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\n\nfunction PointLight( color, intensity, distance, decay ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'PointLight';\n\n\tObject.defineProperty( this, 'power', {\n\t\tget: function () {\n\n\t\t\t// intensity = power per solid angle.\n\t\t\t// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\t\treturn this.intensity * 4 * Math.PI;\n\n\t\t},\n\t\tset: function ( power ) {\n\n\t\t\t// intensity = power per solid angle.\n\t\t\t// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\t\tthis.intensity = power / ( 4 * Math.PI );\n\n\t\t}\n\t} );\n\n\tthis.distance = ( distance !== undefined ) ? distance : 0;\n\tthis.decay = ( decay !== undefined ) ? decay : 1;\t// for physically correct lights, should be 2.\n\n\tthis.shadow = new PointLightShadow();\n\n}\n\nPointLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: PointLight,\n\n\tisPointLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.distance = source.distance;\n\t\tthis.decay = source.decay;\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author arose / http://github.com/arose\n */\n\nfunction OrthographicCamera( left, right, top, bottom, near, far ) {\n\n\tCamera.call( this );\n\n\tthis.type = 'OrthographicCamera';\n\n\tthis.zoom = 1;\n\tthis.view = null;\n\n\tthis.left = ( left !== undefined ) ? left : - 1;\n\tthis.right = ( right !== undefined ) ? right : 1;\n\tthis.top = ( top !== undefined ) ? top : 1;\n\tthis.bottom = ( bottom !== undefined ) ? bottom : - 1;\n\n\tthis.near = ( near !== undefined ) ? near : 0.1;\n\tthis.far = ( far !== undefined ) ? far : 2000;\n\n\tthis.updateProjectionMatrix();\n\n}\n\nOrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {\n\n\tconstructor: OrthographicCamera,\n\n\tisOrthographicCamera: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tCamera.prototype.copy.call( this, source, recursive );\n\n\t\tthis.left = source.left;\n\t\tthis.right = source.right;\n\t\tthis.top = source.top;\n\t\tthis.bottom = source.bottom;\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\n\t\tthis.zoom = source.zoom;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\treturn this;\n\n\t},\n\n\tsetViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tclearViewOffset: function () {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tupdateProjectionMatrix: function () {\n\n\t\tvar dx = ( this.right - this.left ) / ( 2 * this.zoom );\n\t\tvar dy = ( this.top - this.bottom ) / ( 2 * this.zoom );\n\t\tvar cx = ( this.right + this.left ) / 2;\n\t\tvar cy = ( this.top + this.bottom ) / 2;\n\n\t\tvar left = cx - dx;\n\t\tvar right = cx + dx;\n\t\tvar top = cy + dy;\n\t\tvar bottom = cy - dy;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tvar scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;\n\t\t\tvar scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;\n\n\t\t\tleft += scaleW * this.view.offsetX;\n\t\t\tright = left + scaleW * this.view.width;\n\t\t\ttop -= scaleH * this.view.offsetY;\n\t\t\tbottom = top - scaleH * this.view.height;\n\n\t\t}\n\n\t\tthis.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );\n\n\t\tthis.projectionMatrixInverse.getInverse( this.projectionMatrix );\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tvar data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.zoom = this.zoom;\n\t\tdata.object.left = this.left;\n\t\tdata.object.right = this.right;\n\t\tdata.object.top = this.top;\n\t\tdata.object.bottom = this.bottom;\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\treturn data;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction DirectionalLightShadow() {\n\n\tLightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );\n\n}\n\nDirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {\n\n\tconstructor: DirectionalLightShadow,\n\n\tisDirectionalLightShadow: true,\n\n\tupdateMatrices: function ( light ) {\n\n\t\tLightShadow.prototype.updateMatrices.call( this, light );\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction DirectionalLight( color, intensity ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'DirectionalLight';\n\n\tthis.position.copy( Object3D.DefaultUp );\n\tthis.updateMatrix();\n\n\tthis.target = new Object3D();\n\n\tthis.shadow = new DirectionalLightShadow();\n\n}\n\nDirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: DirectionalLight,\n\n\tisDirectionalLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.target = source.target.clone();\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction AmbientLight( color, intensity ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'AmbientLight';\n\n\tthis.castShadow = undefined;\n\n}\n\nAmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: AmbientLight,\n\n\tisAmbientLight: true\n\n} );\n\n/**\n * @author abelnation / http://github.com/abelnation\n */\n\nfunction RectAreaLight( color, intensity, width, height ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'RectAreaLight';\n\n\tthis.width = ( width !== undefined ) ? width : 10;\n\tthis.height = ( height !== undefined ) ? height : 10;\n\n}\n\nRectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: RectAreaLight,\n\n\tisRectAreaLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tvar data = Light.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.width = this.width;\n\t\tdata.object.height = this.height;\n\n\t\treturn data;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction MaterialLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n\tthis.textures = {};\n\n}\n\nMaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: MaterialLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tvar scope = this;\n\n\t\tvar loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tparse: function ( json ) {\n\n\t\tvar textures = this.textures;\n\n\t\tfunction getTexture( name ) {\n\n\t\t\tif ( textures[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.MaterialLoader: Undefined texture', name );\n\n\t\t\t}\n\n\t\t\treturn textures[ name ];\n\n\t\t}\n\n\t\tvar material = new Materials[ json.type ]();\n\n\t\tif ( json.uuid !== undefined ) material.uuid = json.uuid;\n\t\tif ( json.name !== undefined ) material.name = json.name;\n\t\tif ( json.color !== undefined ) material.color.setHex( json.color );\n\t\tif ( json.roughness !== undefined ) material.roughness = json.roughness;\n\t\tif ( json.metalness !== undefined ) material.metalness = json.metalness;\n\t\tif ( json.sheen !== undefined ) material.sheen = new Color().setHex( json.sheen );\n\t\tif ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );\n\t\tif ( json.specular !== undefined ) material.specular.setHex( json.specular );\n\t\tif ( json.shininess !== undefined ) material.shininess = json.shininess;\n\t\tif ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;\n\t\tif ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;\n\t\tif ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;\n\t\tif ( json.fog !== undefined ) material.fog = json.fog;\n\t\tif ( json.flatShading !== undefined ) material.flatShading = json.flatShading;\n\t\tif ( json.blending !== undefined ) material.blending = json.blending;\n\t\tif ( json.combine !== undefined ) material.combine = json.combine;\n\t\tif ( json.side !== undefined ) material.side = json.side;\n\t\tif ( json.opacity !== undefined ) material.opacity = json.opacity;\n\t\tif ( json.transparent !== undefined ) material.transparent = json.transparent;\n\t\tif ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;\n\t\tif ( json.depthTest !== undefined ) material.depthTest = json.depthTest;\n\t\tif ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;\n\t\tif ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;\n\n\t\tif ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;\n\t\tif ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;\n\t\tif ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;\n\t\tif ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;\n\t\tif ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;\n\t\tif ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;\n\t\tif ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;\n\t\tif ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;\n\n\t\tif ( json.wireframe !== undefined ) material.wireframe = json.wireframe;\n\t\tif ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;\n\t\tif ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;\n\t\tif ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;\n\n\t\tif ( json.rotation !== undefined ) material.rotation = json.rotation;\n\n\t\tif ( json.linewidth !== 1 ) material.linewidth = json.linewidth;\n\t\tif ( json.dashSize !== undefined ) material.dashSize = json.dashSize;\n\t\tif ( json.gapSize !== undefined ) material.gapSize = json.gapSize;\n\t\tif ( json.scale !== undefined ) material.scale = json.scale;\n\n\t\tif ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;\n\t\tif ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;\n\t\tif ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;\n\n\t\tif ( json.skinning !== undefined ) material.skinning = json.skinning;\n\t\tif ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;\n\t\tif ( json.morphNormals !== undefined ) material.morphNormals = json.morphNormals;\n\t\tif ( json.dithering !== undefined ) material.dithering = json.dithering;\n\n\t\tif ( json.visible !== undefined ) material.visible = json.visible;\n\n\t\tif ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;\n\n\t\tif ( json.userData !== undefined ) material.userData = json.userData;\n\n\t\t// Shader Material\n\n\t\tif ( json.uniforms !== undefined ) {\n\n\t\t\tfor ( var name in json.uniforms ) {\n\n\t\t\t\tvar uniform = json.uniforms[ name ];\n\n\t\t\t\tmaterial.uniforms[ name ] = {};\n\n\t\t\t\tswitch ( uniform.type ) {\n\n\t\t\t\t\tcase 't':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = getTexture( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'c':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Color().setHex( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v2':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector2().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );\n\n\t\t\t\t\tcase 'm4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = uniform.value;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json.defines !== undefined ) material.defines = json.defines;\n\t\tif ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;\n\t\tif ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;\n\n\t\tif ( json.extensions !== undefined ) {\n\n\t\t\tfor ( var key in json.extensions ) {\n\n\t\t\t\tmaterial.extensions[ key ] = json.extensions[ key ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Deprecated\n\n\t\tif ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading\n\n\t\t// for PointsMaterial\n\n\t\tif ( json.size !== undefined ) material.size = json.size;\n\t\tif ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;\n\n\t\t// maps\n\n\t\tif ( json.map !== undefined ) material.map = getTexture( json.map );\n\t\tif ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );\n\n\t\tif ( json.alphaMap !== undefined ) {\n\n\t\t\tmaterial.alphaMap = getTexture( json.alphaMap );\n\t\t\tmaterial.transparent = true;\n\n\t\t}\n\n\t\tif ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );\n\t\tif ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;\n\n\t\tif ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );\n\t\tif ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;\n\t\tif ( json.normalScale !== undefined ) {\n\n\t\t\tvar normalScale = json.normalScale;\n\n\t\t\tif ( Array.isArray( normalScale ) === false ) {\n\n\t\t\t\t// Blender exporter used to export a scalar. See #7459\n\n\t\t\t\tnormalScale = [ normalScale, normalScale ];\n\n\t\t\t}\n\n\t\t\tmaterial.normalScale = new Vector2().fromArray( normalScale );\n\n\t\t}\n\n\t\tif ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );\n\t\tif ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;\n\t\tif ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;\n\n\t\tif ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );\n\t\tif ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );\n\n\t\tif ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );\n\t\tif ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;\n\n\t\tif ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );\n\n\t\tif ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );\n\t\tif ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;\n\n\t\tif ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;\n\t\tif ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;\n\n\t\tif ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );\n\t\tif ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;\n\n\t\tif ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );\n\t\tif ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;\n\n\t\tif ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );\n\n\t\tif ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );\n\t\tif ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );\n\n\t\treturn material;\n\n\t},\n\n\tsetTextures: function ( value ) {\n\n\t\tthis.textures = value;\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author Don McCurdy / https://www.donmccurdy.com\n */\n\nvar LoaderUtils = {\n\n\tdecodeText: function ( array ) {\n\n\t\tif ( typeof TextDecoder !== 'undefined' ) {\n\n\t\t\treturn new TextDecoder().decode( array );\n\n\t\t}\n\n\t\t// Avoid the String.fromCharCode.apply(null, array) shortcut, which\n\t\t// throws a \"maximum call stack size exceeded\" error for large arrays.\n\n\t\tvar s = '';\n\n\t\tfor ( var i = 0, il = array.length; i < il; i ++ ) {\n\n\t\t\t// Implicitly assumes little-endian.\n\t\t\ts += String.fromCharCode( array[ i ] );\n\n\t\t}\n\n\t\ttry {\n\n\t\t\t// merges multi-byte utf-8 characters.\n\n\t\t\treturn decodeURIComponent( escape( s ) );\n\n\t\t} catch ( e ) { // see #16358\n\n\t\t\treturn s;\n\n\t\t}\n\n\t},\n\n\textractUrlBase: function ( url ) {\n\n\t\tvar index = url.lastIndexOf( '/' );\n\n\t\tif ( index === - 1 ) return './';\n\n\t\treturn url.substr( 0, index + 1 );\n\n\t}\n\n};\n\n/**\n * @author benaadams / https://twitter.com/ben_a_adams\n */\n\nfunction InstancedBufferGeometry() {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'InstancedBufferGeometry';\n\tthis.maxInstancedCount = undefined;\n\n}\n\nInstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {\n\n\tconstructor: InstancedBufferGeometry,\n\n\tisInstancedBufferGeometry: true,\n\n\tcopy: function ( source ) {\n\n\t\tBufferGeometry.prototype.copy.call( this, source );\n\n\t\tthis.maxInstancedCount = source.maxInstancedCount;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tvar data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tdata.maxInstancedCount = this.maxInstancedCount;\n\n\t\tdata.isInstancedBufferGeometry = true;\n\n\t\treturn data;\n\n\t}\n\n} );\n\n/**\n * @author benaadams / https://twitter.com/ben_a_adams\n */\n\nfunction InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {\n\n\tif ( typeof ( normalized ) === 'number' ) {\n\n\t\tmeshPerAttribute = normalized;\n\n\t\tnormalized = false;\n\n\t\tconsole.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );\n\n\t}\n\n\tBufferAttribute.call( this, array, itemSize, normalized );\n\n\tthis.meshPerAttribute = meshPerAttribute || 1;\n\n}\n\nInstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {\n\n\tconstructor: InstancedBufferAttribute,\n\n\tisInstancedBufferAttribute: true,\n\n\tcopy: function ( source ) {\n\n\t\tBufferAttribute.prototype.copy.call( this, source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ()\t{\n\n\t\tvar data = BufferAttribute.prototype.toJSON.call( this );\n\n\t\tdata.meshPerAttribute = this.meshPerAttribute;\n\n\t\tdata.isInstancedBufferAttribute = true;\n\n\t\treturn data;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction BufferGeometryLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nBufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: BufferGeometryLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tvar scope = this;\n\n\t\tvar loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tparse: function ( json ) {\n\n\t\tvar geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();\n\n\t\tvar index = json.data.index;\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tvar typedArray = new TYPED_ARRAYS[ index.type ]( index.array );\n\t\t\tgeometry.setIndex( new BufferAttribute( typedArray, 1 ) );\n\n\t\t}\n\n\t\tvar attributes = json.data.attributes;\n\n\t\tfor ( var key in attributes ) {\n\n\t\t\tvar attribute = attributes[ key ];\n\t\t\tvar typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );\n\t\t\tvar bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;\n\t\t\tvar bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );\n\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\tgeometry.setAttribute( key, bufferAttribute );\n\n\t\t}\n\n\t\tvar morphAttributes = json.data.morphAttributes;\n\n\t\tif ( morphAttributes ) {\n\n\t\t\tfor ( var key in morphAttributes ) {\n\n\t\t\t\tvar attributeArray = morphAttributes[ key ];\n\n\t\t\t\tvar array = [];\n\n\t\t\t\tfor ( var i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\t\tvar attribute = attributeArray[ i ];\n\t\t\t\t\tvar typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );\n\n\t\t\t\t\tvar bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );\n\t\t\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\t\t\tarray.push( bufferAttribute );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.morphAttributes[ key ] = array;\n\n\t\t\t}\n\n\t\t}\n\n\t\tvar morphTargetsRelative = json.data.morphTargetsRelative;\n\n\t\tif ( morphTargetsRelative ) {\n\n\t\t\tgeometry.morphTargetsRelative = true;\n\n\t\t}\n\n\t\tvar groups = json.data.groups || json.data.drawcalls || json.data.offsets;\n\n\t\tif ( groups !== undefined ) {\n\n\t\t\tfor ( var i = 0, n = groups.length; i !== n; ++ i ) {\n\n\t\t\t\tvar group = groups[ i ];\n\n\t\t\t\tgeometry.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvar boundingSphere = json.data.boundingSphere;\n\n\t\tif ( boundingSphere !== undefined ) {\n\n\t\t\tvar center = new Vector3();\n\n\t\t\tif ( boundingSphere.center !== undefined ) {\n\n\t\t\t\tcenter.fromArray( boundingSphere.center );\n\n\t\t\t}\n\n\t\t\tgeometry.boundingSphere = new Sphere( center, boundingSphere.radius );\n\n\t\t}\n\n\t\tif ( json.name ) geometry.name = json.name;\n\t\tif ( json.userData ) geometry.userData = json.userData;\n\n\t\treturn geometry;\n\n\t}\n\n} );\n\nvar TYPED_ARRAYS = {\n\tInt8Array: Int8Array,\n\tUint8Array: Uint8Array,\n\t// Workaround for IE11 pre KB2929437. See #11440\n\tUint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,\n\tInt16Array: Int16Array,\n\tUint16Array: Uint16Array,\n\tInt32Array: Int32Array,\n\tUint32Array: Uint32Array,\n\tFloat32Array: Float32Array,\n\tFloat64Array: Float64Array\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction ObjectLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: ObjectLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tvar scope = this;\n\n\t\tvar path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;\n\t\tthis.resourcePath = this.resourcePath || path;\n\n\t\tvar loader = new FileLoader( scope.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tvar json = null;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\tif ( onError !== undefined ) onError( error );\n\n\t\t\t\tconsole.error( 'THREE:ObjectLoader: Can\\'t parse ' + url + '.', error.message );\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tvar metadata = json.metadata;\n\n\t\t\tif ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {\n\n\t\t\t\tconsole.error( 'THREE.ObjectLoader: Can\\'t load ' + url );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tscope.parse( json, onLoad );\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tparse: function ( json, onLoad ) {\n\n\t\tvar shapes = this.parseShape( json.shapes );\n\t\tvar geometries = this.parseGeometries( json.geometries, shapes );\n\n\t\tvar images = this.parseImages( json.images, function () {\n\n\t\t\tif ( onLoad !== undefined ) onLoad( object );\n\n\t\t} );\n\n\t\tvar textures = this.parseTextures( json.textures, images );\n\t\tvar materials = this.parseMaterials( json.materials, textures );\n\n\t\tvar object = this.parseObject( json.object, geometries, materials );\n\n\t\tif ( json.animations ) {\n\n\t\t\tobject.animations = this.parseAnimations( json.animations );\n\n\t\t}\n\n\t\tif ( json.images === undefined || json.images.length === 0 ) {\n\n\t\t\tif ( onLoad !== undefined ) onLoad( object );\n\n\t\t}\n\n\t\treturn object;\n\n\t},\n\n\tparseShape: function ( json ) {\n\n\t\tvar shapes = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( var i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tvar shape = new Shape().fromJSON( json[ i ] );\n\n\t\t\t\tshapes[ shape.uuid ] = shape;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn shapes;\n\n\t},\n\n\tparseGeometries: function ( json, shapes ) {\n\n\t\tvar geometries = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tvar bufferGeometryLoader = new BufferGeometryLoader();\n\n\t\t\tfor ( var i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tvar geometry;\n\t\t\t\tvar data = json[ i ];\n\n\t\t\t\tswitch ( data.type ) {\n\n\t\t\t\t\tcase 'PlaneGeometry':\n\t\t\t\t\tcase 'PlaneBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.width,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'BoxGeometry':\n\t\t\t\t\tcase 'BoxBufferGeometry':\n\t\t\t\t\tcase 'CubeGeometry': // backwards compatible\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.width,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.depth,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.depthSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'CircleGeometry':\n\t\t\t\t\tcase 'CircleBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.segments,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'CylinderGeometry':\n\t\t\t\t\tcase 'CylinderBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radiusTop,\n\t\t\t\t\t\t\tdata.radiusBottom,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.openEnded,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'ConeGeometry':\n\t\t\t\t\tcase 'ConeBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.openEnded,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'SphereGeometry':\n\t\t\t\t\tcase 'SphereBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.phiStart,\n\t\t\t\t\t\t\tdata.phiLength,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'DodecahedronGeometry':\n\t\t\t\t\tcase 'DodecahedronBufferGeometry':\n\t\t\t\t\tcase 'IcosahedronGeometry':\n\t\t\t\t\tcase 'IcosahedronBufferGeometry':\n\t\t\t\t\tcase 'OctahedronGeometry':\n\t\t\t\t\tcase 'OctahedronBufferGeometry':\n\t\t\t\t\tcase 'TetrahedronGeometry':\n\t\t\t\t\tcase 'TetrahedronBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.detail\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'RingGeometry':\n\t\t\t\t\tcase 'RingBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.innerRadius,\n\t\t\t\t\t\t\tdata.outerRadius,\n\t\t\t\t\t\t\tdata.thetaSegments,\n\t\t\t\t\t\t\tdata.phiSegments,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TorusGeometry':\n\t\t\t\t\tcase 'TorusBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.tube,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.arc\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TorusKnotGeometry':\n\t\t\t\t\tcase 'TorusKnotBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.tube,\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.p,\n\t\t\t\t\t\t\tdata.q\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TubeGeometry':\n\t\t\t\t\tcase 'TubeBufferGeometry':\n\n\t\t\t\t\t\t// This only works for built-in curves (e.g. CatmullRomCurve3).\n\t\t\t\t\t\t// User defined curves or instances of CurvePath will not be deserialized.\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tnew Curves[ data.path.type ]().fromJSON( data.path ),\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.closed\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'LatheGeometry':\n\t\t\t\t\tcase 'LatheBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.points,\n\t\t\t\t\t\t\tdata.segments,\n\t\t\t\t\t\t\tdata.phiStart,\n\t\t\t\t\t\t\tdata.phiLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'PolyhedronGeometry':\n\t\t\t\t\tcase 'PolyhedronBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.vertices,\n\t\t\t\t\t\t\tdata.indices,\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.details\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'ShapeGeometry':\n\t\t\t\t\tcase 'ShapeBufferGeometry':\n\n\t\t\t\t\t\tvar geometryShapes = [];\n\n\t\t\t\t\t\tfor ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\t\tvar shape = shapes[ data.shapes[ j ] ];\n\n\t\t\t\t\t\t\tgeometryShapes.push( shape );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tgeometryShapes,\n\t\t\t\t\t\t\tdata.curveSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\n\t\t\t\t\tcase 'ExtrudeGeometry':\n\t\t\t\t\tcase 'ExtrudeBufferGeometry':\n\n\t\t\t\t\t\tvar geometryShapes = [];\n\n\t\t\t\t\t\tfor ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\t\tvar shape = shapes[ data.shapes[ j ] ];\n\n\t\t\t\t\t\t\tgeometryShapes.push( shape );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tvar extrudePath = data.options.extrudePath;\n\n\t\t\t\t\t\tif ( extrudePath !== undefined ) {\n\n\t\t\t\t\t\t\tdata.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tgeometryShapes,\n\t\t\t\t\t\t\tdata.options\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'BufferGeometry':\n\t\t\t\t\tcase 'InstancedBufferGeometry':\n\n\t\t\t\t\t\tgeometry = bufferGeometryLoader.parse( data );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'Geometry':\n\n\t\t\t\t\t\tif ( 'THREE' in window && 'LegacyJSONLoader' in THREE ) {\n\n\t\t\t\t\t\t\tvar geometryLoader = new THREE.LegacyJSONLoader();\n\t\t\t\t\t\t\tgeometry = geometryLoader.parse( data, this.resourcePath ).geometry;\n\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tconsole.error( 'THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type \"Geometry\".' );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Unsupported geometry type \"' + data.type + '\"' );\n\n\t\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) geometry.name = data.name;\n\t\t\t\tif ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;\n\n\t\t\t\tgeometries[ data.uuid ] = geometry;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn geometries;\n\n\t},\n\n\tparseMaterials: function ( json, textures ) {\n\n\t\tvar cache = {}; // MultiMaterial\n\t\tvar materials = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tvar loader = new MaterialLoader();\n\t\t\tloader.setTextures( textures );\n\n\t\t\tfor ( var i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tvar data = json[ i ];\n\n\t\t\t\tif ( data.type === 'MultiMaterial' ) {\n\n\t\t\t\t\t// Deprecated\n\n\t\t\t\t\tvar array = [];\n\n\t\t\t\t\tfor ( var j = 0; j < data.materials.length; j ++ ) {\n\n\t\t\t\t\t\tvar material = data.materials[ j ];\n\n\t\t\t\t\t\tif ( cache[ material.uuid ] === undefined ) {\n\n\t\t\t\t\t\t\tcache[ material.uuid ] = loader.parse( material );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tarray.push( cache[ material.uuid ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmaterials[ data.uuid ] = array;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( cache[ data.uuid ] === undefined ) {\n\n\t\t\t\t\t\tcache[ data.uuid ] = loader.parse( data );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmaterials[ data.uuid ] = cache[ data.uuid ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn materials;\n\n\t},\n\n\tparseAnimations: function ( json ) {\n\n\t\tvar animations = [];\n\n\t\tfor ( var i = 0; i < json.length; i ++ ) {\n\n\t\t\tvar data = json[ i ];\n\n\t\t\tvar clip = AnimationClip.parse( data );\n\n\t\t\tif ( data.uuid !== undefined ) clip.uuid = data.uuid;\n\n\t\t\tanimations.push( clip );\n\n\t\t}\n\n\t\treturn animations;\n\n\t},\n\n\tparseImages: function ( json, onLoad ) {\n\n\t\tvar scope = this;\n\t\tvar images = {};\n\n\t\tfunction loadImage( url ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\treturn loader.load( url, function () {\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, undefined, function () {\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t} );\n\n\t\t}\n\n\t\tif ( json !== undefined && json.length > 0 ) {\n\n\t\t\tvar manager = new LoadingManager( onLoad );\n\n\t\t\tvar loader = new ImageLoader( manager );\n\t\t\tloader.setCrossOrigin( this.crossOrigin );\n\n\t\t\tfor ( var i = 0, il = json.length; i < il; i ++ ) {\n\n\t\t\t\tvar image = json[ i ];\n\t\t\t\tvar url = image.url;\n\n\t\t\t\tif ( Array.isArray( url ) ) {\n\n\t\t\t\t\t// load array of images e.g CubeTexture\n\n\t\t\t\t\timages[ image.uuid ] = [];\n\n\t\t\t\t\tfor ( var j = 0, jl = url.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\tvar currentUrl = url[ j ];\n\n\t\t\t\t\t\tvar path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;\n\n\t\t\t\t\t\timages[ image.uuid ].push( loadImage( path ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// load single image\n\n\t\t\t\t\tvar path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;\n\n\t\t\t\t\timages[ image.uuid ] = loadImage( path );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn images;\n\n\t},\n\n\tparseTextures: function ( json, images ) {\n\n\t\tfunction parseConstant( value, type ) {\n\n\t\t\tif ( typeof value === 'number' ) return value;\n\n\t\t\tconsole.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );\n\n\t\t\treturn type[ value ];\n\n\t\t}\n\n\t\tvar textures = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( var i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tvar data = json[ i ];\n\n\t\t\t\tif ( data.image === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No \"image\" specified for', data.uuid );\n\n\t\t\t\t}\n\n\t\t\t\tif ( images[ data.image ] === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined image', data.image );\n\n\t\t\t\t}\n\n\t\t\t\tvar texture;\n\n\t\t\t\tif ( Array.isArray( images[ data.image ] ) ) {\n\n\t\t\t\t\ttexture = new CubeTexture( images[ data.image ] );\n\n\t\t\t\t} else {\n\n\t\t\t\t\ttexture = new Texture( images[ data.image ] );\n\n\t\t\t\t}\n\n\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\ttexture.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) texture.name = data.name;\n\n\t\t\t\tif ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );\n\n\t\t\t\tif ( data.offset !== undefined ) texture.offset.fromArray( data.offset );\n\t\t\t\tif ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );\n\t\t\t\tif ( data.center !== undefined ) texture.center.fromArray( data.center );\n\t\t\t\tif ( data.rotation !== undefined ) texture.rotation = data.rotation;\n\n\t\t\t\tif ( data.wrap !== undefined ) {\n\n\t\t\t\t\ttexture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );\n\t\t\t\t\ttexture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.format !== undefined ) texture.format = data.format;\n\t\t\t\tif ( data.type !== undefined ) texture.type = data.type;\n\t\t\t\tif ( data.encoding !== undefined ) texture.encoding = data.encoding;\n\n\t\t\t\tif ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;\n\n\t\t\t\tif ( data.flipY !== undefined ) texture.flipY = data.flipY;\n\n\t\t\t\tif ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;\n\t\t\t\tif ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;\n\n\t\t\t\ttextures[ data.uuid ] = texture;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn textures;\n\n\t},\n\n\tparseObject: function ( data, geometries, materials ) {\n\n\t\tvar object;\n\n\t\tfunction getGeometry( name ) {\n\n\t\t\tif ( geometries[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined geometry', name );\n\n\t\t\t}\n\n\t\t\treturn geometries[ name ];\n\n\t\t}\n\n\t\tfunction getMaterial( name ) {\n\n\t\t\tif ( name === undefined ) return undefined;\n\n\t\t\tif ( Array.isArray( name ) ) {\n\n\t\t\t\tvar array = [];\n\n\t\t\t\tfor ( var i = 0, l = name.length; i < l; i ++ ) {\n\n\t\t\t\t\tvar uuid = name[ i ];\n\n\t\t\t\t\tif ( materials[ uuid ] === undefined ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', uuid );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tarray.push( materials[ uuid ] );\n\n\t\t\t\t}\n\n\t\t\t\treturn array;\n\n\t\t\t}\n\n\t\t\tif ( materials[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', name );\n\n\t\t\t}\n\n\t\t\treturn materials[ name ];\n\n\t\t}\n\n\t\tswitch ( data.type ) {\n\n\t\t\tcase 'Scene':\n\n\t\t\t\tobject = new Scene();\n\n\t\t\t\tif ( data.background !== undefined ) {\n\n\t\t\t\t\tif ( Number.isInteger( data.background ) ) {\n\n\t\t\t\t\t\tobject.background = new Color( data.background );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.fog !== undefined ) {\n\n\t\t\t\t\tif ( data.fog.type === 'Fog' ) {\n\n\t\t\t\t\t\tobject.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );\n\n\t\t\t\t\t} else if ( data.fog.type === 'FogExp2' ) {\n\n\t\t\t\t\t\tobject.fog = new FogExp2( data.fog.color, data.fog.density );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PerspectiveCamera':\n\n\t\t\t\tobject = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );\n\n\t\t\t\tif ( data.focus !== undefined ) object.focus = data.focus;\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;\n\t\t\t\tif ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'OrthographicCamera':\n\n\t\t\t\tobject = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );\n\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'AmbientLight':\n\n\t\t\t\tobject = new AmbientLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'DirectionalLight':\n\n\t\t\t\tobject = new DirectionalLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointLight':\n\n\t\t\t\tobject = new PointLight( data.color, data.intensity, data.distance, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'RectAreaLight':\n\n\t\t\t\tobject = new RectAreaLight( data.color, data.intensity, data.width, data.height );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SpotLight':\n\n\t\t\t\tobject = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'HemisphereLight':\n\n\t\t\t\tobject = new HemisphereLight( data.color, data.groundColor, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SkinnedMesh':\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );\n\n\t\t\tcase 'Mesh':\n\n\t\t\t\tvar geometry = getGeometry( data.geometry );\n\t\t\t\tvar material = getMaterial( data.material );\n\n\t\t\t\tif ( geometry.bones && geometry.bones.length > 0 ) {\n\n\t\t\t\t\tobject = new SkinnedMesh( geometry, material );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tobject = new Mesh( geometry, material );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'InstancedMesh':\n\n\t\t\t\tvar geometry = getGeometry( data.geometry );\n\t\t\t\tvar material = getMaterial( data.material );\n\t\t\t\tvar count = data.count;\n\t\t\t\tvar instanceMatrix = data.instanceMatrix;\n\n\t\t\t\tobject = new InstancedMesh( geometry, material, count );\n\t\t\t\tobject.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LOD':\n\n\t\t\t\tobject = new LOD();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Line':\n\n\t\t\t\tobject = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineLoop':\n\n\t\t\t\tobject = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineSegments':\n\n\t\t\t\tobject = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointCloud':\n\t\t\tcase 'Points':\n\n\t\t\t\tobject = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Sprite':\n\n\t\t\t\tobject = new Sprite( getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Group':\n\n\t\t\t\tobject = new Group();\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tobject = new Object3D();\n\n\t\t}\n\n\t\tobject.uuid = data.uuid;\n\n\t\tif ( data.name !== undefined ) object.name = data.name;\n\n\t\tif ( data.matrix !== undefined ) {\n\n\t\t\tobject.matrix.fromArray( data.matrix );\n\n\t\t\tif ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;\n\t\t\tif ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );\n\n\t\t} else {\n\n\t\t\tif ( data.position !== undefined ) object.position.fromArray( data.position );\n\t\t\tif ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );\n\t\t\tif ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );\n\t\t\tif ( data.scale !== undefined ) object.scale.fromArray( data.scale );\n\n\t\t}\n\n\t\tif ( data.castShadow !== undefined ) object.castShadow = data.castShadow;\n\t\tif ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;\n\n\t\tif ( data.shadow ) {\n\n\t\t\tif ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;\n\t\t\tif ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;\n\t\t\tif ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );\n\t\t\tif ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );\n\n\t\t}\n\n\t\tif ( data.visible !== undefined ) object.visible = data.visible;\n\t\tif ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;\n\t\tif ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;\n\t\tif ( data.userData !== undefined ) object.userData = data.userData;\n\t\tif ( data.layers !== undefined ) object.layers.mask = data.layers;\n\n\t\tif ( data.children !== undefined ) {\n\n\t\t\tvar children = data.children;\n\n\t\t\tfor ( var i = 0; i < children.length; i ++ ) {\n\n\t\t\t\tobject.add( this.parseObject( children[ i ], geometries, materials ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.type === 'LOD' ) {\n\n\t\t\tif ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;\n\n\t\t\tvar levels = data.levels;\n\n\t\t\tfor ( var l = 0; l < levels.length; l ++ ) {\n\n\t\t\t\tvar level = levels[ l ];\n\t\t\t\tvar child = object.getObjectByProperty( 'uuid', level.object );\n\n\t\t\t\tif ( child !== undefined ) {\n\n\t\t\t\t\tobject.addLevel( child, level.distance );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n} );\n\nvar TEXTURE_MAPPING = {\n\tUVMapping: UVMapping,\n\tCubeReflectionMapping: CubeReflectionMapping,\n\tCubeRefractionMapping: CubeRefractionMapping,\n\tEquirectangularReflectionMapping: EquirectangularReflectionMapping,\n\tEquirectangularRefractionMapping: EquirectangularRefractionMapping,\n\tSphericalReflectionMapping: SphericalReflectionMapping,\n\tCubeUVReflectionMapping: CubeUVReflectionMapping,\n\tCubeUVRefractionMapping: CubeUVRefractionMapping\n};\n\nvar TEXTURE_WRAPPING = {\n\tRepeatWrapping: RepeatWrapping,\n\tClampToEdgeWrapping: ClampToEdgeWrapping,\n\tMirroredRepeatWrapping: MirroredRepeatWrapping\n};\n\nvar TEXTURE_FILTER = {\n\tNearestFilter: NearestFilter,\n\tNearestMipmapNearestFilter: NearestMipmapNearestFilter,\n\tNearestMipmapLinearFilter: NearestMipmapLinearFilter,\n\tLinearFilter: LinearFilter,\n\tLinearMipmapNearestFilter: LinearMipmapNearestFilter,\n\tLinearMipmapLinearFilter: LinearMipmapLinearFilter\n};\n\n/**\n * @author thespite / http://clicktorelease.com/\n */\n\n\nfunction ImageBitmapLoader( manager ) {\n\n\tif ( typeof createImageBitmap === 'undefined' ) {\n\n\t\tconsole.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );\n\n\t}\n\n\tif ( typeof fetch === 'undefined' ) {\n\n\t\tconsole.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );\n\n\t}\n\n\tLoader.call( this, manager );\n\n\tthis.options = undefined;\n\n}\n\nImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: ImageBitmapLoader,\n\n\tsetOptions: function setOptions( options ) {\n\n\t\tthis.options = options;\n\n\t\treturn this;\n\n\t},\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tvar scope = this;\n\n\t\tvar cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tfetch( url ).then( function ( res ) {\n\n\t\t\treturn res.blob();\n\n\t\t} ).then( function ( blob ) {\n\n\t\t\tif ( scope.options === undefined ) {\n\n\t\t\t\t// Workaround for FireFox. It causes an error if you pass options.\n\t\t\t\treturn createImageBitmap( blob );\n\n\t\t\t} else {\n\n\t\t\t\treturn createImageBitmap( blob, scope.options );\n\n\t\t\t}\n\n\t\t} ).then( function ( imageBitmap ) {\n\n\t\t\tCache.add( url, imageBitmap );\n\n\t\t\tif ( onLoad ) onLoad( imageBitmap );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} ).catch( function ( e ) {\n\n\t\t\tif ( onError ) onError( e );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} );\n\n\t\tscope.manager.itemStart( url );\n\n\t}\n\n} );\n\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * minimal class for proxing functions to Path. Replaces old \"extractSubpaths()\"\n **/\n\nfunction ShapePath() {\n\n\tthis.type = 'ShapePath';\n\n\tthis.color = new Color();\n\n\tthis.subPaths = [];\n\tthis.currentPath = null;\n\n}\n\nObject.assign( ShapePath.prototype, {\n\n\tmoveTo: function ( x, y ) {\n\n\t\tthis.currentPath = new Path();\n\t\tthis.subPaths.push( this.currentPath );\n\t\tthis.currentPath.moveTo( x, y );\n\n\t\treturn this;\n\n\t},\n\n\tlineTo: function ( x, y ) {\n\n\t\tthis.currentPath.lineTo( x, y );\n\n\t\treturn this;\n\n\t},\n\n\tquadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {\n\n\t\tthis.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );\n\n\t\treturn this;\n\n\t},\n\n\tbezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tthis.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );\n\n\t\treturn this;\n\n\t},\n\n\tsplineThru: function ( pts ) {\n\n\t\tthis.currentPath.splineThru( pts );\n\n\t\treturn this;\n\n\t},\n\n\ttoShapes: function ( isCCW, noHoles ) {\n\n\t\tfunction toShapesNoHoles( inSubpaths ) {\n\n\t\t\tvar shapes = [];\n\n\t\t\tfor ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {\n\n\t\t\t\tvar tmpPath = inSubpaths[ i ];\n\n\t\t\t\tvar tmpShape = new Shape();\n\t\t\t\ttmpShape.curves = tmpPath.curves;\n\n\t\t\t\tshapes.push( tmpShape );\n\n\t\t\t}\n\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tfunction isPointInsidePolygon( inPt, inPolygon ) {\n\n\t\t\tvar polyLen = inPolygon.length;\n\n\t\t\t// inPt on polygon contour => immediate success or\n\t\t\t// toggling of inside/outside at every single! intersection point of an edge\n\t\t\t// with the horizontal line through inPt, left of inPt\n\t\t\t// not counting lowerY endpoints of edges and whole edges on that line\n\t\t\tvar inside = false;\n\t\t\tfor ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {\n\n\t\t\t\tvar edgeLowPt = inPolygon[ p ];\n\t\t\t\tvar edgeHighPt = inPolygon[ q ];\n\n\t\t\t\tvar edgeDx = edgeHighPt.x - edgeLowPt.x;\n\t\t\t\tvar edgeDy = edgeHighPt.y - edgeLowPt.y;\n\n\t\t\t\tif ( Math.abs( edgeDy ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not parallel\n\t\t\t\t\tif ( edgeDy < 0 ) {\n\n\t\t\t\t\t\tedgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;\n\t\t\t\t\t\tedgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;\n\n\t\t\t\t\t}\n\t\t\t\t\tif ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) \t\tcontinue;\n\n\t\t\t\t\tif ( inPt.y === edgeLowPt.y ) {\n\n\t\t\t\t\t\tif ( inPt.x === edgeLowPt.x )\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\t// continue;\t\t\t\t// no intersection or edgeLowPt => doesn't count !!!\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tvar perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );\n\t\t\t\t\t\tif ( perpEdge === 0 )\t\t\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\tif ( perpEdge < 0 ) \t\t\t\tcontinue;\n\t\t\t\t\t\tinside = ! inside;\t\t// true intersection left of inPt\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// parallel or collinear\n\t\t\t\t\tif ( inPt.y !== edgeLowPt.y ) \t\tcontinue;\t\t\t// parallel\n\t\t\t\t\t// edge lies on the same horizontal line as inPt\n\t\t\t\t\tif ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||\n\t\t\t\t\t\t ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )\t\treturn\ttrue;\t// inPt: Point on contour !\n\t\t\t\t\t// continue;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn\tinside;\n\n\t\t}\n\n\t\tvar isClockWise = ShapeUtils.isClockWise;\n\n\t\tvar subPaths = this.subPaths;\n\t\tif ( subPaths.length === 0 ) return [];\n\n\t\tif ( noHoles === true )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tvar solid, tmpPath, tmpShape, shapes = [];\n\n\t\tif ( subPaths.length === 1 ) {\n\n\t\t\ttmpPath = subPaths[ 0 ];\n\t\t\ttmpShape = new Shape();\n\t\t\ttmpShape.curves = tmpPath.curves;\n\t\t\tshapes.push( tmpShape );\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tvar holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );\n\t\tholesFirst = isCCW ? ! holesFirst : holesFirst;\n\n\t\t// console.log(\"Holes first\", holesFirst);\n\n\t\tvar betterShapeHoles = [];\n\t\tvar newShapes = [];\n\t\tvar newShapeHoles = [];\n\t\tvar mainIdx = 0;\n\t\tvar tmpPoints;\n\n\t\tnewShapes[ mainIdx ] = undefined;\n\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\tfor ( var i = 0, l = subPaths.length; i < l; i ++ ) {\n\n\t\t\ttmpPath = subPaths[ i ];\n\t\t\ttmpPoints = tmpPath.getPoints();\n\t\t\tsolid = isClockWise( tmpPoints );\n\t\t\tsolid = isCCW ? ! solid : solid;\n\n\t\t\tif ( solid ) {\n\n\t\t\t\tif ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) )\tmainIdx ++;\n\n\t\t\t\tnewShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };\n\t\t\t\tnewShapes[ mainIdx ].s.curves = tmpPath.curves;\n\n\t\t\t\tif ( holesFirst )\tmainIdx ++;\n\t\t\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\t\t\t//console.log('cw', i);\n\n\t\t\t} else {\n\n\t\t\t\tnewShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );\n\n\t\t\t\t//console.log('ccw', i);\n\n\t\t\t}\n\n\t\t}\n\n\t\t// only Holes? -> probably all Shapes with wrong orientation\n\t\tif ( ! newShapes[ 0 ] )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tif ( newShapes.length > 1 ) {\n\n\t\t\tvar ambiguous = false;\n\t\t\tvar toChange = [];\n\n\t\t\tfor ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tbetterShapeHoles[ sIdx ] = [];\n\n\t\t\t}\n\n\t\t\tfor ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tvar sho = newShapeHoles[ sIdx ];\n\n\t\t\t\tfor ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {\n\n\t\t\t\t\tvar ho = sho[ hIdx ];\n\t\t\t\t\tvar hole_unassigned = true;\n\n\t\t\t\t\tfor ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {\n\n\t\t\t\t\t\tif ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {\n\n\t\t\t\t\t\t\tif ( sIdx !== s2Idx )\ttoChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );\n\t\t\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\t\t\thole_unassigned = false;\n\t\t\t\t\t\t\t\tbetterShapeHoles[ s2Idx ].push( ho );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tambiguous = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\tbetterShapeHoles[ sIdx ].push( ho );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\t\t\t// console.log(\"ambiguous: \", ambiguous);\n\t\t\tif ( toChange.length > 0 ) {\n\n\t\t\t\t// console.log(\"to change: \", toChange);\n\t\t\t\tif ( ! ambiguous )\tnewShapeHoles = betterShapeHoles;\n\n\t\t\t}\n\n\t\t}\n\n\t\tvar tmpHoles;\n\n\t\tfor ( var i = 0, il = newShapes.length; i < il; i ++ ) {\n\n\t\t\ttmpShape = newShapes[ i ].s;\n\t\t\tshapes.push( tmpShape );\n\t\t\ttmpHoles = newShapeHoles[ i ];\n\n\t\t\tfor ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {\n\n\t\t\t\ttmpShape.holes.push( tmpHoles[ j ].h );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//console.log(\"shape\", shapes);\n\n\t\treturn shapes;\n\n\t}\n\n} );\n\n/**\n * @author zz85 / http://www.lab4games.net/zz85/blog\n * @author mrdoob / http://mrdoob.com/\n */\n\n\nfunction Font( data ) {\n\n\tthis.type = 'Font';\n\n\tthis.data = data;\n\n}\n\nObject.assign( Font.prototype, {\n\n\tisFont: true,\n\n\tgenerateShapes: function ( text, size ) {\n\n\t\tif ( size === undefined ) size = 100;\n\n\t\tvar shapes = [];\n\t\tvar paths = createPaths( text, size, this.data );\n\n\t\tfor ( var p = 0, pl = paths.length; p < pl; p ++ ) {\n\n\t\t\tArray.prototype.push.apply( shapes, paths[ p ].toShapes() );\n\n\t\t}\n\n\t\treturn shapes;\n\n\t}\n\n} );\n\nfunction createPaths( text, size, data ) {\n\n\tvar chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988\n\tvar scale = size / data.resolution;\n\tvar line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;\n\n\tvar paths = [];\n\n\tvar offsetX = 0, offsetY = 0;\n\n\tfor ( var i = 0; i < chars.length; i ++ ) {\n\n\t\tvar char = chars[ i ];\n\n\t\tif ( char === '\\n' ) {\n\n\t\t\toffsetX = 0;\n\t\t\toffsetY -= line_height;\n\n\t\t} else {\n\n\t\t\tvar ret = createPath( char, scale, offsetX, offsetY, data );\n\t\t\toffsetX += ret.offsetX;\n\t\t\tpaths.push( ret.path );\n\n\t\t}\n\n\t}\n\n\treturn paths;\n\n}\n\nfunction createPath( char, scale, offsetX, offsetY, data ) {\n\n\tvar glyph = data.glyphs[ char ] || data.glyphs[ '?' ];\n\n\tif ( ! glyph ) {\n\n\t\tconsole.error( 'THREE.Font: character \"' + char + '\" does not exists in font family ' + data.familyName + '.' );\n\n\t\treturn;\n\n\t}\n\n\tvar path = new ShapePath();\n\n\tvar x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;\n\n\tif ( glyph.o ) {\n\n\t\tvar outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );\n\n\t\tfor ( var i = 0, l = outline.length; i < l; ) {\n\n\t\t\tvar action = outline[ i ++ ];\n\n\t\t\tswitch ( action ) {\n\n\t\t\t\tcase 'm': // moveTo\n\n\t\t\t\t\tx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\ty = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.moveTo( x, y );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'l': // lineTo\n\n\t\t\t\t\tx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\ty = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.lineTo( x, y );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'q': // quadraticCurveTo\n\n\t\t\t\t\tcpx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx1 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy1 = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.quadraticCurveTo( cpx1, cpy1, cpx, cpy );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'b': // bezierCurveTo\n\n\t\t\t\t\tcpx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx1 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy1 = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx2 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy2 = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn { offsetX: glyph.ha * scale, path: path };\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction FontLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nFontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: FontLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tvar scope = this;\n\n\t\tvar loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tvar json;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tconsole.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );\n\t\t\t\tjson = JSON.parse( text.substring( 65, text.length - 2 ) );\n\n\t\t\t}\n\n\t\t\tvar font = scope.parse( json );\n\n\t\t\tif ( onLoad ) onLoad( font );\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tparse: function ( json ) {\n\n\t\treturn new Font( json );\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nvar _context;\n\nvar AudioContext = {\n\n\tgetContext: function () {\n\n\t\tif ( _context === undefined ) {\n\n\t\t\t_context = new ( window.AudioContext || window.webkitAudioContext )();\n\n\t\t}\n\n\t\treturn _context;\n\n\t},\n\n\tsetContext: function ( value ) {\n\n\t\t_context = value;\n\n\t}\n\n};\n\n/**\n * @author Reece Aaron Lecrivain / http://reecenotes.com/\n */\n\nfunction AudioLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nAudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: AudioLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tvar loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setPath( this.path );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\t// Create a copy of the buffer. The `decodeAudioData` method\n\t\t\t// detaches the buffer when complete, preventing reuse.\n\t\t\tvar bufferCopy = buffer.slice( 0 );\n\n\t\t\tvar context = AudioContext.getContext();\n\t\t\tcontext.decodeAudioData( bufferCopy, function ( audioBuffer ) {\n\n\t\t\t\tonLoad( audioBuffer );\n\n\t\t\t} );\n\n\t\t}, onProgress, onError );\n\n\t}\n\n} );\n\n/**\n * @author bhouston / http://clara.io\n * @author WestLangley / http://github.com/WestLangley\n *\n * Primary reference:\n * https://graphics.stanford.edu/papers/envmap/envmap.pdf\n *\n * Secondary reference:\n * https://www.ppsloan.org/publications/StupidSH36.pdf\n */\n\n// 3-band SH defined by 9 coefficients\n\nfunction SphericalHarmonics3() {\n\n\tthis.coefficients = [];\n\n\tfor ( var i = 0; i < 9; i ++ ) {\n\n\t\tthis.coefficients.push( new Vector3() );\n\n\t}\n\n}\n\nObject.assign( SphericalHarmonics3.prototype, {\n\n\tisSphericalHarmonics3: true,\n\n\tset: function ( coefficients ) {\n\n\t\tfor ( var i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].copy( coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tzero: function () {\n\n\t\tfor ( var i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].set( 0, 0, 0 );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// get the radiance in the direction of the normal\n\t// target is a Vector3\n\tgetAt: function ( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tvar x = normal.x, y = normal.y, z = normal.z;\n\n\t\tvar coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );\n\n\t\t// band 1\n\t\ttarget.addScale( coeff[ 1 ], 0.488603 * y );\n\t\ttarget.addScale( coeff[ 2 ], 0.488603 * z );\n\t\ttarget.addScale( coeff[ 3 ], 0.488603 * x );\n\n\t\t// band 2\n\t\ttarget.addScale( coeff[ 4 ], 1.092548 * ( x * y ) );\n\t\ttarget.addScale( coeff[ 5 ], 1.092548 * ( y * z ) );\n\t\ttarget.addScale( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );\n\t\ttarget.addScale( coeff[ 7 ], 1.092548 * ( x * z ) );\n\t\ttarget.addScale( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );\n\n\t\treturn target;\n\n\t},\n\n\t// get the irradiance (radiance convolved with cosine lobe) in the direction of the normal\n\t// target is a Vector3\n\t// https://graphics.stanford.edu/papers/envmap/envmap.pdf\n\tgetIrradianceAt: function ( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tvar x = normal.x, y = normal.y, z = normal.z;\n\n\t\tvar coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095\n\n\t\t// band 1\n\t\ttarget.addScale( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603\n\t\ttarget.addScale( coeff[ 2 ], 2.0 * 0.511664 * z );\n\t\ttarget.addScale( coeff[ 3 ], 2.0 * 0.511664 * x );\n\n\t\t// band 2\n\t\ttarget.addScale( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548\n\t\ttarget.addScale( coeff[ 5 ], 2.0 * 0.429043 * y * z );\n\t\ttarget.addScale( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3\n\t\ttarget.addScale( coeff[ 7 ], 2.0 * 0.429043 * x * z );\n\t\ttarget.addScale( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274\n\n\t\treturn target;\n\n\t},\n\n\tadd: function ( sh ) {\n\n\t\tfor ( var i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].add( sh.coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\n\tscale: function ( s ) {\n\n\t\tfor ( var i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].multiplyScalar( s );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tlerp: function ( sh, alpha ) {\n\n\t\tfor ( var i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tequals: function ( sh ) {\n\n\t\tfor ( var i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t},\n\n\tcopy: function ( sh ) {\n\n\t\treturn this.set( sh.coefficients );\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tfromArray: function ( array, offset ) {\n\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tvar coefficients = this.coefficients;\n\n\t\tfor ( var i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].fromArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\ttoArray: function ( array, offset ) {\n\n\t\tif ( array === undefined ) array = [];\n\t\tif ( offset === undefined ) offset = 0;\n\n\t\tvar coefficients = this.coefficients;\n\n\t\tfor ( var i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].toArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn array;\n\n\t}\n\n} );\n\nObject.assign( SphericalHarmonics3, {\n\n\t// evaluate the basis functions\n\t// shBasis is an Array[ 9 ]\n\tgetBasisAt: function ( normal, shBasis ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tvar x = normal.x, y = normal.y, z = normal.z;\n\n\t\t// band 0\n\t\tshBasis[ 0 ] = 0.282095;\n\n\t\t// band 1\n\t\tshBasis[ 1 ] = 0.488603 * y;\n\t\tshBasis[ 2 ] = 0.488603 * z;\n\t\tshBasis[ 3 ] = 0.488603 * x;\n\n\t\t// band 2\n\t\tshBasis[ 4 ] = 1.092548 * x * y;\n\t\tshBasis[ 5 ] = 1.092548 * y * z;\n\t\tshBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );\n\t\tshBasis[ 7 ] = 1.092548 * x * z;\n\t\tshBasis[ 8 ] = 0.546274 * ( x * x - y * y );\n\n\t}\n\n} );\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n *\n * A LightProbe is a source of indirect-diffuse light\n */\n\nfunction LightProbe( sh, intensity ) {\n\n\tLight.call( this, undefined, intensity );\n\n\tthis.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();\n\n}\n\nLightProbe.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: LightProbe,\n\n\tisLightProbe: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.sh.copy( source.sh );\n\t\tthis.intensity = source.intensity;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tvar data = Light.prototype.toJSON.call( this, meta );\n\n\t\t// data.sh = this.sh.toArray(); // todo\n\n\t\treturn data;\n\n\t}\n\n} );\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction HemisphereLightProbe( skyColor, groundColor, intensity ) {\n\n\tLightProbe.call( this, undefined, intensity );\n\n\tvar color1 = new Color().set( skyColor );\n\tvar color2 = new Color().set( groundColor );\n\n\tvar sky = new Vector3( color1.r, color1.g, color1.b );\n\tvar ground = new Vector3( color2.r, color2.g, color2.b );\n\n\t// without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );\n\tvar c0 = Math.sqrt( Math.PI );\n\tvar c1 = c0 * Math.sqrt( 0.75 );\n\n\tthis.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );\n\tthis.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );\n\n}\n\nHemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {\n\n\tconstructor: HemisphereLightProbe,\n\n\tisHemisphereLightProbe: true,\n\n\tcopy: function ( source ) { // modifying colors not currently supported\n\n\t\tLightProbe.prototype.copy.call( this, source );\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tvar data = LightProbe.prototype.toJSON.call( this, meta );\n\n\t\t// data.sh = this.sh.toArray(); // todo\n\n\t\treturn data;\n\n\t}\n\n} );\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction AmbientLightProbe( color, intensity ) {\n\n\tLightProbe.call( this, undefined, intensity );\n\n\tvar color1 = new Color().set( color );\n\n\t// without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );\n\tthis.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );\n\n}\n\nAmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {\n\n\tconstructor: AmbientLightProbe,\n\n\tisAmbientLightProbe: true,\n\n\tcopy: function ( source ) { // modifying color not currently supported\n\n\t\tLightProbe.prototype.copy.call( this, source );\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tvar data = LightProbe.prototype.toJSON.call( this, meta );\n\n\t\t// data.sh = this.sh.toArray(); // todo\n\n\t\treturn data;\n\n\t}\n\n} );\n\nvar _eyeRight = new Matrix4();\nvar _eyeLeft = new Matrix4();\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction StereoCamera() {\n\n\tthis.type = 'StereoCamera';\n\n\tthis.aspect = 1;\n\n\tthis.eyeSep = 0.064;\n\n\tthis.cameraL = new PerspectiveCamera();\n\tthis.cameraL.layers.enable( 1 );\n\tthis.cameraL.matrixAutoUpdate = false;\n\n\tthis.cameraR = new PerspectiveCamera();\n\tthis.cameraR.layers.enable( 2 );\n\tthis.cameraR.matrixAutoUpdate = false;\n\n\tthis._cache = {\n\t\tfocus: null,\n\t\tfov: null,\n\t\taspect: null,\n\t\tnear: null,\n\t\tfar: null,\n\t\tzoom: null,\n\t\teyeSep: null\n\t};\n\n}\n\nObject.assign( StereoCamera.prototype, {\n\n\tupdate: function ( camera ) {\n\n\t\tvar cache = this._cache;\n\n\t\tvar needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||\n\t\t\tcache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||\n\t\t\tcache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;\n\n\t\tif ( needsUpdate ) {\n\n\t\t\tcache.focus = camera.focus;\n\t\t\tcache.fov = camera.fov;\n\t\t\tcache.aspect = camera.aspect * this.aspect;\n\t\t\tcache.near = camera.near;\n\t\t\tcache.far = camera.far;\n\t\t\tcache.zoom = camera.zoom;\n\t\t\tcache.eyeSep = this.eyeSep;\n\n\t\t\t// Off-axis stereoscopic effect based on\n\t\t\t// http://paulbourke.net/stereographics/stereorender/\n\n\t\t\tvar projectionMatrix = camera.projectionMatrix.clone();\n\t\t\tvar eyeSepHalf = cache.eyeSep / 2;\n\t\t\tvar eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;\n\t\t\tvar ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;\n\t\t\tvar xmin, xmax;\n\n\t\t\t// translate xOffset\n\n\t\t\t_eyeLeft.elements[ 12 ] = - eyeSepHalf;\n\t\t\t_eyeRight.elements[ 12 ] = eyeSepHalf;\n\n\t\t\t// for left eye\n\n\t\t\txmin = - ymax * cache.aspect + eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect + eyeSepOnProjection;\n\n\t\t\tprojectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\tprojectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraL.projectionMatrix.copy( projectionMatrix );\n\n\t\t\t// for right eye\n\n\t\t\txmin = - ymax * cache.aspect - eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect - eyeSepOnProjection;\n\n\t\t\tprojectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\tprojectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraR.projectionMatrix.copy( projectionMatrix );\n\n\t\t}\n\n\t\tthis.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );\n\t\tthis.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );\n\n\t}\n\n} );\n\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction Clock( autoStart ) {\n\n\tthis.autoStart = ( autoStart !== undefined ) ? autoStart : true;\n\n\tthis.startTime = 0;\n\tthis.oldTime = 0;\n\tthis.elapsedTime = 0;\n\n\tthis.running = false;\n\n}\n\nObject.assign( Clock.prototype, {\n\n\tstart: function () {\n\n\t\tthis.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732\n\n\t\tthis.oldTime = this.startTime;\n\t\tthis.elapsedTime = 0;\n\t\tthis.running = true;\n\n\t},\n\n\tstop: function () {\n\n\t\tthis.getElapsedTime();\n\t\tthis.running = false;\n\t\tthis.autoStart = false;\n\n\t},\n\n\tgetElapsedTime: function () {\n\n\t\tthis.getDelta();\n\t\treturn this.elapsedTime;\n\n\t},\n\n\tgetDelta: function () {\n\n\t\tvar diff = 0;\n\n\t\tif ( this.autoStart && ! this.running ) {\n\n\t\t\tthis.start();\n\t\t\treturn 0;\n\n\t\t}\n\n\t\tif ( this.running ) {\n\n\t\t\tvar newTime = ( typeof performance === 'undefined' ? Date : performance ).now();\n\n\t\t\tdiff = ( newTime - this.oldTime ) / 1000;\n\t\t\tthis.oldTime = newTime;\n\n\t\t\tthis.elapsedTime += diff;\n\n\t\t}\n\n\t\treturn diff;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nvar _position$2 = new Vector3();\nvar _quaternion$3 = new Quaternion();\nvar _scale$1 = new Vector3();\nvar _orientation = new Vector3();\n\nfunction AudioListener() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'AudioListener';\n\n\tthis.context = AudioContext.getContext();\n\n\tthis.gain = this.context.createGain();\n\tthis.gain.connect( this.context.destination );\n\n\tthis.filter = null;\n\n\tthis.timeDelta = 0;\n\n\t// private\n\n\tthis._clock = new Clock();\n\n}\n\nAudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: AudioListener,\n\n\tgetInput: function () {\n\n\t\treturn this.gain;\n\n\t},\n\n\tremoveFilter: function ( ) {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\t\t\tthis.gain.connect( this.context.destination );\n\t\t\tthis.filter = null;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tgetFilter: function () {\n\n\t\treturn this.filter;\n\n\t},\n\n\tsetFilter: function ( value ) {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\n\t\t} else {\n\n\t\t\tthis.gain.disconnect( this.context.destination );\n\n\t\t}\n\n\t\tthis.filter = value;\n\t\tthis.gain.connect( this.filter );\n\t\tthis.filter.connect( this.context.destination );\n\n\t\treturn this;\n\n\t},\n\n\tgetMasterVolume: function () {\n\n\t\treturn this.gain.gain.value;\n\n\t},\n\n\tsetMasterVolume: function ( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tObject3D.prototype.updateMatrixWorld.call( this, force );\n\n\t\tvar listener = this.context.listener;\n\t\tvar up = this.up;\n\n\t\tthis.timeDelta = this._clock.getDelta();\n\n\t\tthis.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );\n\n\t\t_orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );\n\n\t\tif ( listener.positionX ) {\n\n\t\t\t// code path for Chrome (see #14393)\n\n\t\t\tvar endTime = this.context.currentTime + this.timeDelta;\n\n\t\t\tlistener.positionX.linearRampToValueAtTime( _position$2.x, endTime );\n\t\t\tlistener.positionY.linearRampToValueAtTime( _position$2.y, endTime );\n\t\t\tlistener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );\n\t\t\tlistener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );\n\t\t\tlistener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );\n\t\t\tlistener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );\n\t\t\tlistener.upX.linearRampToValueAtTime( up.x, endTime );\n\t\t\tlistener.upY.linearRampToValueAtTime( up.y, endTime );\n\t\t\tlistener.upZ.linearRampToValueAtTime( up.z, endTime );\n\n\t\t} else {\n\n\t\t\tlistener.setPosition( _position$2.x, _position$2.y, _position$2.z );\n\t\t\tlistener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );\n\n\t\t}\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author Reece Aaron Lecrivain / http://reecenotes.com/\n */\n\nfunction Audio( listener ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Audio';\n\n\tthis.listener = listener;\n\tthis.context = listener.context;\n\n\tthis.gain = this.context.createGain();\n\tthis.gain.connect( listener.getInput() );\n\n\tthis.autoplay = false;\n\n\tthis.buffer = null;\n\tthis.detune = 0;\n\tthis.loop = false;\n\tthis.loopStart = 0;\n\tthis.loopEnd = 0;\n\tthis.offset = 0;\n\tthis.duration = undefined;\n\tthis.playbackRate = 1;\n\tthis.isPlaying = false;\n\tthis.hasPlaybackControl = true;\n\tthis.sourceType = 'empty';\n\n\tthis._startedAt = 0;\n\tthis._pausedAt = 0;\n\n\tthis.filters = [];\n\n}\n\nAudio.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Audio,\n\n\tgetOutput: function () {\n\n\t\treturn this.gain;\n\n\t},\n\n\tsetNodeSource: function ( audioNode ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'audioNode';\n\t\tthis.source = audioNode;\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t},\n\n\tsetMediaElementSource: function ( mediaElement ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaNode';\n\t\tthis.source = this.context.createMediaElementSource( mediaElement );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t},\n\n\tsetMediaStreamSource: function ( mediaStream ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaStreamNode';\n\t\tthis.source = this.context.createMediaStreamSource( mediaStream );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t},\n\n\tsetBuffer: function ( audioBuffer ) {\n\n\t\tthis.buffer = audioBuffer;\n\t\tthis.sourceType = 'buffer';\n\n\t\tif ( this.autoplay ) this.play();\n\n\t\treturn this;\n\n\t},\n\n\tplay: function ( delay ) {\n\n\t\tif ( delay === undefined ) delay = 0;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: Audio is already playing.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._startedAt = this.context.currentTime + delay;\n\n\t\tvar source = this.context.createBufferSource();\n\t\tsource.buffer = this.buffer;\n\t\tsource.loop = this.loop;\n\t\tsource.loopStart = this.loopStart;\n\t\tsource.loopEnd = this.loopEnd;\n\t\tsource.onended = this.onEnded.bind( this );\n\t\tsource.start( this._startedAt, this._pausedAt + this.offset, this.duration );\n\n\t\tthis.isPlaying = true;\n\n\t\tthis.source = source;\n\n\t\tthis.setDetune( this.detune );\n\t\tthis.setPlaybackRate( this.playbackRate );\n\n\t\treturn this.connect();\n\n\t},\n\n\tpause: function () {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis._pausedAt = ( this.context.currentTime - this._startedAt ) * this.playbackRate;\n\n\t\t\tthis.source.stop();\n\t\t\tthis.source.onended = null;\n\n\t\t\tthis.isPlaying = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tstop: function () {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._pausedAt = 0;\n\n\t\tthis.source.stop();\n\t\tthis.source.onended = null;\n\t\tthis.isPlaying = false;\n\n\t\treturn this;\n\n\t},\n\n\tconnect: function () {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.connect( this.filters[ 0 ] );\n\n\t\t\tfor ( var i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].connect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].connect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.connect( this.getOutput() );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tdisconnect: function () {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.disconnect( this.filters[ 0 ] );\n\n\t\t\tfor ( var i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].disconnect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.disconnect( this.getOutput() );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tgetFilters: function () {\n\n\t\treturn this.filters;\n\n\t},\n\n\tsetFilters: function ( value ) {\n\n\t\tif ( ! value ) value = [];\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.disconnect();\n\t\t\tthis.filters = value;\n\t\t\tthis.connect();\n\n\t\t} else {\n\n\t\t\tthis.filters = value;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetDetune: function ( value ) {\n\n\t\tthis.detune = value;\n\n\t\tif ( this.source.detune === undefined ) return; // only set detune when available\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tgetDetune: function () {\n\n\t\treturn this.detune;\n\n\t},\n\n\tgetFilter: function () {\n\n\t\treturn this.getFilters()[ 0 ];\n\n\t},\n\n\tsetFilter: function ( filter ) {\n\n\t\treturn this.setFilters( filter ? [ filter ] : [] );\n\n\t},\n\n\tsetPlaybackRate: function ( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.playbackRate = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tgetPlaybackRate: function () {\n\n\t\treturn this.playbackRate;\n\n\t},\n\n\tonEnded: function () {\n\n\t\tthis.isPlaying = false;\n\n\t},\n\n\tgetLoop: function () {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn this.loop;\n\n\t},\n\n\tsetLoop: function ( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.loop = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.loop = this.loop;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetLoopStart: function ( value ) {\n\n\t\tthis.loopStart = value;\n\n\t\treturn this;\n\n\t},\n\n\tsetLoopEnd: function ( value ) {\n\n\t\tthis.loopEnd = value;\n\n\t\treturn this;\n\n\t},\n\n\tgetVolume: function () {\n\n\t\treturn this.gain.gain.value;\n\n\t},\n\n\tsetVolume: function ( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nvar _position$3 = new Vector3();\nvar _quaternion$4 = new Quaternion();\nvar _scale$2 = new Vector3();\nvar _orientation$1 = new Vector3();\n\nfunction PositionalAudio( listener ) {\n\n\tAudio.call( this, listener );\n\n\tthis.panner = this.context.createPanner();\n\tthis.panner.panningModel = 'HRTF';\n\tthis.panner.connect( this.gain );\n\n}\n\nPositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {\n\n\tconstructor: PositionalAudio,\n\n\tgetOutput: function () {\n\n\t\treturn this.panner;\n\n\t},\n\n\tgetRefDistance: function () {\n\n\t\treturn this.panner.refDistance;\n\n\t},\n\n\tsetRefDistance: function ( value ) {\n\n\t\tthis.panner.refDistance = value;\n\n\t\treturn this;\n\n\t},\n\n\tgetRolloffFactor: function () {\n\n\t\treturn this.panner.rolloffFactor;\n\n\t},\n\n\tsetRolloffFactor: function ( value ) {\n\n\t\tthis.panner.rolloffFactor = value;\n\n\t\treturn this;\n\n\t},\n\n\tgetDistanceModel: function () {\n\n\t\treturn this.panner.distanceModel;\n\n\t},\n\n\tsetDistanceModel: function ( value ) {\n\n\t\tthis.panner.distanceModel = value;\n\n\t\treturn this;\n\n\t},\n\n\tgetMaxDistance: function () {\n\n\t\treturn this.panner.maxDistance;\n\n\t},\n\n\tsetMaxDistance: function ( value ) {\n\n\t\tthis.panner.maxDistance = value;\n\n\t\treturn this;\n\n\t},\n\n\tsetDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {\n\n\t\tthis.panner.coneInnerAngle = coneInnerAngle;\n\t\tthis.panner.coneOuterAngle = coneOuterAngle;\n\t\tthis.panner.coneOuterGain = coneOuterGain;\n\n\t\treturn this;\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tObject3D.prototype.updateMatrixWorld.call( this, force );\n\n\t\tif ( this.hasPlaybackControl === true && this.isPlaying === false ) return;\n\n\t\tthis.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );\n\n\t\t_orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );\n\n\t\tvar panner = this.panner;\n\n\t\tif ( panner.positionX ) {\n\n\t\t\t// code path for Chrome and Firefox (see #14393)\n\n\t\t\tvar endTime = this.context.currentTime + this.listener.timeDelta;\n\n\t\t\tpanner.positionX.linearRampToValueAtTime( _position$3.x, endTime );\n\t\t\tpanner.positionY.linearRampToValueAtTime( _position$3.y, endTime );\n\t\t\tpanner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );\n\t\t\tpanner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );\n\t\t\tpanner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );\n\t\t\tpanner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );\n\n\t\t} else {\n\n\t\t\tpanner.setPosition( _position$3.x, _position$3.y, _position$3.z );\n\t\t\tpanner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );\n\n\t\t}\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction AudioAnalyser( audio, fftSize ) {\n\n\tthis.analyser = audio.context.createAnalyser();\n\tthis.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;\n\n\tthis.data = new Uint8Array( this.analyser.frequencyBinCount );\n\n\taudio.getOutput().connect( this.analyser );\n\n}\n\nObject.assign( AudioAnalyser.prototype, {\n\n\tgetFrequencyData: function () {\n\n\t\tthis.analyser.getByteFrequencyData( this.data );\n\n\t\treturn this.data;\n\n\t},\n\n\tgetAverageFrequency: function () {\n\n\t\tvar value = 0, data = this.getFrequencyData();\n\n\t\tfor ( var i = 0; i < data.length; i ++ ) {\n\n\t\t\tvalue += data[ i ];\n\n\t\t}\n\n\t\treturn value / data.length;\n\n\t}\n\n} );\n\n/**\n *\n * Buffered scene graph property that allows weighted accumulation.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction PropertyMixer( binding, typeName, valueSize ) {\n\n\tthis.binding = binding;\n\tthis.valueSize = valueSize;\n\n\tvar bufferType = Float64Array,\n\t\tmixFunction;\n\n\tswitch ( typeName ) {\n\n\t\tcase 'quaternion':\n\t\t\tmixFunction = this._slerp;\n\t\t\tbreak;\n\n\t\tcase 'string':\n\t\tcase 'bool':\n\t\t\tbufferType = Array;\n\t\t\tmixFunction = this._select;\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tmixFunction = this._lerp;\n\n\t}\n\n\tthis.buffer = new bufferType( valueSize * 4 );\n\t// layout: [ incoming | accu0 | accu1 | orig ]\n\t//\n\t// interpolators can use .buffer as their .result\n\t// the data then goes to 'incoming'\n\t//\n\t// 'accu0' and 'accu1' are used frame-interleaved for\n\t// the cumulative result and are compared to detect\n\t// changes\n\t//\n\t// 'orig' stores the original state of the property\n\n\tthis._mixBufferRegion = mixFunction;\n\n\tthis.cumulativeWeight = 0;\n\n\tthis.useCount = 0;\n\tthis.referenceCount = 0;\n\n}\n\nObject.assign( PropertyMixer.prototype, {\n\n\t// accumulate data in the 'incoming' region into 'accu'\n\taccumulate: function ( accuIndex, weight ) {\n\n\t\t// note: happily accumulating nothing when weight = 0, the caller knows\n\t\t// the weight and shouldn't have made the call in the first place\n\n\t\tvar buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = accuIndex * stride + stride,\n\n\t\t\tcurrentWeight = this.cumulativeWeight;\n\n\t\tif ( currentWeight === 0 ) {\n\n\t\t\t// accuN := incoming * weight\n\n\t\t\tfor ( var i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ offset + i ] = buffer[ i ];\n\n\t\t\t}\n\n\t\t\tcurrentWeight = weight;\n\n\t\t} else {\n\n\t\t\t// accuN := accuN + incoming * weight\n\n\t\t\tcurrentWeight += weight;\n\t\t\tvar mix = weight / currentWeight;\n\t\t\tthis._mixBufferRegion( buffer, offset, 0, mix, stride );\n\n\t\t}\n\n\t\tthis.cumulativeWeight = currentWeight;\n\n\t},\n\n\t// apply the state of 'accu' to the binding when accus differ\n\tapply: function ( accuIndex ) {\n\n\t\tvar stride = this.valueSize,\n\t\t\tbuffer = this.buffer,\n\t\t\toffset = accuIndex * stride + stride,\n\n\t\t\tweight = this.cumulativeWeight,\n\n\t\t\tbinding = this.binding;\n\n\t\tthis.cumulativeWeight = 0;\n\n\t\tif ( weight < 1 ) {\n\n\t\t\t// accuN := accuN + original * ( 1 - cumulativeWeight )\n\n\t\t\tvar originalValueOffset = stride * 3;\n\n\t\t\tthis._mixBufferRegion(\n\t\t\t\tbuffer, offset, originalValueOffset, 1 - weight, stride );\n\n\t\t}\n\n\t\tfor ( var i = stride, e = stride + stride; i !== e; ++ i ) {\n\n\t\t\tif ( buffer[ i ] !== buffer[ i + stride ] ) {\n\n\t\t\t\t// value has changed -> update scene graph\n\n\t\t\t\tbinding.setValue( buffer, offset );\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t// remember the state of the bound property and copy it to both accus\n\tsaveOriginalState: function () {\n\n\t\tvar binding = this.binding;\n\n\t\tvar buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\n\t\t\toriginalValueOffset = stride * 3;\n\n\t\tbinding.getValue( buffer, originalValueOffset );\n\n\t\t// accu[0..1] := orig -- initially detect changes against the original\n\t\tfor ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {\n\n\t\t\tbuffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];\n\n\t\t}\n\n\t\tthis.cumulativeWeight = 0;\n\n\t},\n\n\t// apply the state previously taken via 'saveOriginalState' to the binding\n\trestoreOriginalState: function () {\n\n\t\tvar originalValueOffset = this.valueSize * 3;\n\t\tthis.binding.setValue( this.buffer, originalValueOffset );\n\n\t},\n\n\n\t// mix functions\n\n\t_select: function ( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tif ( t >= 0.5 ) {\n\n\t\t\tfor ( var i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ dstOffset + i ] = buffer[ srcOffset + i ];\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t_slerp: function ( buffer, dstOffset, srcOffset, t ) {\n\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );\n\n\t},\n\n\t_lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tvar s = 1 - t;\n\n\t\tfor ( var i = 0; i !== stride; ++ i ) {\n\n\t\t\tvar j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n} );\n\n/**\n *\n * A reference to a real property in the scene graph.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\n// Characters [].:/ are reserved for track binding syntax.\nvar _RESERVED_CHARS_RE = '\\\\[\\\\]\\\\.:\\\\/';\nvar _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );\n\n// Attempts to allow node names from any language. ES5's `\\w` regexp matches\n// only latin characters, and the unicode \\p{L} is not yet supported. So\n// instead, we exclude reserved characters and match everything else.\nvar _wordChar = '[^' + _RESERVED_CHARS_RE + ']';\nvar _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\\\.', '' ) + ']';\n\n// Parent directories, delimited by '/' or ':'. Currently unused, but must\n// be matched to parse the rest of the track name.\nvar _directoryRe = /((?:WC+[\\/:])*)/.source.replace( 'WC', _wordChar );\n\n// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.\nvar _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );\n\n// Object on target node, and accessor. May not contain reserved\n// characters. Accessor may contain any character except closing bracket.\nvar _objectRe = /(?:\\.(WC+)(?:\\[(.+)\\])?)?/.source.replace( 'WC', _wordChar );\n\n// Property and accessor. May not contain reserved characters. Accessor may\n// contain any non-bracket characters.\nvar _propertyRe = /\\.(WC+)(?:\\[(.+)\\])?/.source.replace( 'WC', _wordChar );\n\nvar _trackRe = new RegExp( ''\n\t+ '^'\n\t+ _directoryRe\n\t+ _nodeRe\n\t+ _objectRe\n\t+ _propertyRe\n\t+ '$'\n);\n\nvar _supportedObjectNames = [ 'material', 'materials', 'bones' ];\n\nfunction Composite( targetGroup, path, optionalParsedPath ) {\n\n\tvar parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );\n\n\tthis._targetGroup = targetGroup;\n\tthis._bindings = targetGroup.subscribe_( path, parsedPath );\n\n}\n\nObject.assign( Composite.prototype, {\n\n\tgetValue: function ( array, offset ) {\n\n\t\tthis.bind(); // bind all binding\n\n\t\tvar firstValidIndex = this._targetGroup.nCachedObjects_,\n\t\t\tbinding = this._bindings[ firstValidIndex ];\n\n\t\t// and only call .getValue on the first\n\t\tif ( binding !== undefined ) binding.getValue( array, offset );\n\n\t},\n\n\tsetValue: function ( array, offset ) {\n\n\t\tvar bindings = this._bindings;\n\n\t\tfor ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].setValue( array, offset );\n\n\t\t}\n\n\t},\n\n\tbind: function () {\n\n\t\tvar bindings = this._bindings;\n\n\t\tfor ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].bind();\n\n\t\t}\n\n\t},\n\n\tunbind: function () {\n\n\t\tvar bindings = this._bindings;\n\n\t\tfor ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].unbind();\n\n\t\t}\n\n\t}\n\n} );\n\n\nfunction PropertyBinding( rootNode, path, parsedPath ) {\n\n\tthis.path = path;\n\tthis.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );\n\n\tthis.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;\n\n\tthis.rootNode = rootNode;\n\n}\n\nObject.assign( PropertyBinding, {\n\n\tComposite: Composite,\n\n\tcreate: function ( root, path, parsedPath ) {\n\n\t\tif ( ! ( root && root.isAnimationObjectGroup ) ) {\n\n\t\t\treturn new PropertyBinding( root, path, parsedPath );\n\n\t\t} else {\n\n\t\t\treturn new PropertyBinding.Composite( root, path, parsedPath );\n\n\t\t}\n\n\t},\n\n\t/**\n\t * Replaces spaces with underscores and removes unsupported characters from\n\t * node names, to ensure compatibility with parseTrackName().\n\t *\n\t * @param {string} name Node name to be sanitized.\n\t * @return {string}\n\t */\n\tsanitizeNodeName: function ( name ) {\n\n\t\treturn name.replace( /\\s/g, '_' ).replace( _reservedRe, '' );\n\n\t},\n\n\tparseTrackName: function ( trackName ) {\n\n\t\tvar matches = _trackRe.exec( trackName );\n\n\t\tif ( ! matches ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );\n\n\t\t}\n\n\t\tvar results = {\n\t\t\t// directoryName: matches[ 1 ], // (tschw) currently unused\n\t\t\tnodeName: matches[ 2 ],\n\t\t\tobjectName: matches[ 3 ],\n\t\t\tobjectIndex: matches[ 4 ],\n\t\t\tpropertyName: matches[ 5 ], // required\n\t\t\tpropertyIndex: matches[ 6 ]\n\t\t};\n\n\t\tvar lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );\n\n\t\tif ( lastDot !== undefined && lastDot !== - 1 ) {\n\n\t\t\tvar objectName = results.nodeName.substring( lastDot + 1 );\n\n\t\t\t// Object names must be checked against a whitelist. Otherwise, there\n\t\t\t// is no way to parse 'foo.bar.baz': 'baz' must be a property, but\n\t\t\t// 'bar' could be the objectName, or part of a nodeName (which can\n\t\t\t// include '.' characters).\n\t\t\tif ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {\n\n\t\t\t\tresults.nodeName = results.nodeName.substring( 0, lastDot );\n\t\t\t\tresults.objectName = objectName;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( results.propertyName === null || results.propertyName.length === 0 ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );\n\n\t\t}\n\n\t\treturn results;\n\n\t},\n\n\tfindNode: function ( root, nodeName ) {\n\n\t\tif ( ! nodeName || nodeName === \"\" || nodeName === \"root\" || nodeName === \".\" || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {\n\n\t\t\treturn root;\n\n\t\t}\n\n\t\t// search into skeleton bones.\n\t\tif ( root.skeleton ) {\n\n\t\t\tvar bone = root.skeleton.getBoneByName( nodeName );\n\n\t\t\tif ( bone !== undefined ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// search into node subtree.\n\t\tif ( root.children ) {\n\n\t\t\tvar searchNodeSubtree = function ( children ) {\n\n\t\t\t\tfor ( var i = 0; i < children.length; i ++ ) {\n\n\t\t\t\t\tvar childNode = children[ i ];\n\n\t\t\t\t\tif ( childNode.name === nodeName || childNode.uuid === nodeName ) {\n\n\t\t\t\t\t\treturn childNode;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tvar result = searchNodeSubtree( childNode.children );\n\n\t\t\t\t\tif ( result ) return result;\n\n\t\t\t\t}\n\n\t\t\t\treturn null;\n\n\t\t\t};\n\n\t\t\tvar subTreeNode = searchNodeSubtree( root.children );\n\n\t\t\tif ( subTreeNode ) {\n\n\t\t\t\treturn subTreeNode;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n} );\n\nObject.assign( PropertyBinding.prototype, { // prototype, continued\n\n\t// these are used to \"bind\" a nonexistent property\n\t_getValue_unavailable: function () {},\n\t_setValue_unavailable: function () {},\n\n\tBindingType: {\n\t\tDirect: 0,\n\t\tEntireArray: 1,\n\t\tArrayElement: 2,\n\t\tHasFromToArray: 3\n\t},\n\n\tVersioning: {\n\t\tNone: 0,\n\t\tNeedsUpdate: 1,\n\t\tMatrixWorldNeedsUpdate: 2\n\t},\n\n\tGetterByBindingType: [\n\n\t\tfunction getValue_direct( buffer, offset ) {\n\n\t\t\tbuffer[ offset ] = this.node[ this.propertyName ];\n\n\t\t},\n\n\t\tfunction getValue_array( buffer, offset ) {\n\n\t\t\tvar source = this.resolvedProperty;\n\n\t\t\tfor ( var i = 0, n = source.length; i !== n; ++ i ) {\n\n\t\t\t\tbuffer[ offset ++ ] = source[ i ];\n\n\t\t\t}\n\n\t\t},\n\n\t\tfunction getValue_arrayElement( buffer, offset ) {\n\n\t\t\tbuffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];\n\n\t\t},\n\n\t\tfunction getValue_toArray( buffer, offset ) {\n\n\t\t\tthis.resolvedProperty.toArray( buffer, offset );\n\n\t\t}\n\n\t],\n\n\tSetterByBindingTypeAndVersioning: [\n\n\t\t[\n\t\t\t// Direct\n\n\t\t\tfunction setValue_direct( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\n\t\t\t},\n\n\t\t\tfunction setValue_direct_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// EntireArray\n\n\t\t\tfunction setValue_array( buffer, offset ) {\n\n\t\t\t\tvar dest = this.resolvedProperty;\n\n\t\t\t\tfor ( var i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tfunction setValue_array_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tvar dest = this.resolvedProperty;\n\n\t\t\t\tfor ( var i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tvar dest = this.resolvedProperty;\n\n\t\t\t\tfor ( var i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// ArrayElement\n\n\t\t\tfunction setValue_arrayElement( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\n\t\t\t},\n\n\t\t\tfunction setValue_arrayElement_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// HasToFromArray\n\n\t\t\tfunction setValue_fromArray( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\n\t\t\t},\n\n\t\t\tfunction setValue_fromArray_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t]\n\n\t],\n\n\tgetValue: function getValue_unbound( targetArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.getValue( targetArray, offset );\n\n\t\t// Note: This class uses a State pattern on a per-method basis:\n\t\t// 'bind' sets 'this.getValue' / 'setValue' and shadows the\n\t\t// prototype version of these methods with one that represents\n\t\t// the bound state. When the property is not found, the methods\n\t\t// become no-ops.\n\n\t},\n\n\tsetValue: function getValue_unbound( sourceArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.setValue( sourceArray, offset );\n\n\t},\n\n\t// create getter / setter pair for a property in the scene graph\n\tbind: function () {\n\n\t\tvar targetObject = this.node,\n\t\t\tparsedPath = this.parsedPath,\n\n\t\t\tobjectName = parsedPath.objectName,\n\t\t\tpropertyName = parsedPath.propertyName,\n\t\t\tpropertyIndex = parsedPath.propertyIndex;\n\n\t\tif ( ! targetObject ) {\n\n\t\t\ttargetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;\n\n\t\t\tthis.node = targetObject;\n\n\t\t}\n\n\t\t// set fail state so we can just 'return' on error\n\t\tthis.getValue = this._getValue_unavailable;\n\t\tthis.setValue = this._setValue_unavailable;\n\n\t\t// ensure there is a value node\n\t\tif ( ! targetObject ) {\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\\'t found.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( objectName ) {\n\n\t\t\tvar objectIndex = parsedPath.objectIndex;\n\n\t\t\t// special cases were we need to reach deeper into the hierarchy to get the face materials....\n\t\t\tswitch ( objectName ) {\n\n\t\t\t\tcase 'materials':\n\n\t\t\t\t\tif ( ! targetObject.material ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! targetObject.material.materials ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject.material.materials;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'bones':\n\n\t\t\t\t\tif ( ! targetObject.skeleton ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// potential future optimization: skip this if propertyIndex is already an integer\n\t\t\t\t\t// and convert the integer string to a true integer.\n\n\t\t\t\t\ttargetObject = targetObject.skeleton.bones;\n\n\t\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\t\tfor ( var i = 0; i < targetObject.length; i ++ ) {\n\n\t\t\t\t\t\tif ( targetObject[ i ].name === objectIndex ) {\n\n\t\t\t\t\t\t\tobjectIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tif ( targetObject[ objectName ] === undefined ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject[ objectName ];\n\n\t\t\t}\n\n\n\t\t\tif ( objectIndex !== undefined ) {\n\n\t\t\t\tif ( targetObject[ objectIndex ] === undefined ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\ttargetObject = targetObject[ objectIndex ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// resolve property\n\t\tvar nodeProperty = targetObject[ propertyName ];\n\n\t\tif ( nodeProperty === undefined ) {\n\n\t\t\tvar nodeName = parsedPath.nodeName;\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +\n\t\t\t\t'.' + propertyName + ' but it wasn\\'t found.', targetObject );\n\t\t\treturn;\n\n\t\t}\n\n\t\t// determine versioning scheme\n\t\tvar versioning = this.Versioning.None;\n\n\t\tthis.targetObject = targetObject;\n\n\t\tif ( targetObject.needsUpdate !== undefined ) { // material\n\n\t\t\tversioning = this.Versioning.NeedsUpdate;\n\n\t\t} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform\n\n\t\t\tversioning = this.Versioning.MatrixWorldNeedsUpdate;\n\n\t\t}\n\n\t\t// determine how the property gets bound\n\t\tvar bindingType = this.BindingType.Direct;\n\n\t\tif ( propertyIndex !== undefined ) {\n\n\t\t\t// access a sub element of the property array (only primitives are supported right now)\n\n\t\t\tif ( propertyName === \"morphTargetInfluences\" ) {\n\n\t\t\t\t// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.\n\n\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\tif ( ! targetObject.geometry ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( targetObject.geometry.isBufferGeometry ) {\n\n\t\t\t\t\tif ( ! targetObject.geometry.morphAttributes ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {\n\n\t\t\t\t\t\tif ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {\n\n\t\t\t\t\t\t\tpropertyIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( ! targetObject.geometry.morphTargets ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {\n\n\t\t\t\t\t\tif ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {\n\n\t\t\t\t\t\t\tpropertyIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tbindingType = this.BindingType.ArrayElement;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\t\t\tthis.propertyIndex = propertyIndex;\n\n\t\t} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {\n\n\t\t\t// must use copy for Object3D.Euler/Quaternion\n\n\t\t\tbindingType = this.BindingType.HasFromToArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else if ( Array.isArray( nodeProperty ) ) {\n\n\t\t\tbindingType = this.BindingType.EntireArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else {\n\n\t\t\tthis.propertyName = propertyName;\n\n\t\t}\n\n\t\t// select getter / setter\n\t\tthis.getValue = this.GetterByBindingType[ bindingType ];\n\t\tthis.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];\n\n\t},\n\n\tunbind: function () {\n\n\t\tthis.node = null;\n\n\t\t// back to the prototype version of getValue / setValue\n\t\t// note: avoiding to mutate the shape of 'this' via 'delete'\n\t\tthis.getValue = this._getValue_unbound;\n\t\tthis.setValue = this._setValue_unbound;\n\n\t}\n\n} );\n\n//!\\ DECLARE ALIAS AFTER assign prototype !\nObject.assign( PropertyBinding.prototype, {\n\n\t// initial state of these methods that calls 'bind'\n\t_getValue_unbound: PropertyBinding.prototype.getValue,\n\t_setValue_unbound: PropertyBinding.prototype.setValue,\n\n} );\n\n/**\n *\n * A group of objects that receives a shared animation state.\n *\n * Usage:\n *\n * - Add objects you would otherwise pass as 'root' to the\n * constructor or the .clipAction method of AnimationMixer.\n *\n * - Instead pass this object as 'root'.\n *\n * - You can also add and remove objects later when the mixer\n * is running.\n *\n * Note:\n *\n * Objects of this class appear as one object to the mixer,\n * so cache control of the individual objects must be done\n * on the group.\n *\n * Limitation:\n *\n * - The animated properties must be compatible among the\n * all objects in the group.\n *\n * - A single property can either be controlled through a\n * target group or directly, but not both.\n *\n * @author tschw\n */\n\nfunction AnimationObjectGroup() {\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\t// cached objects followed by the active ones\n\tthis._objects = Array.prototype.slice.call( arguments );\n\n\tthis.nCachedObjects_ = 0; // threshold\n\t// note: read by PropertyBinding.Composite\n\n\tvar indices = {};\n\tthis._indicesByUUID = indices; // for bookkeeping\n\n\tfor ( var i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\tindices[ arguments[ i ].uuid ] = i;\n\n\t}\n\n\tthis._paths = []; // inside: string\n\tthis._parsedPaths = []; // inside: { we don't care, here }\n\tthis._bindings = []; // inside: Array< PropertyBinding >\n\tthis._bindingsIndicesByPath = {}; // inside: indices in these arrays\n\n\tvar scope = this;\n\n\tthis.stats = {\n\n\t\tobjects: {\n\t\t\tget total() {\n\n\t\t\t\treturn scope._objects.length;\n\n\t\t\t},\n\t\t\tget inUse() {\n\n\t\t\t\treturn this.total - scope.nCachedObjects_;\n\n\t\t\t}\n\t\t},\n\t\tget bindingsPerObject() {\n\n\t\t\treturn scope._bindings.length;\n\n\t\t}\n\n\t};\n\n}\n\nObject.assign( AnimationObjectGroup.prototype, {\n\n\tisAnimationObjectGroup: true,\n\n\tadd: function () {\n\n\t\tvar objects = this._objects,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tpaths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length,\n\t\t\tknownObject = undefined;\n\n\t\tfor ( var i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tvar object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index === undefined ) {\n\n\t\t\t\t// unknown object -> add it to the ACTIVE region\n\n\t\t\t\tindex = nObjects ++;\n\t\t\t\tindicesByUUID[ uuid ] = index;\n\t\t\t\tobjects.push( object );\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( var j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tbindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );\n\n\t\t\t\t}\n\n\t\t\t} else if ( index < nCachedObjects ) {\n\n\t\t\t\tknownObject = objects[ index ];\n\n\t\t\t\t// move existing object to the ACTIVE region\n\n\t\t\t\tvar firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ];\n\n\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = firstActiveIndex;\n\t\t\t\tobjects[ firstActiveIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( var j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tvar bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ],\n\t\t\t\t\t\tbinding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\n\t\t\t\t\tif ( binding === undefined ) {\n\n\t\t\t\t\t\t// since we do not bother to create new bindings\n\t\t\t\t\t\t// for objects that are cached, the binding may\n\t\t\t\t\t\t// or may not exist\n\n\t\t\t\t\t\tbinding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t} else if ( objects[ index ] !== knownObject ) {\n\n\t\t\t\tconsole.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +\n\t\t\t\t\t'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );\n\n\t\t\t} // else the object is already where we want it to be\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t},\n\n\tremove: function () {\n\n\t\tvar objects = this._objects,\n\t\t\tnCachedObjects = this.nCachedObjects_,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tfor ( var i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tvar object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined && index >= nCachedObjects ) {\n\n\t\t\t\t// move existing object into the CACHED region\n\n\t\t\t\tvar lastCachedIndex = nCachedObjects ++,\n\t\t\t\t\tfirstActiveObject = objects[ lastCachedIndex ];\n\n\t\t\t\tindicesByUUID[ firstActiveObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = firstActiveObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = lastCachedIndex;\n\t\t\t\tobjects[ lastCachedIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( var j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tvar bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tfirstActive = bindingsForPath[ lastCachedIndex ],\n\t\t\t\t\t\tbinding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = firstActive;\n\t\t\t\t\tbindingsForPath[ lastCachedIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t},\n\n\t// remove & forget\n\tuncache: function () {\n\n\t\tvar objects = this._objects,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tfor ( var i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tvar object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined ) {\n\n\t\t\t\tdelete indicesByUUID[ uuid ];\n\n\t\t\t\tif ( index < nCachedObjects ) {\n\n\t\t\t\t\t// object is cached, shrink the CACHED region\n\n\t\t\t\t\tvar firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ],\n\t\t\t\t\t\tlastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\t// last cached object takes this object's place\n\t\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\t\t// last object goes to the activated slot and pop\n\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = firstActiveIndex;\n\t\t\t\t\tobjects[ firstActiveIndex ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( var j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tvar bindingsForPath = bindings[ j ],\n\t\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ],\n\t\t\t\t\t\t\tlast = bindingsForPath[ lastIndex ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\t\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = last;\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// object is active, just swap with the last and pop\n\n\t\t\t\t\tvar lastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = index;\n\t\t\t\t\tobjects[ index ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( var j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tvar bindingsForPath = bindings[ j ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = bindingsForPath[ lastIndex ];\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} // cached or active\n\n\t\t\t} // if object is known\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t},\n\n\t// Internal interface used by befriended PropertyBinding.Composite:\n\n\tsubscribe_: function ( path, parsedPath ) {\n\n\t\t// returns an array of bindings for the given path that is changed\n\t\t// according to the contained objects in the group\n\n\t\tvar indicesByPath = this._bindingsIndicesByPath,\n\t\t\tindex = indicesByPath[ path ],\n\t\t\tbindings = this._bindings;\n\n\t\tif ( index !== undefined ) return bindings[ index ];\n\n\t\tvar paths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tobjects = this._objects,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_,\n\t\t\tbindingsForPath = new Array( nObjects );\n\n\t\tindex = bindings.length;\n\n\t\tindicesByPath[ path ] = index;\n\n\t\tpaths.push( path );\n\t\tparsedPaths.push( parsedPath );\n\t\tbindings.push( bindingsForPath );\n\n\t\tfor ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {\n\n\t\t\tvar object = objects[ i ];\n\t\t\tbindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );\n\n\t\t}\n\n\t\treturn bindingsForPath;\n\n\t},\n\n\tunsubscribe_: function ( path ) {\n\n\t\t// tells the group to forget about a property path and no longer\n\t\t// update the array previously obtained with 'subscribe_'\n\n\t\tvar indicesByPath = this._bindingsIndicesByPath,\n\t\t\tindex = indicesByPath[ path ];\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tvar paths = this._paths,\n\t\t\t\tparsedPaths = this._parsedPaths,\n\t\t\t\tbindings = this._bindings,\n\t\t\t\tlastBindingsIndex = bindings.length - 1,\n\t\t\t\tlastBindings = bindings[ lastBindingsIndex ],\n\t\t\t\tlastBindingsPath = path[ lastBindingsIndex ];\n\n\t\t\tindicesByPath[ lastBindingsPath ] = index;\n\n\t\t\tbindings[ index ] = lastBindings;\n\t\t\tbindings.pop();\n\n\t\t\tparsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];\n\t\t\tparsedPaths.pop();\n\n\t\t\tpaths[ index ] = paths[ lastBindingsIndex ];\n\t\t\tpaths.pop();\n\n\t\t}\n\n\t}\n\n} );\n\n/**\n *\n * Action provided by AnimationMixer for scheduling clip playback on specific\n * objects.\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n *\n */\n\nfunction AnimationAction( mixer, clip, localRoot ) {\n\n\tthis._mixer = mixer;\n\tthis._clip = clip;\n\tthis._localRoot = localRoot || null;\n\n\tvar tracks = clip.tracks,\n\t\tnTracks = tracks.length,\n\t\tinterpolants = new Array( nTracks );\n\n\tvar interpolantSettings = {\n\t\tendingStart: ZeroCurvatureEnding,\n\t\tendingEnd: ZeroCurvatureEnding\n\t};\n\n\tfor ( var i = 0; i !== nTracks; ++ i ) {\n\n\t\tvar interpolant = tracks[ i ].createInterpolant( null );\n\t\tinterpolants[ i ] = interpolant;\n\t\tinterpolant.settings = interpolantSettings;\n\n\t}\n\n\tthis._interpolantSettings = interpolantSettings;\n\n\tthis._interpolants = interpolants; // bound by the mixer\n\n\t// inside: PropertyMixer (managed by the mixer)\n\tthis._propertyBindings = new Array( nTracks );\n\n\tthis._cacheIndex = null; // for the memory manager\n\tthis._byClipCacheIndex = null; // for the memory manager\n\n\tthis._timeScaleInterpolant = null;\n\tthis._weightInterpolant = null;\n\n\tthis.loop = LoopRepeat;\n\tthis._loopCount = - 1;\n\n\t// global mixer time when the action is to be started\n\t// it's set back to 'null' upon start of the action\n\tthis._startTime = null;\n\n\t// scaled local time of the action\n\t// gets clamped or wrapped to 0..clip.duration according to loop\n\tthis.time = 0;\n\n\tthis.timeScale = 1;\n\tthis._effectiveTimeScale = 1;\n\n\tthis.weight = 1;\n\tthis._effectiveWeight = 1;\n\n\tthis.repetitions = Infinity; // no. of repetitions when looping\n\n\tthis.paused = false; // true -> zero effective time scale\n\tthis.enabled = true; // false -> zero effective weight\n\n\tthis.clampWhenFinished = false;// keep feeding the last frame?\n\n\tthis.zeroSlopeAtStart = true;// for smooth interpolation w/o separate\n\tthis.zeroSlopeAtEnd = true;// clips for start, loop and end\n\n}\n\nObject.assign( AnimationAction.prototype, {\n\n\t// State & Scheduling\n\n\tplay: function () {\n\n\t\tthis._mixer._activateAction( this );\n\n\t\treturn this;\n\n\t},\n\n\tstop: function () {\n\n\t\tthis._mixer._deactivateAction( this );\n\n\t\treturn this.reset();\n\n\t},\n\n\treset: function () {\n\n\t\tthis.paused = false;\n\t\tthis.enabled = true;\n\n\t\tthis.time = 0; // restart clip\n\t\tthis._loopCount = - 1;// forget previous loops\n\t\tthis._startTime = null;// forget scheduling\n\n\t\treturn this.stopFading().stopWarping();\n\n\t},\n\n\tisRunning: function () {\n\n\t\treturn this.enabled && ! this.paused && this.timeScale !== 0 &&\n\t\t\tthis._startTime === null && this._mixer._isActiveAction( this );\n\n\t},\n\n\t// return true when play has been called\n\tisScheduled: function () {\n\n\t\treturn this._mixer._isActiveAction( this );\n\n\t},\n\n\tstartAt: function ( time ) {\n\n\t\tthis._startTime = time;\n\n\t\treturn this;\n\n\t},\n\n\tsetLoop: function ( mode, repetitions ) {\n\n\t\tthis.loop = mode;\n\t\tthis.repetitions = repetitions;\n\n\t\treturn this;\n\n\t},\n\n\t// Weight\n\n\t// set the weight stopping any scheduled fading\n\t// although .enabled = false yields an effective weight of zero, this\n\t// method does *not* change .enabled, because it would be confusing\n\tsetEffectiveWeight: function ( weight ) {\n\n\t\tthis.weight = weight;\n\n\t\t// note: same logic as when updated at runtime\n\t\tthis._effectiveWeight = this.enabled ? weight : 0;\n\n\t\treturn this.stopFading();\n\n\t},\n\n\t// return the weight considering fading and .enabled\n\tgetEffectiveWeight: function () {\n\n\t\treturn this._effectiveWeight;\n\n\t},\n\n\tfadeIn: function ( duration ) {\n\n\t\treturn this._scheduleFading( duration, 0, 1 );\n\n\t},\n\n\tfadeOut: function ( duration ) {\n\n\t\treturn this._scheduleFading( duration, 1, 0 );\n\n\t},\n\n\tcrossFadeFrom: function ( fadeOutAction, duration, warp ) {\n\n\t\tfadeOutAction.fadeOut( duration );\n\t\tthis.fadeIn( duration );\n\n\t\tif ( warp ) {\n\n\t\t\tvar fadeInDuration = this._clip.duration,\n\t\t\t\tfadeOutDuration = fadeOutAction._clip.duration,\n\n\t\t\t\tstartEndRatio = fadeOutDuration / fadeInDuration,\n\t\t\t\tendStartRatio = fadeInDuration / fadeOutDuration;\n\n\t\t\tfadeOutAction.warp( 1.0, startEndRatio, duration );\n\t\t\tthis.warp( endStartRatio, 1.0, duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcrossFadeTo: function ( fadeInAction, duration, warp ) {\n\n\t\treturn fadeInAction.crossFadeFrom( this, duration, warp );\n\n\t},\n\n\tstopFading: function () {\n\n\t\tvar weightInterpolant = this._weightInterpolant;\n\n\t\tif ( weightInterpolant !== null ) {\n\n\t\t\tthis._weightInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( weightInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// Time Scale Control\n\n\t// set the time scale stopping any scheduled warping\n\t// although .paused = true yields an effective time scale of zero, this\n\t// method does *not* change .paused, because it would be confusing\n\tsetEffectiveTimeScale: function ( timeScale ) {\n\n\t\tthis.timeScale = timeScale;\n\t\tthis._effectiveTimeScale = this.paused ? 0 : timeScale;\n\n\t\treturn this.stopWarping();\n\n\t},\n\n\t// return the time scale considering warping and .paused\n\tgetEffectiveTimeScale: function () {\n\n\t\treturn this._effectiveTimeScale;\n\n\t},\n\n\tsetDuration: function ( duration ) {\n\n\t\tthis.timeScale = this._clip.duration / duration;\n\n\t\treturn this.stopWarping();\n\n\t},\n\n\tsyncWith: function ( action ) {\n\n\t\tthis.time = action.time;\n\t\tthis.timeScale = action.timeScale;\n\n\t\treturn this.stopWarping();\n\n\t},\n\n\thalt: function ( duration ) {\n\n\t\treturn this.warp( this._effectiveTimeScale, 0, duration );\n\n\t},\n\n\twarp: function ( startTimeScale, endTimeScale, duration ) {\n\n\t\tvar mixer = this._mixer, now = mixer.time,\n\t\t\tinterpolant = this._timeScaleInterpolant,\n\n\t\t\ttimeScale = this.timeScale;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._timeScaleInterpolant = interpolant;\n\n\t\t}\n\n\t\tvar times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\ttimes[ 1 ] = now + duration;\n\n\t\tvalues[ 0 ] = startTimeScale / timeScale;\n\t\tvalues[ 1 ] = endTimeScale / timeScale;\n\n\t\treturn this;\n\n\t},\n\n\tstopWarping: function () {\n\n\t\tvar timeScaleInterpolant = this._timeScaleInterpolant;\n\n\t\tif ( timeScaleInterpolant !== null ) {\n\n\t\t\tthis._timeScaleInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( timeScaleInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// Object Accessors\n\n\tgetMixer: function () {\n\n\t\treturn this._mixer;\n\n\t},\n\n\tgetClip: function () {\n\n\t\treturn this._clip;\n\n\t},\n\n\tgetRoot: function () {\n\n\t\treturn this._localRoot || this._mixer._root;\n\n\t},\n\n\t// Interna\n\n\t_update: function ( time, deltaTime, timeDirection, accuIndex ) {\n\n\t\t// called by the mixer\n\n\t\tif ( ! this.enabled ) {\n\n\t\t\t// call ._updateWeight() to update ._effectiveWeight\n\n\t\t\tthis._updateWeight( time );\n\t\t\treturn;\n\n\t\t}\n\n\t\tvar startTime = this._startTime;\n\n\t\tif ( startTime !== null ) {\n\n\t\t\t// check for scheduled start of action\n\n\t\t\tvar timeRunning = ( time - startTime ) * timeDirection;\n\t\t\tif ( timeRunning < 0 || timeDirection === 0 ) {\n\n\t\t\t\treturn; // yet to come / don't decide when delta = 0\n\n\t\t\t}\n\n\t\t\t// start\n\n\t\t\tthis._startTime = null; // unschedule\n\t\t\tdeltaTime = timeDirection * timeRunning;\n\n\t\t}\n\n\t\t// apply time scale and advance time\n\n\t\tdeltaTime *= this._updateTimeScale( time );\n\t\tvar clipTime = this._updateTime( deltaTime );\n\n\t\t// note: _updateTime may disable the action resulting in\n\t\t// an effective weight of 0\n\n\t\tvar weight = this._updateWeight( time );\n\n\t\tif ( weight > 0 ) {\n\n\t\t\tvar interpolants = this._interpolants;\n\t\t\tvar propertyMixers = this._propertyBindings;\n\n\t\t\tfor ( var j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\tpropertyMixers[ j ].accumulate( accuIndex, weight );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t_updateWeight: function ( time ) {\n\n\t\tvar weight = 0;\n\n\t\tif ( this.enabled ) {\n\n\t\t\tweight = this.weight;\n\t\t\tvar interpolant = this._weightInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tvar interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\tweight *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopFading();\n\n\t\t\t\t\tif ( interpolantValue === 0 ) {\n\n\t\t\t\t\t\t// faded out, disable\n\t\t\t\t\t\tthis.enabled = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveWeight = weight;\n\t\treturn weight;\n\n\t},\n\n\t_updateTimeScale: function ( time ) {\n\n\t\tvar timeScale = 0;\n\n\t\tif ( ! this.paused ) {\n\n\t\t\ttimeScale = this.timeScale;\n\n\t\t\tvar interpolant = this._timeScaleInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tvar interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\ttimeScale *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopWarping();\n\n\t\t\t\t\tif ( timeScale === 0 ) {\n\n\t\t\t\t\t\t// motion has halted, pause\n\t\t\t\t\t\tthis.paused = true;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// warp done - apply final time scale\n\t\t\t\t\t\tthis.timeScale = timeScale;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveTimeScale = timeScale;\n\t\treturn timeScale;\n\n\t},\n\n\t_updateTime: function ( deltaTime ) {\n\n\t\tvar time = this.time + deltaTime;\n\t\tvar duration = this._clip.duration;\n\t\tvar loop = this.loop;\n\t\tvar loopCount = this._loopCount;\n\n\t\tvar pingPong = ( loop === LoopPingPong );\n\n\t\tif ( deltaTime === 0 ) {\n\n\t\t\tif ( loopCount === - 1 ) return time;\n\n\t\t\treturn ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;\n\n\t\t}\n\n\t\tif ( loop === LoopOnce ) {\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tthis._loopCount = 0;\n\t\t\t\tthis._setEndings( true, true, false );\n\n\t\t\t}\n\n\t\t\thandle_stop: {\n\n\t\t\t\tif ( time >= duration ) {\n\n\t\t\t\t\ttime = duration;\n\n\t\t\t\t} else if ( time < 0 ) {\n\n\t\t\t\t\ttime = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tbreak handle_stop;\n\n\t\t\t\t}\n\n\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\telse this.enabled = false;\n\n\t\t\t\tthis.time = time;\n\n\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\tdirection: deltaTime < 0 ? - 1 : 1\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t} else { // repetitive Repeat or PingPong\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tif ( deltaTime >= 0 ) {\n\n\t\t\t\t\tloopCount = 0;\n\n\t\t\t\t\tthis._setEndings( true, this.repetitions === 0, pingPong );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// when looping in reverse direction, the initial\n\t\t\t\t\t// transition through zero counts as a repetition,\n\t\t\t\t\t// so leave loopCount at -1\n\n\t\t\t\t\tthis._setEndings( this.repetitions === 0, true, pingPong );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( time >= duration || time < 0 ) {\n\n\t\t\t\t// wrap around\n\n\t\t\t\tvar loopDelta = Math.floor( time / duration ); // signed\n\t\t\t\ttime -= duration * loopDelta;\n\n\t\t\t\tloopCount += Math.abs( loopDelta );\n\n\t\t\t\tvar pending = this.repetitions - loopCount;\n\n\t\t\t\tif ( pending <= 0 ) {\n\n\t\t\t\t\t// have to stop (switch state, clamp time, fire event)\n\n\t\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\t\telse this.enabled = false;\n\n\t\t\t\t\ttime = deltaTime > 0 ? duration : 0;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\t\tdirection: deltaTime > 0 ? 1 : - 1\n\t\t\t\t\t} );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// keep running\n\n\t\t\t\t\tif ( pending === 1 ) {\n\n\t\t\t\t\t\t// entering the last round\n\n\t\t\t\t\t\tvar atStart = deltaTime < 0;\n\t\t\t\t\t\tthis._setEndings( atStart, ! atStart, pingPong );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis._setEndings( false, false, pingPong );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tthis._loopCount = loopCount;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'loop', action: this, loopDelta: loopDelta\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tthis.time = time;\n\n\t\t\t}\n\n\t\t\tif ( pingPong && ( loopCount & 1 ) === 1 ) {\n\n\t\t\t\t// invert time for the \"pong round\"\n\n\t\t\t\treturn duration - time;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn time;\n\n\t},\n\n\t_setEndings: function ( atStart, atEnd, pingPong ) {\n\n\t\tvar settings = this._interpolantSettings;\n\n\t\tif ( pingPong ) {\n\n\t\t\tsettings.endingStart = ZeroSlopeEnding;\n\t\t\tsettings.endingEnd = ZeroSlopeEnding;\n\n\t\t} else {\n\n\t\t\t// assuming for LoopOnce atStart == atEnd == true\n\n\t\t\tif ( atStart ) {\n\n\t\t\t\tsettings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingStart = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t\tif ( atEnd ) {\n\n\t\t\t\tsettings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingEnd \t = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t_scheduleFading: function ( duration, weightNow, weightThen ) {\n\n\t\tvar mixer = this._mixer, now = mixer.time,\n\t\t\tinterpolant = this._weightInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._weightInterpolant = interpolant;\n\n\t\t}\n\n\t\tvar times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\tvalues[ 0 ] = weightNow;\n\t\ttimes[ 1 ] = now + duration;\n\t\tvalues[ 1 ] = weightThen;\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n *\n * Player for AnimationClips.\n *\n *\n * @author Ben Houston / http://clara.io/\n * @author David Sarno / http://lighthaus.us/\n * @author tschw\n */\n\nfunction AnimationMixer( root ) {\n\n\tthis._root = root;\n\tthis._initMemoryManager();\n\tthis._accuIndex = 0;\n\n\tthis.time = 0;\n\n\tthis.timeScale = 1.0;\n\n}\n\nAnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: AnimationMixer,\n\n\t_bindAction: function ( action, prototypeAction ) {\n\n\t\tvar root = action._localRoot || this._root,\n\t\t\ttracks = action._clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tbindings = action._propertyBindings,\n\t\t\tinterpolants = action._interpolants,\n\t\t\trootUuid = root.uuid,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingsByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingsByName === undefined ) {\n\n\t\t\tbindingsByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingsByName;\n\n\t\t}\n\n\t\tfor ( var i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tvar track = tracks[ i ],\n\t\t\t\ttrackName = track.name,\n\t\t\t\tbinding = bindingsByName[ trackName ];\n\n\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t} else {\n\n\t\t\t\tbinding = bindings[ i ];\n\n\t\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\t\t// existing binding, make sure the cache knows\n\n\t\t\t\t\tif ( binding._cacheIndex === null ) {\n\n\t\t\t\t\t\t++ binding.referenceCount;\n\t\t\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tvar path = prototypeAction && prototypeAction.\n\t\t\t\t\t_propertyBindings[ i ].binding.parsedPath;\n\n\t\t\t\tbinding = new PropertyMixer(\n\t\t\t\t\tPropertyBinding.create( root, trackName, path ),\n\t\t\t\t\ttrack.ValueTypeName, track.getValueSize() );\n\n\t\t\t\t++ binding.referenceCount;\n\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t}\n\n\t\t\tinterpolants[ i ].resultBuffer = binding.buffer;\n\n\t\t}\n\n\t},\n\n\t_activateAction: function ( action ) {\n\n\t\tif ( ! this._isActiveAction( action ) ) {\n\n\t\t\tif ( action._cacheIndex === null ) {\n\n\t\t\t\t// this action has been forgotten by the cache, but the user\n\t\t\t\t// appears to be still using it -> rebind\n\n\t\t\t\tvar rootUuid = ( action._localRoot || this._root ).uuid,\n\t\t\t\t\tclipUuid = action._clip.uuid,\n\t\t\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\t\t\tthis._bindAction( action,\n\t\t\t\t\tactionsForClip && actionsForClip.knownActions[ 0 ] );\n\n\t\t\t\tthis._addInactiveAction( action, clipUuid, rootUuid );\n\n\t\t\t}\n\n\t\t\tvar bindings = action._propertyBindings;\n\n\t\t\t// increment reference counts / sort out state\n\t\t\tfor ( var i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tvar binding = bindings[ i ];\n\n\t\t\t\tif ( binding.useCount ++ === 0 ) {\n\n\t\t\t\t\tthis._lendBinding( binding );\n\t\t\t\t\tbinding.saveOriginalState();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._lendAction( action );\n\n\t\t}\n\n\t},\n\n\t_deactivateAction: function ( action ) {\n\n\t\tif ( this._isActiveAction( action ) ) {\n\n\t\t\tvar bindings = action._propertyBindings;\n\n\t\t\t// decrement reference counts / sort out state\n\t\t\tfor ( var i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tvar binding = bindings[ i ];\n\n\t\t\t\tif ( -- binding.useCount === 0 ) {\n\n\t\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\t\tthis._takeBackBinding( binding );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._takeBackAction( action );\n\n\t\t}\n\n\t},\n\n\t// Memory manager\n\n\t_initMemoryManager: function () {\n\n\t\tthis._actions = []; // 'nActiveActions' followed by inactive ones\n\t\tthis._nActiveActions = 0;\n\n\t\tthis._actionsByClip = {};\n\t\t// inside:\n\t\t// {\n\t\t// \tknownActions: Array< AnimationAction > - used as prototypes\n\t\t// \tactionByRoot: AnimationAction - lookup\n\t\t// }\n\n\n\t\tthis._bindings = []; // 'nActiveBindings' followed by inactive ones\n\t\tthis._nActiveBindings = 0;\n\n\t\tthis._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >\n\n\n\t\tthis._controlInterpolants = []; // same game as above\n\t\tthis._nActiveControlInterpolants = 0;\n\n\t\tvar scope = this;\n\n\t\tthis.stats = {\n\n\t\t\tactions: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._actions.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveActions;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tbindings: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._bindings.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveBindings;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tcontrolInterpolants: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._controlInterpolants.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveControlInterpolants;\n\n\t\t\t\t}\n\t\t\t}\n\n\t\t};\n\n\t},\n\n\t// Memory management for AnimationAction objects\n\n\t_isActiveAction: function ( action ) {\n\n\t\tvar index = action._cacheIndex;\n\t\treturn index !== null && index < this._nActiveActions;\n\n\t},\n\n\t_addInactiveAction: function ( action, clipUuid, rootUuid ) {\n\n\t\tvar actions = this._actions,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip === undefined ) {\n\n\t\t\tactionsForClip = {\n\n\t\t\t\tknownActions: [ action ],\n\t\t\t\tactionByRoot: {}\n\n\t\t\t};\n\n\t\t\taction._byClipCacheIndex = 0;\n\n\t\t\tactionsByClip[ clipUuid ] = actionsForClip;\n\n\t\t} else {\n\n\t\t\tvar knownActions = actionsForClip.knownActions;\n\n\t\t\taction._byClipCacheIndex = knownActions.length;\n\t\t\tknownActions.push( action );\n\n\t\t}\n\n\t\taction._cacheIndex = actions.length;\n\t\tactions.push( action );\n\n\t\tactionsForClip.actionByRoot[ rootUuid ] = action;\n\n\t},\n\n\t_removeInactiveAction: function ( action ) {\n\n\t\tvar actions = this._actions,\n\t\t\tlastInactiveAction = actions[ actions.length - 1 ],\n\t\t\tcacheIndex = action._cacheIndex;\n\n\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\tactions.pop();\n\n\t\taction._cacheIndex = null;\n\n\n\t\tvar clipUuid = action._clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ],\n\t\t\tknownActionsForClip = actionsForClip.knownActions,\n\n\t\t\tlastKnownAction =\n\t\t\t\tknownActionsForClip[ knownActionsForClip.length - 1 ],\n\n\t\t\tbyClipCacheIndex = action._byClipCacheIndex;\n\n\t\tlastKnownAction._byClipCacheIndex = byClipCacheIndex;\n\t\tknownActionsForClip[ byClipCacheIndex ] = lastKnownAction;\n\t\tknownActionsForClip.pop();\n\n\t\taction._byClipCacheIndex = null;\n\n\n\t\tvar actionByRoot = actionsForClip.actionByRoot,\n\t\t\trootUuid = ( action._localRoot || this._root ).uuid;\n\n\t\tdelete actionByRoot[ rootUuid ];\n\n\t\tif ( knownActionsForClip.length === 0 ) {\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t\tthis._removeInactiveBindingsForAction( action );\n\n\t},\n\n\t_removeInactiveBindingsForAction: function ( action ) {\n\n\t\tvar bindings = action._propertyBindings;\n\t\tfor ( var i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tvar binding = bindings[ i ];\n\n\t\t\tif ( -- binding.referenceCount === 0 ) {\n\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t_lendAction: function ( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions >| inactive actions ]\n\t\t// s a\n\t\t// <-swap->\n\t\t// a s\n\n\t\tvar actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveActions ++,\n\n\t\t\tfirstInactiveAction = actions[ lastActiveIndex ];\n\n\t\taction._cacheIndex = lastActiveIndex;\n\t\tactions[ lastActiveIndex ] = action;\n\n\t\tfirstInactiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = firstInactiveAction;\n\n\t},\n\n\t_takeBackAction: function ( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions |< inactive actions ]\n\t\t// a s\n\t\t// <-swap->\n\t\t// s a\n\n\t\tvar actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveActions,\n\n\t\t\tlastActiveAction = actions[ firstInactiveIndex ];\n\n\t\taction._cacheIndex = firstInactiveIndex;\n\t\tactions[ firstInactiveIndex ] = action;\n\n\t\tlastActiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = lastActiveAction;\n\n\t},\n\n\t// Memory management for PropertyMixer objects\n\n\t_addInactiveBinding: function ( binding, rootUuid, trackName ) {\n\n\t\tvar bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ],\n\n\t\t\tbindings = this._bindings;\n\n\t\tif ( bindingByName === undefined ) {\n\n\t\t\tbindingByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingByName;\n\n\t\t}\n\n\t\tbindingByName[ trackName ] = binding;\n\n\t\tbinding._cacheIndex = bindings.length;\n\t\tbindings.push( binding );\n\n\t},\n\n\t_removeInactiveBinding: function ( binding ) {\n\n\t\tvar bindings = this._bindings,\n\t\t\tpropBinding = binding.binding,\n\t\t\trootUuid = propBinding.rootNode.uuid,\n\t\t\ttrackName = propBinding.path,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ],\n\n\t\t\tlastInactiveBinding = bindings[ bindings.length - 1 ],\n\t\t\tcacheIndex = binding._cacheIndex;\n\n\t\tlastInactiveBinding._cacheIndex = cacheIndex;\n\t\tbindings[ cacheIndex ] = lastInactiveBinding;\n\t\tbindings.pop();\n\n\t\tdelete bindingByName[ trackName ];\n\n\t\tif ( Object.keys( bindingByName ).length === 0 ) {\n\n\t\t\tdelete bindingsByRoot[ rootUuid ];\n\n\t\t}\n\n\t},\n\n\t_lendBinding: function ( binding ) {\n\n\t\tvar bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveBindings ++,\n\n\t\t\tfirstInactiveBinding = bindings[ lastActiveIndex ];\n\n\t\tbinding._cacheIndex = lastActiveIndex;\n\t\tbindings[ lastActiveIndex ] = binding;\n\n\t\tfirstInactiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = firstInactiveBinding;\n\n\t},\n\n\t_takeBackBinding: function ( binding ) {\n\n\t\tvar bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveBindings,\n\n\t\t\tlastActiveBinding = bindings[ firstInactiveIndex ];\n\n\t\tbinding._cacheIndex = firstInactiveIndex;\n\t\tbindings[ firstInactiveIndex ] = binding;\n\n\t\tlastActiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = lastActiveBinding;\n\n\t},\n\n\n\t// Memory management of Interpolants for weight and time scale\n\n\t_lendControlInterpolant: function () {\n\n\t\tvar interpolants = this._controlInterpolants,\n\t\t\tlastActiveIndex = this._nActiveControlInterpolants ++,\n\t\t\tinterpolant = interpolants[ lastActiveIndex ];\n\n\t\tif ( interpolant === undefined ) {\n\n\t\t\tinterpolant = new LinearInterpolant(\n\t\t\t\tnew Float32Array( 2 ), new Float32Array( 2 ),\n\t\t\t\t1, this._controlInterpolantsResultBuffer );\n\n\t\t\tinterpolant.__cacheIndex = lastActiveIndex;\n\t\t\tinterpolants[ lastActiveIndex ] = interpolant;\n\n\t\t}\n\n\t\treturn interpolant;\n\n\t},\n\n\t_takeBackControlInterpolant: function ( interpolant ) {\n\n\t\tvar interpolants = this._controlInterpolants,\n\t\t\tprevIndex = interpolant.__cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveControlInterpolants,\n\n\t\t\tlastActiveInterpolant = interpolants[ firstInactiveIndex ];\n\n\t\tinterpolant.__cacheIndex = firstInactiveIndex;\n\t\tinterpolants[ firstInactiveIndex ] = interpolant;\n\n\t\tlastActiveInterpolant.__cacheIndex = prevIndex;\n\t\tinterpolants[ prevIndex ] = lastActiveInterpolant;\n\n\t},\n\n\t_controlInterpolantsResultBuffer: new Float32Array( 1 ),\n\n\t// return an action for a clip optionally using a custom root target\n\t// object (this method allocates a lot of dynamic memory in case a\n\t// previously unknown clip/root combination is specified)\n\tclipAction: function ( clip, optionalRoot ) {\n\n\t\tvar root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid,\n\n\t\t\tclipObject = typeof clip === 'string' ?\n\t\t\t\tAnimationClip.findByName( root, clip ) : clip,\n\n\t\t\tclipUuid = clipObject !== null ? clipObject.uuid : clip,\n\n\t\t\tactionsForClip = this._actionsByClip[ clipUuid ],\n\t\t\tprototypeAction = null;\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\tvar existingAction =\n\t\t\t\t\tactionsForClip.actionByRoot[ rootUuid ];\n\n\t\t\tif ( existingAction !== undefined ) {\n\n\t\t\t\treturn existingAction;\n\n\t\t\t}\n\n\t\t\t// we know the clip, so we don't have to parse all\n\t\t\t// the bindings again but can just copy\n\t\t\tprototypeAction = actionsForClip.knownActions[ 0 ];\n\n\t\t\t// also, take the clip from the prototype action\n\t\t\tif ( clipObject === null )\n\t\t\t\tclipObject = prototypeAction._clip;\n\n\t\t}\n\n\t\t// clip must be known when specified via string\n\t\tif ( clipObject === null ) return null;\n\n\t\t// allocate all resources required to run it\n\t\tvar newAction = new AnimationAction( this, clipObject, optionalRoot );\n\n\t\tthis._bindAction( newAction, prototypeAction );\n\n\t\t// and make the action known to the memory manager\n\t\tthis._addInactiveAction( newAction, clipUuid, rootUuid );\n\n\t\treturn newAction;\n\n\t},\n\n\t// get an existing action\n\texistingAction: function ( clip, optionalRoot ) {\n\n\t\tvar root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid,\n\n\t\t\tclipObject = typeof clip === 'string' ?\n\t\t\t\tAnimationClip.findByName( root, clip ) : clip,\n\n\t\t\tclipUuid = clipObject ? clipObject.uuid : clip,\n\n\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\treturn actionsForClip.actionByRoot[ rootUuid ] || null;\n\n\t\t}\n\n\t\treturn null;\n\n\t},\n\n\t// deactivates all previously scheduled actions\n\tstopAllAction: function () {\n\n\t\tvar actions = this._actions,\n\t\t\tnActions = this._nActiveActions,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = this._nActiveBindings;\n\n\t\tthis._nActiveActions = 0;\n\t\tthis._nActiveBindings = 0;\n\n\t\tfor ( var i = 0; i !== nActions; ++ i ) {\n\n\t\t\tactions[ i ].reset();\n\n\t\t}\n\n\t\tfor ( var i = 0; i !== nBindings; ++ i ) {\n\n\t\t\tbindings[ i ].useCount = 0;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// advance the time and update apply the animation\n\tupdate: function ( deltaTime ) {\n\n\t\tdeltaTime *= this.timeScale;\n\n\t\tvar actions = this._actions,\n\t\t\tnActions = this._nActiveActions,\n\n\t\t\ttime = this.time += deltaTime,\n\t\t\ttimeDirection = Math.sign( deltaTime ),\n\n\t\t\taccuIndex = this._accuIndex ^= 1;\n\n\t\t// run active actions\n\n\t\tfor ( var i = 0; i !== nActions; ++ i ) {\n\n\t\t\tvar action = actions[ i ];\n\n\t\t\taction._update( time, deltaTime, timeDirection, accuIndex );\n\n\t\t}\n\n\t\t// update scene graph\n\n\t\tvar bindings = this._bindings,\n\t\t\tnBindings = this._nActiveBindings;\n\n\t\tfor ( var i = 0; i !== nBindings; ++ i ) {\n\n\t\t\tbindings[ i ].apply( accuIndex );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// Allows you to seek to a specific time in an animation.\n\tsetTime: function ( timeInSeconds ) {\n\n\t\tthis.time = 0; // Zero out time attribute for AnimationMixer object;\n\t\tfor ( var i = 0; i < this._actions.length; i ++ ) {\n\n\t\t\tthis._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.\n\n\t\t}\n\n\t\treturn this.update( timeInSeconds ); // Update used to set exact time. Returns \"this\" AnimationMixer object.\n\n\t},\n\n\t// return this mixer's root target object\n\tgetRoot: function () {\n\n\t\treturn this._root;\n\n\t},\n\n\t// free all resources specific to a particular clip\n\tuncacheClip: function ( clip ) {\n\n\t\tvar actions = this._actions,\n\t\t\tclipUuid = clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\t// note: just calling _removeInactiveAction would mess up the\n\t\t\t// iteration state and also require updating the state we can\n\t\t\t// just throw away\n\n\t\t\tvar actionsToRemove = actionsForClip.knownActions;\n\n\t\t\tfor ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {\n\n\t\t\t\tvar action = actionsToRemove[ i ];\n\n\t\t\t\tthis._deactivateAction( action );\n\n\t\t\t\tvar cacheIndex = action._cacheIndex,\n\t\t\t\t\tlastInactiveAction = actions[ actions.length - 1 ];\n\n\t\t\t\taction._cacheIndex = null;\n\t\t\t\taction._byClipCacheIndex = null;\n\n\t\t\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\t\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\t\t\tactions.pop();\n\n\t\t\t\tthis._removeInactiveBindingsForAction( action );\n\n\t\t\t}\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t},\n\n\t// free all resources specific to a particular root target object\n\tuncacheRoot: function ( root ) {\n\n\t\tvar rootUuid = root.uuid,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tfor ( var clipUuid in actionsByClip ) {\n\n\t\t\tvar actionByRoot = actionsByClip[ clipUuid ].actionByRoot,\n\t\t\t\taction = actionByRoot[ rootUuid ];\n\n\t\t\tif ( action !== undefined ) {\n\n\t\t\t\tthis._deactivateAction( action );\n\t\t\t\tthis._removeInactiveAction( action );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvar bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName !== undefined ) {\n\n\t\t\tfor ( var trackName in bindingByName ) {\n\n\t\t\t\tvar binding = bindingByName[ trackName ];\n\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t// remove a targeted clip from the cache\n\tuncacheAction: function ( clip, optionalRoot ) {\n\n\t\tvar action = this.existingAction( clip, optionalRoot );\n\n\t\tif ( action !== null ) {\n\n\t\t\tthis._deactivateAction( action );\n\t\t\tthis._removeInactiveAction( action );\n\n\t\t}\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction Uniform( value ) {\n\n\tif ( typeof value === 'string' ) {\n\n\t\tconsole.warn( 'THREE.Uniform: Type parameter is no longer needed.' );\n\t\tvalue = arguments[ 1 ];\n\n\t}\n\n\tthis.value = value;\n\n}\n\nUniform.prototype.clone = function () {\n\n\treturn new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );\n\n};\n\n/**\n * @author benaadams / https://twitter.com/ben_a_adams\n */\n\nfunction InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {\n\n\tInterleavedBuffer.call( this, array, stride );\n\n\tthis.meshPerAttribute = meshPerAttribute || 1;\n\n}\n\nInstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {\n\n\tconstructor: InstancedInterleavedBuffer,\n\n\tisInstancedInterleavedBuffer: true,\n\n\tcopy: function ( source ) {\n\n\t\tInterleavedBuffer.prototype.copy.call( this, source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author bhouston / http://clara.io/\n * @author stephomi / http://stephaneginier.com/\n */\n\nfunction Raycaster( origin, direction, near, far ) {\n\n\tthis.ray = new Ray( origin, direction );\n\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\tthis.near = near || 0;\n\tthis.far = far || Infinity;\n\tthis.camera = null;\n\n\tthis.params = {\n\t\tMesh: {},\n\t\tLine: {},\n\t\tLOD: {},\n\t\tPoints: { threshold: 1 },\n\t\tSprite: {}\n\t};\n\n\tObject.defineProperties( this.params, {\n\t\tPointCloud: {\n\t\t\tget: function () {\n\n\t\t\t\tconsole.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );\n\t\t\t\treturn this.Points;\n\n\t\t\t}\n\t\t}\n\t} );\n\n}\n\nfunction ascSort( a, b ) {\n\n\treturn a.distance - b.distance;\n\n}\n\nfunction intersectObject( object, raycaster, intersects, recursive ) {\n\n\tif ( object.visible === false ) return;\n\n\tobject.raycast( raycaster, intersects );\n\n\tif ( recursive === true ) {\n\n\t\tvar children = object.children;\n\n\t\tfor ( var i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tintersectObject( children[ i ], raycaster, intersects, true );\n\n\t\t}\n\n\t}\n\n}\n\nObject.assign( Raycaster.prototype, {\n\n\tlinePrecision: 1,\n\n\tset: function ( origin, direction ) {\n\n\t\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\t\tthis.ray.set( origin, direction );\n\n\t},\n\n\tsetFromCamera: function ( coords, camera ) {\n\n\t\tif ( ( camera && camera.isPerspectiveCamera ) ) {\n\n\t\t\tthis.ray.origin.setFromMatrixPosition( camera.matrixWorld );\n\t\t\tthis.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();\n\t\t\tthis.camera = camera;\n\n\t\t} else if ( ( camera && camera.isOrthographicCamera ) ) {\n\n\t\t\tthis.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera\n\t\t\tthis.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );\n\t\t\tthis.camera = camera;\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Raycaster: Unsupported camera type.' );\n\n\t\t}\n\n\t},\n\n\tintersectObject: function ( object, recursive, optionalTarget ) {\n\n\t\tvar intersects = optionalTarget || [];\n\n\t\tintersectObject( object, this, intersects, recursive );\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t},\n\n\tintersectObjects: function ( objects, recursive, optionalTarget ) {\n\n\t\tvar intersects = optionalTarget || [];\n\n\t\tif ( Array.isArray( objects ) === false ) {\n\n\t\t\tconsole.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );\n\t\t\treturn intersects;\n\n\t\t}\n\n\t\tfor ( var i = 0, l = objects.length; i < l; i ++ ) {\n\n\t\t\tintersectObject( objects[ i ], this, intersects, recursive );\n\n\t\t}\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t}\n\n} );\n\n/**\n * @author bhouston / http://clara.io\n * @author WestLangley / http://github.com/WestLangley\n *\n * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system\n *\n * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.\n * The azimuthal angle (theta) is measured from the positive z-axis.\n */\n\nfunction Spherical( radius, phi, theta ) {\n\n\tthis.radius = ( radius !== undefined ) ? radius : 1.0;\n\tthis.phi = ( phi !== undefined ) ? phi : 0; // polar angle\n\tthis.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle\n\n\treturn this;\n\n}\n\nObject.assign( Spherical.prototype, {\n\n\tset: function ( radius, phi, theta ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi;\n\t\tthis.theta = theta;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.phi = other.phi;\n\t\tthis.theta = other.theta;\n\n\t\treturn this;\n\n\t},\n\n\t// restrict phi to be betwee EPS and PI-EPS\n\tmakeSafe: function () {\n\n\t\tvar EPS = 0.000001;\n\t\tthis.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromVector3: function ( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t},\n\n\tsetFromCartesianCoords: function ( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + y * y + z * z );\n\n\t\tif ( this.radius === 0 ) {\n\n\t\t\tthis.theta = 0;\n\t\t\tthis.phi = 0;\n\n\t\t} else {\n\n\t\t\tthis.theta = Math.atan2( x, z );\n\t\t\tthis.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author Mugen87 / https://github.com/Mugen87\n *\n * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system\n *\n */\n\nfunction Cylindrical( radius, theta, y ) {\n\n\tthis.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane\n\tthis.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis\n\tthis.y = ( y !== undefined ) ? y : 0; // height above the x-z plane\n\n\treturn this;\n\n}\n\nObject.assign( Cylindrical.prototype, {\n\n\tset: function ( radius, theta, y ) {\n\n\t\tthis.radius = radius;\n\t\tthis.theta = theta;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.theta = other.theta;\n\t\tthis.y = other.y;\n\n\t\treturn this;\n\n\t},\n\n\tsetFromVector3: function ( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t},\n\n\tsetFromCartesianCoords: function ( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + z * z );\n\t\tthis.theta = Math.atan2( x, z );\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n} );\n\n/**\n * @author bhouston / http://clara.io\n */\n\nvar _vector$7 = new Vector2();\n\nfunction Box2( min, max ) {\n\n\tthis.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );\n\tthis.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );\n\n}\n\nObject.assign( Box2.prototype, {\n\n\tset: function ( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromPoints: function ( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( var i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetFromCenterAndSize: function ( center, size ) {\n\n\t\tvar halfSize = _vector$7.copy( size ).multiplyScalar( 0.5 );\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t},\n\n\tmakeEmpty: function () {\n\n\t\tthis.min.x = this.min.y = + Infinity;\n\t\tthis.max.x = this.max.y = - Infinity;\n\n\t\treturn this;\n\n\t},\n\n\tisEmpty: function () {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );\n\n\t},\n\n\tgetCenter: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getCenter() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t},\n\n\tgetSize: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getSize() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t},\n\n\texpandByPoint: function ( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t},\n\n\texpandByVector: function ( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t},\n\n\texpandByScalar: function ( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t},\n\n\tcontainsPoint: function ( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ? false : true;\n\n\t},\n\n\tcontainsBox: function ( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y;\n\n\t},\n\n\tgetParameter: function ( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getParameter() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y )\n\t\t);\n\n\t},\n\n\tintersectsBox: function ( box ) {\n\n\t\t// using 4 splitting planes to rule out intersections\n\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ? false : true;\n\n\t},\n\n\tclampPoint: function ( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t},\n\n\tdistanceToPoint: function ( point ) {\n\n\t\tvar clampedPoint = _vector$7.copy( point ).clamp( this.min, this.max );\n\t\treturn clampedPoint.sub( point ).length();\n\n\t},\n\n\tintersect: function ( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\treturn this;\n\n\t},\n\n\tunion: function ( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t},\n\n\ttranslate: function ( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t},\n\n\tequals: function ( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n} );\n\n/**\n * @author bhouston / http://clara.io\n */\n\nvar _startP = new Vector3();\nvar _startEnd = new Vector3();\n\nfunction Line3( start, end ) {\n\n\tthis.start = ( start !== undefined ) ? start : new Vector3();\n\tthis.end = ( end !== undefined ) ? end : new Vector3();\n\n}\n\nObject.assign( Line3.prototype, {\n\n\tset: function ( start, end ) {\n\n\t\tthis.start.copy( start );\n\t\tthis.end.copy( end );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( line ) {\n\n\t\tthis.start.copy( line.start );\n\t\tthis.end.copy( line.end );\n\n\t\treturn this;\n\n\t},\n\n\tgetCenter: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .getCenter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );\n\n\t},\n\n\tdelta: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .delta() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.subVectors( this.end, this.start );\n\n\t},\n\n\tdistanceSq: function () {\n\n\t\treturn this.start.distanceToSquared( this.end );\n\n\t},\n\n\tdistance: function () {\n\n\t\treturn this.start.distanceTo( this.end );\n\n\t},\n\n\tat: function ( t, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .at() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t},\n\n\tclosestPointToPointParameter: function ( point, clampToLine ) {\n\n\t\t_startP.subVectors( point, this.start );\n\t\t_startEnd.subVectors( this.end, this.start );\n\n\t\tvar startEnd2 = _startEnd.dot( _startEnd );\n\t\tvar startEnd_startP = _startEnd.dot( _startP );\n\n\t\tvar t = startEnd_startP / startEnd2;\n\n\t\tif ( clampToLine ) {\n\n\t\t\tt = MathUtils.clamp( t, 0, 1 );\n\n\t\t}\n\n\t\treturn t;\n\n\t},\n\n\tclosestPointToPoint: function ( point, clampToLine, target ) {\n\n\t\tvar t = this.closestPointToPointParameter( point, clampToLine );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t},\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tthis.start.applyMatrix4( matrix );\n\t\tthis.end.applyMatrix4( matrix );\n\n\t\treturn this;\n\n\t},\n\n\tequals: function ( line ) {\n\n\t\treturn line.start.equals( this.start ) && line.end.equals( this.end );\n\n\t}\n\n} );\n\n/**\n * @author alteredq / http://alteredqualia.com/\n */\n\nfunction ImmediateRenderObject( material ) {\n\n\tObject3D.call( this );\n\n\tthis.material = material;\n\tthis.render = function ( /* renderCallback */ ) {};\n\n}\n\nImmediateRenderObject.prototype = Object.create( Object3D.prototype );\nImmediateRenderObject.prototype.constructor = ImmediateRenderObject;\n\nImmediateRenderObject.prototype.isImmediateRenderObject = true;\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n * @author WestLangley / http://github.com/WestLangley\n */\n\nvar _vector$8 = new Vector3();\n\nfunction SpotLightHelper( light, color ) {\n\n\tObject3D.call( this );\n\n\tthis.light = light;\n\tthis.light.updateMatrixWorld();\n\n\tthis.matrix = light.matrixWorld;\n\tthis.matrixAutoUpdate = false;\n\n\tthis.color = color;\n\n\tvar geometry = new BufferGeometry();\n\n\tvar positions = [\n\t\t0, 0, 0, \t0, 0, 1,\n\t\t0, 0, 0, \t1, 0, 1,\n\t\t0, 0, 0,\t- 1, 0, 1,\n\t\t0, 0, 0, \t0, 1, 1,\n\t\t0, 0, 0, \t0, - 1, 1\n\t];\n\n\tfor ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {\n\n\t\tvar p1 = ( i / l ) * Math.PI * 2;\n\t\tvar p2 = ( j / l ) * Math.PI * 2;\n\n\t\tpositions.push(\n\t\t\tMath.cos( p1 ), Math.sin( p1 ), 1,\n\t\t\tMath.cos( p2 ), Math.sin( p2 ), 1\n\t\t);\n\n\t}\n\n\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\tvar material = new LineBasicMaterial( { fog: false } );\n\n\tthis.cone = new LineSegments( geometry, material );\n\tthis.add( this.cone );\n\n\tthis.update();\n\n}\n\nSpotLightHelper.prototype = Object.create( Object3D.prototype );\nSpotLightHelper.prototype.constructor = SpotLightHelper;\n\nSpotLightHelper.prototype.dispose = function () {\n\n\tthis.cone.geometry.dispose();\n\tthis.cone.material.dispose();\n\n};\n\nSpotLightHelper.prototype.update = function () {\n\n\tthis.light.updateMatrixWorld();\n\n\tvar coneLength = this.light.distance ? this.light.distance : 1000;\n\tvar coneWidth = coneLength * Math.tan( this.light.angle );\n\n\tthis.cone.scale.set( coneWidth, coneWidth, coneLength );\n\n\t_vector$8.setFromMatrixPosition( this.light.target.matrixWorld );\n\n\tthis.cone.lookAt( _vector$8 );\n\n\tif ( this.color !== undefined ) {\n\n\t\tthis.cone.material.color.set( this.color );\n\n\t} else {\n\n\t\tthis.cone.material.color.copy( this.light.color );\n\n\t}\n\n};\n\n/**\n * @author Sean Griffin / http://twitter.com/sgrif\n * @author Michael Guerrero / http://realitymeltdown.com\n * @author mrdoob / http://mrdoob.com/\n * @author ikerr / http://verold.com\n * @author Mugen87 / https://github.com/Mugen87\n */\n\nvar _vector$9 = new Vector3();\nvar _boneMatrix = new Matrix4();\nvar _matrixWorldInv = new Matrix4();\n\nfunction getBoneList( object ) {\n\n\tvar boneList = [];\n\n\tif ( object && object.isBone ) {\n\n\t\tboneList.push( object );\n\n\t}\n\n\tfor ( var i = 0; i < object.children.length; i ++ ) {\n\n\t\tboneList.push.apply( boneList, getBoneList( object.children[ i ] ) );\n\n\t}\n\n\treturn boneList;\n\n}\n\nfunction SkeletonHelper( object ) {\n\n\tvar bones = getBoneList( object );\n\n\tvar geometry = new BufferGeometry();\n\n\tvar vertices = [];\n\tvar colors = [];\n\n\tvar color1 = new Color( 0, 0, 1 );\n\tvar color2 = new Color( 0, 1, 0 );\n\n\tfor ( var i = 0; i < bones.length; i ++ ) {\n\n\t\tvar bone = bones[ i ];\n\n\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tcolors.push( color1.r, color1.g, color1.b );\n\t\t\tcolors.push( color2.r, color2.g, color2.b );\n\n\t\t}\n\n\t}\n\n\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\tvar material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );\n\n\tLineSegments.call( this, geometry, material );\n\n\tthis.root = object;\n\tthis.bones = bones;\n\n\tthis.matrix = object.matrixWorld;\n\tthis.matrixAutoUpdate = false;\n\n}\n\nSkeletonHelper.prototype = Object.create( LineSegments.prototype );\nSkeletonHelper.prototype.constructor = SkeletonHelper;\n\nSkeletonHelper.prototype.updateMatrixWorld = function ( force ) {\n\n\tvar bones = this.bones;\n\n\tvar geometry = this.geometry;\n\tvar position = geometry.getAttribute( 'position' );\n\n\t_matrixWorldInv.getInverse( this.root.matrixWorld );\n\n\tfor ( var i = 0, j = 0; i < bones.length; i ++ ) {\n\n\t\tvar bone = bones[ i ];\n\n\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );\n\t\t\t_vector$9.setFromMatrixPosition( _boneMatrix );\n\t\t\tposition.setXYZ( j, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );\n\t\t\t_vector$9.setFromMatrixPosition( _boneMatrix );\n\t\t\tposition.setXYZ( j + 1, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t\tj += 2;\n\n\t\t}\n\n\t}\n\n\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\tObject3D.prototype.updateMatrixWorld.call( this, force );\n\n};\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction PointLightHelper( light, sphereSize, color ) {\n\n\tthis.light = light;\n\tthis.light.updateMatrixWorld();\n\n\tthis.color = color;\n\n\tvar geometry = new SphereBufferGeometry( sphereSize, 4, 2 );\n\tvar material = new MeshBasicMaterial( { wireframe: true, fog: false } );\n\n\tMesh.call( this, geometry, material );\n\n\tthis.matrix = this.light.matrixWorld;\n\tthis.matrixAutoUpdate = false;\n\n\tthis.update();\n\n\n\t/*\n\tvar distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );\n\tvar distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );\n\n\tthis.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );\n\tthis.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );\n\n\tvar d = light.distance;\n\n\tif ( d === 0.0 ) {\n\n\t\tthis.lightDistance.visible = false;\n\n\t} else {\n\n\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t}\n\n\tthis.add( this.lightDistance );\n\t*/\n\n}\n\nPointLightHelper.prototype = Object.create( Mesh.prototype );\nPointLightHelper.prototype.constructor = PointLightHelper;\n\nPointLightHelper.prototype.dispose = function () {\n\n\tthis.geometry.dispose();\n\tthis.material.dispose();\n\n};\n\nPointLightHelper.prototype.update = function () {\n\n\tif ( this.color !== undefined ) {\n\n\t\tthis.material.color.set( this.color );\n\n\t} else {\n\n\t\tthis.material.color.copy( this.light.color );\n\n\t}\n\n\t/*\n\tvar d = this.light.distance;\n\n\tif ( d === 0.0 ) {\n\n\t\tthis.lightDistance.visible = false;\n\n\t} else {\n\n\t\tthis.lightDistance.visible = true;\n\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t}\n\t*/\n\n};\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n * @author Mugen87 / https://github.com/Mugen87\n */\n\nvar _vector$a = new Vector3();\nvar _color1 = new Color();\nvar _color2 = new Color();\n\nfunction HemisphereLightHelper( light, size, color ) {\n\n\tObject3D.call( this );\n\n\tthis.light = light;\n\tthis.light.updateMatrixWorld();\n\n\tthis.matrix = light.matrixWorld;\n\tthis.matrixAutoUpdate = false;\n\n\tthis.color = color;\n\n\tvar geometry = new OctahedronBufferGeometry( size );\n\tgeometry.rotateY( Math.PI * 0.5 );\n\n\tthis.material = new MeshBasicMaterial( { wireframe: true, fog: false } );\n\tif ( this.color === undefined ) this.material.vertexColors = VertexColors;\n\n\tvar position = geometry.getAttribute( 'position' );\n\tvar colors = new Float32Array( position.count * 3 );\n\n\tgeometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );\n\n\tthis.add( new Mesh( geometry, this.material ) );\n\n\tthis.update();\n\n}\n\nHemisphereLightHelper.prototype = Object.create( Object3D.prototype );\nHemisphereLightHelper.prototype.constructor = HemisphereLightHelper;\n\nHemisphereLightHelper.prototype.dispose = function () {\n\n\tthis.children[ 0 ].geometry.dispose();\n\tthis.children[ 0 ].material.dispose();\n\n};\n\nHemisphereLightHelper.prototype.update = function () {\n\n\tvar mesh = this.children[ 0 ];\n\n\tif ( this.color !== undefined ) {\n\n\t\tthis.material.color.set( this.color );\n\n\t} else {\n\n\t\tvar colors = mesh.geometry.getAttribute( 'color' );\n\n\t\t_color1.copy( this.light.color );\n\t\t_color2.copy( this.light.groundColor );\n\n\t\tfor ( var i = 0, l = colors.count; i < l; i ++ ) {\n\n\t\t\tvar color = ( i < ( l / 2 ) ) ? _color1 : _color2;\n\n\t\t\tcolors.setXYZ( i, color.r, color.g, color.b );\n\n\t\t}\n\n\t\tcolors.needsUpdate = true;\n\n\t}\n\n\tmesh.lookAt( _vector$a.setFromMatrixPosition( this.light.matrixWorld ).negate() );\n\n};\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction GridHelper( size, divisions, color1, color2 ) {\n\n\tsize = size || 10;\n\tdivisions = divisions || 10;\n\tcolor1 = new Color( color1 !== undefined ? color1 : 0x444444 );\n\tcolor2 = new Color( color2 !== undefined ? color2 : 0x888888 );\n\n\tvar center = divisions / 2;\n\tvar step = size / divisions;\n\tvar halfSize = size / 2;\n\n\tvar vertices = [], colors = [];\n\n\tfor ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {\n\n\t\tvertices.push( - halfSize, 0, k, halfSize, 0, k );\n\t\tvertices.push( k, 0, - halfSize, k, 0, halfSize );\n\n\t\tvar color = i === center ? color1 : color2;\n\n\t\tcolor.toArray( colors, j ); j += 3;\n\t\tcolor.toArray( colors, j ); j += 3;\n\t\tcolor.toArray( colors, j ); j += 3;\n\t\tcolor.toArray( colors, j ); j += 3;\n\n\t}\n\n\tvar geometry = new BufferGeometry();\n\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\tvar material = new LineBasicMaterial( { vertexColors: VertexColors } );\n\n\tLineSegments.call( this, geometry, material );\n\n}\n\nGridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {\n\n\tconstructor: GridHelper,\n\n\tcopy: function ( source ) {\n\n\t\tLineSegments.prototype.copy.call( this, source );\n\n\t\tthis.geometry.copy( source.geometry );\n\t\tthis.material.copy( source.material );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n} );\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author Mugen87 / http://github.com/Mugen87\n * @author Hectate / http://www.github.com/Hectate\n */\n\nfunction PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {\n\n\tradius = radius || 10;\n\tradials = radials || 16;\n\tcircles = circles || 8;\n\tdivisions = divisions || 64;\n\tcolor1 = new Color( color1 !== undefined ? color1 : 0x444444 );\n\tcolor2 = new Color( color2 !== undefined ? color2 : 0x888888 );\n\n\tvar vertices = [];\n\tvar colors = [];\n\n\tvar x, z;\n\tvar v, i, j, r, color;\n\n\t// create the radials\n\n\tfor ( i = 0; i <= radials; i ++ ) {\n\n\t\tv = ( i / radials ) * ( Math.PI * 2 );\n\n\t\tx = Math.sin( v ) * radius;\n\t\tz = Math.cos( v ) * radius;\n\n\t\tvertices.push( 0, 0, 0 );\n\t\tvertices.push( x, 0, z );\n\n\t\tcolor = ( i & 1 ) ? color1 : color2;\n\n\t\tcolors.push( color.r, color.g, color.b );\n\t\tcolors.push( color.r, color.g, color.b );\n\n\t}\n\n\t// create the circles\n\n\tfor ( i = 0; i <= circles; i ++ ) {\n\n\t\tcolor = ( i & 1 ) ? color1 : color2;\n\n\t\tr = radius - ( radius / circles * i );\n\n\t\tfor ( j = 0; j < divisions; j ++ ) {\n\n\t\t\t// first vertex\n\n\t\t\tv = ( j / divisions ) * ( Math.PI * 2 );\n\n\t\t\tx = Math.sin( v ) * r;\n\t\t\tz = Math.cos( v ) * r;\n\n\t\t\tvertices.push( x, 0, z );\n\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t// second vertex\n\n\t\t\tv = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );\n\n\t\t\tx = Math.sin( v ) * r;\n\t\t\tz = Math.cos( v ) * r;\n\n\t\t\tvertices.push( x, 0, z );\n\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t}\n\n\t}\n\n\tvar geometry = new BufferGeometry();\n\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\tvar material = new LineBasicMaterial( { vertexColors: VertexColors } );\n\n\tLineSegments.call( this, geometry, material );\n\n}\n\nPolarGridHelper.prototype = Object.create( LineSegments.prototype );\nPolarGridHelper.prototype.constructor = PolarGridHelper;\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author mrdoob / http://mrdoob.com/\n * @author WestLangley / http://github.com/WestLangley\n */\n\nvar _v1$5 = new Vector3();\nvar _v2$3 = new Vector3();\nvar _v3$1 = new Vector3();\n\nfunction DirectionalLightHelper( light, size, color ) {\n\n\tObject3D.call( this );\n\n\tthis.light = light;\n\tthis.light.updateMatrixWorld();\n\n\tthis.matrix = light.matrixWorld;\n\tthis.matrixAutoUpdate = false;\n\n\tthis.color = color;\n\n\tif ( size === undefined ) size = 1;\n\n\tvar geometry = new BufferGeometry();\n\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [\n\t\t- size, size, 0,\n\t\tsize, size, 0,\n\t\tsize, - size, 0,\n\t\t- size, - size, 0,\n\t\t- size, size, 0\n\t], 3 ) );\n\n\tvar material = new LineBasicMaterial( { fog: false } );\n\n\tthis.lightPlane = new Line( geometry, material );\n\tthis.add( this.lightPlane );\n\n\tgeometry = new BufferGeometry();\n\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );\n\n\tthis.targetLine = new Line( geometry, material );\n\tthis.add( this.targetLine );\n\n\tthis.update();\n\n}\n\nDirectionalLightHelper.prototype = Object.create( Object3D.prototype );\nDirectionalLightHelper.prototype.constructor = DirectionalLightHelper;\n\nDirectionalLightHelper.prototype.dispose = function () {\n\n\tthis.lightPlane.geometry.dispose();\n\tthis.lightPlane.material.dispose();\n\tthis.targetLine.geometry.dispose();\n\tthis.targetLine.material.dispose();\n\n};\n\nDirectionalLightHelper.prototype.update = function () {\n\n\t_v1$5.setFromMatrixPosition( this.light.matrixWorld );\n\t_v2$3.setFromMatrixPosition( this.light.target.matrixWorld );\n\t_v3$1.subVectors( _v2$3, _v1$5 );\n\n\tthis.lightPlane.lookAt( _v2$3 );\n\n\tif ( this.color !== undefined ) {\n\n\t\tthis.lightPlane.material.color.set( this.color );\n\t\tthis.targetLine.material.color.set( this.color );\n\n\t} else {\n\n\t\tthis.lightPlane.material.color.copy( this.light.color );\n\t\tthis.targetLine.material.color.copy( this.light.color );\n\n\t}\n\n\tthis.targetLine.lookAt( _v2$3 );\n\tthis.targetLine.scale.z = _v3$1.length();\n\n};\n\n/**\n * @author alteredq / http://alteredqualia.com/\n * @author Mugen87 / https://github.com/Mugen87\n *\n *\t- shows frustum, line of sight and up of the camera\n *\t- suitable for fast updates\n * \t- based on frustum visualization in lightgl.js shadowmap example\n *\t\thttp://evanw.github.com/lightgl.js/tests/shadowmap.html\n */\n\nvar _vector$b = new Vector3();\nvar _camera = new Camera();\n\nfunction CameraHelper( camera ) {\n\n\tvar geometry = new BufferGeometry();\n\tvar material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );\n\n\tvar vertices = [];\n\tvar colors = [];\n\n\tvar pointMap = {};\n\n\t// colors\n\n\tvar colorFrustum = new Color( 0xffaa00 );\n\tvar colorCone = new Color( 0xff0000 );\n\tvar colorUp = new Color( 0x00aaff );\n\tvar colorTarget = new Color( 0xffffff );\n\tvar colorCross = new Color( 0x333333 );\n\n\t// near\n\n\taddLine( 'n1', 'n2', colorFrustum );\n\taddLine( 'n2', 'n4', colorFrustum );\n\taddLine( 'n4', 'n3', colorFrustum );\n\taddLine( 'n3', 'n1', colorFrustum );\n\n\t// far\n\n\taddLine( 'f1', 'f2', colorFrustum );\n\taddLine( 'f2', 'f4', colorFrustum );\n\taddLine( 'f4', 'f3', colorFrustum );\n\taddLine( 'f3', 'f1', colorFrustum );\n\n\t// sides\n\n\taddLine( 'n1', 'f1', colorFrustum );\n\taddLine( 'n2', 'f2', colorFrustum );\n\taddLine( 'n3', 'f3', colorFrustum );\n\taddLine( 'n4', 'f4', colorFrustum );\n\n\t// cone\n\n\taddLine( 'p', 'n1', colorCone );\n\taddLine( 'p', 'n2', colorCone );\n\taddLine( 'p', 'n3', colorCone );\n\taddLine( 'p', 'n4', colorCone );\n\n\t// up\n\n\taddLine( 'u1', 'u2', colorUp );\n\taddLine( 'u2', 'u3', colorUp );\n\taddLine( 'u3', 'u1', colorUp );\n\n\t// target\n\n\taddLine( 'c', 't', colorTarget );\n\taddLine( 'p', 'c', colorCross );\n\n\t// cross\n\n\taddLine( 'cn1', 'cn2', colorCross );\n\taddLine( 'cn3', 'cn4', colorCross );\n\n\taddLine( 'cf1', 'cf2', colorCross );\n\taddLine( 'cf3', 'cf4', colorCross );\n\n\tfunction addLine( a, b, color ) {\n\n\t\taddPoint( a, color );\n\t\taddPoint( b, color );\n\n\t}\n\n\tfunction addPoint( id, color ) {\n\n\t\tvertices.push( 0, 0, 0 );\n\t\tcolors.push( color.r, color.g, color.b );\n\n\t\tif ( pointMap[ id ] === undefined ) {\n\n\t\t\tpointMap[ id ] = [];\n\n\t\t}\n\n\t\tpointMap[ id ].push( ( vertices.length / 3 ) - 1 );\n\n\t}\n\n\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\tLineSegments.call( this, geometry, material );\n\n\tthis.camera = camera;\n\tif ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();\n\n\tthis.matrix = camera.matrixWorld;\n\tthis.matrixAutoUpdate = false;\n\n\tthis.pointMap = pointMap;\n\n\tthis.update();\n\n}\n\nCameraHelper.prototype = Object.create( LineSegments.prototype );\nCameraHelper.prototype.constructor = CameraHelper;\n\nCameraHelper.prototype.update = function () {\n\n\tvar geometry = this.geometry;\n\tvar pointMap = this.pointMap;\n\n\tvar w = 1, h = 1;\n\n\t// we need just camera projection matrix inverse\n\t// world matrix must be identity\n\n\t_camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );\n\n\t// center / target\n\n\tsetPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );\n\tsetPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );\n\n\t// near\n\n\tsetPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );\n\tsetPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );\n\tsetPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );\n\tsetPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );\n\n\t// far\n\n\tsetPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );\n\tsetPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );\n\tsetPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );\n\tsetPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );\n\n\t// up\n\n\tsetPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );\n\tsetPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );\n\tsetPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );\n\n\t// cross\n\n\tsetPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );\n\tsetPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );\n\tsetPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );\n\tsetPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );\n\n\tsetPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );\n\tsetPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );\n\tsetPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );\n\tsetPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );\n\n\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n};\n\nfunction setPoint( point, pointMap, geometry, camera, x, y, z ) {\n\n\t_vector$b.set( x, y, z ).unproject( camera );\n\n\tvar points = pointMap[ point ];\n\n\tif ( points !== undefined ) {\n\n\t\tvar position = geometry.getAttribute( 'position' );\n\n\t\tfor ( var i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tposition.setXYZ( points[ i ], _vector$b.x, _vector$b.y, _vector$b.z );\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n * @author Mugen87 / http://github.com/Mugen87\n */\n\nvar _box$3 = new Box3();\n\nfunction BoxHelper( object, color ) {\n\n\tthis.object = object;\n\n\tif ( color === undefined ) color = 0xffff00;\n\n\tvar indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\tvar positions = new Float32Array( 8 * 3 );\n\n\tvar geometry = new BufferGeometry();\n\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\tgeometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );\n\n\tLineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );\n\n\tthis.matrixAutoUpdate = false;\n\n\tthis.update();\n\n}\n\nBoxHelper.prototype = Object.create( LineSegments.prototype );\nBoxHelper.prototype.constructor = BoxHelper;\n\nBoxHelper.prototype.update = function ( object ) {\n\n\tif ( object !== undefined ) {\n\n\t\tconsole.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );\n\n\t}\n\n\tif ( this.object !== undefined ) {\n\n\t\t_box$3.setFromObject( this.object );\n\n\t}\n\n\tif ( _box$3.isEmpty() ) return;\n\n\tvar min = _box$3.min;\n\tvar max = _box$3.max;\n\n\t/*\n\t 5____4\n\t1/___0/|\n\t| 6__|_7\n\t2/___3/\n\n\t0: max.x, max.y, max.z\n\t1: min.x, max.y, max.z\n\t2: min.x, min.y, max.z\n\t3: max.x, min.y, max.z\n\t4: max.x, max.y, min.z\n\t5: min.x, max.y, min.z\n\t6: min.x, min.y, min.z\n\t7: max.x, min.y, min.z\n\t*/\n\n\tvar position = this.geometry.attributes.position;\n\tvar array = position.array;\n\n\tarray[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;\n\tarray[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;\n\tarray[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;\n\tarray[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;\n\tarray[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;\n\tarray[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;\n\tarray[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;\n\tarray[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;\n\n\tposition.needsUpdate = true;\n\n\tthis.geometry.computeBoundingSphere();\n\n\n};\n\nBoxHelper.prototype.setFromObject = function ( object ) {\n\n\tthis.object = object;\n\tthis.update();\n\n\treturn this;\n\n};\n\nBoxHelper.prototype.copy = function ( source ) {\n\n\tLineSegments.prototype.copy.call( this, source );\n\n\tthis.object = source.object;\n\n\treturn this;\n\n};\n\nBoxHelper.prototype.clone = function () {\n\n\treturn new this.constructor().copy( this );\n\n};\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction Box3Helper( box, color ) {\n\n\tthis.type = 'Box3Helper';\n\n\tthis.box = box;\n\n\tcolor = color || 0xffff00;\n\n\tvar indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\n\tvar positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];\n\n\tvar geometry = new BufferGeometry();\n\n\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\n\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\tLineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );\n\n\tthis.geometry.computeBoundingSphere();\n\n}\n\nBox3Helper.prototype = Object.create( LineSegments.prototype );\nBox3Helper.prototype.constructor = Box3Helper;\n\nBox3Helper.prototype.updateMatrixWorld = function ( force ) {\n\n\tvar box = this.box;\n\n\tif ( box.isEmpty() ) return;\n\n\tbox.getCenter( this.position );\n\n\tbox.getSize( this.scale );\n\n\tthis.scale.multiplyScalar( 0.5 );\n\n\tObject3D.prototype.updateMatrixWorld.call( this, force );\n\n};\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n */\n\nfunction PlaneHelper( plane, size, hex ) {\n\n\tthis.type = 'PlaneHelper';\n\n\tthis.plane = plane;\n\n\tthis.size = ( size === undefined ) ? 1 : size;\n\n\tvar color = ( hex !== undefined ) ? hex : 0xffff00;\n\n\tvar positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ];\n\n\tvar geometry = new BufferGeometry();\n\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\tgeometry.computeBoundingSphere();\n\n\tLine.call( this, geometry, new LineBasicMaterial( { color: color } ) );\n\n\t//\n\n\tvar positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];\n\n\tvar geometry2 = new BufferGeometry();\n\tgeometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );\n\tgeometry2.computeBoundingSphere();\n\n\tthis.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );\n\n}\n\nPlaneHelper.prototype = Object.create( Line.prototype );\nPlaneHelper.prototype.constructor = PlaneHelper;\n\nPlaneHelper.prototype.updateMatrixWorld = function ( force ) {\n\n\tvar scale = - this.plane.constant;\n\n\tif ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter\n\n\tthis.scale.set( 0.5 * this.size, 0.5 * this.size, scale );\n\n\tthis.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here\n\n\tthis.lookAt( this.plane.normal );\n\n\tObject3D.prototype.updateMatrixWorld.call( this, force );\n\n};\n\n/**\n * @author WestLangley / http://github.com/WestLangley\n * @author zz85 / http://github.com/zz85\n * @author bhouston / http://clara.io\n *\n * Creates an arrow for visualizing directions\n *\n * Parameters:\n * dir - Vector3\n * origin - Vector3\n * length - Number\n * color - color in hex value\n * headLength - Number\n * headWidth - Number\n */\n\nvar _axis = new Vector3();\nvar _lineGeometry, _coneGeometry;\n\nfunction ArrowHelper( dir, origin, length, color, headLength, headWidth ) {\n\n\t// dir is assumed to be normalized\n\n\tObject3D.call( this );\n\n\tif ( dir === undefined ) dir = new Vector3( 0, 0, 1 );\n\tif ( origin === undefined ) origin = new Vector3( 0, 0, 0 );\n\tif ( length === undefined ) length = 1;\n\tif ( color === undefined ) color = 0xffff00;\n\tif ( headLength === undefined ) headLength = 0.2 * length;\n\tif ( headWidth === undefined ) headWidth = 0.2 * headLength;\n\n\tif ( _lineGeometry === undefined ) {\n\n\t\t_lineGeometry = new BufferGeometry();\n\t\t_lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );\n\n\t\t_coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );\n\t\t_coneGeometry.translate( 0, - 0.5, 0 );\n\n\t}\n\n\tthis.position.copy( origin );\n\n\tthis.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color } ) );\n\tthis.line.matrixAutoUpdate = false;\n\tthis.add( this.line );\n\n\tthis.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color } ) );\n\tthis.cone.matrixAutoUpdate = false;\n\tthis.add( this.cone );\n\n\tthis.setDirection( dir );\n\tthis.setLength( length, headLength, headWidth );\n\n}\n\nArrowHelper.prototype = Object.create( Object3D.prototype );\nArrowHelper.prototype.constructor = ArrowHelper;\n\nArrowHelper.prototype.setDirection = function ( dir ) {\n\n\t// dir is assumed to be normalized\n\n\tif ( dir.y > 0.99999 ) {\n\n\t\tthis.quaternion.set( 0, 0, 0, 1 );\n\n\t} else if ( dir.y < - 0.99999 ) {\n\n\t\tthis.quaternion.set( 1, 0, 0, 0 );\n\n\t} else {\n\n\t\t_axis.set( dir.z, 0, - dir.x ).normalize();\n\n\t\tvar radians = Math.acos( dir.y );\n\n\t\tthis.quaternion.setFromAxisAngle( _axis, radians );\n\n\t}\n\n};\n\nArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {\n\n\tif ( headLength === undefined ) headLength = 0.2 * length;\n\tif ( headWidth === undefined ) headWidth = 0.2 * headLength;\n\n\tthis.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458\n\tthis.line.updateMatrix();\n\n\tthis.cone.scale.set( headWidth, headLength, headWidth );\n\tthis.cone.position.y = length;\n\tthis.cone.updateMatrix();\n\n};\n\nArrowHelper.prototype.setColor = function ( color ) {\n\n\tthis.line.material.color.set( color );\n\tthis.cone.material.color.set( color );\n\n};\n\nArrowHelper.prototype.copy = function ( source ) {\n\n\tObject3D.prototype.copy.call( this, source, false );\n\n\tthis.line.copy( source.line );\n\tthis.cone.copy( source.cone );\n\n\treturn this;\n\n};\n\nArrowHelper.prototype.clone = function () {\n\n\treturn new this.constructor().copy( this );\n\n};\n\n/**\n * @author sroucheray / http://sroucheray.org/\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction AxesHelper( size ) {\n\n\tsize = size || 1;\n\n\tvar vertices = [\n\t\t0, 0, 0,\tsize, 0, 0,\n\t\t0, 0, 0,\t0, size, 0,\n\t\t0, 0, 0,\t0, 0, size\n\t];\n\n\tvar colors = [\n\t\t1, 0, 0,\t1, 0.6, 0,\n\t\t0, 1, 0,\t0.6, 1, 0,\n\t\t0, 0, 1,\t0, 0.6, 1\n\t];\n\n\tvar geometry = new BufferGeometry();\n\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\tvar material = new LineBasicMaterial( { vertexColors: VertexColors } );\n\n\tLineSegments.call( this, geometry, material );\n\n}\n\nAxesHelper.prototype = Object.create( LineSegments.prototype );\nAxesHelper.prototype.constructor = AxesHelper;\n\n/**\n * @author Emmett Lalish / elalish\n *\n * This class generates a Prefiltered, Mipmapped Radiance Environment Map\n * (PMREM) from a cubeMap environment texture. This allows different levels of\n * blur to be quickly accessed based on material roughness. It is packed into a\n * special CubeUV format that allows us to perform custom interpolation so that\n * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap\n * chain, it only goes down to the LOD_MIN level (above), and then creates extra\n * even more filtered 'mips' at the same LOD_MIN resolution, associated with\n * higher roughness levels. In this way we maintain resolution to smoothly\n * interpolate diffuse lighting while limiting sampling computation.\n */\n\nvar LOD_MIN = 4;\nvar LOD_MAX = 8;\nvar SIZE_MAX = Math.pow( 2, LOD_MAX );\n// The standard deviations (radians) associated with the extra mips. These are\n// chosen to approximate a Trowbridge-Reitz distribution function times the\n// geometric shadowing function. These sigma values squared must match the\n// variance #defines in cube_uv_reflection_fragment.glsl.js.\nvar EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];\nvar TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;\n// The maximum length of the blur for loop. Smaller sigmas will use fewer\n// samples and exit early, but not recompile the shader.\nvar MAX_SAMPLES = 20;\nvar ENCODINGS = {\n\t[ LinearEncoding ]: 0,\n\t[ sRGBEncoding ]: 1,\n\t[ RGBEEncoding ]: 2,\n\t[ RGBM7Encoding ]: 3,\n\t[ RGBM16Encoding ]: 4,\n\t[ RGBDEncoding ]: 5,\n\t[ GammaEncoding ]: 6\n};\n\nvar _flatCamera = new OrthographicCamera();\nvar _blurMaterial = _getBlurShader( MAX_SAMPLES );\nvar _equirectShader = null;\nvar _cubemapShader = null;\n\nvar { _lodPlanes, _sizeLods, _sigmas } = _createPlanes();\nvar _pingPongRenderTarget = null;\nvar _renderer = null;\n\nvar _oldTarget = null;\n\n// Golden Ratio\nvar PHI = ( 1 + Math.sqrt( 5 ) ) / 2;\nvar INV_PHI = 1 / PHI;\n// Vertices of a dodecahedron (except the opposites, which represent the\n// same axis), used as axis directions evenly spread on a sphere.\nvar _axisDirections = [\n\tnew Vector3( 1, 1, 1 ),\n\tnew Vector3( - 1, 1, 1 ),\n\tnew Vector3( 1, 1, - 1 ),\n\tnew Vector3( - 1, 1, - 1 ),\n\tnew Vector3( 0, PHI, INV_PHI ),\n\tnew Vector3( 0, PHI, - INV_PHI ),\n\tnew Vector3( INV_PHI, 0, PHI ),\n\tnew Vector3( - INV_PHI, 0, PHI ),\n\tnew Vector3( PHI, INV_PHI, 0 ),\n\tnew Vector3( - PHI, INV_PHI, 0 ) ];\n\nfunction PMREMGenerator( renderer ) {\n\n\t_renderer = renderer;\n\t_compileMaterial( _blurMaterial );\n\n}\n\nPMREMGenerator.prototype = {\n\n\tconstructor: PMREMGenerator,\n\n\t/**\n\t * Generates a PMREM from a supplied Scene, which can be faster than using an\n\t * image if networking bandwidth is low. Optional sigma specifies a blur radius\n\t * in radians to be applied to the scene before PMREM generation. Optional near\n\t * and far planes ensure the scene is rendered in its entirety (the cubeCamera\n\t * is placed at the origin).\n\t */\n\tfromScene: function ( scene, sigma = 0, near = 0.1, far = 100 ) {\n\n\t\t_oldTarget = _renderer.getRenderTarget();\n\t\tvar cubeUVRenderTarget = _allocateTargets();\n\t\t_sceneToCubeUV( scene, near, far, cubeUVRenderTarget );\n\t\tif ( sigma > 0 ) {\n\n\t\t\t_blur( cubeUVRenderTarget, 0, 0, sigma );\n\n\t\t}\n\t\t_applyPMREM( cubeUVRenderTarget );\n\t\t_cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t},\n\n\t/**\n\t * Generates a PMREM from an equirectangular texture, which can be either LDR\n\t * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),\n\t * as this matches best with the 256 x 256 cubemap output.\n\t */\n\tfromEquirectangular: function ( equirectangular ) {\n\n\t\tequirectangular.magFilter = NearestFilter;\n\t\tequirectangular.minFilter = NearestFilter;\n\t\tequirectangular.generateMipmaps = false;\n\n\t\treturn this.fromCubemap( equirectangular );\n\n\t},\n\n\t/**\n\t * Generates a PMREM from an cubemap texture, which can be either LDR\n\t * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,\n\t * as this matches best with the 256 x 256 cubemap output.\n\t */\n\tfromCubemap: function ( cubemap ) {\n\n\t\t_oldTarget = _renderer.getRenderTarget();\n\t\tvar cubeUVRenderTarget = _allocateTargets( cubemap );\n\t\t_textureToCubeUV( cubemap, cubeUVRenderTarget );\n\t\t_applyPMREM( cubeUVRenderTarget );\n\t\t_cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t},\n\n\t/**\n\t * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileCubemapShader: function () {\n\n\t\tif ( _cubemapShader == null ) {\n\n\t\t\t_cubemapShader = _getCubemapShader();\n\t\t\t_compileMaterial( _cubemapShader );\n\n\t\t}\n\n\t},\n\n\t/**\n\t * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileEquirectangularShader: function () {\n\n\t\tif ( _equirectShader == null ) {\n\n\t\t\t_equirectShader = _getEquirectShader();\n\t\t\t_compileMaterial( _equirectShader );\n\n\t\t}\n\n\t},\n\n\t/**\n\t * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,\n\t * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on\n\t * one of them will cause any others to also become unusable.\n\t */\n\tdispose: function () {\n\n\t\t_blurMaterial.dispose();\n\n\t\tif ( _cubemapShader != null ) _cubemapShader.dispose();\n\t\tif ( _equirectShader != null ) _equirectShader.dispose();\n\n\t\tfor ( var i = 0; i < _lodPlanes.length; i ++ ) {\n\n\t\t\t_lodPlanes[ i ].dispose();\n\n\t\t}\n\n\t},\n\n};\n\nfunction _createPlanes() {\n\n\tvar _lodPlanes = [];\n\tvar _sizeLods = [];\n\tvar _sigmas = [];\n\n\tvar lod = LOD_MAX;\n\tfor ( var i = 0; i < TOTAL_LODS; i ++ ) {\n\n\t\tvar sizeLod = Math.pow( 2, lod );\n\t\t_sizeLods.push( sizeLod );\n\t\tvar sigma = 1.0 / sizeLod;\n\t\tif ( i > LOD_MAX - LOD_MIN ) {\n\n\t\t\tsigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];\n\n\t\t} else if ( i == 0 ) {\n\n\t\t\tsigma = 0;\n\n\t\t}\n\t\t_sigmas.push( sigma );\n\n\t\tvar texelSize = 1.0 / ( sizeLod - 1 );\n\t\tvar min = - texelSize / 2;\n\t\tvar max = 1 + texelSize / 2;\n\t\tvar uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];\n\n\t\tvar cubeFaces = 6;\n\t\tvar vertices = 6;\n\t\tvar positionSize = 3;\n\t\tvar uvSize = 2;\n\t\tvar faceIndexSize = 1;\n\n\t\tvar position = new Float32Array( positionSize * vertices * cubeFaces );\n\t\tvar uv = new Float32Array( uvSize * vertices * cubeFaces );\n\t\tvar faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );\n\n\t\tfor ( var face = 0; face < cubeFaces; face ++ ) {\n\n\t\t\tvar x = ( face % 3 ) * 2 / 3 - 1;\n\t\t\tvar y = face > 2 ? 0 : - 1;\n\t\t\tvar coordinates = [\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y + 1, 0\n\t\t\t];\n\t\t\tposition.set( coordinates, positionSize * vertices * face );\n\t\t\tuv.set( uv1, uvSize * vertices * face );\n\t\t\tvar fill = [ face, face, face, face, face, face ];\n\t\t\tfaceIndex.set( fill, faceIndexSize * vertices * face );\n\n\t\t}\n\t\tvar planes = new BufferGeometry();\n\t\tplanes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );\n\t\tplanes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );\n\t\tplanes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );\n\t\t_lodPlanes.push( planes );\n\n\t\tif ( lod > LOD_MIN ) {\n\n\t\t\tlod --;\n\n\t\t}\n\n\t}\n\treturn { _lodPlanes, _sizeLods, _sigmas };\n\n}\n\nfunction _allocateTargets( equirectangular ) {\n\n\tvar params = {\n\t\tmagFilter: NearestFilter,\n\t\tminFilter: NearestFilter,\n\t\tgenerateMipmaps: false,\n\t\ttype: equirectangular ? equirectangular.type : UnsignedByteType,\n\t\tformat: equirectangular ? equirectangular.format : RGBEFormat,\n\t\tencoding: equirectangular ? equirectangular.encoding : RGBEEncoding,\n\t\tdepthBuffer: false,\n\t\tstencilBuffer: false\n\t};\n\tvar cubeUVRenderTarget = _createRenderTarget( params );\n\tcubeUVRenderTarget.depthBuffer = equirectangular ? false : true;\n\t_pingPongRenderTarget = _createRenderTarget( params );\n\treturn cubeUVRenderTarget;\n\n}\n\nfunction _cleanup( outputTarget ) {\n\n\t_pingPongRenderTarget.dispose();\n\t_renderer.setRenderTarget( _oldTarget );\n\toutputTarget.scissorTest = false;\n\t// reset viewport and scissor\n\toutputTarget.setSize( outputTarget.width, outputTarget.height );\n\n}\n\nfunction _sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {\n\n\tvar fov = 90;\n\tvar aspect = 1;\n\tvar cubeCamera = new PerspectiveCamera( fov, aspect, near, far );\n\tvar upSign = [ 1, 1, 1, 1, - 1, 1 ];\n\tvar forwardSign = [ 1, 1, - 1, - 1, - 1, 1 ];\n\n\tvar outputEncoding = _renderer.outputEncoding;\n\tvar toneMapping = _renderer.toneMapping;\n\tvar toneMappingExposure = _renderer.toneMappingExposure;\n\tvar clearColor = _renderer.getClearColor();\n\tvar clearAlpha = _renderer.getClearAlpha();\n\n\t_renderer.toneMapping = LinearToneMapping;\n\t_renderer.toneMappingExposure = 1.0;\n\t_renderer.outputEncoding = LinearEncoding;\n\tscene.scale.z *= - 1;\n\n\tvar background = scene.background;\n\tif ( background && background.isColor ) {\n\n\t\tbackground.convertSRGBToLinear();\n\t\t// Convert linear to RGBE\n\t\tvar maxComponent = Math.max( background.r, background.g, background.b );\n\t\tvar fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );\n\t\tbackground = background.multiplyScalar( Math.pow( 2.0, - fExp ) );\n\t\tvar alpha = ( fExp + 128.0 ) / 255.0;\n\t\t_renderer.setClearColor( background, alpha );\n\t\tscene.background = null;\n\n\t}\n\n\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\tvar col = i % 3;\n\t\tif ( col == 0 ) {\n\n\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\tcubeCamera.lookAt( forwardSign[ i ], 0, 0 );\n\n\t\t} else if ( col == 1 ) {\n\n\t\t\tcubeCamera.up.set( 0, 0, upSign[ i ] );\n\t\t\tcubeCamera.lookAt( 0, forwardSign[ i ], 0 );\n\n\t\t} else {\n\n\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\tcubeCamera.lookAt( 0, 0, forwardSign[ i ] );\n\n\t\t}\n\t\t_setViewport( cubeUVRenderTarget,\n\t\t\tcol * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );\n\t\t_renderer.setRenderTarget( cubeUVRenderTarget );\n\t\t_renderer.render( scene, cubeCamera );\n\n\t}\n\n\t_renderer.toneMapping = toneMapping;\n\t_renderer.toneMappingExposure = toneMappingExposure;\n\t_renderer.outputEncoding = outputEncoding;\n\t_renderer.setClearColor( clearColor, clearAlpha );\n\tscene.scale.z *= - 1;\n\n}\n\nfunction _textureToCubeUV( texture, cubeUVRenderTarget ) {\n\n\tvar scene = new Scene();\n\tif ( texture.isCubeTexture ) {\n\n\t\tif ( _cubemapShader == null ) {\n\n\t\t\t_cubemapShader = _getCubemapShader();\n\n\t\t}\n\n\t} else {\n\n\t\tif ( _equirectShader == null ) {\n\n\t\t\t_equirectShader = _getEquirectShader();\n\n\t\t}\n\n\t}\n\tvar material = texture.isCubeTexture ? _cubemapShader : _equirectShader;\n\tscene.add( new Mesh( _lodPlanes[ 0 ], material ) );\n\tvar uniforms = material.uniforms;\n\n\tuniforms[ 'envMap' ].value = texture;\n\tif ( ! texture.isCubeTexture ) {\n\n\t\tuniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );\n\n\t}\n\tuniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];\n\tuniforms[ 'outputEncoding' ].value = ENCODINGS[ texture.encoding ];\n\n\t_setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );\n\t_renderer.setRenderTarget( cubeUVRenderTarget );\n\t_renderer.render( scene, _flatCamera );\n\n}\n\nfunction _compileMaterial( material ) {\n\n\tvar tmpScene = new Scene();\n\ttmpScene.add( new Mesh( _lodPlanes[ 0 ], material ) );\n\t_renderer.compile( tmpScene, _flatCamera );\n\n}\n\nfunction _createRenderTarget( params ) {\n\n\tvar cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );\n\tcubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;\n\tcubeUVRenderTarget.texture.name = 'PMREM.cubeUv';\n\tcubeUVRenderTarget.scissorTest = true;\n\treturn cubeUVRenderTarget;\n\n}\n\nfunction _setViewport( target, x, y, width, height ) {\n\n\ttarget.viewport.set( x, y, width, height );\n\ttarget.scissor.set( x, y, width, height );\n\n}\n\nfunction _applyPMREM( cubeUVRenderTarget ) {\n\n\tvar autoClear = _renderer.autoClear;\n\t_renderer.autoClear = false;\n\n\tfor ( var i = 1; i < TOTAL_LODS; i ++ ) {\n\n\t\tvar sigma = Math.sqrt(\n\t\t\t_sigmas[ i ] * _sigmas[ i ] -\n\t\t_sigmas[ i - 1 ] * _sigmas[ i - 1 ] );\n\t\tvar poleAxis =\n\t\t_axisDirections[ ( i - 1 ) % _axisDirections.length ];\n\t\t_blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );\n\n\t}\n\n\t_renderer.autoClear = autoClear;\n\n}\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 */\nfunction _blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {\n\n\t_halfBlur(\n\t\tcubeUVRenderTarget,\n\t\t_pingPongRenderTarget,\n\t\tlodIn,\n\t\tlodOut,\n\t\tsigma,\n\t\t'latitudinal',\n\t\tpoleAxis );\n\n\t_halfBlur(\n\t\t_pingPongRenderTarget,\n\t\tcubeUVRenderTarget,\n\t\tlodOut,\n\t\tlodOut,\n\t\tsigma,\n\t\t'longitudinal',\n\t\tpoleAxis );\n\n}\n\nfunction _halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {\n\n\tif ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {\n\n\t\tconsole.error(\n\t\t\t'blur direction must be either latitudinal or longitudinal!' );\n\n\t}\n\n\t// Number of standard deviations at which to cut off the discrete approximation.\n\tvar STANDARD_DEVIATIONS = 3;\n\n\tvar blurScene = new Scene();\n\tblurScene.add( new Mesh( _lodPlanes[ lodOut ], _blurMaterial ) );\n\tvar blurUniforms = _blurMaterial.uniforms;\n\n\tvar pixels = _sizeLods[ lodIn ] - 1;\n\tvar radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );\n\tvar sigmaPixels = sigmaRadians / radiansPerPixel;\n\tvar samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;\n\n\tif ( samples > MAX_SAMPLES ) {\n\n\t\tconsole.warn( `sigmaRadians, ${\n\t\t\tsigmaRadians}, is too large and will clip, as it requested ${\n\t\t\tsamples} samples when the maximum is set to ${MAX_SAMPLES}` );\n\n\t}\n\n\tvar weights = [];\n\tvar sum = 0;\n\n\tfor ( var i = 0; i < MAX_SAMPLES; ++ i ) {\n\n\t\tvar x = i / sigmaPixels;\n\t\tvar weight = Math.exp( - x * x / 2 );\n\t\tweights.push( weight );\n\n\t\tif ( i == 0 ) {\n\n\t\t\tsum += weight;\n\n\t\t} else if ( i < samples ) {\n\n\t\t\tsum += 2 * weight;\n\n\t\t}\n\n\t}\n\n\tfor ( var i = 0; i < weights.length; i ++ ) {\n\n\t\tweights[ i ] = weights[ i ] / sum;\n\n\t}\n\n\tblurUniforms[ 'envMap' ].value = targetIn.texture;\n\tblurUniforms[ 'samples' ].value = samples;\n\tblurUniforms[ 'weights' ].value = weights;\n\tblurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';\n\tif ( poleAxis ) {\n\n\t\tblurUniforms[ 'poleAxis' ].value = poleAxis;\n\n\t}\n\tblurUniforms[ 'dTheta' ].value = radiansPerPixel;\n\tblurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;\n\tblurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];\n\tblurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];\n\n\tvar outputSize = _sizeLods[ lodOut ];\n\tvar x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );\n\tvar y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) +\n\t2 * outputSize *\n\t\t( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );\n\n\t_setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );\n\t_renderer.setRenderTarget( targetOut );\n\t_renderer.render( blurScene, _flatCamera );\n\n}\n\nfunction _getBlurShader( maxSamples ) {\n\n\tvar weights = new Float32Array( maxSamples );\n\tvar poleAxis = new Vector3( 0, 1, 0 );\n\tvar shaderMaterial = new RawShaderMaterial( {\n\n\t\tdefines: { 'n': maxSamples },\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'samples': { value: 1 },\n\t\t\t'weights': { value: weights },\n\t\t\t'latitudinal': { value: false },\n\t\t\t'dTheta': { value: 0 },\n\t\t\t'mipInt': { value: 0 },\n\t\t\t'poleAxis': { value: poleAxis },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: `\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform int samples;\nuniform float weights[n];\nuniform bool latitudinal;\nuniform float dTheta;\nuniform float mipInt;\nuniform vec3 poleAxis;\n\n${_getEncodings()}\n\n#define ENVMAP_TYPE_CUBE_UV\n#include \n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tfor (int i = 0; i < n; i++) {\n\t\tif (i >= samples)\n\t\t\tbreak;\n\t\tfor (int dir = -1; dir < 2; dir += 2) {\n\t\t\tif (i == 0 && dir == 1)\n\t\t\t\tcontinue;\n\t\t\tvec3 axis = latitudinal ? poleAxis : cross(poleAxis, vOutputDirection);\n\t\t\tif (all(equal(axis, vec3(0.0))))\n\t\t\t\taxis = cross(vec3(0.0, 1.0, 0.0), vOutputDirection);\n\t\t\taxis = normalize(axis);\n\t\t\tfloat theta = dTheta * float(dir * i);\n\t\t\tfloat cosTheta = cos(theta);\n\t\t\t// Rodrigues' axis-angle rotation\n\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross(axis, vOutputDirection) * sin(theta)\n\t\t\t\t\t+ axis * dot(axis, vOutputDirection) * (1.0 - cosTheta);\n\t\t\tgl_FragColor.rgb +=\n\t\t\t\t\tweights[i] * bilinearCubeUV(envMap, sampleDirection, mipInt);\n\t\t}\n\t}\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\tshaderMaterial.type = 'SphericalGaussianBlur';\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getEquirectShader() {\n\n\tvar texelSize = new Vector2( 1, 1 );\n\tvar shaderMaterial = new RawShaderMaterial( {\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'texelSize': { value: texelSize },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: `\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform sampler2D envMap;\nuniform vec2 texelSize;\n\n${_getEncodings()}\n\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tvec3 outputDirection = normalize(vOutputDirection);\n\tvec2 uv;\n\tuv.y = asin(clamp(outputDirection.y, -1.0, 1.0)) * RECIPROCAL_PI + 0.5;\n\tuv.x = atan(outputDirection.z, outputDirection.x) * RECIPROCAL_PI2 + 0.5;\n\tvec2 f = fract(uv / texelSize - 0.5);\n\tuv -= f * texelSize;\n\tvec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.x += texelSize.x;\n\tvec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.y += texelSize.y;\n\tvec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tuv.x -= texelSize.x;\n\tvec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n\tvec3 tm = mix(tl, tr, f.x);\n\tvec3 bm = mix(bl, br, f.x);\n\tgl_FragColor.rgb = mix(tm, bm, f.y);\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\tshaderMaterial.type = 'EquirectangularToCubeUV';\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getCubemapShader() {\n\n\tvar shaderMaterial = new RawShaderMaterial( {\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: `\nprecision mediump float;\nprecision mediump int;\nvarying vec3 vOutputDirection;\nuniform samplerCube envMap;\n\n${_getEncodings()}\n\nvoid main() {\n\tgl_FragColor = vec4(0.0);\n\tgl_FragColor.rgb = envMapTexelToLinear(textureCube(envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ))).rgb;\n\tgl_FragColor = linearToOutputTexel(gl_FragColor);\n}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\tshaderMaterial.type = 'CubemapToCubeUV';\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getCommonVertexShader() {\n\n\treturn `\nprecision mediump float;\nprecision mediump int;\nattribute vec3 position;\nattribute vec2 uv;\nattribute float faceIndex;\nvarying vec3 vOutputDirection;\nvec3 getDirection(vec2 uv, float face) {\n\tuv = 2.0 * uv - 1.0;\n\tvec3 direction = vec3(uv, 1.0);\n\tif (face == 0.0) {\n\t\tdirection = direction.zyx;\n\t\tdirection.z *= -1.0;\n\t} else if (face == 1.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.z *= -1.0;\n\t} else if (face == 3.0) {\n\t\tdirection = direction.zyx;\n\t\tdirection.x *= -1.0;\n\t} else if (face == 4.0) {\n\t\tdirection = direction.xzy;\n\t\tdirection.y *= -1.0;\n\t} else if (face == 5.0) {\n\t\tdirection.xz *= -1.0;\n\t}\n\treturn direction;\n}\nvoid main() {\n\tvOutputDirection = getDirection(uv, faceIndex);\n\tgl_Position = vec4( position, 1.0 );\n}\n\t`;\n\n}\n\nfunction _getEncodings() {\n\n\treturn `\nuniform int inputEncoding;\nuniform int outputEncoding;\n\n#include \n\nvec4 inputTexelToLinear(vec4 value){\n\tif(inputEncoding == 0){\n\t\treturn value;\n\t}else if(inputEncoding == 1){\n\t\treturn sRGBToLinear(value);\n\t}else if(inputEncoding == 2){\n\t\treturn RGBEToLinear(value);\n\t}else if(inputEncoding == 3){\n\t\treturn RGBMToLinear(value, 7.0);\n\t}else if(inputEncoding == 4){\n\t\treturn RGBMToLinear(value, 16.0);\n\t}else if(inputEncoding == 5){\n\t\treturn RGBDToLinear(value, 256.0);\n\t}else{\n\t\treturn GammaToLinear(value, 2.2);\n\t}\n}\n\nvec4 linearToOutputTexel(vec4 value){\n\tif(outputEncoding == 0){\n\t\treturn value;\n\t}else if(outputEncoding == 1){\n\t\treturn LinearTosRGB(value);\n\t}else if(outputEncoding == 2){\n\t\treturn LinearToRGBE(value);\n\t}else if(outputEncoding == 3){\n\t\treturn LinearToRGBM(value, 7.0);\n\t}else if(outputEncoding == 4){\n\t\treturn LinearToRGBM(value, 16.0);\n\t}else if(outputEncoding == 5){\n\t\treturn LinearToRGBD(value, 256.0);\n\t}else{\n\t\treturn LinearToGamma(value, 2.2);\n\t}\n}\n\nvec4 envMapTexelToLinear(vec4 color) {\n\treturn inputTexelToLinear(color);\n}\n\t`;\n\n}\n\n/**\n * @author mrdoob / http://mrdoob.com/\n */\n\nfunction Face4( a, b, c, d, normal, color, materialIndex ) {\n\n\tconsole.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );\n\treturn new Face3( a, b, c, normal, color, materialIndex );\n\n}\n\nvar LineStrip = 0;\n\nvar LinePieces = 1;\n\nfunction MeshFaceMaterial( materials ) {\n\n\tconsole.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );\n\treturn materials;\n\n}\n\nfunction MultiMaterial( materials ) {\n\n\tif ( materials === undefined ) materials = [];\n\n\tconsole.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );\n\tmaterials.isMultiMaterial = true;\n\tmaterials.materials = materials;\n\tmaterials.clone = function () {\n\n\t\treturn materials.slice();\n\n\t};\n\treturn materials;\n\n}\n\nfunction PointCloud( geometry, material ) {\n\n\tconsole.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );\n\treturn new Points( geometry, material );\n\n}\n\nfunction Particle( material ) {\n\n\tconsole.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );\n\treturn new Sprite( material );\n\n}\n\nfunction ParticleSystem( geometry, material ) {\n\n\tconsole.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );\n\treturn new Points( geometry, material );\n\n}\n\nfunction PointCloudMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction ParticleBasicMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction ParticleSystemMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction Vertex( x, y, z ) {\n\n\tconsole.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );\n\treturn new Vector3( x, y, z );\n\n}\n\n//\n\nfunction DynamicBufferAttribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );\n\treturn new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );\n\n}\n\nfunction Int8Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );\n\treturn new Int8BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint8Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );\n\treturn new Uint8BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint8ClampedAttribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );\n\treturn new Uint8ClampedBufferAttribute( array, itemSize );\n\n}\n\nfunction Int16Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );\n\treturn new Int16BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint16Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );\n\treturn new Uint16BufferAttribute( array, itemSize );\n\n}\n\nfunction Int32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );\n\treturn new Int32BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );\n\treturn new Uint32BufferAttribute( array, itemSize );\n\n}\n\nfunction Float32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );\n\treturn new Float32BufferAttribute( array, itemSize );\n\n}\n\nfunction Float64Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );\n\treturn new Float64BufferAttribute( array, itemSize );\n\n}\n\n//\n\nCurve.create = function ( construct, getPoint ) {\n\n\tconsole.log( 'THREE.Curve.create() has been deprecated' );\n\n\tconstruct.prototype = Object.create( Curve.prototype );\n\tconstruct.prototype.constructor = construct;\n\tconstruct.prototype.getPoint = getPoint;\n\n\treturn construct;\n\n};\n\n//\n\nObject.assign( CurvePath.prototype, {\n\n\tcreatePointsGeometry: function ( divisions ) {\n\n\t\tconsole.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );\n\n\t\t// generate geometry from path points (for Line or Points objects)\n\n\t\tvar pts = this.getPoints( divisions );\n\t\treturn this.createGeometry( pts );\n\n\t},\n\n\tcreateSpacedPointsGeometry: function ( divisions ) {\n\n\t\tconsole.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );\n\n\t\t// generate geometry from equidistant sampling along the path\n\n\t\tvar pts = this.getSpacedPoints( divisions );\n\t\treturn this.createGeometry( pts );\n\n\t},\n\n\tcreateGeometry: function ( points ) {\n\n\t\tconsole.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );\n\n\t\tvar geometry = new Geometry();\n\n\t\tfor ( var i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tvar point = points[ i ];\n\t\t\tgeometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );\n\n\t\t}\n\n\t\treturn geometry;\n\n\t}\n\n} );\n\n//\n\nObject.assign( Path.prototype, {\n\n\tfromPoints: function ( points ) {\n\n\t\tconsole.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );\n\t\treturn this.setFromPoints( points );\n\n\t}\n\n} );\n\n//\n\nfunction ClosedSplineCurve3( points ) {\n\n\tconsole.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );\n\n\tCatmullRomCurve3.call( this, points );\n\tthis.type = 'catmullrom';\n\tthis.closed = true;\n\n}\n\nClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );\n\n//\n\nfunction SplineCurve3( points ) {\n\n\tconsole.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );\n\n\tCatmullRomCurve3.call( this, points );\n\tthis.type = 'catmullrom';\n\n}\n\nSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );\n\n//\n\nfunction Spline( points ) {\n\n\tconsole.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );\n\n\tCatmullRomCurve3.call( this, points );\n\tthis.type = 'catmullrom';\n\n}\n\nSpline.prototype = Object.create( CatmullRomCurve3.prototype );\n\nObject.assign( Spline.prototype, {\n\n\tinitFromArray: function ( /* a */ ) {\n\n\t\tconsole.error( 'THREE.Spline: .initFromArray() has been removed.' );\n\n\t},\n\tgetControlPointsArray: function ( /* optionalTarget */ ) {\n\n\t\tconsole.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );\n\n\t},\n\treparametrizeByArcLength: function ( /* samplingCoef */ ) {\n\n\t\tconsole.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );\n\n\t}\n\n} );\n\n//\n\nfunction AxisHelper( size ) {\n\n\tconsole.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );\n\treturn new AxesHelper( size );\n\n}\n\nfunction BoundingBoxHelper( object, color ) {\n\n\tconsole.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );\n\treturn new BoxHelper( object, color );\n\n}\n\nfunction EdgesHelper( object, hex ) {\n\n\tconsole.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );\n\treturn new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );\n\n}\n\nGridHelper.prototype.setColors = function () {\n\n\tconsole.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );\n\n};\n\nSkeletonHelper.prototype.update = function () {\n\n\tconsole.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );\n\n};\n\nfunction WireframeHelper( object, hex ) {\n\n\tconsole.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );\n\treturn new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );\n\n}\n\n//\n\nObject.assign( Loader.prototype, {\n\n\textractUrlBase: function ( url ) {\n\n\t\tconsole.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );\n\t\treturn LoaderUtils.extractUrlBase( url );\n\n\t}\n\n} );\n\nLoader.Handlers = {\n\n\tadd: function ( /* regex, loader */ ) {\n\n\t\tconsole.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );\n\n\t},\n\n\tget: function ( /* file */ ) {\n\n\t\tconsole.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );\n\n\t}\n\n};\n\nfunction XHRLoader( manager ) {\n\n\tconsole.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );\n\treturn new FileLoader( manager );\n\n}\n\nfunction BinaryTextureLoader( manager ) {\n\n\tconsole.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );\n\treturn new DataTextureLoader( manager );\n\n}\n\nObject.assign( ObjectLoader.prototype, {\n\n\tsetTexturePath: function ( value ) {\n\n\t\tconsole.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );\n\t\treturn this.setResourcePath( value );\n\n\t}\n\n} );\n\n//\n\nObject.assign( Box2.prototype, {\n\n\tcenter: function ( optionalTarget ) {\n\n\t\tconsole.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );\n\t\treturn this.getCenter( optionalTarget );\n\n\t},\n\tempty: function () {\n\n\t\tconsole.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );\n\t\treturn this.isEmpty();\n\n\t},\n\tisIntersectionBox: function ( box ) {\n\n\t\tconsole.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\t\treturn this.intersectsBox( box );\n\n\t},\n\tsize: function ( optionalTarget ) {\n\n\t\tconsole.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );\n\t\treturn this.getSize( optionalTarget );\n\n\t}\n} );\n\nObject.assign( Box3.prototype, {\n\n\tcenter: function ( optionalTarget ) {\n\n\t\tconsole.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );\n\t\treturn this.getCenter( optionalTarget );\n\n\t},\n\tempty: function () {\n\n\t\tconsole.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );\n\t\treturn this.isEmpty();\n\n\t},\n\tisIntersectionBox: function ( box ) {\n\n\t\tconsole.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\t\treturn this.intersectsBox( box );\n\n\t},\n\tisIntersectionSphere: function ( sphere ) {\n\n\t\tconsole.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );\n\t\treturn this.intersectsSphere( sphere );\n\n\t},\n\tsize: function ( optionalTarget ) {\n\n\t\tconsole.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );\n\t\treturn this.getSize( optionalTarget );\n\n\t}\n} );\n\nFrustum.prototype.setFromMatrix = function ( m ) {\n\n\tconsole.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );\n\treturn this.setFromProjectionMatrix( m );\n\n};\n\nLine3.prototype.center = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );\n\treturn this.getCenter( optionalTarget );\n\n};\n\nObject.assign( MathUtils, {\n\n\trandom16: function () {\n\n\t\tconsole.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );\n\t\treturn Math.random();\n\n\t},\n\n\tnearestPowerOfTwo: function ( value ) {\n\n\t\tconsole.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );\n\t\treturn MathUtils.floorPowerOfTwo( value );\n\n\t},\n\n\tnextPowerOfTwo: function ( value ) {\n\n\t\tconsole.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );\n\t\treturn MathUtils.ceilPowerOfTwo( value );\n\n\t}\n\n} );\n\nObject.assign( Matrix3.prototype, {\n\n\tflattenToArrayOffset: function ( array, offset ) {\n\n\t\tconsole.warn( \"THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.\" );\n\t\treturn this.toArray( array, offset );\n\n\t},\n\tmultiplyVector3: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );\n\t\treturn vector.applyMatrix3( this );\n\n\t},\n\tmultiplyVector3Array: function ( /* a */ ) {\n\n\t\tconsole.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );\n\n\t},\n\tapplyToBufferAttribute: function ( attribute ) {\n\n\t\tconsole.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );\n\t\treturn attribute.applyMatrix3( this );\n\n\t},\n\tapplyToVector3Array: function ( /* array, offset, length */ ) {\n\n\t\tconsole.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );\n\n\t}\n\n} );\n\nObject.assign( Matrix4.prototype, {\n\n\textractPosition: function ( m ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );\n\t\treturn this.copyPosition( m );\n\n\t},\n\tflattenToArrayOffset: function ( array, offset ) {\n\n\t\tconsole.warn( \"THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.\" );\n\t\treturn this.toArray( array, offset );\n\n\t},\n\tgetPosition: function () {\n\n\t\tconsole.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );\n\t\treturn new Vector3().setFromMatrixColumn( this, 3 );\n\n\t},\n\tsetRotationFromQuaternion: function ( q ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );\n\t\treturn this.makeRotationFromQuaternion( q );\n\n\t},\n\tmultiplyToArray: function () {\n\n\t\tconsole.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );\n\n\t},\n\tmultiplyVector3: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\t\treturn vector.applyMatrix4( this );\n\n\t},\n\tmultiplyVector4: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\t\treturn vector.applyMatrix4( this );\n\n\t},\n\tmultiplyVector3Array: function ( /* a */ ) {\n\n\t\tconsole.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );\n\n\t},\n\trotateAxis: function ( v ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );\n\t\tv.transformDirection( this );\n\n\t},\n\tcrossVector: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\t\treturn vector.applyMatrix4( this );\n\n\t},\n\ttranslate: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .translate() has been removed.' );\n\n\t},\n\trotateX: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .rotateX() has been removed.' );\n\n\t},\n\trotateY: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .rotateY() has been removed.' );\n\n\t},\n\trotateZ: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .rotateZ() has been removed.' );\n\n\t},\n\trotateByAxis: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );\n\n\t},\n\tapplyToBufferAttribute: function ( attribute ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );\n\t\treturn attribute.applyMatrix4( this );\n\n\t},\n\tapplyToVector3Array: function ( /* array, offset, length */ ) {\n\n\t\tconsole.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );\n\n\t},\n\tmakeFrustum: function ( left, right, bottom, top, near, far ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );\n\t\treturn this.makePerspective( left, right, top, bottom, near, far );\n\n\t}\n\n} );\n\nPlane.prototype.isIntersectionLine = function ( line ) {\n\n\tconsole.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );\n\treturn this.intersectsLine( line );\n\n};\n\nQuaternion.prototype.multiplyVector3 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );\n\treturn vector.applyQuaternion( this );\n\n};\n\nObject.assign( Ray.prototype, {\n\n\tisIntersectionBox: function ( box ) {\n\n\t\tconsole.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\t\treturn this.intersectsBox( box );\n\n\t},\n\tisIntersectionPlane: function ( plane ) {\n\n\t\tconsole.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );\n\t\treturn this.intersectsPlane( plane );\n\n\t},\n\tisIntersectionSphere: function ( sphere ) {\n\n\t\tconsole.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );\n\t\treturn this.intersectsSphere( sphere );\n\n\t}\n\n} );\n\nObject.assign( Triangle.prototype, {\n\n\tarea: function () {\n\n\t\tconsole.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );\n\t\treturn this.getArea();\n\n\t},\n\tbarycoordFromPoint: function ( point, target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );\n\t\treturn this.getBarycoord( point, target );\n\n\t},\n\tmidpoint: function ( target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );\n\t\treturn this.getMidpoint( target );\n\n\t},\n\tnormal: function ( target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );\n\t\treturn this.getNormal( target );\n\n\t},\n\tplane: function ( target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );\n\t\treturn this.getPlane( target );\n\n\t}\n\n} );\n\nObject.assign( Triangle, {\n\n\tbarycoordFromPoint: function ( point, a, b, c, target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );\n\t\treturn Triangle.getBarycoord( point, a, b, c, target );\n\n\t},\n\tnormal: function ( a, b, c, target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );\n\t\treturn Triangle.getNormal( a, b, c, target );\n\n\t}\n\n} );\n\nObject.assign( Shape.prototype, {\n\n\textractAllPoints: function ( divisions ) {\n\n\t\tconsole.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );\n\t\treturn this.extractPoints( divisions );\n\n\t},\n\textrude: function ( options ) {\n\n\t\tconsole.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );\n\t\treturn new ExtrudeGeometry( this, options );\n\n\t},\n\tmakeGeometry: function ( options ) {\n\n\t\tconsole.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );\n\t\treturn new ShapeGeometry( this, options );\n\n\t}\n\n} );\n\nObject.assign( Vector2.prototype, {\n\n\tfromAttribute: function ( attribute, index, offset ) {\n\n\t\tconsole.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\t\treturn this.fromBufferAttribute( attribute, index, offset );\n\n\t},\n\tdistanceToManhattan: function ( v ) {\n\n\t\tconsole.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );\n\t\treturn this.manhattanDistanceTo( v );\n\n\t},\n\tlengthManhattan: function () {\n\n\t\tconsole.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );\n\t\treturn this.manhattanLength();\n\n\t}\n\n} );\n\nObject.assign( Vector3.prototype, {\n\n\tsetEulerFromRotationMatrix: function () {\n\n\t\tconsole.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );\n\n\t},\n\tsetEulerFromQuaternion: function () {\n\n\t\tconsole.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );\n\n\t},\n\tgetPositionFromMatrix: function ( m ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );\n\t\treturn this.setFromMatrixPosition( m );\n\n\t},\n\tgetScaleFromMatrix: function ( m ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );\n\t\treturn this.setFromMatrixScale( m );\n\n\t},\n\tgetColumnFromMatrix: function ( index, matrix ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );\n\t\treturn this.setFromMatrixColumn( matrix, index );\n\n\t},\n\tapplyProjection: function ( m ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );\n\t\treturn this.applyMatrix4( m );\n\n\t},\n\tfromAttribute: function ( attribute, index, offset ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\t\treturn this.fromBufferAttribute( attribute, index, offset );\n\n\t},\n\tdistanceToManhattan: function ( v ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );\n\t\treturn this.manhattanDistanceTo( v );\n\n\t},\n\tlengthManhattan: function () {\n\n\t\tconsole.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );\n\t\treturn this.manhattanLength();\n\n\t}\n\n} );\n\nObject.assign( Vector4.prototype, {\n\n\tfromAttribute: function ( attribute, index, offset ) {\n\n\t\tconsole.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\t\treturn this.fromBufferAttribute( attribute, index, offset );\n\n\t},\n\tlengthManhattan: function () {\n\n\t\tconsole.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );\n\t\treturn this.manhattanLength();\n\n\t}\n\n} );\n\n//\n\nObject.assign( Geometry.prototype, {\n\n\tcomputeTangents: function () {\n\n\t\tconsole.error( 'THREE.Geometry: .computeTangents() has been removed.' );\n\n\t},\n\tcomputeLineDistances: function () {\n\n\t\tconsole.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );\n\n\t},\n\tapplyMatrix: function ( matrix ) {\n\n\t\tconsole.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' );\n\t\treturn this.applyMatrix4( matrix );\n\n\t}\n\n} );\n\nObject.assign( Object3D.prototype, {\n\n\tgetChildByName: function ( name ) {\n\n\t\tconsole.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );\n\t\treturn this.getObjectByName( name );\n\n\t},\n\trenderDepth: function () {\n\n\t\tconsole.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );\n\n\t},\n\ttranslate: function ( distance, axis ) {\n\n\t\tconsole.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );\n\t\treturn this.translateOnAxis( axis, distance );\n\n\t},\n\tgetWorldRotation: function () {\n\n\t\tconsole.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );\n\n\t},\n\tapplyMatrix: function ( matrix ) {\n\n\t\tconsole.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );\n\t\treturn this.applyMatrix4( matrix );\n\n\t}\n\n} );\n\nObject.defineProperties( Object3D.prototype, {\n\n\teulerOrder: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );\n\t\t\treturn this.rotation.order;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );\n\t\t\tthis.rotation.order = value;\n\n\t\t}\n\t},\n\tuseQuaternion: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );\n\n\t\t}\n\t}\n\n} );\n\nObject.assign( Mesh.prototype, {\n\n\tsetDrawMode: function () {\n\n\t\tconsole.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );\n\n\t},\n\n} );\n\nObject.defineProperties( Mesh.prototype, {\n\n\tdrawMode: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );\n\t\t\treturn TrianglesDrawMode;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( LOD.prototype, {\n\n\tobjects: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.LOD: .objects has been renamed to .levels.' );\n\t\t\treturn this.levels;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperty( Skeleton.prototype, 'useVertexTexture', {\n\n\tget: function () {\n\n\t\tconsole.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );\n\n\t},\n\tset: function () {\n\n\t\tconsole.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );\n\n\t}\n\n} );\n\nSkinnedMesh.prototype.initBones = function () {\n\n\tconsole.error( 'THREE.SkinnedMesh: initBones() has been removed.' );\n\n};\n\nObject.defineProperty( Curve.prototype, '__arcLengthDivisions', {\n\n\tget: function () {\n\n\t\tconsole.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );\n\t\treturn this.arcLengthDivisions;\n\n\t},\n\tset: function ( value ) {\n\n\t\tconsole.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );\n\t\tthis.arcLengthDivisions = value;\n\n\t}\n\n} );\n\n//\n\nPerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {\n\n\tconsole.warn( \"THREE.PerspectiveCamera.setLens is deprecated. \" +\n\t\t\t\"Use .setFocalLength and .filmGauge for a photographic setup.\" );\n\n\tif ( filmGauge !== undefined ) this.filmGauge = filmGauge;\n\tthis.setFocalLength( focalLength );\n\n};\n\n//\n\nObject.defineProperties( Light.prototype, {\n\tonlyShadow: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .onlyShadow has been removed.' );\n\n\t\t}\n\t},\n\tshadowCameraFov: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );\n\t\t\tthis.shadow.camera.fov = value;\n\n\t\t}\n\t},\n\tshadowCameraLeft: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );\n\t\t\tthis.shadow.camera.left = value;\n\n\t\t}\n\t},\n\tshadowCameraRight: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );\n\t\t\tthis.shadow.camera.right = value;\n\n\t\t}\n\t},\n\tshadowCameraTop: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );\n\t\t\tthis.shadow.camera.top = value;\n\n\t\t}\n\t},\n\tshadowCameraBottom: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );\n\t\t\tthis.shadow.camera.bottom = value;\n\n\t\t}\n\t},\n\tshadowCameraNear: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );\n\t\t\tthis.shadow.camera.near = value;\n\n\t\t}\n\t},\n\tshadowCameraFar: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );\n\t\t\tthis.shadow.camera.far = value;\n\n\t\t}\n\t},\n\tshadowCameraVisible: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );\n\n\t\t}\n\t},\n\tshadowBias: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );\n\t\t\tthis.shadow.bias = value;\n\n\t\t}\n\t},\n\tshadowDarkness: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowDarkness has been removed.' );\n\n\t\t}\n\t},\n\tshadowMapWidth: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );\n\t\t\tthis.shadow.mapSize.width = value;\n\n\t\t}\n\t},\n\tshadowMapHeight: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );\n\t\t\tthis.shadow.mapSize.height = value;\n\n\t\t}\n\t}\n} );\n\n//\n\nObject.defineProperties( BufferAttribute.prototype, {\n\n\tlength: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );\n\t\t\treturn this.array.length;\n\n\t\t}\n\t},\n\tdynamic: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );\n\t\t\treturn this.usage === DynamicDrawUsage;\n\n\t\t},\n\t\tset: function ( /* value */ ) {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );\n\t\t\tthis.setUsage( DynamicDrawUsage );\n\n\t\t}\n\t}\n\n} );\n\nObject.assign( BufferAttribute.prototype, {\n\tsetDynamic: function ( value ) {\n\n\t\tconsole.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );\n\t\tthis.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );\n\t\treturn this;\n\n\t},\n\tcopyIndicesArray: function ( /* indices */ ) {\n\n\t\tconsole.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );\n\n\t},\n\tsetArray: function ( /* array */ ) {\n\n\t\tconsole.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );\n\n\t}\n} );\n\nObject.assign( BufferGeometry.prototype, {\n\n\taddIndex: function ( index ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );\n\t\tthis.setIndex( index );\n\n\t},\n\taddAttribute: function ( name, attribute ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );\n\n\t\tif ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );\n\n\t\t\treturn this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );\n\n\t\t}\n\n\t\tif ( name === 'index' ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );\n\t\t\tthis.setIndex( attribute );\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\treturn this.setAttribute( name, attribute );\n\n\t},\n\taddDrawCall: function ( start, count, indexOffset ) {\n\n\t\tif ( indexOffset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );\n\n\t\t}\n\t\tconsole.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );\n\t\tthis.addGroup( start, count );\n\n\t},\n\tclearDrawCalls: function () {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );\n\t\tthis.clearGroups();\n\n\t},\n\tcomputeTangents: function () {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );\n\n\t},\n\tcomputeOffsets: function () {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );\n\n\t},\n\tremoveAttribute: function ( name ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );\n\n\t\treturn this.deleteAttribute( name );\n\n\t},\n\tapplyMatrix: function ( matrix ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );\n\t\treturn this.applyMatrix4( matrix );\n\n\t}\n\n} );\n\nObject.defineProperties( BufferGeometry.prototype, {\n\n\tdrawcalls: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );\n\t\t\treturn this.groups;\n\n\t\t}\n\t},\n\toffsets: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );\n\t\t\treturn this.groups;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( InterleavedBuffer.prototype, {\n\n\tdynamic: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );\n\t\t\treturn this.usage === DynamicDrawUsage;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );\n\t\t\tthis.setUsage( value );\n\n\t\t}\n\t}\n\n} );\n\nObject.assign( InterleavedBuffer.prototype, {\n\tsetDynamic: function ( value ) {\n\n\t\tconsole.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );\n\t\tthis.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );\n\t\treturn this;\n\n\t},\n\tsetArray: function ( /* array */ ) {\n\n\t\tconsole.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );\n\n\t}\n} );\n\n//\n\nObject.assign( ExtrudeBufferGeometry.prototype, {\n\n\tgetArrays: function () {\n\n\t\tconsole.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );\n\n\t},\n\n\taddShapeList: function () {\n\n\t\tconsole.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );\n\n\t},\n\n\taddShape: function () {\n\n\t\tconsole.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );\n\n\t}\n\n} );\n\n//\n\nObject.defineProperties( Uniform.prototype, {\n\n\tdynamic: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );\n\n\t\t}\n\t},\n\tonUpdate: {\n\t\tvalue: function () {\n\n\t\t\tconsole.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );\n\t\t\treturn this;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nObject.defineProperties( Material.prototype, {\n\n\twrapAround: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapAround has been removed.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapAround has been removed.' );\n\n\t\t}\n\t},\n\n\toverdraw: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .overdraw has been removed.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .overdraw has been removed.' );\n\n\t\t}\n\t},\n\n\twrapRGB: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapRGB has been removed.' );\n\t\t\treturn new Color();\n\n\t\t}\n\t},\n\n\tshading: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\t\t\tthis.flatShading = ( value === FlatShading );\n\n\t\t}\n\t},\n\n\tstencilMask: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );\n\t\t\treturn this.stencilFuncMask;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );\n\t\t\tthis.stencilFuncMask = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( MeshPhongMaterial.prototype, {\n\n\tmetal: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( ShaderMaterial.prototype, {\n\n\tderivatives: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );\n\t\t\treturn this.extensions.derivatives;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );\n\t\t\tthis.extensions.derivatives = value;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nObject.assign( WebGLRenderer.prototype, {\n\n\tclearTarget: function ( renderTarget, color, depth, stencil ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );\n\t\tthis.setRenderTarget( renderTarget );\n\t\tthis.clear( color, depth, stencil );\n\n\t},\n\tanimate: function ( callback ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );\n\t\tthis.setAnimationLoop( callback );\n\n\t},\n\tgetCurrentRenderTarget: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );\n\t\treturn this.getRenderTarget();\n\n\t},\n\tgetMaxAnisotropy: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );\n\t\treturn this.capabilities.getMaxAnisotropy();\n\n\t},\n\tgetPrecision: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );\n\t\treturn this.capabilities.precision;\n\n\t},\n\tresetGLState: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );\n\t\treturn this.state.reset();\n\n\t},\n\tsupportsFloatTextures: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \\'OES_texture_float\\' ).' );\n\t\treturn this.extensions.get( 'OES_texture_float' );\n\n\t},\n\tsupportsHalfFloatTextures: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \\'OES_texture_half_float\\' ).' );\n\t\treturn this.extensions.get( 'OES_texture_half_float' );\n\n\t},\n\tsupportsStandardDerivatives: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \\'OES_standard_derivatives\\' ).' );\n\t\treturn this.extensions.get( 'OES_standard_derivatives' );\n\n\t},\n\tsupportsCompressedTextureS3TC: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \\'WEBGL_compressed_texture_s3tc\\' ).' );\n\t\treturn this.extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n\t},\n\tsupportsCompressedTexturePVRTC: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \\'WEBGL_compressed_texture_pvrtc\\' ).' );\n\t\treturn this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n\t},\n\tsupportsBlendMinMax: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \\'EXT_blend_minmax\\' ).' );\n\t\treturn this.extensions.get( 'EXT_blend_minmax' );\n\n\t},\n\tsupportsVertexTextures: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );\n\t\treturn this.capabilities.vertexTextures;\n\n\t},\n\tsupportsInstancedArrays: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \\'ANGLE_instanced_arrays\\' ).' );\n\t\treturn this.extensions.get( 'ANGLE_instanced_arrays' );\n\n\t},\n\tenableScissorTest: function ( boolean ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );\n\t\tthis.setScissorTest( boolean );\n\n\t},\n\tinitMaterial: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );\n\n\t},\n\taddPrePlugin: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );\n\n\t},\n\taddPostPlugin: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );\n\n\t},\n\tupdateShadowMap: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );\n\n\t},\n\tsetFaceCulling: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );\n\n\t},\n\tallocTextureUnit: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );\n\n\t},\n\tsetTexture: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );\n\n\t},\n\tsetTexture2D: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );\n\n\t},\n\tsetTextureCube: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );\n\n\t},\n\tgetActiveMipMapLevel: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );\n\t\treturn this.getActiveMipmapLevel();\n\n\t}\n\n} );\n\nObject.defineProperties( WebGLRenderer.prototype, {\n\n\tshadowMapEnabled: {\n\t\tget: function () {\n\n\t\t\treturn this.shadowMap.enabled;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );\n\t\t\tthis.shadowMap.enabled = value;\n\n\t\t}\n\t},\n\tshadowMapType: {\n\t\tget: function () {\n\n\t\t\treturn this.shadowMap.type;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );\n\t\t\tthis.shadowMap.type = value;\n\n\t\t}\n\t},\n\tshadowMapCullFace: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function ( /* value */ ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\tcontext: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );\n\t\t\treturn this.getContext();\n\n\t\t}\n\t},\n\tvr: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );\n\t\t\treturn this.xr;\n\n\t\t}\n\t},\n\tgammaInput: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );\n\n\t\t}\n\t},\n\tgammaOutput: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );\n\t\t\tthis.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( WebGLShadowMap.prototype, {\n\n\tcullFace: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function ( /* cullFace */ ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\trenderReverseSided: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\trenderSingleSided: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t}\n\n} );\n\nfunction WebGLRenderTargetCube( width, height, options ) {\n\n\tconsole.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );\n\treturn new WebGLCubeRenderTarget( width, options );\n\n}\n\n//\n\nObject.defineProperties( WebGLRenderTarget.prototype, {\n\n\twrapS: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );\n\t\t\treturn this.texture.wrapS;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );\n\t\t\tthis.texture.wrapS = value;\n\n\t\t}\n\t},\n\twrapT: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );\n\t\t\treturn this.texture.wrapT;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );\n\t\t\tthis.texture.wrapT = value;\n\n\t\t}\n\t},\n\tmagFilter: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );\n\t\t\treturn this.texture.magFilter;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );\n\t\t\tthis.texture.magFilter = value;\n\n\t\t}\n\t},\n\tminFilter: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );\n\t\t\treturn this.texture.minFilter;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );\n\t\t\tthis.texture.minFilter = value;\n\n\t\t}\n\t},\n\tanisotropy: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );\n\t\t\treturn this.texture.anisotropy;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );\n\t\t\tthis.texture.anisotropy = value;\n\n\t\t}\n\t},\n\toffset: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );\n\t\t\treturn this.texture.offset;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );\n\t\t\tthis.texture.offset = value;\n\n\t\t}\n\t},\n\trepeat: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );\n\t\t\treturn this.texture.repeat;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );\n\t\t\tthis.texture.repeat = value;\n\n\t\t}\n\t},\n\tformat: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );\n\t\t\treturn this.texture.format;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );\n\t\t\tthis.texture.format = value;\n\n\t\t}\n\t},\n\ttype: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );\n\t\t\treturn this.texture.type;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );\n\t\t\tthis.texture.type = value;\n\n\t\t}\n\t},\n\tgenerateMipmaps: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );\n\t\t\treturn this.texture.generateMipmaps;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );\n\t\t\tthis.texture.generateMipmaps = value;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nObject.defineProperties( Audio.prototype, {\n\n\tload: {\n\t\tvalue: function ( file ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );\n\t\t\tvar scope = this;\n\t\t\tvar audioLoader = new AudioLoader();\n\t\t\taudioLoader.load( file, function ( buffer ) {\n\n\t\t\t\tscope.setBuffer( buffer );\n\n\t\t\t} );\n\t\t\treturn this;\n\n\t\t}\n\t},\n\tstartTime: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Audio: .startTime is now .play( delay ).' );\n\n\t\t}\n\t}\n\n} );\n\nAudioAnalyser.prototype.getData = function () {\n\n\tconsole.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );\n\treturn this.getFrequencyData();\n\n};\n\n//\n\nCubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {\n\n\tconsole.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );\n\treturn this.update( renderer, scene );\n\n};\n\n//\n\nvar GeometryUtils = {\n\n\tmerge: function ( geometry1, geometry2, materialIndexOffset ) {\n\n\t\tconsole.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );\n\t\tvar matrix;\n\n\t\tif ( geometry2.isMesh ) {\n\n\t\t\tgeometry2.matrixAutoUpdate && geometry2.updateMatrix();\n\n\t\t\tmatrix = geometry2.matrix;\n\t\t\tgeometry2 = geometry2.geometry;\n\n\t\t}\n\n\t\tgeometry1.merge( geometry2, matrix, materialIndexOffset );\n\n\t},\n\n\tcenter: function ( geometry ) {\n\n\t\tconsole.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );\n\t\treturn geometry.center();\n\n\t}\n\n};\n\nImageUtils.crossOrigin = undefined;\n\nImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {\n\n\tconsole.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );\n\n\tvar loader = new TextureLoader();\n\tloader.setCrossOrigin( this.crossOrigin );\n\n\tvar texture = loader.load( url, onLoad, undefined, onError );\n\n\tif ( mapping ) texture.mapping = mapping;\n\n\treturn texture;\n\n};\n\nImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {\n\n\tconsole.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );\n\n\tvar loader = new CubeTextureLoader();\n\tloader.setCrossOrigin( this.crossOrigin );\n\n\tvar texture = loader.load( urls, onLoad, undefined, onError );\n\n\tif ( mapping ) texture.mapping = mapping;\n\n\treturn texture;\n\n};\n\nImageUtils.loadCompressedTexture = function () {\n\n\tconsole.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );\n\n};\n\nImageUtils.loadCompressedTextureCube = function () {\n\n\tconsole.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );\n\n};\n\n//\n\nfunction CanvasRenderer() {\n\n\tconsole.error( 'THREE.CanvasRenderer has been removed' );\n\n}\n\n//\n\nfunction JSONLoader() {\n\n\tconsole.error( 'THREE.JSONLoader has been removed.' );\n\n}\n\n//\n\nvar SceneUtils = {\n\n\tcreateMultiMaterialObject: function ( /* geometry, materials */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );\n\n\t},\n\n\tdetach: function ( /* child, parent, scene */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );\n\n\t},\n\n\tattach: function ( /* child, scene, parent */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );\n\n\t}\n\n};\n\n//\n\nfunction LensFlare() {\n\n\tconsole.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );\n\n}\n\nif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t/* eslint-disable no-undef */\n\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {\n\t\trevision: REVISION,\n\t} } ) );\n\t/* eslint-enable no-undef */\n\n}\n\nexport { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveBlending, AlphaFormat, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AmbientLightProbe, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, AxisHelper, BackSide, BasicDepthPacking, BasicShadowMap, BinaryTextureLoader, Bone, BooleanKeyframeTrack, BoundingBoxHelper, Box2, Box3, Box3Helper, BoxBufferGeometry, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasRenderer, CanvasTexture, CatmullRomCurve3, CineonToneMapping, CircleBufferGeometry, CircleGeometry, ClampToEdgeWrapping, Clock, ClosedSplineCurve3, Color, ColorKeyframeTrack, CompressedTexture, CompressedTextureLoader, ConeBufferGeometry, ConeGeometry, CubeCamera, BoxGeometry as CubeGeometry, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubeUVRefractionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CylinderBufferGeometry, CylinderGeometry, Cylindrical, DataTexture, DataTexture2DArray, DataTexture3D, DataTextureLoader, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DirectionalLight, DirectionalLightHelper, DirectionalLightShadow, DiscreteInterpolant, DodecahedronBufferGeometry, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicBufferAttribute, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EdgesHelper, EllipseCurve, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExtrudeBufferGeometry, ExtrudeGeometry, Face3, Face4, FaceColors, FileLoader, FlatShading, Float32Attribute, Float32BufferAttribute, Float64Attribute, Float64BufferAttribute, FloatType, Fog, FogExp2, Font, FontLoader, FrontFaceDirectionCCW, FrontFaceDirectionCW, FrontSide, Frustum, GammaEncoding, Geometry, GeometryUtils, GreaterDepth, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, HemisphereLightProbe, IcosahedronBufferGeometry, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, ImmediateRenderObject, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16Attribute, Int16BufferAttribute, Int32Attribute, Int32BufferAttribute, Int8Attribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InvertStencilOp, JSONLoader, KeepStencilOp, KeyframeTrack, LOD, LatheBufferGeometry, LatheGeometry, Layers, LensFlare, LessDepth, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, LightShadow, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LinePieces, LineSegments, LineStrip, LinearEncoding, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearToneMapping, Loader, LoaderUtils, LoadingManager, LogLuvEncoding, LoopOnce, LoopPingPong, LoopRepeat, LuminanceAlphaFormat, LuminanceFormat, MOUSE, Material, MaterialLoader, MathUtils as Math, MathUtils, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshFaceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiMaterial, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeverDepth, NeverStencilFunc, NoBlending, NoColors, NoToneMapping, NormalBlending, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronBufferGeometry, OctahedronGeometry, OneFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, PMREMGenerator, ParametricBufferGeometry, ParametricGeometry, Particle, ParticleBasicMaterial, ParticleSystem, ParticleSystemMaterial, Path, PerspectiveCamera, Plane, PlaneBufferGeometry, PlaneGeometry, PlaneHelper, PointCloud, PointCloudMaterial, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronBufferGeometry, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDEncoding, RGBEEncoding, RGBEFormat, RGBFormat, RGBIntegerFormat, RGBM16Encoding, RGBM7Encoding, RGB_ETC1_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingBufferGeometry, RingGeometry, Scene, SceneUtils, ShaderChunk, ShaderLib, ShaderMaterial, ShadowMaterial, Shape, ShapeBufferGeometry, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, SmoothShading, Sphere, SphereBufferGeometry, SphereGeometry, Spherical, SphericalHarmonics3, SphericalReflectionMapping, Spline, SplineCurve, SplineCurve3, SpotLight, SpotLightHelper, SpotLightShadow, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronBufferGeometry, TetrahedronGeometry, TextBufferGeometry, TextGeometry, Texture, TextureLoader, TorusBufferGeometry, TorusGeometry, TorusKnotBufferGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeBufferGeometry, TubeGeometry, UVMapping, Uint16Attribute, Uint16BufferAttribute, Uint32Attribute, Uint32BufferAttribute, Uint8Attribute, Uint8BufferAttribute, Uint8ClampedAttribute, Uint8ClampedBufferAttribute, Uncharted2ToneMapping, Uniform, UniformsLib, UniformsUtils, UnsignedByteType, UnsignedInt248Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShort565Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, Vertex, VertexColors, VideoTexture, WebGLCubeRenderTarget, WebGLMultisampleRenderTarget, WebGLRenderTarget, WebGLRenderTargetCube, WebGLRenderer, WebGLUtils, WireframeGeometry, WireframeHelper, WrapAroundEnding, XHRLoader, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, sRGBEncoding };\n","///////////////////////////////////////////////////////////////////////////////\r\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\r\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\r\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\r\n//https://www.mxdraw.com/\r\n///////////////////////////////////////////////////////////////////////////////\r\nimport * as THREE from \"three\";\r\nimport {\r\n McEdGetPointWorldDrawObject,\r\n MrxDbgUiPrPoint,\r\n MxDb2LineAngularDimension,\r\n MxDbAlignedDimension,\r\n MxDbCoord,\r\n MxFun,\r\n MxType\r\n} from \"mxdraw\";\r\nimport { MxCpp } from \"mxcad\";\r\n\r\nexport class MyAlignedDimension extends MxDbAlignedDimension {\r\n constructor() {\r\n super()\r\n }\r\n public getDimText(): string {\r\n var v2ndPtTo1stPt = new THREE.Vector3(this.point1.x - this.point2.x, this.point1.y - this.point2.y, 0);\r\n var fLen = v2ndPtTo1stPt.length()\r\n return fLen.toFixed(2)\r\n }\r\n\r\n public create() {\r\n return new MyAlignedDimension();\r\n }\r\n\r\n public getTypeName(): string {\r\n return this.constructor.name\r\n }\r\n}\r\n\r\nasync function Mx_Linear() {\r\n // 让用户在图上点取第一点.\r\n let myThis = this;\r\n const getPoint = new MrxDbgUiPrPoint();\r\n getPoint.setMessage(\"\\n指定第一点:\");\r\n getPoint.go((status) => {\r\n if (status != 0) {\r\n return;\r\n }\r\n const pt1 = getPoint.value();\r\n\r\n // 定义一个尺寸对象.\r\n //let dim = new MxDbAlignedDimension();\r\n let dim = new MyAlignedDimension();\r\n\r\n dim.setPoint1(pt1);\r\n dim.setColor(0xff22);\r\n\r\n // 在点取第二点时,设置动态绘制.\r\n const worldDrawComment = new McEdGetPointWorldDrawObject();\r\n worldDrawComment.setDraw((currentPoint: THREE.Vector3) => {\r\n // 动态绘制调用。\r\n dim.setPoint2(currentPoint);\r\n worldDrawComment.drawCustomEntity(dim);\r\n });\r\n\r\n getPoint.setBasePt(pt1);\r\n\r\n getPoint.setUseBasePt(true);\r\n getPoint.setUserDraw(worldDrawComment);\r\n getPoint.setMessage(\"\\n指定第二点:\");\r\n\r\n getPoint.setInputToucheType(MxType.InputToucheType.kGetEnd);\r\n getPoint.go((status) => {\r\n if (status != 0) {\r\n console.log(status);\r\n return;\r\n }\r\n\r\n // 成功取到第二点.\r\n const pt2 = getPoint.value();\r\n\r\n // 得到尺寸线的第二个点.\r\n dim.setPoint2(pt2);\r\n\r\n // 绘制自定义实体到图上.\r\n MxFun.getCurrentDraw().addMxEntity(dim);\r\n\r\n //计算长度.\r\n alert(\"测试长度是:\" + dim.getDimText());\r\n\r\n });\r\n });\r\n}\r\n\r\n// 测量角度\r\nfunction BR_AngleMeasure() {\r\n // 动态点对象 存储顶点数组\r\n const point = new MrxDbgUiPrPoint()\r\n // 绘制控件\r\n const mxDraw = MxFun.getCurrentDraw()\r\n\r\n const angleDim = new MxDb2LineAngularDimension()\r\n\r\n angleDim.color = MxCpp.getCurrentMxCAD().getCurrentDatabaseDrawColor();\r\n // 开启连续点击\r\n const worldDraw = new McEdGetPointWorldDrawObject()\r\n worldDraw.setColor(MxCpp.getCurrentMxCAD().getCurrentDatabaseDrawColor());\r\n point.setMessage(\"\\n指定第一点:\");\r\n point.go((status) => {\r\n if (status !== 0) {\r\n return\r\n }\r\n point.setMessage(\"\\n指定第二个角度点:\");\r\n angleDim.point1 = point.value()\r\n worldDraw.setDraw((currentPoint, pWorldDraw) => {\r\n angleDim.point2 = currentPoint\r\n pWorldDraw.drawLine(angleDim.point1, currentPoint)\r\n })\r\n point.setUserDraw(worldDraw)\r\n point.go((status) => {\r\n point.setMessage(\"\\n指定最后一个点:\");\r\n if (status !== 0) {\r\n return\r\n }\r\n angleDim.point2 = point.value()\r\n worldDraw.setDraw((currentPoint, pWorldDraw) => {\r\n angleDim.point3 = currentPoint\r\n worldDraw.drawCustomEntity(angleDim);\r\n })\r\n point.go((status) => {\r\n if (status !== 0) {\r\n return\r\n }\r\n mxDraw.addMxEntity(angleDim)\r\n })\r\n })\r\n })\r\n}\r\n\r\nfunction BR_CoordMeasure() {\r\n // 让用户在图上点取第一点.\r\n let myThis = this;\r\n const getPoint = new MrxDbgUiPrPoint();\r\n getPoint.setMessage(\"\\n指定坐标点:\");\r\n getPoint.go((status) => {\r\n if (status != 0) {\r\n return;\r\n }\r\n\r\n const pt1 = getPoint.value();\r\n\r\n let mxCoord = new MxDbCoord();\r\n mxCoord.point1 = pt1;\r\n mxCoord.point2 = pt1.clone();\r\n mxCoord.color = MxCpp.getCurrentMxCAD().getCurrentDatabaseDrawColor();\r\n \r\n getPoint.setBasePt(pt1);\r\n getPoint.setUseBasePt(true);\r\n\r\n getPoint.setUserDraw((curPoint, pWorldDraw) => {\r\n mxCoord.point2 = curPoint;\r\n pWorldDraw.drawCustomEntity(mxCoord);\r\n });\r\n\r\n getPoint.setMessage(\"\\n指定标注点:\");\r\n\r\n getPoint.go((status) => {\r\n if (status != 0) {\r\n console.log(status);\r\n return;\r\n }\r\n mxCoord.point2 = getPoint.value();\r\n MxFun.addToCurrentSpace(mxCoord);\r\n });\r\n });\r\n}\r\n\r\n\r\nexport function init() {\r\n new MyAlignedDimension().rxInit();\r\n MxFun.addCommand(\"Mx_Linear\", Mx_Linear);\r\n MxFun.addCommand(\"BR_AngleMeasure\", BR_AngleMeasure);\r\n MxFun.addCommand(\"BR_CoordMeasure\", BR_CoordMeasure);\r\n\r\n}\r\n","///////////////////////////////////////////////////////////////////////////////\r\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\r\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\r\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\r\n//https://www.mxdraw.com/\r\n///////////////////////////////////////////////////////////////////////////////\r\nimport { \r\n MxFun\r\n} from \"mxdraw\";\r\nimport { McDbBlockReference, McDbPolyline, MxCADResbuf, MxCADUiPrEntity } from \"mxcad\";\r\nimport { McGePoint3dToString } from \".\";\r\n\r\nasync function MxTest_SelectEntity() {\r\n let getEnt = new MxCADUiPrEntity();\r\n getEnt.setMessage(\"select entity:\");\r\n let id = await getEnt.go();\r\n let ent = id.getMcDbEntity();\r\n if (ent === null) return;\r\n\r\n console.log(\"ent.objectName\",ent.objectName);\r\n if (ent instanceof McDbBlockReference) {\r\n let blkRef: McDbBlockReference = ent;\r\n let retExplode: MxCADResbuf = blkRef.explode();\r\n if (retExplode.GetCount() == 0) return;\r\n let iExplodeConut = retExplode.GetCount();\r\n for (let j = 0; j < iExplodeConut; j++) {\r\n let tmpobj = retExplode.AtObject(j).val;\r\n if(tmpobj instanceof McDbPolyline){\r\n let polyline:McDbPolyline = tmpobj;\r\n let num = polyline.numVerts();\r\n for (let i = 0; i < num; i++) {\r\n let pt = polyline.getPointAt(i);\r\n let bulge = polyline.getBulgeAt(i);\r\n console.log(\"polyline.pt\" + i + \":\" + McGePoint3dToString(pt.val));\r\n console.log(\"polyline.bulge\" + i + \":\" + bulge);\r\n }\r\n }\r\n }\r\n }\r\n else if(ent instanceof McDbPolyline){\r\n let polyline:McDbPolyline = ent;\r\n let num = polyline.numVerts();\r\n for (let i = 0; i < num; i++) {\r\n let pt = polyline.getPointAt(i);\r\n let bulge = polyline.getBulgeAt(i);\r\n console.log(\"polyline.pt\" + i + \":\" + McGePoint3dToString(pt.val));\r\n console.log(\"polyline.bulge\" + i + \":\" + bulge);\r\n }\r\n }\r\n}\r\n\r\nexport function init() {\r\n MxFun.addCommand(\"MxTest_SelectEntity\", MxTest_SelectEntity);\r\n}\r\n","///////////////////////////////////////////////////////////////////////////////\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\n//https://www.mxdraw.com/\n///////////////////////////////////////////////////////////////////////////////\nimport { ColorIndexType, McCmColor, McDb, McGePoint3d, McGeVector3d, McObject, MxCpp } from \"mxcad\";\nexport class MxDrawTableData {\n public m_aryColumn: { name: string, w: number }[] = [];\n public m_allData: string[][] = [];\n\n public m_dColumnHeight: number = 14;\n public m_dRowHeight: number = 10;\n\n public m_dRowLineWdith: number = 0.0;\n public m_dColumnLineWidth: number = 0.5;\n\n public m_dRowTextHeight: number = 6;\n public m_dColumnTextHeight: number = 10;\n\n public addColumn(sName: string, dW: number) {\n this.m_aryColumn.push({ name: sName, w: dW });\n }\n\n public addRow(ary: string[]) {\n this.m_allData.push(ary);\n }\n};\n\nexport class MxDrawTable {\n public data: MxDrawTableData = new MxDrawTableData;\n public pt: McGePoint3d = new McGePoint3d;\n public dScale: number = 1.0;\n public mxcad: McObject = MxCpp.getCurrentMxCAD();\n\n public draw(pt: McGePoint3d, dScale: number): boolean {\n this.pt = pt;\n this.dScale = dScale;\n if (this.data.m_aryColumn.length == 0)\n return false;\n if (this.data.m_allData.length == 0)\n return false;\n this.DrawTableHead();\n\n this.DrawContent();\n return true;\n }\n\n private DrawTableHead() {\n let m_data = this.data;\n let m_instPt = this.pt.clone();\n let curPt = this.pt.clone();\n let vecTmp = new McGeVector3d(0, 1, 0).mult(this.Scale(this.data.m_dColumnHeight))\n console.log(vecTmp)\n let dLineWidth = this.Scale(this.data.m_dColumnLineWidth);\n\n let dAllW = 0.0;\n let kXAxis = new McGeVector3d(1, 0, 0);\n for (let i = 0; i < m_data.m_aryColumn.length; i++) {\n let col = m_data.m_aryColumn[i];\n this.DrawLine(curPt, curPt.clone().subvec(vecTmp), dLineWidth);\n this.DrawMCText(curPt.clone().addvec(kXAxis.clone().mult(this.Scale(col.w) * 0.5)).subvec(vecTmp.clone().mult(0.5)), col.name, this.Scale(m_data.m_dColumnTextHeight));\n curPt.addvec(kXAxis.clone().mult(this.Scale(col.w)));\n dAllW += this.Scale(col.w);\n }\n this.DrawLine(curPt, curPt.clone().subvec(vecTmp), dLineWidth);\n this.DrawLine(m_instPt, m_instPt.clone().addvec(kXAxis.clone().mult(dAllW)), dLineWidth);\n this.DrawLine(m_instPt.clone().subvec(vecTmp), m_instPt.addvec(kXAxis.clone().mult(dAllW)).subvec(vecTmp), dLineWidth);\n return true;\n }\n\n private DrawContent() {\n\n let m_data = this.data;\n let m_instPt = this.pt;\n\n\n let dAllW = 0.0;\n for (let i = 0; i < m_data.m_aryColumn.length; i++) {\n dAllW += this.Scale(m_data.m_aryColumn[i].w);\n }\n let dLineWidth = this.Scale(this.data.m_dRowLineWdith);\n\n let kXAxis = new McGeVector3d(1, 0, 0);\n let kYAxis = new McGeVector3d(0, 1, 0);\n let instPt = m_instPt.clone().subvec(kYAxis.clone().mult(this.Scale(m_data.m_dColumnHeight)));\n let vecTmp = kYAxis.clone().mult(this.Scale(m_data.m_dRowHeight));\n\n for (let i = 0; i < m_data.m_allData.length; i++) {\n let curPt = instPt.clone();\n\n for (let j = 0; j < m_data.m_aryColumn.length; j++) {\n let col = m_data.m_aryColumn[j];\n this.DrawLine(curPt, curPt.clone().subvec(vecTmp), dLineWidth);\n this.DrawMCText(curPt.clone().addvec(kXAxis.clone().mult(this.Scale(col.w * 0.5))).subvec(vecTmp.clone().mult(0.5)), m_data.m_allData[i][j], this.Scale(m_data.m_dRowTextHeight));\n curPt.addvec(kXAxis.clone().mult(this.Scale(col.w)));\n }\n this.DrawLine(curPt, curPt.clone().subvec(vecTmp), dLineWidth);\n this.DrawLine(instPt, instPt.clone().addvec(kXAxis.clone().mult(dAllW)), dLineWidth);\n this.DrawLine(instPt.clone().subvec(vecTmp), instPt.clone().addvec(kXAxis.clone().mult(dAllW)).subvec(vecTmp), dLineWidth);\n instPt.subvec(vecTmp);\n }\n return true;\n }\n\n private DrawLine(pt1: McGePoint3d, pt2: McGePoint3d, dLineWidth: number) {\n this.mxcad.drawLineWidth = dLineWidth;\n this.mxcad.drawColorIndex = ColorIndexType.kMagenta;\n this.mxcad.drawLine(pt1.x, pt1.y, pt2.x, pt2.y);\n }\n\n private DrawMCText(pt1: McGePoint3d, sTxt: string, dTextHeight: number) {\n this.mxcad.drawColorIndex = 0;\n this.mxcad.drawColor = new McCmColor(0,255,0);\n this.mxcad.drawText(pt1.x, pt1.y, sTxt, dTextHeight, 0,McDb.TextHorzMode.kTextMid,McDb.TextVertMode.kTextVertMid);\n }\n\n private Scale(dL: number): number {\n return dL * this.dScale;\n }\n};\n","//---------------------------------------------------------------------\n//\n// QR Code Generator for JavaScript\n//\n// Copyright (c) 2009 Kazuhiko Arase\n//\n// URL: http://www.d-project.com/\n//\n// Licensed under the MIT license:\n// http://www.opensource.org/licenses/mit-license.php\n//\n// The word 'QR Code' is registered trademark of\n// DENSO WAVE INCORPORATED\n// http://www.denso-wave.com/qrcode/faqpatent-e.html\n//\n//---------------------------------------------------------------------\n\nvar qrcode = function() {\n\n //---------------------------------------------------------------------\n // qrcode\n //---------------------------------------------------------------------\n\n /**\n * qrcode\n * @param typeNumber 1 to 40\n * @param errorCorrectionLevel 'L','M','Q','H'\n */\n var qrcode = function(typeNumber, errorCorrectionLevel) {\n\n var PAD0 = 0xEC;\n var PAD1 = 0x11;\n\n var _typeNumber = typeNumber;\n var _errorCorrectionLevel = QRErrorCorrectionLevel[errorCorrectionLevel];\n var _modules = null;\n var _moduleCount = 0;\n var _dataCache = null;\n var _dataList = [];\n\n var _this = {};\n\n var makeImpl = function(test, maskPattern) {\n\n _moduleCount = _typeNumber * 4 + 17;\n _modules = function(moduleCount) {\n var modules = new Array(moduleCount);\n for (var row = 0; row < moduleCount; row += 1) {\n modules[row] = new Array(moduleCount);\n for (var col = 0; col < moduleCount; col += 1) {\n modules[row][col] = null;\n }\n }\n return modules;\n }(_moduleCount);\n\n setupPositionProbePattern(0, 0);\n setupPositionProbePattern(_moduleCount - 7, 0);\n setupPositionProbePattern(0, _moduleCount - 7);\n setupPositionAdjustPattern();\n setupTimingPattern();\n setupTypeInfo(test, maskPattern);\n\n if (_typeNumber >= 7) {\n setupTypeNumber(test);\n }\n\n if (_dataCache == null) {\n _dataCache = createData(_typeNumber, _errorCorrectionLevel, _dataList);\n }\n\n mapData(_dataCache, maskPattern);\n };\n\n var setupPositionProbePattern = function(row, col) {\n\n for (var r = -1; r <= 7; r += 1) {\n\n if (row + r <= -1 || _moduleCount <= row + r) continue;\n\n for (var c = -1; c <= 7; c += 1) {\n\n if (col + c <= -1 || _moduleCount <= col + c) continue;\n\n if ( (0 <= r && r <= 6 && (c == 0 || c == 6) )\n || (0 <= c && c <= 6 && (r == 0 || r == 6) )\n || (2 <= r && r <= 4 && 2 <= c && c <= 4) ) {\n _modules[row + r][col + c] = true;\n } else {\n _modules[row + r][col + c] = false;\n }\n }\n }\n };\n\n var getBestMaskPattern = function() {\n\n var minLostPoint = 0;\n var pattern = 0;\n\n for (var i = 0; i < 8; i += 1) {\n\n makeImpl(true, i);\n\n var lostPoint = QRUtil.getLostPoint(_this);\n\n if (i == 0 || minLostPoint > lostPoint) {\n minLostPoint = lostPoint;\n pattern = i;\n }\n }\n\n return pattern;\n };\n\n var setupTimingPattern = function() {\n\n for (var r = 8; r < _moduleCount - 8; r += 1) {\n if (_modules[r][6] != null) {\n continue;\n }\n _modules[r][6] = (r % 2 == 0);\n }\n\n for (var c = 8; c < _moduleCount - 8; c += 1) {\n if (_modules[6][c] != null) {\n continue;\n }\n _modules[6][c] = (c % 2 == 0);\n }\n };\n\n var setupPositionAdjustPattern = function() {\n\n var pos = QRUtil.getPatternPosition(_typeNumber);\n\n for (var i = 0; i < pos.length; i += 1) {\n\n for (var j = 0; j < pos.length; j += 1) {\n\n var row = pos[i];\n var col = pos[j];\n\n if (_modules[row][col] != null) {\n continue;\n }\n\n for (var r = -2; r <= 2; r += 1) {\n\n for (var c = -2; c <= 2; c += 1) {\n\n if (r == -2 || r == 2 || c == -2 || c == 2\n || (r == 0 && c == 0) ) {\n _modules[row + r][col + c] = true;\n } else {\n _modules[row + r][col + c] = false;\n }\n }\n }\n }\n }\n };\n\n var setupTypeNumber = function(test) {\n\n var bits = QRUtil.getBCHTypeNumber(_typeNumber);\n\n for (var i = 0; i < 18; i += 1) {\n var mod = (!test && ( (bits >> i) & 1) == 1);\n _modules[Math.floor(i / 3)][i % 3 + _moduleCount - 8 - 3] = mod;\n }\n\n for (var i = 0; i < 18; i += 1) {\n var mod = (!test && ( (bits >> i) & 1) == 1);\n _modules[i % 3 + _moduleCount - 8 - 3][Math.floor(i / 3)] = mod;\n }\n };\n\n var setupTypeInfo = function(test, maskPattern) {\n\n var data = (_errorCorrectionLevel << 3) | maskPattern;\n var bits = QRUtil.getBCHTypeInfo(data);\n\n // vertical\n for (var i = 0; i < 15; i += 1) {\n\n var mod = (!test && ( (bits >> i) & 1) == 1);\n\n if (i < 6) {\n _modules[i][8] = mod;\n } else if (i < 8) {\n _modules[i + 1][8] = mod;\n } else {\n _modules[_moduleCount - 15 + i][8] = mod;\n }\n }\n\n // horizontal\n for (var i = 0; i < 15; i += 1) {\n\n var mod = (!test && ( (bits >> i) & 1) == 1);\n\n if (i < 8) {\n _modules[8][_moduleCount - i - 1] = mod;\n } else if (i < 9) {\n _modules[8][15 - i - 1 + 1] = mod;\n } else {\n _modules[8][15 - i - 1] = mod;\n }\n }\n\n // fixed module\n _modules[_moduleCount - 8][8] = (!test);\n };\n\n var mapData = function(data, maskPattern) {\n\n var inc = -1;\n var row = _moduleCount - 1;\n var bitIndex = 7;\n var byteIndex = 0;\n var maskFunc = QRUtil.getMaskFunction(maskPattern);\n\n for (var col = _moduleCount - 1; col > 0; col -= 2) {\n\n if (col == 6) col -= 1;\n\n while (true) {\n\n for (var c = 0; c < 2; c += 1) {\n\n if (_modules[row][col - c] == null) {\n\n var dark = false;\n\n if (byteIndex < data.length) {\n dark = ( ( (data[byteIndex] >>> bitIndex) & 1) == 1);\n }\n\n var mask = maskFunc(row, col - c);\n\n if (mask) {\n dark = !dark;\n }\n\n _modules[row][col - c] = dark;\n bitIndex -= 1;\n\n if (bitIndex == -1) {\n byteIndex += 1;\n bitIndex = 7;\n }\n }\n }\n\n row += inc;\n\n if (row < 0 || _moduleCount <= row) {\n row -= inc;\n inc = -inc;\n break;\n }\n }\n }\n };\n\n var createBytes = function(buffer, rsBlocks) {\n\n var offset = 0;\n\n var maxDcCount = 0;\n var maxEcCount = 0;\n\n var dcdata = new Array(rsBlocks.length);\n var ecdata = new Array(rsBlocks.length);\n\n for (var r = 0; r < rsBlocks.length; r += 1) {\n\n var dcCount = rsBlocks[r].dataCount;\n var ecCount = rsBlocks[r].totalCount - dcCount;\n\n maxDcCount = Math.max(maxDcCount, dcCount);\n maxEcCount = Math.max(maxEcCount, ecCount);\n\n dcdata[r] = new Array(dcCount);\n\n for (var i = 0; i < dcdata[r].length; i += 1) {\n dcdata[r][i] = 0xff & buffer.getBuffer()[i + offset];\n }\n offset += dcCount;\n\n var rsPoly = QRUtil.getErrorCorrectPolynomial(ecCount);\n var rawPoly = qrPolynomial(dcdata[r], rsPoly.getLength() - 1);\n\n var modPoly = rawPoly.mod(rsPoly);\n ecdata[r] = new Array(rsPoly.getLength() - 1);\n for (var i = 0; i < ecdata[r].length; i += 1) {\n var modIndex = i + modPoly.getLength() - ecdata[r].length;\n ecdata[r][i] = (modIndex >= 0)? modPoly.getAt(modIndex) : 0;\n }\n }\n\n var totalCodeCount = 0;\n for (var i = 0; i < rsBlocks.length; i += 1) {\n totalCodeCount += rsBlocks[i].totalCount;\n }\n\n var data = new Array(totalCodeCount);\n var index = 0;\n\n for (var i = 0; i < maxDcCount; i += 1) {\n for (var r = 0; r < rsBlocks.length; r += 1) {\n if (i < dcdata[r].length) {\n data[index] = dcdata[r][i];\n index += 1;\n }\n }\n }\n\n for (var i = 0; i < maxEcCount; i += 1) {\n for (var r = 0; r < rsBlocks.length; r += 1) {\n if (i < ecdata[r].length) {\n data[index] = ecdata[r][i];\n index += 1;\n }\n }\n }\n\n return data;\n };\n\n var createData = function(typeNumber, errorCorrectionLevel, dataList) {\n\n var rsBlocks = QRRSBlock.getRSBlocks(typeNumber, errorCorrectionLevel);\n\n var buffer = qrBitBuffer();\n\n for (var i = 0; i < dataList.length; i += 1) {\n var data = dataList[i];\n buffer.put(data.getMode(), 4);\n buffer.put(data.getLength(), QRUtil.getLengthInBits(data.getMode(), typeNumber) );\n data.write(buffer);\n }\n\n // calc num max data.\n var totalDataCount = 0;\n for (var i = 0; i < rsBlocks.length; i += 1) {\n totalDataCount += rsBlocks[i].dataCount;\n }\n\n if (buffer.getLengthInBits() > totalDataCount * 8) {\n throw 'code length overflow. ('\n + buffer.getLengthInBits()\n + '>'\n + totalDataCount * 8\n + ')';\n }\n\n // end code\n if (buffer.getLengthInBits() + 4 <= totalDataCount * 8) {\n buffer.put(0, 4);\n }\n\n // padding\n while (buffer.getLengthInBits() % 8 != 0) {\n buffer.putBit(false);\n }\n\n // padding\n while (true) {\n\n if (buffer.getLengthInBits() >= totalDataCount * 8) {\n break;\n }\n buffer.put(PAD0, 8);\n\n if (buffer.getLengthInBits() >= totalDataCount * 8) {\n break;\n }\n buffer.put(PAD1, 8);\n }\n\n return createBytes(buffer, rsBlocks);\n };\n\n _this.addData = function(data, mode) {\n\n mode = mode || 'Byte';\n\n var newData = null;\n\n switch(mode) {\n case 'Numeric' :\n newData = qrNumber(data);\n break;\n case 'Alphanumeric' :\n newData = qrAlphaNum(data);\n break;\n case 'Byte' :\n newData = qr8BitByte(data);\n break;\n case 'Kanji' :\n newData = qrKanji(data);\n break;\n default :\n throw 'mode:' + mode;\n }\n\n _dataList.push(newData);\n _dataCache = null;\n };\n\n _this.isDark = function(row, col) {\n if (row < 0 || _moduleCount <= row || col < 0 || _moduleCount <= col) {\n throw row + ',' + col;\n }\n return _modules[row][col];\n };\n\n _this.getModuleCount = function() {\n return _moduleCount;\n };\n\n _this.make = function() {\n if (_typeNumber < 1) {\n var typeNumber = 1;\n\n for (; typeNumber < 40; typeNumber++) {\n var rsBlocks = QRRSBlock.getRSBlocks(typeNumber, _errorCorrectionLevel);\n var buffer = qrBitBuffer();\n\n for (var i = 0; i < _dataList.length; i++) {\n var data = _dataList[i];\n buffer.put(data.getMode(), 4);\n buffer.put(data.getLength(), QRUtil.getLengthInBits(data.getMode(), typeNumber) );\n data.write(buffer);\n }\n\n var totalDataCount = 0;\n for (var i = 0; i < rsBlocks.length; i++) {\n totalDataCount += rsBlocks[i].dataCount;\n }\n\n if (buffer.getLengthInBits() <= totalDataCount * 8) {\n break;\n }\n }\n\n _typeNumber = typeNumber;\n }\n\n makeImpl(false, getBestMaskPattern() );\n };\n\n _this.createTableTag = function(cellSize, margin) {\n\n cellSize = cellSize || 2;\n margin = (typeof margin == 'undefined')? cellSize * 4 : margin;\n\n var qrHtml = '';\n\n qrHtml += '' +\n escapeXml(title.text) + '' : '';\n qrSvg += (alt.text) ? '' +\n escapeXml(alt.text) + '' : '';\n qrSvg += '';\n qrSvg += '': escaped += '>'; break;\n case '&': escaped += '&'; break;\n case '\"': escaped += '"'; break;\n default : escaped += c; break;\n }\n }\n return escaped;\n };\n\n var _createHalfASCII = function(margin) {\n var cellSize = 1;\n margin = (typeof margin == 'undefined')? cellSize * 2 : margin;\n\n var size = _this.getModuleCount() * cellSize + margin * 2;\n var min = margin;\n var max = size - margin;\n\n var y, x, r1, r2, p;\n\n var blocks = {\n '██': '█',\n '█ ': '▀',\n ' █': '▄',\n ' ': ' '\n };\n\n var blocksLastLineNoMargin = {\n '██': '▀',\n '█ ': '▀',\n ' █': ' ',\n ' ': ' '\n };\n\n var ascii = '';\n for (y = 0; y < size; y += 2) {\n r1 = Math.floor((y - min) / cellSize);\n r2 = Math.floor((y + 1 - min) / cellSize);\n for (x = 0; x < size; x += 1) {\n p = '█';\n\n if (min <= x && x < max && min <= y && y < max && _this.isDark(r1, Math.floor((x - min) / cellSize))) {\n p = ' ';\n }\n\n if (min <= x && x < max && min <= y+1 && y+1 < max && _this.isDark(r2, Math.floor((x - min) / cellSize))) {\n p += ' ';\n }\n else {\n p += '█';\n }\n\n // Output 2 characters per pixel, to create full square. 1 character per pixels gives only half width of square.\n ascii += (margin < 1 && y+1 >= max) ? blocksLastLineNoMargin[p] : blocks[p];\n }\n\n ascii += '\\n';\n }\n\n if (size % 2 && margin > 0) {\n return ascii.substring(0, ascii.length - size - 1) + Array(size+1).join('▀');\n }\n\n return ascii.substring(0, ascii.length-1);\n };\n\n _this.createASCII = function(cellSize, margin) {\n cellSize = cellSize || 1;\n\n if (cellSize < 2) {\n return _createHalfASCII(margin);\n }\n\n cellSize -= 1;\n margin = (typeof margin == 'undefined')? cellSize * 2 : margin;\n\n var size = _this.getModuleCount() * cellSize + margin * 2;\n var min = margin;\n var max = size - margin;\n\n var y, x, r, p;\n\n var white = Array(cellSize+1).join('██');\n var black = Array(cellSize+1).join(' ');\n\n var ascii = '';\n var line = '';\n for (y = 0; y < size; y += 1) {\n r = Math.floor( (y - min) / cellSize);\n line = '';\n for (x = 0; x < size; x += 1) {\n p = 1;\n\n if (min <= x && x < max && min <= y && y < max && _this.isDark(r, Math.floor((x - min) / cellSize))) {\n p = 0;\n }\n\n // Output 2 characters per pixel, to create full square. 1 character per pixels gives only half width of square.\n line += p ? white : black;\n }\n\n for (r = 0; r < cellSize; r += 1) {\n ascii += line + '\\n';\n }\n }\n\n return ascii.substring(0, ascii.length-1);\n };\n\n _this.renderTo2dContext = function(context, cellSize) {\n cellSize = cellSize || 2;\n var length = _this.getModuleCount();\n for (var row = 0; row < length; row++) {\n for (var col = 0; col < length; col++) {\n context.fillStyle = _this.isDark(row, col) ? 'black' : 'white';\n context.fillRect(row * cellSize, col * cellSize, cellSize, cellSize);\n }\n }\n }\n\n return _this;\n };\n\n //---------------------------------------------------------------------\n // qrcode.stringToBytes\n //---------------------------------------------------------------------\n\n qrcode.stringToBytesFuncs = {\n 'default' : function(s) {\n var bytes = [];\n for (var i = 0; i < s.length; i += 1) {\n var c = s.charCodeAt(i);\n bytes.push(c & 0xff);\n }\n return bytes;\n }\n };\n\n qrcode.stringToBytes = qrcode.stringToBytesFuncs['default'];\n\n //---------------------------------------------------------------------\n // qrcode.createStringToBytes\n //---------------------------------------------------------------------\n\n /**\n * @param unicodeData base64 string of byte array.\n * [16bit Unicode],[16bit Bytes], ...\n * @param numChars\n */\n qrcode.createStringToBytes = function(unicodeData, numChars) {\n\n // create conversion map.\n\n var unicodeMap = function() {\n\n var bin = base64DecodeInputStream(unicodeData);\n var read = function() {\n var b = bin.read();\n if (b == -1) throw 'eof';\n return b;\n };\n\n var count = 0;\n var unicodeMap = {};\n while (true) {\n var b0 = bin.read();\n if (b0 == -1) break;\n var b1 = read();\n var b2 = read();\n var b3 = read();\n var k = String.fromCharCode( (b0 << 8) | b1);\n var v = (b2 << 8) | b3;\n unicodeMap[k] = v;\n count += 1;\n }\n if (count != numChars) {\n throw count + ' != ' + numChars;\n }\n\n return unicodeMap;\n }();\n\n var unknownChar = '?'.charCodeAt(0);\n\n return function(s) {\n var bytes = [];\n for (var i = 0; i < s.length; i += 1) {\n var c = s.charCodeAt(i);\n if (c < 128) {\n bytes.push(c);\n } else {\n var b = unicodeMap[s.charAt(i)];\n if (typeof b == 'number') {\n if ( (b & 0xff) == b) {\n // 1byte\n bytes.push(b);\n } else {\n // 2bytes\n bytes.push(b >>> 8);\n bytes.push(b & 0xff);\n }\n } else {\n bytes.push(unknownChar);\n }\n }\n }\n return bytes;\n };\n };\n\n //---------------------------------------------------------------------\n // QRMode\n //---------------------------------------------------------------------\n\n var QRMode = {\n MODE_NUMBER : 1 << 0,\n MODE_ALPHA_NUM : 1 << 1,\n MODE_8BIT_BYTE : 1 << 2,\n MODE_KANJI : 1 << 3\n };\n\n //---------------------------------------------------------------------\n // QRErrorCorrectionLevel\n //---------------------------------------------------------------------\n\n var QRErrorCorrectionLevel = {\n L : 1,\n M : 0,\n Q : 3,\n H : 2\n };\n\n //---------------------------------------------------------------------\n // QRMaskPattern\n //---------------------------------------------------------------------\n\n var QRMaskPattern = {\n PATTERN000 : 0,\n PATTERN001 : 1,\n PATTERN010 : 2,\n PATTERN011 : 3,\n PATTERN100 : 4,\n PATTERN101 : 5,\n PATTERN110 : 6,\n PATTERN111 : 7\n };\n\n //---------------------------------------------------------------------\n // QRUtil\n //---------------------------------------------------------------------\n\n var QRUtil = function() {\n\n var PATTERN_POSITION_TABLE = [\n [],\n [6, 18],\n [6, 22],\n [6, 26],\n [6, 30],\n [6, 34],\n [6, 22, 38],\n [6, 24, 42],\n [6, 26, 46],\n [6, 28, 50],\n [6, 30, 54],\n [6, 32, 58],\n [6, 34, 62],\n [6, 26, 46, 66],\n [6, 26, 48, 70],\n [6, 26, 50, 74],\n [6, 30, 54, 78],\n [6, 30, 56, 82],\n [6, 30, 58, 86],\n [6, 34, 62, 90],\n [6, 28, 50, 72, 94],\n [6, 26, 50, 74, 98],\n [6, 30, 54, 78, 102],\n [6, 28, 54, 80, 106],\n [6, 32, 58, 84, 110],\n [6, 30, 58, 86, 114],\n [6, 34, 62, 90, 118],\n [6, 26, 50, 74, 98, 122],\n [6, 30, 54, 78, 102, 126],\n [6, 26, 52, 78, 104, 130],\n [6, 30, 56, 82, 108, 134],\n [6, 34, 60, 86, 112, 138],\n [6, 30, 58, 86, 114, 142],\n [6, 34, 62, 90, 118, 146],\n [6, 30, 54, 78, 102, 126, 150],\n [6, 24, 50, 76, 102, 128, 154],\n [6, 28, 54, 80, 106, 132, 158],\n [6, 32, 58, 84, 110, 136, 162],\n [6, 26, 54, 82, 110, 138, 166],\n [6, 30, 58, 86, 114, 142, 170]\n ];\n var G15 = (1 << 10) | (1 << 8) | (1 << 5) | (1 << 4) | (1 << 2) | (1 << 1) | (1 << 0);\n var G18 = (1 << 12) | (1 << 11) | (1 << 10) | (1 << 9) | (1 << 8) | (1 << 5) | (1 << 2) | (1 << 0);\n var G15_MASK = (1 << 14) | (1 << 12) | (1 << 10) | (1 << 4) | (1 << 1);\n\n var _this = {};\n\n var getBCHDigit = function(data) {\n var digit = 0;\n while (data != 0) {\n digit += 1;\n data >>>= 1;\n }\n return digit;\n };\n\n _this.getBCHTypeInfo = function(data) {\n var d = data << 10;\n while (getBCHDigit(d) - getBCHDigit(G15) >= 0) {\n d ^= (G15 << (getBCHDigit(d) - getBCHDigit(G15) ) );\n }\n return ( (data << 10) | d) ^ G15_MASK;\n };\n\n _this.getBCHTypeNumber = function(data) {\n var d = data << 12;\n while (getBCHDigit(d) - getBCHDigit(G18) >= 0) {\n d ^= (G18 << (getBCHDigit(d) - getBCHDigit(G18) ) );\n }\n return (data << 12) | d;\n };\n\n _this.getPatternPosition = function(typeNumber) {\n return PATTERN_POSITION_TABLE[typeNumber - 1];\n };\n\n _this.getMaskFunction = function(maskPattern) {\n\n switch (maskPattern) {\n\n case QRMaskPattern.PATTERN000 :\n return function(i, j) { return (i + j) % 2 == 0; };\n case QRMaskPattern.PATTERN001 :\n return function(i, j) { return i % 2 == 0; };\n case QRMaskPattern.PATTERN010 :\n return function(i, j) { return j % 3 == 0; };\n case QRMaskPattern.PATTERN011 :\n return function(i, j) { return (i + j) % 3 == 0; };\n case QRMaskPattern.PATTERN100 :\n return function(i, j) { return (Math.floor(i / 2) + Math.floor(j / 3) ) % 2 == 0; };\n case QRMaskPattern.PATTERN101 :\n return function(i, j) { return (i * j) % 2 + (i * j) % 3 == 0; };\n case QRMaskPattern.PATTERN110 :\n return function(i, j) { return ( (i * j) % 2 + (i * j) % 3) % 2 == 0; };\n case QRMaskPattern.PATTERN111 :\n return function(i, j) { return ( (i * j) % 3 + (i + j) % 2) % 2 == 0; };\n\n default :\n throw 'bad maskPattern:' + maskPattern;\n }\n };\n\n _this.getErrorCorrectPolynomial = function(errorCorrectLength) {\n var a = qrPolynomial([1], 0);\n for (var i = 0; i < errorCorrectLength; i += 1) {\n a = a.multiply(qrPolynomial([1, QRMath.gexp(i)], 0) );\n }\n return a;\n };\n\n _this.getLengthInBits = function(mode, type) {\n\n if (1 <= type && type < 10) {\n\n // 1 - 9\n\n switch(mode) {\n case QRMode.MODE_NUMBER : return 10;\n case QRMode.MODE_ALPHA_NUM : return 9;\n case QRMode.MODE_8BIT_BYTE : return 8;\n case QRMode.MODE_KANJI : return 8;\n default :\n throw 'mode:' + mode;\n }\n\n } else if (type < 27) {\n\n // 10 - 26\n\n switch(mode) {\n case QRMode.MODE_NUMBER : return 12;\n case QRMode.MODE_ALPHA_NUM : return 11;\n case QRMode.MODE_8BIT_BYTE : return 16;\n case QRMode.MODE_KANJI : return 10;\n default :\n throw 'mode:' + mode;\n }\n\n } else if (type < 41) {\n\n // 27 - 40\n\n switch(mode) {\n case QRMode.MODE_NUMBER : return 14;\n case QRMode.MODE_ALPHA_NUM : return 13;\n case QRMode.MODE_8BIT_BYTE : return 16;\n case QRMode.MODE_KANJI : return 12;\n default :\n throw 'mode:' + mode;\n }\n\n } else {\n throw 'type:' + type;\n }\n };\n\n _this.getLostPoint = function(qrcode) {\n\n var moduleCount = qrcode.getModuleCount();\n\n var lostPoint = 0;\n\n // LEVEL1\n\n for (var row = 0; row < moduleCount; row += 1) {\n for (var col = 0; col < moduleCount; col += 1) {\n\n var sameCount = 0;\n var dark = qrcode.isDark(row, col);\n\n for (var r = -1; r <= 1; r += 1) {\n\n if (row + r < 0 || moduleCount <= row + r) {\n continue;\n }\n\n for (var c = -1; c <= 1; c += 1) {\n\n if (col + c < 0 || moduleCount <= col + c) {\n continue;\n }\n\n if (r == 0 && c == 0) {\n continue;\n }\n\n if (dark == qrcode.isDark(row + r, col + c) ) {\n sameCount += 1;\n }\n }\n }\n\n if (sameCount > 5) {\n lostPoint += (3 + sameCount - 5);\n }\n }\n };\n\n // LEVEL2\n\n for (var row = 0; row < moduleCount - 1; row += 1) {\n for (var col = 0; col < moduleCount - 1; col += 1) {\n var count = 0;\n if (qrcode.isDark(row, col) ) count += 1;\n if (qrcode.isDark(row + 1, col) ) count += 1;\n if (qrcode.isDark(row, col + 1) ) count += 1;\n if (qrcode.isDark(row + 1, col + 1) ) count += 1;\n if (count == 0 || count == 4) {\n lostPoint += 3;\n }\n }\n }\n\n // LEVEL3\n\n for (var row = 0; row < moduleCount; row += 1) {\n for (var col = 0; col < moduleCount - 6; col += 1) {\n if (qrcode.isDark(row, col)\n && !qrcode.isDark(row, col + 1)\n && qrcode.isDark(row, col + 2)\n && qrcode.isDark(row, col + 3)\n && qrcode.isDark(row, col + 4)\n && !qrcode.isDark(row, col + 5)\n && qrcode.isDark(row, col + 6) ) {\n lostPoint += 40;\n }\n }\n }\n\n for (var col = 0; col < moduleCount; col += 1) {\n for (var row = 0; row < moduleCount - 6; row += 1) {\n if (qrcode.isDark(row, col)\n && !qrcode.isDark(row + 1, col)\n && qrcode.isDark(row + 2, col)\n && qrcode.isDark(row + 3, col)\n && qrcode.isDark(row + 4, col)\n && !qrcode.isDark(row + 5, col)\n && qrcode.isDark(row + 6, col) ) {\n lostPoint += 40;\n }\n }\n }\n\n // LEVEL4\n\n var darkCount = 0;\n\n for (var col = 0; col < moduleCount; col += 1) {\n for (var row = 0; row < moduleCount; row += 1) {\n if (qrcode.isDark(row, col) ) {\n darkCount += 1;\n }\n }\n }\n\n var ratio = Math.abs(100 * darkCount / moduleCount / moduleCount - 50) / 5;\n lostPoint += ratio * 10;\n\n return lostPoint;\n };\n\n return _this;\n }();\n\n //---------------------------------------------------------------------\n // QRMath\n //---------------------------------------------------------------------\n\n var QRMath = function() {\n\n var EXP_TABLE = new Array(256);\n var LOG_TABLE = new Array(256);\n\n // initialize tables\n for (var i = 0; i < 8; i += 1) {\n EXP_TABLE[i] = 1 << i;\n }\n for (var i = 8; i < 256; i += 1) {\n EXP_TABLE[i] = EXP_TABLE[i - 4]\n ^ EXP_TABLE[i - 5]\n ^ EXP_TABLE[i - 6]\n ^ EXP_TABLE[i - 8];\n }\n for (var i = 0; i < 255; i += 1) {\n LOG_TABLE[EXP_TABLE[i] ] = i;\n }\n\n var _this = {};\n\n _this.glog = function(n) {\n\n if (n < 1) {\n throw 'glog(' + n + ')';\n }\n\n return LOG_TABLE[n];\n };\n\n _this.gexp = function(n) {\n\n while (n < 0) {\n n += 255;\n }\n\n while (n >= 256) {\n n -= 255;\n }\n\n return EXP_TABLE[n];\n };\n\n return _this;\n }();\n\n //---------------------------------------------------------------------\n // qrPolynomial\n //---------------------------------------------------------------------\n\n function qrPolynomial(num, shift) {\n\n if (typeof num.length == 'undefined') {\n throw num.length + '/' + shift;\n }\n\n var _num = function() {\n var offset = 0;\n while (offset < num.length && num[offset] == 0) {\n offset += 1;\n }\n var _num = new Array(num.length - offset + shift);\n for (var i = 0; i < num.length - offset; i += 1) {\n _num[i] = num[i + offset];\n }\n return _num;\n }();\n\n var _this = {};\n\n _this.getAt = function(index) {\n return _num[index];\n };\n\n _this.getLength = function() {\n return _num.length;\n };\n\n _this.multiply = function(e) {\n\n var num = new Array(_this.getLength() + e.getLength() - 1);\n\n for (var i = 0; i < _this.getLength(); i += 1) {\n for (var j = 0; j < e.getLength(); j += 1) {\n num[i + j] ^= QRMath.gexp(QRMath.glog(_this.getAt(i) ) + QRMath.glog(e.getAt(j) ) );\n }\n }\n\n return qrPolynomial(num, 0);\n };\n\n _this.mod = function(e) {\n\n if (_this.getLength() - e.getLength() < 0) {\n return _this;\n }\n\n var ratio = QRMath.glog(_this.getAt(0) ) - QRMath.glog(e.getAt(0) );\n\n var num = new Array(_this.getLength() );\n for (var i = 0; i < _this.getLength(); i += 1) {\n num[i] = _this.getAt(i);\n }\n\n for (var i = 0; i < e.getLength(); i += 1) {\n num[i] ^= QRMath.gexp(QRMath.glog(e.getAt(i) ) + ratio);\n }\n\n // recursive call\n return qrPolynomial(num, 0).mod(e);\n };\n\n return _this;\n };\n\n //---------------------------------------------------------------------\n // QRRSBlock\n //---------------------------------------------------------------------\n\n var QRRSBlock = function() {\n\n var RS_BLOCK_TABLE = [\n\n // L\n // M\n // Q\n // H\n\n // 1\n [1, 26, 19],\n [1, 26, 16],\n [1, 26, 13],\n [1, 26, 9],\n\n // 2\n [1, 44, 34],\n [1, 44, 28],\n [1, 44, 22],\n [1, 44, 16],\n\n // 3\n [1, 70, 55],\n [1, 70, 44],\n [2, 35, 17],\n [2, 35, 13],\n\n // 4\n [1, 100, 80],\n [2, 50, 32],\n [2, 50, 24],\n [4, 25, 9],\n\n // 5\n [1, 134, 108],\n [2, 67, 43],\n [2, 33, 15, 2, 34, 16],\n [2, 33, 11, 2, 34, 12],\n\n // 6\n [2, 86, 68],\n [4, 43, 27],\n [4, 43, 19],\n [4, 43, 15],\n\n // 7\n [2, 98, 78],\n [4, 49, 31],\n [2, 32, 14, 4, 33, 15],\n [4, 39, 13, 1, 40, 14],\n\n // 8\n [2, 121, 97],\n [2, 60, 38, 2, 61, 39],\n [4, 40, 18, 2, 41, 19],\n [4, 40, 14, 2, 41, 15],\n\n // 9\n [2, 146, 116],\n [3, 58, 36, 2, 59, 37],\n [4, 36, 16, 4, 37, 17],\n [4, 36, 12, 4, 37, 13],\n\n // 10\n [2, 86, 68, 2, 87, 69],\n [4, 69, 43, 1, 70, 44],\n [6, 43, 19, 2, 44, 20],\n [6, 43, 15, 2, 44, 16],\n\n // 11\n [4, 101, 81],\n [1, 80, 50, 4, 81, 51],\n [4, 50, 22, 4, 51, 23],\n [3, 36, 12, 8, 37, 13],\n\n // 12\n [2, 116, 92, 2, 117, 93],\n [6, 58, 36, 2, 59, 37],\n [4, 46, 20, 6, 47, 21],\n [7, 42, 14, 4, 43, 15],\n\n // 13\n [4, 133, 107],\n [8, 59, 37, 1, 60, 38],\n [8, 44, 20, 4, 45, 21],\n [12, 33, 11, 4, 34, 12],\n\n // 14\n [3, 145, 115, 1, 146, 116],\n [4, 64, 40, 5, 65, 41],\n [11, 36, 16, 5, 37, 17],\n [11, 36, 12, 5, 37, 13],\n\n // 15\n [5, 109, 87, 1, 110, 88],\n [5, 65, 41, 5, 66, 42],\n [5, 54, 24, 7, 55, 25],\n [11, 36, 12, 7, 37, 13],\n\n // 16\n [5, 122, 98, 1, 123, 99],\n [7, 73, 45, 3, 74, 46],\n [15, 43, 19, 2, 44, 20],\n [3, 45, 15, 13, 46, 16],\n\n // 17\n [1, 135, 107, 5, 136, 108],\n [10, 74, 46, 1, 75, 47],\n [1, 50, 22, 15, 51, 23],\n [2, 42, 14, 17, 43, 15],\n\n // 18\n [5, 150, 120, 1, 151, 121],\n [9, 69, 43, 4, 70, 44],\n [17, 50, 22, 1, 51, 23],\n [2, 42, 14, 19, 43, 15],\n\n // 19\n [3, 141, 113, 4, 142, 114],\n [3, 70, 44, 11, 71, 45],\n [17, 47, 21, 4, 48, 22],\n [9, 39, 13, 16, 40, 14],\n\n // 20\n [3, 135, 107, 5, 136, 108],\n [3, 67, 41, 13, 68, 42],\n [15, 54, 24, 5, 55, 25],\n [15, 43, 15, 10, 44, 16],\n\n // 21\n [4, 144, 116, 4, 145, 117],\n [17, 68, 42],\n [17, 50, 22, 6, 51, 23],\n [19, 46, 16, 6, 47, 17],\n\n // 22\n [2, 139, 111, 7, 140, 112],\n [17, 74, 46],\n [7, 54, 24, 16, 55, 25],\n [34, 37, 13],\n\n // 23\n [4, 151, 121, 5, 152, 122],\n [4, 75, 47, 14, 76, 48],\n [11, 54, 24, 14, 55, 25],\n [16, 45, 15, 14, 46, 16],\n\n // 24\n [6, 147, 117, 4, 148, 118],\n [6, 73, 45, 14, 74, 46],\n [11, 54, 24, 16, 55, 25],\n [30, 46, 16, 2, 47, 17],\n\n // 25\n [8, 132, 106, 4, 133, 107],\n [8, 75, 47, 13, 76, 48],\n [7, 54, 24, 22, 55, 25],\n [22, 45, 15, 13, 46, 16],\n\n // 26\n [10, 142, 114, 2, 143, 115],\n [19, 74, 46, 4, 75, 47],\n [28, 50, 22, 6, 51, 23],\n [33, 46, 16, 4, 47, 17],\n\n // 27\n [8, 152, 122, 4, 153, 123],\n [22, 73, 45, 3, 74, 46],\n [8, 53, 23, 26, 54, 24],\n [12, 45, 15, 28, 46, 16],\n\n // 28\n [3, 147, 117, 10, 148, 118],\n [3, 73, 45, 23, 74, 46],\n [4, 54, 24, 31, 55, 25],\n [11, 45, 15, 31, 46, 16],\n\n // 29\n [7, 146, 116, 7, 147, 117],\n [21, 73, 45, 7, 74, 46],\n [1, 53, 23, 37, 54, 24],\n [19, 45, 15, 26, 46, 16],\n\n // 30\n [5, 145, 115, 10, 146, 116],\n [19, 75, 47, 10, 76, 48],\n [15, 54, 24, 25, 55, 25],\n [23, 45, 15, 25, 46, 16],\n\n // 31\n [13, 145, 115, 3, 146, 116],\n [2, 74, 46, 29, 75, 47],\n [42, 54, 24, 1, 55, 25],\n [23, 45, 15, 28, 46, 16],\n\n // 32\n [17, 145, 115],\n [10, 74, 46, 23, 75, 47],\n [10, 54, 24, 35, 55, 25],\n [19, 45, 15, 35, 46, 16],\n\n // 33\n [17, 145, 115, 1, 146, 116],\n [14, 74, 46, 21, 75, 47],\n [29, 54, 24, 19, 55, 25],\n [11, 45, 15, 46, 46, 16],\n\n // 34\n [13, 145, 115, 6, 146, 116],\n [14, 74, 46, 23, 75, 47],\n [44, 54, 24, 7, 55, 25],\n [59, 46, 16, 1, 47, 17],\n\n // 35\n [12, 151, 121, 7, 152, 122],\n [12, 75, 47, 26, 76, 48],\n [39, 54, 24, 14, 55, 25],\n [22, 45, 15, 41, 46, 16],\n\n // 36\n [6, 151, 121, 14, 152, 122],\n [6, 75, 47, 34, 76, 48],\n [46, 54, 24, 10, 55, 25],\n [2, 45, 15, 64, 46, 16],\n\n // 37\n [17, 152, 122, 4, 153, 123],\n [29, 74, 46, 14, 75, 47],\n [49, 54, 24, 10, 55, 25],\n [24, 45, 15, 46, 46, 16],\n\n // 38\n [4, 152, 122, 18, 153, 123],\n [13, 74, 46, 32, 75, 47],\n [48, 54, 24, 14, 55, 25],\n [42, 45, 15, 32, 46, 16],\n\n // 39\n [20, 147, 117, 4, 148, 118],\n [40, 75, 47, 7, 76, 48],\n [43, 54, 24, 22, 55, 25],\n [10, 45, 15, 67, 46, 16],\n\n // 40\n [19, 148, 118, 6, 149, 119],\n [18, 75, 47, 31, 76, 48],\n [34, 54, 24, 34, 55, 25],\n [20, 45, 15, 61, 46, 16]\n ];\n\n var qrRSBlock = function(totalCount, dataCount) {\n var _this = {};\n _this.totalCount = totalCount;\n _this.dataCount = dataCount;\n return _this;\n };\n\n var _this = {};\n\n var getRsBlockTable = function(typeNumber, errorCorrectionLevel) {\n\n switch(errorCorrectionLevel) {\n case QRErrorCorrectionLevel.L :\n return RS_BLOCK_TABLE[(typeNumber - 1) * 4 + 0];\n case QRErrorCorrectionLevel.M :\n return RS_BLOCK_TABLE[(typeNumber - 1) * 4 + 1];\n case QRErrorCorrectionLevel.Q :\n return RS_BLOCK_TABLE[(typeNumber - 1) * 4 + 2];\n case QRErrorCorrectionLevel.H :\n return RS_BLOCK_TABLE[(typeNumber - 1) * 4 + 3];\n default :\n return undefined;\n }\n };\n\n _this.getRSBlocks = function(typeNumber, errorCorrectionLevel) {\n\n var rsBlock = getRsBlockTable(typeNumber, errorCorrectionLevel);\n\n if (typeof rsBlock == 'undefined') {\n throw 'bad rs block @ typeNumber:' + typeNumber +\n '/errorCorrectionLevel:' + errorCorrectionLevel;\n }\n\n var length = rsBlock.length / 3;\n\n var list = [];\n\n for (var i = 0; i < length; i += 1) {\n\n var count = rsBlock[i * 3 + 0];\n var totalCount = rsBlock[i * 3 + 1];\n var dataCount = rsBlock[i * 3 + 2];\n\n for (var j = 0; j < count; j += 1) {\n list.push(qrRSBlock(totalCount, dataCount) );\n }\n }\n\n return list;\n };\n\n return _this;\n }();\n\n //---------------------------------------------------------------------\n // qrBitBuffer\n //---------------------------------------------------------------------\n\n var qrBitBuffer = function() {\n\n var _buffer = [];\n var _length = 0;\n\n var _this = {};\n\n _this.getBuffer = function() {\n return _buffer;\n };\n\n _this.getAt = function(index) {\n var bufIndex = Math.floor(index / 8);\n return ( (_buffer[bufIndex] >>> (7 - index % 8) ) & 1) == 1;\n };\n\n _this.put = function(num, length) {\n for (var i = 0; i < length; i += 1) {\n _this.putBit( ( (num >>> (length - i - 1) ) & 1) == 1);\n }\n };\n\n _this.getLengthInBits = function() {\n return _length;\n };\n\n _this.putBit = function(bit) {\n\n var bufIndex = Math.floor(_length / 8);\n if (_buffer.length <= bufIndex) {\n _buffer.push(0);\n }\n\n if (bit) {\n _buffer[bufIndex] |= (0x80 >>> (_length % 8) );\n }\n\n _length += 1;\n };\n\n return _this;\n };\n\n //---------------------------------------------------------------------\n // qrNumber\n //---------------------------------------------------------------------\n\n var qrNumber = function(data) {\n\n var _mode = QRMode.MODE_NUMBER;\n var _data = data;\n\n var _this = {};\n\n _this.getMode = function() {\n return _mode;\n };\n\n _this.getLength = function(buffer) {\n return _data.length;\n };\n\n _this.write = function(buffer) {\n\n var data = _data;\n\n var i = 0;\n\n while (i + 2 < data.length) {\n buffer.put(strToNum(data.substring(i, i + 3) ), 10);\n i += 3;\n }\n\n if (i < data.length) {\n if (data.length - i == 1) {\n buffer.put(strToNum(data.substring(i, i + 1) ), 4);\n } else if (data.length - i == 2) {\n buffer.put(strToNum(data.substring(i, i + 2) ), 7);\n }\n }\n };\n\n var strToNum = function(s) {\n var num = 0;\n for (var i = 0; i < s.length; i += 1) {\n num = num * 10 + chatToNum(s.charAt(i) );\n }\n return num;\n };\n\n var chatToNum = function(c) {\n if ('0' <= c && c <= '9') {\n return c.charCodeAt(0) - '0'.charCodeAt(0);\n }\n throw 'illegal char :' + c;\n };\n\n return _this;\n };\n\n //---------------------------------------------------------------------\n // qrAlphaNum\n //---------------------------------------------------------------------\n\n var qrAlphaNum = function(data) {\n\n var _mode = QRMode.MODE_ALPHA_NUM;\n var _data = data;\n\n var _this = {};\n\n _this.getMode = function() {\n return _mode;\n };\n\n _this.getLength = function(buffer) {\n return _data.length;\n };\n\n _this.write = function(buffer) {\n\n var s = _data;\n\n var i = 0;\n\n while (i + 1 < s.length) {\n buffer.put(\n getCode(s.charAt(i) ) * 45 +\n getCode(s.charAt(i + 1) ), 11);\n i += 2;\n }\n\n if (i < s.length) {\n buffer.put(getCode(s.charAt(i) ), 6);\n }\n };\n\n var getCode = function(c) {\n\n if ('0' <= c && c <= '9') {\n return c.charCodeAt(0) - '0'.charCodeAt(0);\n } else if ('A' <= c && c <= 'Z') {\n return c.charCodeAt(0) - 'A'.charCodeAt(0) + 10;\n } else {\n switch (c) {\n case ' ' : return 36;\n case '$' : return 37;\n case '%' : return 38;\n case '*' : return 39;\n case '+' : return 40;\n case '-' : return 41;\n case '.' : return 42;\n case '/' : return 43;\n case ':' : return 44;\n default :\n throw 'illegal char :' + c;\n }\n }\n };\n\n return _this;\n };\n\n //---------------------------------------------------------------------\n // qr8BitByte\n //---------------------------------------------------------------------\n\n var qr8BitByte = function(data) {\n\n var _mode = QRMode.MODE_8BIT_BYTE;\n var _data = data;\n var _bytes = qrcode.stringToBytes(data);\n\n var _this = {};\n\n _this.getMode = function() {\n return _mode;\n };\n\n _this.getLength = function(buffer) {\n return _bytes.length;\n };\n\n _this.write = function(buffer) {\n for (var i = 0; i < _bytes.length; i += 1) {\n buffer.put(_bytes[i], 8);\n }\n };\n\n return _this;\n };\n\n //---------------------------------------------------------------------\n // qrKanji\n //---------------------------------------------------------------------\n\n var qrKanji = function(data) {\n\n var _mode = QRMode.MODE_KANJI;\n var _data = data;\n\n var stringToBytes = qrcode.stringToBytesFuncs['SJIS'];\n if (!stringToBytes) {\n throw 'sjis not supported.';\n }\n !function(c, code) {\n // self test for sjis support.\n var test = stringToBytes(c);\n if (test.length != 2 || ( (test[0] << 8) | test[1]) != code) {\n throw 'sjis not supported.';\n }\n }('\\u53cb', 0x9746);\n\n var _bytes = stringToBytes(data);\n\n var _this = {};\n\n _this.getMode = function() {\n return _mode;\n };\n\n _this.getLength = function(buffer) {\n return ~~(_bytes.length / 2);\n };\n\n _this.write = function(buffer) {\n\n var data = _bytes;\n\n var i = 0;\n\n while (i + 1 < data.length) {\n\n var c = ( (0xff & data[i]) << 8) | (0xff & data[i + 1]);\n\n if (0x8140 <= c && c <= 0x9FFC) {\n c -= 0x8140;\n } else if (0xE040 <= c && c <= 0xEBBF) {\n c -= 0xC140;\n } else {\n throw 'illegal char at ' + (i + 1) + '/' + c;\n }\n\n c = ( (c >>> 8) & 0xff) * 0xC0 + (c & 0xff);\n\n buffer.put(c, 13);\n\n i += 2;\n }\n\n if (i < data.length) {\n throw 'illegal char at ' + (i + 1);\n }\n };\n\n return _this;\n };\n\n //=====================================================================\n // GIF Support etc.\n //\n\n //---------------------------------------------------------------------\n // byteArrayOutputStream\n //---------------------------------------------------------------------\n\n var byteArrayOutputStream = function() {\n\n var _bytes = [];\n\n var _this = {};\n\n _this.writeByte = function(b) {\n _bytes.push(b & 0xff);\n };\n\n _this.writeShort = function(i) {\n _this.writeByte(i);\n _this.writeByte(i >>> 8);\n };\n\n _this.writeBytes = function(b, off, len) {\n off = off || 0;\n len = len || b.length;\n for (var i = 0; i < len; i += 1) {\n _this.writeByte(b[i + off]);\n }\n };\n\n _this.writeString = function(s) {\n for (var i = 0; i < s.length; i += 1) {\n _this.writeByte(s.charCodeAt(i) );\n }\n };\n\n _this.toByteArray = function() {\n return _bytes;\n };\n\n _this.toString = function() {\n var s = '';\n s += '[';\n for (var i = 0; i < _bytes.length; i += 1) {\n if (i > 0) {\n s += ',';\n }\n s += _bytes[i];\n }\n s += ']';\n return s;\n };\n\n return _this;\n };\n\n //---------------------------------------------------------------------\n // base64EncodeOutputStream\n //---------------------------------------------------------------------\n\n var base64EncodeOutputStream = function() {\n\n var _buffer = 0;\n var _buflen = 0;\n var _length = 0;\n var _base64 = '';\n\n var _this = {};\n\n var writeEncoded = function(b) {\n _base64 += String.fromCharCode(encode(b & 0x3f) );\n };\n\n var encode = function(n) {\n if (n < 0) {\n // error.\n } else if (n < 26) {\n return 0x41 + n;\n } else if (n < 52) {\n return 0x61 + (n - 26);\n } else if (n < 62) {\n return 0x30 + (n - 52);\n } else if (n == 62) {\n return 0x2b;\n } else if (n == 63) {\n return 0x2f;\n }\n throw 'n:' + n;\n };\n\n _this.writeByte = function(n) {\n\n _buffer = (_buffer << 8) | (n & 0xff);\n _buflen += 8;\n _length += 1;\n\n while (_buflen >= 6) {\n writeEncoded(_buffer >>> (_buflen - 6) );\n _buflen -= 6;\n }\n };\n\n _this.flush = function() {\n\n if (_buflen > 0) {\n writeEncoded(_buffer << (6 - _buflen) );\n _buffer = 0;\n _buflen = 0;\n }\n\n if (_length % 3 != 0) {\n // padding\n var padlen = 3 - _length % 3;\n for (var i = 0; i < padlen; i += 1) {\n _base64 += '=';\n }\n }\n };\n\n _this.toString = function() {\n return _base64;\n };\n\n return _this;\n };\n\n //---------------------------------------------------------------------\n // base64DecodeInputStream\n //---------------------------------------------------------------------\n\n var base64DecodeInputStream = function(str) {\n\n var _str = str;\n var _pos = 0;\n var _buffer = 0;\n var _buflen = 0;\n\n var _this = {};\n\n _this.read = function() {\n\n while (_buflen < 8) {\n\n if (_pos >= _str.length) {\n if (_buflen == 0) {\n return -1;\n }\n throw 'unexpected end of file./' + _buflen;\n }\n\n var c = _str.charAt(_pos);\n _pos += 1;\n\n if (c == '=') {\n _buflen = 0;\n return -1;\n } else if (c.match(/^\\s$/) ) {\n // ignore if whitespace.\n continue;\n }\n\n _buffer = (_buffer << 6) | decode(c.charCodeAt(0) );\n _buflen += 6;\n }\n\n var n = (_buffer >>> (_buflen - 8) ) & 0xff;\n _buflen -= 8;\n return n;\n };\n\n var decode = function(c) {\n if (0x41 <= c && c <= 0x5a) {\n return c - 0x41;\n } else if (0x61 <= c && c <= 0x7a) {\n return c - 0x61 + 26;\n } else if (0x30 <= c && c <= 0x39) {\n return c - 0x30 + 52;\n } else if (c == 0x2b) {\n return 62;\n } else if (c == 0x2f) {\n return 63;\n } else {\n throw 'c:' + c;\n }\n };\n\n return _this;\n };\n\n //---------------------------------------------------------------------\n // gifImage (B/W)\n //---------------------------------------------------------------------\n\n var gifImage = function(width, height) {\n\n var _width = width;\n var _height = height;\n var _data = new Array(width * height);\n\n var _this = {};\n\n _this.setPixel = function(x, y, pixel) {\n _data[y * _width + x] = pixel;\n };\n\n _this.write = function(out) {\n\n //---------------------------------\n // GIF Signature\n\n out.writeString('GIF87a');\n\n //---------------------------------\n // Screen Descriptor\n\n out.writeShort(_width);\n out.writeShort(_height);\n\n out.writeByte(0x80); // 2bit\n out.writeByte(0);\n out.writeByte(0);\n\n //---------------------------------\n // Global Color Map\n\n // black\n out.writeByte(0x00);\n out.writeByte(0x00);\n out.writeByte(0x00);\n\n // white\n out.writeByte(0xff);\n out.writeByte(0xff);\n out.writeByte(0xff);\n\n //---------------------------------\n // Image Descriptor\n\n out.writeString(',');\n out.writeShort(0);\n out.writeShort(0);\n out.writeShort(_width);\n out.writeShort(_height);\n out.writeByte(0);\n\n //---------------------------------\n // Local Color Map\n\n //---------------------------------\n // Raster Data\n\n var lzwMinCodeSize = 2;\n var raster = getLZWRaster(lzwMinCodeSize);\n\n out.writeByte(lzwMinCodeSize);\n\n var offset = 0;\n\n while (raster.length - offset > 255) {\n out.writeByte(255);\n out.writeBytes(raster, offset, 255);\n offset += 255;\n }\n\n out.writeByte(raster.length - offset);\n out.writeBytes(raster, offset, raster.length - offset);\n out.writeByte(0x00);\n\n //---------------------------------\n // GIF Terminator\n out.writeString(';');\n };\n\n var bitOutputStream = function(out) {\n\n var _out = out;\n var _bitLength = 0;\n var _bitBuffer = 0;\n\n var _this = {};\n\n _this.write = function(data, length) {\n\n if ( (data >>> length) != 0) {\n throw 'length over';\n }\n\n while (_bitLength + length >= 8) {\n _out.writeByte(0xff & ( (data << _bitLength) | _bitBuffer) );\n length -= (8 - _bitLength);\n data >>>= (8 - _bitLength);\n _bitBuffer = 0;\n _bitLength = 0;\n }\n\n _bitBuffer = (data << _bitLength) | _bitBuffer;\n _bitLength = _bitLength + length;\n };\n\n _this.flush = function() {\n if (_bitLength > 0) {\n _out.writeByte(_bitBuffer);\n }\n };\n\n return _this;\n };\n\n var getLZWRaster = function(lzwMinCodeSize) {\n\n var clearCode = 1 << lzwMinCodeSize;\n var endCode = (1 << lzwMinCodeSize) + 1;\n var bitLength = lzwMinCodeSize + 1;\n\n // Setup LZWTable\n var table = lzwTable();\n\n for (var i = 0; i < clearCode; i += 1) {\n table.add(String.fromCharCode(i) );\n }\n table.add(String.fromCharCode(clearCode) );\n table.add(String.fromCharCode(endCode) );\n\n var byteOut = byteArrayOutputStream();\n var bitOut = bitOutputStream(byteOut);\n\n // clear code\n bitOut.write(clearCode, bitLength);\n\n var dataIndex = 0;\n\n var s = String.fromCharCode(_data[dataIndex]);\n dataIndex += 1;\n\n while (dataIndex < _data.length) {\n\n var c = String.fromCharCode(_data[dataIndex]);\n dataIndex += 1;\n\n if (table.contains(s + c) ) {\n\n s = s + c;\n\n } else {\n\n bitOut.write(table.indexOf(s), bitLength);\n\n if (table.size() < 0xfff) {\n\n if (table.size() == (1 << bitLength) ) {\n bitLength += 1;\n }\n\n table.add(s + c);\n }\n\n s = c;\n }\n }\n\n bitOut.write(table.indexOf(s), bitLength);\n\n // end code\n bitOut.write(endCode, bitLength);\n\n bitOut.flush();\n\n return byteOut.toByteArray();\n };\n\n var lzwTable = function() {\n\n var _map = {};\n var _size = 0;\n\n var _this = {};\n\n _this.add = function(key) {\n if (_this.contains(key) ) {\n throw 'dup key:' + key;\n }\n _map[key] = _size;\n _size += 1;\n };\n\n _this.size = function() {\n return _size;\n };\n\n _this.indexOf = function(key) {\n return _map[key];\n };\n\n _this.contains = function(key) {\n return typeof _map[key] != 'undefined';\n };\n\n return _this;\n };\n\n return _this;\n };\n\n var createDataURL = function(width, height, getPixel) {\n var gif = gifImage(width, height);\n for (var y = 0; y < height; y += 1) {\n for (var x = 0; x < width; x += 1) {\n gif.setPixel(x, y, getPixel(x, y) );\n }\n }\n\n var b = byteArrayOutputStream();\n gif.write(b);\n\n var base64 = base64EncodeOutputStream();\n var bytes = b.toByteArray();\n for (var i = 0; i < bytes.length; i += 1) {\n base64.writeByte(bytes[i]);\n }\n base64.flush();\n\n return 'data:image/gif;base64,' + base64;\n };\n\n //---------------------------------------------------------------------\n // returns qrcode function.\n\n return qrcode;\n}();\n\n// multibyte support\n!function() {\n\n qrcode.stringToBytesFuncs['UTF-8'] = function(s) {\n // http://stackoverflow.com/questions/18729405/how-to-convert-utf8-string-to-byte-array\n function toUTF8Array(str) {\n var utf8 = [];\n for (var i=0; i < str.length; i++) {\n var charcode = str.charCodeAt(i);\n if (charcode < 0x80) utf8.push(charcode);\n else if (charcode < 0x800) {\n utf8.push(0xc0 | (charcode >> 6),\n 0x80 | (charcode & 0x3f));\n }\n else if (charcode < 0xd800 || charcode >= 0xe000) {\n utf8.push(0xe0 | (charcode >> 12),\n 0x80 | ((charcode>>6) & 0x3f),\n 0x80 | (charcode & 0x3f));\n }\n // surrogate pair\n else {\n i++;\n // UTF-16 encodes 0x10000-0x10FFFF by\n // subtracting 0x10000 and splitting the\n // 20 bits of 0x0-0xFFFFF into two halves\n charcode = 0x10000 + (((charcode & 0x3ff)<<10)\n | (str.charCodeAt(i) & 0x3ff));\n utf8.push(0xf0 | (charcode >>18),\n 0x80 | ((charcode>>12) & 0x3f),\n 0x80 | ((charcode>>6) & 0x3f),\n 0x80 | (charcode & 0x3f));\n }\n }\n return utf8;\n }\n return toUTF8Array(s);\n };\n\n}();\n\n(function (factory) {\n if (typeof define === 'function' && define.amd) {\n define([], factory);\n } else if (typeof exports === 'object') {\n module.exports = factory();\n }\n}(function () {\n return qrcode;\n}));\n","///////////////////////////////////////////////////////////////////////////////\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\n//https://www.mxdraw.com/\n///////////////////////////////////////////////////////////////////////////////\nimport * as THREE from \"three\";\nimport {\n MrxDbgUiPrPoint,\n MxDbImage,\n MxFun,\n MxType\n} from \"mxdraw\";\nimport { ColorIndexType, McCmColor, McDbAlignedDimension, McDbArc, McDbAttribute, McDbAttributeDefinition, McDbBlockReference, McDbCircle, McDbDictionary, McDbDimension, McDbEntity, McDbHatch, McDbLayerTableRecord, McDbLine, McDbMText, McDbPolyline, McDbRasterImage, McDbRotatedDimension, McDbText, McDbTextStyleTableRecord, McDbXrecord, McGePoint3d, McObject, McObjectId, McObjectIdType, MxCADResbuf, MxCADSelectionSet, MxCADUI, MxCADUiPrEntity, MxCADUiPrPoint, MxCompare, MxCpp, MxModifyColor, MxTools } from \"mxcad\";\nimport { MxDrawTable } from \"./drawTable\";\nimport QRCode from 'qrcode-generator';\nimport { McGePoint3dToString, getMxCADUi } from \".\";\n\n\nfunction McDbEntityToJsonObject(ent: McDbEntity): object {\n let obj: any = {}\n obj.ObjectName = ent.objectName;\n\n\n obj.id = ent.getObjectID().id;\n obj.handle = ent.getHandle();\n obj.layer = ent.layer;\n obj.color = ent.trueColor.getColorString();\n obj.colorVal = ent.trueColor.getColorValue(ent.layerId);\n obj.linetype = ent.linetype;\n obj.textStyle = ent.textStyle;\n obj.type = ent.objectName;\n obj.dxf0 = ent.dxf0;\n\n if (ent instanceof McDbText) {\n let txt = (ent as McDbText);\n \n obj.position = McGePoint3dToString(txt.position);\n obj.textString = txt.textString;\n }\n else if (ent instanceof McDbMText) {\n let mtxt = (ent as McDbMText);\n obj.contents = mtxt.contents;\n obj.location = McGePoint3dToString(mtxt.location);\n }\n else if (ent instanceof McDbLine) {\n let line = (ent as McDbLine);\n obj.startPoint = McGePoint3dToString(line.startPoint);\n obj.endPoint = McGePoint3dToString(line.endPoint);\n }\n else if (ent instanceof McDbCircle) {\n let circle = (ent as McDbCircle);\n obj.center = McGePoint3dToString(circle.center);\n obj.radius = circle.radius;\n }\n else if (ent instanceof McDbArc) {\n let arc = (ent as McDbArc);\n obj.center = McGePoint3dToString(arc.center);\n obj.startAngle = arc.startAngle;\n obj.endAngle = arc.endAngle;\n }\n else if (ent instanceof McDbPolyline) {\n let polyline = (ent as McDbPolyline);\n let num = polyline.numVerts();\n obj.num = num;\n for (let i = 0; i < num; i++) {\n let pt = polyline.getPointAt(i);\n let bulge = polyline.getBulgeAt(i);\n obj[\"pt\" + i] = McGePoint3dToString(pt.val);\n obj[\"bulge\" + i] = bulge;\n }\n }\n else if (ent instanceof McDbBlockReference) {\n let blkRef = (ent as McDbBlockReference);\n obj.position = McGePoint3dToString(blkRef.position);\n obj.blockTransform = blkRef.blockTransform;\n obj.blockName = blkRef.blockName;\n //getBlockReferenceEntitys(blkRef);\n }\n else if (ent instanceof McDbAlignedDimension) {\n let alignedDim = (ent as McDbAlignedDimension);\n obj.xLine1Point = McGePoint3dToString(alignedDim.xLine1Point);\n obj.xLine2Point = McGePoint3dToString(alignedDim.xLine2Point);\n let txts = alignedDim.GetAllText();\n txts.forEach((val, index) => {\n obj[\"txt:\" + index] = val;\n });\n }\n else if (ent instanceof McDbRotatedDimension) {\n let rotatedDim = (ent as McDbRotatedDimension);\n obj.xLine1Point = McGePoint3dToString(rotatedDim.xLine1Point);\n obj.xLine2Point = McGePoint3dToString(rotatedDim.xLine2Point);\n let txts = rotatedDim.GetAllText();\n txts.forEach((val, index) => {\n obj[\"txt:\" + index] = val;\n });\n }\n else if (ent instanceof McDbDimension) {\n let dim = (ent as McDbDimension);\n let txts = dim.GetAllText();\n txts.forEach((val, index) => {\n obj[\"txt:\" + index] = val;\n });\n }\n else if (ent instanceof McDbHatch) {\n let hatch = (ent as McDbHatch);\n obj.patternType = hatch.patternType();\n obj.patternName = hatch.patternName();\n obj.patternAngle = hatch.patternAngle;\n obj.patternScale = hatch.patternScale;\n obj.patternSpace = hatch.patternSpace;\n obj.patternDouble = hatch.patternDouble;\n obj.hatchStyle = hatch.hatchStyle();\n obj.isSolid = hatch.isSolid();\n obj.numLoops = hatch.numLoops;\n for (let i = 0; i < obj.numLoops; i++) {\n let loop: any = hatch.getLoopAt(i);\n loop.vertices.forEach((val: any, inidex: number) => {\n loop[\"pt:\" + inidex] = {};\n loop[\"pt:\" + inidex].x = val.x;\n loop[\"pt:\" + inidex].y = val.y;\n loop[\"pt:\" + inidex].z = val.z;\n })\n obj[\"loop:\" + i] = loop;\n };\n obj.numPatternDefinitions = hatch.numPatternDefinitions;\n for (let i = 0; i < obj.numPatternDefinitions; i++) {\n obj[\"patternDefinitions:\" + i] = hatch.getPatternDefinitionAt(i);\n };\n }\n else if (ent instanceof McDbRasterImage) {\n let image = (ent as McDbRasterImage);\n let orientation = image.getOrientation();\n obj.orientation = {};\n obj.orientation.origin = orientation.origin.toVector3();\n obj.orientation.uCorner = orientation.uCorner.toVector3();\n obj.orientation.vOnPlane = orientation.vOnPlane.toVector3();\n\n let clipBoundary = image.clipBoundary();\n obj.clipBoundary = {};\n clipBoundary.forEach((pt, index) => {\n obj.clipBoundary[\"pt\" + index] = pt.toVector3();\n });\n\n obj.clipBoundaryType = image.clipBoundaryType();\n\n let imageDef = image.imageDefId().getMcDbRasterImageDef();\n if (imageDef) {\n obj.filePath = imageDef.sourceFileName;\n }\n }\n //...\n\n return obj;\n}\n\nfunction getBlockReferenceEntitys(blkRef: McDbBlockReference) {\n\n let blkRecrod = blkRef.blockTableRecordId.getMcDbBlockTableRecord();\n if (!blkRecrod) return;\n let aryId = blkRecrod.getAllEntityId();\n aryId.forEach((id) => {\n let ent: any = id.getMcDbEntity();\n if (!ent) return;\n ent = McDbEntityToJsonObject(ent);\n console.log(JSON.stringify(ent));\n })\n}\n\nasync function TestGetAllEntity() {\n\n let ss = new MxCADSelectionSet();\n ss.allSelect();\n ss.forEach((id) => {\n let ent: any = id.getMcDbEntity();\n if (!ent) return;\n ent = McDbEntityToJsonObject(ent);\n console.log(JSON.stringify(ent));\n })\n}\n\n// 下面的代码,是得到0层上的填充对象.\nasync function TestGentEntityOnLayer() {\n let ss = new MxCADSelectionSet();\n let filter = new MxCADResbuf();\n filter.AddString(\"0\", 8);\n ss.allSelect(filter);\n ss.forEach((id) => {\n let ent: any = id.getMcDbEntity();\n if (!ent) return;\n if (ent instanceof McDbHatch) {\n let obj: any = {};\n let hatch = (ent as McDbHatch);\n obj.patternType = hatch.patternType();\n obj.patternName = hatch.patternName();\n obj.patternAngle = hatch.patternAngle;\n obj.patternScale = hatch.patternScale;\n obj.patternSpace = hatch.patternSpace;\n obj.patternDouble = hatch.patternDouble;\n obj.hatchStyle = hatch.hatchStyle();\n obj.isSolid = hatch.isSolid();\n obj.numLoops = hatch.numLoops;\n for (let i = 0; i < obj.numLoops; i++) {\n let loop: any = hatch.getLoopAt(i);\n loop.vertices.forEach((val: any, inidex: number) => {\n loop[\"pt:\" + inidex] = {};\n loop[\"pt:\" + inidex].x = val.x;\n loop[\"pt:\" + inidex].y = val.y;\n loop[\"pt:\" + inidex].z = val.z;\n })\n obj[\"loop:\" + i] = loop;\n };\n obj.numPatternDefinitions = hatch.numPatternDefinitions;\n for (let i = 0; i < obj.numPatternDefinitions; i++) {\n obj[\"patternDefinitions:\" + i] = hatch.getPatternDefinitionAt(i);\n };\n\n console.log(obj)\n }\n\n\n\n })\n\n}\n\nasync function MxTest_GetSysVars() {\n let mxcad = MxCpp.getCurrentMxCAD();\n let database = mxcad.getDatabase();\n // 栅格\n let grid = {};\n grid[\"name\"] = \"GRIDMODE\";\n grid[\"isShow\"] = mxcad.getSysVarLong(\"GRIDMODE\");\n let ptSnapUnit = mxcad.getSysVarPoint(\"SNAPUNIT\");\n grid[\"xdist\"] = ptSnapUnit.x;\n grid[\"ydist\"] = ptSnapUnit.x;\n console.log(grid);\n\n // 正交\n let ortho = {};\n ortho[\"name\"] = \"ORTHOMODE\";\n ortho[\"isShow\"] = mxcad.getSysVarLong(\"ORTHOMODE\");\n console.log(ortho);\n\n // 极轴,\n let polarAxis = {};\n polarAxis[\"name\"] = \"AUTOSNAP\";\n polarAxis[\"enable\"] = (mxcad.getSysVarLong(\"AUTOSNAP\") & 8) != 0;\n polarAxis[\"polarang\"] = mxcad.getSysVarDouble(\"POLARANG\");\n console.log(polarAxis);\n\n // 对象捕捉\n let osnap = {};\n osnap[\"name\"] = \"OSMODE\";\n osnap[\"enable\"] = (mxcad.getSysVarLong(\"OSMODE\") & 16384) == 0;\n osnap[\"value\"] = mxcad.getSysVarLong(\"OSMODE\");\n osnap[\"End\"] = (mxcad.getSysVarLong(\"OSMODE\") & 1) != 0;\n osnap[\"Mid\"] = (mxcad.getSysVarLong(\"OSMODE\") & 2) != 0;\n osnap[\"Cen\"] = (mxcad.getSysVarLong(\"OSMODE\") & 4) != 0;\n osnap[\"Node\"] = (mxcad.getSysVarLong(\"OSMODE\") & 8) != 0;\n osnap[\"Quad\"] = (mxcad.getSysVarLong(\"OSMODE\") & 16) != 0;\n osnap[\"Int\"] = (mxcad.getSysVarLong(\"OSMODE\") & 32) != 0;\n osnap[\"Ins\"] = (mxcad.getSysVarLong(\"OSMODE\") & 64) != 0;\n osnap[\"Perp\"] = (mxcad.getSysVarLong(\"OSMODE\") & 128) != 0;\n osnap[\"Tan\"] = (mxcad.getSysVarLong(\"OSMODE\") & 256) != 0;\n osnap[\"Near\"] = (mxcad.getSysVarLong(\"OSMODE\") & 512) != 0;\n console.log(osnap);\n\n // 对象追踪\n let dyntrace = {};\n dyntrace[\"name\"] = \"DYNTRACE\";\n dyntrace[\"enable\"] = mxcad.getSysVarLong(\"DYNTRACE\") != 0;\n console.log(dyntrace);\n\n // DYN\n let dyn = {};\n dyn[\"name\"] = \"DYNINPUT\";\n dyn[\"enable\"] = mxcad.getSysVarLong(\"DYNINPUT\") != 0;\n console.log(dyn);\n\n let sysvar: any = {}\n\n // 全局线型比例\n sysvar.LTSCALE = mxcad.getSysVarDouble(\"LTSCALE\");\n\n // 当前线型比例\n sysvar.CELTSCALE = mxcad.getSysVarDouble(\"CELTSCALE\");\n\n // 当前线型\n sysvar.CELTYPE = mxcad.getSysVarString(\"CELTYPE\");\n\n // 当前文字样式\n sysvar.TEXTSTYLE = mxcad.getSysVarString(\"TEXTSTYLE\");\n\n // 当前布局名\n sysvar.CLAYOUTNAME = mxcad.getSysVarString(\"CLAYOUTNAME\");\n\n // 当前层名\n sysvar.CLAYER = mxcad.getSysVarString(\"CLAYER\");\n\n // 当前颜色\n sysvar.CECOLOR = database.getCurrentlyTrueColor().getColorValue();\n\n // 当前图纸的插入基点.\n sysvar.INSBASE = mxcad.getSysVarPoint(\"INSBASE\");\n\n\n // 当前图纸线重\n sysvar.CELWEIGHT = mxcad.getSysVarLong(\"CELWEIGHT\");\n\n // 当前点样式,百度PDMODE\n sysvar.PDMODE = mxcad.getSysVarLong(\"PDMODE\");\n\n // 点大小 。 >0指定绝对尺寸, <0 指定视口尺寸的百分比 =0在绘图区域高度的 5% 处创建点\n sysvar.PDSIZE = mxcad.getSysVarDouble(\"PDSIZE\");\n\n console.log(sysvar);\n}\n\n// 读取扩展数据。\nasync function MxTest_ReadxData() {\n let selEntity = new MxCADUiPrEntity();\n selEntity.setMessage(\"选择对象\");\n let id = await selEntity.go();\n if (!id.isValid()) return;\n\n let ent = id.getMcDbEntity();\n if (ent === null) return;\n\n let data = ent.getxData();\n //data.PrintData();\n data.forEach((val, type, dxf) => {\n console.log(JSON.stringify({ val: val, type: type, dxf: dxf }));\n })\n\n //let data = ent.getxDataString(\"DataName\");\n //MxFun.acutPrintf(data.val + \"\\n\");\n}\n\n\n// 写取扩展数据。\nasync function MxTest_WritexData() {\n let selEntity = new MxCADUiPrEntity();\n selEntity.setMessage(\"选择对象\");\n let id = await selEntity.go();\n if (!id.isValid()) return;\n\n let ent = id.getMcDbEntity();\n if (ent === null) return;\n ent.setxDataString(\"DataName\", \"xxxxx\");\n //ent.setxData(new MxCADResbuf([{type:MxCADResbufDataType.kExDataName,val:\"DataName\"},{type:MxCADResbufDataType.kString,val:\"yyyyy\"}]));\n}\n\nexport async function MxTest_DrawLine() {\n const getPoint = new MxCADUiPrPoint();\n getPoint.setMessage(\"\\n指定第一点:\");\n let prvPoint = await getPoint.go();\n if (!prvPoint) return;\n getPoint.setMessage(\"\\n指定下一个点:\");\n while (true) {\n getPoint.setBasePt(prvPoint as any);\n let pt = await getPoint.go();\n if (!pt) return;\n let line = new McDbLine(prvPoint, pt);\n MxCpp.getCurrentMxCAD().drawEntity(line);\n prvPoint = pt;\n }\n}\n\n\n\nfunction getHostUrl(): string {\n let host = window.location.hostname;\n if (host.substring(0, 4) != \"http\") {\n host = document.location.protocol + \"//\" + host;\n }\n return host;\n}\n\nexport async function MxTest_InsertBlock() {\n let baseUrl = \"http://localhost:3000/mxcad/\"\n if (baseUrl.substring(0, 16) == \"http://localhost\") {\n baseUrl = getHostUrl() + baseUrl.substring(16);\n }\n\n let blkFilePath = baseUrl + \"tree.mxweb\";\n let mxcad = MxCpp.App.getCurrentMxCAD();\n let blkrecId = await mxcad.insertBlock(blkFilePath, \"tree\");\n if (!blkrecId.isValid()) {\n // 插入图块\n return;\n }\n\n let blkRef = new McDbBlockReference();\n blkRef.blockTableRecordId = blkrecId;\n let box = blkRef.getBoundingBox();\n if (box.ret) {\n let dLen = box.maxPt.distanceTo(box.minPt);\n if (dLen > 0.00001) {\n blkRef.setScale(mxcad.getMxDrawObject().screenCoordLong2Doc(100) / dLen);\n }\n }\n\n let getPoint = new MxCADUiPrPoint();\n getPoint.setMessage(\"\\指定插入基点\");\n\n getPoint.setUserDraw((v, worldDraw) => {\n blkRef.position = v;\n worldDraw.drawMcDbEntity(blkRef);\n });\n\n let pt = await getPoint.go();\n if (!pt) return;\n blkRef.position = pt;\n let newBlkRefId = mxcad.drawEntity(blkRef);\n if (!newBlkRefId.isValid) {\n console.log(\"insert error\");\n return;\n }\n\n blkRef = newBlkRefId.getMcDbEntity() as McDbBlockReference;\n\n // 如果块有属性定义,下面为块引创建属性定义。\n blkRef.disableDisplay(true);\n let blkRecord: any = blkrecId.getMcDbBlockTableRecord();\n let ids = blkRecord.getAllEntityId();\n ids.forEach((id: any, index: any) => {\n if (!id.isKindOf(\"McDbAttributeDefinition\")) return;\n let attribDef = id.getMcDbEntity() as McDbAttributeDefinition;\n let tag = attribDef.tag;\n let txt = attribDef.textString;\n\n let attrib = new McDbAttribute();\n attrib.position = attribDef.position;\n attrib.alignmentPoint = attribDef.alignmentPoint\n attrib.height = attribDef.height\n attrib.trueColor = attribDef.trueColor\n attrib.widthFactor = attribDef.widthFactor\n if (txt.length > 0) attrib.textString = txt;\n else attrib.textString = \"test\" + index;\n attrib.tag = tag;\n attrib.isInvisible = attribDef.isInvisible;\n attrib.transformBy(blkRef.blockTransform);\n attrib = blkRef.appendAttribute(attrib).getMcDbEntity() as McDbAttribute;\n attrib.textStyle = attribDef.textStyle\n attrib.layer = attribDef.layer\n })\n blkRef.disableDisplay(false);\n\n}\n\nexport function MxTest_GetAllLayer() {\n let mxcad = MxCpp.App.getCurrentMxCAD();\n let layerTable = mxcad.getDatabase().getLayerTable();\n let aryId = layerTable.getAllRecordId();\n let ret = [];\n aryId.forEach((id) => {\n let layerRec = id.getMcDbLayerTableRecord();\n if (layerRec === null) return;\n\n console.log(layerRec);\n console.log(\"layerRec.color:\" + layerRec.color.getColorString());\n console.log(\"layerRec.name:\" + layerRec.name);\n let layer: any = {};\n layer.name = layerRec.name;\n\n layer.color = layerRec.color.getColorString();\n ret.push(layer);\n });\n\n MxFun.postMessageToParentFrame(ret);\n return ret;\n}\n\n\nexport function MxTest_AddLayer() {\n let mxcad = MxCpp.App.getCurrentMxCAD();\n let layerTable = mxcad.getDatabase().getLayerTable();\n if (!layerTable.has(\"xxx11\")) {\n let newLayer = new McDbLayerTableRecord();\n newLayer.name = \"xxx11\";\n layerTable.add(newLayer);\n }\n\n if (layerTable.has(\"xxx11\")) {\n console.log(\"add layer ok\");\n }\n}\n\n\n\nexport function MxTest_GetAllLinetype() {\n let mxcad = MxCpp.App.getCurrentMxCAD();\n let linetypeTable = mxcad.getDatabase().getLinetypeTable();\n let aryId = linetypeTable.getAllRecordId();\n aryId.forEach((id) => {\n let linetypeRec = id.getMcDbLinetypeTableRecord();\n if (linetypeRec === null) return;\n console.log(linetypeRec);\n });\n}\n\nexport function MxTest_GetAllTextStyle() {\n let mxcad = MxCpp.getCurrentMxCAD();\n let textSyleTable = mxcad.getDatabase().getTextStyleTable();\n let aryId = textSyleTable.getAllRecordId();\n aryId.forEach((id) => {\n let textSyleRec = id.getMcDbTextStyleTableRecord();\n if (textSyleRec === null) return;\n let out: any = {};\n out.name = textSyleRec.name;\n out.font = textSyleRec.font();\n out.fileName = textSyleRec.fileName;\n out.bigFontFileName = textSyleRec.bigFontFileName;\n out.textSize = textSyleRec.textSize;\n out.xScale = textSyleRec.xScale;\n console.log(out);\n });\n}\n\n\nexport async function MxTest_AddTextStyleTable() {\n let mxcad = MxCpp.getCurrentMxCAD();\n let textSyleTable = mxcad.getDatabase().getTextStyleTable();\n\n let sMyTextStyle = \"MyTextStyle\";\n if (textSyleTable.has(sMyTextStyle, false)) {\n let id = textSyleTable.get(sMyTextStyle, false);\n id.erase(false);\n };\n\n let newTextStyleRecord = new McDbTextStyleTableRecord();\n newTextStyleRecord.fileName = \"txt.shx\";\n newTextStyleRecord.bigFontFileName = \"hztxt.shx\";\n newTextStyleRecord.textSize = 10;\n newTextStyleRecord.name = sMyTextStyle;\n newTextStyleRecord.xScale = 0.7;\n if (textSyleTable.add(newTextStyleRecord).isValid()) {\n console.log(\"add ok\");\n }\n}\n\n\n\nexport function MxTest_GetAllBlock() {\n let mxcad = MxCpp.App.getCurrentMxCAD();\n let blockTable = mxcad.getDatabase().getBlockTable();\n let aryId = blockTable.getAllRecordId();\n aryId.forEach((id) => {\n let blkRec = id.getMcDbBlockTableRecord();\n if (blkRec === null) return;\n console.log(blkRec);\n console.log(\"blkRec.name:\" + blkRec.name);\n console.log(\"blkRec.origin:\" + blkRec.origin);\n });\n}\n\n\nasync function Mx_Test_DrawTable() {\n let draw = new MxDrawTable();\n draw.data.addColumn(\"序号\", 30);\n draw.data.addColumn(\"名称\", 45);\n draw.data.addColumn(\"材料\", 60);\n draw.data.addColumn(\"长度\", 50);\n for (let i = 0; i < 10; i++) {\n let sT = \"\" + i;\n draw.data.addRow([sT, \"AAAA\", \"BBBB\", \"1000\"])\n }\n\n let getPoint = new MxCADUiPrPoint();\n getPoint.setMessage(\"\\n指定表格插入点:\");\n let pt = await getPoint.go();\n if (!pt) return;\n\n let lScale = MxFun.screenCoordLong2Doc(100) / 200;\n draw.draw(pt, lScale);\n}\n\n\nasync function Mx_Test_QRCode() {\n const getPoint = new MrxDbgUiPrPoint()\n getPoint.setMessage('\\n指定插入点:')\n let pt = await getPoint.go();\n if (!pt) return;\n\n let mxobj = MxFun.getCurrentDraw()\n // 创建一个二维码生成器\n const qr = QRCode(5, 'L');\n\n // 设置二维码的内容\n qr.addData('https://www.mxdraw3d.com');\n\n // 生成二维码图像\n qr.make();\n\n // 获取二维码的数据URL\n const qrDataURL = qr.createDataURL();\n\n // 创建一个纹理对象\n const texture = new THREE.TextureLoader().load(qrDataURL);\n\n // 创建一个材质对象并将纹理赋值给它\n const material = new THREE.MeshBasicMaterial({ map: texture });\n let w = MxFun.screenCoordLong2Doc(80)\n let h = MxFun.screenCoordLong2Doc(80)\n\n let image = new MxDbImage()\n image.setRenderOrder(MxType.MxDefaultRenderOrder.kCADMeshRenderOrder - 1)\n image.setPoint1(pt)\n let pt2 = new THREE.Vector3(pt.x + w, pt.y + h, pt.z)\n image.setPoint2(pt2)\n\n image.setMaterial(material as any);\n mxobj.addMxEntity(image);\n\n setInterval(() => {\n mxobj.updateDisplay();\n }, 100)\n}\n\n\n\nexport async function MxTest_InsertStamp() {\n let baseUrl = \"http://localhost:3000/mxcad/\"\n if (baseUrl.substring(0, 16) == \"http://localhost\") {\n baseUrl = getHostUrl() + baseUrl.substring(16);\n }\n\n let blkFilePath = baseUrl + \"stamp.mxweb\";\n let mxcad = MxCpp.App.getCurrentMxCAD();\n let blkrecId = await mxcad.insertBlock(blkFilePath, \"stamp\");\n if (!blkrecId.isValid()) {\n // 插入图块\n return;\n }\n\n let blkRef = new McDbBlockReference();\n blkRef.blockTableRecordId = blkrecId;\n let box = blkRef.getBoundingBox();\n if (box.ret) {\n let dLen = box.maxPt.distanceTo(box.minPt);\n if (dLen > 0.00001) {\n blkRef.setScale(mxcad.getMxDrawObject().screenCoordLong2Doc(100) / dLen);\n }\n }\n\n let getPoint = new MxCADUiPrPoint();\n getPoint.setMessage(\"\\指定插入基点\");\n\n getPoint.setUserDraw((v, worldDraw) => {\n blkRef.position = v;\n worldDraw.drawMcDbEntity(blkRef);\n });\n\n let pt = await getPoint.go();\n if (!pt) return;\n blkRef.position = pt;\n mxcad.drawEntity(blkRef);\n}\n\n\nexport async function MxTest_LineTypeTest() {\n let mxcad = MxCpp.getCurrentMxCAD();\n\n // 把当图上,已经存的\"TestMyLine\"线型删除,为了mxcad.addLinetypeEx重新添加定义线型.\n let linetypeRecord = mxcad.database.getLinetypeTable().get(\"TestMyLine\");\n if (!linetypeRecord.isErase()) {\n linetypeRecord.erase();\n }\n let lintype = mxcad.addLinetypeEx(\"TestMyLine\", '.5,-.2,[\"HW\",STANDARD,S=.1,R=0.0,X=-0.1,Y=-.05],-.2', \"\");\n if (!lintype.isValid()) return;\n\n let getEnt = new MxCADUiPrEntity();\n let entId = await getEnt.go();\n let ent = entId.getMcDbEntity();\n if (!ent) return;\n ent.linetypeId = lintype;\n\n}\n\n\n\n\nfunction MxTest_DictionaryData(dict: McDbDictionary) {\n let aryName = dict.getAllObjectName();\n aryName.forEach((name) => {\n console.log(name);\n let id = dict.getAt(name);\n let obj = id.getMcDbObject();\n if (obj instanceof McDbDictionary) {\n let dict: McDbDictionary = obj;\n console.log(dict);\n MxTest_DictionaryData(dict);\n }\n else if (obj instanceof McDbXrecord) {\n let xrec: McDbXrecord = obj;\n let data = xrec.getData()\n data.PrintData();\n }\n })\n}\n\nasync function MxTest_GetObjectExDictionaryData() {\n\n let selEntity = new MxCADUiPrEntity();\n selEntity.setMessage(\"选择标注对象\");\n let id = await selEntity.go();\n if (!id.isValid()) return;\n let ent = id.getMcDbEntity();\n if(ent && ent.isHaveExtensionDictionary()){\n let dict = ent.getExtensionDictionary();\n MxTest_DictionaryData(dict);\n }\n }\n\n\n\nexport async function MxTest_GetNamedObjectsDictionary() {\n let mxcad = MxCpp.getCurrentMxCAD();\n let dict = mxcad.getDatabase().getNamedObjectsDictionary();\n let aryName = dict.getAllObjectName();\n aryName.forEach((name) => {\n console.log(name);\n let id = dict.getAt(name);\n let obj = id.getMcDbObject();\n if (obj instanceof McDbDictionary) {\n let dict: McDbDictionary = obj;\n console.log(dict);\n MxTest_DictionaryData(dict);\n }\n })\n\n}\n\n\nexport async function MxTest_WriteXRecord() {\n let mxcad = MxCpp.getCurrentMxCAD();\n let dict = mxcad.getDatabase().getNamedObjectsDictionary();\n\n let sName = \"MyDict\";\n let idDict = dict.getAt(sName);\n if (idDict.isNull()) {\n let newDict = new McDbDictionary;\n idDict = dict.addObject(sName, newDict);\n }\n let myDict = idDict.getMcDbDictionary();\n if (myDict) {\n\n let xrec = new McDbXrecord();\n let data = new MxCADResbuf();\n data.AddString(\"TestData\");\n xrec.setData(data);\n myDict.addObject(\"MyRecord\", xrec);\n console.log(\"write xrecord ok\");\n }\n}\n\n// 修改对象颜色\nasync function Mx_Test_ChangeColor() {\n let getEntity = new MxCADUiPrEntity();\n\n\n getEntity.setMessage(\"选择标注对象\");\n let id = await getEntity.go();\n if (!id.isValid()) return;\n\n let ent = id.getMcDbEntity();\n if (!ent) return;\n ent.trueColor = new McCmColor(255, 0, 255);\n}\n\n// 设置对象不可见\nlet idVisible: any;\nasync function Mx_Test_ChangeVisible() {\n if (!idVisible) {\n let getEntity = new MxCADUiPrEntity();\n\n\n getEntity.setMessage(\"选择标注对象\");\n let id = await getEntity.go();\n if (!id.isValid()) return;\n\n let ent = id.getMcDbEntity();\n if (!ent) return;\n ent.visible = false;\n idVisible = id;\n }\n else {\n let ent = idVisible.getMcDbEntity();\n if (!ent) return;\n ent.visible = true;\n }\n\n}\n\n\nasync function Mx_Test_ChangeEntityLayer() {\n\n let newLayerName = \"WALL\";\n let mxcad = MxCpp.getCurrentMxCAD();\n if (!mxcad.database.layerTable.has(newLayerName)) {\n console.log(\"no have layer:\" + newLayerName)\n }\n\n let getEntity = new MxCADUiPrEntity();\n\n\n getEntity.setMessage(\"选择对象\");\n let id = await getEntity.go();\n if (!id.isValid()) return;\n\n let ent = id.getMcDbEntity();\n if (!ent) return;\n\n ent.layer = newLayerName;\n\n}\n\nasync function Mx_ChaneEntityDrawOrder() {\n let ss = new MxCADSelectionSet();\n if (!await ss.userSelect(\"\\n选择对象\")) return;\n //得到当前图上对象的最大,小最显示顺序.\n let minmaxOrder = MxCpp.getCurrentDatabase().currentSpace.getMinMaxDrawOrder();\n // 把对象放到最上面。\n let lOrder = minmaxOrder.maxDrawOrder + 1;\n ss.forEach((id) => {\n let ent = id.getMcDbEntity();\n if (ent) {\n ent.drawOrder = lOrder;\n }\n })\n}\n\n\nfunction Mx_MxCompareImp(fileUrl:string){\n // 把要比较的图纸,当着背景加载当前内存中,方便查看不一样的地方.\n let mxcad = MxCpp.getCurrentMxCAD();\n mxcad.mxdraw.makeCurrent();\n mxcad.loadDwgBackground(fileUrl,(isok:boolean)=>{\n let backgroundEntity = mxcad.getBackgroundEntity();\n\n // 暂时隐藏背景图纸的显示。\n backgroundEntity.setShow(fileUrl,false);\n let database = backgroundEntity.getBackgroundDatabase(fileUrl);\n if(database == null){\n return;\n }\n\n // 开始把当前图纸与背景图纸进行比较。\n let cmp = new MxCompare();\n\n if(cmp.do(database) ){\n // 得到比较结果.\n let result = cmp.getResult();\n if(result.length > 0){\n\n //比较有差别,把底图显示出来,方更查看不一样的地方。\n backgroundEntity.setShow(fileUrl,true);\n\n }\n\n console.log(JSON.stringify(result) );\n }\n\n },0xc90696969)\n}\n\nfunction Mx_MxCompare(){\n\n let upLoadFile = false;\n // 选择一个文件 ,和当前图纸比较.\n //upLoadFile = true;\n\n if(upLoadFile){\n getMxCADUi().uploadFile((param)=>{\n if(param){\n Mx_MxCompareImp(param.file_path);\n }\n },false) \n }\n else{\n Mx_MxCompareImp(\"test3.mxweb\");\n }\n}\n\nlet modify:any;\nfunction MxTest_ModifyAllEntityColor(){\n if(modify){\n modify.DoRestore();\n modify = undefined;\n }\n else{\n modify = new MxModifyColor();\n let color = new McCmColor();\n color.setColorIndex(ColorIndexType.kWhite);\n modify.Do(MxCpp.getCurrentDatabase(),color);\n }\n}\n\n\n\nexport function init() {\n MxFun.addCommand(\"TestGetAllEntity\", TestGetAllEntity);\n MxFun.addCommand(\"MxTest_GetSysVars\", MxTest_GetSysVars);\n MxFun.addCommand(\"MxTest_ReadxData\", MxTest_ReadxData);\n MxFun.addCommand(\"MxTest_WritexData\", MxTest_WritexData);\n MxFun.addCommand(\"MxTest_DrawLine\", MxTest_DrawLine);\n MxFun.addCommand(\"MxTest_InsertBlock\", MxTest_InsertBlock);\n\n MxFun.addCommand(\"MxTest_GetAllLayer\", MxTest_GetAllLayer);\n MxFun.addCommand(\"MxTest_AddLayer\", MxTest_AddLayer);\n MxFun.addCommand(\"MxTest_GetAllTextStyle\", MxTest_GetAllTextStyle);\n MxFun.addCommand(\"MxTest_GetAllBlock\", MxTest_GetAllBlock);\n MxFun.addCommand(\"MxTest_GetAllLinetype\", MxTest_GetAllLinetype);\n\n MxFun.addCommand(\"Mx_Test_DrawTable\", Mx_Test_DrawTable);\n MxFun.addCommand(\"Mx_Test_QRCode\", Mx_Test_QRCode);\n MxFun.addCommand(\"MxTest_InsertStamp\", MxTest_InsertStamp);\n MxFun.addCommand(\"MxTest_LineTypeTest\", MxTest_LineTypeTest);\n MxFun.addCommand(\"TestGentEntityOnLayer\", TestGentEntityOnLayer);\n\n MxFun.addCommand(\"MxTest_GetNamedObjectsDictionary\", MxTest_GetNamedObjectsDictionary);\n MxFun.addCommand(\"MxTest_GetObjectExDictionaryData\", MxTest_GetObjectExDictionaryData);\n \n MxFun.addCommand(\"MxTest_WriteXRecord\", MxTest_WriteXRecord);\n MxFun.addCommand(\"MxTest_AddTextStyleTable\", MxTest_AddTextStyleTable);\n MxFun.addCommand(\"Mx_Test_ChangeColor\", Mx_Test_ChangeColor);\n MxFun.addCommand(\"Mx_Test_ChangeVisible\", Mx_Test_ChangeVisible);\n MxFun.addCommand(\"Mx_Test_ChangeEntityLayer\", Mx_Test_ChangeEntityLayer);\n MxFun.addCommand(\"Mx_ChaneEntityDrawOrder\", Mx_ChaneEntityDrawOrder);\n MxFun.addCommand(\"Mx_MxCompare\", Mx_MxCompare);\n MxFun.addCommand(\"MxTest_ModifyAllEntityColor\", MxTest_ModifyAllEntityColor);\n}\n","///////////////////////////////////////////////////////////////////////////////\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\n//https://www.mxdraw.com/\n///////////////////////////////////////////////////////////////////////////////\nimport { DynamicInputType, MxFun } from \"mxdraw\";\nimport {\n McDbPolyline,\n McGePoint3d,\n MxCADUiPrPoint,\n MxCpp,\n MxTools,\n} from \"mxcad\";\nimport { getMxCADUi } from \".\";\n\nexport async function Mx_Export_DWG() {\n let {\n baseUrl = \"\",\n saveDwgUrl = \"\",\n mxfilepath = \"\",\n } = getMxCADUi().getUploadFileConfig();\n // 把mxweb文件 ,保存到服务器上,然后转换成 dwg文件 ,再下载。\n MxCpp.getCurrentMxCAD().saveFileToUrl(\n saveDwgUrl,\n (iResult: number, sserverResult: string) => {\n try {\n let ret = JSON.parse(sserverResult);\n if (ret.ret == \"ok\") {\n let filePath = baseUrl + mxfilepath + ret.file;\n fetch(filePath).then(async (res) => {\n const blob = await res.blob();\n MxTools.saveAsFileDialog({\n blob,\n filename: ret.file,\n types: [\n {\n description: \"dwg图纸\",\n accept: {\n \"application/octet-stream\": [\".dwg\"],\n },\n },\n ],\n });\n });\n } else {\n console.log(sserverResult);\n }\n } catch {\n console.log(\"Mx: sserverResult error\");\n }\n }\n );\n}\n\nexport async function Mx_Export_MxWeb() {\n let {\n baseUrl = \"\",\n mxfilepath = \"\",\n saveUrl = \"\",\n } = getMxCADUi().getUploadFileConfig();\n\n // 把mxweb文件 ,保存到服务器上,再下载。\n MxCpp.getCurrentMxCAD().saveFileToUrl(\n saveUrl,\n (iResult: number, sserverResult: string) => {\n try {\n let ret = JSON.parse(sserverResult);\n if (ret.ret == \"ok\") {\n let filePath = baseUrl + mxfilepath + ret.file;\n MxTools.downloadFileFromUrl(filePath, ret.file);\n } else {\n console.log(sserverResult);\n }\n } catch {\n console.log(\"Mx: sserverResult error\");\n }\n }\n );\n}\n\n// 直接打开个网上的mxweb文件。\nexport async function Mx_Open_MxWeb() {\n MxCpp.getCurrentMxCAD().openWebFile(\n \"http://localhost:1337/mxcad/file/8c79da20e232495888dbb0da17459399.mxweb\"\n );\n}\n\nexport async function MxTest_NewFile() {\n let mxcad = MxCpp.getCurrentMxCAD();\n mxcad.newFile();\n}\n\n// 指定范围输出pdf\nexport async function Mx_Export_Pdf() {\n // 选择范围.\n let getPoint = new MxCADUiPrPoint();\n getPoint.setMessage(\"\\n指定输出范围第一点:\");\n let pt1 = await getPoint.go();\n if (!pt1) return;\n\n getPoint.setMessage(\"\\n指定输出范围第二点:\");\n getPoint.setUserDraw((currentPoint: McGePoint3d, worldDraw) => {\n worldDraw.setColor(0xff0000);\n let pl = new McDbPolyline();\n pl.addVertexAt(pt1);\n pl.addVertexAt(new McGePoint3d(pt1.x, currentPoint.y));\n pl.addVertexAt(currentPoint);\n pl.addVertexAt(new McGePoint3d(currentPoint.x, pt1.y));\n pl.constantWidth = MxFun.screenCoordLong2Doc(2);\n pl.isClosed = true;\n\n worldDraw.drawMcDbEntity(pl);\n\n let points: THREE.Vector3[] = [];\n points.push(pt1.toVector3());\n points.push(new THREE.Vector3(pt1.x, currentPoint.y));\n points.push(currentPoint.toVector3());\n points.push(new THREE.Vector3(currentPoint.x, pt1.y));\n\n worldDraw.setColor(0x003244);\n worldDraw.drawSolid(points, 0.5);\n });\n\n getPoint.setDisableOsnap(true);\n getPoint.setDisableOrthoTrace(true);\n getPoint.setDynamicInputType(DynamicInputType.kXYCoordInput);\n let pt2 = await getPoint.go();\n if (!pt2) {\n return;\n }\n\n let {\n baseUrl = \"\",\n mxfilepath = \"\",\n printPdfUrl = \"\",\n } = getMxCADUi().getUploadFileConfig();\n\n console.log(getMxCADUi().getUploadFileConfig());\n let param = {\n width: \"2100\", // 图纸长\n height: \"2970\", // 图纸宽\n bd_pt1_x: \"\" + pt1.x, // 角点1x\n bd_pt1_y: \"\" + pt1.y, // 角点1y\n bd_pt2_x: \"\" + pt2.x, // 角点2x\n bd_pt2_y: \"\" + pt2.y, // 角点2y\n };\n\n // 把mxweb文件 ,保存到服务器上,再转成pdf。\n MxCpp.getCurrentMxCAD().saveFileToUrl(\n printPdfUrl,\n (iResult: number, sserverResult: string) => {\n try {\n let ret = JSON.parse(sserverResult);\n if (ret.ret == \"ok\") {\n let filePath = baseUrl + mxfilepath + ret.file;\n MxTools.downloadFileFromUrl(filePath, ret.file);\n } else {\n console.log(sserverResult);\n }\n } catch {\n console.log(\"Mx: sserverResult error\");\n }\n },\n undefined,\n JSON.stringify(param)\n );\n}\n\n// 指定范围输出Dwg\nexport async function Mx_Cut_Dwg() {\n // 选择范围.\n let getPoint = new MxCADUiPrPoint();\n getPoint.setMessage(\"\\n指定输出范围第一点:\");\n let pt1 = await getPoint.go();\n if (!pt1) return;\n\n getPoint.setMessage(\"\\n指定输出范围第二点:\");\n getPoint.setUserDraw((currentPoint: McGePoint3d, worldDraw) => {\n worldDraw.setColor(0xff0000);\n let pl = new McDbPolyline();\n pl.addVertexAt(pt1);\n pl.addVertexAt(new McGePoint3d(pt1.x, currentPoint.y));\n pl.addVertexAt(currentPoint);\n pl.addVertexAt(new McGePoint3d(currentPoint.x, pt1.y));\n pl.constantWidth = MxFun.screenCoordLong2Doc(2);\n pl.isClosed = true;\n\n worldDraw.drawMcDbEntity(pl);\n\n let points: THREE.Vector3[] = [];\n points.push(pt1.toVector3());\n points.push(new THREE.Vector3(pt1.x, currentPoint.y));\n points.push(currentPoint.toVector3());\n points.push(new THREE.Vector3(currentPoint.x, pt1.y));\n\n worldDraw.setColor(0x003244);\n worldDraw.drawSolid(points, 0.5);\n });\n\n getPoint.setDisableOsnap(true);\n getPoint.setDisableOrthoTrace(true);\n getPoint.setDynamicInputType(DynamicInputType.kXYCoordInput);\n let pt2 = await getPoint.go();\n if (!pt2) {\n return;\n }\n\n let {\n baseUrl = \"\",\n mxfilepath = \"\",\n cutDwgUrl = \"\",\n } = getMxCADUi().getUploadFileConfig();\n\n console.log(getMxCADUi().getUploadFileConfig());\n let param = {\n bd_pt1_x: \"\" + pt1.x,\n bd_pt1_y: \"\" + pt1.y,\n bd_pt2_x: \"\" + pt2.x,\n bd_pt2_y: \"\" + pt2.y,\n };\n\n // 把mxweb文件 ,保存到服务器上,再转成dwg。\n MxCpp.getCurrentMxCAD().saveFileToUrl(\n cutDwgUrl,\n (iResult: number, sserverResult: string) => {\n try {\n let ret = JSON.parse(sserverResult);\n if (ret.ret == \"ok\") {\n let filePath = baseUrl + mxfilepath + ret.file;\n MxTools.downloadFileFromUrl(filePath, ret.file);\n } else {\n console.log(sserverResult);\n }\n } catch {\n console.log(\"Mx: sserverResult error\");\n }\n },\n undefined,\n JSON.stringify(param)\n );\n}\n\n/** 打开指定的文件 */\nexport async function MKY_Open_Mxweb({ param }: { param: string }) {\n MxCpp.getCurrentMxCAD().openWebFile(param);\n}\n\n/** 将画布上的信息以 mxweb 格式导出 */\nexport async function MKY_Download_Mxweb() {\n const cpp = MxCpp.getCurrentMxCAD();\n\n cpp.saveFile(\n cpp.getCurrentFileName(),\n (file) => {\n window.parent.postMessage({\n cmd: \"MKY_Download_Mxweb\",\n file,\n });\n },\n false,\n false\n );\n}\n\nexport function init() {\n MxFun.addCommand(\"Mx_Export_DWG_test\", Mx_Export_DWG);\n MxFun.addCommand(\"Mx_Export_MxWeb\", Mx_Export_MxWeb);\n MxFun.addCommand(\"Mx_Open_MxWeb\", Mx_Open_MxWeb);\n MxFun.addCommand(\"MxTest_NewFile\", MxTest_NewFile);\n MxFun.addCommand(\"Mx_Export_Pdf\", Mx_Export_Pdf);\n MxFun.addCommand(\"Mx_Cut_Dwg\", Mx_Cut_Dwg);\n MxFun.addCommand(\"MKY_Open_Mxweb\", MKY_Open_Mxweb);\n MxFun.addCommand(\"MKY_Download_Mxweb\", MKY_Download_Mxweb);\n}\n","///////////////////////////////////////////////////////////////////////////////\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\n//https://www.mxdraw.com/\n///////////////////////////////////////////////////////////////////////////////\n\nimport {\n MxFun,\n} from \"mxdraw\";\nimport { MxCADUiPrEntity, DxfCode ,McDbAttribute, McDbBlockReference,McGeVector3d, McDbMText, McDbProxyEntity, McDbText, McGePoint3d, MxCADResbuf, MxCADSelectionSet, MxCpp } from \"mxcad\";\n\nasync function MxTest_FindText() {\n\n\n //let sFindText1 = \"STRAT\";\n let sFindText1 = \"0601\";\n let sFindText2 = \"001A\";\n\n let ss = new MxCADSelectionSet();\n let filter = new MxCADResbuf();\n filter.AddMcDbEntityTypes(\"TEXT,MTEXT,INSERT,ACAD_PROXY_ENTITY\");\n ss.allSelect(filter);\n let findPos: any;\n let entBox: any;\n let iCount = ss.count();\n for (let i = 0; i < iCount; i++) {\n let id = ss.item(i);\n let ent = id.getMcDbEntity();\n if (!ent) return;\n\n if (ent instanceof McDbText) {\n let txt = (ent as McDbText);\n if (txt.textString == sFindText1) {\n findPos = txt.position;\n entBox = txt.getBoundingBox();\n break;\n }\n\n }\n else if (ent instanceof McDbMText) {\n let mtxt = (ent as McDbMText);\n if (mtxt.contents == sFindText1) {\n findPos = mtxt.location;\n entBox = mtxt.getBoundingBox();\n break;\n }\n }\n\n else if (ent instanceof McDbBlockReference) {\n let blkRef: McDbBlockReference = ent;\n let aryId = blkRef.getAllAttribute();\n let iFind = 0;\n aryId.forEach((id) => {\n let attribt: McDbAttribute = id.getMcDbEntity() as any;\n if (attribt.textString == sFindText1) {\n iFind++;\n\n }\n else if (attribt.textString == sFindText2) {\n iFind++;\n }\n })\n\n if (iFind == 2) {\n findPos = blkRef.position;\n entBox = blkRef.getBoundingBox();\n break;\n }\n }\n\n else if (ent instanceof McDbProxyEntity) {\n let proxyEntity: McDbProxyEntity = ent;\n let aryText = proxyEntity.getAllTextContent();\n let iFind = 0;\n aryText.forEach((val) => {\n if (val == sFindText1) {\n iFind++;\n }\n });\n\n if (iFind >= 1) {\n entBox = proxyEntity.getBoundingBox();\n if (entBox && entBox.ret) {\n findPos = new McGePoint3d(entBox.minPt.x + (entBox.maxPt.x - entBox.minPt.x) * 0.5, entBox.minPt.y + (entBox.maxPt.y - entBox.minPt.y) * 0.5);\n }\n break;\n }\n }\n }\n\n if (entBox && entBox.ret) {\n\n console.log(entBox);\n let len = entBox.minPt.distanceTo(entBox.maxPt) * 2;\n MxFun.getCurrentDraw().zoomW(new THREE.Vector3(entBox.minPt.x - len, entBox.minPt.y - len, 0),\n new THREE.Vector3(entBox.maxPt.x + len, entBox.maxPt.y + len, 0));\n\n }\n else if (findPos) {\n\n MxFun.getCurrentDraw().zoomCenter(findPos.x, findPos.y);\n }\n else {\n console.log(\"没有找到文字:\" + sFindText1)\n }\n}\n\n// 获取图纸相同文字\nasync function Mx_Test_GetText() {\n // 获取目标文字\n const getText = new MxCADUiPrEntity();\n getText.setMessage(\"请选择目标文字\");\n const ent_id = await getText.go();\n if (!ent_id.id) return;\n const text = ent_id.getMcDbEntity() as McDbText;\n\n // 获取全局文字\n const ss = new MxCADSelectionSet();\n const dataArr = [];\n\n //选择所有图形元素\n ss.allSelect(new MxCADResbuf([DxfCode.kEntityType, \"TEXT\"]));\n ss.forEach(async (id) => {\n let ent = id.getMcDbEntity() as McDbText;\n if (ent.textString == text.textString) {\n const position = ent.position;\n console.log(\"文字位置:\" + \"X:\" + position.x + \"Y:\" + position.y + \"Z:\" + position.z)\n const height = ent.height;\n // 获取文字包围点\n let { minPt, maxPt, ret } = ent.getBoundingBox();\n if (!ret) return;\n // 扩大截图范围\n const x = McGeVector3d.kXAxis.normalize().mult(height * 4);\n const y = McGeVector3d.kYAxis.normalize().mult(height * 4);\n minPt.addvec(x.negate()).addvec(y.negate());\n maxPt.subvec(x).subvec(y);\n \n // 获取截图宽高\n let w = Math.abs(minPt.x - maxPt.x);\n let h = Math.abs(minPt.y - maxPt.y);\n if (w < 1 || h < 1) return;\n let jpg_width = 200;\n let jpg_height = jpg_width * h / w;\n\n dataArr.push({\n width: jpg_width,\n height: jpg_height,\n range_pt1: minPt.toVector3(),\n range_pt2: maxPt.toVector3(),\n });\n\n };\n\n });\n // 获取图片信息\n let str = \"\"\n for (let i = 0; i < dataArr.length; i++) {\n let imageData = await myCreateCanvasImageData({\n ...dataArr[i]\n });\n str += ''\n }\n // 截图预览\n let newWindow: any = window.open();\n if (newWindow != null) {\n newWindow.document.write(`
${str}
`);\n }\n}\n\n// 截图异步函数\nfunction myCreateCanvasImageData(param: any): Promise {\n return new Promise((resolve, reject) => {\n MxFun.getCurrentDraw().createCanvasImageData(\n (imageData: String) => {\n resolve(imageData)\n },\n param\n );\n });\n}\n\nexport function init() {\n MxFun.addCommand(\"MxTest_FindText\", MxTest_FindText);\n MxFun.addCommand(\"Mx_Test_GetText\", Mx_Test_GetText);\n}\n","///////////////////////////////////////////////////////////////////////////////\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\n//https://www.mxdraw.com/\n///////////////////////////////////////////////////////////////////////////////\n\nimport { IMcDbDwgFiler, McDbCustomEntity, McDbLine, McDbPolyline, McGePoint3d, McGePoint3dArray, MxCADUiPrPoint, MxCADWorldDraw, MxCpp } from \"mxcad\";\nimport {\n MxFun,\n} from \"mxdraw\";\n\n\nclass McDbTestLineCustomEntity extends McDbCustomEntity {\n\n private pt1: McGePoint3d = new McGePoint3d();\n private pt2: McGePoint3d = new McGePoint3d();\n\n constructor(imp?: any) {\n super(imp);\n }\n\n public create(imp: any) {\n return new McDbTestLineCustomEntity(imp)\n }\n\n public getTypeName(): string {\n return \"McDbTestLineCustomEntity\";\n }\n\n public dwgInFields(filter: IMcDbDwgFiler): boolean {\n this.pt1 = filter.readPoint(\"pt1\").val;\n this.pt2 = filter.readPoint(\"pt2\").val;\n return true;\n }\n\n public dwgOutFields(filter: IMcDbDwgFiler): boolean {\n filter.writePoint(\"pt1\", this.pt1);\n filter.writePoint(\"pt2\", this.pt2);\n return true;\n }\n\n\n public moveGripPointsAt(iIndex: number, dXOffset: number, dYOffset: number, dZOffset: number) {\n this.assertWrite();\n if (iIndex == 0) {\n this.pt1.x += dXOffset;\n this.pt1.y += dYOffset;\n this.pt1.z += dZOffset;\n }\n else if (iIndex == 1) {\n this.pt2.x += dXOffset;\n this.pt2.y += dYOffset;\n this.pt2.z += dZOffset;\n }\n };\n\n public getGripPoints(): McGePoint3dArray {\n let ret = new McGePoint3dArray()\n ret.append(this.pt1);\n ret.append(this.pt2);\n return ret;\n };\n\n\n\n public worldDraw(draw: MxCADWorldDraw): void {\n // let tmpline = new McDbLine(this.pt1, this.pt2);\n let pl= new McDbPolyline()\n pl.addVertexAt(this.pt1)\n pl.addVertexAt(this.pt2)\n draw.drawEntity(pl);\n }\n\n //\n public setPoint1(pt1: McGePoint3d) {\n this.assertWrite();\n this.pt1 = pt1.clone();\n }\n\n public setPoint2(pt2: McGePoint3d) {\n this.assertWrite();\n this.pt2 = pt2.clone();\n }\n\n public getPoint1() {\n return this.pt1;\n }\n\n public getPoint2() {\n return this.pt2;\n }\n}\n\n\nexport async function MxTest_DrawCustomEntity() {\n let mxcad = MxCpp.getCurrentMxCAD();\n const getPoint = new MxCADUiPrPoint();\n getPoint.setMessage(\"\\n指定一点:\");\n let pt1 = (await getPoint.go());\n if (!pt1) return;\n\n getPoint.setBasePt(pt1);\n getPoint.setUseBasePt(true);\n\n getPoint.setMessage(\"\\n指定二点:\");\n let pt2 = (await getPoint.go());\n if (!pt2) return;\n\n let myline = new McDbTestLineCustomEntity();\n myline.setPoint1(pt1);\n myline.setPoint2(pt2);\n mxcad.drawEntity(myline);\n}\n\n\nexport function init() {\n new McDbTestLineCustomEntity().rxInit();\n MxFun.addCommand(\"MxTest_DrawCustomEntity\", MxTest_DrawCustomEntity);\n}\n","///////////////////////////////////////////////////////////////////////////////\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\n//https://www.mxdraw.com/\n///////////////////////////////////////////////////////////////////////////////\n\nimport {\n MxFun,\n} from \"mxdraw\";\nimport {McDbBlockReference,McDbBlockTableRecord,McDbCircle,McDbEntity,McDbSpatialFilter,McGePoint3d, McGePoint3dArray, MxCADSelectionSet, MxCpp} from \"mxcad\";\n\nasync function MxTest_SelectEntitysToBlock() {\n\n let ss = new MxCADSelectionSet();\n if(!await ss.userSelect(\"选择要做成块的对象:\") ) return;\n if(ss.count() == 0) return;\n\n let mxcad = MxCpp.getCurrentMxCAD();\n let blkTable = mxcad.getDatabase().getBlockTable();\n let blkRecId = blkTable.add(new McDbBlockTableRecord());\n let blkTableRecord:McDbBlockTableRecord = blkRecId.getMcDbBlockTableRecord() as any;\n if(blkTableRecord == null) return;\n\n let pt1x:any,pt1y:any,pt2x:any,pt2y:any;\n ss.forEach((id)=>{\n let ent = id.getMcDbEntity();\n if(!ent) return;\n\n let cent = ent.clone() as McDbEntity;\n blkTableRecord.appendAcDbEntity(cent);\n \n let entBox = ent.getBoundingBox();\n if(entBox.ret){\n if(!pt1x){\n pt1x = entBox.minPt.x;\n pt1y = entBox.minPt.y;\n pt2x = entBox.maxPt.x;\n pt2y = entBox.maxPt.y;\n }\n else {\n if(pt1x > entBox.minPt.x) pt1x= entBox.minPt.x;\n if(pt1y > entBox.minPt.y) pt1y= entBox.minPt.y;\n if(pt2x < entBox.maxPt.x) pt2x= entBox.maxPt.x;\n if(pt2y < entBox.maxPt.y) pt2y= entBox.maxPt.y;\n }\n }\n })\n if(pt1x === undefined){\n return;\n }\n let insertPtx = pt1x + (pt2x - pt1x) * 0.5;\n let insertPty = pt1y + (pt2y - pt1y) * 0.5;\n // 设置图块的插入基点,在图形对象的中心位置。\n blkTableRecord.origin = new McGePoint3d(insertPtx,insertPty,0);\n\n\n let blkRef = new McDbBlockReference();\n blkRef.blockTableRecordId = blkRecId;\n blkRef.position = new McGePoint3d(insertPtx,insertPty,0);\n\n blkRef = mxcad.drawEntity(blkRef).getMcDbEntity() as McDbBlockReference;\n\n ss.forEach((id)=>{\n let ent = id.getMcDbEntity();\n if(!ent) return;\n ent.erase();\n });\n\n\n}\n\n\n\n\nasync function MxTest_SelectEntitysToSpatialFilterBlock() {\n\n \n let ss = new MxCADSelectionSet();\n if (!await ss.userSelect(\"选择要做成块的对象:\")) return;\n if (ss.count() == 0) return;\n\n let mxcad = MxCpp.getCurrentMxCAD();\n let blkTable = mxcad.getDatabase().getBlockTable();\n let blkRec = new McDbBlockTableRecord();\n let blkRecId = blkTable.add(blkRec);\n let blkTableRecord: McDbBlockTableRecord = blkRecId.getMcDbBlockTableRecord() as any;\n if (blkTableRecord == null) return;\n\n let pt1x: any, pt1y: any, pt2x: any, pt2y: any;\n ss.forEach((id) => {\n let ent = id.getMcDbEntity();\n if (!ent) return;\n\n let cent = ent.clone() as McDbEntity;\n blkTableRecord.appendAcDbEntity(cent);\n\n let entBox = ent.getBoundingBox();\n if (entBox.ret) {\n if (!pt1x) {\n pt1x = entBox.minPt.x;\n pt1y = entBox.minPt.y;\n pt2x = entBox.maxPt.x;\n pt2y = entBox.maxPt.y;\n }\n else {\n if (pt1x > entBox.minPt.x) pt1x = entBox.minPt.x;\n if (pt1y > entBox.minPt.y) pt1y = entBox.minPt.y;\n if (pt2x < entBox.maxPt.x) pt2x = entBox.maxPt.x;\n if (pt2y < entBox.maxPt.y) pt2y = entBox.maxPt.y;\n }\n }\n })\n if (pt1x === undefined) {\n return;\n }\n let insertPtx = pt1x + (pt2x - pt1x) * 0.5;\n let insertPty = pt1y + (pt2y - pt1y) * 0.5;\n // 设置图块的插入基点,在图形对象的中心位置。\n blkTableRecord.origin = new McGePoint3d(insertPtx, insertPty, 0);\n\n\n let blkRef = new McDbBlockReference();\n blkRef.blockTableRecordId = blkRecId;\n blkRef.position = new McGePoint3d(insertPtx + (pt2x - pt1x) * 3, insertPty + (pt2y - pt1y) * 3, 0);\n\n blkRef = mxcad.drawEntity(blkRef).getMcDbEntity() as McDbBlockReference;\n\n\n // 设置一个圆做它的剪切边界.\n let dR = (pt2x - pt1x);\n if (dR < (pt2y - pt1y)) dR = (pt2y - pt1y);\n dR *= 0.3;\n let circle = new McDbCircle(insertPtx, insertPty, 0, dR);\n let samplePoints = circle.getSamplePoints(dR * 0.00001);\n let aryPoint = new McGePoint3dArray();\n samplePoints.forEach((val, _type,dxf) => {\n if (dxf === 1010) {\n const point = new McGePoint3d(val.x, val.y, val.z)\n aryPoint.append(point);\n }\n });\n\n blkRef.createSpatialFilter();\n blkRef.scaleFactors = new McGePoint3d(3,3,3);\n let idSpatialFilter = blkRef.getSpatialFilterId();\n let blkFilter: McDbSpatialFilter =idSpatialFilter.getMcDbObject() as any;\n blkFilter.setBoundary(aryPoint);\n circle.center = blkRef.position;\n circle.radius = circle.radius * 3;\n mxcad.drawEntity(circle);\n}\n\nexport function init() {\n MxFun.addCommand(\"MxTest_SelectEntitysToBlock\", MxTest_SelectEntitysToBlock);\n MxFun.addCommand(\"MxTest_SelectEntitysToSpatialFilterBlock\", MxTest_SelectEntitysToSpatialFilterBlock);\n \n}\n","///////////////////////////////////////////////////////////////////////////////\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\n//https://www.mxdraw.com/\n///////////////////////////////////////////////////////////////////////////////\nimport { MxFun } from \"mxdraw\";\nimport { McGePoint3d, MxCADUiPrPoint, MxCADUtility, MxCpp } from \"mxcad\";\nasync function MxTest_DrawHatchFormPoint() {\n const getPoint = new MxCADUiPrPoint();\n getPoint.setMessage(\"\\n指定填充区域内部一点:\");\n getPoint.disableAllTrace(true);\n getPoint.setDisableOsnap(true);\n let pt = (await getPoint.go()) as McGePoint3d;\n if (!pt) return;\n\n let hatch = MxCADUtility.builderHatchFromPoint(pt);\n if (!hatch) {\n MxFun.acutPrintf(\"没有找到闭合区域\\n\")\n return;\n }\n\n let mxcad = MxCpp.getCurrentMxCAD();\n mxcad.drawEntity(hatch);\n}\n\nexport function init() {\n MxFun.addCommand(\"MxTest_DrawHatchFormPoint\", MxTest_DrawHatchFormPoint);\n}\n","///////////////////////////////////////////////////////////////////////////////\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\n//https://www.mxdraw.com/\n///////////////////////////////////////////////////////////////////////////////\n\nimport { McCmColor, McDb, McDbEntity, McDbLayerTableRecord, McGePoint3d, MxCpp } from \"mxcad\";\nconst namedColors = {\n aliceblue: [240, 248, 255],\n antiquewhite: [250, 235, 215],\n aqua: [0, 255, 255],\n aquamarine: [127, 255, 212],\n azure: [240, 255, 255],\n beige: [245, 245, 220],\n bisque: [255, 228, 196],\n black: [0, 0, 0],\n blanchedalmond: [255, 235, 205],\n blue: [0, 0, 255],\n blueviolet: [138, 43, 226],\n brown: [165, 42, 42],\n burlywood: [222, 184, 135],\n cadetblue: [95, 158, 160],\n chartreuse: [127, 255, 0],\n chocolate: [210, 105, 30],\n coral: [255, 127, 80],\n cornflowerblue: [100, 149, 237],\n cornsilk: [255, 248, 220],\n crimson: [220, 20, 60],\n cyan: [0, 255, 255],\n darkblue: [0, 0, 139],\n darkcyan: [0, 139, 139],\n darkgoldenrod: [184, 134, 11],\n darkgray: [169, 169, 169],\n darkgreen: [0, 100, 0],\n darkkhaki: [189, 183, 107],\n darkmagenta: [139, 0, 139],\n darkolivegreen: [85, 107, 47],\n darkorange: [255, 140, 0],\n darkorchid: [153, 50, 204],\n darkred: [139, 0, 0],\n darksalmon: [233, 150, 122],\n darkseagreen: [143, 188, 143],\n darkslateblue: [72, 61, 139],\n darkslategray: [47, 79, 79],\n darkturquoise: [0, 206, 209],\n darkviolet: [148, 0, 211],\n deeppink: [255, 20, 147],\n deepskyblue: [0, 191, 255],\n dimgray: [105, 105, 105],\n dodgerblue: [30, 144, 255],\n firebrick: [178, 34, 34],\n floralwhite: [255, 250, 240],\n forestgreen: [34, 139, 34],\n fuchsia: [255, 0, 255],\n gainsboro: [220, 220, 220],\n ghostwhite: [248, 248, 255],\n gold: [255, 215, 0],\n goldenrod: [218, 165, 32],\n gray: [128, 128, 128],\n green: [0, 128, 0],\n greenyellow: [173, 255, 47],\n honeydew: [240, 255, 240],\n hotpink: [255, 105, 180],\n indianred: [205, 92, 92],\n indigo: [75, 0, 130],\n ivory: [255, 255, 240],\n khaki: [240, 230, 140],\n lavender: [230, 230, 250],\n lavenderblush: [255, 240, 245],\n lawngreen: [124, 252, 0],\n lemonchiffon: [255, 250, 205],\n lightblue: [173, 216, 230],\n lightcoral: [240, 128, 128],\n lightcyan: [224, 255, 255],\n lightgoldenrodyellow: [250, 250, 210],\n lightgray: [211, 211, 211],\n lightgreen: [144, 238, 144],\n lightpink: [255, 182, 193],\n lightsalmon: [255, 160, 122],\n lightseagreen: [32, 178, 170],\n lightskyblue: [135, 206, 250],\n lightslategray: [119, 136, 153],\n lightsteelblue: [176, 196, 222],\n lightyellow: [255, 255, 224],\n lime: [0, 255, 0],\n limegreen: [50, 205, 50],\n linen: [250, 240, 230],\n magenta: [255, 0, 255],\n maroon: [128, 0, 0],\n mediumaquamarine: [102, 205, 170],\n mediumblue: [0, 0, 205],\n mediumorchid: [186, 85, 211],\n mediumpurple: [147, 112, 219],\n mediumseagreen: [60, 179, 113],\n mediumslateblue: [123, 104, 238],\n mediumspringgreen: [0, 250, 154],\n mediumturquoise: [72, 209, 204],\n mediumvioletred: [199, 21, 133],\n midnightblue: [25, 25, 112],\n mintcream: [245, 255, 250],\n mistyrose: [255, 228, 225],\n moccasin: [255, 228, 181],\n navajowhite: [255, 222, 173],\n navy: [0, 0, 128],\n oldlace: [253, 245, 230],\n olive: [128, 128, 0],\n olivedrab: [107, 142, 35],\n orange: [255, 165, 0],\n orangered: [255, 69, 0],\n orchid: [218, 112, 214],\n palegoldenrod: [238, 232, 170],\n palegreen: [152, 251, 152],\n paleturquoise: [175, 238, 238],\n palevioletred: [219, 112, 147],\n papayawhip: [255, 239, 213],\n peachpuff: [255, 218, 185],\n peru: [205, 133, 63],\n pink: [255, 192, 203],\n plum: [221, 160, 221],\n powderblue: [176, 224, 230],\n purple: [128, 0, 128],\n rebeccapurple: [102, 51, 153],\n red: [255, 0, 0],\n rosybrown: [188, 143, 143],\n royalblue: [65, 105, 225],\n saddlebrown: [139, 69, 19],\n salmon: [250, 128, 114],\n sandybrown: [244, 164, 96],\n seagreen: [46, 139, 87],\n seashell: [255, 245, 238],\n sienna: [160, 82, 45],\n silver: [192, 192, 192],\n skyblue: [135, 206, 235],\n slateblue: [106, 90, 205],\n slategray: [112, 128, 144],\n snow: [255, 250, 250],\n springgreen: [0, 255, 127],\n steelblue: [70, 130, 180],\n tan: [210, 180, 140],\n teal: [0, 128, 128],\n thistle: [216, 191, 216],\n tomato: [255, 99, 71],\n turquoise: [64, 224, 208],\n violet: [238, 130, 238],\n wheat: [245, 222, 179],\n white: [255, 255, 255],\n whitesmoke: [245, 245, 245],\n yellow: [255, 255, 0],\n yellowgreen: [154, 205, 50]\n};\nfunction parseColor(color: string): [number, number, number] | [] {\n\n // 如果是第一种形式,即 \"255, 255, 0\"\n if (/^\\d+,\\s*\\d+,\\s*\\d+$/.test(color)) {\n return color.split(',').map(Number) as [number, number, number];\n }\n\n // 如果是第三种形式,即 \"0x336666\"\n else if (/^0x[0-9a-fA-F]{6}$/.test(color)) {\n const hexValue = parseInt(color, 16);\n return [\n (hexValue >> 16) & 255,\n (hexValue >> 8) & 255,\n hexValue & 255\n ];\n }\n\n // 如果是第二种形式,即 \"#666666\"\n else if (/^#[0-9a-fA-F]{6}$/.test(color)) {\n const hexValue = parseInt(color.slice(1), 16);\n return [\n (hexValue >> 16) & 255,\n (hexValue >> 8) & 255,\n hexValue & 255\n ];\n }\n else if (namedColors[color.toLowerCase()]) {\n const lowerCaseColor = color.toLowerCase();\n if (namedColors[lowerCaseColor]) {\n return namedColors[lowerCaseColor];\n }\n }\n else {\n const color = new McCmColor()\n color.setColorIndex(256)\n return [color.red, color.green, color.blue]\n }\n}\n/** 添加图层 */\nconst addLayer = (layerName: string)=> {\n const layerTable = MxCpp.getCurrentDatabase().layerTable\n if(layerTable.has(layerName)) {\n return\n }\n const layer = new McDbLayerTableRecord()\n layer.color = new McCmColor(0, 0, 0)\n layer.isFrozen = false\n layer.isLocked = false\n layer.isOff = false\n layer.lineWeight = McDb.LineWeight.kLnWtByLayer\n layer.name = layerName\n layerTable.add(layer)\n}\nexport const baseParams = [\n {\n name: \"color\", description: \"颜色\", \"type\": \"str\", \"required\": true\n },\n {\n name: \"layer\", description: \"图层\", \"type\": \"str\", \"required\": true\n },\n {\n name: \"lineweight\", description: \"线重\", \"type\": \"float\", \"required\": true\n }\n]\n/** 根据参数和并entity 基本属性 */\nexport const mergeBaseMcDbEntityProps = (entity: McDbEntity | McDbEntity[], param: any) => {\n if (param.layer) {\n addLayer(param.layer)\n }\n const setMcDbEntityProps = (ent: McDbEntity) => {\n if (param.color) {\n ent.trueColor = new McCmColor(...parseColor(param.color))\n }else {\n ent.trueColor = new McCmColor(MxCpp.getCurrentDatabase().getCurrentlyDrawColor())\n }\n if (param.layer) {\n ent.layer = param.layer\n }else {\n ent.layer = MxCpp.getCurrentDatabase().getCurrentlyLayerName()\n }\n if(param.lineweight) {\n ent.lineweight = param.lineweight\n }\n }\n if (Array.isArray(entity)) {\n entity.forEach(setMcDbEntityProps)\n } else if(entity){\n setMcDbEntityProps(entity)\n }\n}\n\n\nexport const parseParamPoints = (pointsStr: string) => {\n const pointsArr = pointsStr.split(',').map((i: string) => Number(i))\n const points: McGePoint3d[] = []\n let i = 0\n while (i < pointsArr.length) {\n const x = pointsArr[i]\n i++\n const y = pointsArr[i]\n i++\n if (typeof x === \"undefined\" || typeof y === \"undefined\") return points\n const point = new McGePoint3d(x, y)\n points.push(point)\n }\n return points\n}\n\n\nexport const parsePoint = (point: string | [number, number] | { x: number, y: number }) => {\n if(typeof point === \"object\" && \"x\" in point && \"y\" in point) {\n return new McGePoint3d(point.x, point.y)\n }\n if(Array.isArray(point)) {\n return new McGePoint3d(point[0], point[1])\n }else if(typeof point === \"string\"){\n const [x, y] = point.split(\",\").map((i)=> Number(i))\n if(typeof x === \"number\" && typeof y === \"number\") {\n return new McGePoint3d(x, y)\n }\n }\n}","///////////////////////////////////////////////////////////////////////////////\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\n//https://www.mxdraw.com/\n///////////////////////////////////////////////////////////////////////////////\n\nimport { MxCpp } from \"mxcad\";\nimport { MxAiModule } from \"./MxAiModule\";\nimport { baseParams, mergeBaseMcDbEntityProps, parsePoint } from \"./base\";\n\n\n//绘制一个直线,开始点100,200,结束点499,121\nclass MxAiDrawLine {\n public call(param: any) {\n console.log(param)\n if (param && param.pt1 && param.pt2) {\n let mxcad = MxCpp.getCurrentMxCAD();\n if(param.pt1) param.pt1 = parsePoint(param.pt1)\n if(param.pt2) param.pt2 = parsePoint(param.pt2)\n\n const objId = mxcad.drawLine(param.pt1.x, param.pt1.y, param.pt2.x, param.pt2.y);\n mergeBaseMcDbEntityProps(objId.getMcDbEntity(), param)\n mxcad.updateDisplay();\n }\n }\n\n public regist_data() {\n return {\n filename: \"drawline.json\",\n name: \"draw_line\",\n description: \"根据直线的开始点和结束点绘制一个直线段\",\n params: [\n {\n name: \"pt1\", description: \"直线开始点\", \"type\": \"tuple[float, float]\", \"required\": true\n },\n {\n name: \"pt2\", description: \"直线结束点\", \"type\": \"tuple[float, float]\", \"required\": true\n },\n ...baseParams,\n ]\n }\n }\n\n}\n\nexport function init() {\n MxAiModule.regist(MxAiDrawLine);\n}\n\n","///////////////////////////////////////////////////////////////////////////////\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\n//https://www.mxdraw.com/\n///////////////////////////////////////////////////////////////////////////////\n\nimport { MxCpp } from \"mxcad\";\nimport { baseParams, mergeBaseMcDbEntityProps, parsePoint } from \"./base\";\nimport { MxAiModule } from \"./MxAiModule\";\n\n//绘制一个圆,圆心100,200,半径499\nclass MxAiDrawCircle {\n public call(param: any) {\n console.log(param)\n if (param && param.cen && param.radius) {\n if(param.cen) param.center = parsePoint(param.cen)\n let mxcad = MxCpp.getCurrentMxCAD();\n const objId = mxcad.drawCircle(param.center.x, param.center.y,param.radius);\n mergeBaseMcDbEntityProps(objId.getMcDbEntity(), param);\n mxcad.updateDisplay();\n }\n }\n\n public regist_data() {\n return {\n filename: \"drawcircle.json\",\n name: \"draw_circle\",\n description: \"根据圆心和半径绘制一个圆\",\n params: [\n {\n name: \"center\", description: \"圆的中心点\", \"type\": \"tuple[float, float]\", \"required\": true\n },\n {\n name: \"radius\", description: \"圆的半径\", \"type\": \"float\", \"required\": true\n },\n ...baseParams,\n ]\n }\n\n }\n}\n\nexport const init = ()=> {\n MxAiModule.regist(MxAiDrawCircle);\n}\n","///////////////////////////////////////////////////////////////////////////////\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\n//https://www.mxdraw.com/\n///////////////////////////////////////////////////////////////////////////////\n\nimport { McGePoint3d } from \"mxcad\";\n\n/**\n * 获取两线之间的交点\n * @param isExtending 为true 得到两条线段无限延伸下的交点\n * */\nexport function findIntersection(p1: McGePoint3d, p2: McGePoint3d, p3: McGePoint3d, p4: McGePoint3d, isExtending?: boolean) {\n const x1 = p1.x, y1 = p1.y;\n const x2 = p2.x, y2 = p2.y;\n const x3 = p3.x, y3 = p3.y;\n const x4 = p4.x, y4 = p4.y;\n\n const denominator = (x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4);\n\n if (denominator === 0) {\n return null; // 线段平行或共线\n }\n\n const t =\n ((x1 - x3) * (y3 - y4) - (y1 - y3) * (x3 - x4)) / denominator;\n\n const u =\n -((x1 - x2) * (y1 - y3) - (y1 - y2) * (x1 - x3)) / denominator;\n const intersectionX = x1 + t * (x2 - x1);\n const intersectionY = y1 + t * (y2 - y1);\n const point = new McGePoint3d(intersectionX, intersectionY, 0);\n if (isExtending) return point\n if (t > 0 && t < 1 && u > 0 && u < 1) {\n return point\n } else {\n return null;\n }\n}\n\n\n/** 取最近点 */\nexport function getClosestPoint(comparisonPoint: McGePoint3d, p1: McGePoint3d, p2: McGePoint3d) {\n return comparisonPoint.distanceTo(p1) < comparisonPoint.distanceTo(p2) ? p1 : p2\n}\n\n\n// 查看点是否在多边形内\nexport function insidePolygon(points: McGePoint3d[], point: McGePoint3d){\n const x = point.x, y = point.y;\n let inside = false;\n for (let i = 0, j = points.length - 1; i < points.length; j = i++) {\n const xi = points[i].x, yi = points[i].y;\n const xj = points[j].x, yj = points[j].y;\n\n const intersect = ((yi > y) != (yj > y))\n && (x < (xj - xi) * (y - yi) / (yj - yi) + xi);\n if (intersect) inside = !inside;\n }\n return inside;\n}\n\n/** 计算两个坐标的角度 */\nexport function angleTo(x1: number, y1: number, x2: number, y2: number) {\n const x = x1 - x2;\n const y = y1 - y2;\n let angle_temp = 0;\n if (x == 0) {\n angle_temp = Math.PI / 2;\n } else {\n angle_temp = Math.atan(Math.abs(y / x));\n }\n\n if (x < 0 && y >= 0) {\n angle_temp = Math.PI - angle_temp;\n } else if (x < 0 && y < 0) {\n angle_temp = Math.PI + angle_temp;\n } else if (x >= 0 && y < 0) {\n angle_temp = Math.PI * 2.0 - angle_temp;\n }\n\n return angle_temp;\n}","///////////////////////////////////////////////////////////////////////////////\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\n//https://www.mxdraw.com/\n///////////////////////////////////////////////////////////////////////////////\n\nimport { McDbArc, McGePoint3d, MxCADUiPrDist, MxCADUiPrPoint, MxCpp, _ML_String } from \"mxcad\";\nimport { baseParams, mergeBaseMcDbEntityProps, parsePoint } from \"./base\";\nimport { MxAiModule } from \"./MxAiModule\";\nimport { angleTo } from \"./tools\";\nimport { DetailedResult } from \"mxdraw\";\n\nfunction createArc(center:McGePoint3d, radius: number, startAngle: number, endAngle: number) {\n const arc = new McDbArc()\n arc.center = center\n arc.radius = radius\n arc.startAngle = startAngle\n arc.endAngle = endAngle\n return arc\n}\n\n//绘制一个圆弧 圆心0,0 半径100 开始角30结束角180\n// 三点绘制圆弧第一个点0,0第二个点10000,10000 第二个点180,-9000\nclass MxAiDrawCircleArc {\n async call(param: any) {\n console.log(param)\n let { center, radius, startAngle, endAngle, is3PDraw, point1, point2, point3 } = param\n let mxcad = MxCpp.getCurrentMxCAD();\n mxcad.newFile()\n mxcad.zoomAll()\n const getPoint = new MxCADUiPrPoint()\n const getDist= new MxCADUiPrDist()\n if(is3PDraw) {\n if(point1) point1 = parsePoint(point1)\n if(point2) point2 = parsePoint(point2)\n if(point3) point3 = parsePoint(point3)\n getPoint.setKeyWords(\"\")\n if(!point1) {\n getPoint.setMessage(\"指定圆弧起点\")\n getPoint.setUserDraw((pt, pw)=> {\n if(!point2 || !point3) return\n const arc = new McDbArc()\n arc.computeArc(pt.x,pt.y, point2.x, point2.y, point3.x, point3.y)\n pw.drawMcDbEntity(arc)\n })\n point1 = await getPoint.go()\n if(!point1) return\n }\n if(!point2) {\n getPoint.setMessage(\"指定圆弧第二个点\")\n getPoint.setUserDraw((pt, pw)=> {\n if(!point1 || !point3) return\n const arc = new McDbArc()\n arc.computeArc(point1.x,point1.y, pt.x, pt.y, point3.x, point3.y)\n\n pw.drawMcDbEntity(arc)\n })\n point2 = await getPoint.go()\n if(!point2) return\n }\n if(!point3) {\n\n getPoint.setMessage(\"指定圆弧的端点\")\n getPoint.setUserDraw((pt, pw)=> {\n if(!point1 || !point2) return\n const arc = new McDbArc()\n arc.computeArc(point1.x,point1.y, point2.x, point2.y, pt.x, pt.y)\n pw.drawMcDbEntity(arc)\n })\n point3 = await getPoint.go()\n if(!point3) return\n }\n const arc = new McDbArc()\n console.log(point1.x,point1.y, point2.x, point2.y, point3.x, point3.y)\n arc.computeArc(point1.x,point1.y, point2.x, point2.y, point3.x, point3.y)\n mergeBaseMcDbEntityProps(arc, param)\n mxcad.drawEntity(arc)\n mxcad.updateDisplay()\n }else {\n if(center) center = parsePoint(center)\n if(startAngle) startAngle = startAngle * (Math.PI / 180)\n if(endAngle) endAngle = endAngle * (Math.PI / 180)\n\n if(!center) {\n getPoint.setMessage(\"指定圆弧圆心\")\n getPoint.setKeyWords(\"\")\n getPoint.setUserDraw((pt, pw)=> {\n if(!radius) return\n pw.drawMcDbEntity(createArc(pt, radius, startAngle || 0, endAngle || Math.PI * 2))\n })\n const point = await getPoint.go()\n if(!point) return\n center = point\n }\n if(!radius) {\n getDist.setBasePt(center)\n getDist.setMessage(_ML_String(\"MxAiDrawCircleArc_Radius\", \"指定圆弧半径\"))\n getDist.setKeyWords(\"\")\n getDist.setUserDraw((pt, pw)=> {\n if(!center) return\n const radius = pt.distanceTo(center)\n pw.drawMcDbEntity(createArc(center, radius, startAngle || 0, endAngle || Math.PI * 2))\n })\n radius = await getDist.go()\n if(!radius) return\n }\n if(!startAngle) {\n if(!center) return\n getDist.setBasePt(center)\n getDist.setMessage(_ML_String(\"MxAiDrawCircleArc_StartAngle\", \"指定圆弧开始角\"))\n getDist.setKeyWords(\"\")\n getDist.setUserDraw((pt, pw)=> {\n if(!center) return\n if(!radius) return\n startAngle = angleTo(center.x, center.y, pt.x, pt.y) - Math.PI\n pw.drawMcDbEntity(createArc(center, radius, startAngle || 0, endAngle || Math.PI * 2))\n })\n const val = await getDist.go()\n if(!val) return\n if(getDist.getDetailedResult() === DetailedResult.kCoordIn) {\n startAngle = val * (Math.PI / 180)\n }\n }\n if(!endAngle) {\n if(!center) return\n getDist.setBasePt(center)\n getDist.setMessage(_ML_String(\"MxAiDrawCircleArc_EndAngle\", \"指定圆弧结束角\"))\n getDist.setKeyWords(\"\")\n getDist.setUserDraw((pt, pw)=> {\n if(!center) return\n if(!radius) return\n endAngle = angleTo(center.x, center.y, pt.x, pt.y) - Math.PI\n pw.drawMcDbEntity(createArc(center, radius, startAngle || 0, endAngle || Math.PI * 2))\n })\n const val = await getDist.go()\n if(!val) return\n if(getDist.getDetailedResult() === DetailedResult.kCoordIn) {\n endAngle = val * (Math.PI / 180)\n }\n }\n const arc = createArc(center, radius, startAngle, endAngle)\n mergeBaseMcDbEntityProps(arc, param)\n mxcad.drawEntity(arc)\n mxcad.updateDisplay()\n }\n }\n\n public regist_data() {\n return {\n filename: \"drawcirclearc.json\",\n name: \"draw_circle_arc\",\n description: \"绘制圆弧\",\n params: [\n {\n name: \"center\", description: \"圆弧圆心\", \"type\": \"tuple[float, float]\", \"required\": true\n },\n {\n name: \"radius\", description: \"圆弧半径\", \"type\": \"float\", \"required\": true\n },\n {\n name: \"startAngle\", description: \"圆弧开始角\", \"type\": \"float\", \"required\": true\n },\n {\n name: \"endAngle\", description: \"圆弧结束角\", \"type\": \"float\", \"required\": true\n },\n {\n name: \"is3PDraw\", description: \"是否三点绘制\", \"type\": \"boolean\", \"required\": true\n },\n {\n name: \"point1\", description: \"三点绘制圆弧的第一个点(起点)\", \"type\": \"tuple[float, float]\", \"required\": true\n },\n {\n name: \"point2\", description: \"三点绘制圆弧的第二个点\", \"type\": \"tuple[float, float]\", \"required\": true\n },\n {\n name: \"point3\", description: \"三点绘制圆弧的第三个点(终点)\", \"type\": \"tuple[float, float]\", \"required\": true\n },\n ...baseParams,\n ]\n }\n\n }\n}\n\nexport const init = ()=> {\n MxAiModule.regist(MxAiDrawCircleArc);\n}\n","///////////////////////////////////////////////////////////////////////////////\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\n//https://www.mxdraw.com/\n///////////////////////////////////////////////////////////////////////////////\n\nimport { McDbPolyline, McGePoint3d, McGeVector3d, MxCADUiPrDist, MxCADUiPrInt, MxCADUiPrKeyWord, MxCADUiPrPoint, MxCpp, _ML_String, drawPolygon } from \"mxcad\";\nimport { baseParams, mergeBaseMcDbEntityProps, parsePoint } from \"./base\";\nimport { MxAiModule } from \"./MxAiModule\";\n\n/**\n * 计算多边形顶点坐标(基于中点)\n * @param {McGePoint3d} centerPoint - 多边形中心点\n * @param {McGePoint3d} edgeMidPoint - 多边形一条边的中点\n * @param {number} sides - 多边形边数(至少为3)\n * @returns {McGePoint3d[]} 多边形的顶点坐标数组\n */\nfunction computePolygonVerticesFromMidpoint(centerPoint = new McGePoint3d(), edgeMidPoint = new McGePoint3d(), sides = 3): McGePoint3d[] {\n const midX = edgeMidPoint.x;\n const midY = edgeMidPoint.y;\n const centerX = centerPoint.x;\n const centerY = centerPoint.y;\n const numberOfSides = Math.max(3, sides);\n\n // 计算中点到多边形中心的距离\n const distanceToCenter = Math.sqrt((midX - centerX) ** 2 + (midY - centerY) ** 2);\n\n // 计算中点到多边形中心的半径\n const radius = distanceToCenter / Math.cos(Math.PI / numberOfSides);\n\n // 计算起始角度\n const startAngle = Math.atan2(midY - centerY, midX - centerX) - Math.PI / numberOfSides;\n\n const vertices = [];\n\n for (let i = 0; i < numberOfSides; i++) {\n // 计算当前顶点的角度\n const angle = startAngle + (i * 2 * Math.PI / numberOfSides);\n\n // 根据极坐标系转换成直角坐标系的坐标\n const x = centerX + radius * Math.cos(angle);\n const y = centerY + radius * Math.sin(angle);\n\n // 创建新的顶点对象并加入数组\n vertices.push(new McGePoint3d(x, y));\n }\n\n return vertices;\n}\n\n/**\n * 生成规则多边形的顶点坐标\n * @param {McGePoint3d} centerPoint - 多边形中心点\n * @param {McGePoint3d} vertexPoint - 多边形顶点\n * @param {number} sides - 多边形边数(至少为3)\n * @returns {McGePoint3d[]} 多边形的顶点坐标数组\n */\nfunction computeRegularPolygonVertices(centerPoint = new McGePoint3d(), vertexPoint = new McGePoint3d(), sides = 3): McGePoint3d[] {\n const verticesArray: McGePoint3d[] = [];\n sides = Math.max(3, sides);\n verticesArray.push(vertexPoint);\n\n // 计算每个顶点的角度增量\n const angleIncrement = (Math.PI * 2) / sides;\n\n for (let i = 1; i < sides; i++) {\n // 计算当前顶点对应的角度上的余弦和正弦值\n const cosValue = Math.cos(angleIncrement * i),\n sinValue = Math.sin(angleIncrement * i);\n\n // 复制中心点和顶点,以免修改原始点的值\n const startPt = centerPoint.clone();\n const endPt = vertexPoint.clone();\n\n // 计算相对于中心点的偏移量\n const deltaX = endPt.x - startPt.x;\n const deltaY = endPt.y - startPt.y;\n\n // 根据旋转公式计算新的顶点坐标\n const newX = deltaX * cosValue - deltaY * sinValue + startPt.x;\n const newY = deltaX * sinValue + deltaY * cosValue + startPt.y;\n\n // 创建新的顶点对象并加入数组\n const point = new McGePoint3d(newX, newY);\n verticesArray.push(point);\n }\n\n return verticesArray;\n}\n\n/**\n * 计算多边形顶点坐标(基于边)\n * @param {McGePoint3d} startPoint - 多边形边的起始点\n * @param {McGePoint3d} endPoint - 多边形边的结束点\n * @param {number} sides - 多边形边数(至少为3)\n * @returns {McGePoint3d[]} 多边形的顶点坐标数组\n */\nfunction computePolygonVerticesFromEdge(startPoint: McGePoint3d, endPoint: McGePoint3d, sides: number): McGePoint3d[] {\n // 计算边的长度和角度\n let dx = endPoint.x - startPoint.x;\n let dy = endPoint.y - startPoint.y;\n let length = Math.sqrt(dx * dx + dy * dy);\n let angle = Math.atan2(dy, dx);\n\n // 计算每个顶点的角度增量\n let angleIncrement = (2 * Math.PI) / Math.max(3, sides);\n\n let polygonVertices = [startPoint, endPoint];\n\n for (let i = 0; i < sides; i++) {\n // 计算当前顶点的坐标\n let x = startPoint.x + length * Math.cos(angle + i * angleIncrement);\n let y = startPoint.y + length * Math.sin(angle + i * angleIncrement);\n\n // 更新起始点并加入数组\n startPoint = new McGePoint3d(x, y);\n polygonVertices.push(startPoint);\n }\n\n return polygonVertices;\n}\n//绘制一个正六边形边的开始点0, 0 结束点100,100\n//用圆心绘制一个外切于圆的正五边形 圆心0,0 半径100\nclass MxAiDrawPolygon {\n async call(param: any) {\n MxCpp.getCurrentMxCAD().newFile()\n console.log(param)\n let { isDrawToCenter, sideNum, startPoint, endPoint, radius, centerPoint, isTangentToTheCircle } = param\n if (!sideNum) {\n const getInt = new MxCADUiPrInt()\n getInt.setMessage(\"输入边的数目<5>\")\n getInt.setKeyWords(\"\")\n getInt.clearLastInputPoint()\n sideNum = await getInt.go() || 5 as number\n }\n if(isDrawToCenter) {\n if (!centerPoint) {\n const getPoint = new MxCADUiPrPoint()\n getPoint.setMessage(\"\\n指定正多变形的中心点\")\n getPoint.setKeyWords(\"\")\n getPoint.clearLastInputPoint()\n centerPoint = await getPoint.go()\n if (!centerPoint) return\n } else {\n centerPoint = parsePoint(centerPoint)\n }\n let vet = McGeVector3d.kXAxis\n let vertexPoint: McGePoint3d\n if (!radius) {\n const getPoint = new MxCADUiPrDist()\n getPoint.setMessage(_ML_String(\"MxAiDrawPolygon_radius\", \"指定圆的半径\"))\n getPoint.setKeyWords(\"\")\n getPoint.setBasePt(centerPoint)\n getPoint.setUserDraw((pt, pw) => {\n if(isTangentToTheCircle) {\n const _radius = pt.distanceTo(centerPoint)\n vet = pt.sub(centerPoint)\n const midPoint = centerPoint.clone().addvec(pt.sub(centerPoint).normalize().mult(_radius))\n const points = computePolygonVerticesFromMidpoint(centerPoint, midPoint, sideNum)\n const polygon = new McDbPolyline()\n points.forEach((point)=> {\n polygon.addVertexAt(point)\n })\n polygon.isClosed = true\n pw.drawMcDbEntity(polygon)\n }else {\n vertexPoint = pt\n const polygon = new McDbPolyline()\n computeRegularPolygonVertices(centerPoint, pt, sideNum).forEach((point)=> {\n polygon.addVertexAt(point)\n })\n polygon.isClosed = true\n pw.drawMcDbEntity(polygon)\n }\n\n })\n const _radius = await getPoint.go()\n if (!_radius) return\n radius = _radius\n }\n // 外切于圆\n const polygon = new McDbPolyline()\n polygon.isClosed = true\n if (isTangentToTheCircle) {\n const midPoint = centerPoint.clone().addvec(vet.normalize().mult(radius))\n const points = computePolygonVerticesFromMidpoint(centerPoint, midPoint, sideNum)\n points.forEach((point)=> {\n polygon.addVertexAt(point)\n })\n } else {\n if(!vertexPoint) {\n const vet = McGeVector3d.kXAxis.clone().rotateBy(Math.PI / sideNum).mult(radius)\n vertexPoint = centerPoint.clone().addvec(vet)\n }\n computeRegularPolygonVertices(centerPoint, vertexPoint, sideNum).forEach((point)=> {\n polygon.addVertexAt(point)\n })\n }\n\n MxCpp.getCurrentMxCAD().drawEntity(polygon)\n }else {\n const createStarEndPointPolygon = (currentPoint: McGePoint3d) => {\n const pPolyline = new McDbPolyline()\n const points = computePolygonVerticesFromEdge(startPoint as McGePoint3d, currentPoint, sideNum || 5)\n points.forEach((point) => {\n pPolyline.addVertexAt(point)\n })\n pPolyline.isClosed = true\n return pPolyline\n }\n if (!startPoint) {\n const getPoint = new MxCADUiPrPoint()\n getPoint.clearLastInputPoint()\n getPoint.setMessage(\"\\n指定边的第一个端点\");\n getPoint.setKeyWords(\"\")\n startPoint = await getPoint.go()\n if (!startPoint) return\n getPoint.setUserDraw((currentPoint, pWorldDraw) => {\n pWorldDraw.drawMcDbEntity(createStarEndPointPolygon(currentPoint))\n })\n }else {\n startPoint = parsePoint(startPoint)\n }\n if (!endPoint) {\n const getPoint = new MxCADUiPrPoint()\n getPoint.setBasePt(startPoint)\n getPoint.setMessage(\"\\n指定边的第二个端点\")\n endPoint = await getPoint.go()\n }else {\n endPoint = parsePoint(endPoint)\n }\n if (!endPoint) return\n const polygon = createStarEndPointPolygon(endPoint)\n MxCpp.getCurrentMxCAD().drawEntity(polygon)\n }\n\n }\n\n public regist_data() {\n return {\n filename: \"DrawPolygon.json\",\n name: \"draw_polygon\",\n description: \"绘制正多边形\",\n params: [\n {\n name: \"isDrawToCenter\", description: \"是否用圆绘制多边形\", \"type\": \"boolean\", \"required\": true\n },\n {\n name: \"sideNum\", description: \"边数\", type: \"int\", \"required\": true\n },\n {\n name: \"startPoint\", description: \"边绘制提供开始点\", \"type\": \"tuple[float, float]\", \"required\": true\n },\n {\n name: \"endPoint\", description: \"边绘制提供结束点\", \"type\": \"tuple[float, float]\", \"required\": true\n },\n {\n name: \"radius\", description: \"圆的半径\", type: \"number\", \"required\": true\n },\n {\n name: \"centerPoint\", description: \"圆心\", \"type\": \"tuple[float, float]\", \"required\": true\n },\n {\n name: \"isTangentToTheCircle\", description: \"外切于圆\", \"type\": \"boolean\", \"required\": true\n }\n ]\n }\n\n }\n}\n\n\n// setTimeout(()=> {\n// new MxAiDrawPolygon().call({\n// sideNum: 6,\n// centerPoint: [0, 0],\n// // radius: 100,\n// isTangentToTheCircle: false\n// })\n// }, 2000)\nexport const init = () => {\n MxAiModule.regist(MxAiDrawPolygon);\n\n}\n","///////////////////////////////////////////////////////////////////////////////\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\n//https://www.mxdraw.com/\n///////////////////////////////////////////////////////////////////////////////\n\nimport { McDb, McDbLine, McDbPolyline, McGePoint3d, McGePoint3dArray, McGeVector3d, MxCADUiPrPoint, MxCADUtility, MxCpp } from \"mxcad\";\nimport { MxAiModule } from \"./MxAiModule\";\nimport { baseParams, mergeBaseMcDbEntityProps, parsePoint } from \"./base\";\nconst rotatePoint = (center: McGePoint3d, point: McGePoint3d, angle: number): McGePoint3d => {\n const cosAngle = Math.cos(angle);\n const sinAngle = Math.sin(angle);\n const translatedX = point.x - center.x;\n const translatedY = point.y - center.y;\n const x = translatedX * cosAngle - translatedY * sinAngle + center.x;\n const y = translatedX * sinAngle + translatedY * cosAngle + center.y;\n const z = point.z;\n return new McGePoint3d(x, y, z);\n};\nconst getRectPoints = (pt1: McGePoint3d, pt3: McGePoint3d, angle = 0)=> {\n const center = new McGePoint3d((pt1.x + pt3.x) / 2, (pt1.y + pt3.y) / 2, (pt1.z + pt3.z) / 2);\n const pt2 = new McGePoint3d(pt1.x, pt3.y, pt1.z);\n const pt4 = new McGePoint3d(pt3.x, pt1.y, pt3.z);\n const rotatedPt2 = rotatePoint(center, pt2, angle);\n const rotatedPt4 = rotatePoint(center, pt4, angle);\n return [pt1, rotatedPt2, pt3, rotatedPt4];\n}\n// 象限\nconst getQuadrant = (pt1: McGePoint3d, pt3: McGePoint3d) => {\n return [(pt3.x >= pt1.x && pt3.y >= pt1.y), (pt3.x < pt1.x && pt3.y >= pt1.y), (pt3.x < pt1.x && pt3.y < pt1.y), (pt3.x >= pt1.x && pt3.y < pt1.y)] as [boolean, boolean, boolean, boolean]\n}\n// 倒角\nfunction calculateRoundedRectangleVertices(points: McGePoint3d[], chamferDistance1: number, chamferDistance2: number) {\n if (chamferDistance1 === 0 && chamferDistance2 === 0) return points\n const [pt1, pt2, pt3, pt4] = points\n\n const width = pt1.distanceTo(pt4)\n const height = pt1.distanceTo(pt2)\n const [_, isPt3InQuadrant2, isPt3InQuadrant3, isPt3InQuadrant4] = getQuadrant(pt1, pt3)\n const chamferDistanceX = isPt3InQuadrant2 || isPt3InQuadrant3 ? -chamferDistance1 : chamferDistance1;\n const chamferDistanceY = isPt3InQuadrant3 || isPt3InQuadrant4 ? -chamferDistance2 : chamferDistance2;\n if ((width - Math.abs(chamferDistanceX) * 2) <= 0) return points\n if ((height - Math.abs(chamferDistanceY) * 2) <= 0) return points\n\n const chamferedPt1 = new McGePoint3d(pt1.x + chamferDistanceX, pt1.y, pt1.z);\n const chamferedPt2 = new McGePoint3d(pt1.x, pt1.y + chamferDistanceY, pt1.z);\n const chamferedPt3 = new McGePoint3d(pt2.x, pt2.y - chamferDistanceY, pt2.z);\n const chamferedPt4 = new McGePoint3d(pt2.x + chamferDistanceX, pt2.y, pt2.z);\n const chamferedPt5 = new McGePoint3d(pt3.x - chamferDistanceX, pt3.y, pt3.z);\n const chamferedPt6 = new McGePoint3d(pt3.x, pt2.y - chamferDistanceY, pt3.z);\n const chamferedPt7 = new McGePoint3d(pt4.x, pt4.y + chamferDistanceY, pt4.z);\n const chamferedPt8 = new McGePoint3d(pt4.x - chamferDistanceX, pt4.y, pt4.z);\n const chamferedPolygon = [\n chamferedPt1,\n chamferedPt2,\n chamferedPt3,\n chamferedPt4,\n chamferedPt5,\n chamferedPt6,\n chamferedPt7,\n chamferedPt8,\n ];\n return chamferedPolygon;\n}\n\nexport function CMxDrawPolylineDragArcDraw_CalcArcBulge(firstPoint: McGePoint3d, nextPoint: McGePoint3d, vecArcTangent: McGeVector3d): number {\n if (firstPoint.isEqualTo(nextPoint))\n return 0.0;\n let midPt = firstPoint.c().addvec(nextPoint.c().sub(firstPoint).mult(0.5));\n\n let vecMid = nextPoint.c().sub(firstPoint);\n vecMid.rotateBy(Math.PI / 2.0, McGeVector3d.kZAxis);\n\n let tmpMidLine = new McDbLine(midPt, midPt.c().addvec(vecMid));\n\n let vecVertical: McGeVector3d = vecArcTangent.c();\n vecVertical.rotateBy(Math.PI / 2.0, McGeVector3d.kZAxis);\n\n let tmpVerticalLine = new McDbLine(firstPoint, firstPoint.c().addvec(vecVertical));\n\n let aryPoint: McGePoint3dArray = tmpMidLine.IntersectWith(tmpVerticalLine, McDb.Intersect.kExtendBoth);\n if (aryPoint.isEmpty())\n return 0.0;\n\n let arcCenPoint = aryPoint.at(0);\n\n let dR = arcCenPoint.distanceTo(firstPoint);\n\n vecMid.normalize();\n vecMid.mult(dR);\n\n let arcMidPt1 = arcCenPoint.c().addvec(vecMid);\n let arcMidPt2 = arcCenPoint.c().subvec(vecMid);\n let vecArcDir1 = arcMidPt1.c().sub(firstPoint);\n let vecArcDir2 = arcMidPt2.c().sub(firstPoint);\n let arcMidPt = arcMidPt1;\n if (vecArcDir1.angleTo1(vecArcTangent) > vecArcDir2.angleTo1(vecArcTangent)) {\n arcMidPt = arcMidPt2;\n }\n return MxCADUtility.calcBulge(firstPoint, arcMidPt, nextPoint).val;\n}\n\n// 绘制矩形两个对角点0, 0, 100, 100\n// 绘制矩形第一个对角点0,0 第二个对角点 800, 800\n// 绘制矩形第一个对角点0,0 第二个对角点 800, 800 倒角50\n// 绘制矩形第一个对角点0,0 第二个对角点 800, 800 第一个倒角50第二个倒角100\n// 绘制矩形第一个对角点0,0 第一个倒角50第二个倒角100\n// 绘制矩形第一个对角点0,0, 第二个对角点 800, 800 圆角50\n// 绘制矩形两个对角点0, 0, 100, 100圆角20\n// 绘制矩形两个对角点0, 0, 100, 100圆角20 线宽10\n// 绘制矩形 矩形面积1000 矩形长度200\n// 绘制矩形第一个对角点0, 0, 面积1000宽度200\n// 绘制矩形第一个对角点0, 0, 长度300 宽度200\n// 绘制矩形两个对角点0, 0, 100, 100旋转角度30度\n// 绘制一个第一个对角点为0,0面积为800长度50的红色矩形\n\nclass MxAiDrawRect {\n async call(param: any) {\n console.log(param)\n MxCpp.getCurrentMxCAD().newFile()\n let { pt1, pt2:pt3, chamfer1Length, chamfer2Length, filletRadius, lineWidth, area, rectLength, rectWidth, rotationAngle } = param\n const createRect = (pt1: McGePoint3d, pt3: McGePoint3d) => {\n const [_pt1, pt2, _pt3, pt4] = getRectPoints(pt1, pt3, rotationAngle)\n const rect = new McDbPolyline()\n rect.addVertexAt(_pt1, 0, lineWidth, lineWidth)\n rect.addVertexAt(pt2, 0, lineWidth, lineWidth)\n rect.addVertexAt(_pt3, 0, lineWidth, lineWidth)\n rect.addVertexAt(pt4, 0, lineWidth, lineWidth)\n rect.isClosed = true\n if(lineWidth) rect.constantWidth = lineWidth\n return rect\n }\n const create = (pt1: McGePoint3d, pt3: McGePoint3d)=> {\n let rect: McDbPolyline\n if(filletRadius) {\n const points = calculateRoundedRectangleVertices(getRectPoints(pt1, pt3, rotationAngle), filletRadius, filletRadius)\n const [_, isPt3InQuadrant2, isPt3InQuadrant3, isPt3InQuadrant4] = getQuadrant(pt1, pt3)\n if (points.length === 8) {\n if(!rect) rect = new McDbPolyline()\n const addArc = (startPoint: McGePoint3d, endPoint: McGePoint3d, key?: McGeVector3d) => {\n let vecArcTangent: McGeVector3d = new McGeVector3d(key);\n const bulge = CMxDrawPolylineDragArcDraw_CalcArcBulge(startPoint, endPoint, vecArcTangent)\n rect.addVertexAt(startPoint, bulge, lineWidth, lineWidth)\n rect.addVertexAt(endPoint, 0, lineWidth, lineWidth)\n }\n const vec1 = new McGeVector3d(-1, 0)\n const vec2 = new McGeVector3d(0, 1)\n const vec3 = new McGeVector3d(1, 0)\n const vec4 = new McGeVector3d(0, -1)\n if (isPt3InQuadrant4) {\n vec2.y = -1\n vec3.x = 1\n vec4.y = 1\n }\n if (isPt3InQuadrant2) {\n vec1.x = 1\n vec2.y = 1\n vec3.x = -1\n vec4.y = -1\n }\n if (isPt3InQuadrant3) {\n vec1.x = 1\n vec2.y = -1\n vec3.x = -1\n vec4.y = 1\n }\n addArc(points[0], points[1], vec1)\n\n addArc(points[2], points[3], vec2)\n\n addArc(points[4], points[5], vec3)\n\n addArc(points[6], points[7], vec4)\n rect.isClosed = true\n }\n }\n else if(chamfer1Length || chamfer2Length) {\n if(!rect) rect = new McDbPolyline()\n const points = calculateRoundedRectangleVertices(getRectPoints(pt1, pt3, rotationAngle), chamfer1Length || chamfer2Length, chamfer2Length || chamfer1Length)\n points.forEach((point)=> {\n rect.addVertexAt(point)\n })\n rect.isClosed = true\n }\n if(!rect) rect = createRect(pt1, pt3)\n if(lineWidth) rect.constantWidth = lineWidth\n return rect\n }\n if(!pt1) {\n const getPoint = new MxCADUiPrPoint()\n getPoint.setMessage(\"指定第一个角点\")\n getPoint.setKeyWords(\"\")\n pt1 = await getPoint.go()\n if(!pt1) return\n }else {\n pt1 = parsePoint(pt1)\n }\n if(area) {\n if(rectLength) {\n rectWidth = area / rectLength\n }\n if(rectWidth) {\n rectLength = area / rectWidth\n }\n }\n if(rectLength && rectWidth) {\n pt3 = new McGePoint3d(pt1.x + rectWidth, pt1.y + rectLength, 0)\n }\n if(!pt3) {\n const getPoint = new MxCADUiPrPoint()\n getPoint.setMessage(\"指定第二个角点\")\n getPoint.setKeyWords(\"\")\n getPoint.setUserDraw((pt, pw)=> {\n pw.drawMcDbEntity(create(pt1, pt))\n })\n pt3 = await getPoint.go()\n if(!pt3) return\n }else {\n pt3 = parsePoint(pt3)\n }\n const rect = create(pt1, pt3)\n mergeBaseMcDbEntityProps(rect, param)\n MxCpp.getCurrentMxCAD().drawEntity(rect)\n }\n\n public regist_data() {\n return {\n filename: \"drawRect.json\",\n name: \"draw_rect\",\n description: \"根据一些信息绘制矩形\",\n params: [\n {\n name: \"pt1\", description: \"一个对角点\", \"type\": \"tuple[float, float]\", \"required\": true\n },\n {\n name: \"pt2\", description: \"另一个对角点\", \"type\": \"tuple[float, float]\", \"required\": true\n },\n {\n name: \"lineWidth\", description: \"矩形线的宽\", \"type\": \"float\", \"required\": true\n },\n {\n name: \"filletRadius\", description: \"圆角半径\", \"type\": \"float\", \"required\": true\n },\n {\n name: \"chamfer1Length\", description: \"第一个倒角距离\", \"type\": \"float\", \"required\": true\n },\n {\n name: \"chamfer2Length\", description: \"第二个倒角距离\", \"type\": \"float\", \"required\": true\n },\n {\n name: \"rectLength\", description: \"长度\", \"type\": \"float\", \"required\": true\n },\n {\n name: \"rectWidth\", description: \"矩形宽度\", \"type\": \"float\", \"required\": true\n },\n {\n name: \"area\", description: \"面积\", \"type\": \"float\", \"required\": true\n },\n {\n name: \"rotationAngle\", description: \"旋转角度\", \"type\": \"float\", \"required\": true\n },\n ...baseParams,\n ]\n }\n }\n\n}\n\nexport function init() {\n MxAiModule.regist(MxAiDrawRect);\n}\n","///////////////////////////////////////////////////////////////////////////////\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\n//https://www.mxdraw.com/\n///////////////////////////////////////////////////////////////////////////////\n\nimport { McDbEllipse, MxCADUiPrDist, MxCADUiPrPoint, MxCpp, McGePoint3d, McGeVector3d, _ML_String } from \"mxcad\";\nimport { baseParams, mergeBaseMcDbEntityProps, parsePoint } from \"./base\";\nimport { MxAiModule } from \"./MxAiModule\";\nimport { DetailedResult } from \"mxdraw\";\nimport { angleTo } from \"./tools\";\n\nconst createEllipse = (endPoint1: McGePoint3d, endPoint2: McGePoint3d, halfAxisLength: number, startAngle: number, endAngle: number) => {\n const ellipse = new McDbEllipse()\n const center = new McGePoint3d((endPoint1.x + endPoint2.x) / 2, (endPoint2.y + endPoint2.y) / 2)\n const majorAxis = endPoint1.sub(endPoint2)\n const minorAxis = majorAxis\n const xRadius = endPoint1.distanceTo(endPoint2) / 2\n const yRadius = halfAxisLength / 2\n const radiusRatio = yRadius / xRadius\n ellipse.center = center\n ellipse.majorAxis = majorAxis\n ellipse.minorAxis = minorAxis\n ellipse.radiusRatio = radiusRatio\n ellipse.startAngle = startAngle\n ellipse.endAngle = endAngle\n return ellipse\n}\n\n//绘制椭圆,端点100,200,另一个端点1000,1000 半轴长1000\nclass MxAiDrawEllipse {\n async call(param: any) {\n let { endPoint1, endPoint2, halfAxisLength } = param\n const mxcad = MxCpp.getCurrentMxCAD();\n mxcad.newFile()\n const getPoint = new MxCADUiPrPoint()\n const getDist = new MxCADUiPrDist()\n if(endPoint1) endPoint1 = parsePoint(endPoint1)\n if(endPoint2) endPoint2 = parsePoint(endPoint2)\n if(!endPoint1) {\n getPoint.setMessage(\"指定椭圆的轴端点1\")\n getPoint.setKeyWords(\"\")\n\n getPoint.setUserDraw((pt, pw)=> {\n if(!endPoint2) return\n if(!halfAxisLength) return\n pw.drawMcDbEntity(createEllipse(pt, endPoint2, halfAxisLength, 0, Math.PI * 2))\n })\n endPoint1 = await getPoint.go()\n if(!endPoint1) return\n\n }\n if(!endPoint2) {\n getPoint.setMessage(\"指定椭圆的轴端点2\")\n getPoint.setKeyWords(\"\")\n\n getPoint.setUserDraw((pt, pw)=> {\n if(!endPoint1) return\n if(!halfAxisLength) return\n pw.drawMcDbEntity(createEllipse(endPoint1, pt, halfAxisLength, 0, Math.PI * 2))\n })\n endPoint2 = await getPoint.go()\n if(!endPoint2) return\n }\n if(!halfAxisLength) {\n getDist.setMessage(\"指定半轴长度\")\n getDist.setKeyWords(\"\")\n const center = new McGePoint3d((endPoint1.x + endPoint2.x) / 2, (endPoint2.y + endPoint2.y) / 2)\n getDist.setBasePt(center)\n getDist.setUserDraw((pt, pw)=> {\n if(!endPoint1) return\n pw.drawMcDbEntity(createEllipse(endPoint1, endPoint2, center.distanceTo(pt), 0, Math.PI * 2))\n })\n halfAxisLength = await getDist.go()\n if(!halfAxisLength) return\n }\n const ellipse = createEllipse(endPoint1, endPoint2, halfAxisLength, 0, Math.PI * 2)\n mergeBaseMcDbEntityProps(ellipse, param)\n mxcad.drawEntity(ellipse)\n }\n\n public regist_data() {\n return {\n filename: \"drawellipse.json\",\n name: \"draw_ellipse\",\n description: \"绘制椭圆\",\n params: [\n {\n name: \"endPoint1\", description: \"椭圆端点1\", \"type\": \"tuple[float, float]\", \"required\": true\n },\n {\n name: \"endPoint2\", description: \"椭圆端点2\", \"type\": \"tuple[float, float]\", \"required\": true\n },\n {\n name: \"halfAxisLength\", description: \"半轴长度\", \"type\": \"float\", \"required\": true\n },\n ...baseParams,\n ]\n }\n }\n}\n\n//绘制椭圆弧,端点100,200,另一个端点1000,1000 半轴长1000开始角30 结束角120\nclass MxAiDrawEllipseArc {\n async call(param: any) {\n let { endPoint1, endPoint2, halfAxisLength, startAngle, endAngle } = param\n const mxcad = MxCpp.getCurrentMxCAD();\n mxcad.newFile()\n const getPoint = new MxCADUiPrPoint()\n const getDist = new MxCADUiPrDist()\n if(endPoint1) endPoint1 = parsePoint(endPoint1)\n if(endPoint2) endPoint2 = parsePoint(endPoint2)\n if(startAngle) startAngle = startAngle * (Math.PI / 180)\n if(endAngle) endAngle = endAngle * (Math.PI / 180)\n if(!endPoint1) {\n getPoint.setMessage(\"指定椭圆的轴端点1\")\n getPoint.setKeyWords(\"\")\n\n getPoint.setUserDraw((pt, pw)=> {\n if(!endPoint2) return\n if(!halfAxisLength) return\n pw.drawMcDbEntity(createEllipse(pt, endPoint2, halfAxisLength, 0, Math.PI * 2))\n })\n endPoint1 = await getPoint.go()\n if(!endPoint1) return\n\n }\n if(!endPoint2) {\n getPoint.setMessage(\"指定椭圆的轴端点2\")\n getPoint.setKeyWords(\"\")\n\n getPoint.setUserDraw((pt, pw)=> {\n if(!endPoint1) return\n if(!halfAxisLength) return\n pw.drawMcDbEntity(createEllipse(endPoint1, pt, halfAxisLength, 0, Math.PI * 2))\n })\n endPoint2 = await getPoint.go()\n if(!endPoint2) return\n }\n const center = new McGePoint3d((endPoint1.x + endPoint2.x) / 2, (endPoint2.y + endPoint2.y) / 2)\n if(!halfAxisLength) {\n getDist.setMessage(\"指定半轴长度\")\n getDist.setKeyWords(\"\")\n getDist.setBasePt(center)\n getDist.setUserDraw((pt, pw)=> {\n if(!endPoint1) return\n pw.drawMcDbEntity(createEllipse(endPoint1, endPoint2, center.distanceTo(pt), 0, Math.PI * 2))\n })\n halfAxisLength = await getDist.go()\n if(!halfAxisLength) return\n }\n const angle = angleTo(center.x, center.y, endPoint1.x, endPoint1.y)\n if(!startAngle) {\n getDist.setMessage(_ML_String(\"EllipticalArc_startAngle\",\"指定起点角度\"))\n getDist.setKeyWords(\"\")\n getDist.setUserDraw((currentPoint, pWorldDraw) => {\n startAngle = angleTo(center.x, center.y, currentPoint.x, currentPoint.y) - angle - Math.PI\n pWorldDraw.drawMcDbEntity(createEllipse(endPoint1, endPoint2, halfAxisLength, startAngle, Math.PI * 2))\n })\n const val = await getDist.go()\n if (!val) return\n if(getDist.getDetailedResult() == DetailedResult.kCoordIn) {\n startAngle = val * (180 / Math.PI)\n }\n }\n if(!endAngle) {\n getDist.setLastInputPoint(center)\n getDist.setMessage(_ML_String(\"EllipticalArc_endAngle\",\"指定端点角度\"))\n getDist.setKeyWords(\"\")\n getDist.setUserDraw((currentPoint, pWorldDraw) => {\n endAngle = angleTo(center.x, center.y, currentPoint.x, currentPoint.y) - angle - Math.PI\n pWorldDraw.drawMcDbEntity(createEllipse(endPoint1, endPoint2, halfAxisLength, startAngle, endAngle))\n })\n const val1 = await getDist.go()\n if(!val1) return\n if(getDist.getDetailedResult() === DetailedResult.kCoordIn) {\n endAngle = val1 * (180 / Math.PI)\n }\n }\n const ellipse = createEllipse(endPoint1, endPoint2, halfAxisLength, startAngle, endAngle)\n mergeBaseMcDbEntityProps(ellipse, param)\n mxcad.drawEntity(ellipse)\n }\n\n public regist_data() {\n return {\n filename: \"drawellipseArc.json\",\n name: \"draw_ellipse_arc\",\n description: \"绘制椭圆弧\",\n params: [\n {\n name: \"endPoint1\", description: \"椭圆弧端点1\", \"type\": \"tuple[float, float]\", \"required\": true\n },\n {\n name: \"endPoint2\", description: \"椭圆弧端点2\", \"type\": \"tuple[float, float]\", \"required\": true\n },\n {\n name: \"halfAxisLength\", description: \"半轴长度\", \"type\": \"float\", \"required\": true\n },\n {\n name: \"startAngle\", description: \"开始角度\", \"type\": \"float\", \"required\": true\n },\n {\n name: \"endAngle\", description: \"结束角度\", \"type\": \"float\", \"required\": true\n },\n ...baseParams,\n ]\n }\n }\n}\nexport const init = ()=> {\n MxAiModule.regist(MxAiDrawEllipse);\n MxAiModule.regist(MxAiDrawEllipseArc);\n}\n\n\n","\n///////////////////////////////////////////////////////////////////////////////\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\n//https://www.mxdraw.com/\n///////////////////////////////////////////////////////////////////////////////\n\nimport { McCmColor, McDbLine, McDbPolyline, McGePoint3d, McGeVector3d, MxCADUiPrPoint, MxCpp, MxCADUtility, McObjectId } from \"mxcad\";\nimport { baseParams, mergeBaseMcDbEntityProps, parseParamPoints } from \"../base\";\nimport { findIntersection, getClosestPoint, insidePolygon } from \"../tools\";\n\nclass WallLine {\n static lines = new Set()\n outsidePoints: [McGePoint3d, McGePoint3d]\n insidePoints: [McGePoint3d, McGePoint3d]\n outsideLine: McDbLine\n insideLine: McDbLine\n startPoint: McGePoint3d\n endPoint: McGePoint3d\n width = 50\n startClosedLine: McDbLine;\n endClosedLine: McDbLine;\n startClosedId: McObjectId;\n endClosedId: McObjectId;\n outsideId: McObjectId;\n insideId: McObjectId;\n constructor(start: McGePoint3d, end: McGePoint3d, width = 50) {\n this.update(start, end, width)\n }\n update(start: McGePoint3d, end: McGePoint3d, width = this.width) {\n let dirVector = start.clone().sub(end).normalize()\n dirVector = new McGeVector3d(-dirVector.y, dirVector.x, 0).mult(width / 2)\n const negateDirVector = dirVector.clone().negate()\n this.outsidePoints = [start.clone().addvec(dirVector), end.clone().addvec(dirVector)];\n this.insidePoints = [start.clone().addvec(negateDirVector), end.clone().addvec(negateDirVector)]\n this.width = width\n this.startPoint = start.clone()\n this.endPoint = end.clone()\n if (!this.outsideLine) {\n this.outsideLine = new McDbLine(this.outsidePoints[0], this.outsidePoints[1])\n }\n else {\n this.outsideLine.startPoint = this.outsidePoints[0]\n this.outsideLine.endPoint = this.outsidePoints[1]\n }\n if (!this.insideLine) {\n this.insideLine = new McDbLine(this.insidePoints[0], this.insidePoints[1])\n } else {\n this.insideLine.startPoint = this.insidePoints[0]\n this.insideLine.endPoint = this.insidePoints[1]\n }\n if (!this.startClosedLine) {\n this.startClosedLine = new McDbLine(this.outsidePoints[0], this.insidePoints[0])\n } else {\n this.startClosedLine.startPoint = this.outsidePoints[0]\n this.startClosedLine.endPoint = this.insidePoints[0]\n }\n if (!this.endClosedLine) {\n this.endClosedLine = new McDbLine(this.outsidePoints[1], this.insidePoints[1])\n } else {\n this.endClosedLine.startPoint = this.outsidePoints[1]\n this.endClosedLine.endPoint = this.insidePoints[1]\n }\n }\n\n clone() {\n const line = new WallLine(this.startPoint, this.endPoint, this.width)\n line.insideLine = this.insideLine.clone() as McDbLine\n line.outsideLine = this.outsideLine.clone() as McDbLine\n return line\n }\n hiddenStartClosedLine() {\n this.startClosedLine.visible = false\n }\n hiddenEndClosedLine() {\n this.endClosedLine.visible = false\n }\n\n /** 开始点闭合线与比较墙体内线的交点 (开始-内)*/\n getClosedStartLineToDiffWallInsideLineIntersectionPoint(diffLine: WallLine, is = false) {\n return this.startClosedLine.visible ? findIntersection(diffLine.insideLine.startPoint, diffLine.insideLine.endPoint, this.startClosedLine.startPoint, this.startClosedLine.endPoint, is) : null\n }\n /** 开始点闭合线与比较墙体外线的交点 (开始-外)*/\n getClosedStartLineToDiffWallOutsideLineIntersectionPoint(diffLine: WallLine, is = false) {\n return this.startClosedLine.visible ? findIntersection(diffLine.outsideLine.startPoint, diffLine.outsideLine.endPoint, this.startClosedLine.startPoint, this.startClosedLine.endPoint, is) : null\n }\n /** 结束点闭合线与比较墙体内线的交点 (结束-内)*/\n getClosedEndLineToDiffWallInsideLineIntersectionPoint(diffLine: WallLine, is = false) {\n return this.endClosedLine.visible ? findIntersection(diffLine.insideLine.startPoint, diffLine.insideLine.endPoint, this.endClosedLine.startPoint, this.endClosedLine.endPoint, is) : null\n }\n /** 开始点闭合线与比较墙体外线的交点 (结束-外)*/\n getClosedEndLineToDiffWallOutsideLineIntersectionPoint(diffLine: WallLine, is = false) {\n return this.endClosedLine.visible ? findIntersection(diffLine.outsideLine.startPoint, diffLine.outsideLine.endPoint, this.endClosedLine.startPoint, this.endClosedLine.endPoint, is) : null\n }\n\n /** 内线与比较墙体的内线交点 (内-内)*/\n getInsideToDiffInsideIntersectionPoint(diffLine: WallLine, is = false) {\n return findIntersection(diffLine.insideLine.startPoint, diffLine.insideLine.endPoint, this.insideLine.startPoint, this.insideLine.endPoint, is)\n }\n\n /** 外线与比较墙体的外线交点 (外-外)*/\n getOutsideToDiffOutsideIntersectionPoint(diffLine: WallLine, is = false) {\n return findIntersection(diffLine.outsideLine.startPoint, diffLine.outsideLine.endPoint, this.outsideLine.startPoint, this.outsideLine.endPoint, is)\n }\n\n /** 内线与比较墙体的外线交点 (内-外)*/\n getInsideToDiffOutsideIntersectionPoint(diffLine: WallLine, is = false) {\n return findIntersection(diffLine.outsideLine.startPoint, diffLine.outsideLine.endPoint, this.insideLine.startPoint, this.insideLine.endPoint, is)\n }\n\n /** 外线与比较墙体的内线交点 (外-内)*/\n getOutsideToDiffInsideIntersectionPoint(diffLine: WallLine, is = false) {\n return findIntersection(diffLine.insideLine.startPoint, diffLine.insideLine.endPoint, this.outsideLine.startPoint, this.outsideLine.endPoint, is)\n }\n /** 开始闭合线与比较墙体开始闭合线交点 (开始-开始)*/\n getClosedStartLineToDiffLineClosedStartLineIntersectionPoint(diffLine: WallLine, is = false) {\n return this.startClosedLine.visible ? findIntersection(diffLine.startClosedLine.startPoint, diffLine.startClosedLine.endPoint, this.startClosedLine.startPoint, this.startClosedLine.endPoint, is) : null\n }\n /** 开始闭合线与比较墙体结束闭合线交点 (开始-结束)*/\n getClosedStartLineToDiffLineClosedEndLineIntersectionPoint(diffLine: WallLine, is = false) {\n return this.startClosedLine.visible ? findIntersection(diffLine.endClosedLine.startPoint, diffLine.endClosedLine.endPoint, this.startClosedLine.startPoint, this.startClosedLine.endPoint, is) : null\n }\n /** 结束点闭合线与比较墙体开始闭合线交点 (结束-开始)*/\n getClosedEndLineToDiffLineClosedStartLineIntersectionPoint(diffLine: WallLine, is = false) {\n return this.endClosedLine.visible ? findIntersection(diffLine.startClosedLine.startPoint, diffLine.startClosedLine.endPoint, this.endClosedLine.startPoint, this.endClosedLine.endPoint, is) : null\n }\n /** 结束点闭合线与比较墙体结束点闭合线交点 (结束-结束)*/\n getClosedEndLineToDiffLineClosedEndLineIntersectionPoint(diffLine: WallLine, is = false) {\n return this.endClosedLine.visible ? findIntersection(diffLine.endClosedLine.startPoint, diffLine.endClosedLine.endPoint, this.endClosedLine.startPoint, this.endClosedLine.endPoint, is) : null\n }\n\n // 是否拐角\n isCorner(diffLine: WallLine) {\n const v = diffLine.startPoint.sub(diffLine.endPoint).normalize()\n const v1 = v.clone().mult(diffLine.width)\n const v2 = v.clone().mult(-diffLine.width)\n const pt1 = diffLine.insideLine.startPoint.clone().addvec(v1)\n const pt2 = diffLine.insideLine.startPoint.clone().addvec(v2)\n const pt3 = diffLine.outsideLine.startPoint.clone().addvec(v2)\n const pt4 = diffLine.outsideLine.startPoint.clone().addvec(v1)\n const pt5 = diffLine.insideLine.endPoint.clone().addvec(v1)\n const pt6 = diffLine.insideLine.endPoint.clone().addvec(v2)\n const pt7 = diffLine.outsideLine.endPoint.clone().addvec(v2)\n const pt8 = diffLine.outsideLine.endPoint.clone().addvec(v1)\n const start = insidePolygon([pt1, pt2, pt3, pt4], this.startPoint)\n const end = insidePolygon([pt1, pt2, pt3, pt4], this.endPoint)\n const start1 = insidePolygon([pt5, pt6, pt7, pt8], this.startPoint)\n const end1 = insidePolygon([pt5, pt6, pt7, pt8], this.endPoint)\n return [{\n start,\n end\n }, {\n start: start1,\n end: end1\n }]\n }\n // 处理拐角\n handlingCorners(diffLine: WallLine) {\n const [startCorner, endCorner] = this.isCorner(diffLine)\n if (endCorner.start) {\n this.outsideLine.startPoint = diffLine.outsideLine.endPoint = this.getOutsideToDiffOutsideIntersectionPoint(diffLine, true)\n this.insideLine.startPoint = diffLine.insideLine.endPoint = this.getInsideToDiffInsideIntersectionPoint(diffLine, true)\n this.hiddenStartClosedLine()\n diffLine.hiddenEndClosedLine()\n return\n }\n else if (endCorner.end) {\n this.outsideLine.endPoint = diffLine.insideLine.endPoint = this.getOutsideToDiffInsideIntersectionPoint(diffLine, true)\n this.insideLine.endPoint = diffLine.outsideLine.endPoint = this.getInsideToDiffOutsideIntersectionPoint(diffLine, true)\n this.hiddenEndClosedLine()\n diffLine.hiddenEndClosedLine()\n return\n }\n else if (startCorner.start) {\n this.insideLine.startPoint = diffLine.outsideLine.startPoint = this.getInsideToDiffOutsideIntersectionPoint(diffLine, true)\n this.outsideLine.startPoint = diffLine.insideLine.startPoint = this.getOutsideToDiffInsideIntersectionPoint(diffLine, true)\n this.hiddenStartClosedLine()\n diffLine.hiddenStartClosedLine()\n return\n }\n else if (startCorner.end) {\n this.outsideLine.endPoint = diffLine.outsideLine.startPoint = this.getOutsideToDiffOutsideIntersectionPoint(diffLine, true)\n this.insideLine.endPoint = diffLine.insideLine.startPoint = this.getInsideToDiffInsideIntersectionPoint(diffLine, true)\n this.hiddenEndClosedLine()\n diffLine.hiddenStartClosedLine()\n return\n }\n }\n // 交集处理\n processingIntersection() {\n const diffUpdate: {\n diffLine: WallLine,\n /** ii, io, oo, oi */\n intersectionPoints: (null | McGePoint3d)[]\n }[] = []\n WallLine.lines.forEach((diffLine) => {\n const point = this.getInsideToDiffInsideIntersectionPoint(diffLine)\n const point1 = this.getInsideToDiffOutsideIntersectionPoint(diffLine)\n const point2 = this.getOutsideToDiffOutsideIntersectionPoint(diffLine)\n const point3 = this.getOutsideToDiffInsideIntersectionPoint(diffLine)\n if (point || point1 || point2 || point3) {\n diffUpdate.push({\n diffLine,\n intersectionPoints: [point, point1, point2, point3]\n })\n }\n })\n diffUpdate.forEach(({ diffLine, intersectionPoints }) => {\n const [startCorner, endCorner] = this.isCorner(diffLine)\n const isCorner = startCorner.end || startCorner.start || endCorner.start || endCorner.start\n const [ii, io, oo, oi] = intersectionPoints\n const points = [diffLine.insideLine.startPoint, diffLine.insideLine.endPoint, diffLine.outsideLine.endPoint, diffLine.outsideLine.startPoint]\n const isStart = insidePolygon(points, this.startPoint)\n const isEnd = insidePolygon(points, this.endPoint)\n\n const xiufu = ()=> {\n if (endCorner.start) {\n console.log(\"endCorner.start\")\n if (oo) {\n diffLine.outsideLine.endPoint = this.outsideLine.startPoint = oo\n }\n if (ii) {\n diffLine.insideLine.endPoint = this.insideLine.startPoint = ii\n }\n this.hiddenStartClosedLine()\n diffLine.hiddenEndClosedLine()\n\n }\n else if (endCorner.end) {\n console.log(\"endCorner.end\")\n if (oi) {\n diffLine.insideLine.endPoint = this.outsideLine.endPoint = oi\n }\n if (io) {\n diffLine.outsideLine.endPoint = this.insideLine.endPoint = io\n }\n this.hiddenEndClosedLine()\n diffLine.hiddenEndClosedLine()\n }\n else if (startCorner.start) {\n console.log(\"startCorner.start\")\n if (io) {\n diffLine.outsideLine.startPoint = this.insideLine.startPoint = io\n }\n if (oi) {\n diffLine.insideLine.startPoint = this.outsideLine.startPoint = oi\n }\n\n diffLine.hiddenStartClosedLine()\n this.hiddenStartClosedLine()\n }\n else if (startCorner.end) {\n console.log(\"startCorner.end\")\n if (oo) {\n diffLine.outsideLine.startPoint = this.outsideLine.endPoint = oo\n }\n if (ii) {\n diffLine.insideLine.startPoint = this.insideLine.endPoint = ii\n }\n diffLine.hiddenStartClosedLine()\n this.hiddenEndClosedLine()\n }\n }\n if (ii && io && oo && oi) {\n const point = findIntersection(this.startPoint, this.endPoint, diffLine.startPoint, diffLine.endPoint)\n const wall1 = new WallLine(this.startPoint, point, this.width)\n const wall2 = new WallLine(point, this.endPoint, this.width)\n const diffWall1 = new WallLine(diffLine.startPoint, point, diffLine.width)\n const diffWall2 = new WallLine(point, diffLine.endPoint, diffLine.width)\n wall1.insideLine.startPoint = this.insideLine.startPoint\n wall1.outsideLine.startPoint = this.outsideLine.startPoint\n wall2.insideLine.endPoint = this.insideLine.endPoint\n wall2.outsideLine.endPoint = this.outsideLine.endPoint\n\n diffLine.remove()\n this.remove()\n wall1.draw()\n wall2.draw()\n diffWall1.draw()\n diffWall2.draw()\n } else if ((oo && io) || (ii && oi)) {\n const point = findIntersection(this.startPoint, this.endPoint, diffLine.startPoint, diffLine.endPoint, true)\n const wall1 = new WallLine(diffLine.startPoint, point, diffLine.width)\n wall1.hiddenEndClosedLine()\n const wall2 = new WallLine(point, diffLine.endPoint, diffLine.width)\n wall2.hiddenStartClosedLine()\n diffLine.remove()\n wall1.draw()\n wall2.draw()\n } else {\n if(diffUpdate.length === 1) return this.handlingCorners(diffLine)\n if (endCorner.start) {\n console.log(\"endCorner.start\")\n if (oo) {\n diffLine.outsideLine.endPoint = this.outsideLine.startPoint = oo\n }\n if (ii) {\n diffLine.insideLine.endPoint = this.insideLine.startPoint = ii\n }\n this.hiddenStartClosedLine()\n diffLine.hiddenEndClosedLine()\n\n }\n else if (endCorner.end) {\n console.log(\"endCorner.end\")\n if (oi) {\n diffLine.insideLine.endPoint = this.outsideLine.endPoint = oi\n }\n if (io) {\n diffLine.outsideLine.endPoint = this.insideLine.endPoint = io\n }\n this.hiddenEndClosedLine()\n diffLine.hiddenEndClosedLine()\n }\n else if (startCorner.start) {\n console.log(\"startCorner.start\")\n if (io) {\n diffLine.outsideLine.startPoint = this.insideLine.startPoint = io\n }\n if (oi) {\n diffLine.insideLine.startPoint = this.outsideLine.startPoint = oi\n }\n\n diffLine.hiddenStartClosedLine()\n this.hiddenStartClosedLine()\n }\n else if (startCorner.end) {\n console.log(\"startCorner.end\")\n if (oo) {\n diffLine.outsideLine.startPoint = this.outsideLine.endPoint = oo\n }\n if (ii) {\n diffLine.insideLine.startPoint = this.insideLine.endPoint = ii\n }\n diffLine.hiddenStartClosedLine()\n this.hiddenEndClosedLine()\n }\n }\n\n })\n }\n private isDraw = false;\n draw(isIntersection = true) {\n if (this.isDraw) return\n const mxcad = MxCpp.getCurrentMxCAD();\n if (this.outsideLine) {\n this.outsideLine.erase()\n }\n if (this.insideLine) {\n this.insideLine.erase()\n }\n if (!mxcad) return\n this.outsideLine.trueColor = new McCmColor(255, 0, 0)\n this.outsideId = mxcad.drawEntity(this.outsideLine)\n this.insideLine.trueColor = new McCmColor(0, 255, 255)\n this.insideId = mxcad.drawEntity(this.insideLine)\n const outsideLine = this.outsideId.getMcDbEntity() as McDbLine\n if (outsideLine) this.outsideLine = outsideLine\n const insideLine = this.insideId.getMcDbEntity() as McDbLine\n if (insideLine) this.insideLine = insideLine\n this.startClosedId = mxcad.drawEntity(this.startClosedLine)\n this.endClosedId = mxcad.drawEntity(this.endClosedLine)\n const startClosedLine = this.startClosedId.getMcDbEntity() as McDbLine\n if (startClosedLine) this.startClosedLine = startClosedLine\n const endClosedLine = this.endClosedId.getMcDbEntity() as McDbLine\n if (endClosedLine) this.endClosedLine = endClosedLine\n mxcad.updateDisplay()\n WallLine.lines.add(this)\n this.isDraw = true\n if (isIntersection) this.processingIntersection()\n }\n\n remove() {\n this.endClosedId && this.endClosedId.erase()\n this.startClosedId && this.startClosedId.erase()\n this.insideId && this.insideId.erase()\n this.outsideId && this.outsideId.erase()\n WallLine.lines.delete(this)\n }\n}\n\n//绘制墙壁,1000,1000,3000, 1000, 3000, -1000, 1000, -1000, 1000, 1000 墙宽100\nexport class Wall {\n public call(param: any) {\n if (param && param.points) {\n let mxcad = MxCpp.getCurrentMxCAD();\n const points = parseParamPoints(param.points)\n if (points.length < 2) return\n points.forEach((point, index) => {\n const nextLine = points[index + 1]\n if (!nextLine) return\n const wall = new WallLine(point, nextLine, param.width)\n wall.draw()\n })\n mxcad.updateDisplay()\n }\n }\n\n public regist_data() {\n return {\n filename: \"drawWall.json\",\n name: \"drawWall\",\n description: \"根据坐标点合集绘制墙\",\n params: [\n {\n name: \"points\", description: \"绘制墙的坐标点\", \"type\": \"str\", \"required\": true\n },\n {\n name: \"width\", description: \"绘制墙的宽度\", \"type\": \"float\", \"required\": false\n },\n ...baseParams,\n ]\n }\n }\n}\n\n/*\nsetTimeout(async () => {\n MxCpp.getCurrentMxCAD().newFile()\n const getPoint = new MxCADUiPrPoint()\n let oldPoint\n const lines: WallLine[] = []\n const mxcad = MxCpp.getCurrentMxCAD()\n const line = new WallLine(new McGePoint3d(), new McGePoint3d(), 5000)\n let oldLine: WallLine\n let linePoints: McGePoint3d[] = []\n let i = 0\n while (true) {\n const point = await getPoint.go()\n getPoint.setUserDraw((currentPoint, pW) => {\n if (linePoints.length === 0) {\n return\n }\n line.update(point, currentPoint, 5000)\n pW.setColor(\"#ff0000\")\n pW.drawLine(line.outsidePoints[0].toVector3(), line.outsidePoints[1].toVector3())\n pW.setColor(\"#00ffff\")\n pW.drawLine(line.insidePoints[0].toVector3(), line.insidePoints[1].toVector3())\n pW.setColor(\"#fff\")\n pW.drawLine(line.startPoint.toVector3(), line.endPoint.toVector3())\n })\n linePoints.push(point)\n if (linePoints.length === 2) {\n const [pt1, pt2] = linePoints\n const line = new WallLine(pt1, pt2, 5000)\n // line.processingIntersection()\n line.draw()\n linePoints = []\n getPoint.clearLastInputPoint()\n }\n\n // if (oldPoint) {\n // const line = new WallLine(oldPoint, point, 5000)\n // line.draw()\n // oldLine = line\n // }\n // oldPoint = point.clone()\n mxcad.updateDisplay()\n }\n\n // new Wall().call({\n // points: \"100,200,300,800,600,600, -100, 100, 300, 200, 1000, -200\",\n // width: 100\n // })\n // new Wall().call({\n // points: \"33, 66, 88, 777, 965\",\n // width: 100\n // })\n}, 1000)\n\n*/\n","///////////////////////////////////////////////////////////////////////////////\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\n//https://www.mxdraw.com/\n///////////////////////////////////////////////////////////////////////////////\n\nimport { MxCpp, McDbBlockReference, McGePoint3d } from \"mxcad\"\n\n\n// 放置树,位置66,1000\nexport class Bock {\n async call(param: any) {\n let mxcad = MxCpp.App.getCurrentMxCAD();\n\n if (param.name) {\n const table = mxcad.getDatabase().getBlockTable()\n const blkrecId = table.get(param.name)\n if (!blkrecId) return\n if(!blkrecId.isValid()) return\n let blkRef = new McDbBlockReference();\n blkRef.blockTableRecordId = blkrecId;\n let box = blkRef.getBoundingBox();\n let oldScale = 0\n if (box.ret) {\n let dLen = box.maxPt.distanceTo(box.minPt);\n if (dLen > 0.00001) {\n oldScale = mxcad.getMxDrawObject().screenCoordLong2Doc(100) / dLen\n blkRef.setScale(oldScale);\n }\n }\n blkRef.position = new McGePoint3d(param.pos[0], param.pos[1])\n mxcad.drawEntity(blkRef);\n mxcad.updateDisplay()\n }\n }\n\n public regist_data() {\n return {\n filename: \"insertBock.json\",\n name: \"insertBock\",\n description: \"放置插入某个物品\",\n params: [\n {\n name: \"name\", description: \"要放置插入的物品名称\", \"type\": \"str\", \"required\": true\n },\n {\n name: \"pos\", description: \"要放置插入物品的位置\", \"type\": \"tuple[float, float]\", \"required\": true\n }\n ]\n }\n }\n}\n\n","///////////////////////////////////////////////////////////////////////////////\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\n//https://www.mxdraw.com/\n///////////////////////////////////////////////////////////////////////////////\n\nimport { MxAiModule } from \"../MxAiModule\";\nimport { Wall } from \"./drawWall\";\nimport { Bock } from \"./InsertBock\"\nexport function init() {\n MxAiModule.regist(Wall)\n MxAiModule.regist(Bock)\n}\n","///////////////////////////////////////////////////////////////////////////////\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\n//https://www.mxdraw.com/\n///////////////////////////////////////////////////////////////////////////////\n\nimport { McDbMText, McDbText, McGePoint3d, McObjectId, MxCADUiPrDist, MxCADUiPrPoint, MxCADUiPrString, MxCpp } from \"mxcad\";\nimport { MxAiModule } from \"./MxAiModule\";\nimport { baseParams, mergeBaseMcDbEntityProps, parsePoint } from \"./base\";\n\n\n\n//绘制插入单行文字\"是否\"文字位置0,0\nclass MxAiDrawText {\n async call(param: any) {\n let mxcad = MxCpp.getCurrentMxCAD();\n console.log(param)\n mxcad.newFile()\n let objId: McObjectId\n const isMText = typeof param.isMText === \"undefined\" ? false : param.isMText\n const createMText = () => {\n const mText = new McDbMText()\n mText.textHeight = param.textSize || 100\n mText.location = param.textPos || new McGePoint3d()\n mText.contents = param.textString || \"\"\n return mText\n }\n const createText = () => {\n const text = new McDbText()\n text.height = param.textSize || 100\n text.textString = param.textString || \"\"\n text.position = param.textPos || new McGePoint3d()\n return text\n }\n if (!param.textString) {\n const getStr = new MxCADUiPrString()\n getStr.setMessage(\"请输入文字\")\n const text = await getStr.go()\n if (!text) return\n param.textString = text\n }\n if (!param.textPos) {\n const getPoint = new MxCADUiPrPoint()\n getPoint.clearLastInputPoint()\n getPoint.setMessage(\"请指定文字位置\")\n const point = await getPoint.go()\n getPoint.setUserDraw((pt, pw) => {\n param.textPos = pt\n if (isMText) {\n const mText = createMText()\n pw.drawMcDbEntity(mText)\n } else {\n const text = createText()\n pw.drawMcDbEntity(text)\n }\n })\n if (!point) return\n param.textPos = point\n } else {\n param.textPos = parsePoint(param.textPos)\n }\n if (!param.textSize) {\n const getDist = new MxCADUiPrPoint()\n getDist.clearLastInputPoint()\n getDist.setMessage(\"通过线段长度确定文字高度\")\n const point = await getDist.go()\n if (point) {\n getDist.setUserDraw((pt, pw) => {\n param.textSize = point.distanceTo(pt)\n if (isMText) {\n const mText = createMText()\n pw.drawMcDbEntity(mText)\n } else {\n const text = createText()\n pw.drawMcDbEntity(text)\n }\n })\n const point1 = await getDist.go()\n if (point1) {\n param.textSize = point1.distanceTo(point)\n }\n }\n }\n\n if (isMText) {\n const mText = createMText()\n objId = mxcad.drawEntity(mText)\n } else {\n const text = createText()\n objId = mxcad.drawEntity(text)\n }\n mergeBaseMcDbEntityProps(objId.getMcDbEntity(), param)\n mxcad.updateDisplay();\n }\n\n public regist_data() {\n return {\n filename: \"drawText.json\",\n name: \"draw_text\",\n description: \"绘制或者插入文字或者多行文字(文本)\",\n params: [\n {\n name: \"isMText\", description: \"绘制的文字是否为多行文字\", \"type\": \"boolean\", \"required\": true\n },\n {\n name: \"textString\", description: \"绘制的文字的内容\", \"type\": \"str\", \"required\": true\n },\n {\n name: \"textPos\", description: \"绘制的文字的位置\", \"type\": \"tuple[float, float]\", \"required\": true\n },\n {\n name: \"textSize\", description: \"绘制的文字的高度\", \"type\": \"float\", \"required\": true\n },\n ...baseParams,\n ]\n }\n }\n\n}\n\nexport function init() {\n MxAiModule.regist(MxAiDrawText);\n}\n\n\n","///////////////////////////////////////////////////////////////////////////////\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\n//https://www.mxdraw.com/\n///////////////////////////////////////////////////////////////////////////////\n\nimport { MxCpp } from \"mxcad\";\nimport { MxAiModule } from \"./MxAiModule\";\nimport { MxFun } from \"mxdraw\";\n\n// 撤回2步 恢复1步\nclass MxAiWithdrawAndRestore {\n public call(param: any) {\n console.log(param)\n if(param.isWithdraw) {\n if(typeof param.withdrawNum !== \"number\") param.withdrawNum = 1\n for (let index = 0; index < param.withdrawNum; index++) {\n MxFun.sendStringToExecute(\"Mx_Undo\")\n }\n }\n if(param.isRestore) {\n if(typeof param.restoreNum !== \"number\") param.restoreNum = 1\n for (let index = 0; index < param.restoreNum; index++) {\n MxFun.sendStringToExecute(\"Mx_Redo\")\n }\n }\n }\n\n public regist_data() {\n return {\n filename: \"call_withdraw_restore.json\",\n name: \"call_withdraw_restore\",\n description: \"撤回撤销和恢复\",\n params: [\n {\n name: \"isWithdraw\", description: \"是否要撤回或撤销\", \"type\": \"boolean\", \"required\": true\n },\n {\n name: \"isRestore\", description: \"是否要恢复\", \"type\": \"boolean\", \"required\": true\n },\n {\n name: \"withdrawNum\", description: \"撤回撤销(上)几步\", \"type\": \"int\", \"required\": false\n },\n {\n name: \"restoreNum\", description: \"恢复(前)几步\", \"type\": \"int\", \"required\": false\n }\n ]\n }\n }\n\n}\n\nexport function init() {\n MxAiModule.regist(MxAiWithdrawAndRestore);\n}\n","///////////////////////////////////////////////////////////////////////////////\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\n//https://www.mxdraw.com/\n///////////////////////////////////////////////////////////////////////////////\n\nimport { MxCADUiPrString, MxCpp } from \"mxcad\";\nimport { MxFun } from \"mxdraw\";\n\n\nexport class MxAiModuleType {\n\n private aryRegData = [];\n public regist(type: any) {\n let fun = new type();\n let regdata = fun.regist_data();\n MxCpp.Ai.addFunction(regdata.name, fun.call);\n this.aryRegData.push(regdata);\n }\n\n public regist_server(operation_code:string) {\n this.aryRegData.forEach((val) => {\n val.operation_code = operation_code;\n MxCpp.Ai.registTool(val);\n })\n MxCpp.Ai.reloadTools({operation_code:operation_code});\n }\n\n}\nexport let MxAiModule: MxAiModuleType = new MxAiModuleType();\n\n\nasync function Mx_Ai() {\n let getString = new MxCADUiPrString();\n getString.setMessage(\"\\n human:\");\n let str = await getString.go();\n if (!str) return;\n MxCpp.Ai.chat_tool(str);\n}\n\nasync function Mx_AiRegistServer() {\n let getString = new MxCADUiPrString();\n getString.setMessage(\"\\n 输入 server_operate_code:\");\n let str = await getString.go();\n if (!str) return;\n MxAiModule.regist_server(str);\n}\n\n\nimport { init as line_init } from \"./MxAiDrawLine\"\nimport { init as circle_init } from \"./MxAiDrawCircle\"\nimport { init as circle_arc_init } from \"./MxAiDrawCircleArc\"\n\nimport { init as polygon_init } from \"./MxAiDrawPolygon\"\nimport { init as rect_init } from \"./MxAiDrawRect\"\n\nimport { init as ellipse_init } from \"./MxAiDrawEllipse\"\n\nimport { init as interiorDesign_init } from \"./interiorDesignCode\"\nimport { init as text_init } from \"./MxAiDrawText\"\nimport { init as withdrawOrRestore_init } from \"./MxAiWithdrawAndRestore\"\n\nexport function init() {\n MxFun.addCommand(\"Mx_Ai\", Mx_Ai);\n MxFun.addCommand(\"Mx_AiRegistServer\", Mx_AiRegistServer);\n line_init();\n circle_init()\n circle_arc_init()\n polygon_init()\n ellipse_init()\n interiorDesign_init()\n text_init()\n withdrawOrRestore_init()\n rect_init()\n}\n\n","///////////////////////////////////////////////////////////////////////////////\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\n//https://www.mxdraw.com/\n///////////////////////////////////////////////////////////////////////////////\nimport { MxFun } from \"mxdraw\";\nimport { McDbAttribute, McDbBlockReference, McDbLine, McGePoint3d, MxCADResbuf, MxCADSelectionSet, MxCADUiPrPoint, MxCADUtility, MxCpp } from \"mxcad\";\n\nfunction FindBlock(pt:McGePoint3d,blks:any):any{\n let dSearch = 40;\n let filter = new MxCADResbuf();\n filter.AddString(\"电杆层\", 0);\n filter.AddString(\"INSERT\", 5020);\n let ss = new MxCADSelectionSet();\n\n // 得到pt位置,范围为dSearch内的图块,图层为\"电杆层\"\n ss.crossingSelect(pt.x - dSearch,pt.y - dSearch,pt.x + dSearch,pt.y + dSearch,filter);\n let aryFind:any[] = [];\n\n // 遍历每个图块,得到图位置,放到一个数组中。\n ss.forEach((id) => {\n let ent = id.getMcDbEntity();\n if (ent) {\n let blkRef = (ent as McDbBlockReference);\n if(blks[blkRef.getObjectID().id]){\n aryFind.push({dist:blkRef.position.distanceTo(pt),blk:blks[blkRef.getObjectID().id]});\n }\n }\n });\n\n if(aryFind.length == 0) return undefined;\n\n // 对数组按查找点到图块位置的距离排序.\n aryFind.sort((a,b)=>{\n return a.dist - b.dist;\n });\n\n // 得到与查找点最近的图块,并返回.\n if(aryFind[0].dist < dSearch){\n return aryFind[0].blk;\n }\n return false;\n}\n\nfunction FindLine(key:any,blks:any,lines:any){\n\n let blkdata = blks[key];\n let blkref:McDbBlockReference = blkdata.ref;\n\n let dSearch = 40;\n let filter = new MxCADResbuf();\n filter.AddString(\"0\", 0);\n filter.AddString(\"LINE\", 5020);\n let ss = new MxCADSelectionSet();\n\n // 得到图块位置,范围为dSearch内的直线。\n ss.crossingSelect(blkref.position.x - dSearch,blkref.position.y - dSearch,blkref.position.x + dSearch,blkref.position.y + dSearch,filter);\n\n // 遍历每个直线 。\n ss.forEach((id) => {\n let ent = id.getMcDbEntity();\n if (ent) {\n let line = (ent as McDbLine);\n let nexPoint:McGePoint3d = line.endPoint;\n\n // 得到直线与图块连接的端点坐标.\n let dist = line.startPoint.distanceTo(blkref.position);\n if(dist > line.endPoint.distanceTo(blkref.position)){\n dist = line.endPoint.distanceTo(blkref.position);\n nexPoint = line.startPoint;\n }\n\n if(dist < dSearch){\n if(!line[line.getObjectID().id] ){\n // 查找直线另一端的图块.\n let nexBlk = FindBlock(nexPoint,blks);\n if(nexBlk ){\n // 两端都找到图块,就算找到一个目标直线了.\n lines[line.getObjectID().id] = {tag1:blkdata.tag,tag2:nexBlk.tag,handle:line.getHandle()};\n }\n }\n }\n }\n });\n\n}\n\n// demo/test_search.dwg\nasync function MxTest_UserGetData() {\n\n let ss = new MxCADSelectionSet();\n let filter = new MxCADResbuf();\n filter.AddString(\"电杆层\", 0);\n filter.AddString(\"INSERT\", 5020);\n\n // 得到图上所在\"电杆层\"上的图块。\n ss.allSelect(filter);\n\n let blks:any = {};\n\n // 遍历每个图块.\n ss.forEach((id) => {\n let ent = id.getMcDbEntity();\n if (ent) {\n let blkRef = (ent as McDbBlockReference);\n let aryId = blkRef.getAllAttribute();\n let obj:any = {};\n aryId.forEach((id) => {\n let attribt: McDbAttribute = id.getMcDbEntity() as any;\n // 得到杆号\n if (attribt.tag == \"杆号\") {\n obj.tag = attribt.textString;\n }\n });\n\n if(obj.tag){\n // 得到一个目标图块 。\n obj.handle = blkRef.getHandle();\n blks[id.id]= {ref:blkRef,tag:obj.tag};\n console.log(obj);\n }\n }\n })\n\n let lines:any = {};\n Object.keys(blks).forEach((key)=>{\n // 根所图块位置,查找与它连接的直线 。\n FindLine(key,blks,lines);\n });\n\n Object.keys(lines).forEach((key)=>{\n console.log(lines[key]);\n });\n\n}\n\nexport function init() {\n MxFun.addCommand(\"MxTest_UserGetData\", MxTest_UserGetData);\n}\n","///////////////////////////////////////////////////////////////////////////////\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\n//https://www.mxdraw.com/\n///////////////////////////////////////////////////////////////////////////////\n\nimport { MxFun } from \"mxdraw\";\nimport {\n MxCpp,\n McDbLine,\n McGePoint3d,\n McDbCustomEntity,\n IMcDbDwgFiler,\n MxCADWorldDraw,\n McGePoint3dArray,\n MxCADUiPrPoint,\n McGeVector3d,\n McDbText,\n McDb,\n MxCADResbuf,\n MxCADSelectionSet,\n McObjectId,\n McDbCircle,\n\n} from \"mxcad\"\n\n// LineText\nclass McDbLineText extends McDbCustomEntity {\n\n private pt1: McGePoint3d = new McGePoint3d();\n private pt2: McGePoint3d = new McGePoint3d();\n private _text: string = \"\";\n private _textsize: number = 10;\n\n constructor(imp?: any) {\n super(imp);\n }\n\n public create(imp: any) {\n return new McDbLineText(imp)\n }\n\n public getTypeName(): string {\n return \"McDbLineText\";\n }\n\n public set text(val: string) {\n this._text = val;\n }\n\n public get text(): string {\n return this._text;\n }\n\n public set textsize(val: number) {\n this._textsize = val;\n }\n\n public get textsize(): number {\n return this._textsize;\n }\n\n\n public dwgInFields(filter: IMcDbDwgFiler): boolean {\n this.pt1 = filter.readPoint(\"pt1\").val;\n this.pt2 = filter.readPoint(\"pt2\").val;\n this._text = filter.readString(\"text\").val;\n this._textsize = filter.readDouble(\"textsize\").val;\n\n\n return true;\n }\n\n public dwgOutFields(filter: IMcDbDwgFiler): boolean {\n filter.writePoint(\"pt1\", this.pt1);\n filter.writePoint(\"pt2\", this.pt2);\n filter.writeString(\"text\", this._text);\n filter.writeDouble(\"textsize\", this._textsize);\n return true;\n }\n\n private fineLink(pt: McGePoint3d): any {\n let ret: any = {};\n let myId = this.getObjectID();\n let dSearch = this._textsize * 0.5;;\n let filter = new MxCADResbuf();\n filter.AddString(\"McDbCustomEntity\", 5020);\n\n let ss = new MxCADSelectionSet();\n ss.crossingSelect(pt.x - dSearch, pt.y - dSearch, pt.x + dSearch, pt.y + dSearch, filter);\n ss.forEach((id) => {\n if (id == myId)\n return;\n let ent = id.getMcDbEntity();\n if (!ent) return;\n if (ent instanceof McDbLineText) {\n let line = (ent as McDbLineText);\n let linkPoint = line.getPoint1();\n let link_pos = 0;\n\n // 得到直线与图块连接的端点坐标.\n let dist = line.getPoint1().distanceTo(pt);\n if (dist > line.getPoint2().distanceTo(pt)) {\n dist = line.getPoint2().distanceTo(pt);\n linkPoint = line.getPoint2();\n link_pos = 1;\n }\n if (dist < dSearch) {\n ret[id.id] = { link_point: linkPoint,link_pos:link_pos };\n }\n }\n });\n return ret;\n }\n\n public moveGripPointsAt(iIndex: number, dXOffset: number, dYOffset: number, dZOffset: number) {\n this.assertWrite();\n\n let pt:McGePoint3d = this.pt1.clone();\n let new_pt:McGePoint3d = pt;\n if (iIndex == 0) {\n this.pt1.x += dXOffset;\n this.pt1.y += dYOffset;\n this.pt1.z += dZOffset;\n new_pt = this.pt1;\n }\n else if (iIndex == 1) {\n pt = this.pt2.clone();\n\n this.pt2.x += dXOffset;\n this.pt2.y += dYOffset;\n this.pt2.z += dZOffset;\n new_pt = this.pt2;\n }\n\n if (this.getObjectID().isValid()) {\n\n // 同步,与连接的其它对象。\n let linkobj = this.fineLink(pt)\n Object.keys(linkobj).forEach((id_val:any)=>{\n let idFind = new McObjectId(id_val);\n let lineFind = (idFind.getMcDbEntity() as McDbLineText);\n\n if(linkobj[id_val].link_pos == 0){\n lineFind.setPoint1(new_pt);\n }\n else{\n lineFind.setPoint2(new_pt);\n }\n });\n }\n };\n\n public getGripPoints(): McGePoint3dArray {\n let ret = new McGePoint3dArray()\n ret.append(this.pt1);\n ret.append(this.pt2);\n return ret;\n };\n\n\n\n public worldDraw(draw: MxCADWorldDraw): void {\n\n let circle_r = this._textsize * 0.4;\n let vec2 = this.pt2.sub(this.pt1);\n vec2.normalize().mult(circle_r);\n\n let tmpline = new McDbLine(this.pt1.clone().addvec(vec2), this.pt2.clone().subvec(vec2));\n draw.drawEntity(tmpline);\n\n let vec = this.pt2.sub(this.pt1).mult(0.5);\n let midpt = this.pt1.clone().addvec(vec);\n\n\n if (vec.dotProduct(McGeVector3d.kXAxis) < 0) {\n vec.negate();\n }\n\n let ange = vec.angleTo2(McGeVector3d.kXAxis, McGeVector3d.kNegateZAxis);\n\n let str = this._text;\n if (str.length == 0) {\n str = this.pt1.distanceTo(this.pt2).toFixed(2);\n }\n vec.perpVector();\n if (vec.dotProduct(McGeVector3d.kYAxis) < 0) {\n vec.negate();\n }\n vec.normalize().mult(this._textsize * 0.2);\n\n let text = new McDbText();\n text.textString = str;\n text.position = midpt.clone().addvec(vec);\n text.alignmentPoint = midpt.clone().addvec(vec);\n text.rotation = ange;\n text.verticalMode = McDb.TextVertMode.kTextBottom;\n text.horizontalMode = McDb.TextHorzMode.kTextCenter;\n text.height = this._textsize;\n\n draw.drawEntity(text)\n\n\n let circle1 = new McDbCircle();\n circle1.center = this.pt1;\n circle1.radius = circle_r;\n draw.drawEntity(circle1);\n\n let circle2= new McDbCircle();\n circle2.center = this.pt2;\n circle2.radius = circle_r;\n draw.drawEntity(circle2);\n\n }\n\n //\n public setPoint1(pt1: McGePoint3d) {\n this.assertWrite();\n this.pt1 = pt1.clone();\n }\n\n public setPoint2(pt2: McGePoint3d) {\n this.assertWrite();\n this.pt2 = pt2.clone();\n }\n\n public getPoint1() {\n return this.pt1;\n }\n\n public getPoint2() {\n return this.pt2;\n }\n}\n\nexport async function MxTest_LineText() {\n /*\n let mxcad = MxCpp.getCurrentMxCAD();\n const getPoint = new MxCADUiPrPoint();\n getPoint.setMessage(\"\\n指定一点:\");\n let pt1 = (await getPoint.go());\n if (!pt1) return;\n\n getPoint.setBasePt(pt1);\n getPoint.setUseBasePt(true);\n\n getPoint.setMessage(\"\\n指定二点:\");\n let pt2 = (await getPoint.go());\n if (!pt2) return;\n\n let myline = new McDbLineText();\n myline.setPoint1(pt1);\n myline.setPoint2(pt2);\n myline.textsize = mxcad.mxdraw.screenCoordLong2Doc(10);\n\n mxcad.drawEntity(myline);\n */\n let mxcad = MxCpp.getCurrentMxCAD();\n //清空当前显示内容\n mxcad.newFile();\n\n let pt1 = new McGePoint3d(100,100,0);\n let pt2 = new McGePoint3d(200,150,0);\n let pt3 = new McGePoint3d(400,50,0);\n let pt4 = new McGePoint3d(600,60,0);\n let pt5 = new McGePoint3d(200,300,0);\n\n let textsize = 5;\n\n let myline1 = new McDbLineText();\n myline1.setPoint1(pt1);\n myline1.setPoint2(pt2);\n myline1.textsize = textsize;\n myline1.text = \"xxxx\";\n mxcad.drawEntity(myline1);\n\n\n let myline2 = new McDbLineText();\n myline2.setPoint1(pt2);\n myline2.setPoint2(pt3);\n myline2.textsize = textsize;\n mxcad.drawEntity(myline2);\n\n let myline3 = new McDbLineText();\n myline3.setPoint1(pt3);\n myline3.setPoint2(pt4);\n myline3.textsize = textsize;\n mxcad.drawEntity(myline3);\n\n\n let myline4 = new McDbLineText();\n myline4.setPoint1(pt2);\n myline4.setPoint2(pt5);\n myline4.textsize = textsize;\n mxcad.drawEntity(myline4);\n\n\n //把所有的实体都放到当前显示视区\n mxcad.zoomW(new McGePoint3d(-300,-300,0),new McGePoint3d(650,500,0));\n\n //更新视区显示\n mxcad.updateDisplay();\n}\n\n\n\nexport function init() {\n\n MxFun.addCommand(\"MxTest_LineText\", MxTest_LineText);\n new McDbLineText().rxInit();\n}\n","///////////////////////////////////////////////////////////////////////////////\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\n//https://www.mxdraw.com/\n\nimport { init as init_getdata } from \"./getdata\"\nimport { init as linetext_custom } from \"./linetext_custom/entity\"\n///////////////////////////////////////////////////////////////////////////////\nexport function init() {\n init_getdata();\n linetext_custom();\n}\n","///////////////////////////////////////////////////////////////////////////////\r\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\r\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\r\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\r\n//https://www.mxdraw.com/\r\n///////////////////////////////////////////////////////////////////////////////\r\n\r\nimport { DynamicInputType, MxFun } from \"mxdraw\";\r\nimport {\r\n MxCpp,\r\n McDbLine,\r\n McGePoint3d,\r\n McDbCustomEntity,\r\n IMcDbDwgFiler,\r\n MxCADWorldDraw,\r\n McGePoint3dArray,\r\n McDbPoint,\r\n MxCADUiPrPoint,\r\n McObjectId,\r\n McDbPolyline,\r\n McDbHatch,\r\n MxCADSelectionSet,\r\n MxCADResbuf,\r\n} from \"mxcad\"\r\n\r\nclass McDbGisEntity extends McDbCustomEntity {\r\n public create(imp?: any): McDbCustomEntity {\r\n throw new Error(\"Method not implemented.\");\r\n }\r\n public getTypeName(): string {\r\n throw new Error(\"Method not implemented.\");\r\n }\r\n public dwgInFields(filter: IMcDbDwgFiler): boolean {\r\n throw new Error(\"Method not implemented.\");\r\n }\r\n public dwgOutFields(filter: IMcDbDwgFiler): boolean {\r\n throw new Error(\"Method not implemented.\");\r\n }\r\n public worldDraw(draw: MxCADWorldDraw): void {\r\n throw new Error(\"Method not implemented.\");\r\n }\r\n};\r\n\r\n// Point\r\nclass McDbGisPoint extends McDbGisEntity {\r\n\r\n private pt: McGePoint3d = new McGePoint3d();\r\n\r\n\r\n constructor(imp?: any) {\r\n super(imp);\r\n }\r\n\r\n public create(imp: any) {\r\n return new McDbGisPoint(imp)\r\n }\r\n\r\n public getTypeName(): string {\r\n return \"McDbGisPoint\";\r\n }\r\n\r\n public dwgInFields(filter: IMcDbDwgFiler): boolean {\r\n this.pt = filter.readPoint(\"pt\").val;\r\n return true;\r\n }\r\n\r\n public dwgOutFields(filter: IMcDbDwgFiler): boolean {\r\n filter.writePoint(\"pt\", this.pt);\r\n return true;\r\n }\r\n\r\n\r\n public moveGripPointsAt(iIndex: number, dXOffset: number, dYOffset: number, dZOffset: number) {\r\n this.assertWrite();\r\n if (iIndex == 0) {\r\n this.pt.x += dXOffset;\r\n this.pt.y += dYOffset;\r\n this.pt.z += dZOffset;\r\n }\r\n\r\n };\r\n\r\n public getGripPoints(): McGePoint3dArray {\r\n let ret = new McGePoint3dArray()\r\n ret.append(this.pt);\r\n return ret;\r\n };\r\n\r\n\r\n\r\n public worldDraw(draw: MxCADWorldDraw): void {\r\n draw.drawEntity(new McDbPoint(this.pt));\r\n }\r\n\r\n //\r\n public setPoint(pt: McGePoint3d) {\r\n this.assertWrite();\r\n this.pt = pt.clone();\r\n }\r\n\r\n public getPoint(): McGePoint3d {\r\n return this.pt;\r\n }\r\n}\r\n\r\n\r\n// MultiPoint\r\nclass McDbGisMultiPoint extends McDbGisEntity {\r\n\r\n private pts: McGePoint3d[] = [];\r\n\r\n constructor(imp?: any) {\r\n super(imp);\r\n }\r\n\r\n public create(imp: any) {\r\n return new McDbGisMultiPoint(imp)\r\n }\r\n\r\n public getTypeName(): string {\r\n return \"McDbGisMultiPoint\";\r\n }\r\n\r\n public dwgInFields(filter: IMcDbDwgFiler): boolean {\r\n this.pts = filter.readPoints(\"pts\").val;\r\n return true;\r\n }\r\n\r\n public dwgOutFields(filter: IMcDbDwgFiler): boolean {\r\n filter.writePoints(\"pts\", this.pts);\r\n return true;\r\n }\r\n\r\n public moveGripPointsAt(iIndex: number, dXOffset: number, dYOffset: number, dZOffset: number) {\r\n this.assertWrite();\r\n if (iIndex >= 0 && iIndex < this.pts.length) {\r\n this.pts[iIndex].x += dXOffset;\r\n this.pts[iIndex].y += dYOffset;\r\n this.pts[iIndex].z += dZOffset;\r\n }\r\n };\r\n\r\n public getGripPoints(): McGePoint3dArray {\r\n let ret = new McGePoint3dArray()\r\n this.pts.forEach(val => {\r\n ret.append(val);\r\n })\r\n return ret;\r\n };\r\n\r\n\r\n\r\n public worldDraw(draw: MxCADWorldDraw): void {\r\n this.pts.forEach(val => {\r\n draw.drawEntity(new McDbPoint(val));\r\n })\r\n }\r\n\r\n //\r\n public setPoint(index: number, pt: McGePoint3d) {\r\n this.assertWrite();\r\n if (index >= 0 && index < this.pts.length) {\r\n this.pts[index] = pt.clone();\r\n }\r\n }\r\n\r\n public getPoint(index: number): McGePoint3d {\r\n if (index >= 0 && index < this.pts.length) {\r\n return this.pts[index];\r\n }\r\n else {\r\n return new McGePoint3d();\r\n }\r\n }\r\n\r\n public addPoint(pt: McGePoint3d) {\r\n this.pts.push(pt.clone());\r\n }\r\n\r\n public removeAllPoint(): void {\r\n this.pts = [];\r\n }\r\n\r\n public getPointCount(): number {\r\n return this.pts.length;\r\n }\r\n}\r\n\r\n\r\n\r\n// LineString\r\nclass McDbGisLineString extends McDbGisEntity {\r\n\r\n private pts: McGePoint3d[] = [];\r\n\r\n constructor(imp?: any) {\r\n super(imp);\r\n }\r\n\r\n public create(imp: any) {\r\n return new McDbGisLineString(imp)\r\n }\r\n\r\n public getTypeName(): string {\r\n return \"McDbGisLineString\";\r\n }\r\n\r\n public dwgInFields(filter: IMcDbDwgFiler): boolean {\r\n this.pts = filter.readPoints(\"pts\").val;\r\n return true;\r\n }\r\n\r\n public dwgOutFields(filter: IMcDbDwgFiler): boolean {\r\n filter.writePoints(\"pts\", this.pts);\r\n return true;\r\n }\r\n\r\n public moveGripPointsAt(iIndex: number, dXOffset: number, dYOffset: number, dZOffset: number) {\r\n this.assertWrite();\r\n if (iIndex >= 0 && iIndex < this.pts.length) {\r\n this.pts[iIndex].x += dXOffset;\r\n this.pts[iIndex].y += dYOffset;\r\n this.pts[iIndex].z += dZOffset;\r\n }\r\n };\r\n\r\n public getGripPoints(): McGePoint3dArray {\r\n let ret = new McGePoint3dArray()\r\n this.pts.forEach(val => {\r\n ret.append(val);\r\n })\r\n return ret;\r\n };\r\n\r\n\r\n\r\n public worldDraw(draw: MxCADWorldDraw): void {\r\n let pl = new McDbPolyline();\r\n this.pts.forEach(val => {\r\n pl.addVertexAt(val);\r\n })\r\n draw.drawEntity(pl);\r\n }\r\n\r\n //\r\n public setPoint(index: number, pt: McGePoint3d) {\r\n this.assertWrite();\r\n if (index >= 0 && index < this.pts.length) {\r\n this.pts[index] = pt.clone();\r\n }\r\n }\r\n\r\n public getPoint(index: number): McGePoint3d {\r\n if (index >= 0 && index < this.pts.length) {\r\n return this.pts[index];\r\n }\r\n else {\r\n return new McGePoint3d();\r\n }\r\n }\r\n\r\n public addPoint(pt: McGePoint3d) {\r\n this.pts.push(pt.clone());\r\n }\r\n\r\n public removeAllPoint(): void {\r\n this.pts = [];\r\n }\r\n\r\n public getPointCount(): number {\r\n return this.pts.length;\r\n }\r\n}\r\n\r\n\r\n\r\n\r\n// MultiLineString\r\nclass McDbGisMultiLineString extends McDbGisEntity {\r\n private ptss: McGePoint3d[][] = [];\r\n\r\n constructor(imp?: any) {\r\n super(imp);\r\n }\r\n\r\n public create(imp: any) {\r\n return new McDbGisMultiLineString(imp)\r\n }\r\n\r\n public getTypeName(): string {\r\n return \"McDbGisMultiLineString\";\r\n }\r\n\r\n public dwgInFields(filter: IMcDbDwgFiler): boolean {\r\n this.ptss = [];\r\n let ptss_n = filter.readLong(\"ptss_n\");\r\n for (let i = 0; i < ptss_n.val; i++) {\r\n let pts = filter.readPoints(\"ptss_\" + i);\r\n if (pts.ret) {\r\n this.ptss.push(pts.val);\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n public dwgOutFields(filter: IMcDbDwgFiler): boolean {\r\n filter.writeLong(\"ptss_n\", this.ptss.length);\r\n this.ptss.forEach((pts, index) => {\r\n filter.writePoints(\"ptss_\" + index, pts);\r\n })\r\n return true;\r\n }\r\n\r\n public moveGripPointsAt(iIndex: number, dXOffset: number, dYOffset: number, dZOffset: number) {\r\n this.assertWrite();\r\n let iCount = 0;\r\n for (let i = 0; i < this.ptss.length; i++) {\r\n let pts = this.ptss[i];\r\n for (let j = 0; j < pts.length; j++) {\r\n if (iCount == iIndex) {\r\n this.ptss[i][j].x += dXOffset;\r\n this.ptss[i][j].y += dYOffset;\r\n this.ptss[i][j].z += dZOffset;\r\n i = this.ptss.length;\r\n break;\r\n }\r\n iCount++;\r\n }\r\n }\r\n };\r\n\r\n public getGripPoints(): McGePoint3dArray {\r\n let ret = new McGePoint3dArray()\r\n this.ptss.forEach(pts => {\r\n pts.forEach((pt) => {\r\n ret.append(pt);\r\n })\r\n })\r\n return ret;\r\n };\r\n\r\n\r\n\r\n public worldDraw(draw: MxCADWorldDraw): void {\r\n\r\n for (let i = 0; i < this.ptss.length; i++) {\r\n let pts = this.ptss[i];\r\n let pl = new McDbPolyline();\r\n pts.forEach(val => {\r\n pl.addVertexAt(val);\r\n })\r\n draw.drawEntity(pl);\r\n }\r\n }\r\n\r\n public addPoints(pts: McGePoint3d[]) {\r\n this.ptss.push(pts);\r\n }\r\n\r\n public removeAllPoint(): void {\r\n this.ptss = [];\r\n }\r\n\r\n public getPointsCount(): number {\r\n return this.ptss.length;\r\n }\r\n\r\n public getPoints(index: number): McGePoint3d[] {\r\n if (index >= 0 && index < this.ptss.length) {\r\n return this.ptss[index];\r\n }\r\n else {\r\n return [];\r\n }\r\n }\r\n}\r\n\r\n// Polygon\r\nclass McDbGisPolygon extends McDbGisEntity {\r\n private ptss: McGePoint3d[][] = [];\r\n\r\n constructor(imp?: any) {\r\n super(imp);\r\n }\r\n\r\n public create(imp: any) {\r\n return new McDbGisPolygon(imp)\r\n }\r\n\r\n public getTypeName(): string {\r\n return \"McDbGisPolygon\";\r\n }\r\n\r\n public dwgInFields(filter: IMcDbDwgFiler): boolean {\r\n this.ptss = [];\r\n let ptss_n = filter.readLong(\"ptss_n\");\r\n for (let i = 0; i < ptss_n.val; i++) {\r\n let pts = filter.readPoints(\"ptss_\" + i);\r\n if (pts.ret) {\r\n this.ptss.push(pts.val);\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n public dwgOutFields(filter: IMcDbDwgFiler): boolean {\r\n filter.writeLong(\"ptss_n\", this.ptss.length);\r\n this.ptss.forEach((pts, index) => {\r\n filter.writePoints(\"ptss_\" + index, pts);\r\n })\r\n return true;\r\n }\r\n\r\n public moveGripPointsAt(iIndex: number, dXOffset: number, dYOffset: number, dZOffset: number) {\r\n this.assertWrite();\r\n let iCount = 0;\r\n for (let i = 0; i < this.ptss.length; i++) {\r\n let pts = this.ptss[i];\r\n for (let j = 0; j < pts.length; j++) {\r\n if (iCount == iIndex) {\r\n this.ptss[i][j].x += dXOffset;\r\n this.ptss[i][j].y += dYOffset;\r\n this.ptss[i][j].z += dZOffset;\r\n i = this.ptss.length;\r\n break;\r\n }\r\n iCount++;\r\n }\r\n }\r\n };\r\n\r\n public getGripPoints(): McGePoint3dArray {\r\n let ret = new McGePoint3dArray()\r\n this.ptss.forEach(pts => {\r\n pts.forEach((pt) => {\r\n ret.append(pt);\r\n })\r\n })\r\n return ret;\r\n };\r\n\r\n\r\n\r\n public worldDraw(draw: MxCADWorldDraw): void {\r\n let solid = new McDbHatch();\r\n for (let i = 0; i < this.ptss.length; i++) {\r\n let pts = this.ptss[i];\r\n if (pts.length > 2) {\r\n solid.appendLoop(new McGePoint3dArray(pts));\r\n }\r\n }\r\n if (solid.numLoops > 0) {\r\n draw.drawEntity(solid);\r\n }\r\n }\r\n\r\n public addPoints(pts: McGePoint3d[]) {\r\n this.ptss.push(pts);\r\n }\r\n\r\n public removeAllPoint(): void {\r\n this.ptss = [];\r\n }\r\n\r\n public getPointsCount(): number {\r\n return this.ptss.length;\r\n }\r\n\r\n public getPoints(index: number): McGePoint3d[] {\r\n if (index >= 0 && index < this.ptss.length) {\r\n return this.ptss[index];\r\n }\r\n else {\r\n return [];\r\n }\r\n }\r\n}\r\n\r\n\r\n//\r\nexport async function MxGis_DrawPoint() {\r\n let mxcad = MxCpp.getCurrentMxCAD();\r\n let getPoint = new MxCADUiPrPoint();\r\n getPoint.setMessage(\"点取一个点坐标\");\r\n let pt = await getPoint.go();\r\n if (pt) {\r\n let point = new McDbGisPoint();\r\n point.setPoint(pt);\r\n mxcad.drawEntity(point);\r\n }\r\n}\r\n\r\nexport async function MxGis_DrawMultiPoint() {\r\n let mxcad = MxCpp.getCurrentMxCAD();\r\n let getPoint = new MxCADUiPrPoint();\r\n getPoint.setMessage(\"点取一个点坐标\");\r\n let points = new McDbGisMultiPoint();\r\n let aryTmpEntityId: McObjectId[] = [];\r\n while (true) {\r\n getPoint.clearLastInputPoint();\r\n getPoint.setDynamicInputType(DynamicInputType.kXYCoordInput);\r\n let pt = await getPoint.go();\r\n if (pt) {\r\n points.addPoint(pt);\r\n let point = new McDbPoint(pt);\r\n aryTmpEntityId.push(mxcad.drawEntity(point));\r\n }\r\n else {\r\n break;\r\n }\r\n }\r\n\r\n if (points.getPointCount() > 0) {\r\n mxcad.drawEntity(points)\r\n }\r\n\r\n aryTmpEntityId.forEach(id => {\r\n id.erase();\r\n })\r\n}\r\n\r\nexport async function MxGis_DrawLineString() {\r\n let mxcad = MxCpp.getCurrentMxCAD();\r\n let getPoint = new MxCADUiPrPoint();\r\n getPoint.setMessage(\"点取一个点坐标\");\r\n let lines = new McDbGisLineString();\r\n let aryTmpEntityId: McObjectId[] = [];\r\n let prvPoint: any = undefined;\r\n while (true) {\r\n if (prvPoint) {\r\n getPoint.setBasePt(prvPoint);\r\n getPoint.setUseBasePt(true);\r\n }\r\n getPoint.setDynamicInputType(DynamicInputType.kXYCoordInput);\r\n let pt = await getPoint.go();\r\n if (pt) {\r\n lines.addPoint(pt);\r\n\r\n if (prvPoint) {\r\n let line = new McDbLine();\r\n line.startPoint = prvPoint;\r\n line.endPoint = pt;\r\n aryTmpEntityId.push(mxcad.drawEntity(line));\r\n }\r\n prvPoint = pt;\r\n }\r\n else {\r\n break;\r\n }\r\n }\r\n\r\n if (lines.getPointCount() > 1) {\r\n mxcad.drawEntity(lines)\r\n }\r\n\r\n aryTmpEntityId.forEach(id => {\r\n id.erase();\r\n })\r\n}\r\n\r\nexport async function MxGis_DrawMultiLineString() {\r\n let mxcad = MxCpp.getCurrentMxCAD();\r\n let getPoint = new MxCADUiPrPoint();\r\n getPoint.setMessage(\"点取一个点坐标\");\r\n getPoint.setKeyWords(\"[下一段线(N)]\")\r\n let lines = new McDbGisMultiLineString();\r\n\r\n let pts: McGePoint3d[] = [];\r\n let aryTmpEntityId: McObjectId[] = [];\r\n let prvPoint: any = undefined;\r\n\r\n while (true) {\r\n if (prvPoint) {\r\n getPoint.setBasePt(prvPoint);\r\n }\r\n else {\r\n getPoint.setUseBasePt(false);\r\n }\r\n\r\n getPoint.setDynamicInputType(DynamicInputType.kXYCoordInput);\r\n let pt = await getPoint.go();\r\n\r\n if (getPoint.isKeyWordPicked(\"N\")) {\r\n if (pts.length > 1) {\r\n lines.addPoints(pts);\r\n }\r\n pts = [];\r\n prvPoint = undefined;\r\n }\r\n else {\r\n if (pt) {\r\n pts.push(pt);\r\n\r\n if (prvPoint) {\r\n let line = new McDbLine();\r\n line.startPoint = prvPoint;\r\n line.endPoint = pt;\r\n aryTmpEntityId.push(mxcad.drawEntity(line));\r\n }\r\n prvPoint = pt;\r\n }\r\n else {\r\n break;\r\n }\r\n }\r\n\r\n }\r\n\r\n if (pts.length > 1) {\r\n lines.addPoints(pts);\r\n }\r\n\r\n if (lines.getPointsCount() > 0) {\r\n mxcad.drawEntity(lines);\r\n }\r\n\r\n aryTmpEntityId.forEach(id => {\r\n id.erase();\r\n })\r\n}\r\n\r\nexport async function MxGis_DrawPolygon() {\r\n let mxcad = MxCpp.getCurrentMxCAD();\r\n let getPoint = new MxCADUiPrPoint();\r\n getPoint.setMessage(\"点取一个点坐标\");\r\n let polygon = new McDbGisPolygon();\r\n\r\n let pts: McGePoint3d[] = [];\r\n let aryTmpEntityId: McObjectId[] = [];\r\n let prvPoint: any = undefined;\r\n\r\n while (true) {\r\n if (prvPoint) {\r\n getPoint.setBasePt(prvPoint);\r\n }\r\n else {\r\n getPoint.setUseBasePt(false);\r\n }\r\n if (pts.length > 2) {\r\n getPoint.setKeyWords(\"[闭合(C)/退出(E)]\")\r\n }\r\n\r\n getPoint.setDynamicInputType(DynamicInputType.kXYCoordInput);\r\n let pt = await getPoint.go();\r\n\r\n if (getPoint.isKeyWordPicked(\"C\")) {\r\n\r\n let line = new McDbLine();\r\n line.startPoint = pts[0];\r\n line.endPoint = pts[pts.length - 1];\r\n aryTmpEntityId.push(mxcad.drawEntity(line));\r\n\r\n if (pts.length > 2) {\r\n polygon.addPoints(pts);\r\n }\r\n pts = [];\r\n prvPoint = undefined;\r\n }\r\n else if (getPoint.isKeyWordPicked(\"E\")) {\r\n break;\r\n }\r\n else {\r\n if (pt) {\r\n pts.push(pt);\r\n\r\n if (prvPoint) {\r\n let line = new McDbLine();\r\n line.startPoint = prvPoint;\r\n line.endPoint = pt;\r\n aryTmpEntityId.push(mxcad.drawEntity(line));\r\n }\r\n prvPoint = pt;\r\n }\r\n else {\r\n break;\r\n }\r\n }\r\n\r\n }\r\n\r\n if (pts.length > 2) {\r\n polygon.addPoints(pts);\r\n }\r\n\r\n if (polygon.getPointsCount() > 0) {\r\n mxcad.drawEntity(polygon);\r\n }\r\n\r\n aryTmpEntityId.forEach(id => {\r\n id.erase();\r\n })\r\n\r\n}\r\n\r\nexport function MxGis_Get_geojson() {\r\n let ss = new MxCADSelectionSet();\r\n let filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"McDbCustomEntity\");\r\n ss.allSelect(filter);\r\n let genjson = { \"type\": \"FeatureCollection\", \"features\": [] };\r\n\r\n ss.forEach((id) => {\r\n let ent = id.getMcDbEntity();\r\n if (!ent) return;\r\n\r\n if (ent instanceof McDbGisPoint) {\r\n let point = (ent as McDbGisPoint);\r\n let pt = point.getPoint();\r\n let feature = {\r\n \"type\": \"Feature\",\r\n \"properties\": {},\r\n \"geometry\": {\r\n \"type\": \"Point\",\r\n \"coordinates\": [pt.x, pt.y, pt.z]\r\n }\r\n };\r\n genjson.features.push(feature);\r\n }\r\n else if (ent instanceof McDbGisMultiPoint) {\r\n let points = (ent as McDbGisMultiPoint);\r\n let pts = [];\r\n let len = points.getPointCount();\r\n for (let i = 0; i < len; i++) {\r\n let pt = points.getPoint(i);\r\n pts.push([pt.x, pt.y, pt.z]);\r\n }\r\n\r\n let feature = {\r\n \"type\": \"Feature\",\r\n \"properties\": {},\r\n \"geometry\": {\r\n \"type\": \"MultiPoint\",\r\n \"coordinates\": pts\r\n }\r\n };\r\n genjson.features.push(feature);\r\n }\r\n else if (ent instanceof McDbGisLineString) {\r\n let line = (ent as McDbGisLineString);\r\n\r\n let pts = [];\r\n let len = line.getPointCount();\r\n for (let i = 0; i < len; i++) {\r\n let pt = line.getPoint(i);\r\n pts.push([pt.x, pt.y, pt.z]);\r\n }\r\n\r\n let feature = {\r\n \"type\": \"Feature\",\r\n \"properties\": {},\r\n \"geometry\": {\r\n \"type\": \"LineString\",\r\n \"coordinates\": pts\r\n }\r\n };\r\n genjson.features.push(feature);\r\n }\r\n else if (ent instanceof McDbGisMultiLineString) {\r\n let lines = (ent as McDbGisMultiLineString);\r\n let ptss = [];\r\n let len = lines.getPointsCount();\r\n for (let i = 0; i < len; i++) {\r\n let pts = lines.getPoints(i);\r\n let ary = [];\r\n for (let j = 0; j < pts.length; j++) {\r\n let pt = pts[j];\r\n ary.push([pt.x, pt.y, pt.z]);\r\n }\r\n ptss.push(ary);\r\n }\r\n\r\n let feature = {\r\n \"type\": \"Feature\",\r\n \"properties\": {},\r\n \"geometry\": {\r\n \"type\": \"MultiLineString\",\r\n \"coordinates\": ptss\r\n }\r\n };\r\n genjson.features.push(feature);\r\n }\r\n else if (ent instanceof McDbGisPolygon) {\r\n let lines = (ent as McDbGisPolygon);\r\n let ptss = [];\r\n let len = lines.getPointsCount();\r\n for (let i = 0; i < len; i++) {\r\n let pts = lines.getPoints(i);\r\n let ary = [];\r\n for (let j = 0; j < pts.length; j++) {\r\n let pt = pts[j];\r\n ary.push([pt.x, pt.y, pt.z]);\r\n }\r\n ptss.push(ary);\r\n }\r\n\r\n let feature = {\r\n \"type\": \"Feature\",\r\n \"properties\": {},\r\n \"geometry\": {\r\n \"type\": \"Polygon\",\r\n \"coordinates\": ptss\r\n }\r\n };\r\n genjson.features.push(feature);\r\n }\r\n })\r\n console.log(JSON.stringify(genjson));\r\n}\r\n\r\n\r\n\r\n\r\nexport function init() {\r\n MxFun.addCommand(\"MxGis_DrawPoint\", MxGis_DrawPoint);\r\n MxFun.addCommand(\"MxGis_DrawMultiPoint\", MxGis_DrawMultiPoint);\r\n MxFun.addCommand(\"MxGis_DrawLineString\", MxGis_DrawLineString);\r\n MxFun.addCommand(\"MxGis_DrawMultiLineString\", MxGis_DrawMultiLineString);\r\n MxFun.addCommand(\"MxGis_DrawPolygon\", MxGis_DrawPolygon);\r\n MxFun.addCommand(\"MxGis_Get_geojson\", MxGis_Get_geojson);\r\n\r\n new McDbGisPoint().rxInit();\r\n new McDbGisMultiPoint().rxInit();\r\n new McDbGisLineString().rxInit();\r\n new McDbGisMultiLineString().rxInit();\r\n new McDbGisPolygon().rxInit();\r\n}\r\n","///////////////////////////////////////////////////////////////////////////////\r\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\r\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\r\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\r\n//https://www.mxdraw.com/\r\n///////////////////////////////////////////////////////////////////////////////\r\n\r\nimport { MrxDbgUiPrBaseReturn, MxFun } from \"mxdraw\";\r\nimport {\r\n McDbCustomEntity, McGePoint3d, IMcDbDwgFiler, McGePoint3dArray, MxCADWorldDraw, McDbLine,MxCADResbuf,DxfCode,\r\n McDbPolyline, MxCADUiPrPoint, MxCpp, McDbCircle, McDb, McDbCurve, McDbText, MxCADUiPrString, MxCADUiPrKeyWord, MxCADSelectionSet, McDbRotatedDimension,\r\n} from \"mxcad\";\r\n\r\n\r\n// 审图标注框\r\nclass McDbRectBoxLeadComment extends McDbCustomEntity {\r\n /** 云线角点1 */\r\n private pt1: McGePoint3d;\r\n /** 云线角点2 */\r\n private pt2: McGePoint3d;\r\n /** 审图标注点 */\r\n private pt3: McGePoint3d;\r\n /** 审图标注内容 */\r\n private _text: string = \"\";\r\n /** 字高 */\r\n private _textsize: number = 20;\r\n /** 云线半圆弧半径 */\r\n private _radius: number = 15;\r\n\r\n constructor(imp?: any) {\r\n super(imp);\r\n }\r\n public create(imp: any) {\r\n return new McDbRectBoxLeadComment(imp)\r\n }\r\n public getTypeName(): string {\r\n return \"McDbRectBoxLeadComment\";\r\n }\r\n\r\n //设置或获取文本值\r\n public set text(val: string) {\r\n this._text = val;\r\n }\r\n public get text(): string {\r\n return this._text;\r\n }\r\n //设置或获取文本大小\r\n public set textsize(val: number) {\r\n this._textsize = val;\r\n }\r\n public get textsize(): number {\r\n return this._textsize;\r\n }\r\n //设置或获取云线半圆弧半径\r\n public set radius(val: number) {\r\n this._radius = val;\r\n }\r\n public get radius(): number {\r\n return this._radius;\r\n }\r\n\r\n public dwgInFields(filter: IMcDbDwgFiler): boolean {\r\n this.pt1 = filter.readPoint(\"pt1\").val;\r\n this.pt2 = filter.readPoint(\"pt2\").val;\r\n this.pt3 = filter.readPoint(\"pt3\").val;\r\n this._text = filter.readString(\"text\").val;\r\n this._textsize = filter.readDouble(\"textsize\").val;\r\n return true;\r\n }\r\n public dwgOutFields(filter: IMcDbDwgFiler): boolean {\r\n filter.writePoint(\"pt1\", this.pt1);\r\n filter.writePoint(\"pt2\", this.pt2);\r\n filter.writePoint(\"pt3\", this.pt3);\r\n filter.writeString(\"text\", this._text);\r\n filter.writeDouble(\"textsize\", this._textsize);\r\n return true;\r\n }\r\n public moveGripPointsAt(iIndex: number, dXOffset: number, dYOffset: number, dZOffset: number) {\r\n this.assertWrite();\r\n if (iIndex === 0) {\r\n this.pt1.x += dXOffset;\r\n this.pt1.y += dYOffset;\r\n this.pt1.z += dZOffset;\r\n } else if (iIndex === 1) {\r\n this.pt2.x += dXOffset;\r\n this.pt2.y += dYOffset;\r\n this.pt2.z += dZOffset;\r\n } else if (iIndex === 2) {\r\n this.pt3.x += dXOffset;\r\n this.pt3.y += dYOffset;\r\n this.pt3.z += dZOffset;\r\n }\r\n };\r\n public getGripPoints(): McGePoint3dArray {\r\n let ret = new McGePoint3dArray();\r\n ret.append(this.pt1);\r\n ret.append(this.pt2);\r\n ret.append(this.pt3);\r\n return ret;\r\n };\r\n public worldDraw(draw: MxCADWorldDraw): void {\r\n const radius = this._radius;\r\n\r\n // 根据弧线半径,重新计算云线角点\r\n if (this.pt1.x < this.pt2.x) {\r\n const dist = this.pt2.x - this.pt1.x;\r\n const num = parseInt((dist / (radius * 2)).toString());\r\n this.pt2.x = this.pt1.x + radius * 2 * num;\r\n } else {\r\n const dist = this.pt1.x - this.pt2.x;\r\n const num = parseInt((dist / (radius * 2)).toString());\r\n this.pt1.x = this.pt2.x + radius * 2 * num;\r\n }\r\n\r\n if (this.pt1.y < this.pt2.y) {\r\n const dist = this.pt2.y - this.pt1.y;\r\n const num = parseInt((dist / (radius * 2)).toString());\r\n this.pt2.y = this.pt1.y + radius * 2 * num;\r\n } else {\r\n const dist = this.pt1.y - this.pt2.y;\r\n const num = parseInt((dist / (radius * 2)).toString());\r\n this.pt1.y = this.pt2.y + radius * 2 * num;\r\n }\r\n // 审图框线\r\n const pl = new McDbPolyline();\r\n pl.isClosed = true;\r\n pl.addVertexAt(this.pt1);\r\n pl.addVertexAt(new McGePoint3d(this.pt2.x, this.pt1.y));\r\n pl.addVertexAt(this.pt2);\r\n pl.addVertexAt(new McGePoint3d(this.pt1.x, this.pt2.y));\r\n\r\n // 根据审图框线与半径获取出云线所有圆弧的圆心\r\n const length = pl.getLength().val;\r\n let num = length / radius;\r\n // 获取圆心\r\n const circleCenterArr: McGePoint3d[] = [];\r\n for (let i = 1; i <= num; i++) {\r\n const pt = pl.getPointAtDist(radius * i).val;\r\n circleCenterArr.push(pt)\r\n }\r\n\r\n // 根据圆心与圆弧半径绘制云线圆弧\r\n circleCenterArr.forEach((center, index) => {\r\n const circle = new McDbCircle(center.x, center.y, center.z, radius);\r\n if (index % 2 === 0) {\r\n const ptArr: McGePoint3d[] = []\r\n circle.IntersectWith(pl, McDb.Intersect.kOnBothOperands).forEach(pt => {\r\n ptArr.push(pt)\r\n });\r\n circle.splitCurves(ptArr).forEach(e => {\r\n const pt = (e as McDbCurve).getPointAtDist((e as McDbCurve).getLength().val / 2).val;\r\n if (pt.x < Math.min(...[this.pt1.x, this.pt2.x]) || pt.x > Math.max(...[this.pt1.x, this.pt2.x])) {\r\n draw.drawEntity(e as McDbCurve);\r\n }\r\n if (pt.y < Math.min(...[this.pt1.y, this.pt2.y]) || pt.y > Math.max(...[this.pt1.y, this.pt2.y])) {\r\n draw.drawEntity(e as McDbCurve);\r\n }\r\n })\r\n }\r\n });\r\n /**\r\n * 绘制标注\r\n */\r\n const distanceArr: number[] = []\r\n for (let i = 0; i < pl.numVerts(); i++) {\r\n const dist = pl.getPointAt(i).val.distanceTo(this.pt3);\r\n distanceArr.push(dist);\r\n };\r\n const index = distanceArr.indexOf(Math.min(...distanceArr));\r\n const pt = pl.getPointAt(index).val;\r\n\r\n const pl_text = new McDbPolyline();\r\n pl_text.addVertexAt(pt);\r\n pl_text.addVertexAt(this.pt3);\r\n if (this._text) {\r\n const text = new McDbText();\r\n text.textString = this._text;\r\n text.position = text.alignmentPoint = this.pt3;\r\n text.height = 20;\r\n draw.drawEntity(text);\r\n const { minPt, maxPt, ret } = text.getBoundingBox();\r\n if (!ret) return;\r\n\r\n const textWidth = maxPt.x - minPt.x;\r\n pl_text.addVertexAt(new McGePoint3d(this.pt3.x + textWidth, this.pt3.y));\r\n draw.drawEntity(pl_text);\r\n } else {\r\n draw.drawEntity(pl_text);\r\n }\r\n\r\n }\r\n public setPoint1(pt1: McGePoint3d) {\r\n this.assertWrite();\r\n this.pt1 = pt1.clone();\r\n }\r\n public setPoint2(pt2: McGePoint3d) {\r\n this.assertWrite();\r\n this.pt2 = pt2.clone();\r\n }\r\n public setPoint3(pt3: McGePoint3d) {\r\n this.assertWrite();\r\n this.pt3 = pt3.clone();\r\n }\r\n public getPoint1() {\r\n return this.pt1;\r\n }\r\n public getPoint2() {\r\n return this.pt2;\r\n }\r\n public getPoint3() {\r\n return this.pt3;\r\n }\r\n}\r\n\r\n// 审图标注\r\nasync function Mx_Approval() {\r\n // 创建审图批注\r\n const rectBoxLeadComment = new McDbRectBoxLeadComment();\r\n // 设置审批意见\r\n const getContent = new MxCADUiPrString();\r\n getContent.setMessage(\"请输入审批意见\");\r\n let content = await getContent.go();\r\n if (!content) content = \"审批意见XXXX\"\r\n rectBoxLeadComment.text = content;\r\n\r\n // 设置云线框角点\r\n const getPt1 = new MxCADUiPrPoint();\r\n getPt1.setMessage(\"指定云线框起始点\");\r\n const pt1 = await getPt1.go();\r\n if (!pt1) return;\r\n const getPt2 = new MxCADUiPrPoint();\r\n getPt2.setMessage(\"指定云线框终止点\");\r\n getPt2.setUserDraw((pt, pw) => {\r\n rectBoxLeadComment.setPoint1(pt1);\r\n rectBoxLeadComment.setPoint2(pt);\r\n rectBoxLeadComment.setPoint3(pt);\r\n pw.drawMcDbEntity(rectBoxLeadComment);\r\n })\r\n const pt2 = await getPt2.go();\r\n if (!pt2) return;\r\n rectBoxLeadComment.setPoint2(pt2);\r\n\r\n // 设置审图标注点\r\n const getPt3 = new MxCADUiPrPoint();\r\n getPt3.setMessage(\"指定审图标注点\");\r\n getPt3.setUserDraw((pt, pw) => {\r\n rectBoxLeadComment.setPoint3(pt);\r\n pw.drawMcDbEntity(rectBoxLeadComment);\r\n })\r\n const pt3 = await getPt3.go();\r\n if (!pt3) return;\r\n rectBoxLeadComment.setPoint3(pt3);\r\n\r\n // 绘制审图标注对象\r\n MxCpp.getCurrentMxCAD().drawEntity(rectBoxLeadComment);\r\n}\r\n\r\n// 新创建 McDbTestAnnotatedRectangle 类继承 McDbCustomEntity\r\nclass McDbTestAnnotatedRectangle extends McDbCustomEntity {\r\n // 定义McDbTestLineCustomEntity内部的点对象 \r\n // 矩形角点pt1、pt2\r\n private pt1: McGePoint3d = new McGePoint3d();\r\n private pt2: McGePoint3d = new McGePoint3d();\r\n // 构造函数\r\n constructor(imp?: any) {\r\n super(imp);\r\n }\r\n // 创建函数\r\n public create(imp: any) {\r\n return new McDbTestAnnotatedRectangle(imp)\r\n }\r\n // 获取类名\r\n public getTypeName(): string {\r\n return \"McDbTestRectangle\";\r\n }\r\n // 读取自定义实体数据pt1、pt2\r\n public dwgInFields(filter: IMcDbDwgFiler): boolean {\r\n this.pt1 = filter.readPoint(\"pt1\").val;\r\n this.pt2 = filter.readPoint(\"pt2\").val;\r\n return true;\r\n }\r\n // 写入自定义实体数据pt1、pt2\r\n public dwgOutFields(filter: IMcDbDwgFiler): boolean {\r\n filter.writePoint(\"pt1\", this.pt1);\r\n filter.writePoint(\"pt2\", this.pt2);\r\n return true;\r\n }\r\n\r\n // 移动自定义对象的夹点\r\n public moveGripPointsAt(iIndex: number, dXOffset: number, dYOffset: number, dZOffset: number) {\r\n this.assertWrite();\r\n if (iIndex == 0) {\r\n this.pt1.x += dXOffset;\r\n this.pt1.y += dYOffset;\r\n this.pt1.z += dZOffset;\r\n }\r\n else if (iIndex == 1) {\r\n this.pt2.x += dXOffset;\r\n this.pt2.y += dYOffset;\r\n this.pt2.z += dZOffset;\r\n }\r\n };\r\n // 获取自定义对象的夹点\r\n public getGripPoints(): McGePoint3dArray {\r\n let ret = new McGePoint3dArray()\r\n ret.append(this.pt1);\r\n ret.append(this.pt2);\r\n return ret;\r\n };\r\n // 绘制实体\r\n public worldDraw(draw: MxCADWorldDraw): void {\r\n const pl = new McDbPolyline();\r\n pl.isClosed = true;\r\n pl.addVertexAt(this.pt1);\r\n pl.addVertexAt(new McGePoint3d(this.pt2.x, this.pt1.y));\r\n pl.addVertexAt(this.pt2);\r\n pl.addVertexAt(new McGePoint3d(this.pt1.x, this.pt2.y));\r\n draw.drawEntity(pl);\r\n\r\n let mxcad = MxCpp.getCurrentMxCAD();\r\n const pt3 = new McGePoint3d(this.pt2.x, this.pt1.y);\r\n mxcad.addDimStyle(\"MyDimStyle\", \"41,0.18,141,0.09,40,200\", \"77,1,271,3\", \"\", \"\");\r\n mxcad.drawDimStyle = \"MyDimStyle\";\r\n const id = mxcad.drawDimAligned(this.pt1.x, this.pt1.y + 20, pt3.x, pt3.y + 20, (this.pt1.x + pt3.x) / 2, this.pt1.y + 20);\r\n draw.drawEntity(id.getMcDbEntity());\r\n id.erase();\r\n const _id = mxcad.drawDimAligned(this.pt2.x + 20, this.pt2.y, pt3.x + 20, pt3.y, pt3.x + 20, (this.pt2.y + pt3.y) / 2);\r\n draw.drawEntity(_id.getMcDbEntity());\r\n _id.erase();\r\n }\r\n // 设置pt1\r\n public setPoint1(pt1: McGePoint3d) {\r\n this.assertWrite();\r\n this.pt1 = pt1.clone();\r\n }\r\n // 设置pt2\r\n public setPoint2(pt2: McGePoint3d) {\r\n this.assertWrite();\r\n this.pt2 = pt2.clone();\r\n }\r\n // 获取pt1\r\n public getPoint1() {\r\n return this.pt1;\r\n }\r\n // 获取pt2\r\n public getPoint2() {\r\n return this.pt2;\r\n }\r\n}\r\n\r\n// 矩形标注\r\nasync function Mx_AnnotatedRectangle() {\r\n let mxcad = MxCpp.getCurrentMxCAD();\r\n const getPoint = new MxCADUiPrPoint();\r\n getPoint.setMessage(\"\\n指定第一个角点:\");\r\n let pt1 = await getPoint.go();\r\n if (!pt1) return;\r\n const myRect = new McDbTestAnnotatedRectangle();\r\n myRect.setPoint1(pt1);\r\n\r\n getPoint.setMessage(\"\\n指定第二个角点:\");\r\n getPoint.setUserDraw((pt, pw) => {\r\n myRect.setPoint2(pt);\r\n pw.drawMcDbEntity(myRect);\r\n })\r\n let pt2 = await getPoint.go();\r\n if (!pt2) return;\r\n\r\n myRect.setPoint2(pt2);\r\n mxcad.drawEntity(myRect);\r\n}\r\n\r\n// 等分点标注\r\nexport class MxDbTestDivide extends McDbCustomEntity {\r\n // 定义MxDbTestDivide内部的点对象 \r\n // 等分点圆心,半径\r\n private center: McGePoint3d = new McGePoint3d();\r\n private _radius: number = 1;\r\n // 构造函数\r\n constructor(imp?: any) {\r\n super(imp);\r\n }\r\n // 创建函数\r\n public create(imp: any) {\r\n return new MxDbTestDivide(imp)\r\n }\r\n // 获取类名\r\n public getTypeName(): string {\r\n return \"MxDbTestDivide\";\r\n }\r\n //设置或获取云线半圆弧半径\r\n public set radius(val: number) {\r\n this._radius = val;\r\n }\r\n public get radius(): number {\r\n return this._radius;\r\n }\r\n // 读取自定义实体数据pt1、pt2\r\n public dwgInFields(filter: IMcDbDwgFiler): boolean {\r\n this.center = filter.readPoint(\"center\").val;\r\n this._radius = filter.readDouble(\"radius\").val;\r\n return true;\r\n }\r\n // 写入自定义实体数据pt1、pt2\r\n public dwgOutFields(filter: IMcDbDwgFiler): boolean {\r\n filter.writePoint(\"center\", this.center);\r\n filter.writeDouble(\"radius\", this._radius);\r\n return true;\r\n }\r\n\r\n // 移动自定义对象的夹点\r\n public moveGripPointsAt(iIndex: number, dXOffset: number, dYOffset: number, dZOffset: number) {\r\n this.assertWrite();\r\n this.center.x += dXOffset;\r\n this.center.y += dYOffset;\r\n this.center.z += dZOffset;\r\n };\r\n // 获取自定义对象的夹点\r\n public getGripPoints(): McGePoint3dArray {\r\n let ret = new McGePoint3dArray()\r\n ret.append(this.center);\r\n return ret;\r\n };\r\n // 绘制实体\r\n public worldDraw(draw: MxCADWorldDraw): void {\r\n const circle = new McDbCircle(this.center.x,this.center.y,this.center.z, this._radius);\r\n draw.drawEntity(circle);\r\n const { minPt, maxPt, ret } = circle.getBoundingBox();\r\n if(!ret) return;\r\n const line1 = new McDbLine(minPt,maxPt);\r\n const line2 = new McDbLine(new McGePoint3d(minPt.x,maxPt.y,0), new McGePoint3d(maxPt.x,minPt.y,0));\r\n draw.drawEntity(line1);\r\n draw.drawEntity(line2);\r\n }\r\n // 设置圆心\r\n public setCenter(pt: McGePoint3d) {\r\n this.assertWrite();\r\n this.center = pt.clone();\r\n }\r\n // 获取圆心\r\n public getCenter() {\r\n return this.center;\r\n }\r\n}\r\n\r\n// 对齐\r\nasync function Mx_Alignment(){\r\n // 选择要对齐水平标注或竖直标注[水平(H)/竖直(V)]:\r\n const getKey = new MxCADUiPrKeyWord;\r\n getKey.setMessage(`选择要对齐水平标注或竖直标注:`)\r\n getKey.setKeyWords(\"[水平(H)/竖直(V)]\");\r\n const keyVal = await getKey.go();\r\n if(!keyVal) return;\r\n \r\n // 选择对齐标注\r\n const ss = new MxCADSelectionSet();\r\n if (!await ss.userSelect(\"选择对齐标注:\")) return;\r\n if (ss.count() == 0) return;\r\n const alignArr:McDbRotatedDimension[] = [];\r\n ss.forEach(id=>{\r\n const ent = id.getMcDbEntity();\r\n if(ent.objectName === 'McDbRotatedDimension'){\r\n const rDim = ent.clone() as McDbRotatedDimension;\r\n const xDist = Math.abs(rDim.xLine1Point.x - rDim.xLine2Point.x).toFixed(0);\r\n const yDist = Math.abs(rDim.xLine1Point.y - rDim.xLine2Point.y).toFixed(0);\r\n const xNum = Math.abs(rDim.dimLinePoint.x - rDim.xLine1Point.x) + Math.abs(rDim.dimLinePoint.x - rDim.xLine2Point.x);\r\n const yNum = Math.abs(rDim.dimLinePoint.y - rDim.xLine1Point.y) + Math.abs(rDim.dimLinePoint.y - rDim.xLine2Point.y);\r\n\r\n if(keyVal === 'H' && xNum.toFixed(0) == xDist){\r\n alignArr.push(ent as McDbRotatedDimension)\r\n };\r\n if(keyVal === 'V' && yNum.toFixed(0) == yDist){\r\n alignArr.push(ent as McDbRotatedDimension)\r\n };\r\n }\r\n });\r\n if(alignArr.length === 0) return;\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n // 设置尺寸线位置\r\n const getPt1 = new MxCADUiPrPoint();\r\n getPt1.setMessage('设置尺寸线位置');\r\n const pt1 = await getPt1.go();\r\n if(!pt1) return;\r\n alignArr.forEach(ent=>{\r\n ent.dimLinePoint = pt1;\r\n });\r\n mxcad.updateDisplay();\r\n\r\n // 设置尺寸线界限\r\n const getPt2 = new MxCADUiPrPoint();\r\n getPt2.setMessage('设置尺寸线界限');\r\n const pt2 = await getPt2.go();\r\n if(!pt2) return;\r\n alignArr.forEach(ent=>{\r\n if(keyVal === 'H'){\r\n ent.xLine1Point = new McGePoint3d(ent.xLine1Point.x,pt2.y);\r\n ent.xLine2Point = new McGePoint3d(ent.xLine2Point.x,pt2.y);\r\n }else if(keyVal === 'V'){\r\n ent.xLine1Point = new McGePoint3d(pt2.x, ent.xLine1Point.y);\r\n ent.xLine2Point = new McGePoint3d(pt2.x, ent.xLine2Point.y);\r\n }\r\n });\r\n mxcad.updateDisplay();\r\n}\r\n\r\nexport function init() {\r\n new McDbRectBoxLeadComment().rxInit();\r\n new McDbTestAnnotatedRectangle().rxInit();\r\n new MxDbTestDivide().rxInit();\r\n MxFun.addCommand(\"Mx_Approval\", Mx_Approval);\r\n MxFun.addCommand(\"Mx_AnnotatedRectangle\", Mx_AnnotatedRectangle);\r\n MxFun.addCommand(\"Mx_Alignment\", Mx_Alignment);\r\n}","///////////////////////////////////////////////////////////////////////////////\r\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\r\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\r\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\r\n//https://www.mxdraw.com/\r\n///////////////////////////////////////////////////////////////////////////////\r\nimport { MxFun, MrxDbgUiPrBaseReturn, MxDbRect, DynamicInputType } from \"mxdraw\";\r\nimport {\r\n MxCpp, MxCADSelectionSet, MxCADUiPrPoint, MxCADUiPrInt, McDbEntity,\r\n MxCADResbuf, McGePoint3d, McGeMatrix3d, MxCADUtility, McDbArc, McDbCircle,\r\n McObjectId, MxCADUiPrAngle, McGeVector3d, McDbPolyline, McCmColor, McDbLine,\r\n McDb, McDbCurve, MxCADUiPrEntity, McDbObject, MxCADUiPrDist, MxCADUiPrKeyWord,\r\n MxCADUiPrString, McDbHatch, DxfCode, McDbBlockTableRecord, McDbBlockReference,\r\n McGePoint3dArray,\r\n McDbSpatialFilter,\r\n IMcDbDwgFiler,\r\n McDbCustomEntity,\r\n McDbMText,\r\n MxCADWorldDraw\r\n} from \"mxcad\";\r\nimport { MxDbTestDivide } from \"./annotationsTools\"\r\n// 多重复制\r\nasync function Mx_Multicopy() {\r\n // 选择集选择多重复制对象\r\n let ss = new MxCADSelectionSet();\r\n if (!await ss.userSelect(\"选择对象:\")) return;\r\n if (ss.count() == 0) return;\r\n\r\n const objIds = [];\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n const getBasePt = new MxCADUiPrPoint();\r\n getBasePt.setMessage('指定基点');\r\n const basePt = await getBasePt.go();\r\n if (!basePt) return;\r\n while (true) {\r\n const getNextPt = new MxCADUiPrPoint();\r\n getNextPt.setMessage('指定第二个点\\n');\r\n // 设置关键字列表\r\n if (objIds.length > 0) {\r\n getNextPt.setKeyWords('[阵列(A)/退出(E)/放弃(U)]');\r\n } else {\r\n getNextPt.setKeyWords('[阵列(A)/退出(E)]');\r\n }\r\n // 动态绘制\r\n getNextPt.setUserDraw((pt, pw) => {\r\n pw.drawLine(pt.toVector3(), basePt.toVector3())\r\n ss.forEach((id) => {\r\n let ent = id.getMcDbEntity();\r\n if (!ent) return;\r\n let ent_clone = ent.clone() as McDbEntity;\r\n ent_clone.move(basePt, pt);\r\n pw.drawMcDbEntity(ent_clone);\r\n })\r\n })\r\n const nextPt = await getNextPt.go();\r\n // 根据用户输入状态进行对应操作\r\n if (getNextPt.getStatus() === MrxDbgUiPrBaseReturn.kKeyWord) {\r\n // 输入关键字\r\n if (getNextPt.isKeyWordPicked(\"E\")) {\r\n // 退出\r\n return;\r\n } else if (getNextPt.isKeyWordPicked(\"U\")) {\r\n // 放弃、撤回\r\n if (objIds.length > 0) {\r\n objIds[objIds.length - 1].forEach(id => {\r\n id.erase()\r\n });\r\n objIds.pop();\r\n } else {\r\n return;\r\n }\r\n } else if (getNextPt.isKeyWordPicked(\"A\")) {\r\n // 阵列 即对目标对象多次平移\r\n const getNum = new MxCADUiPrInt();\r\n getNum.clearLastInputPoint()\r\n getNum.setMessage('输入要进行阵列的项目数\\n');\r\n const num = await getNum.go() || 1;\r\n let arr: McGePoint3d[] = []\r\n getNextPt.setUserDraw((pt, pw) => {\r\n pw.drawLine(pt.toVector3(), basePt.toVector3())\r\n arr.length = 0;\r\n let lastPt = pt.clone()\r\n arr.push(lastPt)\r\n for (let i = 0; i < num - 1; i++) {\r\n lastPt = lastPt.clone().addvec(pt.sub(basePt))\r\n arr.push(lastPt)\r\n }\r\n ss.forEach((id) => {\r\n let ent = id.getMcDbEntity();\r\n if (!ent) return;\r\n arr.forEach(item => {\r\n let matrix = new McGeMatrix3d();\r\n let event_clone = ent.clone() as McDbEntity;\r\n matrix.clone();\r\n matrix.setToTranslation(item.sub(basePt));//平移\r\n event_clone.transformBy(matrix);\r\n pw.drawMcDbEntity(event_clone);\r\n })\r\n })\r\n })\r\n let nextPt = await getNextPt.go();\r\n if (!nextPt) return;\r\n objIds.push([])\r\n ss.forEach((id) => {\r\n let ent = id.getMcDbEntity();\r\n if (!ent) return;\r\n arr.forEach(item => {\r\n let matrix = new McGeMatrix3d();\r\n let event_clone = ent.clone() as McDbEntity;\r\n matrix.clone();\r\n matrix.setToTranslation(item.sub(basePt));//平移\r\n event_clone.transformBy(matrix);\r\n objIds[objIds.length - 1].push(mxcad.drawEntity(event_clone));\r\n })\r\n })\r\n }\r\n } else if (getNextPt.getStatus() === MrxDbgUiPrBaseReturn.kOk) {\r\n // 未输入关键字\r\n if (!nextPt) return\r\n objIds.push([])\r\n ss.forEach((id) => {\r\n let ent = id.getMcDbEntity();\r\n if (!ent) return;\r\n let ent_clone = ent.clone() as McDbEntity;\r\n ent_clone.move(basePt, nextPt);\r\n objIds[objIds.length - 1].push(mxcad.drawEntity(ent_clone))\r\n })\r\n } else {\r\n return\r\n }\r\n }\r\n\r\n}\r\n\r\n// 弧转圆\r\nasync function Mx_ArcToCircle() {\r\n // 筛选圆弧\r\n let filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"ARC\");\r\n let aryId = await MxCADUtility.userSelect(\"选择圆弧对象\", filter);\r\n if (aryId.length == 0) {\r\n return;\r\n }\r\n // 获取圆弧圆心、半径\r\n aryId.forEach(async (id) => {\r\n let event: any = await id.getMcDbEntity();\r\n let arc = event as McDbArc;\r\n let centerPt = arc.center;\r\n let radius = arc.radius;\r\n let cricle = new McDbCircle();\r\n cricle.center = centerPt;\r\n cricle.radius = radius;\r\n event.erase();\r\n let mxcad = MxCpp.getCurrentMxCAD();\r\n mxcad.drawEntity(cricle);\r\n })\r\n}\r\n\r\n// 复制旋转\r\nasync function Mx_CopyRotation() {\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n // 选择复制对象\r\n let ss = new MxCADSelectionSet();\r\n if (!await ss.userSelect(\"选择复制旋转对象:\")) return;\r\n if (ss.count() == 0) return;\r\n const getBasePt = new MxCADUiPrPoint();\r\n getBasePt.setMessage('指定基点');\r\n const basePt = await getBasePt.go();\r\n const getNextPt = new MxCADUiPrPoint();\r\n getNextPt.setMessage('请指定目标点\\n');\r\n getNextPt.setUserDraw((pt, pw) => {\r\n pw.drawLine(pt.toVector3(), basePt.toVector3())\r\n ss.forEach((id) => {\r\n let ent = id.getMcDbEntity();\r\n if (!ent) return;\r\n let ent_clone = ent.clone() as McDbEntity;\r\n ent_clone.move(basePt, pt);\r\n pw.drawMcDbEntity(ent_clone);\r\n })\r\n })\r\n const nextPt = await getNextPt.go();\r\n if (!nextPt) return;\r\n let objs: McObjectId[] = [];\r\n ss.forEach((id) => {\r\n let ent = id.getMcDbEntity();\r\n if (!ent) return;\r\n let ent_clone = ent.clone() as McDbEntity;\r\n ent_clone.move(basePt, nextPt);\r\n objs.push(mxcad.drawEntity(ent_clone));\r\n })\r\n\r\n // 指定旋转角度\r\n let getAngle = new MxCADUiPrAngle();\r\n getAngle.setMessage('请指定旋转角度')\r\n getAngle.setBasePt(nextPt);\r\n getAngle.setUserDraw((pt, pw) => {\r\n pw.drawLine(pt.toVector3(), nextPt.toVector3())\r\n objs.forEach(id => {\r\n let ent = id.getMcDbEntity();\r\n if (!ent) return;\r\n let event_clone = ent.clone() as McDbEntity;\r\n let a = pt.sub(nextPt).angleTo2(McGeVector3d.kXAxis, McGeVector3d.kNegateZAxis)\r\n event_clone.rotate(nextPt, a)\r\n pw.drawMcDbEntity(event_clone);\r\n })\r\n })\r\n let val = await getAngle.go();\r\n if (!val) return;\r\n const angle = getAngle.value();\r\n objs.forEach(id => {\r\n let ent = id.getMcDbEntity();\r\n if (!ent) return;\r\n let event_clone = ent.clone() as McDbEntity;\r\n event_clone.rotate(nextPt, angle)\r\n mxcad.drawEntity(event_clone);\r\n ent.erase();\r\n })\r\n}\r\n\r\n// 圆转多边\r\nasync function Mx_CricleTotoll() {\r\n // 选中圆\r\n let filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"CIRCLE\");\r\n let aryId = await MxCADUtility.userSelect(\"选择要转成多边形的对象\", filter);\r\n if (aryId.length == 0) {\r\n return;\r\n }\r\n\r\n // 设置多边形\r\n let getNum = new MxCADUiPrInt();\r\n getNum.setMessage('设置多边形边数');\r\n let num = await getNum.go() || 5;\r\n getNum.clearLastInputPoint()\r\n if (!num) return;\r\n const getPoint = new MxCADUiPrPoint();\r\n getPoint.setMessage(\"\\n输入选项\")\r\n getPoint.setKeyWords(\"[内接于圆(I)/外切于圆(C)]\")\r\n getPoint.clearLastInputPoint()\r\n await getPoint.go();\r\n let tollType = 'inside'\r\n if (getPoint.isKeyWordPicked(\"i\")) tollType = 'inside'\r\n if (getPoint.isKeyWordPicked(\"c\")) tollType = 'outside'\r\n let mxcad = MxCpp.getCurrentMxCAD();\r\n aryId.forEach(async (id) => {\r\n let event: any = await id.getMcDbEntity();\r\n let cricle = event as McDbCircle;\r\n let arr1: McGePoint3d[] = [];\r\n if (tollType === 'inside') {\r\n // 多边形内切圆\r\n for (let i = 0; i < num; i++) {\r\n let point = cricle.getPointAtDist(cricle.getLength().val / num * i);\r\n if (point.ret) arr1.push(point.val)\r\n }\r\n let pl1 = new McDbPolyline();\r\n arr1.forEach(i => {\r\n pl1.addVertexAt(i)\r\n })\r\n pl1.isClosed = true;\r\n mxcad.drawEntity(pl1);\r\n } else if (tollType === 'outside') {\r\n // 多边形外切圆\r\n /**\r\n * 知道三个角加一条边求其他两边\r\n * 一条边:r\r\n * 三个角 90 360/num*2 \r\n */\r\n let angle = 90 - (360 / (num * 2))\r\n let sinValue = Math.sin(angle * Math.PI / 180); // 返回0.5\r\n let R = cricle.radius / sinValue;\r\n let r = new McDbCircle();\r\n r.center = cricle.center;\r\n r.radius = R;\r\n let arr2: McGePoint3d[] = [];\r\n for (let i = 0; i < num; i++) {\r\n let point = r.getPointAtDist(r.getLength().val / num * i);\r\n if (point.ret) arr2.push(point.val)\r\n }\r\n let pl2 = new McDbPolyline();\r\n arr2.forEach(i => {\r\n pl2.addVertexAt(i)\r\n })\r\n pl2.isClosed = true;\r\n mxcad.drawEntity(pl2);\r\n }\r\n event.erase()\r\n })\r\n}\r\n\r\n// 改颜色\r\nasync function Mx_ChangeColor() {\r\n let aryId = await MxCADUtility.userSelect(\"选择要修改颜色的对象\");\r\n if (aryId.length == 0) {\r\n return;\r\n }\r\n const getColor = new MxCADUiPrInt();\r\n getColor.setMessage('输入颜色索引(0~256)');\r\n let colorNum = await getColor.go() || 20;\r\n let color = new McCmColor();\r\n color.setColorIndex(colorNum);\r\n aryId.forEach(async (id) => {\r\n let event = id.getMcDbEntity() as McDbEntity;\r\n event.trueColor = color;\r\n })\r\n}\r\n\r\n// 圆弧切角\r\nasync function Mx_ArcToAngle() {\r\n // 选中圆弧\r\n let filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"ARC\");\r\n let aryId = await MxCADUtility.userSelect(\"选择圆弧对象\", filter);\r\n if (aryId.length == 0) {\r\n return;\r\n };\r\n\r\n aryId.forEach(async (id) => {\r\n // 获取圆弧实体\r\n let event = await id.getMcDbEntity();\r\n if (!event) return\r\n let arc = (event.clone()) as McDbArc\r\n /**\r\n * 获取圆弧开始点与结束点\r\n * 并根据两点获取切向量\r\n */\r\n let dist = arc.getLength();\r\n let startPt = arc.getStartPoint().val;\r\n let mxcad = MxCpp.getCurrentMxCAD();\r\n let circle = new McDbCircle();\r\n circle.center = arc.center;\r\n circle.radius = arc.radius;\r\n let d = circle.getDistAtPoint(startPt);\r\n let endPt = circle.getPointAtDist(dist.val + d.val).val;\r\n let vec_start = arc.getFirstDeriv(startPt);\r\n if (!vec_start.ret) return;\r\n let pt1 = startPt.clone();\r\n pt1.addvec(vec_start.val);\r\n let vec_end = arc.getFirstDeriv(endPt);\r\n if (!vec_end.ret) return;\r\n let pt2 = endPt.clone();\r\n pt2.addvec(vec_end.val);\r\n\r\n // 延长两条切向量取交点\r\n let line_1 = new McDbLine();\r\n line_1.startPoint = startPt;\r\n line_1.endPoint = pt1;\r\n let line_2 = new McDbLine();\r\n line_2.startPoint = endPt;\r\n line_2.endPoint = pt2;\r\n let intPt = line_1.IntersectWith(line_2, McDb.Intersect.kExtendBoth);\r\n if (intPt.length() === 0) return\r\n let lastPt = intPt.at(0)\r\n line_1.endPoint = lastPt;\r\n line_2.endPoint = lastPt;\r\n mxcad.drawEntity(line_1)\r\n mxcad.drawEntity(line_2)\r\n })\r\n}\r\n\r\n// 临时隐藏\r\nasync function Mx_TemHiding() {\r\n let mxcad = MxCpp.getCurrentMxCAD();\r\n const getKey = new MxCADUiPrKeyWord();\r\n getKey.setMessage(\"\\n输入选项\")\r\n getKey.setKeyWords(\"[隐藏(A)/隐藏未选(B)/全部显示(C)]\");\r\n const keyVal = await getKey.go();\r\n if (!keyVal) return;\r\n if (keyVal === 'A' || keyVal === 'B') {\r\n let aryId = await MxCADUtility.userSelect(\"选择目标的对象\");\r\n if (aryId.length == 0) {\r\n return;\r\n }\r\n let arr: number[] = [];\r\n aryId.forEach((obj_id: McObjectId) => arr.push(obj_id.id))\r\n if (keyVal === 'A') {\r\n aryId.forEach(async (id) => {\r\n let event = await id.getMcDbEntity() as McDbEntity;\r\n let event_clone = event.clone() as McDbEntity;\r\n event_clone.visible = false;\r\n mxcad.drawEntity(event_clone);\r\n event.erase()\r\n })\r\n } else if (keyVal === 'B') {\r\n // 获取图纸所有对象id,遍历筛除选择对象的id\r\n let selectArr = new MxCADSelectionSet();\r\n selectArr.allSelect();\r\n selectArr.forEach(async obj_id => {\r\n if (!arr.includes(obj_id.id)) {\r\n let event = await obj_id.getMcDbEntity();\r\n let event_clone = event.clone() as McDbEntity;\r\n event_clone.visible = false;\r\n mxcad.drawEntity(event_clone);\r\n event.erase()\r\n }\r\n })\r\n }\r\n } else if (keyVal === 'C') {\r\n let selectArr = new MxCADSelectionSet();\r\n selectArr.allSelect();\r\n selectArr.forEach(async id => {\r\n let event: any = await id.getMcDbEntity();\r\n let event_clone = event.clone()\r\n if (event_clone.visible === false) {\r\n event_clone.visible = true;\r\n mxcad.drawEntity(event_clone);\r\n event.erase()\r\n }\r\n })\r\n } else {\r\n return;\r\n }\r\n}\r\n\r\n// 方框删除\r\nasync function Mx_BoxDel() {\r\n // 绘制方框\r\n const getPoint = new MxCADUiPrPoint();\r\n let drawColor = MxCpp.getCurrentMxCAD().getCurrentDatabaseDrawColor();\r\n getPoint.setMessage(\"\\n指定删除方框第一点:\");\r\n let pt1 = await getPoint.go();\r\n if (!pt1) {\r\n return;\r\n }\r\n let mxcad = MxCpp.getCurrentMxCAD();\r\n let rect = new MxDbRect();\r\n rect.pt1 = pt1.toVector3();\r\n // 在点取第二点时,设置动态绘制.\r\n getPoint.setUserDraw((currentPoint: McGePoint3d, worldDraw) => {\r\n rect.pt2 = currentPoint.toVector3();\r\n rect.setColor(drawColor);\r\n worldDraw.drawCustomEntity(rect);\r\n });\r\n getPoint.setMessage(\"\\n指定删除方框第二点:\");\r\n getPoint.setDynamicInputType(DynamicInputType.kXYCoordInput);\r\n let pt2 = await getPoint.go();\r\n if (!pt2) {\r\n return;\r\n }\r\n rect.pt2 = pt2.toVector3();\r\n let pl = new McDbPolyline();\r\n pl.addVertexAt(pt1);\r\n pl.addVertexAt(new McGePoint3d(pt1.x, pt2.y));\r\n pl.addVertexAt(pt2);\r\n pl.addVertexAt(new McGePoint3d(pt2.x, pt1.y));\r\n pl.isClosed = true;\r\n let d_id = mxcad.drawEntity(pl);\r\n\r\n // 根据方框角点设置选择集删除对象\r\n const ss = new MxCADSelectionSet();\r\n ss.crossingSelect(pt1.x, pt1.y, pt2.x, pt2.y);\r\n ss.getIds().forEach(id => {\r\n if (id && id.id !== d_id.id) {\r\n // 获取并打断与方框相交的对象,删除框内对象\r\n let event = id.getMcDbEntity() as McDbCurve;\r\n let points = event.IntersectWith(pl, McDb.Intersect.kOnBothOperands);\r\n if (points.length() === 0) {\r\n id.erase()\r\n } else {\r\n let PointsArr: McGePoint3d[] = []\r\n points.forEach(val => PointsArr.push(val))\r\n event.splitCurves(PointsArr).forEach(e => {\r\n mxcad.drawEntity(e as McDbEntity)\r\n })\r\n id.erase()\r\n }\r\n }\r\n })\r\n\r\n // 累加选择,精确删除方框内的实体\r\n while (true) {\r\n const getPoint = new MxCADUiPrPoint()\r\n getPoint.setMessage(\"\\n选择需要精确删除的实体\")\r\n const point = await getPoint.go()\r\n if (!point) break;\r\n let objId = MxCADUtility.findEntAtPoint(point.x, point.y, point.z, -1)\r\n mxcad.addCurrentSelect(objId)\r\n }\r\n const objIds = MxCADUtility.getCurrentSelect()\r\n objIds.forEach((objId: McObjectId) => {\r\n objId.erase()\r\n })\r\n mxcad.mxdraw.clearMxCurrentSelect()\r\n\r\n}\r\n\r\n// 角度复制\r\nasync function Mx_AngleCopy() {\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n const angleCopyObj = new MxCADUiPrEntity();//角度复制对象\r\n angleCopyObj.setMessage(\"\\n请选择角度复制对象\")\r\n const angleCopyObj_id = await angleCopyObj.go();\r\n if (angleCopyObj_id === null) return;\r\n const angleCopyEvent = (await angleCopyObj_id.getMcDbEntity()) as McDbEntity;//角度复制的实例对象\r\n\r\n const getNum = new MxCADUiPrInt();\r\n getNum.setMessage(\"\\n请输入角度复制数量\");\r\n const num = await getNum.go() || 1;\r\n\r\n const getPoint = new MxCADUiPrPoint();\r\n getPoint.setMessage(\"\\n请输入角度复制的基点\");\r\n const point = await getPoint.go(); //角度复制的基点\r\n if (!point) return;\r\n\r\n const getAngle = new MxCADUiPrAngle();\r\n getAngle.setMessage(\"\\n请输入复制角度\");\r\n getAngle.setBasePt(point);\r\n getAngle.setUserDraw((pt, pw) => {\r\n const angle = pt.sub(point).angleTo2(McGeVector3d.kXAxis, McGeVector3d.kNegateZAxis);\r\n for (let i = 1; i < num + 1; i++) {\r\n let event_clone = angleCopyEvent.clone() as McDbEntity;\r\n event_clone.rotate(point, angle * i);\r\n pw.drawMcDbEntity(event_clone)\r\n }\r\n })\r\n let a = await getAngle.go();\r\n if (!a) return;\r\n const angle = getAngle.value();\r\n for (let i = 1; i < num + 1; i++) {\r\n let event_clone = angleCopyEvent.clone() as McDbEntity;\r\n event_clone.rotate(point, angle * i);\r\n mxcad.drawEntity(event_clone)\r\n }\r\n}\r\n\r\n// 顶点复制\r\nasync function Mx_VertexRep() {\r\n // 选择顶点对象\r\n let filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"LWPOLYLINE\");\r\n let aryIds = await MxCADUtility.userSelect(\"请选择顶点对象\", filter);\r\n if (aryIds.length == 0) return;\r\n\r\n // 选择复制对象\r\n let copyIds = await MxCADUtility.userSelect(\"请选择复制对象\");\r\n if (copyIds.length == 0) return;\r\n\r\n // 选择复制基点\r\n const getBasePt = new MxCADUiPrPoint();\r\n getBasePt.setMessage(\"请确定复制基点\");\r\n const basePt = await getBasePt.go();\r\n if (!basePt) return;\r\n\r\n // 平移对象到顶点\r\n const mxcad = MxCpp.getCurrentMxCAD()\r\n aryIds.forEach(id => {\r\n let event = id.getMcDbEntity() as McDbPolyline;\r\n if (!event) return\r\n let num = event.numVerts();\r\n for (let i = 0; i < num; i++) {\r\n const pt = event.getPointAt(i).val;\r\n copyIds.forEach(obj_id => {\r\n const e = obj_id.getMcDbEntity() as McDbEntity;\r\n const e_clone = e.clone() as McDbEntity;\r\n e_clone.move(basePt, pt);\r\n mxcad.drawEntity(e_clone)\r\n })\r\n }\r\n })\r\n}\r\n\r\n// 交点打断\r\nasync function Mx_IntersectBreak() {\r\n // 选择参考曲线\r\n let eventObj = new MxCADUiPrEntity();\r\n eventObj.setMessage(\"请选择参考曲线\");\r\n let eventObj_id = await eventObj.go();\r\n let event = await eventObj_id.getMcDbEntity()//获取实例对象\r\n if (event === null) return;\r\n const mxcad = MxCpp.App.getCurrentMxCAD();\r\n let curve = event.clone();\r\n let filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"CIRCLE,ARC,LINE,LWPOLYLINE,ELLIPSE\");\r\n let aryId = await MxCADUtility.userSelect(\"选择打断对象\", filter);//选中对象的id\r\n if (aryId.length == 0) return;\r\n let dTol = mxcad.mxdraw.viewCoordLong2Cad(0.5);// 设置精度值\r\n aryId.forEach(async (id) => {\r\n if (id.id !== eventObj_id.id) {\r\n let breakEvent: McDbCurve = (await id.getMcDbEntity()) as McDbCurve;\r\n let breakArr = breakEvent.IntersectWith(curve as McDbEntity, McDb.Intersect.kOnBothOperands);//与实体相交的点集合\r\n if (breakArr.length() != 0) {\r\n //有交点的对象\r\n let arr: McGePoint3d[] = [];//交点数组\r\n breakArr.forEach((item: McGePoint3d) => {\r\n arr.push(item)\r\n })\r\n let breakPoint: McGePoint3d[] = [];\r\n arr.forEach(pt => {\r\n let closePoint = breakEvent.getClosestPointTo(pt, false);//曲线上离鼠标位置最近的点\r\n if (!closePoint.ret) return;\r\n let vec = breakEvent.getFirstDeriv(closePoint.val);//断点所在位置的向量\r\n if (!vec.ret) return;\r\n vec.val.normalize().mult(MxFun.viewCoordLong2Cad(10));//断开的距离\r\n let pt1 = closePoint.val.clone();\r\n pt1.addvec(vec.val);\r\n let pt2 = closePoint.val.clone();\r\n pt2.subvec(vec.val);\r\n\r\n // 如果是曲线端点相交,则需要特殊处理\r\n const startPt = breakEvent.getPointAtDist(0).val;\r\n const endPt = breakEvent.getPointAtDist(breakEvent.getLength().val).val;\r\n if (startPt.distanceTo(closePoint.val) < dTol || endPt.distanceTo(closePoint.val) < dTol) {\r\n const num = breakEvent.getDistAtPoint(pt1);\r\n breakPoint.push(closePoint.val)\r\n num.ret ? breakPoint.push(pt1) : breakPoint.push(pt2);\r\n } else {\r\n breakPoint.push(pt1);\r\n breakPoint.push(pt2);\r\n }\r\n });\r\n let breakcurve = breakEvent.splitCurves(breakPoint);\r\n if (breakcurve.empty()) {\r\n breakEvent.highlight(false);\r\n return;\r\n }\r\n breakcurve.forEach((obj: McDbObject, index: number) => {\r\n if (index % 2 == 0) mxcad.drawEntity(obj as McDbEntity);\r\n });\r\n breakEvent.erase()\r\n }\r\n }\r\n })\r\n}\r\n\r\n// 双向偏移\r\nasync function Mx_DoubleOff() {\r\n let mxcad = MxCpp.App.getCurrentMxCAD();\r\n\r\n //获取偏移对象\r\n let filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"CIRCLE,ARC,LINE,LWPOLYLINE,ELLIPSE\");\r\n let getEvent = new MxCADUiPrEntity();\r\n getEvent.setFilter(filter);\r\n getEvent.setMessage('指定偏移对象');\r\n let event_id = await getEvent.go();\r\n if (!event_id) return;\r\n\r\n //获取偏移距离\r\n const getOffDist = new MxCADUiPrDist();\r\n getOffDist.setMessage('请输入偏移距离');\r\n const distVal = await getOffDist.go();\r\n if (!distVal) return;\r\n const offDist = getOffDist.value();\r\n let event = (await event_id.getMcDbEntity()) as McDbCurve;\r\n // 获取曲线两侧的点作为偏移点\r\n const startPt = event.getStartPoint().val;\r\n const vec = event.getFirstDeriv(startPt).val;\r\n const vecP = vec.rotateBy(McGeVector3d.kYAxis.angleTo1(McGeVector3d.kXAxis))\r\n const nextPt1 = startPt.clone().addvec(vecP)\r\n const nextPt2 = startPt.clone().subvec(vecP)\r\n let objArr1 = event.offsetCurves(offDist, nextPt1);\r\n if (objArr1.length() === 0) return;\r\n objArr1.forEach((obj: McDbObject) => {\r\n mxcad.drawEntity(obj as McDbEntity);\r\n });\r\n let objArr2 = event.offsetCurves(offDist, nextPt2);\r\n if (objArr2.length() === 0) return;\r\n objArr2.forEach((obj: McDbObject) => {\r\n mxcad.drawEntity(obj as McDbEntity);\r\n });\r\n}\r\n\r\n// 伸缩\r\nasync function Mx_Telescoping() {\r\n const filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"ARC,LINE,LWPOLYLINE\");\r\n const getEvent = new MxCADUiPrEntity();\r\n getEvent.setFilter(filter);\r\n getEvent.setMessage('指定伸缩对象(选择直线、多段线、圆弧)');\r\n const event_id = await getEvent.go();\r\n if (!event_id) return;\r\n const mxcad = MxCpp.App.getCurrentMxCAD();\r\n const event = event_id.getMcDbEntity();\r\n if (event instanceof McDbArc) {\r\n // 圆弧\r\n const event_clone = event.clone() as McDbArc;\r\n const center = event_clone.center;\r\n const getPoint = new MxCADUiPrPoint();\r\n getPoint.setMessage('伸缩至');\r\n event.visible = false;\r\n getPoint.setUserDraw((pt, pw) => {\r\n event_clone.endAngle = pt.sub(center).angleTo2(McGeVector3d.kXAxis, McGeVector3d.kNegateZAxis);\r\n pw.drawMcDbEntity(event_clone)\r\n })\r\n const point = await getPoint.go();\r\n event.visible = true;\r\n if (!point) return\r\n event.endAngle = point.sub(center).angleTo2(McGeVector3d.kXAxis, McGeVector3d.kNegateZAxis);\r\n mxcad.updateDisplay();\r\n } else if (event instanceof McDbLine) {\r\n // 直线\r\n const event_clone = event.clone() as McDbLine;\r\n const getPoint = new MxCADUiPrPoint();\r\n getPoint.setMessage('伸缩至');\r\n event.visible = false;\r\n let endPt: McGePoint3d;\r\n getPoint.setUserDraw((pt, pw) => {\r\n endPt = event_clone.getClosestPointTo(pt, true).val\r\n event_clone.endPoint = endPt;\r\n pw.drawMcDbEntity(event_clone)\r\n })\r\n const point = await getPoint.go();\r\n event.visible = true;\r\n if (!point) return\r\n event.endPoint = endPt;\r\n mxcad.updateDisplay();\r\n } else if (event instanceof McDbPolyline) {\r\n // 多段线\r\n const event_clone = event.clone() as McDbPolyline;\r\n const getPoint = new MxCADUiPrPoint();\r\n getPoint.setMessage('伸缩至');\r\n event.visible = false;\r\n let endPt: McGePoint3d;\r\n const num = event.numVerts()\r\n const bulge = event.getBulgeAt(num - 1)\r\n const widths = event.getWidthsAt(num - 1)\r\n getPoint.setUserDraw((pt, pw) => {\r\n endPt = event_clone.getClosestPointTo(pt, true).val;\r\n event_clone.setPointAt(num - 1, endPt);\r\n event_clone.setBulgeAt(num - 1, bulge);\r\n event_clone.setWidthsAt(num - 1, widths.val1, widths.val2);\r\n pw.drawMcDbEntity(event_clone)\r\n });\r\n const point = await getPoint.go();\r\n event.visible = true;\r\n if (!point) return\r\n event.setPointAt(num - 1, endPt);\r\n event.setBulgeAt(num - 1, bulge);\r\n event.setWidthsAt(num - 1, widths.val1, widths.val2);\r\n mxcad.updateDisplay();\r\n }\r\n // else if (event instanceof McDbEllipse) {\r\n // // 椭圆弧\r\n // // const getPoint = new MxCADUiPrPoint();\r\n // // getPoint.setMessage('伸缩至');\r\n // // const center = event.center;\r\n // // const event_clone = event.clone() as McDbEllipse;\r\n // // getPoint.setUserDraw((pt, pw) => {\r\n // // let closePt = event_clone.getClosestPointTo(pt, true).val;\r\n // // })\r\n // // const point = await getPoint.go();\r\n // }\r\n}\r\n\r\n// 改圆大小\r\nasync function Mx_EitCircle() {\r\n // 框选圆\r\n const filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"CIRCLE\");\r\n let aryIds = await MxCADUtility.userSelect(\"选择对象\", filter);\r\n if (aryIds.length == 0) {\r\n return;\r\n };\r\n // 设置圆半径\r\n const getRadius = new MxCADUiPrDist();\r\n getRadius.setMessage('请输入圆半径');\r\n // 动态绘制圆\r\n // 以选中的第一个圆为参考圆\r\n const c = aryIds[0].getMcDbEntity() as McDbCircle;\r\n getRadius.setBasePt(c.center)\r\n getRadius.setUserDraw((pt, pw) => {\r\n const r = pt.distanceTo(c.center);\r\n aryIds.forEach((id: McObjectId) => {\r\n const circle = id.getMcDbEntity();\r\n const circle_clone = circle.clone() as McDbCircle;\r\n circle_clone.radius = r;\r\n pw.drawMcDbEntity(circle_clone)\r\n })\r\n })\r\n const radiusVal = await getRadius.go();\r\n if (!radiusVal) return;\r\n const radius = getRadius.value();\r\n aryIds.forEach((id: McObjectId) => {\r\n const circle = id.getMcDbEntity() as McDbCircle;\r\n circle.radius = radius;\r\n })\r\n}\r\n\r\n// 线型比例\r\nasync function Mx_LayerTypeScale() {\r\n let filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"LWPOLYLINE,ARC,LINE,CIRCLE,ELLIPSE\");\r\n let aryId = await MxCADUtility.userSelect(\"选择要修改线型比例的对象\", filter);\r\n if (aryId.length == 0) {\r\n return;\r\n }\r\n const getScale = new MxCADUiPrString();\r\n getScale.setMessage('请输入线型比例');\r\n const scaleVal = await getScale.go();\r\n if (!scaleVal) return;\r\n const scale = Number(getScale.value());\r\n if (!scale) return;\r\n aryId.forEach(async (id) => {\r\n let event = id.getMcDbEntity();\r\n event.linetypeScale = scale;\r\n })\r\n}\r\n\r\n// 按弧阵列\r\n/**\r\n * 指定对象的平移和旋转\r\n * 平移距离:指定对象到指定圆弧位置的距离\r\n * 旋转方向:阵列点垂直向量与Y轴的夹角\r\n */\r\nasync function Mx_ArcOrder() {\r\n const mxcad = MxCpp.App.getCurrentMxCAD();\r\n\r\n // 设置阵列间距\r\n const getDist = new MxCADUiPrDist();\r\n getDist.setMessage('请输入阵列间距');\r\n const distVal = await getDist.go();\r\n if (!distVal) return;\r\n const dist = getDist.value();\r\n\r\n // 指定圆弧\r\n const filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"ARC\");\r\n const arcEventObj = new MxCADUiPrEntity();\r\n arcEventObj.setFilter(filter);\r\n arcEventObj.setMessage('请选择圆弧')\r\n const arcEvent_id = await arcEventObj.go();\r\n if (!arcEvent_id.id) return;\r\n const arcEvent: McDbArc = arcEvent_id.getMcDbEntity() as McDbArc;\r\n\r\n // 指定排列对象\r\n const aryIds = await MxCADUtility.userSelect(\"选择排列对象\");\r\n if (aryIds.length == 0) {\r\n return;\r\n }\r\n // 指定排列基点\r\n const getPoint = new MxCADUiPrPoint();\r\n getPoint.setMessage('指定排列基点')\r\n const point = await getPoint.go();\r\n if (!point) return;\r\n\r\n // 排列\r\n aryIds.forEach(async (orderObj_id) => {\r\n let orderEvent = orderObj_id.getMcDbEntity() as McDbEntity;\r\n let eventInd = arcEvent.getLength().val / dist;// 根据阵列距离得出阵列数\r\n if (eventInd < 1) return;\r\n for (let i = 0; i < eventInd; i++) {\r\n let orderEvent_clone = orderEvent.clone() as McDbEntity;\r\n let evePt = arcEvent.getPointAtDist(i * dist);\r\n if (!evePt.ret) return;\r\n let v = evePt.val.sub(point)//平移距离和方向\r\n let matrix = new McGeMatrix3d();\r\n matrix.setToTranslation(v);\r\n orderEvent_clone.transformBy(matrix);\r\n let tangentV = arcEvent.getFirstDeriv(evePt.val).val;//曲线阵列点切向量\r\n let verticalV = tangentV.rotateBy(McGeVector3d.kYAxis.angleTo1(McGeVector3d.kXAxis));//阵列点垂直向量\r\n let angle = verticalV.negate().angleTo2(McGeVector3d.kYAxis, McGeVector3d.kNegateZAxis);//旋转角度\r\n orderEvent_clone.rotate(evePt.val, angle)\r\n mxcad.drawEntity(orderEvent_clone);\r\n }\r\n })\r\n}\r\n\r\n// pl圆角\r\n/**\r\n * 将pl打断成n段直线\r\n * 根据圆角半径求圆心\r\n */\r\nasync function Mx_PlRoundCorners() {\r\n // 选择目标pl\r\n let filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"LWPOLYLINE\");\r\n let ss = new MxCADSelectionSet();\r\n if (!await ss.userSelect(\"选择目标多段线:\", filter)) return;\r\n if (ss.count() == 0) return;\r\n\r\n // 设置圆角半径s\r\n const getRadius = new MxCADUiPrDist();\r\n getRadius.setMessage('请输入圆角半径<5>');\r\n let radius: number = 5;\r\n const radiusVal = await getRadius.go();\r\n if (radiusVal) {\r\n radius = getRadius.value();\r\n }\r\n\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n ss.forEach(id => {\r\n const pl = id.getMcDbEntity() as McDbPolyline;\r\n\r\n const pl_new = new McDbPolyline();\r\n pl_new.trueColor = pl.trueColor;\r\n pl_new.isClosed = pl.isClosed;\r\n pl_new.colorIndex = pl.colorIndex;\r\n pl_new.layerId = pl.layerId;\r\n const num = pl.numVerts();\r\n const vertPts: McGePoint3d[] = [];\r\n for (let i = 0; i < num; i++) {\r\n vertPts.push(pl.getPointAt(i).val);\r\n };\r\n\r\n if (pl.isClosed === true) {\r\n // 闭合曲线多一条线\r\n vertPts.push(...[vertPts[0], vertPts[1]])\r\n }\r\n vertPts.forEach((pt1, index) => {\r\n if (index + 2 >= vertPts.length) return;\r\n const pt2 = vertPts[index + 1];\r\n const pt3 = vertPts[index + 2];\r\n const line1 = new McDbLine(pt2, pt1);\r\n const line2 = new McDbLine(pt2, pt3);\r\n\r\n // 获取圆角起始点\r\n const angle = pt1.sub(pt2).angleTo2(pt3.sub(pt2), McGeVector3d.kNegateZAxis);\r\n let b = radius * Math.sin(Math.PI / 2 - angle / 2) / Math.sin(angle / 2);\r\n if (b < 0) b = -b;\r\n const p1 = line1.getPointAtDist(b).val;\r\n const p2 = line2.getPointAtDist(b).val;\r\n\r\n // 获取圆角中点\r\n line1.rotate(p1, Math.PI / 2);\r\n line2.rotate(p2, Math.PI / 2);\r\n const pointsVal = line1.IntersectWith(line2, McDb.Intersect.kExtendBoth);\r\n if (!pointsVal.length()) return;\r\n const center = pointsVal.at(0);\r\n\r\n const line = new McDbLine(center, pt2);\r\n const midPt = line.getPointAtDist(radius).val;\r\n\r\n let retB = MxCADUtility.calcBulge(p1, midPt, p2).val;//三点计算当前弧线的凸度\r\n\r\n if (index === 0 && pl.isClosed === false) {\r\n let w = pl.getWidthsAt(index)\r\n pl_new.addVertexAt(pt1, 0, w.val1, w.val2);\r\n }\r\n let widths;\r\n if (pl.isClosed === true && index + 2 === vertPts.length - 1) {\r\n widths = pl.getWidthsAt(index);\r\n } else {\r\n widths = pl.getWidthsAt(index + 1);\r\n }\r\n pl_new.addVertexAt(p1, retB, widths.val1, widths.val2);\r\n pl_new.addVertexAt(p2, 0, widths.val1, widths.val2);\r\n\r\n if (index + 2 === vertPts.length - 1 && pl.isClosed === false) {\r\n pl_new.addVertexAt(pt3, 0, widths.val1, widths.val2);\r\n }\r\n })\r\n pl.erase();\r\n mxcad.drawEntity(pl_new);\r\n })\r\n}\r\n\r\n// 填充比例\r\nasync function Mx_FillRatio() {\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n\r\n const ss = new MxCADSelectionSet();\r\n if (!await ss.userSelect(\"选择填充对象\")) return;\r\n if (ss.count() == 0) return;\r\n\r\n // 获取填充比例\r\n const getRatio = new MxCADUiPrString();\r\n getRatio.setMessage('请输入填充比例');\r\n const ratioVal = await getRatio.go();\r\n if (!ratioVal) return;\r\n const ratio = Number(getRatio.value());\r\n if (!ratio) return;\r\n\r\n ss.forEach(id => {\r\n const tmp = id.getMcDbEntity();\r\n if (tmp instanceof McDbHatch) {\r\n let tmp_clone = tmp.clone() as McDbHatch;\r\n tmp_clone.patternScale = tmp_clone.patternSpace = ratio;\r\n const num = tmp_clone.numPatternDefinitions;\r\n for (let i = 0; i < num; i++) {\r\n const def = tmp_clone.getPatternDefinitionAt(i);\r\n const strArr = Object.values(def);\r\n strArr.shift();\r\n const str = strArr.toString();\r\n mxcad.addPatternDefinition(`test${i}`, `((${str}))`);\r\n mxcad.drawPatternDefinition = `test${i}`;\r\n };\r\n mxcad.drawHatch(tmp_clone, ratio);\r\n tmp.erase();\r\n }\r\n });\r\n mxcad.updateDisplay();\r\n}\r\n\r\n// 继承填充\r\nasync function Mx_InheritanceFill() {\r\n const getEnt = new MxCADUiPrEntity();\r\n getEnt.setMessage('请选择原填充图形');\r\n const entId = await getEnt.go();\r\n if (!entId.id) return;\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n const ent = entId.getMcDbEntity();\r\n if (ent instanceof McDbHatch) {\r\n const patternName = ent.patternName();\r\n const type = ent.patternType();\r\n console.log(patternName)\r\n while (true) {\r\n const getPoint = new MxCADUiPrPoint();\r\n getPoint.setMessage('请点击填充图形内部任意一点');\r\n const point = await getPoint.go();\r\n if (!point) return;\r\n const hatch = MxCADUtility.builderHatchFromPoint(point);\r\n if (!hatch) {\r\n MxFun.acutPrintf(\"没有找到闭合区域\\n\")\r\n return;\r\n }\r\n hatch.setPattern(type, patternName);\r\n hatch.patternScale = ent.patternScale;\r\n hatch.patternAngle = ent.patternAngle;\r\n mxcad.drawEntity(hatch);\r\n console.log(111, hatch)\r\n }\r\n\r\n }\r\n}\r\n\r\n// pl线反向\r\nasync function Mx_PlReverse() {\r\n const filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes('LWPOLYLINE');\r\n\r\n const getEntity = new MxCADUiPrEntity();\r\n getEntity.setMessage('请选择线对象');\r\n getEntity.setFilter(filter);\r\n const entId = await getEntity.go();\r\n console.log(entId)\r\n if (!entId.id) return;\r\n const ent = entId.getMcDbEntity() as McDbPolyline;\r\n const vertNum = ent.numVerts();\r\n const pl = new McDbPolyline();\r\n for (let i = vertNum - 1; i >= 0; i--) {\r\n const pt = ent.getPointAt(i).val;\r\n if (i > 0) {\r\n const widths = ent.getWidthsAt(i - 1);\r\n const bulge = ent.getBulgeAt(i - 1);\r\n pl.addVertexAt(pt, -bulge, widths.val2, widths.val1);\r\n } else {\r\n const widths = ent.getWidthsAt(i);\r\n const bulge = ent.getBulgeAt(i);\r\n pl.addVertexAt(pt, -bulge, widths.val2, widths.val2);\r\n }\r\n }\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n pl.isClosed = ent.isClosed;\r\n mxcad.drawEntity(pl);\r\n ent.erase()\r\n}\r\n\r\n//得到所有直线对象\r\nasync function Mx_TestGetAllLineByLayer() {\r\n let ss = new MxCADSelectionSet();\r\n ss.allSelect(new MxCADResbuf([DxfCode.kEntityType, \"LINE\"]));\r\n console.log(\"得到对象数目:\" + ss.count());\r\n ss.forEach(id => {\r\n const ent = id.getMcDbEntity();\r\n ent.highlight(true);\r\n });\r\n MxCpp.getCurrentMxCAD().updateDisplay();\r\n}\r\n\r\n// 等分\r\nasync function Mx_Bisection() {\r\n // 设置模式\r\n const getPrefModel = new MxCADUiPrKeyWord();\r\n getPrefModel.setMessage(\"选择等分模式\");\r\n getPrefModel.setKeyWords(\"[定距等分(ME)/定数等分(DIV)/偏移等分(O)/复制等分(CO)]\");\r\n let model = await getPrefModel.go();\r\n if (!model) return;\r\n\r\n // 设置过滤器\r\n const filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes('LINE');\r\n\r\n // 获取需要等分的线段\r\n const getEnt = new MxCADUiPrEntity();\r\n getEnt.setFilter(filter);\r\n if (model === \"O\") {\r\n getEnt.setMessage('请选择偏移等分对象');\r\n } else if (model === \"CO\") {\r\n getEnt.setMessage('请选择复制等分对象');\r\n } else {\r\n getEnt.setMessage('请选择需要等分的线段');\r\n }\r\n const entId = await getEnt.go();\r\n if (!entId.id) return;\r\n const line = entId.getMcDbEntity() as McDbLine;\r\n const length = line.getLength().val;\r\n\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n\r\n //根据不同模式等分线段\r\n if (model === \"ME\") {\r\n // 设置等分距离\r\n const getDist = new MxCADUiPrDist();\r\n getDist.setMessage(\"请设置等分距离\");\r\n const val = await getDist.go();\r\n if (!val) return;\r\n const dist = getDist.value();\r\n\r\n // 根据距离确定等分点\r\n const num = length / dist;\r\n for (let i = 1; i < num; i++) {\r\n const point = line.getPointAtDist(i * dist).val;\r\n const dividept = new MxDbTestDivide();\r\n dividept.setCenter(point);\r\n mxcad.drawEntity(dividept);\r\n }\r\n } else if (model === \"DIV\") {\r\n // 设置等分的数量\r\n const getCount = new MxCADUiPrInt();\r\n getCount.setMessage(\"请设置等分的数量\");\r\n const val = await getCount.go();\r\n if (!val) return;\r\n const count = getCount.value();\r\n\r\n // 根据等分数量获取等分距离并得到等分点\r\n const dist = length / count;\r\n for (let i = 1; i < count; i++) {\r\n const point = line.getPointAtDist(i * dist).val;\r\n const dividept = new MxDbTestDivide();\r\n dividept.setCenter(point);\r\n mxcad.drawEntity(dividept);\r\n }\r\n } else if (model === \"O\") {\r\n // 指定偏移距离\r\n const getDist = new MxCADUiPrDist();\r\n getDist.setMessage(\"请设置偏移距离\");\r\n const val = await getDist.go();\r\n if (!val) return;\r\n const dist = getDist.value();\r\n\r\n let num = 1;\r\n while (true) {\r\n // 指定偏移点\r\n const getOffPoint = new MxCADUiPrPoint();\r\n getOffPoint.setMessage(\"请指定偏移点\");\r\n getOffPoint.setUserDraw((pt, pw) => {\r\n line.offsetCurves(dist * num, pt).forEach(obj => {\r\n pw.drawMcDbEntity(obj as McDbEntity);\r\n })\r\n })\r\n const offPoint = await getOffPoint.go();\r\n if (!offPoint) return;\r\n line.offsetCurves(dist * num, offPoint).forEach(obj => {\r\n mxcad.drawEntity(obj as McDbEntity);\r\n num++;\r\n })\r\n }\r\n } else if (model === \"CO\") {\r\n // 指定复制基点\r\n const getBasePt = new MxCADUiPrPoint();\r\n getBasePt.setMessage(\"请指定复制基点\");\r\n const basePt = await getBasePt.go();\r\n if (!basePt) return;\r\n\r\n // 指定复制数量\r\n const getCount = new MxCADUiPrInt();\r\n getCount.setMessage(\"请指定复制等分数量\");\r\n const val = await getCount.go();\r\n if (!val) return;\r\n const count = getCount.value();\r\n\r\n // 指定端点\r\n const getEndPt = new MxCADUiPrPoint();\r\n getEndPt.setMessage(\"请指定复制等分端点\");\r\n // 动态绘制\r\n getEndPt.setUserDraw((pt, pw) => {\r\n const l = new McDbLine(basePt, pt);\r\n pw.drawMcDbEntity(l);\r\n const dist = l.getLength().val / count;\r\n for (let i = 1; i < count + 1; i++) {\r\n const ent = line.clone() as McDbLine;\r\n ent.move(basePt, l.getPointAtDist(dist * i).val);\r\n pw.drawMcDbEntity(ent)\r\n }\r\n })\r\n const endPt = await getEndPt.go();\r\n if (!endPt) return;\r\n\r\n // 根据端点与基点以及复制数量确定等分点\r\n const l = new McDbLine(basePt, endPt);\r\n const dist = l.getLength().val / count;\r\n for (let i = 1; i < count + 1; i++) {\r\n const ent = line.clone() as McDbLine;\r\n ent.move(basePt, l.getPointAtDist(dist * i).val);\r\n mxcad.drawEntity(ent)\r\n }\r\n }\r\n\r\n}\r\n\r\n// 矩形缩放\r\n/**\r\n * 将选中的实体整合成块\r\n * 根据矩形的大小设置缩放因子\r\n */\r\nasync function Mx_RectangularScaling() {\r\n // 获取需要缩放的实体\r\n let ss = new MxCADSelectionSet();\r\n if (!await ss.userSelect(\"请选择需要矩形缩放的实体:\")) return;\r\n if (ss.count() == 0) return;\r\n\r\n // 将目标实体整合成块对象\r\n let mxcad = MxCpp.getCurrentMxCAD();\r\n let blkTable = mxcad.getDatabase().getBlockTable();\r\n let blkRecId = blkTable.add(new McDbBlockTableRecord());//图块记录\r\n let blkTableRecord: McDbBlockTableRecord = blkRecId.getMcDbBlockTableRecord() as any;\r\n if (blkTableRecord == null) return;\r\n\r\n ss.forEach(id => {\r\n const ent = id.getMcDbEntity();\r\n if (!ent) return;\r\n const ent_clone = ent.clone() as McDbEntity;\r\n blkTableRecord.appendAcDbEntity(ent_clone);\r\n })\r\n\r\n let blkRef = new McDbBlockReference();\r\n blkRef.blockTableRecordId = blkRecId;\r\n // 通过计算实体包围盒设置块基点\r\n const { ret, maxPt, minPt } = blkRef.getBoundingBox();\r\n if (!ret) return;\r\n const line = new McDbLine(minPt, maxPt);\r\n const length = line.getLength().val;\r\n blkTableRecord.origin = line.getPointAtDist(length / 2).val;\r\n\r\n // 选择矩形的两个角点\r\n const getPt1 = new MxCADUiPrPoint();\r\n getPt1.setMessage(\"请指定矩形的角点1\");\r\n const pt1 = await getPt1.go();\r\n if (!pt1) return;\r\n const getPt2 = new MxCADUiPrPoint();\r\n getPt2.setMessage(\"请指定矩形角点2\");\r\n getPt2.setUserDraw((pt, pw) => {\r\n let pl = new McDbPolyline();\r\n pl.addVertexAt(pt1);\r\n pl.addVertexAt(new McGePoint3d(pt1.x, pt.y));\r\n pl.addVertexAt(pt);\r\n pl.addVertexAt(new McGePoint3d(pt.x, pt1.y));\r\n pl.isClosed = true;\r\n pw.drawMcDbEntity(pl);\r\n })\r\n const pt2 = await getPt2.go();\r\n if (!pt2) return;\r\n\r\n // 计算缩放因子\r\n const scaleX = Math.abs(pt1.x - pt2.x) / Math.abs(minPt.x - maxPt.x);\r\n const scaleY = Math.abs(pt1.y - pt2.y) / Math.abs(minPt.y - maxPt.y);\r\n blkRef.scaleFactors = new McGePoint3d(scaleX, scaleY, 0);\r\n const l = new McDbLine(pt1, pt2);\r\n blkRef.position = l.getPointAtDist(l.getLength().val / 2).val;\r\n mxcad.drawEntity(blkRef);\r\n}\r\n\r\n// 自定义局部放大类\r\nclass McDbTestEnlarge extends McDbCustomEntity {\r\n // 定义McDbTestReactArea内部的点对象 \r\n // 放大中心点\r\n private center: McGePoint3d = new McGePoint3d();\r\n // 放大范围\r\n private radius: number = 20;\r\n // 放大倍数\r\n private scale: number = 50;\r\n // 插入点\r\n private position: McGePoint3d = new McGePoint3d();\r\n // 构造函数\r\n constructor(imp?: any) {\r\n super(imp);\r\n }\r\n // 创建函数\r\n public create(imp: any) {\r\n return new McDbTestEnlarge(imp)\r\n }\r\n // 获取类名\r\n public getTypeName(): string {\r\n return \"McDbTestEnlarge\";\r\n }\r\n //设置或获取放大中心点\r\n public set enlargeCenter(val: McGePoint3d) {\r\n this.center = val;\r\n }\r\n public get enlargeCenter(): McGePoint3d {\r\n return this.center;\r\n }\r\n //设置或获取放大范围\r\n public set enlargeRadius(val: number) {\r\n this.radius = val;\r\n }\r\n public get enlargeRadius(): number {\r\n return this.radius;\r\n }\r\n //设置或获取放大倍数\r\n public set enlargeScale(val: number) {\r\n this.scale = val;\r\n }\r\n public get enlargeScale(): number {\r\n return this.scale;\r\n }\r\n // 读取自定义实体数据pt1、pt2\r\n public dwgInFields(filter: IMcDbDwgFiler): boolean {\r\n this.center = filter.readPoint(\"center\").val;\r\n this.position = filter.readPoint(\"position\").val;\r\n this.radius = filter.readDouble(\"radius\").val;\r\n this.scale = filter.readDouble(\"scale\").val;\r\n return true;\r\n }\r\n // 写入自定义实体数据pt1、pt2\r\n public dwgOutFields(filter: IMcDbDwgFiler): boolean {\r\n filter.writePoint(\"center\", this.center);\r\n filter.writePoint(\"position\", this.position);\r\n filter.writeDouble(\"radius\", this.radius);\r\n filter.writeDouble(\"scale\", this.scale);\r\n return true;\r\n }\r\n\r\n // 移动自定义对象的夹点\r\n public moveGripPointsAt(iIndex: number, dXOffset: number, dYOffset: number, dZOffset: number) {\r\n this.assertWrite();\r\n if (iIndex == 0) {\r\n this.center.x += dXOffset;\r\n this.center.y += dYOffset;\r\n this.center.z += dZOffset;\r\n }\r\n else if (iIndex == 1) {\r\n this.position.x += dXOffset;\r\n this.position.y += dYOffset;\r\n this.position.z += dZOffset;\r\n }\r\n };\r\n // 获取自定义对象的夹点\r\n public getGripPoints(): McGePoint3dArray {\r\n let ret = new McGePoint3dArray()\r\n ret.append(this.center);\r\n ret.append(this.position);\r\n return ret;\r\n };\r\n // 绘制实体\r\n public worldDraw(draw: MxCADWorldDraw): void {\r\n const circle = new McDbCircle();\r\n circle.center = this.center;\r\n circle.radius = this.radius;\r\n draw.drawEntity(circle);\r\n\r\n const { minPt, maxPt, ret } = circle.getBoundingBox();\r\n if (!ret) return;\r\n let ss = new MxCADSelectionSet();\r\n ss.crossingSelect(minPt.x, minPt.y, maxPt.x, maxPt.y)\r\n\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n let blkTable = mxcad.getDatabase().getBlockTable();\r\n let blkRec = new McDbBlockTableRecord();\r\n let blkRecId = blkTable.add(blkRec);\r\n let blkTableRecord: McDbBlockTableRecord = blkRecId.getMcDbBlockTableRecord() as any;\r\n if (blkTableRecord == null) return;\r\n\r\n ss.forEach((id) => {\r\n let ent = id.getMcDbEntity();\r\n if (!ent) return;\r\n let cent = ent.clone() as McDbEntity;\r\n blkTableRecord.appendAcDbEntity(cent);\r\n });\r\n // 设置图块的插入基点,在图形对象的中心位置。\r\n blkTableRecord.origin = new McGePoint3d(this.center.x, this.center.y, 0);\r\n let blkRef = new McDbBlockReference();\r\n blkRef.blockTableRecordId = blkRecId;\r\n blkRef.position = this.position;\r\n const blkRefId = mxcad.drawEntity(blkRef);\r\n blkRef = blkRefId.getMcDbEntity() as McDbBlockReference;\r\n\r\n // 设置一个圆做它的剪切边界.\r\n let samplePoints = circle.getSamplePoints(this.radius * 0.00001);\r\n let aryPoint = new McGePoint3dArray();\r\n samplePoints.forEach((val, _type, dxf) => {\r\n if (dxf === 1010) {\r\n const point = new McGePoint3d(val.x, val.y, val.z);\r\n aryPoint.append(point);\r\n }\r\n });\r\n blkRef.createSpatialFilter();\r\n blkRef.setScale(this.scale);\r\n let idSpatialFilter = blkRef.getSpatialFilterId();\r\n let blkFilter: McDbSpatialFilter = idSpatialFilter.getMcDbObject() as any;\r\n blkFilter.setBoundary(aryPoint);\r\n draw.drawEntity(blkRef);\r\n blkRefId.erase();\r\n\r\n const vec = this.position.sub(this.center).normalize();\r\n const pt1 = this.center.clone().addvec(vec.mult(this.radius));\r\n const pt2 = this.position.clone().subvec(vec.mult(this.scale));\r\n const line = new McDbLine(pt1, pt2);\r\n draw.drawEntity(line)\r\n }\r\n // 获取position\r\n public setPosition(pt: McGePoint3d) {\r\n this.assertWrite();\r\n this.position = pt.clone();\r\n }\r\n // 获取position\r\n public getPosition() {\r\n return this.position;\r\n }\r\n}\r\n// 局部放大功能\r\nasync function Mx_Enlarge() {\r\n\r\n const getPoint = new MxCADUiPrPoint();\r\n getPoint.setMessage('请选择放大中心点');\r\n const point = await getPoint.go();\r\n if (!point) return;\r\n\r\n // 设置放大范围\r\n const getDist = new MxCADUiPrDist();\r\n getDist.setMessage('请选择放大范围');\r\n getDist.setBasePt(point);\r\n getDist.setUserDraw((pt, pw) => {\r\n const radius = point.distanceTo(pt);\r\n const circle = new McDbCircle(point.x, point.y, point.z, radius);\r\n pw.drawMcDbEntity(circle);\r\n });\r\n const distVal = await getDist.go();\r\n if (!distVal) return;\r\n const dist = getDist.value();\r\n\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n const circle1 = new McDbCircle(point.x, point.y, point.z, dist);\r\n // 设置放大倍数\r\n const getAmplifyDist = new MxCADUiPrDist();\r\n getAmplifyDist.setMessage('请设置放大倍数');\r\n getAmplifyDist.setBasePt(point);\r\n getAmplifyDist.setUserDraw((pt, pw) => {\r\n const radius = point.distanceTo(pt);\r\n const circle = new McDbCircle(point.x, point.y, point.z, radius);\r\n pw.drawMcDbEntity(circle);\r\n pw.drawMcDbEntity(circle1);\r\n });\r\n const aDistVal = await getAmplifyDist.go();\r\n if (!aDistVal) return;\r\n const aDist = getAmplifyDist.value();\r\n\r\n // 设置放大插入点\r\n const getInsertPt = new MxCADUiPrPoint();\r\n getInsertPt.setMessage('请选择放大插入点');\r\n getInsertPt.setUserDraw((pt, pw) => {\r\n const circle = new McDbCircle(pt.x, pt.y, pt.z, aDist);\r\n pw.drawMcDbEntity(circle);\r\n pw.drawMcDbEntity(circle1);\r\n })\r\n const insertPt = await getInsertPt.go();\r\n if (!insertPt) return;\r\n\r\n const enlarge = new McDbTestEnlarge();\r\n enlarge.enlargeCenter = point;\r\n enlarge.enlargeRadius = dist;\r\n enlarge.enlargeScale = aDist / dist;\r\n enlarge.setPosition(insertPt);\r\n mxcad.drawEntity(enlarge)\r\n}\r\n\r\n// 打断\r\nasync function Mx_Interrupt() {\r\n // 选中需要打断的曲线\r\n const getCurve = new MxCADUiPrEntity();\r\n getCurve.setMessage('请选择一条需要打断的曲线');\r\n const filter = new MxCADResbuf([DxfCode.kEntityType, \"LWPOLYLINE,LINE,ARC,CIRCLE,ELLIPSE\"]);\r\n getCurve.setFilter(filter);\r\n const curveId = await getCurve.go();\r\n if (!curveId.id) return;\r\n const curve = curveId.getMcDbEntity() as McDbCurve;\r\n curve.highlight(true);\r\n\r\n // 选取曲线的打断点\r\n const getBreakPoint = new MxCADUiPrPoint();\r\n getBreakPoint.setMessage('请在曲线上选取打断点');\r\n const pointsArr: McGePoint3d[] = [];\r\n const radius = MxFun.screenCoordLong2Doc(5)\r\n while (true) {\r\n // 动态绘制打断点\r\n getBreakPoint.setUserDraw((pt, pw) => {\r\n if (pointsArr.length > 0) {\r\n pointsArr.forEach(pt => {\r\n const circle = new McDbCircle();\r\n circle.center = pt;\r\n circle.radius = radius;\r\n pw.drawMcDbEntity(circle)\r\n })\r\n };\r\n pw.drawCircle(new THREE.Vector3(pt.x, pt.y), radius)\r\n })\r\n const point = await getBreakPoint.go();\r\n if (!point) break;\r\n pointsArr.push(point);\r\n }\r\n\r\n // 打断曲线\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n if (pointsArr.length === 0) return;\r\n curve.splitCurves(pointsArr).forEach(obj => {\r\n mxcad.drawEntity(obj as McDbCurve)\r\n });\r\n curve.highlight(false);\r\n curveId.erase();\r\n mxcad.updateDisplay();\r\n}\r\n\r\nexport function init() {\r\n new McDbTestEnlarge().rxInit();\r\n MxFun.addCommand(\"Mx_Multicopy\", Mx_Multicopy);\r\n MxFun.addCommand(\"Mx_ArcToCircle\", Mx_ArcToCircle);\r\n MxFun.addCommand(\"Mx_CopyRotation\", Mx_CopyRotation);\r\n MxFun.addCommand(\"Mx_CricleTotoll\", Mx_CricleTotoll);\r\n MxFun.addCommand(\"Mx_ChangeColor\", Mx_ChangeColor);\r\n MxFun.addCommand(\"Mx_ArcToAngle\", Mx_ArcToAngle);\r\n MxFun.addCommand(\"Mx_TemHiding\", Mx_TemHiding);\r\n MxFun.addCommand(\"Mx_BoxDel\", Mx_BoxDel);\r\n MxFun.addCommand(\"Mx_AngleCopy\", Mx_AngleCopy);\r\n MxFun.addCommand(\"Mx_VertexRep\", Mx_VertexRep);\r\n MxFun.addCommand(\"Mx_IntersectBreak\", Mx_IntersectBreak);\r\n MxFun.addCommand(\"Mx_DoubleOff\", Mx_DoubleOff);\r\n MxFun.addCommand(\"Mx_Telescoping\", Mx_Telescoping);\r\n MxFun.addCommand(\"Mx_EitCircle\", Mx_EitCircle);\r\n MxFun.addCommand(\"Mx_LayerTypeScale\", Mx_LayerTypeScale);\r\n MxFun.addCommand(\"Mx_ArcOrder\", Mx_ArcOrder);\r\n MxFun.addCommand(\"Mx_PlRoundCorners\", Mx_PlRoundCorners);\r\n MxFun.addCommand(\"Mx_PlReverse\", Mx_PlReverse);\r\n MxFun.addCommand(\"Mx_TestGetAllLineByLayer\", Mx_TestGetAllLineByLayer);\r\n MxFun.addCommand(\"Mx_Bisection\", Mx_Bisection);\r\n MxFun.addCommand(\"Mx_RectangularScaling\", Mx_RectangularScaling);\r\n MxFun.addCommand(\"Mx_Enlarge\", Mx_Enlarge);\r\n MxFun.addCommand(\"Mx_Interrupt\", Mx_Interrupt);\r\n // MxFun.addCommand(\"Mx_FillRatio\", Mx_FillRatio);\r\n // MxFun.addCommand(\"Mx_InheritanceFill\", Mx_InheritanceFill);\r\n}\r\n","///////////////////////////////////////////////////////////////////////////////\r\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\r\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\r\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\r\n//https://www.mxdraw.com/\r\n///////////////////////////////////////////////////////////////////////////////\r\n\r\nimport { MxFun } from \"mxdraw\";\r\nimport {\r\n MxCADUiPrInt, MxCADUiPrEntity, McDbLine, McDbText, McDbMText, McGeVector3d, MxCpp, MxCADResbuf, MxCADUtility,\r\n MxCADUiPrString, McDb, MxCADUiPrKeyWord, MxCADUiPrPoint, McGePoint3d, McDbPolyline, MxCADUiPrDist, McDbEntity,\r\n McGeMatrix3d, MxCADSelectionSet, McObjectId, McDbArc, DxfCode,\r\n McDbCurve,\r\n McDbCircle\r\n} from \"mxcad\";\r\nimport { useModalVisible } from '../Modal/hooks';\r\n\r\n// 按线对齐\r\nasync function Mx_AlignByLine() {\r\n let filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"LINE\");\r\n const getLineObj = new MxCADUiPrEntity();\r\n getLineObj.setMessage(\"请选择目标对齐线对象(选择直线)\");\r\n getLineObj.setFilter(filter);\r\n const lineObj_id = await getLineObj.go();\r\n if (!lineObj_id.id) return;\r\n const lineObj = lineObj_id.getMcDbEntity() as McDbLine;\r\n const getTextObj = new MxCADUiPrEntity();\r\n\r\n let filter2 = new MxCADResbuf();\r\n filter2.AddMcDbEntityTypes(\"TEXT\");\r\n getTextObj.setMessage(\"请选择目标文字对象\");\r\n getTextObj.setFilter(filter2);\r\n const textObj_id = await getTextObj.go();\r\n if (!textObj_id.id) return;\r\n const textObj = textObj_id.getMcDbEntity() as McDbText;\r\n\r\n const line_v = lineObj.getFirstDeriv(lineObj.getStartPoint().val);// 直线初始点切向量\r\n let angle1 = line_v.val.angleTo2(McGeVector3d.kXAxis, McGeVector3d.kNegateZAxis);//直线与水平方向角度\r\n let angle2 = textObj.rotation;//文字初始角度\r\n textObj.rotate(textObj.position, angle1 - angle2)\r\n const mxcad = MxCpp.App.getCurrentMxCAD();\r\n mxcad.updateDisplay()\r\n}\r\n\r\n// 改字高\r\nasync function Mx_TextHeight() {\r\n let filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"TEXT, MTEXT\");\r\n const aryIds = await MxCADUtility.userSelect(\"选择文字对象\", filter);\r\n if (aryIds.length == 0) {\r\n return;\r\n };\r\n const getHeight = new MxCADUiPrString();\r\n getHeight.setMessage(\"请设置字高\");\r\n const height = await getHeight.go();\r\n if (!height || !Number(height)) return;\r\n aryIds.forEach(id => {\r\n const text = id.getMcDbEntity() as McDbText;\r\n text.height = Number(height);\r\n })\r\n MxCpp.getCurrentMxCAD().updateDisplay()\r\n}\r\n\r\n// 改字宽\r\nasync function Mx_TextWidth() {\r\n let filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"TEXT, MTEXT\");\r\n const aryIds = await MxCADUtility.userSelect(\"选择文字对象\", filter);\r\n if (aryIds.length == 0) {\r\n return;\r\n };\r\n const getWidth = new MxCADUiPrString();\r\n getWidth.setMessage(\"请设置字宽\");\r\n const width = await getWidth.go();\r\n if (!width || !Number(width)) return;\r\n aryIds.forEach(id => {\r\n const text = id.getMcDbEntity() as McDbText;\r\n text.widthFactor = Number(width);\r\n })\r\n MxCpp.getCurrentMxCAD().updateDisplay()\r\n}\r\n\r\n// 刷内容\r\nasync function Mx_BrushCon() {\r\n const filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"TEXT\");\r\n const getCopyObj = new MxCADUiPrEntity();\r\n getCopyObj.setMessage(\"请选择源文字\");\r\n getCopyObj.setFilter(filter);\r\n const copyObj_id = await getCopyObj.go();\r\n if (!copyObj_id?.id) return;\r\n const copyObj = copyObj_id.getMcDbEntity() as McDbText;\r\n let aryId = await MxCADUtility.userSelect(\"请选择目标文字\", filter);\r\n if (aryId.length == 0) {\r\n return;\r\n }\r\n const mxcad = MxCpp.App.getCurrentMxCAD();\r\n aryId.forEach(id => {\r\n let event = id.getMcDbEntity();\r\n let event_clone = event.clone() as McDbText;\r\n event_clone.textString = copyObj.textString\r\n mxcad.drawEntity(event_clone);\r\n id.erase();\r\n })\r\n}\r\n\r\n// 换内容\r\nasync function Mx_ReplaceCon() {\r\n const filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"TEXT\");\r\n const getFirstObj = new MxCADUiPrEntity();\r\n getFirstObj.setFilter(filter);\r\n getFirstObj.setMessage(\"请选择第一个文字\");\r\n const firstObj_id = await getFirstObj.go();\r\n if (!firstObj_id?.id) return;\r\n const firstObj = firstObj_id.getMcDbEntity() as McDbText;\r\n const mxcad = MxCpp.App.getCurrentMxCAD();\r\n const getSecondObj = new MxCADUiPrEntity();\r\n getSecondObj.setFilter(filter);\r\n getSecondObj.setMessage(\"请选择第二个文字\");\r\n const secondObj_id = await getSecondObj.go();\r\n if (!secondObj_id?.id) return;\r\n const secondObj = secondObj_id.getMcDbEntity() as McDbText;\r\n let str1 = firstObj.textString;\r\n let str2 = secondObj.textString;\r\n let event1 = firstObj.clone() as McDbText;\r\n let event2 = secondObj.clone() as McDbText;\r\n event1.textString = str2;\r\n event2.textString = str1;\r\n mxcad.drawEntity(event1)\r\n mxcad.drawEntity(event2)\r\n firstObj_id.erase();\r\n secondObj_id.erase();\r\n}\r\n\r\n// 左右对齐\r\nasync function Mx_AlignLeft() {\r\n // 选择对齐文字\r\n const filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"TEXT\");\r\n let aryIds = await MxCADUtility.userSelect(\"请选择需要对齐的文字\", filter);\r\n if (aryIds.length == 0) {\r\n return;\r\n };\r\n // 设置对齐选项\r\n const getKeyWord = new MxCADUiPrKeyWord();\r\n getKeyWord.setMessage(\"请选择对齐方式\");\r\n getKeyWord.setKeyWords(\"[左(L)/中(M)/右(R)]\");\r\n const keyWord = await getKeyWord.go();\r\n if (!keyWord) return;\r\n\r\n // 选择对齐基点\r\n const getBasePt = new MxCADUiPrPoint();\r\n getBasePt.setMessage(\"请选择对齐基点\");\r\n const basePt = await getBasePt.go();\r\n if (!basePt) return;\r\n\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n if (keyWord === 'L') {\r\n // 左对齐\r\n aryIds.forEach(id => {\r\n const text = id.getMcDbEntity() as McDbText;\r\n const text_clone = text.clone() as McDbText;\r\n const aPt = text.alignmentPoint;\r\n const pt = text.position;\r\n text_clone.horizontalMode = McDb.TextHorzMode.kTextLeft;\r\n text_clone.alignmentPoint = new McGePoint3d(basePt.x, aPt.y);\r\n text_clone.position = new McGePoint3d(basePt.x, pt.y);\r\n mxcad.drawEntity(text_clone);\r\n id.erase();\r\n })\r\n } else if (keyWord === 'R') {\r\n // 右对齐\r\n aryIds.forEach(id => {\r\n const text = id.getMcDbEntity() as McDbText;\r\n const text_clone = text.clone() as McDbText;\r\n const aPt = text.alignmentPoint;\r\n const pt = text.position;\r\n text_clone.horizontalMode = McDb.TextHorzMode.kTextRight;\r\n text_clone.alignmentPoint = new McGePoint3d(basePt.x, aPt.y);\r\n text_clone.position = new McGePoint3d(basePt.x, pt.y);\r\n mxcad.drawEntity(text_clone);\r\n id.erase();\r\n })\r\n } else if (keyWord === 'M') {\r\n // 居中对齐\r\n aryIds.forEach(id => {\r\n const text = id.getMcDbEntity() as McDbText;\r\n const text_clone = text.clone() as McDbText;\r\n const aPt = text.alignmentPoint;\r\n const pt = text.position;\r\n text_clone.horizontalMode = McDb.TextHorzMode.kTextCenter;\r\n text_clone.alignmentPoint = new McGePoint3d(basePt.x, aPt.y);\r\n text_clone.position = new McGePoint3d(basePt.x, pt.y);\r\n mxcad.drawEntity(text_clone);\r\n id.erase();\r\n })\r\n }\r\n}\r\n\r\n// 上下对齐\r\nasync function Mx_AlignUp() {\r\n // 选择对齐文字\r\n const filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"TEXT\");\r\n let aryIds = await MxCADUtility.userSelect(\"请选择需要对齐的文字\", filter);\r\n if (aryIds.length == 0) {\r\n return;\r\n };\r\n\r\n // 选择对齐基点\r\n const getBasePt = new MxCADUiPrPoint();\r\n getBasePt.setMessage(\"请选择对齐基点\");\r\n const basePt = await getBasePt.go();\r\n if (!basePt) return;\r\n\r\n aryIds.forEach(id => {\r\n const text = id.getMcDbEntity() as McDbText;\r\n const pt = text.position;\r\n text.alignmentPoint = text.position = new McGePoint3d(pt.x, basePt.y);\r\n });\r\n\r\n MxCpp.getCurrentMxCAD().updateDisplay();\r\n\r\n}\r\n\r\n// 文字反转\r\nasync function Mx_TextReversal() {\r\n // 选择需要反转的文字\r\n const filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"TEXT\");\r\n let aryIds = await MxCADUtility.userSelect(\"请选择需要反转的文字\", filter);\r\n if (aryIds.length == 0) {\r\n return;\r\n };\r\n\r\n const mxcad = MxCpp.App.getCurrentMxCAD();\r\n aryIds.forEach(id => {\r\n const event = id.getMcDbEntity() as McDbText;\r\n const event_clone = event.clone() as McDbText;\r\n\r\n // 将文字中心点做旋转基点\r\n let bound = event.getBoundingBox();\r\n if (!bound.ret) return;\r\n const maxPt: McGePoint3d = bound.maxPt;\r\n const minPt: McGePoint3d = bound.minPt;\r\n const line = new McDbLine(minPt, maxPt);\r\n const midPt = line.getPointAtDist(line.getLength().val / 2).val;\r\n\r\n // 文字在自身旋转角度上再旋转180度\r\n const angle = McGeVector3d.kXAxis.angleTo1(new McGeVector3d(-1, 0, 0)) + event.rotation\r\n event_clone.rotate(midPt, angle);\r\n id.erase()\r\n mxcad.drawEntity(event_clone);\r\n })\r\n}\r\n\r\n// 去空格\r\nasync function Mx_TextTrim() {\r\n // 选择需要去空格的对象\r\n const filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"TEXT, MTEXT\");\r\n let aryIds = await MxCADUtility.userSelect(\"请选择需要去空格的文字\", filter);\r\n if (aryIds.length == 0) {\r\n return;\r\n };\r\n\r\n // 去除文字空格\r\n aryIds.forEach(id => {\r\n const event = id.getMcDbEntity();\r\n let event_clone: McDbText | McDbMText;\r\n if (event instanceof McDbText) {\r\n event_clone = event.clone() as McDbText;\r\n event_clone.textString = event.textString.replace(/\\s+/g, '');\r\n } else if (event instanceof McDbMText) {\r\n event_clone = event.clone() as McDbMText;\r\n event_clone.contents = event.contents.replace(/\\s+/g, '');\r\n }\r\n id.erase()\r\n MxCpp.App.getCurrentMxCAD().drawEntity(event_clone);\r\n })\r\n}\r\n\r\n// 文字加框\r\nasync function Mx_TextTraming() {\r\n // 选择文字对象\r\n const filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"TEXT, MTEXT\");\r\n let aryIds = await MxCADUtility.userSelect(\"请选择文字对象\", filter);\r\n if (aryIds.length == 0) {\r\n return;\r\n };\r\n\r\n aryIds.forEach(id => {\r\n const event = id.getMcDbEntity();\r\n // 获取文字的两个角点\r\n let bound = event.getBoundingBox();\r\n if (!bound.ret) return;\r\n const maxPt: McGePoint3d = bound.maxPt;\r\n const minPt: McGePoint3d = bound.minPt;\r\n // 获取其他两个角点\r\n const pt1 = new McGePoint3d(minPt.x, maxPt.y);\r\n const pt2 = new McGePoint3d(maxPt.x, minPt.y);\r\n // 为文字框设置内边距\r\n const vec1 = minPt.clone().sub(maxPt).normalize().mult(2);\r\n const vec2 = pt1.clone().sub(pt2).normalize().mult(2);\r\n // 绘制文字框\r\n const pl = new McDbPolyline();\r\n pl.addVertexAt(minPt.addvec(vec1));\r\n pl.addVertexAt(pt1.addvec(vec2));\r\n pl.addVertexAt(maxPt.subvec(vec1));\r\n pl.addVertexAt(pt2.subvec(vec2));\r\n pl.isClosed = true;\r\n MxCpp.getCurrentMxCAD().drawEntity(pl);\r\n })\r\n}\r\n\r\n// 下划线\r\nasync function Mx_Underline() {\r\n // 选择文字对象\r\n const filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"TEXT\");\r\n let aryIds = await MxCADUtility.userSelect(\"请选择文字对象\", filter);\r\n if (aryIds.length == 0) {\r\n return;\r\n };\r\n\r\n // 设置下划线宽度\r\n const getWidth = new MxCADUiPrInt();\r\n getWidth.setMessage(\"请输入下划线宽度\\n\");\r\n const width = await getWidth.go() || 0;\r\n\r\n // 设置下划线距离\r\n const getDist = new MxCADUiPrDist();\r\n getDist.setMessage(\"请设置下划线距离\\n\");\r\n const val = await getDist.go();\r\n let dist: number = 0;\r\n if (val) {\r\n dist = getDist.value();\r\n }\r\n\r\n // 设置下划线延长距离\r\n const getExDist = new MxCADUiPrDist();\r\n getExDist.setMessage(\"请设置下划线延长距离\\n\");\r\n const ex_val = await getExDist.go();\r\n let exDist: number = 0;\r\n if (ex_val) {\r\n exDist = getExDist.value();\r\n }\r\n\r\n aryIds.forEach(id => {\r\n const event = id.getMcDbEntity() as McDbText;\r\n // 获取文字的两个角点\r\n let bound = event.getBoundingBox();\r\n if (!bound.ret) return;\r\n const maxPt: McGePoint3d = bound.maxPt;\r\n const minPt: McGePoint3d = bound.minPt;\r\n\r\n // 延长下划线\r\n const line1 = new McDbLine(minPt.x, minPt.y, 0, maxPt.x, minPt.y, 0);\r\n const line2 = new McDbLine(maxPt.x, minPt.y, 0, minPt.x, minPt.y, 0);\r\n const length = line2.getLength().val;\r\n const pt1 = line1.getPointAtDist(length + exDist).val;\r\n const pt2 = line2.getPointAtDist(length + exDist).val;\r\n const pl = new McDbPolyline();\r\n pl.addVertexAt(pt1, 0, width, width);\r\n pl.addVertexAt(pt2, 0, width, width);\r\n\r\n // 平移\r\n const closePt = pl.getClosestPointTo(maxPt, true).val;\r\n // 转换向量长度\r\n const vex = closePt.clone().sub(maxPt);\r\n vex.normalize().mult(dist)\r\n const toPt = closePt.clone().addvec(vex);\r\n const matrix = new McGeMatrix3d();\r\n matrix.setToTranslation(toPt.sub(closePt));\r\n pl.transformBy(matrix)\r\n MxCpp.getCurrentMxCAD().drawEntity(pl)\r\n })\r\n\r\n}\r\n\r\n// 图名线\r\nasync function Mx_TitleLine() {\r\n // 选择文字对象\r\n const filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"TEXT\");\r\n let aryIds = await MxCADUtility.userSelect(\"请选择文字对象\", filter);\r\n if (aryIds.length == 0) {\r\n return;\r\n };\r\n\r\n aryIds.forEach(id => {\r\n const event = id.getMcDbEntity();\r\n // 获取文字的两个角点\r\n let bound = event.getBoundingBox();\r\n if (!bound.ret) return;\r\n const maxPt: McGePoint3d = bound.maxPt;\r\n const minPt: McGePoint3d = bound.minPt;\r\n // 利用多段线绘制图名线\r\n const pl1 = new McDbPolyline();\r\n pl1.addVertexAt(minPt, 0, 2, 2);\r\n pl1.addVertexAt(new McGePoint3d(maxPt.x, minPt.y), 0, 2, 2);\r\n const pl2 = new McDbPolyline();\r\n pl2.addVertexAt(minPt);\r\n pl2.addVertexAt(new McGePoint3d(maxPt.x, minPt.y));\r\n // 平移\r\n const closePt = pl1.getClosestPointTo(maxPt, true).val;\r\n // 转换向量长度\r\n const vex1 = closePt.clone().sub(maxPt);\r\n const vex2 = closePt.clone().sub(maxPt);\r\n vex1.normalize().mult(2)\r\n vex2.normalize().mult(4)\r\n const toPt1 = closePt.clone().addvec(vex1);\r\n const toPt2 = closePt.clone().addvec(vex2);\r\n const matrix1 = new McGeMatrix3d();\r\n const matrix2 = new McGeMatrix3d();\r\n matrix1.setToTranslation(toPt1.sub(closePt));\r\n pl1.transformBy(matrix1);\r\n matrix2.setToTranslation(toPt2.sub(closePt));\r\n pl2.transformBy(matrix2);\r\n MxCpp.getCurrentMxCAD().drawEntity(pl1);\r\n MxCpp.getCurrentMxCAD().drawEntity(pl2);\r\n })\r\n}\r\n\r\n// 大小写\r\nasync function Mx_Case() {\r\n const filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"TEXT\");\r\n let aryIds = await MxCADUtility.userSelect(\"请选择文字对象\", filter);\r\n if (aryIds.length == 0) {\r\n return;\r\n };\r\n // 设置关键词列表\r\n const getKey = new MxCADUiPrKeyWord;\r\n getKey.setMessage('请选择操作选项\\n');\r\n getKey.setKeyWords(\"[大写(C)/小写(S)/句首大写(I)]\");\r\n const key = await getKey.go();\r\n if (!key) return;\r\n\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n if (key === 'C') {\r\n aryIds.forEach(id => {\r\n const event = id.getMcDbEntity() as McDbText;\r\n const str = event.textString;\r\n const event_clone = event.clone() as McDbText;\r\n event_clone.textString = str.toUpperCase();\r\n console.log(event_clone.textString)\r\n event.erase();\r\n mxcad.drawEntity(event_clone)\r\n })\r\n } else if (key === 'S') {\r\n aryIds.forEach(id => {\r\n const event = id.getMcDbEntity() as McDbText;\r\n const str = event.textString;\r\n const event_clone = event.clone() as McDbText;\r\n event_clone.textString = str.toLowerCase();\r\n console.log(event_clone.textString)\r\n event.erase();\r\n mxcad.drawEntity(event_clone)\r\n })\r\n } else if (key === 'I') {\r\n aryIds.forEach(id => {\r\n const event = id.getMcDbEntity() as McDbText;\r\n const str = event.textString;\r\n const event_clone = event.clone() as McDbText;\r\n event_clone.textString = str.charAt(0).toUpperCase() + str.slice(1);\r\n event.erase();\r\n mxcad.drawEntity(event_clone)\r\n })\r\n }\r\n}\r\n\r\n// 数字求和\r\nasync function Mx_NumSum() {\r\n const filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"TEXT\");\r\n let aryIds = await MxCADUtility.userSelect(\"请选择数字对象\", filter);\r\n if (aryIds.length == 0) {\r\n return;\r\n };\r\n let num_arr: number[] = []\r\n aryIds.forEach(id => {\r\n const text = id.getMcDbEntity() as McDbText;\r\n const num = Number(text.textString);\r\n if (isNaN(num)) return;\r\n num_arr.push(num);\r\n })\r\n\r\n if (num_arr.length !== aryIds.length) return;\r\n let sum = num_arr.reduce((acc, curr) => acc + curr, 0);\r\n\r\n const getPoint = new MxCADUiPrPoint();\r\n const text = new McDbText();\r\n text.textString = sum.toString();\r\n text.height = 10;\r\n getPoint.setMessage('请选择文字插入点\\n');\r\n getPoint.setUserDraw((pt, pw) => {\r\n text.position = pt;\r\n text.alignmentPoint = pt;\r\n pw.drawMcDbEntity(text);\r\n })\r\n const point = await getPoint.go();\r\n if (!point) return;\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n text.position = point;\r\n text.alignmentPoint = point;\r\n mxcad.drawEntity(text);\r\n}\r\n\r\n// 选特定字\r\nasync function Mx_SSWords() {\r\n const filter = new MxCADResbuf();\r\n // 添加对象类型,选择集只选择文字类型的对象\r\n filter.AddMcDbEntityTypes(\"TEXT\")\r\n let ss = new MxCADSelectionSet();\r\n if (!await ss.userSelect(\"选择要查找的范围:\", filter)) return;\r\n if (ss.count() == 0) return;\r\n // 设置查找模式\r\n const getKey = new MxCADUiPrKeyWord();\r\n getKey.setMessage('请选择查找模式\\n');\r\n getKey.setKeyWords(\"[等于(A)/包含(B)/前缀为(C)/后缀为(D)]\");\r\n const key = await getKey.go();\r\n if (!key) return;\r\n // 设置关键字\r\n const getStr = new MxCADUiPrString();\r\n getStr.setMessage('请输入关键字\\n');\r\n const string = await getStr.go();\r\n if (!string) return;\r\n\r\n // 选中对象\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n let objArr: McObjectId[] = [];\r\n ss.forEach((id: McObjectId) => {\r\n const obj = id.getMcDbEntity() as McDbText;\r\n const str = obj.textString;\r\n if (key === 'A') {\r\n if (str === string) {\r\n objArr.push(id);\r\n }\r\n } else if (key === 'B') {\r\n if (str.includes(string)) {\r\n objArr.push(id);\r\n }\r\n } else if (key === 'C') {\r\n if (str.startsWith(string)) {\r\n objArr.push(id);\r\n }\r\n } else if (key === 'D') {\r\n if (str.endsWith(string)) {\r\n objArr.push(id);\r\n }\r\n }\r\n });\r\n if (objArr.length > 0) {\r\n objArr.forEach(id => {\r\n mxcad.addCurrentSelect(id)\r\n })\r\n }\r\n}\r\n\r\n// 前后缀\r\nasync function Mx_Prefix() {\r\n const filter = new MxCADResbuf();\r\n // 添加对象类型,选择集只选择文字类型的对象\r\n filter.AddMcDbEntityTypes(\"TEXT\")\r\n let ss = new MxCADSelectionSet();\r\n if (!await ss.userSelect(\"选择要操作的范围:\", filter)) return;\r\n if (ss.count() == 0) return;\r\n // 设置操作方式\r\n const getPrefType = new MxCADUiPrKeyWord();\r\n getPrefType.setMessage(\"选择操作方式\");\r\n getPrefType.setKeyWords(\"[添加(A)/删除(D)]\");\r\n let type = await getPrefType.go();\r\n if (!type) return;\r\n\r\n // 设置模式\r\n const getPrefModel = new MxCADUiPrKeyWord();\r\n getPrefModel.setMessage(\"选择操作位置\");\r\n getPrefModel.setKeyWords(\"[前缀(P)/后缀(S)]\");\r\n let model = await getPrefModel.go();\r\n if (!model) return;\r\n\r\n // 设置内容\r\n const getPrefixStr = new MxCADUiPrString();\r\n getPrefixStr.setMessage(\"请输入内容\");\r\n const string = await getPrefixStr.go();\r\n if (!string) return;\r\n\r\n // 开始操作\r\n ss.forEach(id => {\r\n const obj = id.getMcDbEntity() as McDbText;\r\n const str = obj.textString;\r\n if (type === 'A') {\r\n // 添加\r\n if (model === 'P') {\r\n // 前缀\r\n obj.textString = string + str;\r\n } else if (model === 'S') {\r\n // 后缀\r\n obj.textString = str + string;\r\n }\r\n } else if (type === 'D') {\r\n // 删除\r\n if (model === 'P') {\r\n // 前缀\r\n if (str.startsWith(string)) {\r\n obj.textString = str.slice(string.length)\r\n }\r\n } else if (model === 'S') {\r\n // 后缀\r\n if (str.endsWith(string)) {\r\n obj.textString = str.slice(0, -string.length);\r\n }\r\n }\r\n }\r\n });\r\n}\r\n\r\n// 连接文字\r\nasync function Mx_ConnectText() {\r\n const filter = new MxCADResbuf();\r\n // 添加对象类型,选择集只选择文字类型的对象\r\n filter.AddMcDbEntityTypes('TEXT');\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n while (true) {\r\n const getPoint = new MxCADUiPrPoint();\r\n getPoint.setMessage('请选择文本\\n');\r\n const point = await getPoint.go();\r\n if (!point) break;\r\n let objId = MxCADUtility.findEntAtPoint(point.x, point.y, point.z, -1, filter);\r\n mxcad.addCurrentSelect(objId);\r\n }\r\n\r\n const objIds = MxCADUtility.getCurrentSelect();\r\n if (!objIds.length) return;\r\n let str: string = '';\r\n objIds.forEach((objId: McObjectId, index: number) => {\r\n const text = objId.getMcDbEntity() as McDbText;\r\n str += text.textString;\r\n if (index !== 0) {\r\n objId.erase()\r\n }\r\n })\r\n const event = objIds.at(0).getMcDbEntity() as McDbText;\r\n event.textString = str;\r\n // 清除选择\r\n mxcad.mxdraw.clearMxCurrentSelect()\r\n}\r\n\r\n// 文字竖向\r\nasync function Mx_VerticalText() {\r\n const filter = new MxCADResbuf();\r\n // 添加对象类型,选择集只选择文字类型的对象\r\n filter.AddMcDbEntityTypes('TEXT');\r\n const getEvent = new MxCADUiPrEntity();\r\n getEvent.setMessage('请选择文本\\n');\r\n const ent_id = await getEvent.go();\r\n if (!ent_id) return;\r\n\r\n const text = ent_id.getMcDbEntity() as McDbText;\r\n const str = text.textString.split('').join('\\\\P');\r\n\r\n const mText = new McDbMText();\r\n mText.contents = str;\r\n mText.textHeight = text.height;\r\n mText.location = text.position;\r\n mText.trueColor = text.trueColor;\r\n mText.colorIndex = text.colorIndex;\r\n mText.layerId = text.layerId;\r\n\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n ent_id.erase();\r\n mxcad.drawEntity(mText);\r\n\r\n}\r\n\r\n// 按弧对齐\r\nasync function Mx_AlignByArc() {\r\n // 获取目标文本\r\n const filter = new MxCADResbuf();\r\n // 添加对象类型,选择集只选择文字类型的对象\r\n filter.AddMcDbEntityTypes('TEXT');\r\n const getText = new MxCADUiPrEntity();\r\n getText.setFilter(filter);\r\n getText.setMessage('请选择文本\\n');\r\n const ent_id = await getText.go();\r\n if (!ent_id.id) return;\r\n const text = ent_id.getMcDbEntity() as McDbText;\r\n text.highlight(true);\r\n\r\n\r\n // 获取参考圆弧\r\n const filter2 = new MxCADResbuf();\r\n filter2.AddMcDbEntityTypes('ARC');\r\n const getArc = new MxCADUiPrEntity();\r\n getArc.setFilter(filter2);\r\n getArc.setMessage('请选择圆弧\\n');\r\n const arc_id = await getArc.go();\r\n if (!arc_id.id) return;\r\n const arc = arc_id.getMcDbEntity() as McDbArc;\r\n arc.highlight(true);\r\n\r\n // 切割文字,并在圆弧上取点\r\n const textArr: string[] = text.textString.split('');\r\n textArr.reverse();\r\n const dist: number = arc.getLength().val / (textArr.length - 1);\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n for (let i = 0; i < textArr.length; i++) {\r\n const point = arc.getPointAtDist(dist * i).val;\r\n const t = new McDbText();\r\n t.textString = textArr[i];\r\n t.position = t.alignmentPoint = point;\r\n t.horizontalMode = McDb.TextHorzMode.kTextMid;\r\n t.trueColor = text.trueColor;\r\n t.colorIndex = text.colorIndex;\r\n t.height = text.height;\r\n t.widthFactor = text.widthFactor;\r\n t.rotation = text.rotation;\r\n mxcad.drawEntity(t)\r\n };\r\n text.highlight(false);\r\n arc.highlight(false);\r\n}\r\n\r\n// 修改全局文字样式\r\nasync function Mx_EditTextStyle() {\r\n // 获取全局文字样式表\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n const textSyleTable = mxcad.getDatabase().getTextStyleTable();\r\n //获取文字样式表记录的文字样式名\r\n const recIds = textSyleTable.getAllRecordId();\r\n let name: string = \"\";\r\n let list: McObjectId[] = [];\r\n recIds.forEach((id, index) => {\r\n const rec = id.getMcDbTextStyleTableRecord()\r\n name += `${rec.name}(${index})/`;\r\n list.push(id)\r\n })\r\n // 设置文字样式\r\n const getKey = new MxCADUiPrKeyWord;\r\n getKey.setMessage(`请选择文字样式:`)\r\n getKey.setKeyWords(`[${name}]`)\r\n const keyVal = await getKey.go();\r\n\r\n // 修改全局文字的文字样式\r\n const ss = new MxCADSelectionSet();\r\n //选择所有图形元素\r\n ss.allSelect(new MxCADResbuf([DxfCode.kEntityType, \"TEXT, MTEXT\"]));\r\n ss.forEach((id) => {\r\n let ent = id.getMcDbEntity();\r\n ent.textStyleId = list[Number(keyVal)];\r\n });\r\n MxCpp.getCurrentMxCAD().updateDisplay();\r\n}\r\n\r\n// 提取文字\r\nasync function Mx_ExtractText() {\r\n const filter = new MxCADResbuf([DxfCode.kEntityType, \"MTEXT,TEXT\"]);\r\n const ss = new MxCADSelectionSet();\r\n if (!await ss.userSelect(\"请设置文字提取范围\", filter)) return;\r\n if (ss.count() == 0) return;\r\n\r\n let content: string = '';\r\n ss.forEach(id => {\r\n const ent = id.getMcDbEntity();\r\n const objName = ent.objectName;\r\n if (objName === 'McDbText') {\r\n const _clone = ent.clone() as McDbText;\r\n content += `${_clone.textString}\\n`;\r\n } else if (objName === 'McDbMText') {\r\n const _clone = ent.clone() as McDbMText;\r\n content += _clone.contents.replace('\\\\P', `\\n`);\r\n }\r\n });\r\n const { isDialogVisible, excelText } = useModalVisible();\r\n isDialogVisible.value = true;\r\n excelText.value = content;\r\n}\r\n\r\nexport function init() {\r\n MxFun.addCommand(\"Mx_AlignByLine\", Mx_AlignByLine);\r\n MxFun.addCommand(\"Mx_TextHeight\", Mx_TextHeight);\r\n MxFun.addCommand(\"Mx_TextWidth\", Mx_TextWidth);\r\n MxFun.addCommand(\"Mx_BrushCon\", Mx_BrushCon);\r\n MxFun.addCommand(\"Mx_ReplaceCon\", Mx_ReplaceCon);\r\n MxFun.addCommand(\"Mx_AlignLeft\", Mx_AlignLeft);\r\n MxFun.addCommand(\"Mx_AlignUp\", Mx_AlignUp);\r\n MxFun.addCommand(\"Mx_TextReversal\", Mx_TextReversal);\r\n MxFun.addCommand(\"Mx_TextTrim\", Mx_TextTrim);\r\n MxFun.addCommand(\"Mx_TextTraming\", Mx_TextTraming);\r\n MxFun.addCommand(\"Mx_Underline\", Mx_Underline);\r\n MxFun.addCommand(\"Mx_TitleLine\", Mx_TitleLine);\r\n MxFun.addCommand(\"Mx_Case\", Mx_Case);\r\n MxFun.addCommand(\"Mx_NumSum\", Mx_NumSum);\r\n MxFun.addCommand(\"Mx_SSWords\", Mx_SSWords);\r\n MxFun.addCommand(\"Mx_Prefix\", Mx_Prefix);\r\n MxFun.addCommand(\"Mx_ConnectText\", Mx_ConnectText);\r\n MxFun.addCommand(\"Mx_VerticalText\", Mx_VerticalText);\r\n MxFun.addCommand(\"Mx_AlignByArc\", Mx_AlignByArc);\r\n MxFun.addCommand(\"Mx_EditTextStyle\", Mx_EditTextStyle);\r\n MxFun.addCommand(\"Mx_ExtractText\", Mx_ExtractText);\r\n}","///////////////////////////////////////////////////////////////////////////////\r\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\r\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\r\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\r\n//https://www.mxdraw.com/\r\n///////////////////////////////////////////////////////////////////////////////\r\n\r\nimport { MxFun, DetailedResult } from \"mxdraw\";\r\nimport {\r\n MxCADUiPrInt, MxCADUiPrEntity, McDbLine, McGeVector3d, MxCpp, MxCADResbuf, MxCADUiPrString,\r\n MxCADUiPrKeyWord, MxCADUiPrPoint, McDbPolyline, MxCADUiPrDist, McGeMatrix3d,\r\n MxCADSelectionSet, McDbBlockReference, McDbBlockTableRecord, McCmColor, ColorIndexType,\r\n} from \"mxcad\";\r\nimport { MxDrawTable } from \"../drawTable\";\r\n\r\n// 改块名\r\nasync function Mx_ChangeBN() {\r\n // 选择目标块\r\n let filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"INSERT\");\r\n const getBlockObj = new MxCADUiPrEntity();\r\n getBlockObj.setMessage(\"请选择目标块对象\");\r\n getBlockObj.setFilter(filter);\r\n const blockObj_id = await getBlockObj.go();\r\n if (!blockObj_id.id) return;\r\n\r\n // 修改块名\r\n const getBlockName = new MxCADUiPrString();\r\n getBlockName.setMessage(\"请输入新块名\");\r\n const blockName = await getBlockName.go();\r\n if (!blockName) return;\r\n\r\n const blkRec = (blockObj_id.getMcDbEntity() as McDbBlockReference).blockTableRecordId.getMcDbBlockTableRecord();\r\n console.log('原块名', blkRec.name);\r\n blkRec.name = blockName;\r\n console.log('新块名', blkRec.name);\r\n}\r\n\r\n// 改块基点\r\nasync function Mx_BlkPt() {\r\n // 选择目标块\r\n let filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"INSERT\");\r\n const getBlockEvent = new MxCADUiPrEntity()\r\n getBlockEvent.setMessage('选择需要修改基点的块');\r\n getBlockEvent.setFilter(filter);\r\n const block_id = await getBlockEvent.go();\r\n if (!block_id.id) return;\r\n // 块实体\r\n const blkRef = block_id.getMcDbEntity() as McDbBlockReference;\r\n // 获取基点\r\n const getPoint = new MxCADUiPrPoint();\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n getPoint.setMessage('设置基点');\r\n const pt = await getPoint.go();\r\n if (!pt) return;\r\n // 图形记录对象\r\n let blkTableRecord: McDbBlockTableRecord = blkRef.blockTableRecordId.getMcDbBlockTableRecord() as McDbBlockTableRecord;\r\n\r\n let ptOrigin = blkTableRecord.origin.clone();\r\n\r\n let mat = blkRef.blockTransform;\r\n ptOrigin.transformBy(mat);\r\n\r\n const vec = pt.sub(ptOrigin);\r\n mat.invert();\r\n pt.transformBy(mat);\r\n\r\n blkTableRecord.origin = pt;\r\n blkRef.position = blkRef.position.addvec(vec);\r\n mxcad.updateDisplay()\r\n}\r\n\r\nfunction Mx_ModyfBlockRecordEntityColor(blkRec: McDbBlockTableRecord) {\r\n blkRec.getAllEntityId().forEach(id => {\r\n let ent = id.getMcDbEntity();\r\n ent.colorIndex = ColorIndexType.kByblock;\r\n if (ent instanceof McDbBlockReference) {\r\n let blkref = ent as McDbBlockReference;\r\n Mx_ModyfBlockRecordEntityColor(blkref.blockTableRecordId.getMcDbBlockTableRecord());\r\n }\r\n })\r\n}\r\n\r\n// 改块颜色\r\nasync function Mx_BlkColor() {\r\n // 选择目标块\r\n let filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"INSERT\");\r\n const getBlockEvent = new MxCADUiPrEntity()\r\n getBlockEvent.setMessage('选择需要修改颜色的块');\r\n getBlockEvent.setFilter(filter);\r\n const block_id = await getBlockEvent.go();\r\n if (!block_id.id) return;\r\n // 块实体\r\n const blkRef = block_id.getMcDbEntity() as McDbBlockReference;\r\n let blkRec = blkRef.blockTableRecordId.getMcDbBlockTableRecord();\r\n Mx_ModyfBlockRecordEntityColor(blkRec);\r\n\r\n // 设置块颜色\r\n const getColor = new MxCADUiPrInt();\r\n getColor.setMessage('输入颜色索引(0~256)');\r\n let colorNum = await getColor.go() || 0;\r\n let color = new McCmColor();\r\n color.setColorIndex(colorNum);\r\n blkRef.trueColor = color;\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n mxcad.updateDisplay()\r\n}\r\n\r\n// 刷块\r\nasync function Mx_BushBlk() {\r\n // 选择目标块\r\n let filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"INSERT\");\r\n const getBlockEvent = new MxCADUiPrEntity()\r\n getBlockEvent.setMessage('请选择源块');\r\n getBlockEvent.setFilter(filter);\r\n const block_id = await getBlockEvent.go();\r\n if (!block_id.id) return;\r\n // 块实体\r\n const blkRef = block_id.getMcDbEntity() as McDbBlockReference;\r\n\r\n // 选择要刷的块\r\n let ss = new MxCADSelectionSet();\r\n if (!await ss.userSelect(\"选择要刷的目标块:\", filter)) return;\r\n if (ss.count() == 0) return;\r\n\r\n ss.forEach(id => {\r\n const event = id.getMcDbEntity() as McDbBlockReference;\r\n const clone = blkRef.clone() as McDbBlockReference;\r\n clone.position = event.position;\r\n id.erase();\r\n MxCpp.getCurrentMxCAD().drawEntity(clone);\r\n })\r\n}\r\n\r\n// 块连线\r\nasync function Mx_ConBlk() {\r\n // 选择连接方式\r\n const getType = new MxCADUiPrKeyWord();\r\n getType.setMessage('选择连接方式');\r\n getType.setKeyWords('[手动逐个连线(H)/自动批量连线(A)]')\r\n const type = await getType.go();\r\n if (!type) return;\r\n\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n let filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"INSERT\");\r\n if (type === 'A') {\r\n // 选择要连接的块\r\n let ss = new MxCADSelectionSet();\r\n if (!await ss.userSelect(\"选择要刷的目标块:\", filter)) return;\r\n if (ss.count() == 0) return;\r\n const pl = new McDbPolyline();\r\n ss.forEach(id => {\r\n const blkRef = id.getMcDbEntity() as McDbBlockReference;\r\n pl.addVertexAt(blkRef.position)\r\n });\r\n mxcad.drawEntity(pl)\r\n } else if (type === 'H') {\r\n const pl = new McDbPolyline();\r\n // 手动逐个连线\r\n while (true) {\r\n const getBlockEvent = new MxCADUiPrEntity()\r\n getBlockEvent.setMessage('请选择连线的块');\r\n getBlockEvent.setFilter(filter);\r\n getBlockEvent.setUserDraw((pt, pw) => {\r\n const _clone = pl.clone() as McDbPolyline;\r\n _clone.addVertexAt(pt);\r\n pw.drawMcDbEntity(_clone)\r\n })\r\n const block_id = await getBlockEvent.go();\r\n if (!block_id.id) break;\r\n const blkRef = block_id.getMcDbEntity() as McDbBlockReference;\r\n pl.addVertexAt(blkRef.position);\r\n }\r\n mxcad.drawEntity(pl);\r\n }\r\n\r\n\r\n}\r\n\r\n// 块中心线\r\nasync function Mx_BlkCenterLine() {\r\n let filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"INSERT\");\r\n // 选择目标块\r\n const getBlockEvent = new MxCADUiPrEntity()\r\n getBlockEvent.setMessage('请选择连线的块');\r\n getBlockEvent.setFilter(filter);\r\n const block_id = await getBlockEvent.go();\r\n if (!block_id.id) return;\r\n // 块实体\r\n const blkRef = block_id.getMcDbEntity() as McDbBlockReference;\r\n let blkBox = blkRef.getBoundingBox();\r\n const pl = new McDbPolyline();\r\n pl.addVertexAt(blkBox.minPt);\r\n pl.addVertexAt(blkBox.maxPt);\r\n // 块中心点\r\n const midPt = pl.getPointAtDist(pl.getLength().val / 2).val;\r\n\r\n // 设置中心线长度\r\n const getDist = new MxCADUiPrDist();\r\n getDist.setMessage('设置中心线长度');\r\n getDist.setBasePt(midPt);\r\n getDist.setUserDraw((pt, pw) => {\r\n const dist = pt.distanceTo(midPt);\r\n let line1 = new McDbLine(midPt.x + dist, midPt.y, midPt.z, midPt.x - dist, midPt.y, midPt.z);\r\n let line1_clone = line1.clone() as McDbLine;\r\n line1_clone.rotate(midPt, Math.PI / 2);\r\n pw.drawMcDbEntity(line1_clone);\r\n pw.drawMcDbEntity(line1);\r\n })\r\n const val = await getDist.go();\r\n let dist: number = 10;\r\n if (val) {\r\n dist = getDist.value();\r\n }\r\n const mxcad = MxCpp.App.getCurrentMxCAD()\r\n let line1 = new McDbLine(midPt.x + dist, midPt.y, midPt.z, midPt.x - dist, midPt.y, midPt.z,);\r\n line1.trueColor = new McCmColor(255, 0, 0);\r\n let line1_clone = line1.clone() as McDbLine;\r\n line1_clone.rotate(midPt, Math.PI / 2);\r\n mxcad.drawEntity(line1_clone);\r\n mxcad.drawEntity(line1);\r\n}\r\n\r\n// 多块旋转\r\nasync function Mx_BlkRotate() {\r\n // 选择目标块\r\n let filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"INSERT\");\r\n let ss = new MxCADSelectionSet();\r\n if (!await ss.userSelect(\"选择要旋转的目标块:\", filter)) return;\r\n if (ss.count() == 0) return;\r\n\r\n const baseEnt = ss.item(0).getMcDbEntity() as McDbBlockReference\r\n // 设置旋转角度\r\n const getAngle = new MxCADUiPrDist();\r\n getAngle.setMessage('设置旋转角度');\r\n getAngle.setBasePt(baseEnt.position);\r\n let angle: number = 0;\r\n getAngle.setUserDraw((pt, pw) => {\r\n angle = pt.sub(baseEnt.position).angleTo2(McGeVector3d.kXAxis, McGeVector3d.kNegateZAxis);\r\n ss.forEach(id => {\r\n const blkRef = id.getMcDbEntity();\r\n const _clone = blkRef.clone() as McDbBlockReference;\r\n _clone.rotate(_clone.position, angle);\r\n pw.drawMcDbEntity(_clone)\r\n })\r\n })\r\n const val = await getAngle.go();\r\n if (!val) return;\r\n if (getAngle.getDetailedResult() === DetailedResult.kCoordIn) {\r\n angle = val * Math.PI / 180\r\n }\r\n // 旋转块\r\n ss.forEach(id => {\r\n const blkRef = id.getMcDbEntity() as McDbBlockReference;\r\n blkRef.rotate(blkRef.position, angle);\r\n })\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n mxcad.updateDisplay()\r\n}\r\n\r\n// 多块缩放\r\nasync function Mx_BlkScale() {\r\n // 选择目标块\r\n let filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"INSERT\");\r\n let ss = new MxCADSelectionSet();\r\n if (!await ss.userSelect(\"选择要旋转的目标块:\", filter)) return;\r\n if (ss.count() == 0) return;\r\n\r\n // 设置缩放比例\r\n const getScale = new MxCADUiPrDist();\r\n getScale.setMessage('请设置缩放比例');\r\n let baseEvn = ss.item(0).getMcDbEntity() as McDbBlockReference;\r\n getScale.setBasePt(baseEvn.position);\r\n getScale.setUserDraw((pt, pw) => {\r\n const scale = pt.distanceTo(baseEvn.position);\r\n ss.forEach(id => {\r\n const blkRef = id.getMcDbEntity();\r\n const _clone = blkRef.clone() as McDbBlockReference;\r\n let mat = new McGeMatrix3d();\r\n mat.setToScaling(scale, _clone.position);\r\n _clone.transformBy(mat);\r\n pw.drawMcDbEntity(_clone);\r\n })\r\n })\r\n const val = await getScale.go();\r\n if (!val) return;\r\n const scale = getScale.value() || 1;\r\n\r\n // 缩放块\r\n ss.forEach(id => {\r\n const blkRef = id.getMcDbEntity() as McDbBlockReference;\r\n let mat = new McGeMatrix3d();\r\n mat.setToScaling(scale, blkRef.position);\r\n blkRef.transformBy(mat);\r\n })\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n mxcad.updateDisplay()\r\n}\r\n\r\n// 刷块角度\r\nasync function Mx_BlkAngle() {\r\n // 选择目标块\r\n let filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"INSERT\");\r\n const getBlockEvent = new MxCADUiPrEntity()\r\n getBlockEvent.setMessage('请选择源块');\r\n getBlockEvent.setFilter(filter);\r\n const block_id = await getBlockEvent.go();\r\n if (!block_id.id) return;\r\n // 块实体\r\n const blkRef = block_id.getMcDbEntity() as McDbBlockReference;\r\n const angle = blkRef.rotation;\r\n\r\n // 选择要刷的块\r\n let ss = new MxCADSelectionSet();\r\n if (!await ss.userSelect(\"选择要刷的目标块:\", filter)) return;\r\n if (ss.count() == 0) return;\r\n\r\n ss.forEach(id => {\r\n const ent = id.getMcDbEntity() as McDbBlockReference;\r\n ent.rotation = angle;\r\n });\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n mxcad.updateDisplay();\r\n}\r\n\r\n// 按块选择\r\nasync function Mx_BlkSelect() {\r\n // 选择目标块\r\n let filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"INSERT\");\r\n const getBlockEvent = new MxCADUiPrEntity()\r\n getBlockEvent.setMessage('请选择源块');\r\n getBlockEvent.setFilter(filter);\r\n const block_id = await getBlockEvent.go();\r\n if (!block_id.id) return;\r\n // 块实体\r\n const blkRef = block_id.getMcDbEntity() as McDbBlockReference;\r\n const blkName = blkRef.blockName;\r\n\r\n // 选择范围\r\n let ss = new MxCADSelectionSet();\r\n if (!await ss.userSelect(\"请设置选择范围:\", filter)) return;\r\n if (ss.count() == 0) return;\r\n\r\n ss.forEach(id => {\r\n const ent = id.getMcDbEntity() as McDbBlockReference;\r\n const entName = ent.blockName;\r\n if (entName == blkName) {\r\n MxCpp.getCurrentMxCAD().addCurrentSelect(id)\r\n }\r\n })\r\n}\r\n\r\n// 按块全选\r\nasync function Mx_BlkAllSelect() {\r\n // 选择目标块\r\n let filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"INSERT\");\r\n const getBlockEvent = new MxCADUiPrEntity()\r\n getBlockEvent.setMessage('请选择目标块');\r\n getBlockEvent.setFilter(filter);\r\n const block_id = await getBlockEvent.go();\r\n if (!block_id.id) return;\r\n // 块实体\r\n const blkRef = block_id.getMcDbEntity() as McDbBlockReference;\r\n const blkName = blkRef.blockName;\r\n\r\n // 全局选择目标块\r\n let ss = new MxCADSelectionSet();\r\n ss.allSelect(filter);\r\n if (ss.count() == 0) return;\r\n ss.forEach(id => {\r\n const ent = id.getMcDbEntity() as McDbBlockReference;\r\n const entName = ent.blockName;\r\n if (entName == blkName) {\r\n MxCpp.getCurrentMxCAD().addCurrentSelect(id)\r\n }\r\n })\r\n}\r\n\r\n// 统计单块\r\nasync function Mx_SSBlk() {\r\n // 设置过滤器\r\n const filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"INSERT\");\r\n\r\n const getEntity = new MxCADUiPrEntity();\r\n getEntity.setMessage('请选择目标块');\r\n getEntity.setFilter(filter);\r\n const blk_id = await getEntity.go();\r\n if (!blk_id.id) return;\r\n const blkRef = blk_id.getMcDbEntity() as McDbBlockReference;\r\n const blkName = blkRef.blockName;\r\n // 设置统计范围\r\n const ss = new MxCADSelectionSet();\r\n if (!await ss.userSelect(\"请设置统计范围\", filter)) return;\r\n if (ss.count() == 0) return;\r\n\r\n let num: number = 0;\r\n ss.forEach(id => {\r\n const ent = id.getMcDbEntity() as McDbBlockReference;\r\n const entName = ent.blockName;\r\n if (entName == blkName) {\r\n num += 1;\r\n }\r\n })\r\n\r\n console.log(`找到块${blkName}:共${num}个`)\r\n}\r\n\r\n// 统计多块\r\nasync function Mx_SMBlk() {\r\n // 设置过滤器\r\n const filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"INSERT\");\r\n // 设置统计范围\r\n const ss = new MxCADSelectionSet();\r\n if (!await ss.userSelect(\"请设置统计范围\", filter)) return;\r\n if (ss.count() == 0) return;\r\n\r\n let blkName_arr = [];\r\n ss.forEach(id => {\r\n const ent = id.getMcDbEntity() as McDbBlockReference;\r\n const blkName = ent.blockName;\r\n blkName_arr.push(blkName);\r\n });\r\n let sticBlkArr = [];\r\n Array.from(new Set(blkName_arr)).forEach(name => {\r\n const num = blkName_arr.filter(blkName => blkName === name).length;\r\n sticBlkArr.push({ blkName: name, num })\r\n })\r\n let draw = new MxDrawTable();\r\n draw.data.addColumn(\"名称\", 100);\r\n draw.data.addColumn(\"数量\", 30);\r\n sticBlkArr.forEach(item => {\r\n draw.data.addRow([item.blkName, item.num])\r\n })\r\n\r\n let getPoint = new MxCADUiPrPoint();\r\n getPoint.setMessage(\"\\n指定表格插入点:\");\r\n let pt = await getPoint.go();\r\n if (!pt) return;\r\n\r\n let lScale = MxFun.screenCoordLong2Doc(100) / 200;\r\n draw.draw(pt, lScale);\r\n}\r\n\r\n// 修改块图层\r\nasync function Mx_BlkLayer() {\r\n // 设置过滤器\r\n const filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"INSERT\");\r\n\r\n const getEntity = new MxCADUiPrEntity();\r\n getEntity.setMessage(\"请选择目标块\");\r\n getEntity.setFilter(filter);\r\n const blk_id = await getEntity.go();\r\n if (!blk_id.id) return;\r\n const blkRef = blk_id.getMcDbEntity() as McDbBlockReference;\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n\r\n const layerId = mxcad.addLayer(\"测试图层\")\r\n blkRef.layerId = layerId;\r\n console.log(blkRef.layer);\r\n mxcad.updateDisplay();\r\n}\r\nexport function init() {\r\n MxFun.addCommand(\"Mx_ChangeBN\", Mx_ChangeBN);\r\n MxFun.addCommand(\"Mx_BushBlk\", Mx_BushBlk);\r\n MxFun.addCommand(\"Mx_ConBlk\", Mx_ConBlk);\r\n MxFun.addCommand(\"Mx_BlkCenterLine\", Mx_BlkCenterLine);\r\n MxFun.addCommand(\"Mx_BlkPt\", Mx_BlkPt);\r\n MxFun.addCommand(\"Mx_BlkColor\", Mx_BlkColor);\r\n MxFun.addCommand(\"Mx_BlkRotate\", Mx_BlkRotate);\r\n MxFun.addCommand(\"Mx_BlkScale\", Mx_BlkScale);\r\n MxFun.addCommand(\"Mx_BlkAngle\", Mx_BlkAngle);\r\n MxFun.addCommand(\"Mx_BlkSelect\", Mx_BlkSelect);\r\n MxFun.addCommand(\"Mx_BlkAllSelect\", Mx_BlkAllSelect);\r\n MxFun.addCommand(\"Mx_SSBlk\", Mx_SSBlk);\r\n MxFun.addCommand(\"Mx_SMBlk\", Mx_SMBlk);\r\n MxFun.addCommand(\"Mx_BlkLayer\", Mx_BlkLayer);\r\n}","///////////////////////////////////////////////////////////////////////////////\r\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\r\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\r\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\r\n//https://www.mxdraw.com/\r\n///////////////////////////////////////////////////////////////////////////////\r\n\r\nimport { MxFun } from \"mxdraw\";\r\nimport {\r\n MxCADUiPrEntity, MxCpp, MxCADResbuf, MxCADUiPrPoint, McDb,\r\n McDbText, McDbCurve, McGePoint3d, MxCADUtility, McDbLine, McDbMText,\r\n McDbPolyline, MxCADUiPrDist, McDbBlockReference, McDbBlockTableRecord,\r\n MxCADUiPrString,\r\n IMcDbDwgFiler,\r\n McDbCustomEntity,\r\n McGePoint3dArray,\r\n MxCADWorldDraw,\r\n DxfCode,\r\n McObjectId,\r\n McDbArc,\r\n McCmColor,\r\n McDbCircle,\r\n McGeVector3d,\r\n McDb2LineAngularDimension,\r\n} from \"mxcad\";\r\n\r\n// 统计长度\r\nasync function Mx_StaLength() {\r\n const mxcad = MxCpp.App.getCurrentMxCAD();\r\n const strLen = new McDbText();\r\n strLen.height = 10;\r\n let pt = new McGePoint3d();\r\n\r\n let filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"CIRCLE,ARC,LINE,LWPOLYLINE,ELLIPSE\");\r\n let aryId = await MxCADUtility.userSelect(\"选择目标曲线\", filter);\r\n if (aryId.length == 0) {\r\n return;\r\n }\r\n let length = 0;\r\n aryId.forEach(async (id) => {\r\n let event = id.getMcDbEntity() as McDbCurve;\r\n length += event.getLength().val\r\n });\r\n strLen.textString = length.toFixed(2).toString();\r\n const getSumPoint = new MxCADUiPrPoint();\r\n getSumPoint.setMessage('指定长度标注点');\r\n getSumPoint.setUserDraw((pt, pw) => {\r\n strLen.position = pt;\r\n strLen.alignmentPoint = pt;\r\n pw.drawMcDbEntity(strLen);\r\n })\r\n pt = await getSumPoint.go();\r\n if (!pt) return;\r\n strLen.alignmentPoint = pt;\r\n strLen.position = pt;\r\n mxcad.drawEntity(strLen)\r\n}\r\n\r\n// 统计面积\r\nasync function Mx_StaArea() {\r\n const mxcad = MxCpp.App.getCurrentMxCAD();\r\n const strLen = new McDbText();\r\n strLen.height = 10;\r\n let pt = new McGePoint3d();\r\n\r\n let filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"CIRCLE,LWPOLYLINE,ELLIPSE\");\r\n let aryId = await MxCADUtility.userSelect(\"选择目标对象\", filter);\r\n if (aryId.length == 0) {\r\n return;\r\n }\r\n let area = 0;\r\n aryId.forEach(async (id) => {\r\n let event = id.getMcDbEntity() as McDbCurve;\r\n area += event.getArea().val\r\n });\r\n strLen.textString = area.toFixed(2).toString();\r\n const getSumPoint = new MxCADUiPrPoint();\r\n getSumPoint.setMessage('指定长度标注点');\r\n getSumPoint.setUserDraw((pt, pw) => {\r\n strLen.position = pt;\r\n strLen.alignmentPoint = pt;\r\n pw.drawMcDbEntity(strLen);\r\n })\r\n pt = await getSumPoint.go();\r\n if (!pt) return;\r\n strLen.alignmentPoint = pt;\r\n strLen.position = pt;\r\n mxcad.drawEntity(strLen)\r\n}\r\n\r\n// 标斜率\r\nasync function Mx_StandardSlope() {\r\n let filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"LINE\");\r\n\r\n const getLine = new MxCADUiPrEntity();\r\n getLine.setFilter(filter);\r\n getLine.setMessage(\"请选择目标斜率对象\");\r\n const line_id = await getLine.go();\r\n if (!line_id.id) return;\r\n const line = line_id.getMcDbEntity() as McDbLine;\r\n\r\n const getHeight = new MxCADUiPrDist();\r\n getHeight.setMessage(\"请设置标注文字高度\");\r\n const val = await getHeight.go();\r\n if (!val) return;\r\n const height = getHeight.value();\r\n\r\n const getPoint = new MxCADUiPrPoint();\r\n getPoint.setMessage('指定斜率标注点');\r\n let blkRef = new McDbBlockReference();\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n getPoint.setUserDraw((pt, pw) => {\r\n const pt1 = line.getClosestPointTo(pt, true).val;\r\n const pt2 = new McGePoint3d(pt1.x, pt1.y + height * 4);\r\n const l = new McDbLine(pt1, pt2);\r\n const l_clone = l.clone() as McDbLine;\r\n l_clone.rotate(pt2, Math.PI * 1 / 2);\r\n const pt3 = line.IntersectWith(l_clone, McDb.Intersect.kExtendBoth).at(0);\r\n const pt0 = line.getClosestPointTo(pt1, false).val\r\n const pl = new McDbPolyline();\r\n pl.isClosed = true;\r\n pl.addVertexAt(pt0);\r\n pl.addVertexAt(pt1);\r\n pl.addVertexAt(pt2);\r\n pl.addVertexAt(pt3);\r\n\r\n const text = new McDbText();\r\n text.height = height;\r\n text.position = l.getPointAtDist(l.getLength().val / 2).val;\r\n text.alignmentPoint = text.position;\r\n text.rotation = - Math.PI / 2;\r\n text.horizontalMode = McDb.TextHorzMode.kTextMid;\r\n text.textString = '1000';//基准数字\r\n\r\n const text1 = new McDbText();\r\n const l1 = new McDbLine(pt3, pt2);\r\n text1.height = height;\r\n text1.position = l1.getPointAtDist(pt3.distanceTo(pt2) / 2).val;\r\n text1.alignmentPoint = text1.position;\r\n text1.horizontalMode = McDb.TextHorzMode.kTextMid;\r\n text1.textString = (1000 * pt3.distanceTo(pt2) / l.getLength().val).toFixed(0).toString();\r\n\r\n // 整装成块\r\n let blkTable = mxcad.getDatabase().getBlockTable();\r\n let blkRecId = blkTable.add(new McDbBlockTableRecord());//图块记录\r\n let blkTableRecord: McDbBlockTableRecord = blkRecId.getMcDbBlockTableRecord() as any;\r\n if (blkTableRecord == null) return;\r\n blkTableRecord.appendAcDbEntity(pl);\r\n blkTableRecord.appendAcDbEntity(text);\r\n blkTableRecord.appendAcDbEntity(text1);\r\n blkTableRecord.name = '斜率test'\r\n\r\n blkTableRecord.origin = pt1;\r\n blkRef.blockTableRecordId = blkRecId;\r\n blkRef.position = pt1;\r\n pw.drawMcDbEntity(blkRef)\r\n });\r\n const pt = await getPoint.go();\r\n if (!pt) return;\r\n mxcad.drawEntity(blkRef);\r\n}\r\n\r\n// 自定义测量坐标标注类\r\nclass McDbTestCoordinateLabeling extends McDbCustomEntity {\r\n // 定义McDbTestCoordinateLabeling内部的点对象 \r\n // 点对象\r\n private point: McGePoint3d = new McGePoint3d();\r\n // 标注点\r\n private position: McGePoint3d = new McGePoint3d();\r\n // 字高\r\n private height: number = 30;\r\n // 构造函数\r\n constructor(imp?: any) {\r\n super(imp);\r\n }\r\n // 创建函数\r\n public create(imp: any) {\r\n return new McDbTestCoordinateLabeling(imp)\r\n }\r\n // 获取类名\r\n public getTypeName(): string {\r\n return \"McDbTestCoordinateLabeling\";\r\n }\r\n //设置或获取测量点坐标\r\n public set coordinatePoint(val: McGePoint3d) {\r\n this.point = val.clone();\r\n }\r\n public get coordinatePoint(): McGePoint3d {\r\n return this.point;\r\n }\r\n //设置或获取字高\r\n public set coordinateHeight(val: number) {\r\n this.height = val;\r\n }\r\n public get coordinateHeight(): number {\r\n return this.height;\r\n }\r\n // 读取自定义实体数据point、position、height\r\n public dwgInFields(filter: IMcDbDwgFiler): boolean {\r\n this.point = filter.readPoint(\"point\").val;\r\n this.position = filter.readPoint(\"position\").val;\r\n this.height = filter.readDouble(\"height\").val;\r\n return true;\r\n }\r\n // 写入自定义实体数据point、position、height\r\n public dwgOutFields(filter: IMcDbDwgFiler): boolean {\r\n filter.writePoint(\"point\", this.point);\r\n filter.writePoint(\"position\", this.position);\r\n filter.writeDouble(\"height\", this.height);\r\n return true;\r\n }\r\n\r\n // 移动自定义对象的夹点\r\n public moveGripPointsAt(iIndex: number, dXOffset: number, dYOffset: number, dZOffset: number) {\r\n this.assertWrite();\r\n if (iIndex === 0) {\r\n this.point.x += dXOffset;\r\n this.point.y += dYOffset;\r\n this.point.z += dZOffset;\r\n } else {\r\n this.position.x += dXOffset;\r\n this.position.y += dYOffset;\r\n this.position.z += dZOffset;\r\n }\r\n };\r\n // 获取自定义对象的夹点\r\n public getGripPoints(): McGePoint3dArray {\r\n let ret = new McGePoint3dArray()\r\n ret.append(this.point);\r\n ret.append(this.position);\r\n return ret;\r\n };\r\n // 绘制实体\r\n public worldDraw(draw: MxCADWorldDraw): void {\r\n const text = new McDbMText();\r\n text.textHeight = MxFun.screenCoordLong2Doc(this.height);\r\n text.attachment = McDb.AttachmentPoint.kMiddleLeft;\r\n text.contents = `X=${(this.point.x).toFixed(3)}\\\\PY=${(this.point.y).toFixed(3)}`;\r\n text.location = this.position;\r\n draw.drawEntity(text);\r\n\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n const id = mxcad.drawEntity(text);\r\n const { maxPt, minPt } = id.getMcDbEntity().getBoundingBox();\r\n id.erase();\r\n\r\n const length = Math.abs(maxPt.x - minPt.x);\r\n const pt3 = new McGePoint3d(this.position.x + length * 1.2, this.position.y);\r\n const pl = new McDbPolyline();\r\n pl.addVertexAt(this.point);\r\n pl.addVertexAt(this.position);\r\n pl.addVertexAt(pt3);\r\n draw.drawEntity(pl);\r\n }\r\n // 获取position\r\n public setPosition(pt: McGePoint3d) {\r\n this.assertWrite();\r\n this.position = pt.clone();\r\n }\r\n // 获取position\r\n public getPosition() {\r\n return this.position;\r\n }\r\n}\r\n\r\n// 坐标标注\r\nasync function Mx_CoordAnnotation() {\r\n\r\n const getPoint1 = new MxCADUiPrPoint();\r\n getPoint1.setMessage('请选择目标坐标点');\r\n const pt1 = await getPoint1.go();\r\n if (!pt1) return;\r\n\r\n const coord = new McDbTestCoordinateLabeling();\r\n coord.coordinatePoint = pt1;\r\n const getPoint2 = new MxCADUiPrPoint();\r\n getPoint2.setMessage('请指定标注位置');\r\n getPoint2.setUserDraw((pt, pw) => {\r\n coord.setPosition(pt);\r\n pw.drawMcDbEntity(coord);\r\n });\r\n const pt2 = await getPoint2.go();\r\n if (!pt2) return;\r\n coord.setPosition(pt2);\r\n MxCpp.getCurrentMxCAD().drawEntity(coord);\r\n}\r\n\r\n// 智能标高\r\nasync function Mx_Elevation() {\r\n\r\n const getPoint1 = new MxCADUiPrPoint();\r\n getPoint1.setMessage('指定起点');\r\n const pt1 = await getPoint1.go();\r\n if (!pt1) return;\r\n\r\n // 标注文字\r\n const height = 10;\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n const text = new McDbText();\r\n text.height = height;\r\n text.textString = pt1.y.toFixed(2);\r\n text.position = pt1;\r\n const id = mxcad.drawEntity(text);\r\n\r\n let line1: McDbLine;\r\n let pl: McDbPolyline;\r\n let textHt: McDbText;\r\n setTimeout(async () => {\r\n // 获取标注文字长度\r\n const minBox = id.getMcDbEntity().getBoundingBox();\r\n const w = minBox.maxPt.distanceTo(new McGePoint3d(minBox.minPt.x, minBox.maxPt.y));\r\n id.erase();\r\n\r\n const getPoint2 = new MxCADUiPrPoint();\r\n getPoint2.setMessage('指定终点');\r\n getPoint2.setUserDraw((pt, pw) => {\r\n line1 = new McDbLine(pt1, new McGePoint3d(pt1.x + height, pt1.y, 0));\r\n line1.startPoint = pt1;\r\n line1.endPoint = line1.getClosestPointTo(pt, true).val;\r\n pw.drawMcDbEntity(line1);\r\n\r\n const p1 = new McGePoint3d(pt.x, pt1.y + height, 0);\r\n const p2 = line1.getPointAtDist(line1.getLength().val - height).val;\r\n const p3 = line1.getPointAtDist(line1.getLength().val - height * 2).val;\r\n pl = new McDbPolyline();\r\n pl.addVertexAt(p1);\r\n pl.addVertexAt(p2);\r\n pl.addVertexAt(new McGePoint3d(p3.x, p3.y + height, 0));\r\n if (pt.x > pt1.x) {\r\n pl.addVertexAt(new McGePoint3d(p1.x + w, p1.y, 0));\r\n } else {\r\n pl.addVertexAt(new McGePoint3d(p1.x - w, p1.y, 0));\r\n }\r\n pw.drawMcDbEntity(pl);\r\n\r\n textHt = text.clone() as McDbText;\r\n textHt.position = textHt.alignmentPoint = p1;\r\n // 根据文字所在位置确定文字对齐方式\r\n if (pt.x > pt1.x) {\r\n text.horizontalMode = McDb.TextHorzMode.kTextLeft;\r\n } else {\r\n text.horizontalMode = McDb.TextHorzMode.kTextRight;\r\n }\r\n pw.drawMcDbEntity(textHt);\r\n })\r\n const pt2 = await getPoint2.go();\r\n if (!pt2) return;\r\n\r\n const getPosition = new MxCADUiPrPoint();\r\n getPosition.setMessage('指定标注方向');\r\n getPosition.setUserDraw((pt, pw) => {\r\n const pl_clone = pl.clone() as McDbPolyline;\r\n const text_clone = textHt.clone() as McDbText;\r\n if (pt.y < line1.endPoint.y) {\r\n pl_clone.mirror(pl.getPointAt(1).val, line1.endPoint);\r\n const p = pl_clone.getPointAt(0).val;\r\n text_clone.position = text_clone.alignmentPoint = new McGePoint3d(p.x, p.y - height, 0)\r\n }\r\n pw.drawMcDbEntity(text_clone);\r\n pw.drawMcDbEntity(pl_clone);\r\n pw.drawMcDbEntity(line1);\r\n })\r\n\r\n const position = await getPosition.go();\r\n if (!position) return;\r\n // 设置标注方向\r\n if (position.y < line1.endPoint.y) {\r\n pl.mirror(pl.getPointAt(1).val, line1.endPoint);\r\n const p = pl.getPointAt(0).val;\r\n textHt.position = textHt.alignmentPoint = new McGePoint3d(p.x, p.y - height, 0)\r\n }\r\n\r\n mxcad.drawEntity(line1);\r\n mxcad.drawEntity(textHt);\r\n mxcad.drawEntity(pl);\r\n\r\n }, 0)\r\n}\r\n\r\n// 粗糙度\r\nasync function Mx_Roughness() {\r\n // 设置标注文字内容\r\n const getStr = new MxCADUiPrString();\r\n getStr.setMessage('请设置文字内容');\r\n const str = await getStr.go();\r\n if (!str) return;\r\n const text = new McDbText();\r\n text.textString = str;\r\n text.height = 10;\r\n text.position = text.alignmentPoint = new McGePoint3d(0, 0, 0);\r\n text.horizontalMode = McDb.TextHorzMode.kTextMid;\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n const id = mxcad.drawEntity(text);\r\n\r\n setTimeout(async () => {\r\n // 获取文字宽度\r\n const minBox = id.getMcDbEntity().getBoundingBox();\r\n const w = minBox.maxPt.distanceTo(new McGePoint3d(minBox.minPt.x, minBox.maxPt.y));\r\n id.erase();\r\n\r\n const getPoint = new MxCADUiPrPoint();\r\n getPoint.setMessage('请指定标注位置');\r\n let pl: McDbPolyline;\r\n let _clone: McDbText;\r\n getPoint.setUserDraw((pt, pw) => {\r\n const midPt = new McGePoint3d(pt.x, pt.y + w, 0);\r\n const startPt = new McGePoint3d(midPt.x - w / 2, midPt.y, 0);\r\n const endPt = new McGePoint3d(midPt.x + w / 2, midPt.y, 0);\r\n const line = new McDbLine(pt, endPt);\r\n const lastPt = line.getPointAtDist(line.getLength().val + w).val;\r\n pl = new McDbPolyline();\r\n pl.addVertexAt(endPt);\r\n pl.addVertexAt(startPt);\r\n pl.addVertexAt(pt);\r\n pl.addVertexAt(lastPt);\r\n pw.drawMcDbEntity(pl);\r\n\r\n _clone = text.clone() as McDbText;\r\n _clone.position = _clone.alignmentPoint = midPt;\r\n pw.drawMcDbEntity(_clone)\r\n });\r\n\r\n const pt = await getPoint.go();\r\n if (!pt) return;\r\n\r\n mxcad.drawEntity(pl);\r\n mxcad.drawEntity(_clone);\r\n }, 0)\r\n\r\n}\r\n\r\n// 自定义面积标注类\r\nclass McDbTestAreaComment extends McDbCustomEntity {\r\n /** 点数组 */\r\n private ptArr: McGePoint3d[] = [];\r\n /** 标注点 */\r\n private pt: McGePoint3d;\r\n /** 字高 */\r\n private height: number = 30;\r\n /** 凸度数组 */\r\n private dbulges: number[] = [];\r\n /** 测量对象是否为矩形 */\r\n private isReactFlag: boolean = false;\r\n constructor(imp?: any) {\r\n super(imp);\r\n }\r\n public create(imp: any) {\r\n return new McDbTestAreaComment(imp)\r\n }\r\n /** 获取类名 */\r\n public getTypeName(): string {\r\n return \"McDbTestAreaComment\";\r\n }\r\n //设置或获取文本字高\r\n public set textHeight(val: number) {\r\n this.height = val;\r\n }\r\n public get textHeight(): number {\r\n return this.height;\r\n }\r\n //设置或获取测量对象是否为矩形\r\n public set isReact(val: boolean) {\r\n this.isReactFlag = val;\r\n }\r\n public get isReact(): boolean {\r\n return this.isReactFlag;\r\n }\r\n /** 读取数据 */\r\n public dwgInFields(filter: IMcDbDwgFiler): boolean {\r\n this.ptArr = filter.readPoints('ptArr').val;\r\n this.pt = filter.readPoint('pt').val;\r\n const _dbulges = filter.readString(\"dbulges\").val;\r\n this.dbulges = _dbulges.split(',').map(Number);\r\n this.isReactFlag = filter.readLong(\"isReactFlag\").val ? true : false;\r\n return true;\r\n }\r\n /** 写入数据 */\r\n public dwgOutFields(filter: IMcDbDwgFiler): boolean {\r\n filter.writePoints(\"ptArr\", this.ptArr);\r\n filter.writePoint(\"pt\", this.pt);\r\n const _dbulges = this.dbulges.toString();\r\n filter.writeString(\"dbulges\", _dbulges);\r\n filter.writeLong(\"isReactFlag\", this.isReactFlag ? 1 : 0);\r\n return true;\r\n }\r\n /** 移动夹点 */\r\n public moveGripPointsAt(iIndex: number, dXOffset: number, dYOffset: number, dZOffset: number) {\r\n this.assertWrite();\r\n this.ptArr.forEach((point, index) => {\r\n if (index === iIndex) {\r\n point.x += dXOffset;\r\n point.y += dYOffset;\r\n point.z += dZOffset;\r\n }\r\n });\r\n if (iIndex === this.ptArr.length) {\r\n this.pt.x += dXOffset;\r\n this.pt.y += dYOffset;\r\n this.pt.z += dZOffset;\r\n }\r\n };\r\n /** 获取夹点 */\r\n public getGripPoints(): McGePoint3dArray {\r\n let ret = new McGePoint3dArray();\r\n this.ptArr.forEach(point => {\r\n ret.append(point);\r\n })\r\n ret.append(this.pt);\r\n return ret;\r\n };\r\n /** 动态绘制 */\r\n public worldDraw(draw: MxCADWorldDraw): void {\r\n const pl = new McDbPolyline();\r\n pl.isClosed = true;\r\n if (this.isReactFlag) {\r\n // 测量的是矩形,得到的就是矩形的两个角点\r\n pl.addVertexAt(this.ptArr[0], 0, 0.1, 0.1);\r\n pl.addVertexAt(new McGePoint3d(this.ptArr[1].x, this.ptArr[0].y), 0, 0.1, 0.1);\r\n pl.addVertexAt(this.ptArr[1], 0, 0.1, 0.1);\r\n pl.addVertexAt(new McGePoint3d(this.ptArr[0].x, this.ptArr[1].y), 0, 0.1, 0.1);\r\n } else {\r\n // 测量的是多边形\r\n this.ptArr.forEach((pt, index) => {\r\n pl.addVertexAt(pt, this.dbulges[index], 0.1, 0.1);\r\n });\r\n }\r\n // 获取对象数据信息\r\n const area = pl.getArea().val;\r\n const length = pl.getLength().val;\r\n // 构造对文本对象\r\n const text = new McDbMText();\r\n text.contents = `面积:${area.toFixed(2)}\\\\P周长:${length.toFixed(2)} `;\r\n text.attachment = McDb.AttachmentPoint.kMiddleCenter;\r\n text.location = this.pt;\r\n text.textHeight = MxFun.screenCoordLong2Doc(this.height);\r\n // 设置标注颜色\r\n text.trueColor = this.trueColor;\r\n draw.trueColor = this.trueColor;\r\n // 绘制标注对象\r\n draw.drawEntity(text);\r\n draw.drawEntity(pl);\r\n }\r\n /** 设置标注点 */\r\n public setPoint(pt: McGePoint3d) {\r\n this.assertWrite();\r\n this.pt = pt.clone();\r\n }\r\n /** 增加顶点 */\r\n public addVertex(pt: McGePoint3d, dbulge?: number) {\r\n this.assertWrite();\r\n this.ptArr.push(pt.clone());\r\n this.dbulges.push(dbulge ? dbulge : 0);\r\n }\r\n /** 获取标注点 */\r\n public getPoint() {\r\n return this.pt;\r\n }\r\n\r\n}\r\n\r\n// 面积\r\nasync function Mx_Area() {\r\n const ptArr: McGePoint3d[] = [];\r\n\r\n const getPt1 = new MxCADUiPrPoint();\r\n getPt1.setMessage('请选择面积的第一个点');\r\n const pt1 = await getPt1.go();\r\n if (!pt1) return;\r\n ptArr.push(pt1);\r\n\r\n while (true) {\r\n const getPt = new MxCADUiPrPoint();\r\n getPt.setMessage('请选择下一个点');\r\n getPt.setKeyWords(\"[回退(B)/结束(O)]\");\r\n getPt.setUserDraw((pt, pw) => {\r\n const draw_pl = new McDbPolyline();\r\n ptArr.forEach(point => {\r\n draw_pl.addVertexAt(point, 0, 0.1, 0.1);\r\n });\r\n draw_pl.addVertexAt(pt);\r\n pw.drawMcDbEntity(draw_pl);\r\n });\r\n const pt = await getPt.go();\r\n const key = getPt.keyWordPicked();\r\n if (key === 'B') {\r\n if (ptArr.length > 1) {\r\n ptArr.pop();\r\n }\r\n } else if (key === 'O') {\r\n break;\r\n } else {\r\n if (!pt) break;\r\n ptArr.push(pt);\r\n }\r\n };\r\n\r\n if (ptArr.length < 3) return;\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n const area = new McDbTestAreaComment();\r\n ptArr.forEach((point) => {\r\n area.addVertex(point, 0);\r\n });\r\n const position = new MxCADUiPrPoint();\r\n position.setMessage('请选择面积标注的位置');\r\n position.setUserDraw((pt, pw) => {\r\n pw.setColor(0xFF0000)\r\n area.setPoint(pt);\r\n pw.drawMcDbEntity(area);\r\n })\r\n const positionPt = await position.go();\r\n if (!positionPt) return;\r\n area.setPoint(positionPt);\r\n area.trueColor = new McCmColor(255, 0, 0)\r\n mxcad.drawEntity(area);\r\n}\r\n\r\n// 矩形面积\r\nasync function Mx_ReactArea() {\r\n const getPt1 = new MxCADUiPrPoint();\r\n getPt1.setMessage('请选择矩形的角点1');\r\n const pt1 = await getPt1.go();\r\n if (!pt1) return;\r\n\r\n const getPt2 = new MxCADUiPrPoint();\r\n getPt2.setMessage('请选择矩形的角点2');\r\n getPt2.setUserDraw((pt, pw) => {\r\n const pl = new McDbPolyline();\r\n pl.isClosed = true;\r\n pl.addVertexAt(pt1);\r\n pl.addVertexAt(new McGePoint3d(pt.x, pt1.y));\r\n pl.addVertexAt(pt);\r\n pl.addVertexAt(new McGePoint3d(pt1.x, pt.y));\r\n pw.drawMcDbEntity(pl);\r\n })\r\n const pt2 = await getPt2.go();\r\n if (!pt2) return;\r\n\r\n const reactArea = new McDbTestAreaComment();\r\n reactArea.isReact = true;\r\n reactArea.addVertex(pt1);\r\n reactArea.addVertex(pt2);\r\n\r\n const getPos = new MxCADUiPrPoint();\r\n getPos.setMessage('请设置面积标注的位置');\r\n getPos.setUserDraw((pt, pw) => {\r\n pw.setColor(0xFF0000)\r\n reactArea.setPoint(pt);\r\n pw.drawMcDbEntity(reactArea);\r\n });\r\n const position = await getPos.go();\r\n if (!position) return;\r\n reactArea.setPoint(position);\r\n reactArea.trueColor = new McCmColor(255, 0, 0)\r\n MxCpp.getCurrentMxCAD().drawEntity(reactArea);\r\n}\r\n\r\n// 点到直线的距离\r\nasync function Mx_DistFromPointToLine() {\r\n const getPt = new MxCADUiPrPoint();\r\n getPt.setMessage('请选择一个测量点');\r\n const pt = await getPt.go();\r\n if (!pt) return;\r\n\r\n // 设置过滤器 \r\n const filter = new MxCADResbuf([DxfCode.kEntityType, \"LINE\"]);\r\n const getEnt = new MxCADUiPrEntity();\r\n getEnt.setMessage('请选择一条直线')\r\n getEnt.setFilter(filter);\r\n const entId = await getEnt.go();\r\n if (!entId.id) return;\r\n const line = entId.getMcDbEntity() as McDbLine;\r\n\r\n // 获取垂点\r\n const verPt = line.getClosestPointTo(pt, true).val;\r\n\r\n let id!: McObjectId;\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n const getPos = new MxCADUiPrPoint();\r\n getPos.setMessage('请设置尺寸线的位置');\r\n getPos.setUserDraw((point, pw) => {\r\n id && id.erase()\r\n id = mxcad.drawDimAligned(pt.x, pt.y, verPt.x, verPt.y, point.x, point.y);\r\n });\r\n const position = await getPos.go();\r\n if (!position) {\r\n id && id.erase()\r\n return\r\n };\r\n id && id.erase();\r\n mxcad.drawDimAligned(pt.x, pt.y, verPt.x, verPt.y, position.x, position.y);\r\n}\r\n\r\n// 自定义弧长标注类\r\nclass McDbTestArcComment extends McDbCustomEntity {\r\n /** 圆弧圆心 */\r\n private center: McGePoint3d = new McGePoint3d();\r\n /** 圆弧半径 */\r\n private radius: number;\r\n /** 圆弧开始角度 */\r\n private startAngle: number;\r\n /** 圆弧结束角度 */\r\n private endAngle: number;\r\n /** 弧线标注点 */\r\n private position: McGePoint3d = new McGePoint3d();\r\n /** 弧线标注文本高度 */\r\n private height: number = 30;\r\n constructor(imp?: any) {\r\n super(imp);\r\n }\r\n public create(imp: any) {\r\n return new McDbTestArcComment(imp)\r\n }\r\n /** 获取类名 */\r\n public getTypeName(): string {\r\n return \"McDbTestArcComment\";\r\n }\r\n //设置或获取标注圆弧圆心\r\n public set arcCenter(val: McGePoint3d) {\r\n this.center = val.clone();\r\n }\r\n public get arcCenter(): McGePoint3d {\r\n return this.center;\r\n }\r\n //设置或获取标注圆弧半径\r\n public set arcRadius(val: number) {\r\n this.radius = val;\r\n }\r\n public get arcRadius(): number {\r\n return this.radius;\r\n }\r\n //设置或获取标注文本高度\r\n public set textHeight(val: number) {\r\n this.height = val;\r\n }\r\n public get textHeight(): number {\r\n return this.height;\r\n }\r\n //设置或获取标注圆弧起始角度\r\n public set arcStartAngle(val: number) {\r\n this.startAngle = val;\r\n }\r\n public get arcStartAngle(): number {\r\n return this.startAngle;\r\n }\r\n public set arcEndAngle(val: number) {\r\n this.endAngle = val;\r\n }\r\n public get arcEndAngle(): number {\r\n return this.endAngle;\r\n }\r\n /** 读取数据 */\r\n public dwgInFields(filter: IMcDbDwgFiler): boolean {\r\n this.position = filter.readPoint('position').val;\r\n this.center = filter.readPoint('center').val;\r\n this.startAngle = filter.readDouble('startAngle').val;\r\n this.endAngle = filter.readDouble('endAngle').val;\r\n this.radius = filter.readDouble('radius').val;\r\n this.height = filter.readDouble('textHeight').val;\r\n return true;\r\n }\r\n /** 写入数据 */\r\n public dwgOutFields(filter: IMcDbDwgFiler): boolean {\r\n filter.writePoint(\"position\", this.position);\r\n filter.writePoint(\"center\", this.center);\r\n filter.writeDouble(\"startAngle\", this.startAngle);\r\n filter.writeDouble(\"endAngle\", this.endAngle);\r\n filter.writeDouble(\"radius\", this.radius);\r\n filter.writeDouble(\"textHeight\", this.height);\r\n return true;\r\n }\r\n /** 移动夹点 */\r\n public moveGripPointsAt(iIndex: number, dXOffset: number, dYOffset: number, dZOffset: number) {\r\n this.assertWrite();\r\n this.position.x += dXOffset;\r\n this.position.y += dYOffset;\r\n this.position.z += dZOffset;\r\n };\r\n /** 获取夹点 */\r\n public getGripPoints(): McGePoint3dArray {\r\n let ret = new McGePoint3dArray();\r\n ret.append(this.position);\r\n return ret;\r\n };\r\n // 绘制标注样式线段\r\n private drawLine(pt1: McGePoint3d, pt2: McGePoint3d): any {\r\n const vec = pt2.sub(pt1).normalize().mult(MxFun.screenCoordLong2Doc(this.height * 0.4));\r\n const _pt = pt2.clone().addvec(vec);\r\n const _ptClone = pt2.clone().subvec(vec);\r\n const line = new McDbLine(_pt, _ptClone)\r\n line.rotate(pt2, Math.PI / 4);\r\n return { line, pt: _pt };\r\n }\r\n private pt1: McGePoint3d\r\n private pt2: McGePoint3d\r\n private dbulge: number\r\n /** 动态绘制 */\r\n public worldDraw(draw: MxCADWorldDraw): void {\r\n // 获取测量目标圆弧基础信息\r\n const arc = new McDbArc();\r\n arc.center = this.center;\r\n arc.startAngle = this.startAngle;\r\n arc.endAngle = this.endAngle;\r\n arc.radius = this.radius;\r\n const length = arc.getLength().val;\r\n const startPt = arc.getPointAtDist(0).val;\r\n const endPt = arc.getPointAtDist(length).val;\r\n\r\n // 构造标注圆弧长度文本信息\r\n const lText = new McDbText();\r\n lText.textString = `${length.toFixed(2)}`;\r\n lText.height = MxFun.screenCoordLong2Doc(this.height);\r\n lText.horizontalMode = McDb.TextHorzMode.kTextCenter;\r\n lText.position = lText.alignmentPoint = this.position;\r\n // 弧线偏移\r\n const closePt = arc.getClosestPointTo(this.position, true).val;\r\n const dist = closePt.distanceTo(this.position);\r\n arc.offsetCurves(dist, this.position).forEach(obj => {\r\n const offsetEnt = obj.clone() as McDbArc;\r\n const length = offsetEnt.getLength().val;\r\n this.pt1 = offsetEnt.getPointAtDist(0).val;\r\n this.pt2 = offsetEnt.getPointAtDist(length).val;\r\n const midPt = offsetEnt.getPointAtDist(length / 2).val;\r\n this.dbulge = MxCADUtility.calcBulge(this.pt1, midPt, this.pt2).val;\r\n })\r\n // 绘制标注样式\r\n const pl = new McDbPolyline();\r\n pl.addVertexAt(this.pt1, this.dbulge);\r\n pl.addVertexAt(this.pt2);\r\n // 调整文本角度\r\n const angle = this.pt1.sub(this.pt2).angleTo2(McGeVector3d.kXAxis, McGeVector3d.kNegateZAxis);\r\n lText.rotation = angle === Math.PI ? 0 : angle;\r\n\r\n const { line: line1, pt: _pt1 } = this.drawLine(startPt, this.pt1);\r\n const { line: line2, pt: _pt2 } = this.drawLine(endPt, this.pt2);\r\n pl.trueColor = lText.trueColor = line1.trueColor = line2.trueColor = this.trueColor;\r\n draw.drawEntity(pl);\r\n draw.drawEntity(lText);\r\n draw.drawEntity(line1);\r\n draw.drawEntity(line2);\r\n draw.drawEntity(new McDbLine(startPt, _pt1))\r\n draw.drawEntity(new McDbLine(endPt, _pt2))\r\n }\r\n /** 设置标注点 */\r\n public setPosition(pt: McGePoint3d) {\r\n this.assertWrite();\r\n this.position = pt.clone();\r\n }\r\n /** 获取标注点 */\r\n public getPoint() {\r\n return this.position;\r\n }\r\n\r\n}\r\n\r\n// 弧长\r\nasync function Mx_ArcLength() {\r\n const filter = new MxCADResbuf([DxfCode.kEntityType, \"ARC\"]);\r\n const getEnt = new MxCADUiPrEntity();\r\n getEnt.setMessage('请选择一条弧线');\r\n getEnt.setFilter(filter);\r\n const entId = await getEnt.go();\r\n if (!entId.id) return;\r\n\r\n const arc = entId.getMcDbEntity() as McDbArc;\r\n const mArc = new McDbTestArcComment();\r\n mArc.arcCenter = arc.center;\r\n mArc.arcStartAngle = arc.startAngle;\r\n mArc.arcEndAngle = arc.endAngle;\r\n mArc.arcRadius = arc.radius;\r\n\r\n // 指定标注位置\r\n const getPos = new MxCADUiPrPoint();\r\n getPos.setMessage(\"请指定尺寸线位置\");\r\n getPos.setUserDraw((pt, pw) => {\r\n pw.setColor(0xFF0000);\r\n mArc.setPosition(pt);\r\n pw.drawMcDbEntity(mArc)\r\n });\r\n const position = await getPos.go();\r\n if (!position) return;\r\n mArc.setPosition(position);\r\n mArc.trueColor = new McCmColor(255, 0, 0);\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n mxcad.drawEntity(mArc);\r\n}\r\n\r\n// 自定义测量圆类\r\nclass McDbTestMeasuringCircle extends McDbCustomEntity {\r\n // 定义McDbTestMeasuringCircle内部的点对象 \r\n // 圆心\r\n private center: McGePoint3d = new McGePoint3d();\r\n // 标注点\r\n private position: McGePoint3d = new McGePoint3d();\r\n // 圆半径\r\n private radius: number;\r\n // 构造函数\r\n constructor(imp?: any) {\r\n super(imp);\r\n }\r\n // 创建函数\r\n public create(imp: any) {\r\n return new McDbTestMeasuringCircle(imp)\r\n }\r\n // 获取类名\r\n public getTypeName(): string {\r\n return \"McDbTestMeasuringCircle\";\r\n }\r\n //设置或获取圆半径\r\n public set circleRadius(val: number) {\r\n this.radius = val;\r\n }\r\n public get circleRadius(): number {\r\n return this.radius;\r\n }\r\n // 读取自定义实体数据pt1、pt2\r\n public dwgInFields(filter: IMcDbDwgFiler): boolean {\r\n this.center = filter.readPoint(\"center\").val;\r\n this.position = filter.readPoint(\"position\").val;\r\n this.radius = filter.readDouble(\"radius\").val;\r\n return true;\r\n }\r\n // 写入自定义实体数据pt1、pt2\r\n public dwgOutFields(filter: IMcDbDwgFiler): boolean {\r\n filter.writePoint(\"center\", this.center);\r\n filter.writePoint(\"position\", this.position);\r\n filter.writeDouble(\"radius\", this.radius);\r\n return true;\r\n }\r\n\r\n // 移动自定义对象的夹点\r\n public moveGripPointsAt(iIndex: number, dXOffset: number, dYOffset: number, dZOffset: number) {\r\n this.assertWrite();\r\n this.position.x += dXOffset;\r\n this.position.y += dYOffset;\r\n this.position.z += dZOffset;\r\n };\r\n // 获取自定义对象的夹点\r\n public getGripPoints(): McGePoint3dArray {\r\n let ret = new McGePoint3dArray()\r\n ret.append(this.position);\r\n return ret;\r\n };\r\n // 绘制实体\r\n public worldDraw(draw: MxCADWorldDraw): void {\r\n const circle = new McDbCircle();\r\n circle.center = this.center;\r\n circle.radius = this.radius;\r\n const length = circle.getLength().val;\r\n const radius = circle.radius;\r\n const area = Math.PI * radius * radius;\r\n\r\n const mText = new McDbMText();\r\n mText.contents = `半径:${radius.toFixed(2)} \\\\P 周长:${length.toFixed(2)} \\\\P 面积:${area.toFixed(2)}`\r\n mText.textHeight = radius / 6;\r\n mText.attachment = McDb.AttachmentPoint.kMiddleCenter;\r\n mText.location = this.position;\r\n mText.trueColor = circle.trueColor = this.trueColor;\r\n draw.drawEntity(mText);\r\n draw.drawEntity(circle);\r\n }\r\n // 设置pt1\r\n public setCenter(pt: McGePoint3d) {\r\n this.assertWrite();\r\n this.center = pt.clone();\r\n }\r\n // 获取pt1\r\n public getCenter() {\r\n return this.center;\r\n }\r\n // 获取position\r\n public setPosition(pt: McGePoint3d) {\r\n this.assertWrite();\r\n this.position = pt.clone();\r\n }\r\n // 获取position\r\n public getPosition() {\r\n return this.position;\r\n }\r\n}\r\n\r\n// 测量圆\r\nasync function Mx_MeasuringCircle() {\r\n const filter = new MxCADResbuf([DxfCode.kEntityType, \"CIRCLE\"]);\r\n const getEnt = new MxCADUiPrEntity();\r\n getEnt.setMessage(\"请选择一个圆对象\");\r\n getEnt.setFilter(filter);\r\n const entId = await getEnt.go();\r\n if (!entId.id) return;\r\n\r\n const circle = entId.getMcDbEntity() as McDbCircle;\r\n circle.highlight(true);\r\n const mCircle = new McDbTestMeasuringCircle();\r\n mCircle.setCenter(circle.center);\r\n mCircle.circleRadius = circle.radius;\r\n\r\n\r\n const getPt = new MxCADUiPrPoint();\r\n getPt.setMessage('请指定文字位置');\r\n getPt.setUserDraw((pt, pw) => {\r\n pw.setColor(0xFF0000);\r\n mCircle.setPosition(pt);\r\n pw.drawMcDbEntity(mCircle);\r\n });\r\n const point = await getPt.go();\r\n if (!point) return;\r\n mCircle.setPosition(point);\r\n mCircle.trueColor = new McCmColor(255, 0, 0)\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n mxcad.drawEntity(mCircle);\r\n circle.highlight(false);\r\n};\r\n\r\n// 自定义连续测量类\r\nclass McDbTestConMeasurement extends McDbCustomEntity {\r\n // 定义McDbTestConMeasurement内部的点对象 \r\n // 测量点数组\r\n private points: McGePoint3d[] = [];\r\n private dbulges: number[] = [];\r\n // 文字点位置\r\n private position: McGePoint3d = new McGePoint3d();\r\n // 文字高度\r\n private height: number = 30;\r\n /** 标注颜色 */\r\n private dimColor: McCmColor = new McCmColor(255, 0, 0);\r\n /** 标注线段宽度 */\r\n private width: number = 0.1;\r\n /** 是否显示分段长度 */\r\n private showSegLength: boolean = false;\r\n\r\n // 构造函数\r\n constructor(imp?: any) {\r\n super(imp);\r\n }\r\n // 创建函数\r\n public create(imp: any) {\r\n return new McDbTestConMeasurement(imp)\r\n }\r\n // 获取类名\r\n public getTypeName(): string {\r\n return \"McDbTestConMeasurement\";\r\n }\r\n //设置或获取文本字高\r\n public set textHeight(val: number) {\r\n this.height = val;\r\n }\r\n public get textHeight(): number {\r\n return this.height;\r\n }\r\n /** 设置或获取标注颜色\r\n * val:颜色rgb值数组\r\n */\r\n public set color(val: McCmColor) {\r\n this.dimColor = val.clone();\r\n }\r\n public get color(): McCmColor {\r\n return this.dimColor;\r\n }\r\n /** 设置线段宽度 */\r\n public set conWidth(val: number) {\r\n this.width = MxFun.screenCoordLong2Doc(val);\r\n }\r\n public get conWidth(): number {\r\n return this.width;\r\n }\r\n /** 显示分段长度 */\r\n public set isShowSegLength(val: boolean) {\r\n this.showSegLength = val;\r\n }\r\n public get isShowSegLength(): boolean {\r\n return this.showSegLength;\r\n }\r\n // 读取自定义实体数据\r\n public dwgInFields(filter: IMcDbDwgFiler): boolean {\r\n this.points = filter.readPoints(\"points\").val;\r\n this.position = filter.readPoint(\"position\").val;\r\n const _dbulges = filter.readString(\"dbulges\").val;\r\n this.dbulges = _dbulges.split(',').map(Number);\r\n const _dimColor = filter.readString(\"dimColor\").val;\r\n this.dimColor = new McCmColor(..._dimColor.split(',').map(Number));\r\n this.width = filter.readDouble(\"conWidth\").val;\r\n this.showSegLength = filter.readLong('showSegLength').val === 1;\r\n return true;\r\n }\r\n // 写入自定义实体数据\r\n public dwgOutFields(filter: IMcDbDwgFiler): boolean {\r\n const _dbulges = this.dbulges.toString();\r\n const _color = `${this.dimColor.red},${this.dimColor.green},${this.dimColor.blue}`;\r\n const _showSegLength = this.showSegLength ? 1 : 0;\r\n filter.writePoints(\"points\", this.points);\r\n filter.writePoint(\"position\", this.position);\r\n filter.writeString(\"dbulges\", _dbulges);\r\n filter.writeString(\"dimColor\", _color);\r\n filter.writeDouble(\"conWidth\", this.width);\r\n filter.writeLong('showSegLength', _showSegLength)\r\n return true;\r\n }\r\n\r\n // 移动自定义对象的夹点\r\n public moveGripPointsAt(iIndex: number, dXOffset: number, dYOffset: number, dZOffset: number) {\r\n this.assertWrite();\r\n if (iIndex < this.points.length) {\r\n this.points[iIndex].x += dXOffset;\r\n this.points[iIndex].y += dYOffset;\r\n this.points[iIndex].z += dZOffset;\r\n } else {\r\n this.position.x += dXOffset;\r\n this.position.y += dYOffset;\r\n this.position.z += dZOffset;\r\n }\r\n };\r\n // 获取自定义对象的夹点\r\n public getGripPoints(): McGePoint3dArray {\r\n let ret = new McGePoint3dArray()\r\n this.points.forEach(pt => {\r\n ret.append(pt)\r\n });\r\n ret.append(this.position);\r\n return ret;\r\n };\r\n // 绘制实体\r\n public worldDraw(draw: MxCADWorldDraw): void {\r\n const pl = new McDbPolyline();\r\n const lengthArr = [];\r\n this.points.forEach((pt, index) => {\r\n let width = this.width;\r\n if (index === this.points.length - 1) width = 0;\r\n pl.addVertexAt(pt, this.dbulges[index], width, width);\r\n if (index > 0) {\r\n const pt1 = this.points[index - 1];\r\n const l = new McDbPolyline();\r\n l.addVertexAt(pt1, this.dbulges[index - 1]);\r\n l.addVertexAt(pt, this.dbulges[index]);\r\n const length = l.getLength().val;\r\n const position = l.getPointAtDist(length / 2).val;\r\n const text = new McDbText();\r\n text.textString = `${length.toFixed(2)}`;\r\n text.height = MxFun.screenCoordLong2Doc(this.height * 0.6);\r\n text.horizontalMode = McDb.TextHorzMode.kTextCenter;\r\n // 旋转角度\r\n let vec;\r\n if (pt1.x <= pt.x) {\r\n vec = pt.sub(pt1);\r\n } else {\r\n vec = pt1.sub(pt);\r\n }\r\n // 取垂直向量\r\n const perpVec = vec.clone().perpVector().normalize();\r\n const textNum = MxFun.screenCoordLong2Doc(this.height * 0.15);\r\n const line = new McDbLine(pt1, pt);\r\n const midPt = line.getPointAtDist(line.getLength().val / 2).val;\r\n if (midPt.y >= position.y) {\r\n position.addvec(perpVec.mult(textNum));\r\n } else {\r\n position.subvec(perpVec.mult(textNum));\r\n };\r\n text.position = text.alignmentPoint = position;\r\n const angle = vec.angleTo2(McGeVector3d.kXAxis, McGeVector3d.kNegateZAxis);\r\n text.rotation = angle === Math.PI ? 0 : angle;\r\n lengthArr.push(text)\r\n }\r\n });\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n const plId = mxcad.drawEntity(pl);\r\n const length = (plId.getMcDbEntity() as McDbPolyline).getLength().val;\r\n const endPt = this.points[this.points.length - 1];\r\n const vec = pl.getFirstDeriv(endPt).val;\r\n const _vec = vec.clone();\r\n _vec.rotateBy(Math.PI / 4).normalize().mult(this.width * 5);\r\n const pt1 = endPt.clone().addvec(_vec);\r\n const pt2 = endPt.clone().subvec(_vec)\r\n const line = new McDbPolyline();\r\n line.addVertexAt(pt1, 0, this.width, this.width);\r\n line.addVertexAt(pt2);\r\n plId.erase();\r\n const text = new McDbText();\r\n text.textString = `${length.toFixed(2)}`;\r\n text.height = MxFun.screenCoordLong2Doc(this.height);\r\n const num = MxFun.screenCoordLong2Doc(4)\r\n text.position = text.alignmentPoint = new McGePoint3d(this.position.x + num, this.position.y + num);\r\n text.horizontalMode = McDb.TextHorzMode.kTextLeft;\r\n const textId = mxcad.drawEntity(text);\r\n const { minPt, maxPt } = textId.getMcDbEntity().getBoundingBox();\r\n textId.erase();\r\n const lastPoint = new McGePoint3d(this.position.x + Math.abs(minPt.x - maxPt.x) + num * 6, this.position.y);\r\n pl.addVertexAt(this.position);\r\n pl.addVertexAt(lastPoint);\r\n if (this.showSegLength) {\r\n lengthArr.forEach(ent => {\r\n draw.drawEntity(ent);\r\n })\r\n }\r\n draw.trueColor = this.dimColor;\r\n draw.drawEntity(pl);\r\n draw.drawEntity(text);\r\n draw.drawEntity(line);\r\n }\r\n // 设置pt1\r\n public addVertex(pt: McGePoint3d, dbulge: number) {\r\n this.assertWrite();\r\n this.dbulges.push(dbulge);\r\n this.points.push(pt);\r\n }\r\n // 获取pt1\r\n public getPoints() {\r\n return this.points;\r\n }\r\n // 获取position\r\n public setPosition(pt: McGePoint3d) {\r\n this.assertWrite();\r\n this.position = pt.clone();\r\n }\r\n // 获取position\r\n public getPosition() {\r\n return this.position;\r\n }\r\n}\r\n\r\n/**\r\n * 设置系统变量\r\n * 关闭正交,格栅\r\n * 打开所有对象追踪\r\n * @param param:0 恢复 1设置\r\n */\r\nlet orginSet = [];\r\nfunction setSystemVariables(param: number) {\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n if (param === 1) {\r\n orginSet.push(\r\n {\r\n name: \"ORTHOMODE\",\r\n value: mxcad.getSysVarLong(\"ORTHOMODE\"),\r\n },\r\n {\r\n name: \"GRIDMODE\",\r\n value: mxcad.getSysVarLong(\"GRIDMODE\"),\r\n },\r\n {\r\n name: \"OSMODE\",\r\n value: mxcad.getSysVarLong(\"OSMODE\"),\r\n }\r\n )\r\n // 关闭正交、格栅、打开所有对象追踪\r\n mxcad.setSysVarLong(\"ORTHOMODE\", 0);\r\n mxcad.setSysVarLong(\"GRIDMODE\", 0);\r\n mxcad.setSysVarLong(\"OSMODE\", 16383);\r\n } else if (param === 0) {\r\n orginSet.forEach(item => {\r\n mxcad.setSysVarLong(item.name, item.value);\r\n })\r\n }\r\n}\r\n\r\n// 连续取点(含弧线凸度)\r\nasync function ContinuousSampling() {\r\n // 设置系统变量\r\n setSystemVariables(1);\r\n let ptArr = []; // 测量点数组\r\n let flag = false; // 第一次点击是否为圆弧标注\r\n const filter = new MxCADResbuf([DxfCode.kEntityType, \"ARC\"]); // 筛选弧线\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n let dTol = mxcad.mxdraw.viewCoordLong2Cad(0.5);// 设置精度值\r\n\r\n // 记录最后选择的圆弧id\r\n let arcId = null;\r\n while (true) {\r\n // 循环取测量点\r\n const getPt = new MxCADUiPrPoint();\r\n getPt.setMessage(\"请选择直线的端点或弧线\");\r\n getPt.setKeyWords(\"[回退(B)/结束(O)]\");\r\n if (ptArr.length > 0) getPt.setBasePt(ptArr[ptArr.length - 1].pt);\r\n getPt.setUserDraw((pt, pw) => {\r\n const pl = new McDbPolyline();\r\n ptArr.forEach(obj => {\r\n pl.addVertexAt(obj.pt, obj.dbulge, 0.1, 0.1);\r\n });\r\n pw.drawMcDbEntity(pl)\r\n })\r\n const pt = await getPt.go();\r\n const key = getPt.keyWordPicked();\r\n if (key === \"B\") {\r\n // 回退\r\n if (ptArr.length > 1) ptArr.pop();\r\n arcId = null;\r\n } else if (key === \"O\") {\r\n // 结束\r\n break;\r\n } else {\r\n // 添加测量点\r\n if (!pt) break;\r\n const entId = MxCADUtility.findEntAtPoint(pt.x, pt.y, pt.z, -1, filter);\r\n if (!entId.id) {\r\n arcId = null;\r\n if (flag) {\r\n // 第一次是弧线\r\n const res = ptArr.filter(item => item.pt.distanceTo(pt) < dTol);\r\n if (!res.length) {\r\n alert('请选择连续的线段!')\r\n }\r\n } else {\r\n ptArr.push({ pt, dbulge: 0 })\r\n }\r\n } else {\r\n const arc = entId.getMcDbEntity() as McDbArc;\r\n const length = arc.getLength().val;\r\n const startPt = arc.getPointAtDist(0).val;\r\n const endPt = arc.getPointAtDist(length).val;\r\n\r\n if (startPt.distanceTo(pt) < dTol || endPt.distanceTo(pt) < dTol) {\r\n // pt为圆弧端点\r\n if (flag) {\r\n // 第一次点击为圆弧\r\n const dbulge = -ptArr[0].dbulge;\r\n const pt1 = ptArr[ptArr.length - 2].pt;\r\n const pt2 = ptArr[ptArr.length - 1].pt;\r\n if (pt1.distanceTo(pt) < dTol) {\r\n ptArr.slice(0, ptArr.length - 2);\r\n ptArr.push({ pt: pt2, dbulge });\r\n ptArr.push({ pt: pt1, dbulge: 0 });\r\n };\r\n flag = false;\r\n arcId = entId;\r\n } else {\r\n ptArr.push({ pt, dbulge: 0 })\r\n }\r\n } else {\r\n // pt为圆弧上的点\r\n if (ptArr.length > 0) {\r\n const lastPt = ptArr[ptArr.length - 1].pt;\r\n if (startPt.distanceTo(lastPt) < dTol || endPt.distanceTo(lastPt) < dTol) {\r\n if (arcId?.id === entId.id) {\r\n console.log('点击同一个圆弧');\r\n ptArr.pop();\r\n const preItem = ptArr[ptArr.length - 1]\r\n // 三点确定凸度 lastPt pt 以及两点的中间点 \r\n const l1 = arc.getDistAtPoint(preItem.pt).val;\r\n const l2 = arc.getDistAtPoint(pt).val;\r\n let midPt = arc.getPointAtDist(l1 + (l2 - l1) / 2).val; // 两点的中间点\r\n let arcTest = new McDbArc();\r\n arcTest.computeArc(preItem.pt.x, preItem.pt.y, midPt.x, midPt.y, pt.x, pt.y);//三点画圆弧\r\n if (arcTest.getLength().val > arc.getLength().val) {\r\n const _clone = arcTest.clone() as McDbArc;\r\n arcTest.startAngle = _clone.endAngle;\r\n arcTest.endAngle = _clone.startAngle;\r\n midPt = arcTest.getPointAtDist(arcTest.getLength().val / 2).val;\r\n }\r\n preItem.dbulge = MxCADUtility.calcBulge(preItem.pt, midPt, pt).val;\r\n ptArr.push({ pt, dbulge: 0 });\r\n arcId = null;\r\n } else {\r\n const point = startPt.distanceTo(lastPt) < dTol ? endPt : startPt; // 结束点\r\n ptArr[ptArr.length - 1].dbulge = MxCADUtility.calcBulge(lastPt, pt, point).val;\r\n ptArr.push({ pt: point, dbulge: 0 });\r\n arcId = entId;\r\n }\r\n } else {\r\n alert(\"请选择连续的线段!\")\r\n }\r\n } else {\r\n // 第一次点击就是arc\r\n const dbulge = MxCADUtility.calcBulge(startPt, pt, endPt).val;\r\n ptArr.push({ pt: startPt, dbulge });\r\n ptArr.push({ pt: endPt, dbulge: 0 });\r\n flag = true;\r\n arcId = entId;\r\n }\r\n }\r\n }\r\n }\r\n };\r\n // 恢复初始系统变量\r\n setSystemVariables(0)\r\n return ptArr\r\n}\r\n\r\n// 连续测量\r\nasync function Mx_ContinueMeasurement() {\r\n\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n const ptArr = await ContinuousSampling();\r\n if(ptArr.length < 2) return;\r\n // 绘制测量标注\r\n const plDim = new McDbTestConMeasurement();\r\n ptArr.forEach(item => {\r\n plDim.addVertex(item.pt, item.dbulge)\r\n });\r\n const getPos = new MxCADUiPrPoint();\r\n getPos.setMessage(\"请指定文字的位置\");\r\n getPos.setUserDraw((pt, pw) => {\r\n plDim.setPosition(pt);\r\n pw.drawMcDbEntity(plDim)\r\n });\r\n const position = await getPos.go();\r\n if (!position) return;\r\n plDim.setPosition(position);\r\n mxcad.drawEntity(plDim);\r\n}\r\n\r\n// 查看分段长度\r\nasync function Mx_CountList() {\r\n const getEnt = new MxCADUiPrEntity();\r\n getEnt.setMessage('请选择一个连续测量的标注');\r\n const entId = await getEnt.go();\r\n if (!entId.id) return;\r\n const ent = entId.getMcDbEntity();\r\n if (!(ent instanceof McDbCustomEntity)) return;\r\n if (ent.getTypeName() === 'McDbTestConMeasurement') {\r\n const _clone = ent.clone() as McDbTestConMeasurement;\r\n _clone.isShowSegLength = !_clone.isShowSegLength;\r\n MxCpp.getCurrentMxCAD().drawEntity(_clone);\r\n entId.erase();\r\n }\r\n\r\n}\r\n\r\n// 面积含弧线\r\nasync function Mx_AreaArc() {\r\n\r\n const ptArr = await ContinuousSampling()\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n const area = new McDbTestAreaComment();\r\n ptArr.forEach(item => {\r\n area.addVertex(item.pt, item.dbulge);\r\n });\r\n const position = new MxCADUiPrPoint();\r\n position.setMessage('请选择面积标注的位置');\r\n position.setUserDraw((pt, pw) => {\r\n area.setPoint(pt);\r\n pw.drawMcDbEntity(area);\r\n })\r\n const positionPt = await position.go();\r\n if (!positionPt) return;\r\n area.setPoint(positionPt);\r\n area.trueColor = new McCmColor(255, 0, 0);\r\n mxcad.drawEntity(area);\r\n\r\n}\r\n\r\n// 测量角度\r\nasync function Mx_MeasuringAngle(){\r\n // 设置过滤器,过滤出直线\r\n const filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes('LINE')\r\n \r\n const getLine1 = new MxCADUiPrEntity();\r\n getLine1.setMessage('请选择一条直线');\r\n getLine1.setFilter(filter);\r\n const entId1 = await getLine1.go();\r\n if(!entId1) return;\r\n const line1 = entId1.getMcDbEntity() as McDbLine;\r\n line1.highlight(true);\r\n\r\n const getLine2 = new MxCADUiPrEntity();\r\n getLine2.setMessage('请选择第二条直线');\r\n getLine2.setFilter(filter);\r\n const entId2 = await getLine2.go();\r\n if(!entId2) return;\r\n const line2 = entId2.getMcDbEntity() as McDbLine;\r\n line2.highlight(true);\r\n\r\n const getPos = new MxCADUiPrPoint();\r\n getPos.setMessage(\"请设置角度标注的位置\");\r\n const dimStyleId = MxCpp.getCurrentMxCAD().addDimStyle(\"MyDimStyle2\", \"41,0.18,141,0.09,40,20\", \"77,1,271,3\", \"\", \"\");\r\n const angleDim = new McDb2LineAngularDimension();\r\n angleDim.xLine1Start = line1.startPoint;\r\n angleDim.xLine1End= line1.endPoint;\r\n angleDim.xLine2Start = line2.startPoint;\r\n angleDim.xLine2End = line2.endPoint;\r\n angleDim.dimensionStyle = dimStyleId;\r\n line1.highlight(false);\r\n line2.highlight(false);\r\n\r\n getPos.setUserDraw((pt, pw) => {\r\n angleDim.arcPoint = pt;\r\n pw.drawMcDbEntity(angleDim)\r\n });\r\n const position = await getPos.go();\r\n if(!position) return;\r\n angleDim.arcPoint = position;\r\n MxCpp.getCurrentMxCAD().drawEntity(angleDim)\r\n}\r\nexport function init() {\r\n new McDbTestAreaComment().rxInit();\r\n new McDbTestConMeasurement().rxInit();\r\n new McDbTestMeasuringCircle().rxInit();\r\n new McDbTestArcComment().rxInit();\r\n new McDbTestCoordinateLabeling().rxInit();\r\n MxFun.addCommand(\"Mx_StaLength\", Mx_StaLength);\r\n MxFun.addCommand(\"Mx_StaArea\", Mx_StaArea);\r\n MxFun.addCommand(\"Mx_StandardSlope\", Mx_StandardSlope);\r\n MxFun.addCommand(\"Mx_CoordAnnotation\", Mx_CoordAnnotation);\r\n MxFun.addCommand(\"Mx_Elevation\", Mx_Elevation);\r\n MxFun.addCommand(\"Mx_Roughness\", Mx_Roughness);\r\n MxFun.addCommand(\"Mx_Area\", Mx_Area);\r\n MxFun.addCommand(\"Mx_ReactArea\", Mx_ReactArea);\r\n MxFun.addCommand(\"Mx_DistFromPointToLine\", Mx_DistFromPointToLine);\r\n MxFun.addCommand(\"Mx_ArcLength\", Mx_ArcLength);\r\n MxFun.addCommand(\"Mx_MeasuringCircle\", Mx_MeasuringCircle);\r\n MxFun.addCommand(\"Mx_ContinueMeasurement\", Mx_ContinueMeasurement);\r\n MxFun.addCommand(\"Mx_CountList\", Mx_CountList);\r\n MxFun.addCommand(\"Mx_AreaArc\", Mx_AreaArc);\r\n MxFun.addCommand(\"Mx_MeasuringAngle\", Mx_MeasuringAngle);\r\n}","///////////////////////////////////////////////////////////////////////////////\r\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\r\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\r\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\r\n//https://www.mxdraw.com/\r\n///////////////////////////////////////////////////////////////////////////////\r\nimport { MxFun, MxDbRect, DynamicInputType } from \"mxdraw\";\r\nimport {\r\n MxCpp, MxCADUiPrPoint, MxCADUiPrInt, McDbEntity,\r\n MxCADResbuf, McGePoint3d, MxCADUtility, McDbArc, McDbCircle,\r\n McObjectId, McGeVector3d, McDbPolyline, McCmColor, McDbLine,\r\n McDb, McDbCurve, MxCADUiPrEntity, McDbObject, MxCADUiPrDist, MxCADUiPrKeyWord,\r\n McDbText, MxCADUiPrString, McDbBlockTableRecord, McDbBlockReference, McGeMatrix3d,\r\n} from \"mxcad\";\r\n\r\n// 星形\r\nasync function Mx_DrawStart() {\r\n const starVert = new MxCADUiPrInt()\r\n starVert.setMessage(\"\\n请输入星形顶点数:\")\r\n const starNum = await starVert.go()\r\n if (!starNum) return;\r\n const getCenter = new MxCADUiPrPoint()\r\n getCenter.setMessage(\"\\n指定星形中心点:\")\r\n const center = await getCenter.go()\r\n if (!center) return;\r\n const getRadius1 = new MxCADUiPrDist();\r\n getRadius1.setBasePt(center);\r\n getRadius1.setMessage('请设置星形的内半径:')\r\n const rVal = await getRadius1.go();\r\n let radius1;\r\n if (!rVal) radius1 = 5;\r\n else radius1 = getRadius1.value();\r\n const circle1 = new McDbCircle(center.x, center.y, center.z, radius1)\r\n\r\n let pointsArr: McGePoint3d[] = []\r\n const getRadius2 = new MxCADUiPrDist();\r\n getRadius2.setBasePt(center);\r\n getRadius2.setMessage('\\n指定星形的外半径:')\r\n getRadius2.setUserDraw((pt, pw) => {\r\n let circle2 = new McDbCircle(center.x, center.y, center.z, pt.distanceTo(center));\r\n let length1 = circle1.getLength();\r\n let length2 = circle2.getLength();\r\n if (!length1 || !length2) return;\r\n let pointArr: McGePoint3d[] = [];\r\n for (let i = 0; i < starNum * 2; i++) {\r\n let point1 = circle1.getPointAtDist(length1.val / (starNum * 2) * i);\r\n if (!point1.ret) return\r\n let point2 = circle2.getPointAtDist(length2.val / (starNum * 2) * i);\r\n if (!point2.ret) return\r\n if (i % 2 === 0) {\r\n pointArr.push(point1.val)\r\n } else {\r\n pointArr.push(point2.val)\r\n }\r\n }\r\n let pl = new McDbPolyline();\r\n pointArr.forEach(pt => {\r\n pl.addVertexAt(pt)\r\n })\r\n pl.isClosed = true\r\n pw.drawMcDbEntity(pl)\r\n pointsArr = [...pointArr]\r\n })\r\n const rVal2 = await getRadius2.go()\r\n if (!rVal2) return;\r\n let mxcad = MxCpp.getCurrentMxCAD();\r\n let pl = new McDbPolyline();\r\n pointsArr.forEach(pt => {\r\n pl.addVertexAt(pt)\r\n })\r\n pl.isClosed = true;\r\n mxcad.drawEntity(pl)\r\n}\r\n\r\n// 凹凸线\r\nasync function Mx_ConcavoVex() {\r\n let width = 5;\r\n const getWidth = new MxCADUiPrDist();\r\n getWidth.setMessage(\"\\n请输入凹凸线宽度<5>\");\r\n const widthVal = await getWidth.go()\r\n if (widthVal) {\r\n width = getWidth.value()\r\n }\r\n\r\n let height = 10;\r\n const getHeight = new MxCADUiPrDist();\r\n getHeight.setMessage(\"\\n请输入凹凸线高度<10>\");\r\n const heightVal = await getHeight.go();\r\n if (heightVal) {\r\n height = getHeight.value()\r\n }\r\n\r\n let getFirstPoint = new MxCADUiPrPoint();\r\n getFirstPoint.setMessage(\"请点击确定起始点\");\r\n let firstPoint: any = await getFirstPoint.go();\r\n if (!firstPoint) return\r\n let getSecondPoint = new MxCADUiPrPoint();\r\n getSecondPoint.setMessage(\"请点击确定终点\");\r\n getSecondPoint.setUserDraw((pt, pw) => {\r\n let line = new McDbLine(firstPoint.x, firstPoint.y, firstPoint.z, pt.x, pt.y, pt.z);\r\n pw.drawMcDbEntity(line)\r\n });\r\n let secondPoint: any = await getSecondPoint.go();\r\n if (!secondPoint) return\r\n\r\n /**\r\n * 根据绘制直线上下偏移,并在两条偏移线上取点\r\n * 最终用Pl线连接\r\n */\r\n let line = new McDbLine(firstPoint.x, firstPoint.y, firstPoint.z, secondPoint.x, secondPoint.y, secondPoint.z);\r\n let line_clone = line.clone() as McDbLine;\r\n let length = line.getLength();\r\n let midPt = line.getPointAtDist(length.val / 2).val;\r\n let angle = McGeVector3d.kYAxis.angleTo1(McGeVector3d.kXAxis)\r\n line_clone.rotate(midPt, angle);\r\n let offPt1 = line_clone.getPointAtDist(length.val / 2 + height / 2).val;\r\n let offPt2 = line_clone.getPointAtDist(length.val / 2 - height / 2).val;\r\n let objArr1 = line.offsetCurves(height / 2, offPt1);\r\n let objArr2 = line.offsetCurves(height / 2, offPt2);\r\n let mxcad = MxCpp.App.getCurrentMxCAD();\r\n if (objArr1.length() === 0 || objArr2.length() === 0) return;\r\n let line_1: McDbLine\r\n let line_2: McDbLine\r\n objArr1.forEach((obj: McDbObject) => {\r\n line_1 = obj.clone() as McDbLine;\r\n });\r\n objArr2.forEach((obj: McDbObject) => {\r\n line_2 = obj.clone() as McDbLine;\r\n });\r\n let ptArr: McGePoint3d[] = [];\r\n let num = length.val / width;\r\n for (let i = 0; i < num; i++) {\r\n if (i % 2 === 0) {\r\n ptArr.push(line_1.getPointAtDist(width * i).val)\r\n ptArr.push(line_2.getPointAtDist(width * i).val)\r\n } else {\r\n ptArr.push(line_2.getPointAtDist(width * i).val)\r\n ptArr.push(line_1.getPointAtDist(width * i).val)\r\n }\r\n }\r\n let pl = new McDbPolyline;\r\n ptArr.forEach(pt => {\r\n pl.addVertexAt(pt)\r\n })\r\n let endPt = line.getPointAtDist(width * (parseInt(num.toString()))).val;\r\n pl.setPointAt(0, line.startPoint);\r\n pl.setPointAt(ptArr.length - 1, endPt);\r\n mxcad.drawEntity(pl)\r\n\r\n}\r\n\r\n// 锯齿线\r\nasync function Mx_ZigzagLine() {\r\n let width = 5;\r\n const getWidth = new MxCADUiPrDist();\r\n getWidth.setMessage(\"\\n请输入锯齿线宽度<5>\");\r\n const widthVal = await getWidth.go();\r\n if (widthVal) {\r\n width = getWidth.value()\r\n }\r\n\r\n let height = 10;\r\n const getHeight = new MxCADUiPrDist();\r\n getHeight.setMessage(\"\\n请输入锯齿线高度<10>\");\r\n const heightVal = await getHeight.go();\r\n if (heightVal) {\r\n height = getHeight.value()\r\n }\r\n\r\n let getFirstPoint = new MxCADUiPrPoint();\r\n getFirstPoint.setMessage(\"请点击确定起始点\");\r\n let firstPoint: any = await getFirstPoint.go();\r\n if (!firstPoint) return\r\n let getSecondPoint = new MxCADUiPrPoint();\r\n getSecondPoint.setMessage(\"请点击确定终点\");\r\n getSecondPoint.setUserDraw((pt, pw) => {\r\n let line = new McDbLine(firstPoint.x, firstPoint.y, firstPoint.z, pt.x, pt.y, pt.z);\r\n pw.drawMcDbEntity(line)\r\n });\r\n let secondPoint: any = await getSecondPoint.go();\r\n if (!secondPoint) return\r\n let line = new McDbLine(firstPoint.x, firstPoint.y, firstPoint.z, secondPoint.x, secondPoint.y, secondPoint.z);\r\n let line_clone = line.clone() as McDbLine;\r\n let length = line.getLength();\r\n let midPt = line.getPointAtDist(length.val / 2).val;\r\n let angle = McGeVector3d.kYAxis.angleTo1(McGeVector3d.kXAxis)\r\n line_clone.rotate(midPt, angle);\r\n let offPt1 = line_clone.getPointAtDist(length.val / 2 + height / 2).val;\r\n let offPt2 = line_clone.getPointAtDist(length.val / 2 - height / 2).val;\r\n let objArr1 = line.offsetCurves(height / 2, offPt1);\r\n let objArr2 = line.offsetCurves(height / 2, offPt2);\r\n let mxcad = MxCpp.App.getCurrentMxCAD();\r\n if (objArr1.length() === 0 || objArr2.length() === 0) return;\r\n let line_1: McDbLine\r\n let line_2: McDbLine\r\n objArr1.forEach((obj: McDbObject) => {\r\n line_1 = obj.clone() as McDbLine;\r\n });\r\n objArr2.forEach((obj: McDbObject) => {\r\n line_2 = obj.clone() as McDbLine;\r\n });\r\n let ptArr: McGePoint3d[] = [];\r\n let num = length.val / (width / 2);\r\n for (let i = 0; i < num; i++) {\r\n if (i % 2 === 0) {\r\n ptArr.push(line_1.getPointAtDist(width / 2 * i).val)\r\n } else {\r\n ptArr.push(line_2.getPointAtDist(width / 2 * i).val)\r\n }\r\n }\r\n let pl = new McDbPolyline;\r\n ptArr.forEach(pt => {\r\n pl.addVertexAt(pt)\r\n })\r\n let endPt = line.getPointAtDist(width / 2 * (parseInt(num.toString()))).val;\r\n pl.setPointAt(0, line.startPoint);\r\n pl.setPointAt(ptArr.length - 1, endPt);\r\n mxcad.drawEntity(pl)\r\n}\r\n\r\n// 中心矩形\r\nasync function Mx_CenterRect() {\r\n let width = 5;\r\n const getWidth = new MxCADUiPrDist();\r\n getWidth.setMessage(\"\\n请输入矩形宽度<5>\");\r\n const widthVal = await getWidth.go();\r\n if (widthVal) {\r\n width = getWidth.value()\r\n }\r\n\r\n let height = 10;\r\n const getHeight = new MxCADUiPrDist();\r\n getHeight.setMessage(\"\\n请输入矩形高度<10>\");\r\n const heightVal = await getHeight.go();\r\n if (heightVal) {\r\n height = getHeight.value()\r\n }\r\n\r\n // 根据中心点计算矩形的四个顶点\r\n const getPoints = (centerPt:McGePoint3d) : McGePoint3d[]=>{\r\n const ptArr = [];\r\n ptArr.push(new McGePoint3d(centerPt.x + width / 2, centerPt.y + height / 2, centerPt.z)) ;\r\n ptArr.push(new McGePoint3d(centerPt.x - width / 2, centerPt.y + height / 2, centerPt.z)) ;\r\n ptArr.push(new McGePoint3d(centerPt.x - width / 2, centerPt.y - height / 2, centerPt.z)) ;\r\n ptArr.push(new McGePoint3d(centerPt.x + width / 2, centerPt.y - height / 2, centerPt.z)) ;\r\n return ptArr;\r\n }\r\n const getCenterPt = new MxCADUiPrPoint();\r\n getCenterPt.setMessage(\"请点击确定矩形中心\");\r\n getCenterPt.setUserDraw((pt, pw)=>{\r\n const ptArr = getPoints(pt);\r\n let pl = new McDbPolyline;\r\n ptArr.forEach(pt=>{\r\n pl.addVertexAt(pt)\r\n });\r\n pl.isClosed = true;\r\n pw.drawMcDbEntity(pl)\r\n })\r\n const centerPt = await getCenterPt.go();\r\n if (!centerPt) return;\r\n const ptArr = getPoints(centerPt);\r\n let pl = new McDbPolyline;\r\n ptArr.forEach(pt=>{\r\n pl.addVertexAt(pt)\r\n })\r\n const mxcad = MxCpp.App.getCurrentMxCAD();\r\n pl.isClosed = true;\r\n mxcad.drawEntity(pl);\r\n}\r\n\r\n// 折断线\r\nasync function Mx_BreakLine() {\r\n\r\n let width = 10;\r\n const getWidth = new MxCADUiPrDist();\r\n getWidth.setMessage(\"\\n请设置断口宽度<10>\");\r\n const widthVal = await getWidth.go();\r\n if (widthVal) {\r\n width = getWidth.value()\r\n }\r\n\r\n let dist = 5;\r\n const getDist = new MxCADUiPrDist();\r\n getDist.setMessage(\"\\n请设置两头延长长度<5>\");\r\n const distVal = await getDist.go();\r\n if (distVal) {\r\n dist = getDist.value()\r\n }\r\n\r\n console.log(dist)\r\n const getFristPoint = new MxCADUiPrPoint();\r\n getFristPoint.setMessage(\"请点击确定起点\");\r\n const pt1 = await getFristPoint.go();\r\n if (!pt1) return\r\n const getNextPoint = new MxCADUiPrPoint();\r\n getNextPoint.setMessage('请点击下一个点');\r\n getNextPoint.setUserDraw((pt, pw) => {\r\n const line = new McDbLine(pt1.x, pt1.y, pt1.z, pt.x, pt.y, pt.z);\r\n pw.drawMcDbEntity(line)\r\n })\r\n const pt2 = await getNextPoint.go();\r\n if (!pt2) return\r\n const line = new McDbLine(pt1.x, pt1.y, pt1.z, pt2.x, pt2.y, pt2.z);\r\n const midPt = line.getPointAtDist(line.getLength().val / 2).val;\r\n let vec = line.getFirstDeriv(midPt);\r\n let vex_clone = vec.val.clone()\r\n if (!vec.ret) return;\r\n vec.val.normalize().mult(width / 2);//转换向量长度 断口宽度\r\n vex_clone.normalize().mult(dist);//转换向量长度 两头延长长度\r\n pt1.subvec(vex_clone)\r\n pt2.addvec(vex_clone)\r\n let pt3 = midPt.clone();\r\n pt3.addvec(vec.val);\r\n let pt4 = midPt.clone();\r\n pt4.subvec(vec.val);\r\n let line1 = new McDbLine(midPt.x, midPt.y, midPt.z, pt3.x, pt3.y, pt3.z);\r\n let angle = McGeVector3d.kXAxis.angleTo1(McGeVector3d.kYAxis);\r\n let line1_clone = line1.clone() as McDbLine;\r\n line1_clone.rotate(line1.getPointAtDist(line1.getLength().val / 2).val, angle);\r\n let pt5 = line1_clone.getPointAtDist(2 * line1_clone.getLength().val).val\r\n let line2 = new McDbLine(midPt.x, midPt.y, midPt.z, pt4.x, pt4.y, pt4.z);\r\n let line2_clone = line2.clone() as McDbLine;\r\n line2_clone.rotate(line2_clone.getPointAtDist(line2_clone.getLength().val / 2).val, angle);\r\n let pt6 = line2_clone.getPointAtDist(2 * line2_clone.getLength().val).val\r\n const pl = new McDbPolyline();\r\n pl.addVertexAt(pt1);\r\n pl.addVertexAt(pt4);\r\n pl.addVertexAt(pt6);\r\n pl.addVertexAt(pt5);\r\n pl.addVertexAt(pt3);\r\n pl.addVertexAt(pt2);\r\n const mxcad = MxCpp.App.getCurrentMxCAD();\r\n mxcad.drawEntity(pl);\r\n}\r\n\r\n// 圆中心线\r\nasync function Mx_CCLine() {\r\n let filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"CIRCLE\");\r\n let aryId = await MxCADUtility.userSelect(\"选择目标对象\", filter);\r\n if (aryId.length == 0) {\r\n return;\r\n };\r\n aryId.forEach(async (id) => {\r\n let event = (await id.getMcDbEntity()) as McDbCircle;\r\n let center = event.center;\r\n let radius = event.radius;\r\n let mxcad = MxCpp.App.getCurrentMxCAD();\r\n let line1 = new McDbLine(center.x + radius * 1.3, center.y, center.z, center.x - radius * 1.3, center.y, center.z);\r\n line1.trueColor = new McCmColor(255, 0, 0)\r\n let line2 = new McDbLine(center.x, center.y + radius * 1.3, center.z, center.x, center.y - radius * 1.3, center.z);\r\n line2.trueColor = new McCmColor(255, 0, 0);\r\n mxcad.drawEntity(line1)\r\n mxcad.drawEntity(line2)\r\n })\r\n}\r\n\r\n// 管道\r\nasync function Mx_Piping() {\r\n\r\n let diameter = 10\r\n const getDiameter = new MxCADUiPrDist();\r\n getDiameter.setMessage(\"\\n请输入管径<10>\");\r\n const diameterVal = await getDiameter.go();\r\n if (diameterVal) {\r\n diameter = getDiameter.value()\r\n }\r\n\r\n let outLen = 10\r\n const getOutLen = new MxCADUiPrDist();\r\n getOutLen.setMessage(\"\\n请输入长出管口长度<5>\");\r\n const outLenVal = await getOutLen.go();\r\n if (outLenVal) {\r\n outLen = getOutLen.value()\r\n }\r\n\r\n let getFristPoint = new MxCADUiPrPoint();\r\n getFristPoint.setMessage(\"请点击确定起点\");\r\n const fristPt = await getFristPoint.go();\r\n if (!fristPt) return;\r\n const getSecondPoint = new MxCADUiPrPoint();\r\n getSecondPoint.setMessage(\"请点击确定终点\");\r\n getSecondPoint.setUserDraw((pt, pw) => {\r\n const line = new McDbLine(fristPt.x, fristPt.y, fristPt.z, pt.x, pt.y, pt.z);\r\n pw.drawMcDbEntity(line)\r\n })\r\n const secondPt = await getSecondPoint.go();\r\n if (!secondPt) return\r\n\r\n // 上下偏移取线\r\n const line = new McDbLine(fristPt.x, fristPt.y, fristPt.z, secondPt.x, secondPt.y, secondPt.z);\r\n const mxcad = MxCpp.App.getCurrentMxCAD();\r\n let length = line.getLength().val;\r\n let startPt = line.getPointAtDist(length + outLen);\r\n let endPt = line.getPointAtDist(0 - outLen);\r\n let midPt = line.getPointAtDist(length / 2).val;\r\n let angle = McGeVector3d.kXAxis.angleTo1(McGeVector3d.kYAxis);\r\n let line_clone = line.clone() as McDbLine;\r\n line_clone.rotate(midPt, angle);\r\n let pt1 = line_clone.getPointAtDist(length / 2 + diameter / 2).val\r\n let pt2 = line_clone.getPointAtDist(length / 2 - diameter / 2).val\r\n line.offsetCurves(diameter / 2, pt1).forEach(e => {\r\n (e as McDbEntity).trueColor = new McCmColor(0, 255, 0)\r\n mxcad.drawEntity(e as McDbEntity)\r\n })\r\n line.offsetCurves(diameter / 2, pt2).forEach(e => {\r\n (e as McDbEntity).trueColor = new McCmColor(0, 255, 0)\r\n mxcad.drawEntity(e as McDbEntity)\r\n })\r\n\r\n // 设置中线的线型\r\n let lintype = mxcad.addLinetypeEx(\"TestMyLine\", '25,-5');\r\n if (!lintype.isValid()) return;\r\n line.linetypeId = lintype;\r\n line.endPoint = endPt.val;\r\n line.startPoint = startPt.val;\r\n line.trueColor = new McCmColor(255, 0, 0);\r\n mxcad.drawEntity(line);\r\n}\r\n\r\n// 剖管符\r\nasync function Mx_CutPipeline() {\r\n\r\n const getFirstPoint = new MxCADUiPrPoint();\r\n getFirstPoint.setMessage('指定剖管线起点');\r\n const pt1 = await getFirstPoint.go();\r\n if (!pt1) return\r\n const getNextPoint = new MxCADUiPrPoint();\r\n getNextPoint.setMessage('指定剖管线终点');\r\n getNextPoint.setUserDraw((pt, pw) => {\r\n let line = new McDbLine(pt1.x, pt1.y, pt1.z, pt.x, pt.y, pt.z);\r\n pw.drawMcDbEntity(line)\r\n })\r\n const pt2 = await getNextPoint.go();\r\n if (!pt2) return;\r\n const line = new McDbLine(pt1.x, pt1.y, pt1.z, pt2.x, pt2.y, pt2.z);\r\n const length = line.getLength().val;\r\n const dist = length / 8;\r\n const midPt = line.getPointAtDist(length / 2).val;\r\n const line_clone = line.clone() as McDbLine;\r\n line_clone.rotate(midPt, Math.PI / 2);\r\n const offPt1 = line_clone.getPointAtDist(length / 2 + dist).val;\r\n const offPt2 = line_clone.getPointAtDist(length / 2 - dist).val;\r\n const mxcad = MxCpp.App.getCurrentMxCAD();\r\n let line_1: McDbLine\r\n (line.clone() as McDbLine).offsetCurves(dist, offPt1).forEach(event => {\r\n line_1 = event as McDbLine;\r\n })//偏移距离,偏移点\r\n let line_2: any\r\n (line.clone() as McDbLine).offsetCurves(dist, offPt2).forEach(event => {\r\n line_2 = event as McDbLine;\r\n })//偏移距离,偏移点\r\n const pointArr1: McGePoint3d[] = [];\r\n const pointArr2: McGePoint3d[] = [];\r\n for (let i = 0; i < 4; i++) {\r\n if (i % 2 !== 0) {\r\n pointArr1.push(line_1.getPointAtDist(i * dist * 2).val)\r\n pointArr2.push(line_2.getPointAtDist(i * dist * 2).val)\r\n }\r\n }\r\n let objectId: McObjectId\r\n let arc1 = new McDbArc()\r\n arc1.computeArc(pt1.x, pt1.y, pointArr1[0].x, pointArr1[0].y, midPt.x, midPt.y);\r\n mxcad.drawEntity(arc1);\r\n let arc2 = new McDbArc()\r\n arc2.computeArc(pt1.x, pt1.y, pointArr2[0].x, pointArr2[0].y, midPt.x, midPt.y);\r\n mxcad.drawEntity(arc2)\r\n let arc3 = new McDbArc()\r\n arc3.computeArc(midPt.x, midPt.y, pointArr2[1].x, pointArr2[1].y, pt2.x, pt2.y);\r\n objectId = mxcad.drawEntity(arc3)\r\n let getKey = new MxCADUiPrKeyWord;\r\n while (true) {\r\n getKey.setMessage(\"选择剖管线圆弧方向\")\r\n getKey.setKeyWords(\"[左边(L)/右边(R)]\")\r\n const keyWord = await getKey.go();\r\n if (!keyWord) return;\r\n if (keyWord == 'L') {\r\n let arc3 = new McDbArc()\r\n objectId.erase();\r\n arc3.computeArc(midPt.x, midPt.y, pointArr2[1].x, pointArr2[1].y, pt2.x, pt2.y);\r\n objectId = mxcad.drawEntity(arc3)\r\n } else if (keyWord == 'R') {\r\n objectId.erase();\r\n let arc3 = new McDbArc()\r\n arc3.computeArc(midPt.x, midPt.y, pointArr1[1].x, pointArr1[1].y, pt2.x, pt2.y);\r\n objectId = mxcad.drawEntity(arc3);\r\n }\r\n }\r\n}\r\n\r\n// 焊缝线\r\nasync function Mx_WelLine() {\r\n // 选择模式\r\n const getKeyWord = new MxCADUiPrKeyWord();\r\n getKeyWord.setMessage(\"选择模式\");\r\n getKeyWord.setKeyWords(\"[直线焊缝(L)/弧线焊缝(A)]\");\r\n const keyWord = await getKeyWord.go();\r\n if (!keyWord) return;\r\n\r\n // 获取焊缝半径\r\n let radius = 5;\r\n const getRadius = new MxCADUiPrDist();\r\n getRadius.setMessage(\"\\n请输入焊缝半径<5>\");\r\n const radiusVal = await getRadius.go();\r\n if (radiusVal) {\r\n radius = getRadius.value()\r\n }\r\n\r\n // 根据选择模式绘制曲线\r\n let curve = new McDbCurve()\r\n if (keyWord === 'L') {\r\n let getFirstPoint = new MxCADUiPrPoint();\r\n getFirstPoint.setMessage(\"请点击确定起始点\");\r\n let firstPoint: any = await getFirstPoint.go();\r\n if (!firstPoint) return;\r\n let getSecondPoint = new MxCADUiPrPoint();\r\n getSecondPoint.setMessage(\"请点击确定终点\");\r\n getSecondPoint.setUserDraw((pt, pw) => {\r\n let line = new McDbLine(firstPoint.x, firstPoint.y, firstPoint.z, pt.x, pt.y, pt.z);\r\n pw.drawMcDbEntity(line)\r\n });\r\n let secondPoint = await getSecondPoint.go();\r\n if (!secondPoint) return\r\n curve = new McDbLine(firstPoint.x, firstPoint.y, firstPoint.z, secondPoint.x, secondPoint.y, secondPoint.z);\r\n } else if (keyWord === 'A') {\r\n let getFristPoint = new MxCADUiPrPoint();\r\n getFristPoint.setMessage('指定起点');\r\n let fristPoint = (await getFristPoint.go()) as McGePoint3d;\r\n if (!fristPoint) return\r\n let getSecondPoint = new MxCADUiPrPoint();\r\n getSecondPoint.setMessage('指定圆弧的第二个点')\r\n getSecondPoint.setUserDraw((pt, pw) => {\r\n pw.drawLine(fristPoint.toVector3(), pt.toVector3())\r\n })\r\n let secondPoint = await getSecondPoint.go();\r\n if (!secondPoint) return;\r\n let getThirdPoint = new MxCADUiPrPoint();\r\n getThirdPoint.setMessage('指定圆弧的端点')\r\n getThirdPoint.setUserDraw((pt, pw) => {\r\n let arc = new McDbArc();\r\n arc.computeArc(fristPoint.x, fristPoint.y, secondPoint.x, secondPoint.y, pt.x, pt.y);//三点画圆弧\r\n pw.drawMcDbEntity(arc)\r\n });\r\n let thirdPoint = await getThirdPoint.go();\r\n if (!thirdPoint) return\r\n let arc = new McDbArc();\r\n arc.computeArc(fristPoint.x, fristPoint.y, secondPoint.x, secondPoint.y, thirdPoint.x, thirdPoint.y);//三点画圆弧\r\n curve = arc;\r\n }\r\n\r\n // 将曲线转化为焊缝线\r\n const mxcad = MxCpp.App.getCurrentMxCAD()\r\n let length = curve.getLength().val;\r\n let num = length / radius;\r\n let arcArr: McDbCurve[] = [];\r\n let center: McGePoint3d;\r\n let r: number;\r\n if (keyWord === 'A') {\r\n center = (curve as McDbArc).center;\r\n r = (curve as McDbArc).radius;\r\n }\r\n for (let i = 0; i < num; i++) {\r\n let pt = curve.getPointAtDist(radius * i).val;\r\n let circle = new McDbCircle(pt.x, pt.y, pt.z, radius);\r\n const intPts = circle.IntersectWith(curve, McDb.Intersect.kExtendBoth);\r\n if (!intPts.length()) return;\r\n let ptArr: McGePoint3d[] = [];\r\n intPts.forEach(pt => { ptArr.push(pt) });\r\n // 如果是圆弧模式,取远离圆心的那一段圆弧;\r\n let mergeArr: McDbCurve[] = [];\r\n let res: McDbCurve[] = [];\r\n circle.splitCurves(ptArr).forEach((obj: McDbCurve, index: number) => {\r\n if (keyWord === 'L') {\r\n if (index % 2 !== 0) {\r\n arcArr.push(obj)\r\n }\r\n } else if (keyWord === 'A') {\r\n let c = obj.clone() as McDbCurve;\r\n let midPt = c.getPointAtDist(c.getLength().val / 2).val;\r\n if (midPt.distanceTo(center) > r) {\r\n mergeArr.push(c);\r\n } else {\r\n res.push(c)\r\n }\r\n }\r\n });\r\n if (mergeArr.length === 1 && keyWord === 'A') {\r\n arcArr.push(mergeArr[0]);\r\n } else if (keyWord === 'A' && mergeArr.length > 1) {\r\n res[0].rotate(circle.center, Math.PI);\r\n arcArr.push(res[0])\r\n }\r\n }\r\n arcArr.forEach((item, index) => {\r\n if (index === 0) {\r\n mxcad.drawEntity(item)\r\n } else {\r\n let intPts = item.IntersectWith(arcArr[index - 1], McDb.Intersect.kExtendThis);\r\n if (intPts.length() === 0) return;\r\n let arr: McGePoint3d[] = [];\r\n intPts.forEach(pt => { arr.push(pt) });\r\n let objArr = []\r\n item.splitCurves(arr).forEach((obj: McDbCurve, index: number) => {\r\n objArr.push({ obj_cur: obj, lenth: obj.getLength().val })\r\n })\r\n let lengthArr = objArr.map(item => item.lenth)\r\n mxcad.drawEntity(objArr[lengthArr.indexOf(Math.max(...lengthArr))].obj_cur)\r\n }\r\n })\r\n\r\n}\r\n\r\n// 中垂线\r\nasync function Mx_PerpLine() {\r\n let filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"LINE,LWPOLYLINE\");\r\n let aryId = await MxCADUtility.userSelect(\"选择对象\", filter);\r\n if (aryId.length == 0) {\r\n return;\r\n };\r\n aryId.forEach(async (id) => {\r\n let event = await id.getMcDbEntity();\r\n if (!event) return\r\n let line = (event.clone()) as McDbLine\r\n let dist = line.getLength();\r\n let minPt = line.getPointAtDist(dist.val / 2).val;\r\n let vec = line.getFirstDeriv(minPt);\r\n if (!vec.ret) return;\r\n let angle1 = McGeVector3d.kYAxis.angleTo1(McGeVector3d.kXAxis);\r\n line.rotate(minPt, angle1)\r\n let mxcad = MxCpp.App.getCurrentMxCAD();\r\n line.trueColor = new McCmColor(255, 0, 0);\r\n mxcad.drawEntity(line)\r\n })\r\n}\r\n\r\n// 楼梯\r\nasync function Mx_StairLine() {\r\n let width = 25;\r\n const getWidth = new MxCADUiPrDist();\r\n getWidth.setMessage(\"请输入宽度<25>\");\r\n const widthval = await getWidth.go();\r\n if (widthval) {\r\n width = getWidth.value()\r\n }\r\n\r\n let height = 15;\r\n const getHeight = new MxCADUiPrDist();\r\n getHeight.setMessage(\"请输入高度<15>\");\r\n const heightVal = await getHeight.go();\r\n if (heightVal) {\r\n height = getHeight.value()\r\n }\r\n\r\n const getNum = new MxCADUiPrInt();\r\n getNum.setMessage(\"请输入楼梯级数<10>\");\r\n const num = await getNum.go() || 10;\r\n\r\n const l = Math.sqrt(width * width + height * height);\r\n const getFristPoint = new MxCADUiPrPoint();\r\n getFristPoint.setMessage(\"请点击确定起点\");\r\n const fristPt = await getFristPoint.go();\r\n if (!fristPt) return;\r\n const getSecondPoint = new MxCADUiPrPoint();\r\n getSecondPoint.setMessage(\"请点击确定终点\");\r\n getSecondPoint.setUserDraw((pt, pw) => {\r\n const line = new McDbLine(fristPt.x, fristPt.y, fristPt.z, pt.x, pt.y, pt.z);\r\n pw.drawMcDbEntity(line)\r\n })\r\n const secondPt = await getSecondPoint.go();\r\n if (!secondPt) return\r\n const line = new McDbLine(fristPt.x, fristPt.y, fristPt.z, secondPt.x, secondPt.y, secondPt.z);\r\n const pointArr: McGePoint3d[] = []\r\n for (let i = 0; i < num + 1; i++) {\r\n let pt = line.getPointAtDist(l * i).val;\r\n pointArr.push(pt);\r\n }\r\n const pl = new McDbPolyline;\r\n pointArr.forEach((pt, index) => {\r\n pl.addVertexAt(pt)\r\n if (index != pointArr.length - 1) {\r\n let nextPt = new McGePoint3d(pt.x, pointArr[index + 1].y, pt.z)\r\n pl.addVertexAt(nextPt)\r\n }\r\n })\r\n const mxcad = MxCpp.App.getCurrentMxCAD();\r\n mxcad.drawEntity(pl)\r\n}\r\n\r\n// 实心圆\r\nasync function Mx_SolidCircle() {\r\n const getCenter = new MxCADUiPrPoint();\r\n getCenter.setMessage('请确定圆心位置\\n');\r\n const center = await getCenter.go();\r\n if (!center) return;\r\n const getRadius = new MxCADUiPrDist();\r\n getRadius.setBasePt(center);\r\n getRadius.setMessage('请输入圆半径');\r\n getRadius.setUserDraw((pt, pw) => {\r\n const r = pt.distanceTo(center);\r\n const circle = new McDbCircle();\r\n circle.center = center;\r\n circle.radius = r;\r\n pw.drawMcDbEntity(circle)\r\n })\r\n const radiusVal = await getRadius.go();\r\n if (!radiusVal) return;\r\n const radius = getRadius.value();\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n mxcad.pathCircle(center.x, center.y, radius);\r\n mxcad.drawPathToHatch();\r\n}\r\n\r\n// 保温棉\r\nasync function Mx_CottonInsulation() {\r\n let width = 5;\r\n const getWidth = new MxCADUiPrDist();\r\n getWidth.setMessage(\"\\n请输入保温棉宽度<5>\");\r\n const widthVal = await getWidth.go();\r\n if (widthVal) {\r\n width = getWidth.value()\r\n }\r\n\r\n let height = 10;\r\n const getHeight = new MxCADUiPrDist();\r\n getHeight.setMessage(\"\\n请输入保温棉高度<10>\");\r\n const heightVal = await getHeight.go();\r\n if (heightVal) {\r\n height = getHeight.value()\r\n }\r\n\r\n const getFristPoint = new MxCADUiPrPoint();\r\n getFristPoint.setMessage(\"请点击确定起点\");\r\n const fristPt = await getFristPoint.go();\r\n if (!fristPt) return\r\n const getNextPoint = new MxCADUiPrPoint();\r\n getNextPoint.setMessage('请点击下一个点');\r\n getNextPoint.setUserDraw((pt, pw) => {\r\n const line = new McDbLine(fristPt.x, fristPt.y, fristPt.z, pt.x, pt.y, pt.z);\r\n pw.drawMcDbEntity(line)\r\n })\r\n const nextPt = await getNextPoint.go();\r\n if (!nextPt) return\r\n const line = new McDbLine(fristPt.x, fristPt.y, fristPt.z, nextPt.x, nextPt.y, nextPt.z);\r\n if (fristPt.y < nextPt.y) {\r\n line.startPoint = new McGePoint3d(nextPt.x, nextPt.y, nextPt.z);\r\n line.endPoint = new McGePoint3d(fristPt.x, fristPt.y, fristPt.z);;\r\n }\r\n const midPt = line.getPointAtDist(line.getLength().val / 2).val;\r\n const line_clone = line.clone() as McDbLine;\r\n line_clone.rotate(midPt, Math.PI / 2);\r\n const pt1 = line_clone.getPointAtDist(line.getLength().val / 2 + height / 2).val;\r\n const pt2 = line_clone.getPointAtDist(line.getLength().val / 2 - height / 2).val;\r\n let line1: any;\r\n let line2: any;\r\n line.offsetCurves(height / 2, pt1).forEach(e => {\r\n line1 = e;\r\n })\r\n line.offsetCurves(height / 2, pt2).forEach(e => {\r\n line2 = e;\r\n })\r\n let num = line.getLength().val / width * 2;\r\n let ptArr: McGePoint3d[] = [];\r\n let center1: McGePoint3d[] = [];\r\n let center2: McGePoint3d[] = [];\r\n for (let i = 0; i < num; i++) {\r\n if (i % 2 == 0) {\r\n let pt = line2.getPointAtDist(i * (width / 2)).val;\r\n let center = line1.getPointAtDist(i * (width / 2)).val;\r\n center1.push(center);\r\n ptArr.push(pt);\r\n } else {\r\n let pt = line1.getPointAtDist(i * (width / 2)).val;\r\n let center = line2.getPointAtDist(i * (width / 2)).val;\r\n center2.push(center);\r\n ptArr.push(pt);\r\n }\r\n };\r\n const pl = new McDbPolyline();\r\n ptArr.forEach(pt => {\r\n pl.addVertexAt(pt)\r\n })\r\n const mxcad = MxCpp.App.getCurrentMxCAD();\r\n mxcad.drawEntity(pl);\r\n center1.forEach(pt => {\r\n const arc = new McDbArc();\r\n arc.center = pt;\r\n arc.radius = width / 2;\r\n arc.startAngle = -(new McGeVector3d(line.endPoint.x - line.startPoint.x, line.endPoint.y - line.startPoint.y)).angleTo1(McGeVector3d.kXAxis);\r\n arc.endAngle = (new McGeVector3d(line.startPoint.x - line.endPoint.x, line.startPoint.y - line.endPoint.y)).angleTo1(McGeVector3d.kXAxis);\r\n mxcad.drawEntity(arc);\r\n })\r\n center2.forEach(pt => {\r\n const arc = new McDbArc();\r\n arc.center = pt;\r\n arc.radius = width / 2;\r\n arc.startAngle = (new McGeVector3d(line.startPoint.x - line.endPoint.x, line.startPoint.y - line.endPoint.y)).angleTo1(McGeVector3d.kXAxis);\r\n arc.endAngle = -(new McGeVector3d(line.endPoint.x - line.startPoint.x, line.endPoint.y - line.startPoint.y)).angleTo1(McGeVector3d.kXAxis);\r\n mxcad.drawEntity(arc)\r\n })\r\n}\r\n\r\n// 中心线\r\nasync function Mx_CenterLine() {\r\n let filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"LINE\");\r\n const obj1 = new MxCADUiPrEntity();\r\n obj1.setFilter(filter);\r\n obj1.setMessage(\"请选择第一条线\");\r\n const line1_id = await obj1.go();\r\n if (!line1_id.id) return;\r\n const line1 = line1_id.getMcDbEntity() as McDbLine;\r\n const line1_clone = new McDbLine(line1.startPoint, line1.endPoint)\r\n\r\n\r\n const obj2 = new MxCADUiPrEntity();\r\n obj2.setFilter(filter);\r\n obj2.setMessage(\"请选择第二条线\");\r\n const line2_id = await obj2.go();\r\n if (!line2_id.id) return;\r\n const line2 = line2_id.getMcDbEntity() as McDbLine;\r\n const line2_clone = new McDbLine(line2.startPoint, line2.endPoint)\r\n\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n let points = line1.IntersectWith(line2_clone, McDb.Intersect.kExtendBoth);\r\n console.log(points.length())\r\n if (points.length() === 0) {\r\n /**\r\n * 若两条线段平行,选最短的一条线段旋转90度与另一条直线相交\r\n * 得到两条直线间距离dist\r\n * 最短的直线偏移 1/2dist\r\n */\r\n const l1 = line1.getLength().val > line2.getLength().val ? line2.clone() as McDbLine : line1.clone() as McDbLine;\r\n const l2 = line1.getLength().val > line2.getLength().val ? line1_clone : line2_clone;\r\n const l_clone = l1.clone() as McDbLine;\r\n const midPt = l1.getPointAtDist(l1.getLength().val / 2).val\r\n l1.rotate(midPt, Math.PI / 2);\r\n points = l1.IntersectWith(l2, McDb.Intersect.kExtendBoth);\r\n if (!points.length()) return;\r\n // 偏移距离\r\n const offDist = points.at(0).distanceTo(midPt) / 2;\r\n l_clone.offsetCurves(offDist, points.at(0)).forEach((obj: McDbEntity) => {\r\n obj.trueColor = new McCmColor(255, 0, 0);\r\n mxcad.drawEntity(obj);\r\n })\r\n } else {\r\n // 若两条线段相交,中心线即为两条直线的角平分线\r\n /**\r\n * 求两直线交点,短直线长为圆半径画圆\r\n * 若两条直线已经相交,取长度长的那一边做角平分线\r\n */\r\n const circle = new McDbCircle();\r\n let radius: number;\r\n let event: McDbLine;\r\n let dist_1 = line1_clone.endPoint.distanceTo(points.at(0));\r\n let dist_2 = line1_clone.startPoint.distanceTo(points.at(0));\r\n if (dist_1 !== 0 && dist_2 !== 0) {\r\n if (dist_1 > dist_2) {\r\n line1_clone.startPoint = points.at(0);\r\n } else {\r\n line1_clone.endPoint = points.at(0);\r\n }\r\n }\r\n let dist_3 = line2_clone.endPoint.distanceTo(points.at(0));\r\n let dist_4 = line2_clone.startPoint.distanceTo(points.at(0));\r\n if (dist_3 !== 0 && dist_4 !== 0) {\r\n if (dist_4 > dist_3) {\r\n line2_clone.startPoint = points.at(0);\r\n } else {\r\n line2_clone.endPoint = points.at(0);\r\n }\r\n }\r\n if (line1_clone.getLength().val > line2_clone.getLength().val) {\r\n radius = line2_clone.getLength().val;\r\n event = new McDbLine(line2.startPoint, line2_clone.endPoint);\r\n } else {\r\n radius = line1.getLength().val;\r\n event = new McDbLine(line1_clone.startPoint, line1_clone.endPoint);\r\n }\r\n\r\n circle.center = points.at(0);\r\n circle.radius = radius;\r\n\r\n /**\r\n * 圆与直线交点形成的圆弧中点与直线交点即为角平分线\r\n */\r\n let pt1 = circle.IntersectWith(line1_clone, McDb.Intersect.kOnBothOperands);\r\n let pt2 = circle.IntersectWith(line2_clone, McDb.Intersect.kOnBothOperands);\r\n if (!pt1.length() || !pt2.length()) return;\r\n let startAngle = pt1.at(0).sub(points.at(0)).angleTo2(McGeVector3d.kXAxis)\r\n let endAngle = pt2.at(0).sub(points.at(0)).angleTo2(McGeVector3d.kXAxis)\r\n let arc = new McDbArc();\r\n arc.center = points.at(0);\r\n arc.radius = radius;\r\n arc.startAngle = startAngle;\r\n arc.endAngle = endAngle;\r\n const pt = arc.getPointAtDist(arc.getLength().val / 2).val\r\n const centerLine = new McDbLine(points.at(0), pt);\r\n\r\n const getPt = new MxCADUiPrPoint();\r\n getPt.setMessage(\"请选择终点\");\r\n getPt.setUserDraw((pt, pw) => {\r\n let p = centerLine.getClosestPointTo(pt, true).val;\r\n let _clone = centerLine.clone() as McDbLine;\r\n _clone.endPoint = p;\r\n pw.drawMcDbEntity(_clone)\r\n });\r\n const point = await getPt.go();\r\n if (!point) return;\r\n centerLine.endPoint = centerLine.getClosestPointTo(point, true).val;\r\n centerLine.trueColor = new McCmColor(255, 0, 0);\r\n mxcad.drawEntity(centerLine)\r\n }\r\n}\r\n\r\n// 开洞\r\n/**\r\n * 选中矩形\r\n * 将离鼠标点设为最近的顶点index\r\n */\r\nasync function Mx_DoHole() {\r\n // 获取目标矩形\r\n let filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"LWPOLYLINE\");\r\n const getObj = new MxCADUiPrEntity();\r\n getObj.setFilter(filter);\r\n getObj.setMessage(\"请选择目标矩形\");\r\n const rect_id = await getObj.go();\r\n if (!rect_id.id) return;\r\n\r\n // 遍历回去顶点\r\n const rect = rect_id.getMcDbEntity() as McDbPolyline;\r\n let pointsArr: McGePoint3d[] = []\r\n const num: number = rect.numVerts()\r\n for (let i = 0; i < num; i++) {\r\n pointsArr.push(rect.getPointAt(i).val)\r\n }\r\n\r\n // 获取最近顶点\r\n const getPoint = new MxCADUiPrPoint()\r\n let index: number;\r\n getPoint.setUserDraw((pt, pw) => {\r\n let disArr: number[] = []\r\n pointsArr.forEach(point => {\r\n disArr.push(point.distanceTo(pt))\r\n })\r\n index = disArr.findIndex(value => value === Math.min(...disArr))\r\n let obj_clone = rect.clone() as McDbPolyline\r\n obj_clone.setPointAt(index, pt)\r\n pw.drawMcDbEntity(obj_clone)\r\n })\r\n const point = await getPoint.go()\r\n if (!point) return\r\n let obj_clone = rect.clone() as McDbPolyline\r\n obj_clone.setPointAt(index, point)\r\n MxCpp.getCurrentMxCAD().drawEntity(obj_clone);\r\n}\r\n\r\n// 指北针\r\nasync function Mx_Compass() {\r\n const getCenter = new MxCADUiPrPoint();\r\n getCenter.setMessage('设置指北针中心点');\r\n const center = await getCenter.go();\r\n if (!center) return;\r\n\r\n // 获取指北针半径\r\n const getRadius = new MxCADUiPrDist();\r\n getRadius.setMessage('设置指北针半径');\r\n getRadius.setBasePt(center);\r\n getRadius.setUserDraw((pt, pw) => {\r\n const r = pt.distanceTo(center);\r\n pw.drawCircle(center.toVector3(), r);\r\n })\r\n const radiusVal = await getRadius.go();\r\n if (!radiusVal) return;\r\n const radius = getRadius.value();\r\n\r\n // 圆盘\r\n const mxcad = MxCpp.App.getCurrentMxCAD();\r\n const cricle = new McDbCircle();\r\n cricle.trueColor = new McCmColor(0, 255, 0)\r\n cricle.center = center;\r\n cricle.radius = radius;\r\n mxcad.drawEntity(cricle);\r\n\r\n // 指针\r\n const pt1 = new McGePoint3d(center.x, center.y + radius);\r\n const pt2 = new McGePoint3d(center.x, center.y - radius);\r\n const line = new McDbLine();\r\n line.startPoint = pt1;\r\n line.endPoint = pt2;\r\n const line_clone1 = line.clone() as McDbLine;\r\n line_clone1.rotate(pt1, Math.PI / 30);\r\n const line_clone2 = line.clone() as McDbLine;\r\n line_clone2.rotate(pt1, -Math.PI / 30);\r\n let pt3: McGePoint3d;\r\n let pt4: McGePoint3d;\r\n line_clone1.IntersectWith(cricle, McDb.Intersect.kOnBothOperands).forEach(pt => {\r\n if (pt.x !== pt1.x && pt.y !== pt1.y) {\r\n pt3 = pt\r\n }\r\n })\r\n line_clone2.IntersectWith(cricle, McDb.Intersect.kOnBothOperands).forEach(pt => {\r\n if (pt.x !== pt1.x && pt.y !== pt1.y) {\r\n pt4 = pt\r\n }\r\n })\r\n let dBulge = MxCADUtility.calcBulge(pt3, pt2, pt4)\r\n mxcad.pathMoveToEx(pt3.x, pt3.y, 0, 0, dBulge.val);\r\n //路径的一下个点\r\n mxcad.pathLineTo(pt4.x, pt4.y);\r\n //路径的一下个点\r\n mxcad.pathLineTo(pt1.x, pt1.y);\r\n //路径的一下个点\r\n mxcad.pathLineTo(pt3.x, pt3.y);\r\n mxcad.drawColor = new McCmColor(25, 255, 0);\r\n //把路径变成一个填充\r\n mxcad.drawPathToHatch(1);\r\n const text = new McDbText();\r\n text.height = radius / 3;\r\n text.position = new McGePoint3d(center.x, center.y + radius * 1.2);\r\n text.alignmentPoint = text.position;\r\n text.textString = 'N';\r\n text.horizontalMode = McDb.TextHorzMode.kTextMid;\r\n text.trueColor = new McCmColor(25, 255, 0);\r\n mxcad.drawEntity(text)\r\n}\r\n\r\n// 提示框\r\nasync function Mx_MassegeBox() {\r\n\r\n // 选择提示框指向\r\n const getType = new MxCADUiPrKeyWord();\r\n getType.setMessage('选择提示框指向');\r\n getType.setKeyWords('[向上(U)/向下(D)]');\r\n const keyWord = await getType.go();\r\n if (!keyWord) return;\r\n\r\n // 绘制方框\r\n const getPoint = new MxCADUiPrPoint();\r\n let drawColor = MxCpp.getCurrentMxCAD().getCurrentDatabaseDrawColor();\r\n getPoint.setMessage(\"\\n指定消息框第一点:\");\r\n let pt1 = await getPoint.go();\r\n if (!pt1) {\r\n return;\r\n }\r\n let mxcad = MxCpp.getCurrentMxCAD();\r\n let rect = new MxDbRect();\r\n rect.pt1 = pt1.toVector3();\r\n // 在点取第二点时,设置动态绘制矩形\r\n getPoint.setUserDraw((currentPoint: McGePoint3d, worldDraw) => {\r\n rect.pt2 = currentPoint.toVector3();\r\n rect.setColor(drawColor);\r\n worldDraw.drawCustomEntity(rect);\r\n });\r\n getPoint.setMessage(\"\\n指定消息框第二点:\");\r\n getPoint.setDynamicInputType(DynamicInputType.kXYCoordInput);\r\n let pt2 = await getPoint.go();\r\n if (!pt2) {\r\n return;\r\n }\r\n rect.pt2 = pt2.toVector3();\r\n\r\n // 根据绘制方向确定指向点\r\n let pl = new McDbPolyline();\r\n pl.isClosed = true;\r\n let line: McDbLine;\r\n if ((pt1.y > pt2.y && keyWord === 'U') || (pt1.y < pt2.y && keyWord === 'D')) {\r\n line = new McDbLine(pt1, new McGePoint3d(pt2.x, pt1.y));\r\n pl.addVertexAt(new McGePoint3d(pt2.x, pt1.y));\r\n pl.addVertexAt(pt2);\r\n pl.addVertexAt(new McGePoint3d(pt1.x, pt2.y));\r\n pl.addVertexAt(pt1);\r\n } else if ((pt1.y > pt2.y && keyWord === 'D') || (pt1.y < pt2.y && keyWord === 'U')) {\r\n line = new McDbLine(pt2, new McGePoint3d(pt1.x, pt2.y));\r\n pl.addVertexAt(new McGePoint3d(pt1.x, pt2.y));\r\n pl.addVertexAt(pt1);\r\n pl.addVertexAt(new McGePoint3d(pt2.x, pt1.y));\r\n pl.addVertexAt(pt2);\r\n }\r\n const dist = pt1.distanceTo(pt2) / 6 //指向缺口,可自定义\r\n const p1 = line.getPointAtDist(dist).val;\r\n const p2 = line.getPointAtDist(line.getLength().val - dist).val;\r\n line.startPoint = p1;\r\n line.endPoint = p2;\r\n const getEndPoint = new MxCADUiPrPoint();\r\n getEndPoint.setMessage(\"\\n设置消息框指向:\");\r\n\r\n let pt3, pt4: McGePoint3d\r\n getEndPoint.setUserDraw((pt, pw) => {\r\n const closePt = line.getClosestPointTo(pt, false).val;\r\n let vec = pl.getFirstDeriv(closePt);\r\n if (!vec.ret) return;\r\n vec.val.normalize().mult(dist / 4);\r\n pt3 = closePt.clone();\r\n pt3.addvec(vec.val);\r\n pt4 = closePt.clone();\r\n pt4.subvec(vec.val);\r\n let _clone = pl.clone() as McDbPolyline;\r\n _clone.addVertexAt(pt4);\r\n _clone.addVertexAt(pt);\r\n _clone.addVertexAt(pt3);\r\n pw.drawMcDbEntity(_clone)\r\n })\r\n let endPt = await getEndPoint.go();\r\n if (!endPt) return;\r\n pl.addVertexAt(pt4);\r\n pl.addVertexAt(endPt);\r\n pl.addVertexAt(pt3);\r\n mxcad.drawEntity(pl);\r\n}\r\n\r\n// 基准符\r\nasync function Mx_DatumSymbol() {\r\n\r\n const getString = new MxCADUiPrString;\r\n getString.setMessage(\"请设置基准符文字\");\r\n const str = await getString.go();\r\n if (!str) return;\r\n\r\n const getDist = new MxCADUiPrDist();\r\n getDist.setMessage(\"请设置文字高度\");\r\n const heightVal = await getDist.go();\r\n if (!heightVal) return;\r\n const height = getDist.value();\r\n\r\n const getPoint = new MxCADUiPrPoint();\r\n getPoint.setMessage(\"请设置基准符位置\");\r\n\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n\r\n let blkRef = new McDbBlockReference();\r\n\r\n getPoint.setUserDraw((pt, pw) => {\r\n // 基线\r\n const baseLine = new McDbPolyline();\r\n baseLine.addVertexAt(new McGePoint3d(pt.x + height, pt.y, 0), 0, 2, 2);\r\n baseLine.addVertexAt(new McGePoint3d(pt.x - height, pt.y, 0));\r\n // 竖线\r\n const line = new McDbLine(pt, new McGePoint3d(pt.x, pt.y + height * (8 / 7), 0));\r\n const circle = new McDbCircle();\r\n circle.center = new McGePoint3d(pt.x, pt.y + height * (15 / 7), 0);\r\n circle.radius = height;\r\n // 文字\r\n const text = new McDbText();\r\n text.textString = str;\r\n text.height = height;\r\n text.position = text.alignmentPoint = new McGePoint3d(pt.x, pt.y + height * (25 / 14), 0);\r\n text.horizontalMode = McDb.TextHorzMode.kTextMid;\r\n // 整装成块\r\n let blkTable = mxcad.getDatabase().getBlockTable();\r\n let blkRecId = blkTable.add(new McDbBlockTableRecord());//图块记录\r\n let blkTableRecord: McDbBlockTableRecord = blkRecId.getMcDbBlockTableRecord() as any;\r\n if (blkTableRecord == null) return;\r\n\r\n blkTableRecord.appendAcDbEntity(baseLine);\r\n blkTableRecord.appendAcDbEntity(line);\r\n blkTableRecord.appendAcDbEntity(circle);\r\n blkTableRecord.appendAcDbEntity(text);\r\n blkTableRecord.name = '基准符'\r\n\r\n blkTableRecord.origin = pt;\r\n blkRef.blockTableRecordId = blkRecId;\r\n blkRef.position = pt;\r\n pw.drawMcDbEntity(blkRef)\r\n })\r\n const pt = await getPoint.go();\r\n if (!pt) return;\r\n mxcad.drawEntity(blkRef);\r\n}\r\n\r\n// 同心圆\r\nasync function Mx_ConcentricCircles() {\r\n const getPoint = new MxCADUiPrPoint();\r\n getPoint.setMessage(\"请设置圆心\");\r\n let pt = await getPoint.go();\r\n if (!pt) return;\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n for (let i = 1; i < 4; i++) {\r\n const circle = new McDbCircle();\r\n circle.center = pt;\r\n circle.radius = 10 * i;\r\n mxcad.drawEntity(circle);\r\n }\r\n}\r\n\r\n// 齿轮\r\nasync function Mx_Gear() {\r\n // 设置齿轮圆心\r\n const getCenter = new MxCADUiPrPoint();\r\n getCenter.setMessage('请设置齿轮圆心');\r\n const center = await getCenter.go();\r\n if (!center) return;\r\n\r\n // 设置齿轮半径\r\n const getRadius = new MxCADUiPrDist();\r\n getRadius.setBasePt(center);\r\n getRadius.setMessage('请设置齿轮半径');\r\n getRadius.setUserDraw((pt, pw) => {\r\n const circle = new McDbCircle();\r\n circle.center = center;\r\n circle.radius = pt.distanceTo(center);\r\n pw.drawMcDbEntity(circle);\r\n });\r\n const val = await getRadius.go();\r\n let radius: number = 10;\r\n if (val) {\r\n radius = getRadius.value();\r\n };\r\n\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n const circle = new McDbCircle();\r\n circle.center = center;\r\n circle.radius = radius;\r\n\r\n // 根据齿轮数阵列锯齿\r\n const gearNum = 30;//设置齿轮数\r\n const dist = circle.getLength().val / (gearNum * 2);\r\n const midPt = new McGePoint3d(center.x, center.y + radius, center.z);\r\n const l = circle.getDistAtPoint(midPt).val;\r\n const pt1 = circle.getPointAtDist(l + dist / 2).val;\r\n const pt2 = circle.getPointAtDist(l - dist / 2).val;\r\n // 基础锯齿\r\n const entArr: McDbEntity[] = [];\r\n const pl = new McDbPolyline();\r\n pl.addVertexAt(pt1);\r\n pl.addVertexAt(new McGePoint3d(pt1.x, pt1.y + 5, pt1.z));\r\n pl.addVertexAt(new McGePoint3d(pt2.x, pt2.y + 5, pt2.z));\r\n pl.addVertexAt(pt2);\r\n entArr.push(pl);\r\n // 平移旋转\r\n for (let i = 0; i < gearNum * 2; i++) {\r\n let orderEvent_clone = pl.clone() as McDbEntity;\r\n let evePt = circle.getPointAtDist(l + i * dist);\r\n if (!evePt.ret) return;\r\n let v = evePt.val.sub(midPt)//平移距离和方向\r\n let matrix = new McGeMatrix3d();\r\n matrix.setToTranslation(v);\r\n orderEvent_clone.transformBy(matrix);\r\n let tangentV = circle.getFirstDeriv(evePt.val).val;//曲线阵列点切向量\r\n let verticalV = tangentV.rotateBy(McGeVector3d.kYAxis.angleTo1(McGeVector3d.kXAxis));//阵列点垂直向量\r\n let angle = verticalV.negate().angleTo2(McGeVector3d.kYAxis, McGeVector3d.kNegateZAxis);//旋转角度\r\n orderEvent_clone.rotate(evePt.val, angle);\r\n entArr.push(orderEvent_clone)\r\n }\r\n\r\n // 绘制阵列后的锯齿\r\n const pointArr: McGePoint3d[] = [];\r\n entArr.forEach((ent, index) => {\r\n if (index % 2 !== 0) {\r\n const pts = ent.IntersectWith(circle, McDb.Intersect.kOnBothOperands);\r\n pts.forEach((pt) => {\r\n pointArr.push(pt)\r\n })\r\n mxcad.drawEntity(ent)\r\n }\r\n })\r\n\r\n // 根据锯齿点切割\r\n const arc = new McDbArc();\r\n const p = new McGePoint3d(center.x, center.y - radius, center.z)\r\n arc.computeArc(pt1.x, pt1.y, p.x, p.y, pt2.x, pt2.y);\r\n arc.splitCurves(pointArr).forEach((obj, index) => {\r\n if (index % 2 !== 0) {\r\n mxcad.drawEntity(obj as McDbEntity)\r\n }\r\n })\r\n}\r\n\r\n// 块中心线\r\nasync function Mx_BlkCenterLine() {\r\n // 设置过滤器\r\n const filter = new MxCADResbuf();\r\n filter.AddMcDbEntityTypes(\"INSERT\");\r\n // 选择目标块\r\n const getEvent = new MxCADUiPrEntity();\r\n getEvent.setFilter(filter);\r\n getEvent.setMessage('请选择目标块')\r\n const entId = await getEvent.go();\r\n if (!entId.id) return;\r\n const ent = entId.getMcDbEntity() as McDbBlockReference;\r\n const ret = ent.getBoundingBox();\r\n const line = new McDbLine(ret.minPt, ret.maxPt);\r\n const midPt = line.getPointAtDist(line.getLength().val / 2).val;\r\n // 设置中心线长度\r\n const getDist = new MxCADUiPrDist();\r\n let dist = 10;\r\n getDist.setMessage(\"\\n请设置中心线长度10>\");\r\n getDist.setBasePt(midPt);\r\n getDist.setUserDraw((pt, pw) => {\r\n const d = pt.distanceTo(midPt);\r\n const pt1 = midPt.clone().addvec(McGeVector3d.kXAxis.normalize().mult(d));\r\n const pt2 = midPt.clone().addvec(McGeVector3d.kXAxis.normalize().mult(d).negate());\r\n const pt3 = midPt.clone().addvec(McGeVector3d.kYAxis.normalize().mult(d));\r\n const pt4 = midPt.clone().addvec(McGeVector3d.kYAxis.normalize().mult(d).negate());\r\n const line1 = new McDbLine(pt1, pt2);\r\n const line2 = new McDbLine(pt3, pt4);\r\n pw.drawMcDbEntity(line1);\r\n pw.drawMcDbEntity(line2)\r\n })\r\n const val = await getDist.go();\r\n if (val) {\r\n dist = getDist.value()\r\n };\r\n // 绘制块中心线\r\n const mxcad = MxCpp.getCurrentMxCAD();\r\n const pt1 = midPt.clone().addvec(McGeVector3d.kXAxis.normalize().mult(dist));\r\n const pt2 = midPt.clone().addvec(McGeVector3d.kXAxis.normalize().mult(dist).negate());\r\n const pt3 = midPt.clone().addvec(McGeVector3d.kYAxis.normalize().mult(dist));\r\n const pt4 = midPt.clone().addvec(McGeVector3d.kYAxis.normalize().mult(dist).negate());\r\n const line1 = new McDbLine(pt1, pt2);\r\n const line2 = new McDbLine(pt3, pt4);\r\n mxcad.drawEntity(line1);\r\n mxcad.drawEntity(line2)\r\n}\r\n\r\nexport function init() {\r\n\r\n MxFun.addCommand(\"Mx_DrawStart\", Mx_DrawStart);\r\n MxFun.addCommand(\"Mx_ConcavoVex\", Mx_ConcavoVex);\r\n MxFun.addCommand(\"Mx_ZigzagLine\", Mx_ZigzagLine);\r\n MxFun.addCommand(\"Mx_CenterRect\", Mx_CenterRect);\r\n MxFun.addCommand(\"Mx_BreakLine\", Mx_BreakLine);\r\n MxFun.addCommand(\"Mx_CCLine\", Mx_CCLine);\r\n MxFun.addCommand(\"Mx_Piping\", Mx_Piping);\r\n MxFun.addCommand(\"Mx_CutPipeline\", Mx_CutPipeline);\r\n MxFun.addCommand(\"Mx_WelLine\", Mx_WelLine);\r\n MxFun.addCommand(\"Mx_PerpLine\", Mx_PerpLine);\r\n MxFun.addCommand(\"Mx_StairLine\", Mx_StairLine);\r\n MxFun.addCommand(\"Mx_SolidCircle\", Mx_SolidCircle);\r\n MxFun.addCommand(\"Mx_CottonInsulation\", Mx_CottonInsulation);\r\n MxFun.addCommand(\"Mx_CenterLine\", Mx_CenterLine);\r\n MxFun.addCommand(\"Mx_DoHole\", Mx_DoHole);\r\n MxFun.addCommand(\"Mx_Compass\", Mx_Compass);\r\n MxFun.addCommand(\"Mx_MassegeBox\", Mx_MassegeBox);\r\n MxFun.addCommand(\"Mx_DatumSymbol\", Mx_DatumSymbol);\r\n MxFun.addCommand(\"Mx_ConcentricCircles\", Mx_ConcentricCircles);\r\n MxFun.addCommand(\"Mx_Gear\", Mx_Gear);\r\n MxFun.addCommand(\"Mx_BlkCenterLine\", Mx_BlkCenterLine);\r\n}\r\n","/* Mapbox GL JS is Copyright © 2020 Mapbox and subject to the Mapbox Terms of Service ((https://www.mapbox.com/legal/tos/). */\n(function (global, factory) {\ntypeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :\ntypeof define === 'function' && define.amd ? define(factory) :\n(global = typeof globalThis !== 'undefined' ? globalThis : global || self, global.mapboxgl = factory());\n}(this, (function () { 'use strict';\n\n/* eslint-disable */\n\nvar shared, worker, mapboxgl;\n// define gets called three times: one for each chunk. we rely on the order\n// they're imported to know which is which\nfunction define(_, chunk) {\nif (!shared) {\n shared = chunk;\n} else if (!worker) {\n worker = chunk;\n} else {\n var workerBundleString = \"self.onerror = function() { console.error('An error occurred while parsing the WebWorker bundle. This is most likely due to improper transpilation by Babel; please see https://docs.mapbox.com/mapbox-gl-js/guides/install/#transpiling'); }; var sharedChunk = {}; (\" + shared + \")(sharedChunk); (\" + worker + \")(sharedChunk); self.onerror = null;\"\n\n var sharedChunk = {};\n shared(sharedChunk);\n mapboxgl = chunk(sharedChunk);\n if (typeof window !== 'undefined' && window && window.URL && window.URL.createObjectURL) {\n mapboxgl.workerUrl = window.URL.createObjectURL(new Blob([workerBundleString], { type: 'text/javascript' }));\n }\n}\n}\n\n\ndefine([\"exports\"],(function(t){\"use strict\";var e=\"2.8.2\",r=n;function n(t,e,r,n){this.cx=3*t,this.bx=3*(r-t)-this.cx,this.ax=1-this.cx-this.bx,this.cy=3*e,this.by=3*(n-e)-this.cy,this.ay=1-this.cy-this.by,this.p1x=t,this.p1y=n,this.p2x=r,this.p2y=n;}n.prototype.sampleCurveX=function(t){return ((this.ax*t+this.bx)*t+this.cx)*t},n.prototype.sampleCurveY=function(t){return 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pn{constructor(t,e,r,n){this.kind=t,this.zoomStops=r,this._styleExpression=e,this.isStateDependent=\"camera\"!==t&&!Ye(e.expression),this.interpolationType=n;}evaluateWithoutErrorHandling(t,e,r,n,i,s){return this._styleExpression.evaluateWithoutErrorHandling(t,e,r,n,i,s)}evaluate(t,e,r,n,i,s){return this._styleExpression.evaluate(t,e,r,n,i,s)}interpolationFactor(t,e,r){return this.interpolationType?_r.interpolationFactor(this.interpolationType,t,e,r):0}}function fn(t,e){if(\"error\"===(t=cn(t,e)).result)return t;const r=t.value.expression,n=Ke(r);if(!n&&!Yr(e))return Kr([new Nt(\"\",\"data expressions not supported\")]);const i=He(r,[\"zoom\",\"pitch\",\"distance-from-center\"]);if(!i&&!Hr(e))return Kr([new Nt(\"\",\"zoom expressions not supported\")]);const s=yn(r);return s||i?s instanceof Nt?Kr([s]):s instanceof _r&&!Wr(e)?Kr([new Nt(\"\",'\"interpolate\" expressions cannot be used with this property')]):Xr(s?new pn(n?\"camera\":\"composite\",t.value,s.labels,s instanceof _r?s.interpolation:void 0):new hn(n?\"constant\":\"source\",t.value)):Kr([new Nt(\"\",'\"zoom\" expression may only be used as input to a top-level \"step\" or \"interpolate\" expression.')])}class dn{constructor(t,e){this._parameters=t,this._specification=e,jt(this,en(this._parameters,this._specification));}static deserialize(t){return new dn(t._parameters,t._specification)}static serialize(t){return {_parameters:t._parameters,_specification:t._specification}}}function yn(t){let e=null;if(t instanceof kr)e=yn(t.result);else if(t instanceof Ar){for(const r of t.args)if(e=yn(r),e)break}else (t instanceof er||t instanceof _r)&&t.input instanceof ze&&\"zoom\"===t.input.name&&(e=t);return e instanceof Nt||t.eachChild((t=>{const r=yn(t);r instanceof Nt?e=r:!e&&r?e=new Nt(\"\",'\"zoom\" expression may only be used as input to a top-level \"step\" or \"interpolate\" expression.'):e&&r&&e!==r&&(e=new Nt(\"\",'Only one zoom-based \"step\" or \"interpolate\" subexpression may be used in an expression.'));})),e}class mn{constructor(t,e,r,n){this.message=(t?`${t}: `:\"\")+r,n&&(this.identifier=n),null!=e&&e.__line__&&(this.line=e.__line__);}}function gn(t){const e=t.key,r=t.value,n=t.valueSpec||{},i=t.objectElementValidators||{},s=t.style,a=t.styleSpec;let o=[];const l=Jr(r);if(\"object\"!==l)return [new mn(e,r,`object expected, ${l} found`)];for(const t in r){const l=t.split(\".\")[0],u=n[l]||n[\"*\"];let c;i[l]?c=i[l]:n[l]?c=Hn:i[\"*\"]?c=i[\"*\"]:n[\"*\"]&&(c=Hn),c?o=o.concat(c({key:(e?`${e}.`:e)+t,value:r[t],valueSpec:u,style:s,styleSpec:a,object:r,objectKey:t},r)):o.push(new mn(e,r[t],`unknown property \"${t}\"`));}for(const t in n)i[t]||n[t].required&&void 0===n[t].default&&void 0===r[t]&&o.push(new mn(e,r,`missing required property \"${t}\"`));return o}function xn(t){const e=t.value,r=t.valueSpec,n=t.style,i=t.styleSpec,s=t.key,a=t.arrayElementValidator||Hn;if(\"array\"!==Jr(e))return [new mn(s,e,`array expected, ${Jr(e)} found`)];if(r.length&&e.length!==r.length)return [new mn(s,e,`array length ${r.length} expected, length ${e.length} found`)];if(r[\"min-length\"]&&e.lengthi)return [new mn(e,r,`${r} is greater than the maximum value ${i}`)]}return []}function bn(t){const e=t.valueSpec,r=Ot(t.value.type);let n,i,s,a={};const o=\"categorical\"!==r&&void 0===t.value.property,l=!o,u=\"array\"===Jr(t.value.stops)&&\"array\"===Jr(t.value.stops[0])&&\"object\"===Jr(t.value.stops[0][0]),c=gn({key:t.key,value:t.value,valueSpec:t.styleSpec.function,style:t.style,styleSpec:t.styleSpec,objectElementValidators:{stops:function(t){if(\"identity\"===r)return [new mn(t.key,t.value,'identity function may not have a \"stops\" property')];let e=[];const n=t.value;return e=e.concat(xn({key:t.key,value:n,valueSpec:t.valueSpec,style:t.style,styleSpec:t.styleSpec,arrayElementValidator:h})),\"array\"===Jr(n)&&0===n.length&&e.push(new mn(t.key,n,\"array must have at least one stop\")),e},default:function(t){return Hn({key:t.key,value:t.value,valueSpec:e,style:t.style,styleSpec:t.styleSpec})}}});return \"identity\"===r&&o&&c.push(new mn(t.key,t.value,'missing required property \"property\"')),\"identity\"===r||t.value.stops||c.push(new mn(t.key,t.value,'missing required property \"stops\"')),\"exponential\"===r&&t.valueSpec.expression&&!Wr(t.valueSpec)&&c.push(new mn(t.key,t.value,\"exponential functions not supported\")),t.styleSpec.$version>=8&&(l&&!Yr(t.valueSpec)?c.push(new mn(t.key,t.value,\"property functions not supported\")):o&&!Hr(t.valueSpec)&&c.push(new mn(t.key,t.value,\"zoom functions not supported\"))),\"categorical\"!==r&&!u||void 0!==t.value.property||c.push(new mn(t.key,t.value,'\"property\" property is required')),c;function h(t){let r=[];const n=t.value,o=t.key;if(\"array\"!==Jr(n))return [new mn(o,n,`array expected, ${Jr(n)} found`)];if(2!==n.length)return [new mn(o,n,`array length 2 expected, length ${n.length} found`)];if(u){if(\"object\"!==Jr(n[0]))return [new mn(o,n,`object expected, ${Jr(n[0])} found`)];if(void 0===n[0].zoom)return [new mn(o,n,\"object stop key must have zoom\")];if(void 0===n[0].value)return [new mn(o,n,\"object stop key must have value\")];const e=Ot(n[0].zoom);if(\"number\"!=typeof e)return [new mn(o,n[0].zoom,\"stop zoom values must be numbers\")];if(s&&s>e)return [new mn(o,n[0].zoom,\"stop zoom values must appear in ascending order\")];e!==s&&(s=e,i=void 0,a={}),r=r.concat(gn({key:`${o}[0]`,value:n[0],valueSpec:{zoom:{}},style:t.style,styleSpec:t.styleSpec,objectElementValidators:{zoom:vn,value:p}}));}else r=r.concat(p({key:`${o}[0]`,value:n[0],valueSpec:{},style:t.style,styleSpec:t.styleSpec},n));return un(qt(n[1]))?r.concat([new mn(`${o}[1]`,n[1],\"expressions are not allowed in function stops.\")]):r.concat(Hn({key:`${o}[1]`,value:n[1],valueSpec:e,style:t.style,styleSpec:t.styleSpec}))}function p(t,s){const o=Jr(t.value),l=Ot(t.value),u=null!==t.value?t.value:s;if(n){if(o!==n)return [new mn(t.key,u,`${o} stop domain type must match previous stop domain type ${n}`)]}else n=o;if(\"number\"!==o&&\"string\"!==o&&\"boolean\"!==o&&\"number\"!=typeof l&&\"string\"!=typeof l&&\"boolean\"!=typeof l)return [new mn(t.key,u,\"stop domain value must be a number, string, or boolean\")];if(\"number\"!==o&&\"categorical\"!==r){let n=`number expected, ${o} found`;return Yr(e)&&void 0===r&&(n+='\\nIf you intended to use a categorical function, specify `\"type\": \"categorical\"`.'),[new mn(t.key,u,n)]}return \"categorical\"!==r||\"number\"!==o||\"number\"==typeof l&&isFinite(l)&&Math.floor(l)===l?\"categorical\"!==r&&\"number\"===o&&\"number\"==typeof l&&\"number\"==typeof i&&void 0!==i&&lnew mn(`${t.key}${e.key}`,t.value,e.message)));const r=e.value.expression||e.value._styleExpression.expression;if(\"property\"===t.expressionContext&&\"text-font\"===t.propertyKey&&!r.outputDefined())return [new mn(t.key,t.value,`Invalid data expression for \"${t.propertyKey}\". Output values must be contained as literals within the expression.`)];if(\"property\"===t.expressionContext&&\"layout\"===t.propertyType&&!Ye(r))return [new mn(t.key,t.value,'\"feature-state\" data expressions are not supported with layout properties.')];if(\"filter\"===t.expressionContext)return wn(r,t);if(t.expressionContext&&0===t.expressionContext.indexOf(\"cluster\")){if(!He(r,[\"zoom\",\"feature-state\"]))return [new mn(t.key,t.value,'\"zoom\" and \"feature-state\" expressions are not supported with cluster properties.')];if(\"cluster-initial\"===t.expressionContext&&!Ke(r))return [new mn(t.key,t.value,\"Feature data expressions are not supported with initial expression part of cluster properties.\")]}return []}function wn(t,e){const r=new Set([\"zoom\",\"feature-state\",\"pitch\",\"distance-from-center\"]);if(e.valueSpec&&e.valueSpec.expression)for(const t of e.valueSpec.expression.parameters)r.delete(t);if(0===r.size)return [];const n=[];return t instanceof ze&&r.has(t.name)?[new mn(e.key,e.value,`[\"${t.name}\"] expression is not supported in a filter for a ${e.object.type} layer with id: ${e.object.id}`)]:(t.eachChild((t=>{n.push(...wn(t,e));})),n)}function An(t){const e=t.key,r=t.value,n=t.valueSpec,i=[];return Array.isArray(n.values)?-1===n.values.indexOf(Ot(r))&&i.push(new mn(e,r,`expected one of [${n.values.join(\", \")}], ${JSON.stringify(r)} found`)):-1===Object.keys(n.values).indexOf(Ot(r))&&i.push(new mn(e,r,`expected one of [${Object.keys(n.values).join(\", \")}], ${JSON.stringify(r)} found`)),i}function kn(t){if(!0===t||!1===t)return !0;if(!Array.isArray(t)||0===t.length)return !1;switch(t[0]){case\"has\":return t.length>=2&&\"$id\"!==t[1]&&\"$type\"!==t[1];case\"in\":return t.length>=3&&(\"string\"!=typeof t[1]||Array.isArray(t[2]));case\"!in\":case\"!has\":case\"none\":return !1;case\"==\":case\"!=\":case\">\":case\">=\":case\"<\":case\"<=\":return 3!==t.length||Array.isArray(t[1])||Array.isArray(t[2]);case\"any\":case\"all\":for(const e of t.slice(1))if(!kn(e)&&\"boolean\"!=typeof e)return !1;return !0;default:return !0}}function Sn(t,e=\"fill\"){if(null==t)return {filter:()=>!0,needGeometry:!1,needFeature:!1};kn(t)||(t=Cn(t));const r=t;let n=!0;try{n=function(t){if(!Tn(t))return t;let e=qt(t);return Mn(e),e=In(e),e}(r);}catch(t){console.warn(`Failed to extract static filter. Filter will continue working, but at higher memory usage and slower framerate.\\nThis is most likely a bug, please report this via https://github.com/mapbox/mapbox-gl-js/issues/new?assignees=&labels=&template=Bug_report.md\\nand paste the contents of this message in the report.\\nThank you!\\nFilter Expression:\\n${JSON.stringify(r,null,2)}\\n `);}const i=$t[`filter_${e}`],s=cn(n,i);let a=null;if(\"error\"===s.result)throw new Error(s.value.map((t=>`${t.key}: ${t.message}`)).join(\", \"));a=(t,e,r)=>s.value.evaluate(t,e,{},r);let o=null,l=null;if(n!==r){const t=cn(r,i);if(\"error\"===t.result)throw new Error(t.value.map((t=>`${t.key}: ${t.message}`)).join(\", \"));o=(e,r,n,i,s)=>t.value.evaluate(e,r,{},n,void 0,void 0,i,s),l=!Ke(t.value.expression);}return a=a,{filter:a,dynamicFilter:o||void 0,needGeometry:En(n),needFeature:!!l}}function In(t){if(!Array.isArray(t))return t;const e=function(t){if(zn.has(t[0]))for(let e=1;eIn(t)))}function Mn(t){let e=!1;const r=[];if(\"case\"===t[0]){for(let n=1;n\",\">=\",\"<\",\"<=\",\"to-boolean\"]);function Bn(t,e){return te?1:0}function En(t){if(!Array.isArray(t))return !1;if(\"within\"===t[0])return !0;for(let e=1;e\"===e||\"<=\"===e||\">=\"===e?Dn(t[1],t[2],e):\"any\"===e?(r=t.slice(1),[\"any\"].concat(r.map(Cn))):\"all\"===e?[\"all\"].concat(t.slice(1).map(Cn)):\"none\"===e?[\"all\"].concat(t.slice(1).map(Cn).map(Fn)):\"in\"===e?Pn(t[1],t.slice(2)):\"!in\"===e?Fn(Pn(t[1],t.slice(2))):\"has\"===e?Vn(t[1]):\"!has\"===e?Fn(Vn(t[1])):\"within\"!==e||t;var r;}function Dn(t,e,r){switch(t){case\"$type\":return [`filter-type-${r}`,e];case\"$id\":return [`filter-id-${r}`,e];default:return [`filter-${r}`,t,e]}}function Pn(t,e){if(0===e.length)return !1;switch(t){case\"$type\":return [\"filter-type-in\",[\"literal\",e]];case\"$id\":return [\"filter-id-in\",[\"literal\",e]];default:return e.length>200&&!e.some((t=>typeof t!=typeof e[0]))?[\"filter-in-large\",t,[\"literal\",e.sort(Bn)]]:[\"filter-in-small\",t,[\"literal\",e]]}}function Vn(t){switch(t){case\"$type\":return !0;case\"$id\":return [\"filter-has-id\"];default:return [\"filter-has\",t]}}function Fn(t){return [\"!\",t]}function Ln(t){return kn(qt(t.value))?_n(jt({},t,{expressionContext:\"filter\",valueSpec:t.styleSpec[`filter_${t.layerType||\"fill\"}`]})):Rn(t)}function Rn(t){const e=t.value,r=t.key;if(\"array\"!==Jr(e))return [new mn(r,e,`array expected, ${Jr(e)} found`)];const n=t.styleSpec;let i,s=[];if(e.length<1)return [new mn(r,e,\"filter array must have at least 1 element\")];switch(s=s.concat(An({key:`${r}[0]`,value:e[0],valueSpec:n.filter_operator,style:t.style,styleSpec:t.styleSpec})),Ot(e[0])){case\"<\":case\"<=\":case\">\":case\">=\":e.length>=2&&\"$type\"===Ot(e[1])&&s.push(new mn(r,e,`\"$type\" cannot be use with operator \"${e[0]}\"`));case\"==\":case\"!=\":3!==e.length&&s.push(new mn(r,e,`filter array for operator \"${e[0]}\" must have 3 elements`));case\"in\":case\"!in\":e.length>=2&&(i=Jr(e[1]),\"string\"!==i&&s.push(new mn(`${r}[1]`,e[1],`string expected, ${i} found`)));for(let a=2;a{t in r&&e.push(new mn(n,r[t],`\"${t}\" is prohibited for ref layers`));})),i.layers.forEach((e=>{Ot(e.id)===o&&(t=e);})),t?t.ref?e.push(new mn(n,r.ref,\"ref cannot reference another ref layer\")):a=Ot(t.type):\"string\"==typeof o&&e.push(new mn(n,r.ref,`ref layer \"${o}\" not found`));}else if(\"background\"!==a&&\"sky\"!==a)if(r.source){const t=i.sources&&i.sources[r.source],s=t&&Ot(t.type);t?\"vector\"===s&&\"raster\"===a?e.push(new mn(n,r.source,`layer \"${r.id}\" requires a raster source`)):\"raster\"===s&&\"raster\"!==a?e.push(new mn(n,r.source,`layer \"${r.id}\" requires a vector source`)):\"vector\"!==s||r[\"source-layer\"]?\"raster-dem\"===s&&\"hillshade\"!==a?e.push(new mn(n,r.source,\"raster-dem source can only be used with layer type 'hillshade'.\")):\"line\"!==a||!r.paint||!r.paint[\"line-gradient\"]||\"geojson\"===s&&t.lineMetrics||e.push(new mn(n,r,`layer \"${r.id}\" specifies a line-gradient, which requires a GeoJSON source with \\`lineMetrics\\` enabled.`)):e.push(new mn(n,r,`layer \"${r.id}\" must specify a \"source-layer\"`)):e.push(new mn(n,r.source,`source \"${r.source}\" not found`));}else e.push(new mn(n,r,'missing required property \"source\"'));return e=e.concat(gn({key:n,value:r,valueSpec:s.layer,style:t.style,styleSpec:t.styleSpec,objectElementValidators:{\"*\":()=>[],type:()=>Hn({key:`${n}.type`,value:r.type,valueSpec:s.layer.type,style:t.style,styleSpec:t.styleSpec,object:r,objectKey:\"type\"}),filter:t=>Ln(jt({layerType:a},t)),layout:t=>gn({layer:r,key:t.key,value:t.value,valueSpec:{},style:t.style,styleSpec:t.styleSpec,objectElementValidators:{\"*\":t=>jn(jt({layerType:a},t))}}),paint:t=>gn({layer:r,key:t.key,value:t.value,valueSpec:{},style:t.style,styleSpec:t.styleSpec,objectElementValidators:{\"*\":t=>$n(jt({layerType:a},t))}})}})),e}function qn(t){const e=t.value,r=t.key,n=Jr(e);return \"string\"!==n?[new mn(r,e,`string expected, ${n} found`)]:[]}const Nn={promoteId:function({key:t,value:e}){if(\"string\"===Jr(e))return qn({key:t,value:e});{const r=[];for(const n in e)r.push(...qn({key:`${t}.${n}`,value:e[n]}));return r}}};function Gn(t){const e=t.value,r=t.key,n=t.styleSpec,i=t.style;if(!e.type)return [new mn(r,e,'\"type\" is required')];const s=Ot(e.type);let a;switch(s){case\"vector\":case\"raster\":case\"raster-dem\":return a=gn({key:r,value:e,valueSpec:n[`source_${s.replace(\"-\",\"_\")}`],style:t.style,styleSpec:n,objectElementValidators:Nn}),a;case\"geojson\":if(a=gn({key:r,value:e,valueSpec:n.source_geojson,style:i,styleSpec:n,objectElementValidators:Nn}),e.cluster)for(const t in e.clusterProperties){const[n,i]=e.clusterProperties[t],s=\"string\"==typeof n?[n,[\"accumulated\"],[\"get\",t]]:n;a.push(..._n({key:`${r}.${t}.map`,value:i,expressionContext:\"cluster-map\"})),a.push(..._n({key:`${r}.${t}.reduce`,value:s,expressionContext:\"cluster-reduce\"}));}return a;case\"video\":return gn({key:r,value:e,valueSpec:n.source_video,style:i,styleSpec:n});case\"image\":return gn({key:r,value:e,valueSpec:n.source_image,style:i,styleSpec:n});case\"canvas\":return [new mn(r,null,\"Please use runtime APIs to add canvas sources, rather than including them in stylesheets.\",\"source.canvas\")];default:return An({key:`${r}.type`,value:e.type,valueSpec:{values:[\"vector\",\"raster\",\"raster-dem\",\"geojson\",\"video\",\"image\"]},style:i,styleSpec:n})}}function Zn(t){const e=t.value,r=t.styleSpec,n=r.light,i=t.style;let s=[];const a=Jr(e);if(void 0===e)return s;if(\"object\"!==a)return s=s.concat([new mn(\"light\",e,`object expected, ${a} found`)]),s;for(const t in e){const a=t.match(/^(.*)-transition$/);s=s.concat(a&&n[a[1]]&&n[a[1]].transition?Hn({key:t,value:e[t],valueSpec:r.transition,style:i,styleSpec:r}):n[t]?Hn({key:t,value:e[t],valueSpec:n[t],style:i,styleSpec:r}):[new mn(t,e[t],`unknown property \"${t}\"`)]);}return s}function Xn(t){const e=t.value,r=t.key,n=t.style,i=t.styleSpec,s=i.terrain;let a=[];const o=Jr(e);if(void 0===e)return a;if(\"object\"!==o)return a=a.concat([new mn(\"terrain\",e,`object expected, ${o} found`)]),a;for(const t in e){const r=t.match(/^(.*)-transition$/);a=a.concat(r&&s[r[1]]&&s[r[1]].transition?Hn({key:t,value:e[t],valueSpec:i.transition,style:n,styleSpec:i}):s[t]?Hn({key:t,value:e[t],valueSpec:s[t],style:n,styleSpec:i}):[new mn(t,e[t],`unknown property \"${t}\"`)]);}if(e.source){const t=n.sources&&n.sources[e.source],i=t&&Ot(t.type);t?\"raster-dem\"!==i&&a.push(new mn(r,e.source,`terrain cannot be used with a source of type ${String(i)}, it only be used with a \"raster-dem\" source type`)):a.push(new mn(r,e.source,`source \"${e.source}\" not found`));}else a.push(new mn(r,e,'terrain is missing required property \"source\"'));return a}function Kn(t){const e=t.value,r=t.style,n=t.styleSpec,i=n.fog;let s=[];const a=Jr(e);if(void 0===e)return s;if(\"object\"!==a)return s=s.concat([new mn(\"fog\",e,`object expected, ${a} found`)]),s;for(const t in e){const a=t.match(/^(.*)-transition$/);s=s.concat(a&&i[a[1]]&&i[a[1]].transition?Hn({key:t,value:e[t],valueSpec:n.transition,style:r,styleSpec:n}):i[t]?Hn({key:t,value:e[t],valueSpec:i[t],style:r,styleSpec:n}):[new mn(t,e[t],`unknown property \"${t}\"`)]);}return s}const Yn={\"*\":()=>[],array:xn,boolean:function(t){const e=t.value,r=t.key,n=Jr(e);return \"boolean\"!==n?[new mn(r,e,`boolean expected, ${n} found`)]:[]},number:vn,color:function(t){const e=t.key,r=t.value,n=Jr(r);return \"string\"!==n?[new mn(e,r,`color expected, ${n} found`)]:null===ue.parseCSSColor(r)?[new mn(e,r,`color expected, \"${r}\" found`)]:[]},enum:An,filter:Ln,function:bn,layer:On,object:gn,source:Gn,light:Zn,terrain:Xn,fog:Kn,string:qn,formatted:function(t){return 0===qn(t).length?[]:_n(t)},resolvedImage:function(t){return 0===qn(t).length?[]:_n(t)},projection:function(t){const e=t.value,r=t.styleSpec,n=r.projection,i=t.style;let s=[];const a=Jr(e);if(\"object\"===a)for(const t in e)s=s.concat(Hn({key:t,value:e[t],valueSpec:n[t],style:i,styleSpec:r}));else \"string\"!==a&&(s=s.concat([new mn(\"projection\",e,`object or string expected, ${a} found`)]));return s}};function Hn(t){const e=t.value,r=t.valueSpec,n=t.styleSpec;return r.expression&&Qr(Ot(e))?bn(t):r.expression&&un(qt(e))?_n(t):r.type&&Yn[r.type]?Yn[r.type](t):gn(jt({},t,{valueSpec:r.type?n[r.type]:r}))}function Wn(t){const e=t.value,r=t.key,n=qn(t);return n.length||(-1===e.indexOf(\"{fontstack}\")&&n.push(new mn(r,e,'\"glyphs\" url must include a \"{fontstack}\" token')),-1===e.indexOf(\"{range}\")&&n.push(new mn(r,e,'\"glyphs\" url must include a \"{range}\" token'))),n}function Jn(t,e=$t){return ei(Hn({key:\"\",value:t,valueSpec:e.$root,styleSpec:e,style:t,objectElementValidators:{glyphs:Wn,\"*\":()=>[]}}))}const Qn=t=>ei($n(t)),ti=t=>ei(jn(t));function ei(t){return t.slice().sort(((t,e)=>t.line&&e.line?t.line-e.line:0))}function ri(t,e){let r=!1;if(e&&e.length)for(const n of e)t.fire(new Rt(new Error(n.message))),r=!0;return r}var ni=ii;function ii(t,e,r){var n=this.cells=[];if(t instanceof ArrayBuffer){this.arrayBuffer=t;var i=new Int32Array(this.arrayBuffer);t=i[0],this.d=(e=i[1])+2*(r=i[2]);for(var s=0;s=c[f+0]&&n>=c[f+1])?(a[p]=!0,s.push(u[p])):a[p]=!1;}}},ii.prototype._forEachCell=function(t,e,r,n,i,s,a,o){for(var l=this._convertToCellCoord(t),u=this._convertToCellCoord(e),c=this._convertToCellCoord(r),h=this._convertToCellCoord(n),p=l;p<=c;p++)for(var f=u;f<=h;f++){var d=this.d*f+p;if((!o||o(this._convertFromCellCoord(p),this._convertFromCellCoord(f),this._convertFromCellCoord(p+1),this._convertFromCellCoord(f+1)))&&i.call(this,t,e,r,n,d,s,a,o))return}},ii.prototype._convertFromCellCoord=function(t){return (t-this.padding)/this.scale},ii.prototype._convertToCellCoord=function(t){return Math.max(0,Math.min(this.d-1,Math.floor(t*this.scale)+this.padding))},ii.prototype.toArrayBuffer=function(){if(this.arrayBuffer)return this.arrayBuffer;for(var t=this.cells,e=3+this.cells.length+1+1,r=0,n=0;n=0||(i[r]=ui(t[r],e)));t instanceof Error&&(i.message=t.message);}if(i.$name)throw new Error(\"$name property is reserved for worker serialization logic.\");return \"Object\"!==n&&(i.$name=n),i}throw new Error(\"can't serialize object of type \"+typeof t)}function ci(t){if(null==t||\"boolean\"==typeof t||\"number\"==typeof t||\"string\"==typeof t||t instanceof Boolean||t instanceof Number||t instanceof String||t instanceof Date||t instanceof RegExp||oi(t)||li(t)||ArrayBuffer.isView(t)||t instanceof a.ImageData)return t;if(Array.isArray(t))return t.map(ci);if(\"object\"==typeof t){const e=t.$name||\"Object\",{klass:r}=si[e];if(!r)throw new Error(`can't deserialize unregistered class ${e}`);if(r.deserialize)return r.deserialize(t);const n=Object.create(r.prototype);for(const e of Object.keys(t))\"$name\"!==e&&(n[e]=ci(t[e]));return n}throw new Error(\"can't deserialize object of type \"+typeof t)}class hi{constructor(){this.first=!0;}update(t,e){const r=Math.floor(t);return this.first?(this.first=!1,this.lastIntegerZoom=r,this.lastIntegerZoomTime=0,this.lastZoom=t,this.lastFloorZoom=r,!0):(this.lastFloorZoom>r?(this.lastIntegerZoom=r+1,this.lastIntegerZoomTime=e):this.lastFloorZoomt>=1536&&t<=1791,fi=t=>t>=1872&&t<=1919,di=t=>t>=2208&&t<=2303,yi=t=>t>=11904&&t<=12031,mi=t=>t>=12032&&t<=12255,gi=t=>t>=12272&&t<=12287,xi=t=>t>=12288&&t<=12351,vi=t=>t>=12352&&t<=12447,bi=t=>t>=12448&&t<=12543,_i=t=>t>=12544&&t<=12591,wi=t=>t>=12704&&t<=12735,Ai=t=>t>=12736&&t<=12783,ki=t=>t>=12784&&t<=12799,Si=t=>t>=12800&&t<=13055,Ii=t=>t>=13056&&t<=13311,Mi=t=>t>=13312&&t<=19903,Ti=t=>t>=19968&&t<=40959,zi=t=>t>=40960&&t<=42127,Bi=t=>t>=42128&&t<=42191,Ei=t=>t>=44032&&t<=55215,Ci=t=>t>=63744&&t<=64255,Di=t=>t>=64336&&t<=65023,Pi=t=>t>=65040&&t<=65055,Vi=t=>t>=65072&&t<=65103,Fi=t=>t>=65104&&t<=65135,Li=t=>t>=65136&&t<=65279,Ri=t=>t>=65280&&t<=65519;function Ui(t){for(const e of t)if(Oi(e.charCodeAt(0)))return !0;return !1}function $i(t){for(const e of t)if(!ji(e.charCodeAt(0)))return !1;return !0}function ji(t){return !(pi(t)||fi(t)||di(t)||Di(t)||Li(t))}function Oi(t){return !(746!==t&&747!==t&&(t<4352||!(wi(t)||_i(t)||Vi(t)&&!(t>=65097&&t<=65103)||Ci(t)||Ii(t)||yi(t)||Ai(t)||!(!xi(t)||t>=12296&&t<=12305||t>=12308&&t<=12319||12336===t)||Mi(t)||Ti(t)||Si(t)||(t=>t>=12592&&t<=12687)(t)||(t=>t>=43360&&t<=43391)(t)||(t=>t>=55216&&t<=55295)(t)||(t=>t>=4352&&t<=4607)(t)||Ei(t)||vi(t)||gi(t)||(t=>t>=12688&&t<=12703)(t)||mi(t)||ki(t)||bi(t)&&12540!==t||!(!Ri(t)||65288===t||65289===t||65293===t||t>=65306&&t<=65310||65339===t||65341===t||65343===t||t>=65371&&t<=65503||65507===t||t>=65512&&t<=65519)||!(!Fi(t)||t>=65112&&t<=65118||t>=65123&&t<=65126)||(t=>t>=5120&&t<=5759)(t)||(t=>t>=6320&&t<=6399)(t)||Pi(t)||(t=>t>=19904&&t<=19967)(t)||zi(t)||Bi(t))))}function qi(t){return !(Oi(t)||function(t){return !!((t=>t>=128&&t<=255)(t)&&(167===t||169===t||174===t||177===t||188===t||189===t||190===t||215===t||247===t)||(t=>t>=8192&&t<=8303)(t)&&(8214===t||8224===t||8225===t||8240===t||8241===t||8251===t||8252===t||8258===t||8263===t||8264===t||8265===t||8273===t)||(t=>t>=8448&&t<=8527)(t)||(t=>t>=8528&&t<=8591)(t)||(t=>t>=8960&&t<=9215)(t)&&(t>=8960&&t<=8967||t>=8972&&t<=8991||t>=8996&&t<=9e3||9003===t||t>=9085&&t<=9114||t>=9150&&t<=9165||9167===t||t>=9169&&t<=9179||t>=9186&&t<=9215)||(t=>t>=9216&&t<=9279)(t)&&9251!==t||(t=>t>=9280&&t<=9311)(t)||(t=>t>=9312&&t<=9471)(t)||(t=>t>=9632&&t<=9727)(t)||(t=>t>=9728&&t<=9983)(t)&&!(t>=9754&&t<=9759)||(t=>t>=11008&&t<=11263)(t)&&(t>=11026&&t<=11055||t>=11088&&t<=11097||t>=11192&&t<=11243)||xi(t)||bi(t)||(t=>t>=57344&&t<=63743)(t)||Vi(t)||Fi(t)||Ri(t)||8734===t||8756===t||8757===t||t>=9984&&t<=10087||t>=10102&&t<=10131||65532===t||65533===t)}(t))}function Ni(t){return t>=1424&&t<=2303||Di(t)||Li(t)}function Gi(t,e){return !(!e&&Ni(t)||t>=2304&&t<=3583||t>=3840&&t<=4255||(t=>t>=6016&&t<=6143)(t))}function Zi(t){for(const e of t)if(Ni(e.charCodeAt(0)))return !0;return !1}const Xi=\"deferred\",Ki=\"loading\",Yi=\"loaded\";let Hi=null,Wi=\"unavailable\",Ji=null;const Qi=function(t){t&&\"string\"==typeof t&&t.indexOf(\"NetworkError\")>-1&&(Wi=\"error\"),Hi&&Hi(t);};function ts(){es.fire(new Lt(\"pluginStateChange\",{pluginStatus:Wi,pluginURL:Ji}));}const es=new Ut,rs=function(){return Wi},ns=function(){if(Wi!==Xi||!Ji)throw new Error(\"rtl-text-plugin cannot be downloaded unless a pluginURL is specified\");Wi=Ki,ts(),Ji&&Mt({url:Ji},(t=>{t?Qi(t):(Wi=Yi,ts());}));},is={applyArabicShaping:null,processBidirectionalText:null,processStyledBidirectionalText:null,isLoaded:()=>Wi===Yi||null!=is.applyArabicShaping,isLoading:()=>Wi===Ki,setState(t){Wi=t.pluginStatus,Ji=t.pluginURL;},isParsed:()=>null!=is.applyArabicShaping&&null!=is.processBidirectionalText&&null!=is.processStyledBidirectionalText,getPluginURL:()=>Ji};class ss{constructor(t,e){this.zoom=t,e?(this.now=e.now,this.fadeDuration=e.fadeDuration,this.zoomHistory=e.zoomHistory,this.transition=e.transition,this.pitch=e.pitch):(this.now=0,this.fadeDuration=0,this.zoomHistory=new hi,this.transition={},this.pitch=0);}isSupportedScript(t){return function(t,e){for(const r of t)if(!Gi(r.charCodeAt(0),e))return !1;return !0}(t,is.isLoaded())}crossFadingFactor(){return 0===this.fadeDuration?1:Math.min((this.now-this.zoomHistory.lastIntegerZoomTime)/this.fadeDuration,1)}getCrossfadeParameters(){const t=this.zoom,e=t-Math.floor(t),r=this.crossFadingFactor();return t>this.zoomHistory.lastIntegerZoom?{fromScale:2,toScale:1,t:e+(1-e)*r}:{fromScale:.5,toScale:1,t:1-(1-r)*e}}}class as{constructor(t,e){this.property=t,this.value=e,this.expression=function(t,e){if(Qr(t))return new dn(t,e);if(un(t)){const r=fn(t,e);if(\"error\"===r.result)throw new Error(r.value.map((t=>`${t.key}: ${t.message}`)).join(\", \"));return r.value}{let r=t;return \"string\"==typeof t&&\"color\"===e.type&&(r=ce.parse(t)),{kind:\"constant\",evaluate:()=>r}}}(void 0===e?t.specification.default:e,t.specification);}isDataDriven(){return \"source\"===this.expression.kind||\"composite\"===this.expression.kind}possiblyEvaluate(t,e,r){return this.property.possiblyEvaluate(this,t,e,r)}}class os{constructor(t){this.property=t,this.value=new as(t,void 0);}transitioned(t,e){return new us(this.property,this.value,e,b({},t.transition,this.transition),t.now)}untransitioned(){return new us(this.property,this.value,null,{},0)}}class ls{constructor(t){this._properties=t,this._values=Object.create(t.defaultTransitionablePropertyValues);}getValue(t){return B(this._values[t].value.value)}setValue(t,e){this._values.hasOwnProperty(t)||(this._values[t]=new os(this._values[t].property)),this._values[t].value=new as(this._values[t].property,null===e?void 0:B(e));}getTransition(t){return B(this._values[t].transition)}setTransition(t,e){this._values.hasOwnProperty(t)||(this._values[t]=new os(this._values[t].property)),this._values[t].transition=B(e)||void 0;}serialize(){const t={};for(const e of Object.keys(this._values)){const r=this.getValue(e);void 0!==r&&(t[e]=r);const n=this.getTransition(e);void 0!==n&&(t[`${e}-transition`]=n);}return t}transitioned(t,e){const r=new cs(this._properties);for(const n of Object.keys(this._values))r._values[n]=this._values[n].transitioned(t,e._values[n]);return r}untransitioned(){const t=new cs(this._properties);for(const e of Object.keys(this._values))t._values[e]=this._values[e].untransitioned();return t}}class us{constructor(t,e,r,n,i){const s=n.delay||0,a=n.duration||0;i=i||0,this.property=t,this.value=e,this.begin=i+s,this.end=this.begin+a,t.specification.transition&&(n.delay||n.duration)&&(this.prior=r);}possiblyEvaluate(t,e,r){const n=t.now||0,i=this.value.possiblyEvaluate(t,e,r),s=this.prior;if(s){if(n>this.end)return this.prior=null,i;if(this.value.isDataDriven())return this.prior=null,i;if(nn.zoomHistory.lastIntegerZoom?{from:t,to:e,other:r}:{from:r,to:e,other:t}}interpolate(t){return t}}class gs{constructor(t){this.specification=t;}possiblyEvaluate(t,e,r,n){if(void 0!==t.value){if(\"constant\"===t.expression.kind){const i=t.expression.evaluate(e,null,{},r,n);return this._calculate(i,i,i,e)}return this._calculate(t.expression.evaluate(new ss(Math.floor(e.zoom-1),e)),t.expression.evaluate(new ss(Math.floor(e.zoom),e)),t.expression.evaluate(new ss(Math.floor(e.zoom+1),e)),e)}}_calculate(t,e,r,n){return n.zoom>n.zoomHistory.lastIntegerZoom?{from:t,to:e}:{from:r,to:e}}interpolate(t){return t}}class xs{constructor(t){this.specification=t;}possiblyEvaluate(t,e,r,n){return !!t.expression.evaluate(e,null,{},r,n)}interpolate(){return !1}}class vs{constructor(t){this.properties=t,this.defaultPropertyValues={},this.defaultTransitionablePropertyValues={},this.defaultTransitioningPropertyValues={},this.defaultPossiblyEvaluatedValues={},this.overridableProperties=[];for(const e in t){const r=t[e];r.specification.overridable&&this.overridableProperties.push(e);const n=this.defaultPropertyValues[e]=new as(r,void 0),i=this.defaultTransitionablePropertyValues[e]=new os(r);this.defaultTransitioningPropertyValues[e]=i.untransitioned(),this.defaultPossiblyEvaluatedValues[e]=n.possiblyEvaluate({});}}}function bs(t,e){return 256*(t=y(Math.floor(t),0,255))+y(Math.floor(e),0,255)}ai(ys,\"DataDrivenProperty\"),ai(ds,\"DataConstantProperty\"),ai(ms,\"CrossFadedDataDrivenProperty\"),ai(gs,\"CrossFadedProperty\"),ai(xs,\"ColorRampProperty\");const _s={Int8:Int8Array,Uint8:Uint8Array,Int16:Int16Array,Uint16:Uint16Array,Int32:Int32Array,Uint32:Uint32Array,Float32:Float32Array};class ws{constructor(t,e){this._structArray=t,this._pos1=e*this.size,this._pos2=this._pos1/2,this._pos4=this._pos1/4,this._pos8=this._pos1/8;}}class As{constructor(){this.isTransferred=!1,this.capacity=-1,this.resize(0);}static serialize(t,e){return t._trim(),e&&(t.isTransferred=!0,e.push(t.arrayBuffer)),{length:t.length,arrayBuffer:t.arrayBuffer}}static deserialize(t){const e=Object.create(this.prototype);return e.arrayBuffer=t.arrayBuffer,e.length=t.length,e.capacity=t.arrayBuffer.byteLength/e.bytesPerElement,e._refreshViews(),e}_trim(){this.length!==this.capacity&&(this.capacity=this.length,this.arrayBuffer=this.arrayBuffer.slice(0,this.length*this.bytesPerElement),this._refreshViews());}clear(){this.length=0;}resize(t){this.reserve(t),this.length=t;}reserve(t){if(t>this.capacity){this.capacity=Math.max(t,Math.floor(5*this.capacity),128),this.arrayBuffer=new ArrayBuffer(this.capacity*this.bytesPerElement);const e=this.uint8;this._refreshViews(),e&&this.uint8.set(e);}}_refreshViews(){throw new Error(\"_refreshViews() must be implemented by each concrete StructArray layout\")}destroy(){this.int8=this.uint8=this.int16=this.uint16=this.int32=this.uint32=this.float32=null,this.arrayBuffer=null;}}function ks(t,e=1){let r=0,n=0;return {members:t.map((t=>{const i=_s[t.type].BYTES_PER_ELEMENT,s=r=Ss(r,Math.max(e,i)),a=t.components||1;return n=Math.max(n,i),r+=i*a,{name:t.name,type:t.type,components:a,offset:s}})),size:Ss(r,Math.max(n,e)),alignment:e}}function Ss(t,e){return Math.ceil(t/e)*e}class Is extends As{_refreshViews(){this.uint8=new Uint8Array(this.arrayBuffer),this.int16=new Int16Array(this.arrayBuffer);}emplaceBack(t,e){const r=this.length;return this.resize(r+1),this.emplace(r,t,e)}emplace(t,e,r){const n=2*t;return this.int16[n+0]=e,this.int16[n+1]=r,t}}Is.prototype.bytesPerElement=4,ai(Is,\"StructArrayLayout2i4\");class Ms extends As{_refreshViews(){this.uint8=new Uint8Array(this.arrayBuffer),this.int16=new Int16Array(this.arrayBuffer);}emplaceBack(t,e,r){const n=this.length;return this.resize(n+1),this.emplace(n,t,e,r)}emplace(t,e,r,n){const i=3*t;return this.int16[i+0]=e,this.int16[i+1]=r,this.int16[i+2]=n,t}}Ms.prototype.bytesPerElement=6,ai(Ms,\"StructArrayLayout3i6\");class Ts extends As{_refreshViews(){this.uint8=new Uint8Array(this.arrayBuffer),this.int16=new Int16Array(this.arrayBuffer);}emplaceBack(t,e,r,n){const i=this.length;return this.resize(i+1),this.emplace(i,t,e,r,n)}emplace(t,e,r,n,i){const s=4*t;return this.int16[s+0]=e,this.int16[s+1]=r,this.int16[s+2]=n,this.int16[s+3]=i,t}}Ts.prototype.bytesPerElement=8,ai(Ts,\"StructArrayLayout4i8\");class zs extends As{_refreshViews(){this.uint8=new Uint8Array(this.arrayBuffer),this.int16=new Int16Array(this.arrayBuffer),this.float32=new Float32Array(this.arrayBuffer);}emplaceBack(t,e,r,n,i,s,a){const o=this.length;return this.resize(o+1),this.emplace(o,t,e,r,n,i,s,a)}emplace(t,e,r,n,i,s,a,o){const l=6*t,u=12*t,c=3*t;return this.int16[l+0]=e,this.int16[l+1]=r,this.uint8[u+4]=n,this.uint8[u+5]=i,this.uint8[u+6]=s,this.uint8[u+7]=a,this.float32[c+2]=o,t}}zs.prototype.bytesPerElement=12,ai(zs,\"StructArrayLayout2i4ub1f12\");class Bs extends As{_refreshViews(){this.uint8=new Uint8Array(this.arrayBuffer),this.float32=new Float32Array(this.arrayBuffer);}emplaceBack(t,e,r,n){const i=this.length;return this.resize(i+1),this.emplace(i,t,e,r,n)}emplace(t,e,r,n,i){const s=4*t;return this.float32[s+0]=e,this.float32[s+1]=r,this.float32[s+2]=n,this.float32[s+3]=i,t}}Bs.prototype.bytesPerElement=16,ai(Bs,\"StructArrayLayout4f16\");class Es extends As{_refreshViews(){this.uint8=new Uint8Array(this.arrayBuffer),this.uint16=new Uint16Array(this.arrayBuffer);}emplaceBack(t,e,r,n,i,s,a,o,l,u){const c=this.length;return this.resize(c+1),this.emplace(c,t,e,r,n,i,s,a,o,l,u)}emplace(t,e,r,n,i,s,a,o,l,u,c){const h=10*t;return this.uint16[h+0]=e,this.uint16[h+1]=r,this.uint16[h+2]=n,this.uint16[h+3]=i,this.uint16[h+4]=s,this.uint16[h+5]=a,this.uint16[h+6]=o,this.uint16[h+7]=l,this.uint16[h+8]=u,this.uint16[h+9]=c,t}}Es.prototype.bytesPerElement=20,ai(Es,\"StructArrayLayout10ui20\");class Cs extends As{_refreshViews(){this.uint8=new Uint8Array(this.arrayBuffer),this.uint16=new Uint16Array(this.arrayBuffer);}emplaceBack(t,e,r,n,i,s,a,o){const l=this.length;return this.resize(l+1),this.emplace(l,t,e,r,n,i,s,a,o)}emplace(t,e,r,n,i,s,a,o,l){const u=8*t;return this.uint16[u+0]=e,this.uint16[u+1]=r,this.uint16[u+2]=n,this.uint16[u+3]=i,this.uint16[u+4]=s,this.uint16[u+5]=a,this.uint16[u+6]=o,this.uint16[u+7]=l,t}}Cs.prototype.bytesPerElement=16,ai(Cs,\"StructArrayLayout8ui16\");class Ds extends As{_refreshViews(){this.uint8=new Uint8Array(this.arrayBuffer),this.int16=new Int16Array(this.arrayBuffer);}emplaceBack(t,e,r,n,i,s){const a=this.length;return this.resize(a+1),this.emplace(a,t,e,r,n,i,s)}emplace(t,e,r,n,i,s,a){const o=6*t;return this.int16[o+0]=e,this.int16[o+1]=r,this.int16[o+2]=n,this.int16[o+3]=i,this.int16[o+4]=s,this.int16[o+5]=a,t}}Ds.prototype.bytesPerElement=12,ai(Ds,\"StructArrayLayout6i12\");class Ps extends As{_refreshViews(){this.uint8=new Uint8Array(this.arrayBuffer),this.int16=new Int16Array(this.arrayBuffer),this.uint16=new Uint16Array(this.arrayBuffer);}emplaceBack(t,e,r,n,i,s,a,o,l,u,c,h,p,f,d,y){const m=this.length;return this.resize(m+1),this.emplace(m,t,e,r,n,i,s,a,o,l,u,c,h,p,f,d,y)}emplace(t,e,r,n,i,s,a,o,l,u,c,h,p,f,d,y,m){const g=16*t;return this.int16[g+0]=e,this.int16[g+1]=r,this.int16[g+2]=n,this.int16[g+3]=i,this.uint16[g+4]=s,this.uint16[g+5]=a,this.uint16[g+6]=o,this.uint16[g+7]=l,this.int16[g+8]=u,this.int16[g+9]=c,this.int16[g+10]=h,this.int16[g+11]=p,this.int16[g+12]=f,this.int16[g+13]=d,this.int16[g+14]=y,this.int16[g+15]=m,t}}Ps.prototype.bytesPerElement=32,ai(Ps,\"StructArrayLayout4i4ui4i4i32\");class Vs extends As{_refreshViews(){this.uint8=new Uint8Array(this.arrayBuffer),this.float32=new Float32Array(this.arrayBuffer);}emplaceBack(t,e,r){const n=this.length;return this.resize(n+1),this.emplace(n,t,e,r)}emplace(t,e,r,n){const i=3*t;return this.float32[i+0]=e,this.float32[i+1]=r,this.float32[i+2]=n,t}}Vs.prototype.bytesPerElement=12,ai(Vs,\"StructArrayLayout3f12\");class Fs extends As{_refreshViews(){this.uint8=new Uint8Array(this.arrayBuffer),this.uint32=new Uint32Array(this.arrayBuffer);}emplaceBack(t){const e=this.length;return this.resize(e+1),this.emplace(e,t)}emplace(t,e){return this.uint32[1*t+0]=e,t}}Fs.prototype.bytesPerElement=4,ai(Fs,\"StructArrayLayout1ul4\");class Ls extends As{_refreshViews(){this.uint8=new Uint8Array(this.arrayBuffer),this.int16=new Int16Array(this.arrayBuffer),this.float32=new Float32Array(this.arrayBuffer),this.uint32=new Uint32Array(this.arrayBuffer),this.uint16=new Uint16Array(this.arrayBuffer);}emplaceBack(t,e,r,n,i,s,a,o,l,u,c,h,p){const f=this.length;return this.resize(f+1),this.emplace(f,t,e,r,n,i,s,a,o,l,u,c,h,p)}emplace(t,e,r,n,i,s,a,o,l,u,c,h,p,f){const d=20*t,y=10*t;return this.int16[d+0]=e,this.int16[d+1]=r,this.int16[d+2]=n,this.int16[d+3]=i,this.int16[d+4]=s,this.float32[y+3]=a,this.float32[y+4]=o,this.float32[y+5]=l,this.float32[y+6]=u,this.int16[d+14]=c,this.uint32[y+8]=h,this.uint16[d+18]=p,this.uint16[d+19]=f,t}}Ls.prototype.bytesPerElement=40,ai(Ls,\"StructArrayLayout5i4f1i1ul2ui40\");class Rs extends As{_refreshViews(){this.uint8=new Uint8Array(this.arrayBuffer),this.int16=new Int16Array(this.arrayBuffer);}emplaceBack(t,e,r,n,i,s,a){const o=this.length;return this.resize(o+1),this.emplace(o,t,e,r,n,i,s,a)}emplace(t,e,r,n,i,s,a,o){const l=8*t;return this.int16[l+0]=e,this.int16[l+1]=r,this.int16[l+2]=n,this.int16[l+4]=i,this.int16[l+5]=s,this.int16[l+6]=a,this.int16[l+7]=o,t}}Rs.prototype.bytesPerElement=16,ai(Rs,\"StructArrayLayout3i2i2i16\");class Us extends As{_refreshViews(){this.uint8=new Uint8Array(this.arrayBuffer),this.float32=new Float32Array(this.arrayBuffer),this.int16=new Int16Array(this.arrayBuffer);}emplaceBack(t,e,r,n,i){const s=this.length;return this.resize(s+1),this.emplace(s,t,e,r,n,i)}emplace(t,e,r,n,i,s){const a=4*t,o=8*t;return this.float32[a+0]=e,this.float32[a+1]=r,this.float32[a+2]=n,this.int16[o+6]=i,this.int16[o+7]=s,t}}Us.prototype.bytesPerElement=16,ai(Us,\"StructArrayLayout2f1f2i16\");class $s extends As{_refreshViews(){this.uint8=new Uint8Array(this.arrayBuffer),this.float32=new Float32Array(this.arrayBuffer);}emplaceBack(t,e,r,n){const i=this.length;return this.resize(i+1),this.emplace(i,t,e,r,n)}emplace(t,e,r,n,i){const s=12*t,a=3*t;return this.uint8[s+0]=e,this.uint8[s+1]=r,this.float32[a+1]=n,this.float32[a+2]=i,t}}$s.prototype.bytesPerElement=12,ai($s,\"StructArrayLayout2ub2f12\");class js extends As{_refreshViews(){this.uint8=new Uint8Array(this.arrayBuffer),this.uint16=new Uint16Array(this.arrayBuffer);}emplaceBack(t,e,r){const n=this.length;return this.resize(n+1),this.emplace(n,t,e,r)}emplace(t,e,r,n){const i=3*t;return this.uint16[i+0]=e,this.uint16[i+1]=r,this.uint16[i+2]=n,t}}js.prototype.bytesPerElement=6,ai(js,\"StructArrayLayout3ui6\");class Os extends As{_refreshViews(){this.uint8=new Uint8Array(this.arrayBuffer),this.int16=new Int16Array(this.arrayBuffer),this.float32=new Float32Array(this.arrayBuffer),this.uint16=new Uint16Array(this.arrayBuffer),this.uint32=new Uint32Array(this.arrayBuffer);}emplaceBack(t,e,r,n,i,s,a,o,l,u,c,h,p,f,d,y,m,g,x,v,b){const _=this.length;return this.resize(_+1),this.emplace(_,t,e,r,n,i,s,a,o,l,u,c,h,p,f,d,y,m,g,x,v,b)}emplace(t,e,r,n,i,s,a,o,l,u,c,h,p,f,d,y,m,g,x,v,b,_){const w=30*t,A=15*t,k=60*t;return this.int16[w+0]=e,this.int16[w+1]=r,this.int16[w+2]=n,this.float32[A+2]=i,this.float32[A+3]=s,this.uint16[w+8]=a,this.uint16[w+9]=o,this.uint32[A+5]=l,this.uint32[A+6]=u,this.uint32[A+7]=c,this.uint16[w+16]=h,this.uint16[w+17]=p,this.uint16[w+18]=f,this.float32[A+10]=d,this.float32[A+11]=y,this.uint8[k+48]=m,this.uint8[k+49]=g,this.uint8[k+50]=x,this.uint32[A+13]=v,this.int16[w+28]=b,this.uint8[k+58]=_,t}}Os.prototype.bytesPerElement=60,ai(Os,\"StructArrayLayout3i2f2ui3ul3ui2f3ub1ul1i1ub60\");class qs extends As{_refreshViews(){this.uint8=new Uint8Array(this.arrayBuffer),this.int16=new Int16Array(this.arrayBuffer),this.float32=new Float32Array(this.arrayBuffer),this.uint16=new Uint16Array(this.arrayBuffer),this.uint32=new Uint32Array(this.arrayBuffer);}emplaceBack(t,e,r,n,i,s,a,o,l,u,c,h,p,f,d,y,m,g,x,v,b,_,w,A,k,S,I,M,T,z){const B=this.length;return this.resize(B+1),this.emplace(B,t,e,r,n,i,s,a,o,l,u,c,h,p,f,d,y,m,g,x,v,b,_,w,A,k,S,I,M,T,z)}emplace(t,e,r,n,i,s,a,o,l,u,c,h,p,f,d,y,m,g,x,v,b,_,w,A,k,S,I,M,T,z,B){const E=38*t,C=19*t;return this.int16[E+0]=e,this.int16[E+1]=r,this.int16[E+2]=n,this.float32[C+2]=i,this.float32[C+3]=s,this.int16[E+8]=a,this.int16[E+9]=o,this.int16[E+10]=l,this.int16[E+11]=u,this.int16[E+12]=c,this.int16[E+13]=h,this.uint16[E+14]=p,this.uint16[E+15]=f,this.uint16[E+16]=d,this.uint16[E+17]=y,this.uint16[E+18]=m,this.uint16[E+19]=g,this.uint16[E+20]=x,this.uint16[E+21]=v,this.uint16[E+22]=b,this.uint16[E+23]=_,this.uint16[E+24]=w,this.uint16[E+25]=A,this.uint16[E+26]=k,this.uint16[E+27]=S,this.uint16[E+28]=I,this.uint32[C+15]=M,this.float32[C+16]=T,this.float32[C+17]=z,this.float32[C+18]=B,t}}qs.prototype.bytesPerElement=76,ai(qs,\"StructArrayLayout3i2f6i15ui1ul3f76\");class Ns extends As{_refreshViews(){this.uint8=new Uint8Array(this.arrayBuffer),this.float32=new Float32Array(this.arrayBuffer);}emplaceBack(t){const e=this.length;return this.resize(e+1),this.emplace(e,t)}emplace(t,e){return this.float32[1*t+0]=e,t}}Ns.prototype.bytesPerElement=4,ai(Ns,\"StructArrayLayout1f4\");class Gs extends As{_refreshViews(){this.uint8=new Uint8Array(this.arrayBuffer),this.float32=new Float32Array(this.arrayBuffer);}emplaceBack(t,e,r,n,i,s,a){const o=this.length;return this.resize(o+1),this.emplace(o,t,e,r,n,i,s,a)}emplace(t,e,r,n,i,s,a,o){const l=7*t;return this.float32[l+0]=e,this.float32[l+1]=r,this.float32[l+2]=n,this.float32[l+3]=i,this.float32[l+4]=s,this.float32[l+5]=a,this.float32[l+6]=o,t}}Gs.prototype.bytesPerElement=28,ai(Gs,\"StructArrayLayout7f28\");class Zs extends As{_refreshViews(){this.uint8=new Uint8Array(this.arrayBuffer),this.float32=new Float32Array(this.arrayBuffer);}emplaceBack(t,e,r,n,i){const s=this.length;return this.resize(s+1),this.emplace(s,t,e,r,n,i)}emplace(t,e,r,n,i,s){const a=5*t;return this.float32[a+0]=e,this.float32[a+1]=r,this.float32[a+2]=n,this.float32[a+3]=i,this.float32[a+4]=s,t}}Zs.prototype.bytesPerElement=20,ai(Zs,\"StructArrayLayout5f20\");class Xs extends As{_refreshViews(){this.uint8=new Uint8Array(this.arrayBuffer),this.uint32=new Uint32Array(this.arrayBuffer),this.uint16=new Uint16Array(this.arrayBuffer);}emplaceBack(t,e,r,n){const i=this.length;return this.resize(i+1),this.emplace(i,t,e,r,n)}emplace(t,e,r,n,i){const s=6*t;return this.uint32[3*t+0]=e,this.uint16[s+2]=r,this.uint16[s+3]=n,this.uint16[s+4]=i,t}}Xs.prototype.bytesPerElement=12,ai(Xs,\"StructArrayLayout1ul3ui12\");class Ks extends As{_refreshViews(){this.uint8=new Uint8Array(this.arrayBuffer),this.uint16=new Uint16Array(this.arrayBuffer);}emplaceBack(t,e){const r=this.length;return this.resize(r+1),this.emplace(r,t,e)}emplace(t,e,r){const n=2*t;return this.uint16[n+0]=e,this.uint16[n+1]=r,t}}Ks.prototype.bytesPerElement=4,ai(Ks,\"StructArrayLayout2ui4\");class Ys extends As{_refreshViews(){this.uint8=new Uint8Array(this.arrayBuffer),this.uint16=new Uint16Array(this.arrayBuffer);}emplaceBack(t){const e=this.length;return this.resize(e+1),this.emplace(e,t)}emplace(t,e){return this.uint16[1*t+0]=e,t}}Ys.prototype.bytesPerElement=2,ai(Ys,\"StructArrayLayout1ui2\");class Hs extends As{_refreshViews(){this.uint8=new Uint8Array(this.arrayBuffer),this.float32=new Float32Array(this.arrayBuffer);}emplaceBack(t,e){const r=this.length;return this.resize(r+1),this.emplace(r,t,e)}emplace(t,e,r){const n=2*t;return this.float32[n+0]=e,this.float32[n+1]=r,t}}Hs.prototype.bytesPerElement=8,ai(Hs,\"StructArrayLayout2f8\");class Ws extends As{_refreshViews(){this.uint8=new Uint8Array(this.arrayBuffer),this.int16=new Int16Array(this.arrayBuffer),this.float32=new Float32Array(this.arrayBuffer);}emplaceBack(t,e,r,n,i,s,a){const o=this.length;return this.resize(o+1),this.emplace(o,t,e,r,n,i,s,a)}emplace(t,e,r,n,i,s,a,o){const l=8*t,u=4*t;return this.int16[l+0]=e,this.int16[l+1]=r,this.int16[l+2]=n,this.int16[l+3]=i,this.int16[l+4]=s,this.int16[l+5]=a,this.float32[u+3]=o,t}}Ws.prototype.bytesPerElement=16,ai(Ws,\"StructArrayLayout6i1f16\");class Js extends ws{get a_pos_30(){return this._structArray.int16[this._pos2+0]}get a_pos_31(){return this._structArray.int16[this._pos2+1]}get a_pos_32(){return this._structArray.int16[this._pos2+2]}get a_pos_normal_30(){return this._structArray.int16[this._pos2+3]}get a_pos_normal_31(){return this._structArray.int16[this._pos2+4]}get a_pos_normal_32(){return this._structArray.int16[this._pos2+5]}}Js.prototype.size=12;class Qs extends Ds{get(t){return new Js(this,t)}}ai(Qs,\"FillExtrusionExtArray\");class ta extends ws{get projectedAnchorX(){return this._structArray.int16[this._pos2+0]}get projectedAnchorY(){return this._structArray.int16[this._pos2+1]}get projectedAnchorZ(){return this._structArray.int16[this._pos2+2]}get tileAnchorX(){return this._structArray.int16[this._pos2+3]}get tileAnchorY(){return this._structArray.int16[this._pos2+4]}get x1(){return this._structArray.float32[this._pos4+3]}get y1(){return this._structArray.float32[this._pos4+4]}get x2(){return this._structArray.float32[this._pos4+5]}get y2(){return this._structArray.float32[this._pos4+6]}get padding(){return this._structArray.int16[this._pos2+14]}get featureIndex(){return this._structArray.uint32[this._pos4+8]}get sourceLayerIndex(){return this._structArray.uint16[this._pos2+18]}get bucketIndex(){return this._structArray.uint16[this._pos2+19]}}ta.prototype.size=40;class ea extends Ls{get(t){return new ta(this,t)}}ai(ea,\"CollisionBoxArray\");class ra extends ws{get projectedAnchorX(){return this._structArray.int16[this._pos2+0]}get projectedAnchorY(){return this._structArray.int16[this._pos2+1]}get projectedAnchorZ(){return this._structArray.int16[this._pos2+2]}get tileAnchorX(){return this._structArray.float32[this._pos4+2]}get tileAnchorY(){return this._structArray.float32[this._pos4+3]}get glyphStartIndex(){return this._structArray.uint16[this._pos2+8]}get numGlyphs(){return this._structArray.uint16[this._pos2+9]}get vertexStartIndex(){return this._structArray.uint32[this._pos4+5]}get lineStartIndex(){return this._structArray.uint32[this._pos4+6]}get lineLength(){return this._structArray.uint32[this._pos4+7]}get segment(){return this._structArray.uint16[this._pos2+16]}get lowerSize(){return this._structArray.uint16[this._pos2+17]}get upperSize(){return this._structArray.uint16[this._pos2+18]}get lineOffsetX(){return this._structArray.float32[this._pos4+10]}get lineOffsetY(){return this._structArray.float32[this._pos4+11]}get writingMode(){return this._structArray.uint8[this._pos1+48]}get placedOrientation(){return this._structArray.uint8[this._pos1+49]}set placedOrientation(t){this._structArray.uint8[this._pos1+49]=t;}get hidden(){return this._structArray.uint8[this._pos1+50]}set hidden(t){this._structArray.uint8[this._pos1+50]=t;}get crossTileID(){return this._structArray.uint32[this._pos4+13]}set crossTileID(t){this._structArray.uint32[this._pos4+13]=t;}get associatedIconIndex(){return this._structArray.int16[this._pos2+28]}get flipState(){return this._structArray.uint8[this._pos1+58]}set flipState(t){this._structArray.uint8[this._pos1+58]=t;}}ra.prototype.size=60;class na extends Os{get(t){return new ra(this,t)}}ai(na,\"PlacedSymbolArray\");class ia extends ws{get projectedAnchorX(){return this._structArray.int16[this._pos2+0]}get projectedAnchorY(){return this._structArray.int16[this._pos2+1]}get projectedAnchorZ(){return this._structArray.int16[this._pos2+2]}get tileAnchorX(){return this._structArray.float32[this._pos4+2]}get tileAnchorY(){return this._structArray.float32[this._pos4+3]}get rightJustifiedTextSymbolIndex(){return this._structArray.int16[this._pos2+8]}get centerJustifiedTextSymbolIndex(){return this._structArray.int16[this._pos2+9]}get leftJustifiedTextSymbolIndex(){return this._structArray.int16[this._pos2+10]}get verticalPlacedTextSymbolIndex(){return this._structArray.int16[this._pos2+11]}get placedIconSymbolIndex(){return this._structArray.int16[this._pos2+12]}get verticalPlacedIconSymbolIndex(){return this._structArray.int16[this._pos2+13]}get key(){return this._structArray.uint16[this._pos2+14]}get textBoxStartIndex(){return this._structArray.uint16[this._pos2+15]}get textBoxEndIndex(){return this._structArray.uint16[this._pos2+16]}get verticalTextBoxStartIndex(){return this._structArray.uint16[this._pos2+17]}get verticalTextBoxEndIndex(){return this._structArray.uint16[this._pos2+18]}get iconBoxStartIndex(){return this._structArray.uint16[this._pos2+19]}get iconBoxEndIndex(){return this._structArray.uint16[this._pos2+20]}get verticalIconBoxStartIndex(){return this._structArray.uint16[this._pos2+21]}get verticalIconBoxEndIndex(){return this._structArray.uint16[this._pos2+22]}get featureIndex(){return this._structArray.uint16[this._pos2+23]}get numHorizontalGlyphVertices(){return this._structArray.uint16[this._pos2+24]}get numVerticalGlyphVertices(){return this._structArray.uint16[this._pos2+25]}get numIconVertices(){return this._structArray.uint16[this._pos2+26]}get numVerticalIconVertices(){return this._structArray.uint16[this._pos2+27]}get useRuntimeCollisionCircles(){return this._structArray.uint16[this._pos2+28]}get crossTileID(){return this._structArray.uint32[this._pos4+15]}set crossTileID(t){this._structArray.uint32[this._pos4+15]=t;}get textOffset0(){return this._structArray.float32[this._pos4+16]}get textOffset1(){return this._structArray.float32[this._pos4+17]}get collisionCircleDiameter(){return this._structArray.float32[this._pos4+18]}}ia.prototype.size=76;class sa extends qs{get(t){return new ia(this,t)}}ai(sa,\"SymbolInstanceArray\");class aa extends Ns{getoffsetX(t){return this.float32[1*t+0]}}ai(aa,\"GlyphOffsetArray\");class oa extends Ms{getx(t){return this.int16[3*t+0]}gety(t){return this.int16[3*t+1]}gettileUnitDistanceFromAnchor(t){return this.int16[3*t+2]}}ai(oa,\"SymbolLineVertexArray\");class la extends ws{get featureIndex(){return this._structArray.uint32[this._pos4+0]}get sourceLayerIndex(){return this._structArray.uint16[this._pos2+2]}get bucketIndex(){return this._structArray.uint16[this._pos2+3]}get layoutVertexArrayOffset(){return this._structArray.uint16[this._pos2+4]}}la.prototype.size=12;class ua extends Xs{get(t){return new la(this,t)}}ai(ua,\"FeatureIndexArray\");class ca extends ws{get a_centroid_pos0(){return this._structArray.uint16[this._pos2+0]}get a_centroid_pos1(){return this._structArray.uint16[this._pos2+1]}}ca.prototype.size=4;class ha extends Ks{get(t){return new ca(this,t)}}ai(ha,\"FillExtrusionCentroidArray\");class pa extends ws{get a_pos_30(){return this._structArray.int16[this._pos2+0]}get a_pos_31(){return this._structArray.int16[this._pos2+1]}get a_pos_32(){return this._structArray.int16[this._pos2+2]}get a_pos_normal_30(){return this._structArray.int16[this._pos2+3]}get a_pos_normal_31(){return this._structArray.int16[this._pos2+4]}get a_pos_normal_32(){return this._structArray.int16[this._pos2+5]}get a_scale(){return this._structArray.float32[this._pos4+3]}}pa.prototype.size=16;class fa extends Ws{get(t){return new pa(this,t)}}ai(fa,\"CircleGlobeExtArray\");const da=ks([{name:\"a_pattern_to\",components:4,type:\"Uint16\"},{name:\"a_pattern_from\",components:4,type:\"Uint16\"},{name:\"a_pixel_ratio_to\",components:1,type:\"Uint16\"},{name:\"a_pixel_ratio_from\",components:1,type:\"Uint16\"}]),ya=ks([{name:\"a_dash_to\",components:4,type:\"Uint16\"},{name:\"a_dash_from\",components:4,type:\"Uint16\"}]);var ma=le((function(t){t.exports=function(t,e){var r,n,i,s,a,o,l,u;for(n=t.length-(r=3&t.length),i=e,a=3432918353,o=461845907,u=0;u>>16)*a&65535)<<16)&4294967295)<<15|l>>>17))*o+(((l>>>16)*o&65535)<<16)&4294967295)<<13|i>>>19))+((5*(i>>>16)&65535)<<16)&4294967295))+((58964+(s>>>16)&65535)<<16);switch(l=0,r){case 3:l^=(255&t.charCodeAt(u+2))<<16;case 2:l^=(255&t.charCodeAt(u+1))<<8;case 1:i^=l=(65535&(l=(l=(65535&(l^=255&t.charCodeAt(u)))*a+(((l>>>16)*a&65535)<<16)&4294967295)<<15|l>>>17))*o+(((l>>>16)*o&65535)<<16)&4294967295;}return i^=t.length,i=2246822507*(65535&(i^=i>>>16))+((2246822507*(i>>>16)&65535)<<16)&4294967295,i=3266489909*(65535&(i^=i>>>13))+((3266489909*(i>>>16)&65535)<<16)&4294967295,(i^=i>>>16)>>>0};})),ga=le((function(t){t.exports=function(t,e){for(var r,n=t.length,i=e^n,s=0;n>=4;)r=1540483477*(65535&(r=255&t.charCodeAt(s)|(255&t.charCodeAt(++s))<<8|(255&t.charCodeAt(++s))<<16|(255&t.charCodeAt(++s))<<24))+((1540483477*(r>>>16)&65535)<<16),i=1540483477*(65535&i)+((1540483477*(i>>>16)&65535)<<16)^(r=1540483477*(65535&(r^=r>>>24))+((1540483477*(r>>>16)&65535)<<16)),n-=4,++s;switch(n){case 3:i^=(255&t.charCodeAt(s+2))<<16;case 2:i^=(255&t.charCodeAt(s+1))<<8;case 1:i=1540483477*(65535&(i^=255&t.charCodeAt(s)))+((1540483477*(i>>>16)&65535)<<16);}return i=1540483477*(65535&(i^=i>>>13))+((1540483477*(i>>>16)&65535)<<16),(i^=i>>>15)>>>0};})),xa=ma,va=ga;xa.murmur3=ma,xa.murmur2=va;class ba{constructor(){this.ids=[],this.positions=[],this.indexed=!1;}add(t,e,r,n){this.ids.push(_a(t)),this.positions.push(e,r,n);}getPositions(t){const e=_a(t);let r=0,n=this.ids.length-1;for(;r>1;this.ids[t]>=e?n=t:r=t+1;}const i=[];for(;this.ids[r]===e;)i.push({index:this.positions[3*r],start:this.positions[3*r+1],end:this.positions[3*r+2]}),r++;return i}static serialize(t,e){const r=new Float64Array(t.ids),n=new Uint32Array(t.positions);return wa(r,n,0,r.length-1),e&&e.push(r.buffer,n.buffer),{ids:r,positions:n}}static deserialize(t){const e=new ba;return e.ids=t.ids,e.positions=t.positions,e.indexed=!0,e}}function _a(t){const e=+t;return !isNaN(e)&&Number.MIN_SAFE_INTEGER<=e&&e<=Number.MAX_SAFE_INTEGER?e:xa(String(t))}function wa(t,e,r,n){for(;r>1];let s=r-1,a=n+1;for(;;){do{s++;}while(t[s]i);if(s>=a)break;Aa(t,s,a),Aa(e,3*s,3*a),Aa(e,3*s+1,3*a+1),Aa(e,3*s+2,3*a+2);}a-r`u_${t}`)),this.type=r;}setUniform(t,e,r){t.set(r.constantOr(this.value));}getBinding(t,e,r){return \"color\"===this.type?new Ma(t,e):new Sa(t,e)}}class Da{constructor(t,e){this.uniformNames=e.map((t=>`u_${t}`)),this.patternFrom=null,this.patternTo=null,this.pixelRatioFrom=1,this.pixelRatioTo=1;}setConstantPatternPositions(t,e){this.pixelRatioFrom=e.pixelRatio||1,this.pixelRatioTo=t.pixelRatio||1,this.patternFrom=e.tl.concat(e.br),this.patternTo=t.tl.concat(t.br);}setUniform(t,e,r,n){const i=\"u_pattern_to\"===n||\"u_dash_to\"===n?this.patternTo:\"u_pattern_from\"===n||\"u_dash_from\"===n?this.patternFrom:\"u_pixel_ratio_to\"===n?this.pixelRatioTo:\"u_pixel_ratio_from\"===n?this.pixelRatioFrom:null;i&&t.set(i);}getBinding(t,e,r){return \"u_pattern_from\"===r||\"u_pattern_to\"===r||\"u_dash_from\"===r||\"u_dash_to\"===r?new Ia(t,e):new Sa(t,e)}}class Pa{constructor(t,e,r,n){this.expression=t,this.type=r,this.maxValue=0,this.paintVertexAttributes=e.map((t=>({name:`a_${t}`,type:\"Float32\",components:\"color\"===r?2:1,offset:0}))),this.paintVertexArray=new n;}populatePaintArray(t,e,r,n,i,s){const a=this.paintVertexArray.length,o=this.expression.evaluate(new ss(0),e,{},i,n,s);this.paintVertexArray.resize(t),this._setPaintValue(a,t,o);}updatePaintArray(t,e,r,n,i){const s=this.expression.evaluate({zoom:0},r,n,void 0,i);this._setPaintValue(t,e,s);}_setPaintValue(t,e,r){if(\"color\"===this.type){const n=Ea(r);for(let r=t;r`u_${t}_t`)),this.type=r,this.useIntegerZoom=n,this.zoom=i,this.maxValue=0,this.paintVertexAttributes=e.map((t=>({name:`a_${t}`,type:\"Float32\",components:\"color\"===r?4:2,offset:0}))),this.paintVertexArray=new s;}populatePaintArray(t,e,r,n,i,s){const a=this.expression.evaluate(new ss(this.zoom),e,{},i,n,s),o=this.expression.evaluate(new ss(this.zoom+1),e,{},i,n,s),l=this.paintVertexArray.length;this.paintVertexArray.resize(t),this._setPaintValue(l,t,a,o);}updatePaintArray(t,e,r,n,i){const s=this.expression.evaluate({zoom:this.zoom},r,n,void 0,i),a=this.expression.evaluate({zoom:this.zoom+1},r,n,void 0,i);this._setPaintValue(t,e,s,a);}_setPaintValue(t,e,r,n){if(\"color\"===this.type){const i=Ea(r),s=Ea(n);for(let r=t;r!0)){this.binders={},this._buffers=[];const n=[];for(const i in t.paint._values){if(!r(i))continue;const s=t.paint.get(i);if(!(s instanceof ps&&Yr(s.property.specification)))continue;const a=$a(i,t.type),o=s.value,l=s.property.specification.type,u=s.property.useIntegerZoom,c=s.property.specification[\"property-type\"],h=\"cross-faded\"===c||\"cross-faded-data-driven\"===c,p=\"line-dasharray\"===String(i)&&\"constant\"!==t.layout.get(\"line-cap\").value.kind;if(\"constant\"!==o.kind||p)if(\"source\"===o.kind||p||h){const r=qa(i,l,\"source\");this.binders[i]=h?new Fa(o,a,l,u,e,r,t.id):new Pa(o,a,l,r),n.push(`/a_${i}`);}else {const t=qa(i,l,\"composite\");this.binders[i]=new Va(o,a,l,u,e,t),n.push(`/z_${i}`);}else this.binders[i]=h?new Da(o.value,a):new Ca(o.value,a,l),n.push(`/u_${i}`);}this.cacheKey=n.sort().join(\"\");}getMaxValue(t){const e=this.binders[t];return e instanceof Pa||e instanceof Va?e.maxValue:0}populatePaintArrays(t,e,r,n,i,s){for(const a in this.binders){const o=this.binders[a];(o instanceof Pa||o instanceof Va||o instanceof Fa)&&o.populatePaintArray(t,e,r,n,i,s);}}setConstantPatternPositions(t,e){for(const r in this.binders){const n=this.binders[r];n instanceof Da&&n.setConstantPatternPositions(t,e);}}updatePaintArrays(t,e,r,n,i,s){let a=!1;for(const o in t){const l=e.getPositions(o);for(const e of l){const l=r.feature(e.index);for(const r in this.binders){const u=this.binders[r];if((u instanceof Pa||u instanceof Va||u instanceof Fa)&&!0===u.expression.isStateDependent){const c=n.paint.get(r);u.expression=c.value,u.updatePaintArray(e.start,e.end,l,t[o],i,s),a=!0;}}}}return a}defines(){const t=[];for(const e in this.binders){const r=this.binders[e];(r instanceof Ca||r instanceof Da)&&t.push(...r.uniformNames.map((t=>`#define HAS_UNIFORM_${t}`)));}return t}getBinderAttributes(){const t=[];for(const e in this.binders){const r=this.binders[e];if(r instanceof Pa||r instanceof Va||r instanceof Fa)for(let e=0;e!0)){this.programConfigurations={};for(const n of t)this.programConfigurations[n.id]=new La(n,e,r);this.needsUpload=!1,this._featureMap=new ba,this._bufferOffset=0;}populatePaintArrays(t,e,r,n,i,s,a){for(const r in this.programConfigurations)this.programConfigurations[r].populatePaintArrays(t,e,n,i,s,a);void 0!==e.id&&this._featureMap.add(e.id,r,this._bufferOffset,t),this._bufferOffset=t,this.needsUpload=!0;}updatePaintArrays(t,e,r,n,i){for(const s of r)this.needsUpload=this.programConfigurations[s.id].updatePaintArrays(t,this._featureMap,e,s,n,i)||this.needsUpload;}get(t){return this.programConfigurations[t]}upload(t){if(this.needsUpload){for(const e in this.programConfigurations)this.programConfigurations[e].upload(t);this.needsUpload=!1;}}destroy(){for(const t in this.programConfigurations)this.programConfigurations[t].destroy();}}const Ua={\"text-opacity\":[\"opacity\"],\"icon-opacity\":[\"opacity\"],\"text-color\":[\"fill_color\"],\"icon-color\":[\"fill_color\"],\"text-halo-color\":[\"halo_color\"],\"icon-halo-color\":[\"halo_color\"],\"text-halo-blur\":[\"halo_blur\"],\"icon-halo-blur\":[\"halo_blur\"],\"text-halo-width\":[\"halo_width\"],\"icon-halo-width\":[\"halo_width\"],\"line-gap-width\":[\"gapwidth\"],\"line-pattern\":[\"pattern_to\",\"pattern_from\",\"pixel_ratio_to\",\"pixel_ratio_from\"],\"fill-pattern\":[\"pattern_to\",\"pattern_from\",\"pixel_ratio_to\",\"pixel_ratio_from\"],\"fill-extrusion-pattern\":[\"pattern_to\",\"pattern_from\",\"pixel_ratio_to\",\"pixel_ratio_from\"],\"line-dasharray\":[\"dash_to\",\"dash_from\"]};function $a(t,e){return Ua[t]||[t.replace(`${e}-`,\"\").replace(/-/g,\"_\")]}const ja={\"line-pattern\":{source:Es,composite:Es},\"fill-pattern\":{source:Es,composite:Es},\"fill-extrusion-pattern\":{source:Es,composite:Es},\"line-dasharray\":{source:Cs,composite:Cs}},Oa={color:{source:Hs,composite:Bs},number:{source:Ns,composite:Hs}};function qa(t,e,r){const n=ja[t];return n&&n[r]||Oa[e][r]}ai(Ca,\"ConstantBinder\"),ai(Da,\"CrossFadedConstantBinder\"),ai(Pa,\"SourceExpressionBinder\"),ai(Fa,\"CrossFadedCompositeBinder\"),ai(Va,\"CompositeExpressionBinder\"),ai(La,\"ProgramConfiguration\",{omit:[\"_buffers\"]}),ai(Ra,\"ProgramConfigurationSet\");const Na=\"-transition\";class Ga extends Ut{constructor(t,e){if(super(),this.id=t.id,this.type=t.type,this._featureFilter={filter:()=>!0,needGeometry:!1,needFeature:!1},this._filterCompiled=!1,\"custom\"!==t.type&&(this.metadata=(t=t).metadata,this.minzoom=t.minzoom,this.maxzoom=t.maxzoom,\"background\"!==t.type&&\"sky\"!==t.type&&(this.source=t.source,this.sourceLayer=t[\"source-layer\"],this.filter=t.filter),e.layout&&(this._unevaluatedLayout=new hs(e.layout)),e.paint)){this._transitionablePaint=new ls(e.paint);for(const e in t.paint)this.setPaintProperty(e,t.paint[e],{validate:!1});for(const e in t.layout)this.setLayoutProperty(e,t.layout[e],{validate:!1});this._transitioningPaint=this._transitionablePaint.untransitioned(),this.paint=new fs(e.paint);}}getCrossfadeParameters(){return this._crossfadeParameters}getLayoutProperty(t){return \"visibility\"===t?this.visibility:this._unevaluatedLayout.getValue(t)}setLayoutProperty(t,e,r={}){null!=e&&this._validate(ti,`layers.${this.id}.layout.${t}`,t,e,r)||(\"visibility\"!==t?this._unevaluatedLayout.setValue(t,e):this.visibility=e);}getPaintProperty(t){return M(t,Na)?this._transitionablePaint.getTransition(t.slice(0,-Na.length)):this._transitionablePaint.getValue(t)}setPaintProperty(t,e,r={}){if(null!=e&&this._validate(Qn,`layers.${this.id}.paint.${t}`,t,e,r))return !1;if(M(t,Na))return this._transitionablePaint.setTransition(t.slice(0,-Na.length),e||void 0),!1;{const r=this._transitionablePaint._values[t],n=\"cross-faded-data-driven\"===r.property.specification[\"property-type\"],i=r.value.isDataDriven(),s=r.value;this._transitionablePaint.setValue(t,e),this._handleSpecialPaintPropertyUpdate(t);const a=this._transitionablePaint._values[t].value;return a.isDataDriven()||i||n||this._handleOverridablePaintPropertyUpdate(t,s,a)}}_handleSpecialPaintPropertyUpdate(t){}getProgramIds(){return null}getProgramConfiguration(t){return null}_handleOverridablePaintPropertyUpdate(t,e,r){return !1}isHidden(t){return !!(this.minzoom&&t=this.maxzoom)||\"none\"===this.visibility}updateTransitions(t){this._transitioningPaint=this._transitionablePaint.transitioned(t,this._transitioningPaint);}hasTransition(){return this._transitioningPaint.hasTransition()}recalculate(t,e){t.getCrossfadeParameters&&(this._crossfadeParameters=t.getCrossfadeParameters()),this._unevaluatedLayout&&(this.layout=this._unevaluatedLayout.possiblyEvaluate(t,void 0,e)),this.paint=this._transitioningPaint.possiblyEvaluate(t,void 0,e);}serialize(){const t={id:this.id,type:this.type,source:this.source,\"source-layer\":this.sourceLayer,metadata:this.metadata,minzoom:this.minzoom,maxzoom:this.maxzoom,filter:this.filter,layout:this._unevaluatedLayout&&this._unevaluatedLayout.serialize(),paint:this._transitionablePaint&&this._transitionablePaint.serialize()};return this.visibility&&(t.layout=t.layout||{},t.layout.visibility=this.visibility),z(t,((t,e)=>!(void 0===t||\"layout\"===e&&!Object.keys(t).length||\"paint\"===e&&!Object.keys(t).length)))}_validate(t,e,r,n,i={}){return (!i||!1!==i.validate)&&ri(this,t.call(Jn,{key:e,layerType:this.type,objectKey:r,value:n,styleSpec:$t,style:{glyphs:!0,sprite:!0}}))}is3D(){return !1}isSky(){return !1}isTileClipped(){return !1}hasOffscreenPass(){return !1}resize(){}isStateDependent(){for(const t in this.paint._values){const e=this.paint.get(t);if(e instanceof ps&&Yr(e.property.specification)&&(\"source\"===e.value.kind||\"composite\"===e.value.kind)&&e.value.isStateDependent)return !0}return !1}compileFilter(){this._filterCompiled||(this._featureFilter=Sn(this.filter),this._filterCompiled=!0);}invalidateCompiledFilter(){this._filterCompiled=!1;}dynamicFilter(){return this._featureFilter.dynamicFilter}dynamicFilterNeedsFeature(){return this._featureFilter.needFeature}}const Za=ks([{name:\"a_pos\",components:2,type:\"Int16\"}],4),Xa=ks([{name:\"a_pos_3\",components:3,type:\"Int16\"},{name:\"a_pos_normal_3\",components:3,type:\"Int16\"},{name:\"a_scale\",components:1,type:\"Float32\"}]);class Ka{constructor(t=[]){this.segments=t;}prepareSegment(t,e,r,n){let i=this.segments[this.segments.length-1];return t>Ka.MAX_VERTEX_ARRAY_LENGTH&&C(`Max vertices per segment is ${Ka.MAX_VERTEX_ARRAY_LENGTH}: bucket requested ${t}`),(!i||i.vertexLength+t>Ka.MAX_VERTEX_ARRAY_LENGTH||i.sortKey!==n)&&(i={vertexOffset:e.length,primitiveOffset:r.length,vertexLength:0,primitiveLength:0},void 0!==n&&(i.sortKey=n),this.segments.push(i)),i}get(){return this.segments}destroy(){for(const t of this.segments)for(const e in t.vaos)t.vaos[e].destroy();}static simpleSegment(t,e,r,n){return new Ka([{vertexOffset:t,primitiveOffset:e,vertexLength:r,primitiveLength:n,vaos:{},sortKey:0}])}}Ka.MAX_VERTEX_ARRAY_LENGTH=Math.pow(2,16)-1,ai(Ka,\"SegmentVector\");var Ya=8192;class Ha{constructor(t,e){t&&(e?this.setSouthWest(t).setNorthEast(e):4===t.length?this.setSouthWest([t[0],t[1]]).setNorthEast([t[2],t[3]]):this.setSouthWest(t[0]).setNorthEast(t[1]));}setNorthEast(t){return this._ne=t instanceof Ja?new Ja(t.lng,t.lat):Ja.convert(t),this}setSouthWest(t){return this._sw=t instanceof Ja?new Ja(t.lng,t.lat):Ja.convert(t),this}extend(t){const e=this._sw,r=this._ne;let n,i;if(t instanceof Ja)n=t,i=t;else {if(!(t instanceof Ha))return Array.isArray(t)?4===t.length||t.every(Array.isArray)?this.extend(Ha.convert(t)):this.extend(Ja.convert(t)):this;if(n=t._sw,i=t._ne,!n||!i)return this}return e||r?(e.lng=Math.min(n.lng,e.lng),e.lat=Math.min(n.lat,e.lat),r.lng=Math.max(i.lng,r.lng),r.lat=Math.max(i.lat,r.lat)):(this._sw=new Ja(n.lng,n.lat),this._ne=new Ja(i.lng,i.lat)),this}getCenter(){return new Ja((this._sw.lng+this._ne.lng)/2,(this._sw.lat+this._ne.lat)/2)}getSouthWest(){return this._sw}getNorthEast(){return this._ne}getNorthWest(){return new Ja(this.getWest(),this.getNorth())}getSouthEast(){return new Ja(this.getEast(),this.getSouth())}getWest(){return this._sw.lng}getSouth(){return this._sw.lat}getEast(){return this._ne.lng}getNorth(){return this._ne.lat}toArray(){return [this._sw.toArray(),this._ne.toArray()]}toString(){return `LngLatBounds(${this._sw.toString()}, ${this._ne.toString()})`}isEmpty(){return !(this._sw&&this._ne)}contains(t){const{lng:e,lat:r}=Ja.convert(t);let n=this._sw.lng<=e&&e<=this._ne.lng;return this._sw.lng>this._ne.lng&&(n=this._sw.lng>=e&&e>=this._ne.lng),this._sw.lat<=r&&r<=this._ne.lat&&n}static convert(t){return !t||t instanceof Ha?t:new Ha(t)}}const Wa=6371008.8;class Ja{constructor(t,e){if(isNaN(t)||isNaN(e))throw new Error(`Invalid LngLat object: (${t}, ${e})`);if(this.lng=+t,this.lat=+e,this.lat>90||this.lat<-90)throw new Error(\"Invalid LngLat latitude value: must be between -90 and 90\")}wrap(){return new Ja(g(this.lng,-180,180),this.lat)}toArray(){return [this.lng,this.lat]}toString(){return `LngLat(${this.lng}, ${this.lat})`}distanceTo(t){const e=Math.PI/180,r=this.lat*e,n=t.lat*e,i=Math.sin(r)*Math.sin(n)+Math.cos(r)*Math.cos(n)*Math.cos((t.lng-this.lng)*e);return Wa*Math.acos(Math.min(i,1))}toBounds(t=0){const e=360*t/40075017,r=e/Math.cos(Math.PI/180*this.lat);return new Ha(new Ja(this.lng-r,this.lat-e),new Ja(this.lng+r,this.lat+e))}static convert(t){if(t instanceof Ja)return t;if(Array.isArray(t)&&(2===t.length||3===t.length))return new Ja(Number(t[0]),Number(t[1]));if(!Array.isArray(t)&&\"object\"==typeof t&&null!==t)return new Ja(Number(\"lng\"in t?t.lng:t.lon),Number(t.lat));throw new Error(\"`LngLatLike` argument must be specified as a LngLat instance, an object {lng: , lat: }, an object {lon: , lat: }, or an array of [, ]\")}}const Qa=2*Math.PI*Wa;function to(t){return Qa*Math.cos(t*Math.PI/180)}function eo(t){return (180+t)/360}function ro(t){return (180-180/Math.PI*Math.log(Math.tan(Math.PI/4+t*Math.PI/360)))/360}function no(t,e){return t/to(e)}function io(t){return 360*t-180}function so(t){return 360/Math.PI*Math.atan(Math.exp((180-360*t)*Math.PI/180))-90}function ao(t,e){return t*to(so(e))}const oo=85.051129;class lo{constructor(t,e,r=0){this.x=+t,this.y=+e,this.z=+r;}static fromLngLat(t,e=0){const r=Ja.convert(t);return new lo(eo(r.lng),ro(r.lat),no(e,r.lat))}toLngLat(){return new Ja(io(this.x),so(this.y))}toAltitude(){return ao(this.z,this.y)}meterInMercatorCoordinateUnits(){return 1/Qa*(t=so(this.y),1/Math.cos(t*Math.PI/180));var t;}}function uo(t,e,r,n,s,a,o,l,u){const c=(e+n)/2,h=(r+s)/2,p=new i(c,h);l(p),function(t,e,r,n,i,s){const a=r-i,o=n-s;return 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uu(t,e,r,n){for(var i=0,s=e,a=r-n;sr;){if(n-r>600){var s=n-r+1,a=e-r+1,o=Math.log(s),l=.5*Math.exp(2*o/3),u=.5*Math.sqrt(o*l*(s-l)/s)*(a-s/2<0?-1:1);hu(t,e,Math.max(r,Math.floor(e-a*l/s+u)),Math.min(n,Math.floor(e+(s-a)*l/s+u)),i);}var c=t[e],h=r,p=n;for(pu(t,r,e),i(t[n],c)>0&&pu(t,r,n);h0;)p--;}0===i(t[r],c)?pu(t,r,p):pu(t,++p,n),p<=e&&(r=p+1),e<=p&&(n=p-1);}}function pu(t,e,r){var n=t[e];t[e]=t[r],t[r]=n;}function fu(t,e){return te?1:0}function du(t,e){const r=t.length;if(r<=1)return [t];const n=[];let i,s;for(let e=0;e1)for(let t=0;t0&&r.holes.push(n+=t[i-1].length);}return r},Fl.default=Ll;class xu{constructor(t){this.zoom=t.zoom,this.overscaling=t.overscaling,this.layers=t.layers,this.layerIds=this.layers.map((t=>t.id)),this.index=t.index,this.hasPattern=!1,this.patternFeatures=[],this.layoutVertexArray=new Is,this.indexArray=new js,this.indexArray2=new Ks,this.programConfigurations=new Ra(t.layers,t.zoom),this.segments=new Ka,this.segments2=new Ka,this.stateDependentLayerIds=this.layers.filter((t=>t.isStateDependent())).map((t=>t.id)),this.projection=t.projection;}populate(t,e,r,n){this.hasPattern=mu(\"fill\",this.layers,e);const i=this.layers[0].layout.get(\"fill-sort-key\"),s=[];for(const{feature:a,id:o,index:l,sourceLayerIndex:u}of t){const t=this.layers[0]._featureFilter.needGeometry,c=mo(a,t);if(!this.layers[0]._featureFilter.filter(new ss(this.zoom),c,r))continue;const h=i?i.evaluate(c,{},r,e.availableImages):void 0,p={id:o,properties:a.properties,type:a.type,sourceLayerIndex:u,index:l,geometry:t?c.geometry:yo(a,r,n),patterns:{},sortKey:h};s.push(p);}i&&s.sort(((t,e)=>t.sortKey-e.sortKey));for(const n of s){const{geometry:i,index:s,sourceLayerIndex:a}=n;if(this.hasPattern){const t=gu(\"fill\",this.layers,n,this.zoom,e);this.patternFeatures.push(t);}else this.addFeature(n,i,s,r,{},e.availableImages);e.featureIndex.insert(t[s].feature,i,s,a,this.index);}}update(t,e,r,n){this.stateDependentLayers.length&&this.programConfigurations.updatePaintArrays(t,e,this.stateDependentLayers,r,n);}addFeatures(t,e,r,n,i){for(const t of this.patternFeatures)this.addFeature(t,t.geometry,t.index,e,r,n);}isEmpty(){return 0===this.layoutVertexArray.length}uploadPending(){return !this.uploaded||this.programConfigurations.needsUpload}upload(t){this.uploaded||(this.layoutVertexBuffer=t.createVertexBuffer(this.layoutVertexArray,Vl),this.indexBuffer=t.createIndexBuffer(this.indexArray),this.indexBuffer2=t.createIndexBuffer(this.indexArray2)),this.programConfigurations.upload(t),this.uploaded=!0;}destroy(){this.layoutVertexBuffer&&(this.layoutVertexBuffer.destroy(),this.indexBuffer.destroy(),this.indexBuffer2.destroy(),this.programConfigurations.destroy(),this.segments.destroy(),this.segments2.destroy());}addFeature(t,e,r,n,i,s=[]){for(const t of du(e,500)){let e=0;for(const r of t)e+=r.length;const r=this.segments.prepareSegment(e,this.layoutVertexArray,this.indexArray),n=r.vertexLength,i=[],s=[];for(const e of t){if(0===e.length)continue;e!==t[0]&&s.push(i.length/2);const r=this.segments2.prepareSegment(e.length,this.layoutVertexArray,this.indexArray2),n=r.vertexLength;this.layoutVertexArray.emplaceBack(e[0].x,e[0].y),this.indexArray2.emplaceBack(n+e.length-1,n),i.push(e[0].x),i.push(e[0].y);for(let t=1;t>3;}if(s--,1===n||2===n)a+=t.readSVarint(),o+=t.readSVarint(),1===n&&(e&&l.push(e),e=[]),e.push(new i(a,o));else {if(7!==n)throw new Error(\"unknown command \"+n);e&&e.push(e[0].clone());}}return e&&l.push(e),l},Iu.prototype.bbox=function(){var t=this._pbf;t.pos=this._geometry;for(var e=t.readVarint()+t.pos,r=1,n=0,i=0,s=0,a=1/0,o=-1/0,l=1/0,u=-1/0;t.pos>3;}if(n--,1===r||2===r)(i+=t.readSVarint())o&&(o=i),(s+=t.readSVarint())u&&(u=s);else if(7!==r)throw new Error(\"unknown command \"+r)}return [a,l,o,u]},Iu.prototype.toGeoJSON=function(t,e,r){var n,i,s=this.extent*Math.pow(2,r),a=this.extent*t,o=this.extent*e,l=this.loadGeometry(),u=Iu.types[this.type];function c(t){for(var e=0;e>3;e=1===n?t.readString():2===n?t.readFloat():3===n?t.readDouble():4===n?t.readVarint64():5===n?t.readVarint():6===n?t.readSVarint():7===n?t.readBoolean():null;}return e}(r));}function Cu(t,e,r){if(3===t){var n=new zu(r,r.readVarint()+r.pos);n.length&&(e[n.name]=n);}}Bu.prototype.feature=function(t){if(t<0||t>=this._features.length)throw new Error(\"feature index out of bounds\");this._pbf.pos=this._features[t];var e=this._pbf.readVarint()+this._pbf.pos;return new Su(this._pbf,e,this.extent,this._keys,this._values)};var Du={VectorTile:function(t,e){this.layers=t.readFields(Cu,{},e);},VectorTileFeature:Su,VectorTileLayer:zu};function Pu(t,e,r,n){const s=[],a=0===n?(t,e,r,n,s,a)=>{t.push(new i(a,r+(a-e)/(n-e)*(s-r)));}:(t,e,r,n,s,a)=>{t.push(new i(e+(a-r)/(s-r)*(n-e),a));};for(const i of t){const t=[];for(const s of i){if(s.length<=2)continue;const i=[];for(let t=0;te&&a(i,o,l,u,c,e):h>r?p=e&&a(i,o,l,u,c,e),p>r&&h<=r&&a(i,o,l,u,c,r);}let o=s[s.length-1];const l=0===n?o.x:o.y;l>=e&&l<=r&&i.push(o),i.length&&(o=i[i.length-1],i[0].x===o.x&&i[0].y===o.y||i.push(i[0]),t.push(i));}t.length&&s.push(t);}return s}const Vu=Du.VectorTileFeature.types,Fu=Math.pow(2,13);function Lu(t,e,r,n,i,s,a,o){t.emplaceBack((e<<1)+a,(r<<1)+s,(Math.floor(n*Fu)<<1)+i,Math.round(o));}function Ru(t,e,r){const n=16384;t.emplaceBack(e.x,e.y,e.z,r[0]*n,r[1]*n,r[2]*n);}class Uu{constructor(){this.acc=new i(0,0),this.polyCount=[];}startRing(t){this.currentPolyCount={edges:0,top:0},this.polyCount.push(this.currentPolyCount),this.min||(this.min=new i(t.x,t.y),this.max=new i(t.x,t.y));}append(t,e){this.currentPolyCount.edges++,this.acc._add(t);const r=this.min,n=this.max;t.xn.x&&(n.x=t.x),t.yn.y&&(n.y=t.y),((0===t.x||t.x===Ya)&&t.x===e.x)!=((0===t.y||t.y===Ya)&&t.y===e.y)&&this.processBorderOverlap(t,e),e.x<0!=t.x<0&&this.addBorderIntersection(0,rr(e.y,t.y,(0-e.x)/(t.x-e.x))),e.x>Ya!=t.x>Ya&&this.addBorderIntersection(1,rr(e.y,t.y,(Ya-e.x)/(t.x-e.x))),e.y<0!=t.y<0&&this.addBorderIntersection(2,rr(e.x,t.x,(0-e.y)/(t.y-e.y))),e.y>Ya!=t.y>Ya&&this.addBorderIntersection(3,rr(e.x,t.x,(Ya-e.y)/(t.y-e.y)));}addBorderIntersection(t,e){this.borders||(this.borders=[[Number.MAX_VALUE,-Number.MAX_VALUE],[Number.MAX_VALUE,-Number.MAX_VALUE],[Number.MAX_VALUE,-Number.MAX_VALUE],[Number.MAX_VALUE,-Number.MAX_VALUE]]);const r=this.borders[t];er[1]&&(r[1]=e);}processBorderOverlap(t,e){if(t.x===e.x){if(t.y===e.y)return;const r=0===t.x?0:1;this.addBorderIntersection(r,e.y),this.addBorderIntersection(r,t.y);}else {const r=0===t.y?2:3;this.addBorderIntersection(r,e.x),this.addBorderIntersection(r,t.x);}}centroid(){const t=this.polyCount.reduce(((t,e)=>t+e.edges),0);return 0!==t?this.acc.div(t)._round():new i(0,0)}span(){return new i(this.max.x-this.min.x,this.max.y-this.min.y)}intersectsCount(){return this.borders.reduce(((t,e)=>t+ +(e[0]!==Number.MAX_VALUE)),0)}}class $u{constructor(t){this.zoom=t.zoom,this.canonical=t.canonical,this.overscaling=t.overscaling,this.layers=t.layers,this.layerIds=this.layers.map((t=>t.id)),this.index=t.index,this.hasPattern=!1,this.projection=t.projection,this.layoutVertexArray=new Ts,this.centroidVertexArray=new ha,this.indexArray=new js,this.programConfigurations=new Ra(t.layers,t.zoom),this.segments=new Ka,this.stateDependentLayerIds=this.layers.filter((t=>t.isStateDependent())).map((t=>t.id)),this.enableTerrain=t.enableTerrain;}populate(t,e,r,n){this.features=[],this.hasPattern=mu(\"fill-extrusion\",this.layers,e),this.featuresOnBorder=[],this.borders=[[],[],[],[]],this.borderDoneWithNeighborZ=[-1,-1,-1,-1],this.tileToMeter=function(t){const e=Math.exp(Math.PI*(1-t.y/(1<=0;t--){const e=p[t];(0===e.length||(f=e[0]).every((t=>t.x<=0))||f.every((t=>t.x>=Ya))||f.every((t=>t.y<=0))||f.every((t=>t.y>=Ya)))&&p.splice(t,1);}var f;let d;if(c){const t=11.25,e=1<{for(const r of t)o.push({polygon:r,bounds:e});},u=Math.ceil(Math.log2(r)),c=Math.ceil(Math.log2(n)),h=u-c,p=[];for(let t=0;t0?0:1);for(let t=0;te+1?d.push({polygons:f,bounds:t,depth:e+1}):l(f,t);}if(y.length){const t=[new i(0===r?h:n.x,1===r?h:n.y),o];p.length>e+1?d.push({polygons:y,bounds:t,depth:e+1}):l(y,t);}}return o}(p,l,Math.ceil((s-r)/t),Math.ceil((a-o)/t),1,((t,r,i)=>{if(0===t)return .5*(r+i);{const t=so((n.y+r/Ya)/e);return (ro(.5*(so((n.y+i/Ya)/e)+t))*e-n.y)*Ya}}));}else {d=[];for(const t of p)d.push({polygon:t,bounds:l});}for(const e of d){const r=e.polygon;let i=0,s=this.segments.prepareSegment(4,this.layoutVertexArray,this.indexArray);for(let t=0;t=1){const i=a[t-1];if(!ju(r,i,e.bounds)){h&&h.append(r,i),s.vertexLength+4>Ka.MAX_VERTEX_ARRAY_LENGTH&&(s=this.segments.prepareSegment(4,this.layoutVertexArray,this.indexArray));const t=r.sub(i)._perp(),e=t.x/(Math.abs(t.x)+Math.abs(t.y)),a=t.y>0?1:0,l=i.dist(r);o+l>32768&&(o=0),Lu(this.layoutVertexArray,r.x,r.y,e,a,0,0,o),Lu(this.layoutVertexArray,r.x,r.y,e,a,0,1,o),o+=l,Lu(this.layoutVertexArray,i.x,i.y,e,a,0,0,o),Lu(this.layoutVertexArray,i.x,i.y,e,a,0,1,o);const p=s.vertexLength;if(this.indexArray.emplaceBack(p,p+2,p+1),this.indexArray.emplaceBack(p+1,p+2,p+3),s.vertexLength+=4,s.primitiveLength+=2,c){const t=this.layoutVertexExtArray,e=u.projectTilePoint(r.x,r.y,n),s=u.projectTilePoint(i.x,i.y,n),a=u.upVector(n,r.x,r.y),o=u.upVector(n,i.x,i.y);Ru(t,e,a),Ru(t,e,a),Ru(t,s,o),Ru(t,s,o);}}}}}if(s.vertexLength+i>Ka.MAX_VERTEX_ARRAY_LENGTH&&(s=this.segments.prepareSegment(i,this.layoutVertexArray,this.indexArray)),\"Polygon\"!==Vu[t.type])continue;const a=[],o=[],l=s.vertexLength;for(let t=0;t0){if(h.borders){h.vertexArrayOffset=this.centroidVertexArray.length;const t=h.borders,e=this.featuresOnBorder.push(h)-1;for(let r=0;r<4;r++)t[r][0]!==Number.MAX_VALUE&&this.borders[r].push(e);}this.encodeCentroid(h.borders?void 0:h.centroid(),h);}this.programConfigurations.populatePaintArrays(this.layoutVertexArray.length,t,r,s,a,n);}sortBorders(){for(let t=0;t<4;t++)this.borders[t].sort(((e,r)=>this.featuresOnBorder[e].borders[t][0]-this.featuresOnBorder[r].borders[t][0]));}encodeCentroid(t,e,r=!0){let n,i;if(t)if(0!==t.y){const r=e.span()._mult(this.tileToMeter);n=(Math.max(t.x,1)<<3)+Math.min(7,Math.round(r.x/10)),i=(Math.max(t.y,1)<<3)+Math.min(7,Math.round(r.y/10));}else n=Math.ceil(7*(t.x+450)),i=0;else n=0,i=+r;let s=r?this.centroidVertexArray.length:e.vertexArrayOffset;for(const t of e.polyCount){r&&this.centroidVertexArray.resize(this.centroidVertexArray.length+4*t.edges+t.top);for(let e=0;e<2*t.edges;e++)this.centroidVertexArray.emplace(s++,0,i),this.centroidVertexArray.emplace(s++,n,i);for(let e=0;er[1].x)||t.y===e.y&&(t.yr[1].y)}ai($u,\"FillExtrusionBucket\",{omit:[\"layers\",\"features\"]}),ai(Uu,\"PartMetadata\");var Ou={paint:new vs({\"fill-extrusion-opacity\":new ds($t[\"paint_fill-extrusion\"][\"fill-extrusion-opacity\"]),\"fill-extrusion-color\":new ys($t[\"paint_fill-extrusion\"][\"fill-extrusion-color\"]),\"fill-extrusion-translate\":new ds($t[\"paint_fill-extrusion\"][\"fill-extrusion-translate\"]),\"fill-extrusion-translate-anchor\":new ds($t[\"paint_fill-extrusion\"][\"fill-extrusion-translate-anchor\"]),\"fill-extrusion-pattern\":new ms($t[\"paint_fill-extrusion\"][\"fill-extrusion-pattern\"]),\"fill-extrusion-height\":new ys($t[\"paint_fill-extrusion\"][\"fill-extrusion-height\"]),\"fill-extrusion-base\":new ys($t[\"paint_fill-extrusion\"][\"fill-extrusion-base\"]),\"fill-extrusion-vertical-gradient\":new ds($t[\"paint_fill-extrusion\"][\"fill-extrusion-vertical-gradient\"])})};function qu(t,e){return t.x*e.x+t.y*e.y}function Nu(t,e){if(1===t.length){let r=0;const n=e[r++];let i;for(;!i||n.equals(i);)if(i=e[r++],!i)return 1/0;for(;rt.id)),this.index=t.index,this.projection=t.projection,this.hasPattern=!1,this.patternFeatures=[],this.lineClipsArray=[],this.gradients={},this.layers.forEach((t=>{this.gradients[t.id]={};})),this.layoutVertexArray=new zs,this.layoutVertexArray2=new Vs,this.indexArray=new js,this.programConfigurations=new Ra(t.layers,t.zoom),this.segments=new Ka,this.maxLineLength=0,this.stateDependentLayerIds=this.layers.filter((t=>t.isStateDependent())).map((t=>t.id));}populate(t,e,r,n){this.hasPattern=mu(\"line\",this.layers,e);const i=this.layers[0].layout.get(\"line-sort-key\"),s=[];for(const{feature:e,id:a,index:o,sourceLayerIndex:l}of t){const t=this.layers[0]._featureFilter.needGeometry,u=mo(e,t);if(!this.layers[0]._featureFilter.filter(new ss(this.zoom),u,r))continue;const c=i?i.evaluate(u,{},r):void 0,h={id:a,properties:e.properties,type:e.type,sourceLayerIndex:l,index:o,geometry:t?u.geometry:yo(e,r,n),patterns:{},sortKey:c};s.push(h);}i&&s.sort(((t,e)=>t.sortKey-e.sortKey));const{lineAtlas:a,featureIndex:o}=e,l=this.addConstantDashes(a);for(const n of s){const{geometry:i,index:s,sourceLayerIndex:u}=n;if(l&&this.addFeatureDashes(n,a),this.hasPattern){const t=gu(\"line\",this.layers,n,this.zoom,e);this.patternFeatures.push(t);}else this.addFeature(n,i,s,r,a.positions,e.availableImages);o.insert(t[s].feature,i,s,u,this.index);}}addConstantDashes(t){let e=!1;for(const r of this.layers){const n=r.paint.get(\"line-dasharray\").value,i=r.layout.get(\"line-cap\").value;if(\"constant\"!==n.kind||\"constant\"!==i.kind)e=!0;else {const e=i.value,r=n.value;if(!r)continue;t.addDash(r.from,e),t.addDash(r.to,e),r.other&&t.addDash(r.other,e);}}return e}addFeatureDashes(t,e){const r=this.zoom;for(const n of this.layers){const i=n.paint.get(\"line-dasharray\").value,s=n.layout.get(\"line-cap\").value;if(\"constant\"===i.kind&&\"constant\"===s.kind)continue;let a,o,l,u,c,h;if(\"constant\"===i.kind){const t=i.value;if(!t)continue;a=t.other||t.to,o=t.to,l=t.from;}else a=i.evaluate({zoom:r-1},t),o=i.evaluate({zoom:r},t),l=i.evaluate({zoom:r+1},t);\"constant\"===s.kind?u=c=h=s.value:(u=s.evaluate({zoom:r-1},t),c=s.evaluate({zoom:r},t),h=s.evaluate({zoom:r+1},t)),e.addDash(a,u),e.addDash(o,c),e.addDash(l,h);const p=e.getKey(a,u),f=e.getKey(o,c),d=e.getKey(l,h);t.patterns[n.id]={min:p,mid:f,max:d};}}update(t,e,r,n){this.stateDependentLayers.length&&this.programConfigurations.updatePaintArrays(t,e,this.stateDependentLayers,r,n);}addFeatures(t,e,r,n,i){for(const t of this.patternFeatures)this.addFeature(t,t.geometry,t.index,e,r,n);}isEmpty(){return 0===this.layoutVertexArray.length}uploadPending(){return !this.uploaded||this.programConfigurations.needsUpload}upload(t){this.uploaded||(0!==this.layoutVertexArray2.length&&(this.layoutVertexBuffer2=t.createVertexBuffer(this.layoutVertexArray2,Hu)),this.layoutVertexBuffer=t.createVertexBuffer(this.layoutVertexArray,Ku),this.indexBuffer=t.createIndexBuffer(this.indexArray)),this.programConfigurations.upload(t),this.uploaded=!0;}destroy(){this.layoutVertexBuffer&&(this.layoutVertexBuffer.destroy(),this.indexBuffer.destroy(),this.programConfigurations.destroy(),this.segments.destroy());}lineFeatureClips(t){if(t.properties&&t.properties.hasOwnProperty(\"mapbox_clip_start\")&&t.properties.hasOwnProperty(\"mapbox_clip_end\"))return {start:+t.properties.mapbox_clip_start,end:+t.properties.mapbox_clip_end}}addFeature(t,e,r,n,i,s){const a=this.layers[0].layout,o=a.get(\"line-join\").evaluate(t,{}),l=a.get(\"line-cap\").evaluate(t,{}),u=a.get(\"line-miter-limit\"),c=a.get(\"line-round-limit\");this.lineClips=this.lineFeatureClips(t);for(const r of e)this.addLine(r,t,o,l,u,c);this.programConfigurations.populatePaintArrays(this.layoutVertexArray.length,t,r,i,s,n);}addLine(t,e,r,n,i,s){if(this.distance=0,this.scaledDistance=0,this.totalDistance=0,this.lineSoFar=0,this.lineClips){this.lineClipsArray.push(this.lineClips);for(let e=0;e=2&&t[o-1].equals(t[o-2]);)o--;let l=0;for(;l0;if(_&&e>l){const t=h.dist(p);if(t>2*u){const e=h.sub(h.sub(p)._mult(u/t)._round());this.updateDistance(p,e),this.addCurrentVertex(e,d,0,0,c),p=e;}}const A=p&&f;let k=A?r:a?\"butt\":n;if(A&&\"round\"===k&&(vi&&(k=\"bevel\"),\"bevel\"===k&&(v>2&&(k=\"flipbevel\"),v100)m=y.mult(-1);else {const t=v*d.add(y).mag()/d.sub(y).mag();m._perp()._mult(t*(w?-1:1));}this.addCurrentVertex(h,m,0,0,c),this.addCurrentVertex(h,m.mult(-1),0,0,c);}else if(\"bevel\"===k||\"fakeround\"===k){const t=-Math.sqrt(v*v-1),e=w?t:0,r=w?0:t;if(p&&this.addCurrentVertex(h,d,e,r,c),\"fakeround\"===k){const t=Math.round(180*b/Math.PI/20);for(let e=1;e2*u){const e=h.add(f.sub(h)._mult(u/t)._round());this.updateDistance(h,e),this.addCurrentVertex(e,y,0,0,c),h=e;}}}}addCurrentVertex(t,e,r,n,i,s=!1){const a=e.y*n-e.x,o=-e.y-e.x*n;this.addHalfVertex(t,e.x+e.y*r,e.y-e.x*r,s,!1,r,i),this.addHalfVertex(t,a,o,s,!0,-n,i);}addHalfVertex({x:t,y:e},r,n,i,s,a,o){this.layoutVertexArray.emplaceBack((t<<1)+(i?1:0),(e<<1)+(s?1:0),Math.round(63*r)+128,Math.round(63*n)+128,1+(0===a?0:a<0?-1:1),0,this.lineSoFar),this.lineClips&&this.layoutVertexArray2.emplaceBack(this.scaledDistance,this.lineClipsArray.length,this.lineSoFar);const l=o.vertexLength++;this.e1>=0&&this.e2>=0&&(this.indexArray.emplaceBack(this.e1,this.e2,l),o.primitiveLength++),s?this.e2=l:this.e1=l;}updateScaledDistance(){if(this.lineClips){const t=this.totalDistance/(this.lineClips.end-this.lineClips.start);this.scaledDistance=this.distance/this.totalDistance,this.lineSoFar=t*this.lineClips.start+this.distance;}else this.lineSoFar=this.distance;}updateDistance(t,e){this.distance+=t.dist(e),this.updateScaledDistance();}}ai(Qu,\"LineBucket\",{omit:[\"layers\",\"patternFeatures\"]});const tc=new vs({\"line-cap\":new ys($t.layout_line[\"line-cap\"]),\"line-join\":new ys($t.layout_line[\"line-join\"]),\"line-miter-limit\":new ds($t.layout_line[\"line-miter-limit\"]),\"line-round-limit\":new ds($t.layout_line[\"line-round-limit\"]),\"line-sort-key\":new ys($t.layout_line[\"line-sort-key\"])});var ec={paint:new vs({\"line-opacity\":new ys($t.paint_line[\"line-opacity\"]),\"line-color\":new ys($t.paint_line[\"line-color\"]),\"line-translate\":new ds($t.paint_line[\"line-translate\"]),\"line-translate-anchor\":new ds($t.paint_line[\"line-translate-anchor\"]),\"line-width\":new ys($t.paint_line[\"line-width\"]),\"line-gap-width\":new ys($t.paint_line[\"line-gap-width\"]),\"line-offset\":new ys($t.paint_line[\"line-offset\"]),\"line-blur\":new ys($t.paint_line[\"line-blur\"]),\"line-dasharray\":new ms($t.paint_line[\"line-dasharray\"]),\"line-pattern\":new ms($t.paint_line[\"line-pattern\"]),\"line-gradient\":new xs($t.paint_line[\"line-gradient\"])}),layout:tc};const rc=new class extends ys{possiblyEvaluate(t,e){return e=new ss(Math.floor(e.zoom),{now:e.now,fadeDuration:e.fadeDuration,zoomHistory:e.zoomHistory,transition:e.transition}),super.possiblyEvaluate(t,e)}evaluate(t,e,r,n){return e=b({},e,{zoom:Math.floor(e.zoom)}),super.evaluate(t,e,r,n)}}(ec.paint.properties[\"line-width\"].specification);function nc(t,e){return e>0?e+2*t:t}rc.useIntegerZoom=!0;const ic=ks([{name:\"a_pos_offset\",components:4,type:\"Int16\"},{name:\"a_tex_size\",components:4,type:\"Uint16\"},{name:\"a_pixeloffset\",components:4,type:\"Int16\"},{name:\"a_z_tile_anchor\",components:4,type:\"Int16\"}],4),sc=ks([{name:\"a_projected_pos\",components:3,type:\"Float32\"}],4);ks([{name:\"a_fade_opacity\",components:1,type:\"Uint32\"}],4);const ac=ks([{name:\"a_placed\",components:2,type:\"Uint8\"},{name:\"a_shift\",components:2,type:\"Float32\"}]),oc=ks([{name:\"a_size_scale\",components:1,type:\"Float32\"},{name:\"a_padding\",components:2,type:\"Float32\"}]);ks([{type:\"Int16\",name:\"projectedAnchorX\"},{type:\"Int16\",name:\"projectedAnchorY\"},{type:\"Int16\",name:\"projectedAnchorZ\"},{type:\"Int16\",name:\"tileAnchorX\"},{type:\"Int16\",name:\"tileAnchorY\"},{type:\"Float32\",name:\"x1\"},{type:\"Float32\",name:\"y1\"},{type:\"Float32\",name:\"x2\"},{type:\"Float32\",name:\"y2\"},{type:\"Int16\",name:\"padding\"},{type:\"Uint32\",name:\"featureIndex\"},{type:\"Uint16\",name:\"sourceLayerIndex\"},{type:\"Uint16\",name:\"bucketIndex\"}]);const lc=ks([{name:\"a_pos\",components:3,type:\"Int16\"},{name:\"a_anchor_pos\",components:2,type:\"Int16\"},{name:\"a_extrude\",components:2,type:\"Int16\"}],4),uc=ks([{name:\"a_pos_2f\",components:2,type:\"Float32\"},{name:\"a_radius\",components:1,type:\"Float32\"},{name:\"a_flags\",components:2,type:\"Int16\"}],4);ks([{name:\"triangle\",components:3,type:\"Uint16\"}]),ks([{type:\"Int16\",name:\"projectedAnchorX\"},{type:\"Int16\",name:\"projectedAnchorY\"},{type:\"Int16\",name:\"projectedAnchorZ\"},{type:\"Float32\",name:\"tileAnchorX\"},{type:\"Float32\",name:\"tileAnchorY\"},{type:\"Uint16\",name:\"glyphStartIndex\"},{type:\"Uint16\",name:\"numGlyphs\"},{type:\"Uint32\",name:\"vertexStartIndex\"},{type:\"Uint32\",name:\"lineStartIndex\"},{type:\"Uint32\",name:\"lineLength\"},{type:\"Uint16\",name:\"segment\"},{type:\"Uint16\",name:\"lowerSize\"},{type:\"Uint16\",name:\"upperSize\"},{type:\"Float32\",name:\"lineOffsetX\"},{type:\"Float32\",name:\"lineOffsetY\"},{type:\"Uint8\",name:\"writingMode\"},{type:\"Uint8\",name:\"placedOrientation\"},{type:\"Uint8\",name:\"hidden\"},{type:\"Uint32\",name:\"crossTileID\"},{type:\"Int16\",name:\"associatedIconIndex\"},{type:\"Uint8\",name:\"flipState\"}]),ks([{type:\"Int16\",name:\"projectedAnchorX\"},{type:\"Int16\",name:\"projectedAnchorY\"},{type:\"Int16\",name:\"projectedAnchorZ\"},{type:\"Float32\",name:\"tileAnchorX\"},{type:\"Float32\",name:\"tileAnchorY\"},{type:\"Int16\",name:\"rightJustifiedTextSymbolIndex\"},{type:\"Int16\",name:\"centerJustifiedTextSymbolIndex\"},{type:\"Int16\",name:\"leftJustifiedTextSymbolIndex\"},{type:\"Int16\",name:\"verticalPlacedTextSymbolIndex\"},{type:\"Int16\",name:\"placedIconSymbolIndex\"},{type:\"Int16\",name:\"verticalPlacedIconSymbolIndex\"},{type:\"Uint16\",name:\"key\"},{type:\"Uint16\",name:\"textBoxStartIndex\"},{type:\"Uint16\",name:\"textBoxEndIndex\"},{type:\"Uint16\",name:\"verticalTextBoxStartIndex\"},{type:\"Uint16\",name:\"verticalTextBoxEndIndex\"},{type:\"Uint16\",name:\"iconBoxStartIndex\"},{type:\"Uint16\",name:\"iconBoxEndIndex\"},{type:\"Uint16\",name:\"verticalIconBoxStartIndex\"},{type:\"Uint16\",name:\"verticalIconBoxEndIndex\"},{type:\"Uint16\",name:\"featureIndex\"},{type:\"Uint16\",name:\"numHorizontalGlyphVertices\"},{type:\"Uint16\",name:\"numVerticalGlyphVertices\"},{type:\"Uint16\",name:\"numIconVertices\"},{type:\"Uint16\",name:\"numVerticalIconVertices\"},{type:\"Uint16\",name:\"useRuntimeCollisionCircles\"},{type:\"Uint32\",name:\"crossTileID\"},{type:\"Float32\",components:2,name:\"textOffset\"},{type:\"Float32\",name:\"collisionCircleDiameter\"}]),ks([{type:\"Float32\",name:\"offsetX\"}]),ks([{type:\"Int16\",name:\"x\"},{type:\"Int16\",name:\"y\"},{type:\"Int16\",name:\"tileUnitDistanceFromAnchor\"}]);var cc=24;const hc=128;function pc(t,e){const{expression:r}=e;if(\"constant\"===r.kind)return {kind:\"constant\",layoutSize:r.evaluate(new ss(t+1))};if(\"source\"===r.kind)return {kind:\"source\"};{const{zoomStops:e,interpolationType:n}=r;let i=0;for(;i{t.text=function(t,e,r){const n=e.layout.get(\"text-transform\").evaluate(r,{});return \"uppercase\"===n?t=t.toLocaleUpperCase():\"lowercase\"===n&&(t=t.toLocaleLowerCase()),is.applyArabicShaping&&(t=is.applyArabicShaping(t)),t}(t.text,e,r);})),t}const gc={\"!\":\"︕\",\"#\":\"#\",$:\"$\",\"%\":\"%\",\"&\":\"&\",\"(\":\"︵\",\")\":\"︶\",\"*\":\"*\",\"+\":\"+\",\",\":\"︐\",\"-\":\"︲\",\".\":\"・\",\"/\":\"/\",\":\":\"︓\",\";\":\"︔\",\"<\":\"︿\",\"=\":\"=\",\">\":\"﹀\",\"?\":\"︖\",\"@\":\"@\",\"[\":\"﹇\",\"\\\\\":\"\\",\"]\":\"﹈\",\"^\":\"^\",_:\"︳\",\"`\":\"`\",\"{\":\"︷\",\"|\":\"―\",\"}\":\"︸\",\"~\":\"~\",\"¢\":\"¢\",\"£\":\"£\",\"¥\":\"¥\",\"¦\":\"¦\",\"¬\":\"¬\",\"¯\":\" 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s,a,o=8*i-n-1,l=(1<>1,c=-7,h=r?i-1:0,p=r?-1:1,f=t[e+h];for(h+=p,s=f&(1<<-c)-1,f>>=-c,c+=o;c>0;s=256*s+t[e+h],h+=p,c-=8);for(a=s&(1<<-c)-1,s>>=-c,c+=n;c>0;a=256*a+t[e+h],h+=p,c-=8);if(0===s)s=1-u;else {if(s===l)return a?NaN:1/0*(f?-1:1);a+=Math.pow(2,n),s-=u;}return (f?-1:1)*a*Math.pow(2,s-n)},_c=function(t,e,r,n,i,s){var a,o,l,u=8*s-i-1,c=(1<>1,p=23===i?Math.pow(2,-24)-Math.pow(2,-77):0,f=n?0:s-1,d=n?1:-1,y=e<0||0===e&&1/e<0?1:0;for(e=Math.abs(e),isNaN(e)||e===1/0?(o=isNaN(e)?1:0,a=c):(a=Math.floor(Math.log(e)/Math.LN2),e*(l=Math.pow(2,-a))<1&&(a--,l*=2),(e+=a+h>=1?p/l:p*Math.pow(2,1-h))*l>=2&&(a++,l/=2),a+h>=c?(o=0,a=c):a+h>=1?(o=(e*l-1)*Math.pow(2,i),a+=h):(o=e*Math.pow(2,h-1)*Math.pow(2,i),a=0));i>=8;t[r+f]=255&o,f+=d,o/=256,i-=8);for(a=a<0;t[r+f]=255&a,f+=d,a/=256,u-=8);t[r+f-d]|=128*y;},wc=Ac;function Ac(t){this.buf=ArrayBuffer.isView&&ArrayBuffer.isView(t)?t:new 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4===t?e.ascender=r.readSVarint():5===t&&(e.descender=r.readSVarint());}function Nc(t,e,r){1===t?e.id=r.readVarint():2===t?e.bitmap=r.readBytes():3===t?e.width=r.readVarint():4===t?e.height=r.readVarint():5===t?e.left=r.readSVarint():6===t?e.top=r.readSVarint():7===t&&(e.advance=r.readVarint());}function Gc(t){let e=0,r=0;for(const n of t)e+=n.w*n.h,r=Math.max(r,n.w);t.sort(((t,e)=>e.h-t.h));const n=[{x:0,y:0,w:Math.max(Math.ceil(Math.sqrt(e/.95)),r),h:1/0}];let i=0,s=0;for(const e of t)for(let t=n.length-1;t>=0;t--){const r=n[t];if(!(e.w>r.w||e.h>r.h)){if(e.x=r.x,e.y=r.y,s=Math.max(s,e.y+e.h),i=Math.max(i,e.x+e.w),e.w===r.w&&e.h===r.h){const e=n.pop();t>3,s=this.pos;this.type=7&n,t(i,e,this),this.pos===s&&this.skip(n);}return e},readMessage:function(t,e){return this.readFields(t,e,this.readVarint()+this.pos)},readFixed32:function(){var t=Uc(this.buf,this.pos);return this.pos+=4,t},readSFixed32:function(){var t=jc(this.buf,this.pos);return this.pos+=4,t},readFixed64:function(){var t=Uc(this.buf,this.pos)+Uc(this.buf,this.pos+4)*kc;return this.pos+=8,t},readSFixed64:function(){var t=Uc(this.buf,this.pos)+jc(this.buf,this.pos+4)*kc;return this.pos+=8,t},readFloat:function(){var t=bc(this.buf,this.pos,!0,23,4);return this.pos+=4,t},readDouble:function(){var t=bc(this.buf,this.pos,!0,52,8);return this.pos+=8,t},readVarint:function(t){var e,r,n=this.buf;return e=127&(r=n[this.pos++]),r<128?e:(e|=(127&(r=n[this.pos++]))<<7,r<128?e:(e|=(127&(r=n[this.pos++]))<<14,r<128?e:(e|=(127&(r=n[this.pos++]))<<21,r<128?e:function(t,e,r){var n,i,s=r.buf;if(n=(112&(i=s[r.pos++]))>>4,i<128)return Tc(t,n,e);if(n|=(127&(i=s[r.pos++]))<<3,i<128)return Tc(t,n,e);if(n|=(127&(i=s[r.pos++]))<<10,i<128)return Tc(t,n,e);if(n|=(127&(i=s[r.pos++]))<<17,i<128)return Tc(t,n,e);if(n|=(127&(i=s[r.pos++]))<<24,i<128)return Tc(t,n,e);if(n|=(1&(i=s[r.pos++]))<<31,i<128)return Tc(t,n,e);throw new Error(\"Expected varint not more than 10 bytes\")}(e|=(15&(r=n[this.pos]))<<28,t,this))))},readVarint64:function(){return this.readVarint(!0)},readSVarint:function(){var t=this.readVarint();return t%2==1?(t+1)/-2:t/2},readBoolean:function(){return Boolean(this.readVarint())},readString:function(){var t=this.readVarint()+this.pos,e=this.pos;return this.pos=t,t-e>=12&&Ic?function(t,e,r){return Ic.decode(t.subarray(e,r))}(this.buf,e,t):function(t,e,r){for(var n=\"\",i=e;i239?4:l>223?3:l>191?2:1;if(i+c>r)break;1===c?l<128&&(u=l):2===c?128==(192&(s=t[i+1]))&&(u=(31&l)<<6|63&s)<=127&&(u=null):3===c?(a=t[i+2],128==(192&(s=t[i+1]))&&128==(192&a)&&((u=(15&l)<<12|(63&s)<<6|63&a)<=2047||u>=55296&&u<=57343)&&(u=null)):4===c&&(a=t[i+2],o=t[i+3],128==(192&(s=t[i+1]))&&128==(192&a)&&128==(192&o)&&((u=(15&l)<<18|(63&s)<<12|(63&a)<<6|63&o)<=65535||u>=1114112)&&(u=null)),null===u?(u=65533,c=1):u>65535&&(u-=65536,n+=String.fromCharCode(u>>>10&1023|55296),u=56320|1023&u),n+=String.fromCharCode(u),i+=c;}return n}(this.buf,e,t)},readBytes:function(){var t=this.readVarint()+this.pos,e=this.buf.subarray(this.pos,t);return this.pos=t,e},readPackedVarint:function(t,e){if(this.type!==Ac.Bytes)return t.push(this.readVarint(e));var r=Mc(this);for(t=t||[];this.pos127;);else if(e===Ac.Bytes)this.pos=this.readVarint()+this.pos;else if(e===Ac.Fixed32)this.pos+=4;else {if(e!==Ac.Fixed64)throw new Error(\"Unimplemented type: \"+e);this.pos+=8;}},writeTag:function(t,e){this.writeVarint(t<<3|e);},realloc:function(t){for(var e=this.length||16;e268435455||t<0?function(t,e){var r,n;if(t>=0?(r=t%4294967296|0,n=t/4294967296|0):(n=~(-t/4294967296),4294967295^(r=~(-t%4294967296))?r=r+1|0:(r=0,n=n+1|0)),t>=0x10000000000000000||t<-0x10000000000000000)throw new Error(\"Given varint doesn't fit into 10 bytes\");e.realloc(10),function(t,e,r){r.buf[r.pos++]=127&t|128,t>>>=7,r.buf[r.pos++]=127&t|128,t>>>=7,r.buf[r.pos++]=127&t|128,t>>>=7,r.buf[r.pos++]=127&t|128,r.buf[r.pos]=127&(t>>>=7);}(r,0,e),function(t,e){var r=(7&t)<<4;e.buf[e.pos++]|=r|((t>>>=3)?128:0),t&&(e.buf[e.pos++]=127&t|((t>>>=7)?128:0),t&&(e.buf[e.pos++]=127&t|((t>>>=7)?128:0),t&&(e.buf[e.pos++]=127&t|((t>>>=7)?128:0),t&&(e.buf[e.pos++]=127&t|((t>>>=7)?128:0),t&&(e.buf[e.pos++]=127&t)))));}(n,e);}(t,this):(this.realloc(4),this.buf[this.pos++]=127&t|(t>127?128:0),t<=127||(this.buf[this.pos++]=127&(t>>>=7)|(t>127?128:0),t<=127||(this.buf[this.pos++]=127&(t>>>=7)|(t>127?128:0),t<=127||(this.buf[this.pos++]=t>>>7&127))));},writeSVarint:function(t){this.writeVarint(t<0?2*-t-1:2*t);},writeBoolean:function(t){this.writeVarint(Boolean(t));},writeString:function(t){t=String(t),this.realloc(4*t.length),this.pos++;var e=this.pos;this.pos=function(t,e,r){for(var n,i,s=0;s55295&&n<57344){if(!i){n>56319||s+1===e.length?(t[r++]=239,t[r++]=191,t[r++]=189):i=n;continue}if(n<56320){t[r++]=239,t[r++]=191,t[r++]=189,i=n;continue}n=i-55296<<10|n-56320|65536,i=null;}else i&&(t[r++]=239,t[r++]=191,t[r++]=189,i=null);n<128?t[r++]=n:(n<2048?t[r++]=n>>6|192:(n<65536?t[r++]=n>>12|224:(t[r++]=n>>18|240,t[r++]=n>>12&63|128),t[r++]=n>>6&63|128),t[r++]=63&n|128);}return r}(this.buf,t,this.pos);var r=this.pos-e;r>=128&&zc(e,r,this),this.pos=e-1,this.writeVarint(r),this.pos+=r;},writeFloat:function(t){this.realloc(4),_c(this.buf,t,this.pos,!0,23,4),this.pos+=4;},writeDouble:function(t){this.realloc(8),_c(this.buf,t,this.pos,!0,52,8),this.pos+=8;},writeBytes:function(t){var e=t.length;this.writeVarint(e),this.realloc(e);for(var r=0;r=128&&zc(r,n,this),this.pos=r-1,this.writeVarint(n),this.pos+=n;},writeMessage:function(t,e,r){this.writeTag(t,Ac.Bytes),this.writeRawMessage(e,r);},writePackedVarint:function(t,e){e.length&&this.writeMessage(t,Bc,e);},writePackedSVarint:function(t,e){e.length&&this.writeMessage(t,Ec,e);},writePackedBoolean:function(t,e){e.length&&this.writeMessage(t,Pc,e);},writePackedFloat:function(t,e){e.length&&this.writeMessage(t,Cc,e);},writePackedDouble:function(t,e){e.length&&this.writeMessage(t,Dc,e);},writePackedFixed32:function(t,e){e.length&&this.writeMessage(t,Vc,e);},writePackedSFixed32:function(t,e){e.length&&this.writeMessage(t,Fc,e);},writePackedFixed64:function(t,e){e.length&&this.writeMessage(t,Lc,e);},writePackedSFixed64:function(t,e){e.length&&this.writeMessage(t,Rc,e);},writeBytesField:function(t,e){this.writeTag(t,Ac.Bytes),this.writeBytes(e);},writeFixed32Field:function(t,e){this.writeTag(t,Ac.Fixed32),this.writeFixed32(e);},writeSFixed32Field:function(t,e){this.writeTag(t,Ac.Fixed32),this.writeSFixed32(e);},writeFixed64Field:function(t,e){this.writeTag(t,Ac.Fixed64),this.writeFixed64(e);},writeSFixed64Field:function(t,e){this.writeTag(t,Ac.Fixed64),this.writeSFixed64(e);},writeVarintField:function(t,e){this.writeTag(t,Ac.Varint),this.writeVarint(e);},writeSVarintField:function(t,e){this.writeTag(t,Ac.Varint),this.writeSVarint(e);},writeStringField:function(t,e){this.writeTag(t,Ac.Bytes),this.writeString(e);},writeFloatField:function(t,e){this.writeTag(t,Ac.Fixed32),this.writeFloat(e);},writeDoubleField:function(t,e){this.writeTag(t,Ac.Fixed64),this.writeDouble(e);},writeBooleanField:function(t,e){this.writeVarintField(t,Boolean(e));}};class Zc{constructor(t,{pixelRatio:e,version:r,stretchX:n,stretchY:i,content:s}){this.paddedRect=t,this.pixelRatio=e,this.stretchX=n,this.stretchY=i,this.content=s,this.version=r;}get tl(){return [this.paddedRect.x+1,this.paddedRect.y+1]}get br(){return [this.paddedRect.x+this.paddedRect.w-1,this.paddedRect.y+this.paddedRect.h-1]}get displaySize(){return [(this.paddedRect.w-2)/this.pixelRatio,(this.paddedRect.h-2)/this.pixelRatio]}}class Xc{constructor(t,e){const r={},n={};this.haveRenderCallbacks=[];const i=[];this.addImages(t,r,i),this.addImages(e,n,i);const{w:s,h:a}=Gc(i),o=new Bl({width:s||1,height:a||1});for(const e in t){const n=t[e],i=r[e].paddedRect;Bl.copy(n.data,o,{x:0,y:0},{x:i.x+1,y:i.y+1},n.data);}for(const t in e){const r=e[t],i=n[t].paddedRect,s=i.x+1,a=i.y+1,l=r.data.width,u=r.data.height;Bl.copy(r.data,o,{x:0,y:0},{x:s,y:a},r.data),Bl.copy(r.data,o,{x:0,y:u-1},{x:s,y:a-1},{width:l,height:1}),Bl.copy(r.data,o,{x:0,y:0},{x:s,y:a+u},{width:l,height:1}),Bl.copy(r.data,o,{x:l-1,y:0},{x:s-1,y:a},{width:1,height:u}),Bl.copy(r.data,o,{x:0,y:0},{x:s+l,y:a},{width:1,height:u});}this.image=o,this.iconPositions=r,this.patternPositions=n;}addImages(t,e,r){for(const n in t){const i=t[n],s={x:0,y:0,w:i.data.width+2,h:i.data.height+2};r.push(s),e[n]=new Zc(s,i),i.hasRenderCallback&&this.haveRenderCallbacks.push(n);}}patchUpdatedImages(t,e){this.haveRenderCallbacks=this.haveRenderCallbacks.filter((e=>t.hasImage(e))),t.dispatchRenderCallbacks(this.haveRenderCallbacks);for(const r in t.updatedImages)this.patchUpdatedImage(this.iconPositions[r],t.getImage(r),e),this.patchUpdatedImage(this.patternPositions[r],t.getImage(r),e);}patchUpdatedImage(t,e,r){if(!t||!e)return;if(t.version===e.version)return;t.version=e.version;const[n,i]=t.tl;r.update(e.data,void 0,{x:n,y:i});}}ai(Zc,\"ImagePosition\"),ai(Xc,\"ImageAtlas\");const Kc={horizontal:1,vertical:2,horizontalOnly:3};class Yc{constructor(){this.scale=1,this.fontStack=\"\",this.imageName=null;}static forText(t,e){const r=new Yc;return r.scale=t||1,r.fontStack=e,r}static forImage(t){const e=new Yc;return e.imageName=t,e}}class Hc{constructor(){this.text=\"\",this.sectionIndex=[],this.sections=[],this.imageSectionID=null;}static fromFeature(t,e){const r=new Hc;for(let n=0;n=0&&r>=t&&Jc[this.text.charCodeAt(r)];r--)e--;this.text=this.text.substring(t,e),this.sectionIndex=this.sectionIndex.slice(t,e);}substring(t,e){const r=new Hc;return r.text=this.text.substring(t,e),r.sectionIndex=this.sectionIndex.slice(t,e),r.sections=this.sections,r}toString(){return this.text}getMaxScale(){return this.sectionIndex.reduce(((t,e)=>Math.max(t,this.sections[e].scale)),0)}addTextSection(t,e){this.text+=t.text,this.sections.push(Yc.forText(t.scale,t.fontStack||e));const r=this.sections.length-1;for(let e=0;e=63743?null:++this.imageSectionID:(this.imageSectionID=57344,this.imageSectionID)}}function Wc(t,e,r,n,i,s,a,o,l,u,c,h,p,f,d,y){const m=Hc.fromFeature(t,i);let g;h===Kc.vertical&&m.verticalizePunctuation(p);const{processBidirectionalText:x,processStyledBidirectionalText:v}=is;if(x&&1===m.sections.length){g=[];const t=x(m.toString(),sh(m,u,s,e,n,f,d));for(const e of t){const t=new Hc;t.text=e,t.sections=m.sections;for(let r=0;r0&&s>_&&(_=s);}else {const t=r[o.fontStack];if(!t)continue;t[y]&&(k=t[y]);const n=e[o.fontStack];if(!n)continue;const s=n.glyphs[y];if(!s)continue;if(v=s.metrics,I=8203!==y?cc:0,m){const t=void 0!==n.ascender?Math.abs(n.ascender):0,e=void 0!==n.descender?Math.abs(n.descender):0,r=(t+e)*g;w=0;let c=0;for(let r=0;r-r/2;){if(a--,a<0)return !1;o-=t[a].dist(s),s=t[a];}o+=t[a].dist(t[a+1]),a++;const l=[];let u=0;for(;on;)u-=l.shift().angleDelta;if(u>i)return !1;a++,o+=e.dist(r);}return !0}function ph(t){let e=0;for(let r=0;ru){const c=(u-l)/s,h=rr(n.x,i.x,c),p=rr(n.y,i.y,c),f=new ch(h,p,0,i.angleTo(n),r);return !a||hh(t,f,o,a,e)?f:void 0}l+=s;}}function mh(t,e,r,n,i,s,a,o,l){const u=fh(n,s,a),c=dh(n,i),h=c*a,p=0===t[0].x||t[0].x===l||0===t[0].y||t[0].y===l;return e-h=0&&g=0&&x=0&&p+u<=c){const r=new ch(g,x,0,y,e);r._round(),n&&!hh(t,r,s,n,i)||f.push(r);}}h+=d;}return o||f.length||a||(f=gh(t,h/2,r,n,i,s,a,!0,l)),f}function xh(t,e,r,n,s){const a=[];for(let o=0;o=n&&c.x>=n||(o.x>=n?o=new i(n,o.y+(n-o.x)/(c.x-o.x)*(c.y-o.y))._round():c.x>=n&&(c=new i(n,o.y+(n-o.x)/(c.x-o.x)*(c.y-o.y))._round()),o.y>=s&&c.y>=s||(o.y>=s?o=new i(o.x+(s-o.y)/(c.y-o.y)*(c.x-o.x),s)._round():c.y>=s&&(c=new i(o.x+(s-o.y)/(c.y-o.y)*(c.x-o.x),s)._round()),u&&o.equals(u[u.length-1])||(u=[o],a.push(u)),u.push(c)))));}}return a}ai(ch,\"Anchor\");const vh=1e20;function bh(t,e,r,n,i,s,a,o,l){for(let u=e;u-1);l++,s[l]=o,a[l]=u,a[l+1]=vh;}for(let o=0,l=0;o{let n=this.entries[t];n||(n=this.entries[t]={glyphs:{},requests:{},ranges:{},ascender:void 0,descender:void 0});let i=n.glyphs[e];if(void 0!==i)return void r(null,{stack:t,id:e,glyph:i});if(i=this._tinySDF(n,t,e),i)return n.glyphs[e]=i,void r(null,{stack:t,id:e,glyph:i});const s=Math.floor(e/256);if(256*s>65535)return void r(new Error(\"glyphs > 65535 not supported\"));if(n.ranges[s])return void r(null,{stack:t,id:e,glyph:i});let a=n.requests[s];a||(a=n.requests[s]=[],Ah.loadGlyphRange(t,s,this.url,this.requestManager,((t,e)=>{if(e){n.ascender=e.ascender,n.descender=e.descender;for(const t in e.glyphs)this._doesCharSupportLocalGlyph(+t)||(n.glyphs[+t]=e.glyphs[+t]);n.ranges[s]=!0;}for(const r of a)r(t,e);delete n.requests[s];}))),a.push(((n,i)=>{n?r(n):i&&r(null,{stack:t,id:e,glyph:i.glyphs[e]||null});}));}),((t,r)=>{if(t)e(t);else if(r){const t={};for(const{stack:e,id:n,glyph:i}of r)void 0===t[e]&&(t[e]={}),void 0===t[e].glyphs&&(t[e].glyphs={}),t[e].glyphs[n]=i&&{id:i.id,bitmap:i.bitmap.clone(),metrics:i.metrics},t[e].ascender=this.entries[e].ascender,t[e].descender=this.entries[e].descender;e(null,t);}}));}_doesCharSupportLocalGlyph(t){return this.localGlyphMode!==wh.none&&(this.localGlyphMode===wh.all?!!this.localFontFamily:!!this.localFontFamily&&(Ti(t)||Ei(t)||vi(t)||bi(t)||xi(t)))}_tinySDF(t,e,r){const n=this.localFontFamily;if(!n||!this._doesCharSupportLocalGlyph(r))return;let i=t.tinySDF;if(!i){let r=\"400\";/bold/i.test(e)?r=\"900\":/medium/i.test(e)?r=\"500\":/light/i.test(e)&&(r=\"200\"),i=t.tinySDF=new Ah.TinySDF({fontFamily:n,fontWeight:r,fontSize:48,buffer:6,radius:16}),i.fontWeight=r;}if(this.localGlyphs[i.fontWeight][r])return this.localGlyphs[i.fontWeight][r];const s=String.fromCharCode(r),{data:a,width:o,height:l,glyphWidth:u,glyphHeight:c,glyphLeft:h,glyphTop:p,glyphAdvance:f}=i.draw(s);return this.localGlyphs[i.fontWeight][r]={id:r,bitmap:new zl({width:o,height:l},a),metrics:{width:u/2,height:c/2,left:h/2,top:p/2-27,advance:f/2,localGlyph:!0}}}}function kh(t,e,r,n){const s=[],a=t.image,o=a.pixelRatio,l=a.paddedRect.w-2,u=a.paddedRect.h-2,c=t.right-t.left,h=t.bottom-t.top,p=a.stretchX||[[0,l]],f=a.stretchY||[[0,u]],d=(t,e)=>t+e[1]-e[0],y=p.reduce(d,0),m=f.reduce(d,0),g=l-y,x=u-m;let v=0,b=y,_=0,w=m,A=0,k=g,S=0,I=x;if(a.content&&n){const t=a.content;v=Sh(p,0,t[0]),_=Sh(f,0,t[1]),b=Sh(p,t[0],t[2]),w=Sh(f,t[1],t[3]),A=t[0]-v,S=t[1]-_,k=t[2]-t[0]-b,I=t[3]-t[1]-w;}const M=(n,s,l,u)=>{const p=Mh(n.stretch-v,b,c,t.left),f=Th(n.fixed-A,k,n.stretch,y),d=Mh(s.stretch-_,w,h,t.top),g=Th(s.fixed-S,I,s.stretch,m),x=Mh(l.stretch-v,b,c,t.left),M=Th(l.fixed-A,k,l.stretch,y),T=Mh(u.stretch-_,w,h,t.top),z=Th(u.fixed-S,I,u.stretch,m),B=new i(p,d),E=new i(x,d),C=new i(x,T),D=new i(p,T),P=new i(f/o,g/o),V=new i(M/o,z/o),F=e*Math.PI/180;if(F){const t=Math.sin(F),e=Math.cos(F),r=[e,-t,t,e];B._matMult(r),E._matMult(r),D._matMult(r),C._matMult(r);}const L=n.stretch+n.fixed,R=s.stretch+s.fixed;return {tl:B,tr:E,bl:D,br:C,tex:{x:a.paddedRect.x+1+L,y:a.paddedRect.y+1+R,w:l.stretch+l.fixed-L,h:u.stretch+u.fixed-R},writingMode:void 0,glyphOffset:[0,0],sectionIndex:0,pixelOffsetTL:P,pixelOffsetBR:V,minFontScaleX:k/o/c,minFontScaleY:I/o/h,isSDF:r}};if(n&&(a.stretchX||a.stretchY)){const t=Ih(p,g,y),e=Ih(f,x,m);for(let r=0;r{if(t)i(t);else if(e){const t={},r=function(t){return new wc(t).readFields(Oc,{})}(e);for(const e of r.glyphs)t[e.id]=e;i(null,{glyphs:t,ascender:r.ascender,descender:r.descender});}}));},Ah.TinySDF=class{constructor({fontSize:t=24,buffer:e=3,radius:r=8,cutoff:n=.25,fontFamily:i=\"sans-serif\",fontWeight:s=\"normal\",fontStyle:a=\"normal\"}){this.buffer=e,this.cutoff=n,this.radius=r;const o=this.size=t+4*e,l=this._createCanvas(o),u=this.ctx=l.getContext(\"2d\",{willReadFrequently:!0});u.font=`${a} ${s} ${t}px ${i}`,u.textBaseline=\"alphabetic\",u.textAlign=\"left\",u.fillStyle=\"black\",this.gridOuter=new Float64Array(o*o),this.gridInner=new Float64Array(o*o),this.f=new Float64Array(o),this.z=new Float64Array(o+1),this.v=new Uint16Array(o);}_createCanvas(t){const e=document.createElement(\"canvas\");return e.width=e.height=t,e}draw(t){const{width:e,actualBoundingBoxAscent:r,actualBoundingBoxDescent:n,actualBoundingBoxLeft:i,actualBoundingBoxRight:s}=this.ctx.measureText(t),a=Math.floor(r),o=Math.min(this.size-this.buffer,Math.ceil(s-i)),l=Math.min(this.size-this.buffer,Math.ceil(r)+Math.ceil(n)),u=o+2*this.buffer,c=l+2*this.buffer,h=u*c,p=new Uint8ClampedArray(h),f={data:p,width:u,height:c,glyphWidth:o,glyphHeight:l,glyphTop:a,glyphLeft:0,glyphAdvance:e};if(0===o||0===l)return f;const{ctx:d,buffer:y,gridInner:m,gridOuter:g}=this;d.clearRect(y,y,o,l),d.fillText(t,y,y+a+1);const x=d.getImageData(y,y,o,l);g.fill(vh,0,h),m.fill(0,0,h);for(let t=0;t0?t*t:0,m[n]=t<0?t*t:0;}}bh(g,0,0,u,c,u,this.f,this.v,this.z),bh(m,y,y,o,l,u,this.f,this.v,this.z);for(let t=0;t0)for(let t=(this.length>>1)-1;t>=0;t--)this._down(t);}push(t){this.data.push(t),this.length++,this._up(this.length-1);}pop(){if(0===this.length)return;const t=this.data[0],e=this.data.pop();return this.length--,this.length>0&&(this.data[0]=e,this._down(0)),t}peek(){return this.data[0]}_up(t){const{data:e,compare:r}=this,n=e[t];for(;t>0;){const i=t-1>>1,s=e[i];if(r(n,s)>=0)break;e[t]=s,t=i;}e[t]=n;}_down(t){const{data:e,compare:r}=this,n=this.length>>1,i=e[t];for(;t=0)break;e[t]=s,t=n;}e[t]=i;}}function Eh(t,e){return te?1:0}function Ch(t,e=1,r=!1){let n=1/0,s=1/0,a=-1/0,o=-1/0;const l=t[0];for(let t=0;ta)&&(a=e.x),(!t||e.y>o)&&(o=e.y);}const u=Math.min(a-n,o-s);let c=u/2;const h=new Bh([],Dh);if(0===u)return new i(n,s);for(let e=n;ep.d||!p.d)&&(p=n,r&&console.log(\"found best %d after %d probes\",Math.round(1e4*n.d)/1e4,f)),n.max-p.d<=e||(c=n.h/2,h.push(new Ph(n.p.x-c,n.p.y-c,c,t)),h.push(new Ph(n.p.x+c,n.p.y-c,c,t)),h.push(new Ph(n.p.x-c,n.p.y+c,c,t)),h.push(new Ph(n.p.x+c,n.p.y+c,c,t)),f+=4);}return r&&(console.log(`num probes: ${f}`),console.log(`best distance: ${p.d}`)),p.p}function Dh(t,e){return e.max-t.max}function Ph(t,e,r,n){this.p=new i(t,e),this.h=r,this.d=function(t,e){let r=!1,n=1/0;for(let i=0;it.y!=o.y>t.y&&t.x<(o.x-i.x)*(t.y-i.y)/(o.y-i.y)+i.x&&(r=!r),n=Math.min(n,Mo(t,i,o));}}return (r?1:-1)*Math.sqrt(n)}(this.p,n),this.max=this.d+this.h*Math.SQRT2;}const Vh=Number.POSITIVE_INFINITY,Fh=Math.sqrt(2);function Lh(t,e){return e[1]!==Vh?function(t,e,r){let n=0,i=0;switch(e=Math.abs(e),r=Math.abs(r),t){case\"top-right\":case\"top-left\":case\"top\":i=r-7;break;case\"bottom-right\":case\"bottom-left\":case\"bottom\":i=7-r;}switch(t){case\"top-right\":case\"bottom-right\":case\"right\":n=-e;break;case\"top-left\":case\"bottom-left\":case\"left\":n=e;}return [n,i]}(t,e[0],e[1]):function(t,e){let r=0,n=0;e<0&&(e=0);const i=e/Fh;switch(t){case\"top-right\":case\"top-left\":n=i-7;break;case\"bottom-right\":case\"bottom-left\":n=7-i;break;case\"bottom\":n=7-e;break;case\"top\":n=e-7;}switch(t){case\"top-right\":case\"bottom-right\":r=-i;break;case\"top-left\":case\"bottom-left\":r=i;break;case\"left\":r=e;break;case\"right\":r=-e;}return [r,n]}(t,e[0])}function Rh(t,e,r,n,i,s,a,o,l,u){t.createArrays(),t.tilePixelRatio=Ya/(512*t.overscaling),t.compareText={},t.iconsNeedLinear=!1;const c=t.layers[0].layout,h=t.layers[0]._unevaluatedLayout._values,p={};if(\"composite\"===t.textSizeData.kind){const{minZoom:e,maxZoom:r}=t.textSizeData;p.compositeTextSizes=[h[\"text-size\"].possiblyEvaluate(new ss(e),o),h[\"text-size\"].possiblyEvaluate(new ss(r),o)];}if(\"composite\"===t.iconSizeData.kind){const{minZoom:e,maxZoom:r}=t.iconSizeData;p.compositeIconSizes=[h[\"icon-size\"].possiblyEvaluate(new ss(e),o),h[\"icon-size\"].possiblyEvaluate(new ss(r),o)];}p.layoutTextSize=h[\"text-size\"].possiblyEvaluate(new ss(l+1),o),p.layoutIconSize=h[\"icon-size\"].possiblyEvaluate(new ss(l+1),o),p.textMaxSize=h[\"text-size\"].possiblyEvaluate(new ss(18),o);const f=\"map\"===c.get(\"text-rotation-alignment\")&&\"point\"!==c.get(\"symbol-placement\"),d=c.get(\"text-size\");for(const s of t.features){const l=c.get(\"text-font\").evaluate(s,{},o).join(\",\"),h=d.evaluate(s,{},o),y=p.layoutTextSize.evaluate(s,{},o),m=(p.layoutIconSize.evaluate(s,{},o),{horizontal:{},vertical:void 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y=t.layers[0].layout,m=y.get(\"icon-offset\").evaluate(e,{},p),g=qh(r.horizontal)||r.vertical,x=a/24,v=t.tilePixelRatio*d/24,b=(T=t.overscaling,t.zoom>18&&T>2&&(T>>=1),Math.max(Ya/(512*T),1)*y.get(\"symbol-spacing\")),_=y.get(\"text-padding\")*t.tilePixelRatio,w=y.get(\"icon-padding\")*t.tilePixelRatio,A=u(y.get(\"text-max-angle\")),k=\"map\"===y.get(\"text-rotation-alignment\")&&\"point\"!==y.get(\"symbol-placement\"),S=\"map\"===y.get(\"icon-rotation-alignment\")&&\"point\"!==y.get(\"symbol-placement\"),I=y.get(\"symbol-placement\"),M=b/2;var T;const z=y.get(\"icon-text-fit\");let B;n&&\"none\"!==z&&(t.allowVerticalPlacement&&r.vertical&&(B=uh(n,r.vertical,z,y.get(\"icon-text-fit-padding\"),m,x)),g&&(n=uh(n,g,z,y.get(\"icon-text-fit-padding\"),m,x)));const E=(a,o,u)=>{if(o.x<0||o.x>=Ya||o.y<0||o.y>=Ya)return;const{x:d,y:y,z:g}=f.projectTilePoint(o.x,o.y,u),x=new ch(d,y,g,0,void 0);!function(t,e,r,n,i,s,a,o,l,u,c,h,p,f,d,y,m,g,x,v,b,_,w,A,k){const S=t.addToLineVertexArray(e,n);let 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0!==n.constantOr(1),this.sortFeaturesByY=(\"viewport-y\"===i||\"auto\"===i&&!this.sortFeaturesByKey)&&this.canOverlap,this.writingModes=r.get(\"text-writing-mode\").map((t=>Kc[t])),this.stateDependentLayerIds=this.layers.filter((t=>t.isStateDependent())).map((t=>t.id)),this.sourceID=t.sourceID,this.projection=t.projection;}createArrays(){this.text=new Jh(new Ra(this.layers,this.zoom,(t=>/^text/.test(t)))),this.icon=new Jh(new Ra(this.layers,this.zoom,(t=>/^icon/.test(t)))),this.glyphOffsetArray=new aa,this.lineVertexArray=new oa,this.symbolInstances=new sa;}calculateGlyphDependencies(t,e,r,n,i){for(let r=0;r0)&&(\"constant\"!==a.value.kind||a.value.value.length>0),c=\"constant\"!==l.value.kind||!!l.value.value||Object.keys(l.parameters).length>0,h=s.get(\"symbol-sort-key\");if(this.features=[],!u&&!c)return;const p=e.iconDependencies,f=e.glyphDependencies,d=e.availableImages,y=new ss(this.zoom);for(const{feature:e,id:o,index:l,sourceLayerIndex:m}of t){const t=i._featureFilter.needGeometry,g=mo(e,t);if(!i._featureFilter.filter(y,g,r))continue;let x,v;if(t||(g.geometry=yo(e,r,n)),u){const t=i.getValueAndResolveTokens(\"text-field\",g,r,d),e=fe.factory(t);Wh(e)&&(this.hasRTLText=!0),(!this.hasRTLText||\"unavailable\"===rs()||this.hasRTLText&&is.isParsed())&&(x=mc(e,i,g));}if(c){const t=i.getValueAndResolveTokens(\"icon-image\",g,r,d);v=t instanceof de?t:de.fromString(t);}if(!x&&!v)continue;const b=this.sortFeaturesByKey?h.evaluate(g,{},r):void 0;if(this.features.push({id:o,text:x,icon:v,index:l,sourceLayerIndex:m,geometry:g.geometry,properties:e.properties,type:Xh[e.type],sortKey:b}),v&&(p[v.name]=!0),x){const t=a.evaluate(g,{},r).join(\",\"),e=\"map\"===s.get(\"text-rotation-alignment\")&&\"point\"!==s.get(\"symbol-placement\");this.allowVerticalPlacement=this.writingModes&&this.writingModes.indexOf(Kc.vertical)>=0;for(const r of x.sections)if(r.image)p[r.image.name]=!0;else {const n=Ui(x.toString()),i=r.fontStack||t,s=f[i]=f[i]||{};this.calculateGlyphDependencies(r.text,s,e,this.allowVerticalPlacement,n);}}}\"line\"===s.get(\"symbol-placement\")&&(this.features=function(t){const e={},r={},n=[];let i=0;function s(e){n.push(t[e]),i++;}function a(t,e,i){const s=r[t];return delete r[t],r[e]=s,n[s].geometry[0].pop(),n[s].geometry[0]=n[s].geometry[0].concat(i[0]),s}function o(t,r,i){const s=e[r];return delete e[r],e[t]=s,n[s].geometry[0].shift(),n[s].geometry[0]=i[0].concat(n[s].geometry[0]),s}function l(t,e,r){const n=r?e[0][e[0].length-1]:e[0][0];return `${t}:${n.x}:${n.y}`}for(let u=0;ut.geometry))}(this.features)),this.sortFeaturesByKey&&this.features.sort(((t,e)=>t.sortKey-e.sortKey));}update(t,e,r,n){this.stateDependentLayers.length&&(this.text.programConfigurations.updatePaintArrays(t,e,this.layers,r,n),this.icon.programConfigurations.updatePaintArrays(t,e,this.layers,r,n));}isEmpty(){return 0===this.symbolInstances.length&&!this.hasRTLText}uploadPending(){return !this.uploaded||this.text.programConfigurations.needsUpload||this.icon.programConfigurations.needsUpload}upload(t){!this.uploaded&&this.hasDebugData()&&(this.textCollisionBox.upload(t),this.iconCollisionBox.upload(t)),this.text.upload(t,this.sortFeaturesByY,!this.uploaded,this.text.programConfigurations.needsUpload),this.icon.upload(t,this.sortFeaturesByY,!this.uploaded,this.icon.programConfigurations.needsUpload),this.uploaded=!0;}destroyDebugData(){this.textCollisionBox.destroy(),this.iconCollisionBox.destroy();}destroy(){this.text.destroy(),this.icon.destroy(),this.hasDebugData()&&this.destroyDebugData();}addToLineVertexArray(t,e){const r=this.lineVertexArray.length,n=t.segment;if(void 0!==n){let r=t.dist(e[n+1]),i=t.dist(e[n]);const s={};for(let t=n+1;t=0;t--)s[t]={x:e[t].x,y:e[t].y,tileUnitDistanceFromAnchor:i},t>0&&(i+=e[t-1].dist(e[t]));for(let t=0;t=0?e.rightJustifiedTextSymbolIndex:e.centerJustifiedTextSymbolIndex>=0?e.centerJustifiedTextSymbolIndex:e.leftJustifiedTextSymbolIndex>=0?e.leftJustifiedTextSymbolIndex:e.verticalPlacedTextSymbolIndex>=0?e.verticalPlacedTextSymbolIndex:n),s=fc(this.textSizeData,t,i)/cc;return this.tilePixelRatio*s}getSymbolInstanceIconSize(t,e,r){const n=this.icon.placedSymbolArray.get(r),i=fc(this.iconSizeData,t,n);return this.tilePixelRatio*i}_commitDebugCollisionVertexUpdate(t,e,r){t.emplaceBack(e,-r,-r),t.emplaceBack(e,r,-r),t.emplaceBack(e,r,r),t.emplaceBack(e,-r,r);}_updateTextDebugCollisionBoxes(t,e,r,n,i,s){for(let a=n;a0}hasIconData(){return this.icon.segments.get().length>0}hasDebugData(){return this.textCollisionBox&&this.iconCollisionBox}hasTextCollisionBoxData(){return this.hasDebugData()&&this.textCollisionBox.segments.get().length>0}hasIconCollisionBoxData(){return this.hasDebugData()&&this.iconCollisionBox.segments.get().length>0}addIndicesForPlacedSymbol(t,e){const r=t.placedSymbolArray.get(e),n=r.vertexStartIndex+4*r.numGlyphs;for(let e=r.vertexStartIndex;en[t]-n[e]||i[e]-i[t])),s}addToSortKeyRanges(t,e){const r=this.sortKeyRanges[this.sortKeyRanges.length-1];r&&r.sortKey===e?r.symbolInstanceEnd=t+1:this.sortKeyRanges.push({sortKey:e,symbolInstanceStart:t,symbolInstanceEnd:t+1});}sortFeatures(t){if(this.sortFeaturesByY&&this.sortedAngle!==t&&!(this.text.segments.get().length>1||this.icon.segments.get().length>1)){this.symbolInstanceIndexes=this.getSortedSymbolIndexes(t),this.sortedAngle=t,this.text.indexArray.clear(),this.icon.indexArray.clear(),this.featureSortOrder=[];for(const t of this.symbolInstanceIndexes){const e=this.symbolInstances.get(t);this.featureSortOrder.push(e.featureIndex),[e.rightJustifiedTextSymbolIndex,e.centerJustifiedTextSymbolIndex,e.leftJustifiedTextSymbolIndex].forEach(((t,e,r)=>{t>=0&&r.indexOf(t)===e&&this.addIndicesForPlacedSymbol(this.text,t);})),e.verticalPlacedTextSymbolIndex>=0&&this.addIndicesForPlacedSymbol(this.text,e.verticalPlacedTextSymbolIndex),e.placedIconSymbolIndex>=0&&this.addIndicesForPlacedSymbol(this.icon,e.placedIconSymbolIndex),e.verticalPlacedIconSymbolIndex>=0&&this.addIndicesForPlacedSymbol(this.icon,e.verticalPlacedIconSymbolIndex);}this.text.indexBuffer&&this.text.indexBuffer.updateData(this.text.indexArray),this.icon.indexBuffer&&this.icon.indexBuffer.updateData(this.icon.indexArray);}}}ai(tp,\"SymbolBucket\",{omit:[\"layers\",\"collisionBoxArray\",\"features\",\"compareText\"]}),tp.MAX_GLYPHS=65535,tp.addDynamicAttributes=Hh;const ep=new vs({\"symbol-placement\":new ds($t.layout_symbol[\"symbol-placement\"]),\"symbol-spacing\":new ds($t.layout_symbol[\"symbol-spacing\"]),\"symbol-avoid-edges\":new ds($t.layout_symbol[\"symbol-avoid-edges\"]),\"symbol-sort-key\":new ys($t.layout_symbol[\"symbol-sort-key\"]),\"symbol-z-order\":new ds($t.layout_symbol[\"symbol-z-order\"]),\"icon-allow-overlap\":new ds($t.layout_symbol[\"icon-allow-overlap\"]),\"icon-ignore-placement\":new ds($t.layout_symbol[\"icon-ignore-placement\"]),\"icon-optional\":new ds($t.layout_symbol[\"icon-optional\"]),\"icon-rotation-alignment\":new ds($t.layout_symbol[\"icon-rotation-alignment\"]),\"icon-size\":new ys($t.layout_symbol[\"icon-size\"]),\"icon-text-fit\":new ds($t.layout_symbol[\"icon-text-fit\"]),\"icon-text-fit-padding\":new ds($t.layout_symbol[\"icon-text-fit-padding\"]),\"icon-image\":new ys($t.layout_symbol[\"icon-image\"]),\"icon-rotate\":new ys($t.layout_symbol[\"icon-rotate\"]),\"icon-padding\":new ds($t.layout_symbol[\"icon-padding\"]),\"icon-keep-upright\":new ds($t.layout_symbol[\"icon-keep-upright\"]),\"icon-offset\":new ys($t.layout_symbol[\"icon-offset\"]),\"icon-anchor\":new ys($t.layout_symbol[\"icon-anchor\"]),\"icon-pitch-alignment\":new ds($t.layout_symbol[\"icon-pitch-alignment\"]),\"text-pitch-alignment\":new ds($t.layout_symbol[\"text-pitch-alignment\"]),\"text-rotation-alignment\":new ds($t.layout_symbol[\"text-rotation-alignment\"]),\"text-field\":new ys($t.layout_symbol[\"text-field\"]),\"text-font\":new ys($t.layout_symbol[\"text-font\"]),\"text-size\":new ys($t.layout_symbol[\"text-size\"]),\"text-max-width\":new ys($t.layout_symbol[\"text-max-width\"]),\"text-line-height\":new ys($t.layout_symbol[\"text-line-height\"]),\"text-letter-spacing\":new ys($t.layout_symbol[\"text-letter-spacing\"]),\"text-justify\":new ys($t.layout_symbol[\"text-justify\"]),\"text-radial-offset\":new ys($t.layout_symbol[\"text-radial-offset\"]),\"text-variable-anchor\":new ds($t.layout_symbol[\"text-variable-anchor\"]),\"text-anchor\":new ys($t.layout_symbol[\"text-anchor\"]),\"text-max-angle\":new ds($t.layout_symbol[\"text-max-angle\"]),\"text-writing-mode\":new ds($t.layout_symbol[\"text-writing-mode\"]),\"text-rotate\":new ys($t.layout_symbol[\"text-rotate\"]),\"text-padding\":new ds($t.layout_symbol[\"text-padding\"]),\"text-keep-upright\":new ds($t.layout_symbol[\"text-keep-upright\"]),\"text-transform\":new ys($t.layout_symbol[\"text-transform\"]),\"text-offset\":new ys($t.layout_symbol[\"text-offset\"]),\"text-allow-overlap\":new ds($t.layout_symbol[\"text-allow-overlap\"]),\"text-ignore-placement\":new ds($t.layout_symbol[\"text-ignore-placement\"]),\"text-optional\":new ds($t.layout_symbol[\"text-optional\"])});var rp={paint:new vs({\"icon-opacity\":new ys($t.paint_symbol[\"icon-opacity\"]),\"icon-color\":new ys($t.paint_symbol[\"icon-color\"]),\"icon-halo-color\":new ys($t.paint_symbol[\"icon-halo-color\"]),\"icon-halo-width\":new ys($t.paint_symbol[\"icon-halo-width\"]),\"icon-halo-blur\":new ys($t.paint_symbol[\"icon-halo-blur\"]),\"icon-translate\":new ds($t.paint_symbol[\"icon-translate\"]),\"icon-translate-anchor\":new ds($t.paint_symbol[\"icon-translate-anchor\"]),\"text-opacity\":new ys($t.paint_symbol[\"text-opacity\"]),\"text-color\":new ys($t.paint_symbol[\"text-color\"],{runtimeType:Ht,getOverride:t=>t.textColor,hasOverride:t=>!!t.textColor}),\"text-halo-color\":new ys($t.paint_symbol[\"text-halo-color\"]),\"text-halo-width\":new ys($t.paint_symbol[\"text-halo-width\"]),\"text-halo-blur\":new ys($t.paint_symbol[\"text-halo-blur\"]),\"text-translate\":new ds($t.paint_symbol[\"text-translate\"]),\"text-translate-anchor\":new ds($t.paint_symbol[\"text-translate-anchor\"])}),layout:ep};class np{constructor(t){this.type=t.property.overrides?t.property.overrides.runtimeType:Zt,this.defaultValue=t;}evaluate(t){if(t.formattedSection){const e=this.defaultValue.property.overrides;if(e&&e.hasOverride(t.formattedSection))return e.getOverride(t.formattedSection)}return t.feature&&t.featureState?this.defaultValue.evaluate(t.feature,t.featureState):this.defaultValue.property.specification.default}eachChild(t){this.defaultValue.isConstant()||t(this.defaultValue.value._styleExpression.expression);}outputDefined(){return !1}serialize(){return null}}ai(np,\"FormatSectionOverride\",{omit:[\"defaultValue\"]});class ip extends Ga{constructor(t){super(t,rp);}recalculate(t,e){super.recalculate(t,e),\"auto\"===this.layout.get(\"icon-rotation-alignment\")&&(this.layout._values[\"icon-rotation-alignment\"]=\"point\"!==this.layout.get(\"symbol-placement\")?\"map\":\"viewport\"),\"auto\"===this.layout.get(\"text-rotation-alignment\")&&(this.layout._values[\"text-rotation-alignment\"]=\"point\"!==this.layout.get(\"symbol-placement\")?\"map\":\"viewport\"),\"auto\"===this.layout.get(\"text-pitch-alignment\")&&(this.layout._values[\"text-pitch-alignment\"]=this.layout.get(\"text-rotation-alignment\")),\"auto\"===this.layout.get(\"icon-pitch-alignment\")&&(this.layout._values[\"icon-pitch-alignment\"]=this.layout.get(\"icon-rotation-alignment\"));const r=this.layout.get(\"text-writing-mode\");if(r){const t=[];for(const e of r)t.indexOf(e)<0&&t.push(e);this.layout._values[\"text-writing-mode\"]=t;}else this.layout._values[\"text-writing-mode\"]=\"point\"===this.layout.get(\"symbol-placement\")?[\"horizontal\"]:[\"horizontal\",\"vertical\"];this._setPaintOverrides();}getValueAndResolveTokens(t,e,r,n){const i=this.layout.get(t).evaluate(e,{},r,n),s=this._unevaluatedLayout._values[t];return s.isDataDriven()||un(s.value)||!i?i:function(t,e){return e.replace(/{([^{}]+)}/g,((e,r)=>r in t?String(t[r]):\"\"))}(e.properties,i)}createBucket(t){return new tp(t)}queryRadius(){return 0}queryIntersectsFeature(){return !1}_setPaintOverrides(){for(const t of rp.paint.overridableProperties){if(!ip.hasPaintOverride(this.layout,t))continue;const e=this.paint.get(t),r=new np(e),n=new ln(r,e.property.specification);let i=null;i=\"constant\"===e.value.kind||\"source\"===e.value.kind?new hn(\"source\",n):new pn(\"composite\",n,e.value.zoomStops,e.value._interpolationType),this.paint._values[t]=new ps(e.property,i,e.parameters);}}_handleOverridablePaintPropertyUpdate(t,e,r){return !(!this.layout||e.isDataDriven()||r.isDataDriven())&&ip.hasPaintOverride(this.layout,t)}static hasPaintOverride(t,e){const r=t.get(\"text-field\"),n=rp.paint.properties[e];let i=!1;const s=t=>{for(const e of t)if(n.overrides&&n.overrides.hasOverride(e))return void(i=!0)};if(\"constant\"===r.value.kind&&r.value.value instanceof fe)s(r.value.value.sections);else if(\"source\"===r.value.kind){const t=e=>{i||(e instanceof ve&&ge(e.value)===te?s(e.value.sections):e instanceof Ae?s(e.sections):e.eachChild(t));},e=r.value;e._styleExpression&&t(e._styleExpression.expression);}return i}getProgramConfiguration(t){return new La(this,t)}}var sp={paint:new vs({\"background-color\":new ds($t.paint_background[\"background-color\"]),\"background-pattern\":new gs($t.paint_background[\"background-pattern\"]),\"background-opacity\":new ds($t.paint_background[\"background-opacity\"])})},ap={paint:new vs({\"raster-opacity\":new ds($t.paint_raster[\"raster-opacity\"]),\"raster-hue-rotate\":new ds($t.paint_raster[\"raster-hue-rotate\"]),\"raster-brightness-min\":new ds($t.paint_raster[\"raster-brightness-min\"]),\"raster-brightness-max\":new ds($t.paint_raster[\"raster-brightness-max\"]),\"raster-saturation\":new ds($t.paint_raster[\"raster-saturation\"]),\"raster-contrast\":new ds($t.paint_raster[\"raster-contrast\"]),\"raster-resampling\":new ds($t.paint_raster[\"raster-resampling\"]),\"raster-fade-duration\":new ds($t.paint_raster[\"raster-fade-duration\"])})};class op extends Ga{constructor(t){super(t,{}),this.implementation=t;}is3D(){return \"3d\"===this.implementation.renderingMode}hasOffscreenPass(){return void 0!==this.implementation.prerender}recalculate(){}updateTransitions(){}hasTransition(){return !1}serialize(){}onAdd(t){this.implementation.onAdd&&this.implementation.onAdd(t,t.painter.context.gl);}onRemove(t){this.implementation.onRemove&&this.implementation.onRemove(t,t.painter.context.gl);}}var lp={paint:new vs({\"sky-type\":new ds($t.paint_sky[\"sky-type\"]),\"sky-atmosphere-sun\":new ds($t.paint_sky[\"sky-atmosphere-sun\"]),\"sky-atmosphere-sun-intensity\":new ds($t.paint_sky[\"sky-atmosphere-sun-intensity\"]),\"sky-gradient-center\":new ds($t.paint_sky[\"sky-gradient-center\"]),\"sky-gradient-radius\":new ds($t.paint_sky[\"sky-gradient-radius\"]),\"sky-gradient\":new xs($t.paint_sky[\"sky-gradient\"]),\"sky-atmosphere-halo-color\":new ds($t.paint_sky[\"sky-atmosphere-halo-color\"]),\"sky-atmosphere-color\":new ds($t.paint_sky[\"sky-atmosphere-color\"]),\"sky-opacity\":new ds($t.paint_sky[\"sky-opacity\"])})};function up(t,e,r){const n=[0,0,1],i=ml([]);return function(t,e,r){r*=.5;var n=e[0],i=e[1],s=e[2],a=e[3],o=Math.sin(r),l=Math.cos(r);t[0]=n*l-s*o,t[1]=i*l+a*o,t[2]=s*l+n*o,t[3]=a*l-i*o;}(i,i,r?-u(t)+Math.PI:u(t)),gl(i,i,-u(e)),ul(n,n,i),sl(n,n)}const cp={circle:class extends Ga{constructor(t){super(t,Lo);}createBucket(t){return new vo(t)}queryRadius(t){const e=t;return Co(\"circle-radius\",this,e)+Co(\"circle-stroke-width\",this,e)+Do(this.paint.get(\"circle-translate\"))}queryIntersectsFeature(t,e,r,n,i,s,a,o){const l=Vo(this.paint.get(\"circle-translate\"),this.paint.get(\"circle-translate-anchor\"),s.angle,t.pixelToTileUnitsFactor),u=this.paint.get(\"circle-radius\").evaluate(e,r)+this.paint.get(\"circle-stroke-width\").evaluate(e,r);return bl(t,n,s,a,o,\"map\"===this.paint.get(\"circle-pitch-alignment\"),\"map\"===this.paint.get(\"circle-pitch-scale\"),l,u)}getProgramIds(){return [\"circle\"]}getProgramConfiguration(t){return new La(this,t)}},heatmap:class extends Ga{createBucket(t){return new Sl(t)}constructor(t){super(t,El),this._updateColorRamp();}_handleSpecialPaintPropertyUpdate(t){\"heatmap-color\"===t&&this._updateColorRamp();}_updateColorRamp(){this.colorRamp=Cl({expression:this._transitionablePaint._values[\"heatmap-color\"].value.expression,evaluationKey:\"heatmapDensity\",image:this.colorRamp}),this.colorRampTexture=null;}resize(){this.heatmapFbo&&(this.heatmapFbo.destroy(),this.heatmapFbo=null);}queryRadius(t){return Co(\"heatmap-radius\",this,t)}queryIntersectsFeature(t,e,r,n,s,a,o,l){const u=this.paint.get(\"heatmap-radius\").evaluate(e,r);return bl(t,n,a,o,l,!0,!0,new i(0,0),u)}hasOffscreenPass(){return 0!==this.paint.get(\"heatmap-opacity\")&&\"none\"!==this.visibility}getProgramIds(){return [\"heatmap\",\"heatmapTexture\"]}getProgramConfiguration(t){return new La(this,t)}},hillshade:class extends Ga{constructor(t){super(t,Dl);}hasOffscreenPass(){return 0!==this.paint.get(\"hillshade-exaggeration\")&&\"none\"!==this.visibility}getProgramIds(){return [\"hillshade\",\"hillshadePrepare\"]}},fill:class extends Ga{constructor(t){super(t,bu);}getProgramIds(){const t=this.paint.get(\"fill-pattern\"),e=t&&t.constantOr(1),r=[e?\"fillPattern\":\"fill\"];return this.paint.get(\"fill-antialias\")&&r.push(e&&!this.getPaintProperty(\"fill-outline-color\")?\"fillOutlinePattern\":\"fillOutline\"),r}getProgramConfiguration(t){return new La(this,t)}recalculate(t,e){super.recalculate(t,e);const r=this.paint._values[\"fill-outline-color\"];\"constant\"===r.value.kind&&void 0===r.value.value&&(this.paint._values[\"fill-outline-color\"]=this.paint._values[\"fill-color\"]);}createBucket(t){return new xu(t)}queryRadius(){return Do(this.paint.get(\"fill-translate\"))}queryIntersectsFeature(t,e,r,n,i,s){return !t.queryGeometry.isAboveHorizon&&wo(Po(t.tilespaceGeometry,this.paint.get(\"fill-translate\"),this.paint.get(\"fill-translate-anchor\"),s.angle,t.pixelToTileUnitsFactor),n)}isTileClipped(){return !0}},\"fill-extrusion\":class extends Ga{constructor(t){super(t,Ou);}createBucket(t){return new $u(t)}queryRadius(){return Do(this.paint.get(\"fill-extrusion-translate\"))}is3D(){return !0}getProgramIds(){return [this.paint.get(\"fill-extrusion-pattern\").constantOr(1)?\"fillExtrusionPattern\":\"fillExtrusion\"]}getProgramConfiguration(t){return new La(this,t)}queryIntersectsFeature(t,e,r,n,s,a,o,l,u){const c=Vo(this.paint.get(\"fill-extrusion-translate\"),this.paint.get(\"fill-extrusion-translate-anchor\"),a.angle,t.pixelToTileUnitsFactor),h=this.paint.get(\"fill-extrusion-height\").evaluate(e,r),p=this.paint.get(\"fill-extrusion-base\").evaluate(e,r),f=[0,0],d=l&&a.elevation,y=a.elevation?a.elevation.exaggeration():1,m=t.tile.getBucket(this);if(d&&m instanceof $u){const t=m.centroidVertexArray,e=u+1;if(e=3)for(let e=0;e1&&(a=t[++s]);const l=Math.abs(o-a.left),u=Math.abs(o-a.right),c=Math.min(l,u);let h;const p=e/r*(n+1);if(a.isDash){const t=n-Math.abs(p);h=Math.sqrt(c*c+t*t);}else h=n-Math.sqrt(c*c+p*p);this.image.data[i+o]=Math.max(0,Math.min(255,h+128));}}}addRegularDash(t,e){for(let e=t.length-1;e>=0;--e){const r=t[e],n=t[e+1];r.zeroLength?t.splice(e,1):n&&n.isDash===r.isDash&&(n.left=r.left,t.splice(e,1));}const r=t[0],n=t[t.length-1];r.isDash===n.isDash&&(r.left=n.left-this.width,n.right=r.right+this.width);const i=this.width*this.nextRow;let s=0,a=t[s];for(let r=0;r1&&(a=t[++s]);const n=Math.abs(r-a.left),o=Math.abs(r-a.right),l=Math.min(n,o);this.image.data[i+r]=Math.max(0,Math.min(255,(a.isDash?l:-l)+e+128));}}addDash(t,e){const r=this.getKey(t,e);if(this.positions[r])return this.positions[r];const n=\"round\"===e,i=n?7:0,s=2*i+1;if(this.nextRow+s>this.height)return C(\"LineAtlas out of space\"),null;0===t.length&&t.push(1);let a=0;for(let e=0;e{this._triggered=!1,this._callback();});}trigger(){this._triggered||(this._triggered=!0,this._channel?this._channel.port1.postMessage(!0):setTimeout((()=>{this._triggered=!1,this._callback();}),0));}remove(){this._channel=void 0,this._callback=()=>{};}}const dp=a.performance;function yp(t){const e=t?t.url.toString():void 0;return dp.getEntriesByName(e)}class mp{constructor(){this.tasks={},this.taskQueue=[],I([\"process\"],this),this.invoker=new fp(this.process),this.nextId=0;}add(t,e){const r=this.nextId++,n=function({type:t,isSymbolTile:e,zoom:r}){return r=r||0,\"message\"===t?0:\"maybePrepare\"!==t||e?\"parseTile\"!==t||e?\"parseTile\"===t&&e?300-r:\"maybePrepare\"===t&&e?400-r:500:200-r:100-r}(e);if(0===n){V();try{t();}finally{}return {cancel:()=>{}}}return this.tasks[r]={fn:t,metadata:e,priority:n,id:r},this.taskQueue.push(r),this.invoker.trigger(),{cancel:()=>{delete this.tasks[r];}}}process(){V();try{if(this.taskQueue=this.taskQueue.filter((t=>!!this.tasks[t])),!this.taskQueue.length)return;const t=this.pick();if(null===t)return;const e=this.tasks[t];if(delete this.tasks[t],this.taskQueue.length&&this.invoker.trigger(),!e)return;e.fn();}finally{}}pick(){let t=null,e=1/0;for(let r=0;r1?null:function(t,e,r,n){const i=Math.sin(r);return t*(Math.sin((1-n)*r)/i)+e*(Math.sin(n*r)/i)}(t.a[e],t.b[e],t.angle,y(r,0,1))+t.center[e]}function Tp(t){if(t.z<=1)return Sp[t.z+2*t.y+t.x];const[e,r]=Bp(t),n=[Cp(e[0],e[1]),Cp(e[0],r[1]),Cp(r[0],e[1]),Cp(r[0],r[1])],i=[kp,kp,kp],s=[Ap,Ap,Ap];for(const t of n)i[0]=Math.min(i[0],t[0]),i[1]=Math.min(i[1],t[1]),i[2]=Math.min(i[2],t[2]),s[0]=Math.max(s[0],t[0]),s[1]=Math.max(s[1],t[1]),s[2]=Math.max(s[2],t[2]);return new vl(i,s)}function zp(t,e,r){const n=e/t.worldSize,i=(t,e)=>{nl(t,t,n),nl(e,e,n);},s=Number.MAX_VALUE,a=[-s,-s,-s],o=[s,s,s],l=Lp(t);if(r.z<=1){const t=Tp(r).getCorners();for(let e=0;eMath.abs(S))A=k>=0?1:3,w=d;else {A=S>=0?0:2;const t=[l[4],l[5],l[6]];let e;e=S>=0?-Math.sin(u(p.getSouth()))*wp:-Math.sin(u(p.getNorth()))*wp,w=il(w,d,t,e);}const I=f[A],M=f[(A+1)%4],T=new Ip(I,M,w),z=[Mp(T,0)||I[0],Mp(T,1)||I[1],Mp(T,2)||I[2]];return o[2]=Math.min(I[2],M[2]),el(o,o,z),rl(a,a,z),i(o,a),new vl(o,a)}function Bp(t){const e=1<0;s--)n=1<this.canonical.z?new Np(t,this.wrap,this.canonical.z,this.canonical.x,this.canonical.y):new Np(t,this.wrap,t,this.canonical.x>>e,this.canonical.y>>e)}calculateScaledKey(t,e=!0){if(this.overscaledZ===t&&e)return this.key;if(t>this.canonical.z)return Gp(this.wrap*+e,t,this.canonical.z,this.canonical.x,this.canonical.y);{const r=this.canonical.z-t;return Gp(this.wrap*+e,t,t,this.canonical.x>>r,this.canonical.y>>r)}}isChildOf(t){if(t.wrap!==this.wrap)return !1;const e=this.canonical.z-t.canonical.z;return 0===t.overscaledZ||t.overscaledZ>e&&t.canonical.y===this.canonical.y>>e}children(t){if(this.overscaledZ>=t)return [new Np(this.overscaledZ+1,this.wrap,this.canonical.z,this.canonical.x,this.canonical.y)];const e=this.canonical.z+1,r=2*this.canonical.x,n=2*this.canonical.y;return [new Np(e,this.wrap,e,r,n),new Np(e,this.wrap,e,r+1,n),new Np(e,this.wrap,e,r,n+1),new Np(e,this.wrap,e,r+1,n+1)]}isLessThan(t){return this.wrapt.wrap)&&(this.overscaledZt.overscaledZ)&&(this.canonical.xt.canonical.x)&&this.canonical.yv&&(b(t,u,n,i,o,l),b(u,r,o,l,s,a));}b(h,p,n,s,i,s),b(p,f,i,s,i,a),b(f,d,i,a,n,a),b(d,h,n,a,n,s),y-=v,m-=v,g+=v,x+=v;const _=1/Math.max(g-y,x-m);return {scale:_,x:y*_,y:m*_,x2:g*_,y2:x*_,projection:e}}ai(Op,\"CanonicalTileID\"),ai(Np,\"OverscaledTileID\",{omit:[\"projMatrix\"]});class Xp{constructor(t){this._stringToNumber={},this._numberToString=[];for(let e=0;e>=1)>1;){const t=r+i>>1,l=n+s>>1;1&e?(i=r,s=n,r=a,n=o):(r=i,n=s,i=a,s=o),a=t,o=l;}const l=4*t;Jp[l+0]=r,Jp[l+1]=n,Jp[l+2]=i,Jp[l+3]=s;}const Qp=new Uint16Array(2178),tf=new Uint8Array(1089),ef=new Uint16Array(1089);function rf(t){return 0===t?-.03125:32===t?.03125:0}var nf=ks([{name:\"a_pos\",type:\"Int16\",components:2},{name:\"a_texture_pos\",type:\"Int16\",components:2}]);const sf={type:2,extent:Ya,loadGeometry:()=>[[new i(0,0),new i(8193,0),new i(8193,8193),new i(0,8193),new i(0,0)]]};class af{constructor(t,e,r,n,i){this.tileID=t,this.uid=w(),this.uses=0,this.tileSize=e,this.tileZoom=r,this.buckets={},this.expirationTime=null,this.queryPadding=0,this.hasSymbolBuckets=!1,this.hasRTLText=!1,this.dependencies={},this.isRaster=i,this.expiredRequestCount=0,this.state=\"loading\",n&&n.transform&&(this.projection=n.transform.projection);}registerFadeDuration(t){const e=t+this.timeAdded;ee.getLayer(t))).filter(Boolean);if(0!==t.length){n.layers=t,n.stateDependentLayerIds&&(n.stateDependentLayers=n.stateDependentLayerIds.map((e=>t.filter((t=>t.id===e))[0])));for(const e of t)r[e.id]=n;}}return r}(t.buckets,e.style),this.hasSymbolBuckets=!1;for(const t in this.buckets){const e=this.buckets[t];if(e instanceof tp){if(this.hasSymbolBuckets=!0,!r)break;e.justReloaded=!0;}}if(this.hasRTLText=!1,this.hasSymbolBuckets)for(const t in this.buckets){const e=this.buckets[t];if(e instanceof tp&&e.hasRTLText){this.hasRTLText=!0,is.isLoading()||is.isLoaded()||\"deferred\"!==rs()||ns();break}}this.queryPadding=0;for(const t in this.buckets){const r=this.buckets[t];this.queryPadding=Math.max(this.queryPadding,e.style.getLayer(t).queryRadius(r));}t.imageAtlas&&(this.imageAtlas=t.imageAtlas),t.glyphAtlasImage&&(this.glyphAtlasImage=t.glyphAtlasImage),t.lineAtlas&&(this.lineAtlas=t.lineAtlas);}else this.collisionBoxArray=new ea;}unloadVectorData(){if(this.hasData()){for(const t in this.buckets)this.buckets[t].destroy();this.buckets={},this.imageAtlas&&(this.imageAtlas=null),this.lineAtlas&&(this.lineAtlas=null),this.imageAtlasTexture&&this.imageAtlasTexture.destroy(),this.glyphAtlasTexture&&this.glyphAtlasTexture.destroy(),this.lineAtlasTexture&&this.lineAtlasTexture.destroy(),this._tileBoundsBuffer&&(this._tileBoundsBuffer.destroy(),this._tileBoundsIndexBuffer.destroy(),this._tileBoundsSegments.destroy(),this._tileBoundsBuffer=null),this._tileDebugBuffer&&(this._tileDebugBuffer.destroy(),this._tileDebugIndexBuffer.destroy(),this._tileDebugSegments.destroy(),this._tileDebugBuffer=null),this._globeTileDebugBorderBuffer&&(this._globeTileDebugBorderBuffer.destroy(),this._globeTileDebugBorderBuffer=null),this._tileDebugTextBuffer&&(this._tileDebugTextBuffer.destroy(),this._tileDebugTextSegments.destroy(),this._tileDebugTextIndexBuffer.destroy(),this._tileDebugTextBuffer=null),this._globeTileDebugTextBuffer&&(this._globeTileDebugTextBuffer.destroy(),this._globeTileDebugTextBuffer=null),this.latestFeatureIndex=null,this.state=\"unloaded\";}}getBucket(t){return this.buckets[t.id]}upload(t){for(const e in this.buckets){const r=this.buckets[e];r.uploadPending()&&r.upload(t);}const e=t.gl;this.imageAtlas&&!this.imageAtlas.uploaded&&(this.imageAtlasTexture=new hp(t,this.imageAtlas.image,e.RGBA),this.imageAtlas.uploaded=!0),this.glyphAtlasImage&&(this.glyphAtlasTexture=new hp(t,this.glyphAtlasImage,e.ALPHA),this.glyphAtlasImage=null),this.lineAtlas&&!this.lineAtlas.uploaded&&(this.lineAtlasTexture=new hp(t,this.lineAtlas.image,e.ALPHA),this.lineAtlas.uploaded=!0);}prepare(t){this.imageAtlas&&this.imageAtlas.patchUpdatedImages(t,this.imageAtlasTexture);}queryRenderedFeatures(t,e,r,n,i,s,a,o){return this.latestFeatureIndex&&this.latestFeatureIndex.rawTileData?this.latestFeatureIndex.query({tileResult:n,pixelPosMatrix:a,transform:s,params:i,tileTransform:this.tileTransform},t,e,r):{}}querySourceFeatures(t,e){const r=this.latestFeatureIndex;if(!r||!r.rawTileData)return;const n=r.loadVTLayers(),i=e?e.sourceLayer:\"\",s=n._geojsonTileLayer||n[i];if(!s)return;const a=Sn(e&&e.filter),{z:o,x:l,y:u}=this.tileID.canonical,c={z:o,x:l,y:u};for(let e=0;et)r=!1;else if(e)if(this.expirationTime=0;t--){const e=4*t,r=Jp[e+0],n=Jp[e+1],i=Jp[e+2],s=Jp[e+3],a=r+i>>1,o=n+s>>1,l=a+o-n,u=o+r-a,c=n*Wp+r,h=s*Wp+i,p=o*Wp+a,f=Math.hypot((Qp[2*c+0]+Qp[2*h+0])/2-Qp[2*p+0],(Qp[2*c+1]+Qp[2*h+1])/2-Qp[2*p+1])>=16;if(tf[p]=tf[p]||(f?1:0),t<1022){const t=(n+u>>1)*Wp+(r+l>>1),e=(s+u>>1)*Wp+(i+l>>1);tf[p]=tf[p]||tf[t]||tf[e];}}const i=new Ts,s=new js;let a=0;function o(t,e){const r=e*Wp+t;return 0===ef[r]&&(i.emplaceBack(Qp[2*r+0],Qp[2*r+1],t*Ya/Hp,e*Ya/Hp),ef[r]=++a),ef[r]-1}function l(t,e,r,n,i,a){const u=t+r>>1,c=e+n>>1;if(Math.abs(t-i)+Math.abs(e-a)>1&&tf[c*Wp+u])l(i,a,t,e,u,c),l(r,n,i,a,u,c);else {const l=o(t,e),u=o(r,n),c=o(i,a);s.emplaceBack(l,u,c);}}return l(0,0,Hp,Hp,Hp,0),l(Hp,Hp,0,0,0,Hp),{vertices:i,indices:s}}(this.tileID.canonical,e);n=t.vertices,i=t.indices;}else {n=new Ts,i=new js;for(const{x:t,y:e}of r)n.emplaceBack(t,e,0,0);const t=Fl(n.int16,void 0,4);for(let e=0;e{const c=(o-t)/(u-1),h=(l-a)/(u-1),p=n.length;for(let o=0;oa*t+e;for(let t=0;te[a])return null}else {const o=1/n[a];let l=(t[a]-r[a])*o,u=(e[a]-r[a])*o;if(l>u){const t=l;l=u,u=t;}if(l>i&&(i=l),us)return null}return i}function cf(t,e,r,n,i,s,a,o,l,u,c){const h=n-t,p=i-e,f=s-r,d=a-t,y=o-e,m=l-r,g=c[1]*m-c[2]*y,x=c[2]*d-c[0]*m,v=c[0]*y-c[1]*d,b=h*g+p*x+f*v;if(Math.abs(b)<1e-15)return null;const _=1/b,w=u[0]-t,A=u[1]-e,k=u[2]-r,S=(w*g+A*x+k*v)*_;if(S<0||S>1)return null;const I=A*f-k*p,M=k*h-w*f,T=w*p-A*h,z=(c[0]*I+c[1]*M+c[2]*T)*_;return z<0||S+z>1?null:(d*I+y*M+m*T)*_}function hf(t,e,r){return (t-e)/(r-e)}function pf(t,e,r,n,i,s,a,o,l){const u=1<{const s=n?1:0,a=(t+1)*r-s,o=e*r,l=(e+1)*r-s;i[0]=t*r,i[1]=o,i[2]=a,i[3]=l;};let a=new lf(n);const o=[];for(let e=0;e=1;n/=2){const t=r[r.length-1];a=new lf(n);for(let e=0;e0;){const{idx:o,t:f,nodex:d,nodey:y,depth:m}=p.pop();if(this.leaves[o]){pf(d,y,m,t,e,r,n,c,h);const o=1<=t[2])return f}continue}let g=0;for(let p=0;p=l[u[r]]&&(u.splice(r,0,p),e=!0);e||(u[g]=p),g++;}}for(let t=0;t=this.dim+1||e<-1||e>=this.dim+1)throw new RangeError(\"out of range source coordinates for DEM data\");return (e+1)*this.stride+(t+1)}_unpackMapbox(t,e,r){return (256*t*256+256*e+r)/10-1e4}_unpackTerrarium(t,e,r){return 256*t+e+r/256-32768}static pack(t,e){const r=[0,0,0,0],n=gf.getUnpackVector(e);let i=Math.floor((t+n[3])/n[2]);return r[2]=i%256,i=Math.floor(i/256),r[1]=i%256,i=Math.floor(i/256),r[0]=i,r}getPixels(){return new Bl({width:this.stride,height:this.stride},this.pixels)}backfillBorder(t,e,r){if(this.dim!==t.dim)throw new Error(\"dem dimension mismatch\");let n=e*this.dim,i=e*this.dim+this.dim,s=r*this.dim,a=r*this.dim+this.dim;switch(e){case-1:n=i-1;break;case 1:i=n+1;}switch(r){case-1:s=a-1;break;case 1:a=s+1;}const o=-e*this.dim,l=-r*this.dim;for(let e=s;e{this.remove(t,i);}),r)),this.data[n].push(i),this.order.push(n),this.order.length>this.max){const t=this._getAndRemoveByKey(this.order[0]);t&&this.onRemove(t);}return this}has(t){return t.wrapped().key in this.data}getAndRemove(t){return this.has(t)?this._getAndRemoveByKey(t.wrapped().key):null}_getAndRemoveByKey(t){const e=this.data[t].shift();return e.timeout&&clearTimeout(e.timeout),0===this.data[t].length&&delete this.data[t],this.order.splice(this.order.indexOf(t),1),e.value}getByKey(t){const e=this.data[t];return e?e[0].value:null}get(t){return this.has(t)?this.data[t.wrapped().key][0].value:null}remove(t,e){if(!this.has(t))return this;const r=t.wrapped().key,n=void 0===e?0:this.data[r].indexOf(e),i=this.data[r][n];return this.data[r].splice(n,1),i.timeout&&clearTimeout(i.timeout),0===this.data[r].length&&delete this.data[r],this.onRemove(i.value),this.order.splice(this.order.indexOf(r),1),this}setMaxSize(t){for(this.max=t;this.order.length>this.max;){const t=this._getAndRemoveByKey(this.order[0]);t&&this.onRemove(t);}return this}filter(t){const e=[];for(const r in this.data)for(const n of this.data[r])t(n.value)||e.push(n);for(const t of e)this.remove(t.value.tileID,t);}}class vf{constructor(t,e,r){this.func=t,this.mask=e,this.range=r;}}vf.ReadOnly=!1,vf.ReadWrite=!0,vf.disabled=new vf(519,vf.ReadOnly,[0,1]);const bf=7680;class _f{constructor(t,e,r,n,i,s){this.test=t,this.ref=e,this.mask=r,this.fail=n,this.depthFail=i,this.pass=s;}}_f.disabled=new _f({func:519,mask:0},0,0,bf,bf,bf);class wf{constructor(t,e,r){this.blendFunction=t,this.blendColor=e,this.mask=r;}}wf.Replace=[1,0],wf.disabled=new wf(wf.Replace,ce.transparent,[!1,!1,!1,!1]),wf.unblended=new wf(wf.Replace,ce.transparent,[!0,!0,!0,!0]),wf.alphaBlended=new wf([1,771],ce.transparent,[!0,!0,!0,!0]);const Af=1029,kf=2305;class Sf{constructor(t,e,r){this.enable=t,this.mode=e,this.frontFace=r;}}Sf.disabled=new Sf(!1,Af,kf),Sf.backCCW=new Sf(!0,Af,kf),Sf.backCW=new Sf(!0,Af,2304),Sf.frontCW=new Sf(!0,1028,2304),Sf.frontCCW=new Sf(!0,1028,kf);class If extends Ut{constructor(t,e,r){super(),this.id=t,this._onlySymbols=r,e.on(\"data\",(t=>{\"source\"===t.dataType&&\"metadata\"===t.sourceDataType&&(this._sourceLoaded=!0),this._sourceLoaded&&!this._paused&&\"source\"===t.dataType&&\"content\"===t.sourceDataType&&(this.reload(),this.transform&&this.update(this.transform));})),e.on(\"error\",(()=>{this._sourceErrored=!0;})),this._source=e,this._tiles={},this._cache=new xf(0,this._unloadTile.bind(this)),this._timers={},this._cacheTimers={},this._minTileCacheSize=e.minTileCacheSize,this._maxTileCacheSize=e.maxTileCacheSize,this._loadedParentTiles={},this._coveredTiles={},this._state=new of,this._isRaster=\"raster\"===this._source.type||\"raster-dem\"===this._source.type||\"custom\"===this._source.type&&\"raster\"===this._source._dataType;}onAdd(t){this.map=t,this._minTileCacheSize=void 0===this._minTileCacheSize&&t?t._minTileCacheSize:this._minTileCacheSize,this._maxTileCacheSize=void 0===this._maxTileCacheSize&&t?t._maxTileCacheSize:this._maxTileCacheSize;}loaded(){if(this._sourceErrored)return !0;if(!this._sourceLoaded)return !1;if(!this._source.loaded())return !1;for(const t in this._tiles){const e=this._tiles[t];if(\"loaded\"!==e.state&&\"errored\"!==e.state)return !1}return !0}getSource(){return this._source}pause(){this._paused=!0;}resume(){if(!this._paused)return;const t=this._shouldReloadOnResume;this._paused=!1,this._shouldReloadOnResume=!1,t&&this.reload(),this.transform&&this.update(this.transform);}_loadTile(t,e){return t.isSymbolTile=this._onlySymbols,this._source.loadTile(t,e)}_unloadTile(t){if(this._source.unloadTile)return this._source.unloadTile(t,(()=>{}))}_abortTile(t){if(this._source.abortTile)return this._source.abortTile(t,(()=>{}))}serialize(){return this._source.serialize()}prepare(t){if(this._source.prepare&&this._source.prepare(),this._state.coalesceChanges(this._tiles,this.map?this.map.painter:null),this._source.prepareTile)for(const e in this._tiles){const r=this._tiles[e];this._source.prepareTile(r)&&this.map.painter.terrain&&this.map.painter.terrain._clearRenderCacheForTile(this.id,r.tileID),r.upload(t),r.prepare(this.map.style.imageManager);}else for(const e in this._tiles){const r=this._tiles[e];r.upload(t),r.prepare(this.map.style.imageManager);}}getIds(){return v(this._tiles).map((t=>t.tileID)).sort(Mf).map((t=>t.key))}getRenderableIds(t){const e=[];for(const r in this._tiles)this._isIdRenderable(+r,t)&&e.push(this._tiles[r]);return t?e.sort(((t,e)=>{const r=t.tileID,n=e.tileID,s=new i(r.canonical.x,r.canonical.y)._rotate(this.transform.angle),a=new i(n.canonical.x,n.canonical.y)._rotate(this.transform.angle);return r.overscaledZ-n.overscaledZ||a.y-s.y||a.x-s.x})).map((t=>t.tileID.key)):e.map((t=>t.tileID)).sort(Mf).map((t=>t.key))}hasRenderableParent(t){const e=this.findLoadedParent(t,0);return !!e&&this._isIdRenderable(e.tileID.key)}_isIdRenderable(t,e){return this._tiles[t]&&this._tiles[t].hasData()&&!this._coveredTiles[t]&&(e||!this._tiles[t].holdingForFade())}reload(){if(this._paused)this._shouldReloadOnResume=!0;else {this._cache.reset();for(const t in this._tiles)\"errored\"!==this._tiles[t].state&&this._reloadTile(+t,\"reloading\");}}_reloadTile(t,e){const r=this._tiles[t];r&&(\"loading\"!==r.state&&(r.state=e),this._loadTile(r,this._tileLoaded.bind(this,r,t,e)));}_tileLoaded(t,e,r,n){if(n)if(t.state=\"errored\",404!==n.status)this._source.fire(new Rt(n,{tile:t}));else if(\"raster-dem\"===this._source.type&&this.usedForTerrain&&this.map.painter.terrain){const t=this.map.painter.terrain;this.update(this.transform,t.getScaledDemTileSize(),!0),t.resetTileLookupCache(this.id);}else this.update(this.transform);else t.timeAdded=N.now(),\"expired\"===r&&(t.refreshedUponExpiration=!0),this._setTileReloadTimer(e,t),\"raster-dem\"===this._source.type&&t.dem&&this._backfillDEM(t),this._state.initializeTileState(t,this.map?this.map.painter:null),this._source.fire(new Lt(\"data\",{dataType:\"source\",tile:t,coord:t.tileID,sourceCacheId:this.id}));}_backfillDEM(t){const e=this.getRenderableIds();for(let n=0;n1||(Math.abs(r)>1&&(1===Math.abs(r+i)?r+=i:1===Math.abs(r-i)&&(r-=i)),e.dem&&t.dem&&(t.dem.backfillBorder(e.dem,r,n),t.neighboringTiles&&t.neighboringTiles[s]&&(t.neighboringTiles[s].backfilled=!0)));}}getTile(t){return this.getTileByID(t.key)}getTileByID(t){return this._tiles[t]}_retainLoadedChildren(t,e,r,n){for(const i in this._tiles){let s=this._tiles[i];if(n[i]||!s.hasData()||s.tileID.overscaledZ<=e||s.tileID.overscaledZ>r)continue;let a=s.tileID;for(;s&&s.tileID.overscaledZ>e+1;){const t=s.tileID.scaledTo(s.tileID.overscaledZ-1);s=this._tiles[t.key],s&&s.hasData()&&(a=t);}let o=a;for(;o.overscaledZ>e;)if(o=o.scaledTo(o.overscaledZ-1),t[o.key]){n[a.key]=a;break}}}findLoadedParent(t,e){if(t.key in this._loadedParentTiles){const r=this._loadedParentTiles[t.key];return r&&r.tileID.overscaledZ>=e?r:null}for(let r=t.overscaledZ-1;r>=e;r--){const e=t.scaledTo(r),n=this._getLoadedTile(e);if(n)return n}}_getLoadedTile(t){const e=this._tiles[t.key];return e&&e.hasData()?e:this._cache.getByKey(this._source.reparseOverscaled?t.wrapped().key:t.canonical.key)}updateCacheSize(t,e){e=e||this._source.tileSize;const r=Math.ceil(t.width/e)+1,n=Math.ceil(t.height/e)+1,i=Math.floor(r*n*5),s=\"number\"==typeof this._minTileCacheSize?Math.max(this._minTileCacheSize,i):i,a=\"number\"==typeof this._maxTileCacheSize?Math.min(this._maxTileCacheSize,s):s;this._cache.setMaxSize(a);}handleWrapJump(t){const e=Math.round((t-(void 0===this._prevLng?t:this._prevLng))/360);if(this._prevLng=t,e){const t={};for(const r in this._tiles){const n=this._tiles[r];n.tileID=n.tileID.unwrapTo(n.tileID.wrap+e),t[n.tileID.key]=n;}this._tiles=t;for(const t in this._timers)clearTimeout(this._timers[t]),delete this._timers[t];for(const t in this._tiles)this._setTileReloadTimer(+t,this._tiles[t]);}}update(t,e,r){if(this.transform=t,!this._sourceLoaded||this._paused||this.transform.freezeTileCoverage)return;if(this.usedForTerrain&&!r)return;let n;this.updateCacheSize(t,e),\"globe\"!==this.transform.projection.name&&this.handleWrapJump(this.transform.center.lng),this._coveredTiles={},this.used||this.usedForTerrain?this._source.tileID?n=t.getVisibleUnwrappedCoordinates(this._source.tileID).map((t=>new Np(t.canonical.z,t.wrap,t.canonical.z,t.canonical.x,t.canonical.y))):(n=t.coveringTiles({tileSize:e||this._source.tileSize,minzoom:this._source.minzoom,maxzoom:this._source.maxzoom,roundZoom:this._source.roundZoom&&!r,reparseOverscaled:this._source.reparseOverscaled,isTerrainDEM:this.usedForTerrain}),this._source.hasTile&&(n=n.filter((t=>this._source.hasTile(t))))):n=[];const i=this._updateRetainedTiles(n);if(Tf(this._source.type)&&0!==n.length){const t={},e={},r=Object.keys(i);for(const n of r){const r=i[n],s=this._tiles[n];if(!s||s.fadeEndTime&&s.fadeEndTime<=N.now())continue;const a=this.findLoadedParent(r,Math.max(r.overscaledZ-If.maxOverzooming,this._source.minzoom));a&&(this._addTile(a.tileID),t[a.tileID.key]=a.tileID),e[n]=r;}const s=n[n.length-1].overscaledZ;for(const t in this._tiles){const r=this._tiles[t];if(i[t]||!r.hasData())continue;let n=r.tileID;for(;n.overscaledZ>s;){n=n.scaledTo(n.overscaledZ-1);const s=this._tiles[n.key];if(s&&s.hasData()&&e[n.key]){i[t]=r.tileID;break}}}for(const e in t)i[e]||(this._coveredTiles[e]=!0,i[e]=t[e]);}for(const t in i)this._tiles[t].clearFadeHold();const s=function(t,e){const r=[];for(const n in t)n in e||r.push(n);return r}(this._tiles,i);for(const t of s){const e=this._tiles[t];e.hasSymbolBuckets&&!e.holdingForFade()?e.setHoldDuration(this.map._fadeDuration):e.hasSymbolBuckets&&!e.symbolFadeFinished()||this._removeTile(+t);}this._updateLoadedParentTileCache(),this._onlySymbols&&this._source.afterUpdate&&this._source.afterUpdate();}releaseSymbolFadeTiles(){for(const t in this._tiles)this._tiles[t].holdingForFade()&&this._removeTile(+t);}_updateRetainedTiles(t){const e={};if(0===t.length)return e;const r={},n=t.reduce(((t,e)=>Math.min(t,e.overscaledZ)),1/0),i=t[0].overscaledZ,s=Math.max(i-If.maxOverzooming,this._source.minzoom),a=Math.max(i+If.maxUnderzooming,this._source.minzoom),o={};for(const r of t){const t=this._addTile(r);e[r.key]=r,t.hasData()||n=this._source.maxzoom){const t=n.children(this._source.maxzoom)[0],r=this.getTile(t);if(r&&r.hasData()){e[t.key]=t;continue}}else {const t=n.children(this._source.maxzoom);if(e[t[0].key]&&e[t[1].key]&&e[t[2].key]&&e[t[3].key])continue}let i=t.wasRequested();for(let a=n.overscaledZ-1;a>=s;--a){const s=n.scaledTo(a);if(r[s.key])break;if(r[s.key]=!0,t=this.getTile(s),!t&&i&&(t=this._addTile(s)),t&&(e[s.key]=s,i=t.wasRequested(),t.hasData()))break}}return e}_updateLoadedParentTileCache(){this._loadedParentTiles={};for(const t in this._tiles){const e=[];let r,n=this._tiles[t].tileID;for(;n.overscaledZ>0;){if(n.key in this._loadedParentTiles){r=this._loadedParentTiles[n.key];break}e.push(n.key);const t=n.scaledTo(n.overscaledZ-1);if(r=this._getLoadedTile(t),r)break;n=t;}for(const t of e)this._loadedParentTiles[t]=r;}}_addTile(t){let e=this._tiles[t.key];if(e)return this._source.prepareTile&&this._source.prepareTile(e),e;e=this._cache.getAndRemove(t),e&&(this._setTileReloadTimer(t.key,e),e.tileID=t,this._state.initializeTileState(e,this.map?this.map.painter:null),this._cacheTimers[t.key]&&(clearTimeout(this._cacheTimers[t.key]),delete this._cacheTimers[t.key],this._setTileReloadTimer(t.key,e)));const r=Boolean(e);if(!r){const r=this.map?this.map.painter:null;e=new af(t,this._source.tileSize*t.overscaleFactor(),this.transform.tileZoom,r,this._isRaster),this._source.prepareTile&&this._source.prepareTile(e)||this._loadTile(e,this._tileLoaded.bind(this,e,t.key,e.state));}return e?(e.uses++,this._tiles[t.key]=e,r||this._source.fire(new Lt(\"dataloading\",{tile:e,coord:e.tileID,dataType:\"source\"})),e):null}_setTileReloadTimer(t,e){t in this._timers&&(clearTimeout(this._timers[t]),delete this._timers[t]);const r=e.getExpiryTimeout();r&&(this._timers[t]=setTimeout((()=>{this._reloadTile(t,\"expired\"),delete this._timers[t];}),r));}_removeTile(t){const e=this._tiles[t];e&&(e.uses--,delete this._tiles[t],this._timers[t]&&(clearTimeout(this._timers[t]),delete this._timers[t]),e.uses>0||(e.hasData()&&\"reloading\"!==e.state?this._cache.add(e.tileID,e,e.getExpiryTimeout()):(e.aborted=!0,this._abortTile(e),this._unloadTile(e))));}clearTiles(){this._shouldReloadOnResume=!1,this._paused=!1;for(const t in this._tiles)this._removeTile(+t);this._source._clear&&this._source._clear(),this._cache.reset(),this.map&&this.usedForTerrain&&this.map.painter.terrain&&this.map.painter.terrain.resetTileLookupCache(this.id);}tilesIn(t,e,r){const n=[],i=this.transform;if(!i)return n;for(const s in this._tiles){const a=this._tiles[s];if(r&&a.clearQueryDebugViz(),a.holdingForFade())continue;const o=t.containsTile(a,i,e);o&&n.push(o);}return n}getVisibleCoordinates(t){const e=this.getRenderableIds(t).map((t=>this._tiles[t].tileID));for(const t of e)t.projMatrix=this.transform.calculateProjMatrix(t.toUnwrapped());return e}hasTransition(){if(this._source.hasTransition())return !0;if(Tf(this._source.type))for(const t in this._tiles){const e=this._tiles[t];if(void 0!==e.fadeEndTime&&e.fadeEndTime>=N.now())return !0}return !1}setFeatureState(t,e,r){this._state.updateState(t=t||\"_geojsonTileLayer\",e,r);}removeFeatureState(t,e,r){this._state.removeFeatureState(t=t||\"_geojsonTileLayer\",e,r);}getFeatureState(t,e){return this._state.getState(t=t||\"_geojsonTileLayer\",e)}setDependencies(t,e,r){const n=this._tiles[t];n&&n.setDependencies(e,r);}reloadTilesForDependencies(t,e){for(const r in this._tiles)this._tiles[r].hasDependency(t,e)&&this._reloadTile(+r,\"reloading\");this._cache.filter((r=>!r.hasDependency(t,e)));}_preloadTiles(t,e){const r=new Map,n=Array.isArray(t)?t:[t],i=this.map.painter.terrain,s=this.usedForTerrain&&i?i.getScaledDemTileSize():this._source.tileSize;for(const t of n){const e=t.coveringTiles({tileSize:s,minzoom:this._source.minzoom,maxzoom:this._source.maxzoom,roundZoom:this._source.roundZoom&&!this.usedForTerrain,reparseOverscaled:this._source.reparseOverscaled,isTerrainDEM:this.usedForTerrain});for(const t of e)r.set(t.key,t);this.usedForTerrain&&t.updateElevation(!1);}x(Array.from(r.values()),((t,e)=>{const r=new af(t,this._source.tileSize*t.overscaleFactor(),this.transform.tileZoom,this.map.painter,this._isRaster);this._loadTile(r,(t=>{\"raster-dem\"===this._source.type&&r.dem&&this._backfillDEM(r),e(t,r);}));}),e);}}function Mf(t,e){const r=Math.abs(2*t.wrap)-+(t.wrap<0),n=Math.abs(2*e.wrap)-+(e.wrap<0);return t.overscaledZ-e.overscaledZ||n-r||e.canonical.y-t.canonical.y||e.canonical.x-t.canonical.x}function Tf(t){return \"raster\"===t||\"image\"===t||\"video\"===t}If.maxOverzooming=10,If.maxUnderzooming=3;class zf{constructor(t,e,r){this._demTile=t,this._dem=this._demTile.dem,this._scale=e,this._offset=r;}static create(t,e,r){const n=r||t.findDEMTileFor(e);if(!n||!n.dem)return;const i=n.dem,s=n.tileID,a=1<=0&&n[3]>=0&&o.insert(a,n[0],n[1],n[2],n[3]);}}loadVTLayers(){if(!this.vtLayers){this.vtLayers=new Du.VectorTile(new wc(this.rawTileData)).layers,this.sourceLayerCoder=new Xp(this.vtLayers?Object.keys(this.vtLayers).sort():[\"_geojsonTileLayer\"]),this.vtFeatures={};for(const t in this.vtLayers)this.vtFeatures[t]=[];}return this.vtLayers}query(t,e,r,n){this.loadVTLayers();const i=t.params||{},s=Sn(i.filter),a=t.tileResult,o=t.transform,l=a.bufferedTilespaceBounds,u=this.grid.query(l.min.x,l.min.y,l.max.x,l.max.y,((t,e,r,n)=>Bo(a.bufferedTilespaceGeometry,t,e,r,n)));u.sort(Cf);let c=null;o.elevation&&u.length>0&&(c=zf.create(o.elevation,this.tileID));const h={};let p;for(let o=0;o(d||(d=yo(e,this.tileID.canonical,t.tileTransform)),r.queryIntersectsFeature(a,e,n,d,this.z,t.transform,t.pixelPosMatrix,c,i))));}return h}loadMatchingFeature(t,e,r,n,i,s,a,o,l){const{featureIndex:u,bucketIndex:c,sourceLayerIndex:h,layoutVertexArrayOffset:p}=e,f=this.bucketLayerIDs[c];if(n&&!function(t,e){for(let r=0;r=0)return !0;return !1}(n,f))return;const d=this.sourceLayerCoder.decode(h),y=this.vtLayers[d].feature(u);if(r.needGeometry){const t=mo(y,!0);if(!r.filter(new ss(this.tileID.overscaledZ),t,this.tileID.canonical))return}else if(!r.filter(new ss(this.tileID.overscaledZ),y))return;const m=this.getId(y,d);for(let e=0;e{const a=e instanceof fs?e.get(s):null;return a&&a.evaluate?a.evaluate(r,n,i):a}))}function Cf(t,e){return e-t}ai(Bf,\"FeatureIndex\",{omit:[\"rawTileData\",\"sourceLayerCoder\"]});class Df{constructor(t){const e={},r=[];for(const n in t){const i=t[n],s=e[n]={};for(const t in i.glyphs){const e=i.glyphs[+t];if(!e||0===e.bitmap.width||0===e.bitmap.height)continue;const n=e.metrics.localGlyph?2:1,a={x:0,y:0,w:e.bitmap.width+2*n,h:e.bitmap.height+2*n};r.push(a),s[t]=a;}}const{w:n,h:i}=Gc(r),s=new zl({width:n||1,height:i||1});for(const r in t){const n=t[r];for(const t in n.glyphs){const i=n.glyphs[+t];if(!i||0===i.bitmap.width||0===i.bitmap.height)continue;const a=e[r][t],o=i.metrics.localGlyph?2:1;zl.copy(i.bitmap,s,{x:0,y:0},{x:a.x+o,y:a.y+o},i.bitmap);}}this.image=s,this.positions=e;}}ai(Df,\"GlyphAtlas\");class Pf{constructor(t){this.tileID=new Np(t.tileID.overscaledZ,t.tileID.wrap,t.tileID.canonical.z,t.tileID.canonical.x,t.tileID.canonical.y),this.tileZoom=t.tileZoom,this.uid=t.uid,this.zoom=t.zoom,this.canonical=t.tileID.canonical,this.pixelRatio=t.pixelRatio,this.tileSize=t.tileSize,this.source=t.source,this.overscaling=this.tileID.overscaleFactor(),this.showCollisionBoxes=t.showCollisionBoxes,this.collectResourceTiming=!!t.collectResourceTiming,this.returnDependencies=!!t.returnDependencies,this.promoteId=t.promoteId,this.enableTerrain=!!t.enableTerrain,this.isSymbolTile=t.isSymbolTile,this.tileTransform=Zp(t.tileID.canonical,t.projection),this.projection=t.projection;}parse(t,e,r,n,i){this.status=\"parsing\",this.data=t,this.collisionBoxArray=new ea;const s=new Xp(Object.keys(t.layers).sort()),a=new Bf(this.tileID,this.promoteId);a.bucketLayerIDs=[];const o={},l=new pp(256,256),u={featureIndex:a,iconDependencies:{},patternDependencies:{},glyphDependencies:{},lineAtlas:l,availableImages:r},c=e.familiesBySource[this.source];for(const e in c){const n=t.layers[e];if(!n)continue;let i=!1,l=!1;for(const t of c[e])\"symbol\"===t[0].type?i=!0:l=!0;if(!0===this.isSymbolTile&&!i)continue;if(!1===this.isSymbolTile&&!l)continue;1===n.version&&C(`Vector tile source \"${this.source}\" layer \"${e}\" does not use vector tile spec v2 and therefore may have some rendering errors.`);const h=s.encode(e),p=[];for(let t=0;t=e.maxzoom||\"none\"!==e.visibility&&(Vf(t,this.zoom,r),(o[e.id]=e.createBucket({index:a.bucketLayerIDs.length,layers:t,zoom:this.zoom,canonical:this.canonical,pixelRatio:this.pixelRatio,overscaling:this.overscaling,collisionBoxArray:this.collisionBoxArray,sourceLayerIndex:h,sourceID:this.source,enableTerrain:this.enableTerrain,projection:this.projection.name,availableImages:r})).populate(p,u,this.tileID.canonical,this.tileTransform),a.bucketLayerIDs.push(t.map((t=>t.id))));}}let h,p,f,d;l.trim();const y={type:\"maybePrepare\",isSymbolTile:this.isSymbolTile,zoom:this.zoom},m=T(u.glyphDependencies,(t=>Object.keys(t).map(Number)));Object.keys(m).length?n.send(\"getGlyphs\",{uid:this.uid,stacks:m},((t,e)=>{h||(h=t,p=e,b.call(this));}),void 0,!1,y):p={};const g=Object.keys(u.iconDependencies);g.length?n.send(\"getImages\",{icons:g,source:this.source,tileID:this.tileID,type:\"icons\"},((t,e)=>{h||(h=t,f=e,b.call(this));}),void 0,!1,y):f={};const x=Object.keys(u.patternDependencies);function b(){if(h)return i(h);if(p&&f&&d){const t=new Df(p),e=new Xc(f,d);for(const n in o){const i=o[n];i instanceof tp?(Vf(i.layers,this.zoom,r),Rh(i,p,t.positions,f,e.iconPositions,this.showCollisionBoxes,r,this.tileID.canonical,this.tileZoom,this.projection)):i.hasPattern&&(i instanceof Qu||i instanceof xu||i instanceof $u)&&(Vf(i.layers,this.zoom,r),i.addFeatures(u,this.tileID.canonical,e.patternPositions,r,this.tileTransform));}this.status=\"done\",i(null,{buckets:v(o).filter((t=>!t.isEmpty())),featureIndex:a,collisionBoxArray:this.collisionBoxArray,glyphAtlasImage:t.image,lineAtlas:l,imageAtlas:e,glyphMap:this.returnDependencies?p:null,iconMap:this.returnDependencies?f:null,glyphPositions:this.returnDependencies?t.positions:null});}}x.length?n.send(\"getImages\",{icons:x,source:this.source,tileID:this.tileID,type:\"patterns\"},((t,e)=>{h||(h=t,d=e,b.call(this));}),void 0,!1,y):d={},b.call(this);}}function Vf(t,e,r){const n=new ss(e);for(const e of t)e.recalculate(n,r);}class Ff{constructor(t){this.entries={},this.scheduler=t;}request(t,e,r,n){const i=this.entries[t]=this.entries[t]||{callbacks:[]};if(i.result){const[t,r]=i.result;return this.scheduler?this.scheduler.add((()=>{n(t,r);}),e):n(t,r),()=>{}}return i.callbacks.push(n),i.cancel||(i.cancel=r(((r,n)=>{i.result=[r,n];for(const t of i.callbacks)this.scheduler?this.scheduler.add((()=>{t(r,n);}),e):t(r,n);setTimeout((()=>delete this.entries[t]),3e3);}))),()=>{i.result||(i.callbacks=i.callbacks.filter((t=>t!==n)),i.callbacks.length||(i.cancel(),delete this.entries[t]));}}}function Lf(t,e,r){const n=JSON.stringify(t.request);return t.data&&(this.deduped.entries[n]={result:[null,t.data]}),this.deduped.request(n,{type:\"parseTile\",isSymbolTile:t.isSymbolTile,zoom:t.tileZoom},(e=>{const n=Mt(t.request,((t,n,i,s)=>{t?e(t):n&&e(null,{vectorTile:r?void 0:new Du.VectorTile(new wc(n)),rawData:n,cacheControl:i,expires:s});}));return ()=>{n.cancel(),e();}}),e)}const Rf=jo(new Float32Array(16));class Uf{constructor(t){this.name=t.name,this.wrap=!1,this.requiresDraping=!1,this.supportsWorldCopies=!1,this.supportsTerrain=!1,this.supportsFog=!1,this.supportsFreeCamera=!1,this.zAxisUnit=\"meters\",this.isReprojectedInTileSpace=!0,this.unsupportedLayers=[\"custom\"],this.center=[0,0],this.range=[3.5,7];}project(t,e){return {x:0,y:0,z:0}}unproject(t,e){return new Ja(0,0)}projectTilePoint(t,e,r){return {x:t,y:e,z:0}}locationPoint(t,e){return t._coordinatePoint(t.locationCoordinate(e),!1)}pixelsPerMeter(t,e){return no(1,t)*e}farthestPixelDistance(t){return function(t,e){const r=t.fovAboveCenter,n=t.elevation?t.elevation.getMinElevationBelowMSL()*e:0,i=(t._camera.position[2]*t.worldSize-n)/Math.cos(t._pitch),s=Math.sin(r)*i/Math.sin(Math.max(Math.PI/2-t._pitch-r,.01)),a=Math.sin(t._pitch)*s+i;return Math.min(1.01*a,i*(1/t._horizonShift))}(t,t.pixelsPerMeter)}pointCoordinate(t,e,r,n){const s=t.horizonLineFromTop(!1),a=new i(e,Math.max(s,r));return t.rayIntersectionCoordinate(t.pointRayIntersection(a,n))}createInversionMatrix(t,e){return Rf}createTileMatrix(t,e,r){let n,i,s;const a=r.canonical,o=jo(new Float64Array(16));if(this.isReprojectedInTileSpace){const l=Zp(a,this);n=1,i=l.x+r.wrap*l.scale,s=l.y,No(o,o,[n/l.scale,n/l.scale,t.pixelsPerMeter/e]);}else n=e/t.zoomScale(a.z),i=(a.x+Math.pow(2,a.z)*r.wrap)*n,s=a.y*n;return qo(o,o,[i,s,0]),No(o,o,[n/Ya,n/Ya,1]),o}upVector(t,e,r){return [0,0,1]}upVectorScale(t,e,r){return {metersToTile:1,metersToLabelSpace:1}}}class $f extends Uf{constructor(t){super(t),this.wrap=!0,this.supportsWorldCopies=!0,this.supportsTerrain=!0,this.supportsFog=!0,this.supportsFreeCamera=!0,this.isReprojectedInTileSpace=!1,this.unsupportedLayers=[],this.range=null;}project(t,e){return {x:eo(t),y:ro(e),z:0}}unproject(t,e){const r=io(t),n=so(e);return new Ja(r,n)}}class jf extends Uf{constructor(t){super(t),this.range=[4,7],this.center=t.center||[-96,37.5];const[e,r]=this.parallels=t.parallels||[29.5,45.5],n=Math.sin(u(e));this.n=(n+Math.sin(u(r)))/2,this.c=1+n*(2*this.n-n),this.r0=Math.sqrt(this.c)/this.n;}project(t,e){const{n:r,c:n,r0:i}=this,s=u(t-this.center[0]),a=u(e),o=Math.sqrt(n-2*r*Math.sin(a))/r;return {x:o*Math.sin(s*r),y:o*Math.cos(s*r)-i,z:0}}unproject(t,e){const{n:r,c:n,r0:i}=this,s=i+e;let a=Math.atan2(t,Math.abs(s))*Math.sign(s);s*r<0&&(a-=Math.PI*Math.sign(t)*Math.sign(s));const o=u(this.center[0])*r;a=g(a,-Math.PI-o,Math.PI-o);const l=c(a/r)+this.center[0],h=Math.asin(y((n-(t*t+s*s)*r*r)/(2*r),-1,1)),p=y(c(h),-85.051129,oo);return new Ja(l,p)}}const Of=1.340264,qf=-.081106,Nf=893e-6,Gf=.003796,Zf=Math.sqrt(3)/2;class Xf extends Uf{project(t,e){e=e/180*Math.PI,t=t/180*Math.PI;const r=Math.asin(Zf*Math.sin(e)),n=r*r,i=n*n*n;return {x:.5*(t*Math.cos(r)/(Zf*(Of+3*qf*n+i*(7*Nf+9*Gf*n)))/Math.PI+.5),y:1-.5*(r*(Of+qf*n+i*(Nf+Gf*n))/Math.PI+1),z:0}}unproject(t,e){t=(2*t-.5)*Math.PI;let r=e=(2*(1-e)-1)*Math.PI,n=r*r,i=n*n*n;for(let t,s,a,o=0;o<12&&(s=r*(Of+qf*n+i*(Nf+Gf*n))-e,a=Of+3*qf*n+i*(7*Nf+9*Gf*n),t=s/a,r=y(r-t,-Math.PI/3,Math.PI/3),n=r*r,i=n*n*n,!(Math.abs(t)<1e-12));++o);const s=Zf*t*(Of+3*qf*n+i*(7*Nf+9*Gf*n))/Math.cos(r),a=Math.asin(Math.sin(r)/Zf),o=y(180*s/Math.PI,-180,180),l=y(180*a/Math.PI,-85.051129,oo);return new Ja(o,l)}}class Kf extends Uf{constructor(t){super(t),this.wrap=!0,this.supportsWorldCopies=!0;}project(t,e){return {x:.5+t/360,y:.5-e/360,z:0}}unproject(t,e){const r=360*(t-.5),n=y(360*(.5-e),-85.051129,oo);return new Ja(r,n)}}const Yf=Math.PI/2;function Hf(t){return Math.tan((Yf+t)/2)}class Wf extends Uf{constructor(t){super(t),this.center=t.center||[0,30];const[e,r]=this.parallels=t.parallels||[30,30],n=u(e),i=u(r),s=Math.cos(n);this.n=n===i?Math.sin(n):Math.log(s/Math.cos(i))/Math.log(Hf(i)/Hf(n)),this.f=s*Math.pow(Hf(n),this.n)/this.n;}project(t,e){e=u(e),t=u(t-this.center[0]);const r=1e-6,{n:n,f:i}=this;i>0?e<-Yf+r&&(e=-Yf+r):e>Yf-r&&(e=Yf-r);const s=i/Math.pow(Hf(e),n),a=s*Math.sin(n*t),o=i-s*Math.cos(n*t);return {x:.5*(a/Math.PI+.5),y:1-.5*(o/Math.PI+.5),z:0}}unproject(t,e){t=(2*t-.5)*Math.PI,e=(2*(1-e)-.5)*Math.PI;const{n:r,f:n}=this,i=n-e,s=Math.sign(i),a=Math.sign(r)*Math.sqrt(t*t+i*i);let o=Math.atan2(t,Math.abs(i))*s;i*r<0&&(o-=Math.PI*Math.sign(t)*s);const l=y(c(o/r)+this.center[0],-180,180),u=y(c(2*Math.atan(Math.pow(n/a,1/r))-Yf),-85.051129,oo);return new Ja(l,u)}}const Jf=u(oo);class Qf extends Uf{project(t,e){const r=(e=u(e))*e,n=r*r;return {x:.5*((t=u(t))*(.8707-.131979*r+n*(n*(.003971*r-.001529*n)-.013791))/Math.PI+.5),y:1-.5*(e*(1.007226+r*(.015085+n*(.028874*r-.044475-.005916*n)))/Math.PI+1),z:0}}unproject(t,e){t=(2*t-.5)*Math.PI;let r=e=(2*(1-e)-1)*Math.PI,n=25,i=0,s=r*r;do{s=r*r;const t=s*s;i=(r*(1.007226+s*(.015085+t*(.028874*s-.044475-.005916*t)))-e)/(1.007226+s*(.045255+t*(.259866*s-.311325-.005916*11*t))),r=y(r-i,-Jf,Jf);}while(Math.abs(i)>1e-6&&--n>0);s=r*r;const a=y(c(t/(.8707+s*(s*(s*s*s*(.003971-.001529*s)-.013791)-.131979))),-180,180),o=c(r);return new Ja(a,o)}}const td=u(oo);class ed extends Uf{project(t,e){e=u(e),t=u(t);const r=Math.cos(e),n=2/Math.PI,i=Math.acos(r*Math.cos(t/2)),s=Math.sin(i)/i,a=.5*(t*n+2*r*Math.sin(t/2)/s)||0,o=.5*(e+Math.sin(e)/s)||0;return {x:.5*(a/Math.PI+.5),y:1-.5*(o/Math.PI+1),z:0}}unproject(t,e){let r=t=(2*t-.5)*Math.PI,n=e=(2*(1-e)-1)*Math.PI,i=25;const s=1e-6;let a=0,o=0;do{const i=Math.cos(n),s=Math.sin(n),l=2*s*i,u=s*s,c=i*i,h=Math.cos(r/2),p=Math.sin(r/2),f=2*h*p,d=p*p,m=1-c*h*h,g=m?1/m:0,x=m?Math.acos(i*h)*Math.sqrt(1/m):0,v=.5*(2*x*i*p+2*r/Math.PI)-t,b=.5*(x*s+n)-e,_=.5*g*(c*d+x*i*h*u)+1/Math.PI,w=g*(f*l/4-x*s*p),A=.125*g*(l*p-x*s*c*f),k=.5*g*(u*h+x*d*i)+.5,S=w*A-k*_;a=(b*w-v*k)/S,o=(v*A-b*_)/S,r=y(r-a,-Math.PI,Math.PI),n=y(n-o,-td,td);}while((Math.abs(a)>s||Math.abs(o)>s)&&--i>0);return new Ja(c(r),c(n))}}class rd extends Uf{constructor(t){super(t),this.center=t.center||[0,0],this.parallels=t.parallels||[0,0],this.cosPhi=Math.max(.01,Math.cos(u(this.parallels[0]))),this.scale=1/(2*Math.max(Math.PI*this.cosPhi,1/this.cosPhi)),this.wrap=!0,this.supportsWorldCopies=!0;}project(t,e){const{scale:r,cosPhi:n}=this;return {x:u(t)*n*r+.5,y:-Math.sin(u(e))/n*r+.5,z:0}}unproject(t,e){const{scale:r,cosPhi:n}=this,i=-(e-.5)/r,s=y(c((t-.5)/r)/n,-180,180),a=Math.asin(y(i*n,-1,1)),o=y(c(a),-85.051129,oo);return new Ja(s,o)}}t.ARRAY_TYPE=Uo,t.AUTH_ERR_MSG=tt,t.Aabb=vl,t.Actor=class{constructor(t,e,r){this.target=t,this.parent=e,this.mapId=r,this.callbacks={},this.cancelCallbacks={},I([\"receive\"],this),this.target.addEventListener(\"message\",this.receive,!1),this.globalScope=V()?t:a,this.scheduler=new mp;}send(t,e,r,n,i=!1,s){const a=Math.round(1e18*Math.random()).toString(36).substring(0,10);r&&(r.metadata=s,this.callbacks[a]=r);const o=O(this.globalScope)?void 0:[];return this.target.postMessage({id:a,type:t,hasCallback:!!r,targetMapId:n,mustQueue:i,sourceMapId:this.mapId,data:ui(e,o)},o),{cancel:()=>{r&&delete this.callbacks[a],this.target.postMessage({id:a,type:\"\",targetMapId:n,sourceMapId:this.mapId});}}}receive(t){const e=t.data,r=e.id;if(r&&(!e.targetMapId||this.mapId===e.targetMapId))if(\"\"===e.type){const t=this.cancelCallbacks[r];delete this.cancelCallbacks[r],t&&t.cancel();}else if(e.mustQueue||V()){const t=this.callbacks[r];this.cancelCallbacks[r]=this.scheduler.add((()=>this.processTask(r,e)),t&&t.metadata||{type:\"message\"});}else this.processTask(r,e);}processTask(t,e){if(\"\"===e.type){const r=this.callbacks[t];delete this.callbacks[t],r&&(e.error?r(ci(e.error)):r(null,ci(e.data)));}else {const r=O(this.globalScope)?void 0:[],n=e.hasCallback?(e,n)=>{delete this.cancelCallbacks[t],this.target.postMessage({id:t,type:\"\",sourceMapId:this.mapId,error:e?ui(e):null,data:ui(n,r)},r);}:t=>{},i=ci(e.data);if(this.parent[e.type])this.parent[e.type](e.sourceMapId,i,n);else if(this.parent.getWorkerSource){const t=e.type.split(\".\");this.parent.getWorkerSource(e.sourceMapId,t[0],i.source)[t[1]](i,n);}else n(new Error(`Could not find function ${e.type}`));}}remove(){this.scheduler.remove(),this.target.removeEventListener(\"message\",this.receive,!1);}},t.CanonicalTileID=Op,t.Color=ce,t.ColorMode=wf,t.CullFaceMode=Sf,t.DEMData=gf,t.DataConstantProperty=ds,t.DedupedRequest=Ff,t.DepthMode=vf,t.EXTENT=Ya,t.Elevation=class{isDataAvailableAtPoint(t){const e=this._source();if(!e||t.y<0||t.y>1)return !1;const r=e.getSource().maxzoom,n=1<1)return e;const i=n.getSource().maxzoom,s=1<{const s=this.getAtTileOffset(t,i.x,i.y),a=n.upVector(t.canonical,i.x,i.y);return nl(a,a,s*n.upVectorScale(t.canonical,e,r).metersToTile),a}}getForTilePoints(t,e,r,n){const i=zf.create(this,t,n);return !!i&&(e.forEach((t=>{t[2]=this.exaggeration()*i.getElevationAt(t[0],t[1],r);})),!0)}getMinMaxForTile(t){const e=this.findDEMTileFor(t);if(!e||!e.dem)return null;const r=e.dem.tree,n=e.tileID,i=1<this._skuTokenExpiresAt}transformRequest(t,e){return this._transformRequestFn&&this._transformRequestFn(t,e)||{url:t}}normalizeStyleURL(t,e){if(!et(t))return t;const r=it(t);return r.path=`/styles/v1${r.path}`,this._makeAPIURL(r,this._customAccessToken||e)}normalizeGlyphsURL(t,e){if(!et(t))return t;const r=it(t);return r.path=`/fonts/v1${r.path}`,this._makeAPIURL(r,this._customAccessToken||e)}normalizeSourceURL(t,e){if(!et(t))return t;const r=it(t);return r.path=`/v4/${r.authority}.json`,r.params.push(\"secure\"),this._makeAPIURL(r,this._customAccessToken||e)}normalizeSpriteURL(t,e,r,n){const i=it(t);return et(t)?(i.path=`/styles/v1${i.path}/sprite${e}${r}`,this._makeAPIURL(i,this._customAccessToken||n)):(i.path+=`${e}${r}`,st(i))}normalizeTileURL(t,e,r){if(this._isSkuTokenExpired()&&this._createSkuToken(),t&&!et(t))return t;const n=it(t);n.path=n.path.replace(/(\\.(png|jpg)\\d*)(?=$)/,`${e||r&&\"raster\"!==n.authority&&512===r?\"@2x\":\"\"}${X.supported?\".webp\":\"$1\"}`),\"raster\"===n.authority?n.path=`/${Z.RASTER_URL_PREFIX}${n.path}`:(n.path=n.path.replace(/^.+\\/v4\\//,\"/\"),n.path=`/${Z.TILE_URL_VERSION}${n.path}`);const i=this._customAccessToken||function(t){for(const e of t){const t=e.match(/^access_token=(.*)$/);if(t)return t[1]}return null}(n.params)||Z.ACCESS_TOKEN;return Z.REQUIRE_ACCESS_TOKEN&&i&&this._skuToken&&n.params.push(`sku=${this._skuToken}`),this._makeAPIURL(n,i)}canonicalizeTileURL(t,e){const r=it(t);if(!r.path.match(/^(\\/v4\\/|\\/raster\\/v1\\/)/)||!r.path.match(/\\.[\\w]+$/))return t;let n=\"mapbox://\";r.path.match(/^\\/raster\\/v1\\//)?n+=`raster/${r.path.replace(`/${Z.RASTER_URL_PREFIX}/`,\"\")}`:n+=`tiles/${r.path.replace(`/${Z.TILE_URL_VERSION}/`,\"\")}`;let i=r.params;return e&&(i=i.filter((t=>!t.match(/^access_token=/)))),i.length&&(n+=`?${i.join(\"&\")}`),n}canonicalizeTileset(t,e){const r=!!e&&et(e),n=[];for(const e of t.tiles||[])rt(e)?n.push(this.canonicalizeTileURL(e,r)):n.push(e);return n}_makeAPIURL(t,e){const r=\"See https://www.mapbox.com/api-documentation/#access-tokens-and-token-scopes\",n=it(Z.API_URL);if(t.protocol=n.protocol,t.authority=n.authority,\"http\"===t.protocol){const e=t.params.indexOf(\"secure\");e>=0&&t.params.splice(e,1);}if(\"/\"!==n.path&&(t.path=`${n.path}${t.path}`),!Z.REQUIRE_ACCESS_TOKEN)return st(t);if(e=e||Z.ACCESS_TOKEN,!this._silenceAuthErrors){if(!e)throw new Error(`An API access token is required to use Mapbox GL. ${r}`);if(\"s\"===e[0])throw new Error(`Use a public access token (pk.*) with Mapbox GL, not a secret access token (sk.*). ${r}`)}return t.params=t.params.filter((t=>-1===t.indexOf(\"access_token\"))),t.params.push(`access_token=${e||\"\"}`),st(t)}},t.ResourceType=At,t.SegmentVector=Ka,t.SourceCache=If,t.StencilMode=_f,t.StructArrayLayout1ui2=Ys,t.StructArrayLayout2f1f2i16=Us,t.StructArrayLayout2i4=Is,t.StructArrayLayout2ui4=Ks,t.StructArrayLayout3f12=Vs,t.StructArrayLayout3ui6=js,t.StructArrayLayout4i8=Ts,t.Texture=hp,t.Tile=af,t.Transitionable=ls,t.Uniform1f=Sa,t.Uniform1i=class extends ka{constructor(t,e){super(t,e),this.current=0;}set(t){this.current!==t&&(this.current=t,this.gl.uniform1i(this.location,t));}},t.Uniform2f=class extends ka{constructor(t,e){super(t,e),this.current=[0,0];}set(t){t[0]===this.current[0]&&t[1]===this.current[1]||(this.current=t,this.gl.uniform2f(this.location,t[0],t[1]));}},t.Uniform3f=class extends ka{constructor(t,e){super(t,e),this.current=[0,0,0];}set(t){t[0]===this.current[0]&&t[1]===this.current[1]&&t[2]===this.current[2]||(this.current=t,this.gl.uniform3f(this.location,t[0],t[1],t[2]));}},t.Uniform4f=Ia,t.UniformColor=Ma,t.UniformMatrix2f=class extends ka{constructor(t,e){super(t,e),this.current=Ba;}set(t){for(let e=0;e<4;e++)if(t[e]!==this.current[e]){this.current=t,this.gl.uniformMatrix2fv(this.location,!1,t);break}}},t.UniformMatrix3f=class extends ka{constructor(t,e){super(t,e),this.current=za;}set(t){for(let e=0;e<9;e++)if(t[e]!==this.current[e]){this.current=t,this.gl.uniformMatrix3fv(this.location,!1,t);break}}},t.UniformMatrix4f=class extends ka{constructor(t,e){super(t,e),this.current=Ta;}set(t){if(t[12]!==this.current[12]||t[0]!==this.current[0])return this.current=t,void this.gl.uniformMatrix4fv(this.location,!1,t);for(let e=1;e<16;e++)if(t[e]!==this.current[e]){this.current=t,this.gl.uniformMatrix4fv(this.location,!1,t);break}}},t.UnwrappedTileID=qp,t.ValidationError=mn,t.VectorTileWorkerSource=class extends Ut{constructor(t,e,r,n,i){super(),this.actor=t,this.layerIndex=e,this.availableImages=r,this.loadVectorData=i||Lf,this.loading={},this.loaded={},this.deduped=new Ff(t.scheduler),this.isSpriteLoaded=n,this.scheduler=t.scheduler;}loadTile(t,e){const r=t.uid,n=t&&t.request,i=n&&n.collectResourceTiming,s=this.loading[r]=new Pf(t);s.abort=this.loadVectorData(t,((a,o)=>{const l=!this.loading[r];if(delete this.loading[r],l||a||!o)return s.status=\"done\",l||(this.loaded[r]=s),e(a);const u=o.rawData,c={};o.expires&&(c.expires=o.expires),o.cacheControl&&(c.cacheControl=o.cacheControl),s.vectorTile=o.vectorTile||new Du.VectorTile(new wc(u));const h=()=>{s.parse(s.vectorTile,this.layerIndex,this.availableImages,this.actor,((t,r)=>{if(t||!r)return e(t);const s={};if(i){const t=yp(n);t.length>0&&(s.resourceTiming=JSON.parse(JSON.stringify(t)));}e(null,b({rawTileData:u.slice(0)},r,c,s));}));};this.isSpriteLoaded?h():this.once(\"isSpriteLoaded\",(()=>{this.scheduler?this.scheduler.add(h,{type:\"parseTile\",isSymbolTile:t.isSymbolTile,zoom:t.tileZoom}):h();})),this.loaded=this.loaded||{},this.loaded[r]=s;}));}reloadTile(t,e){const r=this.loaded,n=t.uid,i=this;if(r&&r[n]){const s=r[n];s.showCollisionBoxes=t.showCollisionBoxes,s.enableTerrain=!!t.enableTerrain,s.projection=t.projection,s.tileTransform=Zp(t.tileID.canonical,t.projection);const a=(t,r)=>{const n=s.reloadCallback;n&&(delete s.reloadCallback,s.parse(s.vectorTile,i.layerIndex,this.availableImages,i.actor,n)),e(t,r);};\"parsing\"===s.status?s.reloadCallback=a:\"done\"===s.status&&(s.vectorTile?s.parse(s.vectorTile,this.layerIndex,this.availableImages,this.actor,a):a());}}abortTile(t,e){const r=t.uid,n=this.loading[r];n&&(n.abort&&n.abort(),delete this.loading[r]),e();}removeTile(t,e){const r=this.loaded,n=t.uid;r&&r[n]&&delete r[n],e();}},t.WritingMode=Kc,t.ZoomHistory=hi,t.add=Jo,t.addDynamicAttributes=Hh,t.adjoint=function(t,e){var r=e[0],n=e[1],i=e[2],s=e[3],a=e[4],o=e[5],l=e[6],u=e[7],c=e[8];return t[0]=a*c-o*u,t[1]=i*u-n*c,t[2]=n*o-i*a,t[3]=o*l-s*c,t[4]=r*c-i*l,t[5]=i*s-r*o,t[6]=s*u-a*l,t[7]=n*l-r*u,t[8]=r*a-n*s,t},t.asyncAll=x,t.bezier=f,t.bindAll=I,t.boundsAttributes=nf,t.bufferConvexPolygon=function(t,e){const r=[];for(let n=0;nvt&&(t.getActor().send(\"enforceCacheSizeLimit\",xt),wt=0);},t.calculateGlobeLabelMatrix=function(t,e){const{lng:r,lat:n}=t._center,i=Fp(0,0,t.worldSize/t._projectionScaler,r,n);return Oo(i,i,function(t){const e=jo(new Float64Array(16)),r=1/Pp(t);return qo(e,e,t.min),No(e,e,[r,r,r]),e}(Tp(e)))},t.calculateGlobeMatrix=Lp,t.calculateGlobeMercatorMatrix=function(t){const e=t.worldSize,r=t.point,n=no(1,t.center.lat)*e,i=t.pixelsPerMeter,s=e/(n/t.pixelsPerMeter),a=jo(new Float64Array(16));return 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g=Math.abs(f-s);go&&(n-t>3&&B(e,t,n,o),e[n+2]=i,r-n>3&&B(e,n,r,o));}function R(e,t,r,o,n,i){var s=n-r,a=i-o;if(0!==s||0!==a){var l=((e-r)*s+(t-o)*a)/(s*s+a*a);l>1?(r=n,o=i):l>0&&(r+=s*l,o+=a*l);}return (s=e-r)*s+(a=t-o)*a}function q(e,t,r,o){var n={id:void 0===e?null:e,type:t,geometry:r,tags:o,minX:1/0,minY:1/0,maxX:-1/0,maxY:-1/0};return function(e){var t=e.geometry,r=e.type;if(\"Point\"===r||\"MultiPoint\"===r||\"LineString\"===r)U(e,t);else if(\"Polygon\"===r||\"MultiLineString\"===r)for(var o=0;o0&&(s+=o?(n*u-l*i)/2:Math.sqrt(Math.pow(l-n,2)+Math.pow(u-i,2))),n=l,i=u;}var h=t.length-3;t[2]=1,B(t,0,h,r),t[h+2]=1,t.size=Math.abs(s),t.start=0,t.end=t.size;}function ee(e,t,r,o){for(var n=0;n1?1:r}function oe(e,t,r,o,n,i,s,a){if(o/=t,i>=(r/=t)&&s=o)return null;for(var l=[],u=0;u=r&&g=o)){var d=[];if(\"Point\"===f||\"MultiPoint\"===f)ne(c,d,r,o,n);else if(\"LineString\"===f)ie(c,d,r,o,n,!1,a.lineMetrics);else if(\"MultiLineString\"===f)ae(c,d,r,o,n,!1);else if(\"Polygon\"===f)ae(c,d,r,o,n,!0);else if(\"MultiPolygon\"===f)for(var m=0;m=r&&s<=o&&(t.push(e[i]),t.push(e[i+1]),t.push(e[i+2]));}}function ie(e,t,r,o,n,i,s){for(var a,l,u=se(e),h=0===n?ue:he,c=e.start,f=0;fr&&(l=h(u,p,g,m,y,r),s&&(u.start=c+a*l)):v>o?x=r&&(l=h(u,p,g,m,y,r),w=!0),x>o&&v<=o&&(l=h(u,p,g,m,y,o),w=!0),!i&&w&&(s&&(u.end=c+a*l),t.push(u),u=se(e)),s&&(c+=a);}var S=e.length-3;p=e[S],g=e[S+1],d=e[S+2],(v=0===n?p:g)>=r&&v<=o&&le(u,p,g,d),S=u.length-3,i&&S>=3&&(u[S]!==u[0]||u[S+1]!==u[1])&&le(u,u[0],u[1],u[2]),u.length&&t.push(u);}function se(e){var t=[];return t.size=e.size,t.start=e.start,t.end=e.end,t}function ae(e,t,r,o,n,i){for(var s=0;ss.maxX&&(s.maxX=h),c>s.maxY&&(s.maxY=c);}return s}function me(e,t,r,o){var n=t.geometry,i=t.type,s=[];if(\"Point\"===i||\"MultiPoint\"===i)for(var a=0;a0&&t.size<(n?s:o))r.numPoints+=t.length/3;else {for(var a=[],l=0;ls)&&(r.numSimplified++,a.push(t[l]),a.push(t[l+1])),r.numPoints++;n&&function(e,t){for(var r=0,o=0,n=e.length,i=n-2;o0===t)for(o=0,n=e.length;o24)throw new Error(\"maxZoom should be in the 0-24 range\");if(t.promoteId&&t.generateId)throw new Error(\"promoteId and generateId cannot be used together.\");var o=function(e,t){var r=[];if(\"FeatureCollection\"===e.type)for(var o=0;o1&&console.time(\"creation\"),f=this.tiles[c]=de(e,t,r,o,l),this.tileCoords.push({z:t,x:r,y:o}),u)){u>1&&(console.log(\"tile z%d-%d-%d (features: %d, points: %d, simplified: %d)\",t,r,o,f.numFeatures,f.numPoints,f.numSimplified),console.timeEnd(\"creation\"));var p=\"z\"+t;this.stats[p]=(this.stats[p]||0)+1,this.total++;}if(f.source=e,n){if(t===l.maxZoom||t===n)continue;var g=1<1&&console.time(\"clipping\");var d,m,y,v,x,w,S=.5*l.buffer/l.extent,M=.5-S,P=.5+S,b=1+S;d=m=y=v=null,x=oe(e,h,r-S,r+P,0,f.minX,f.maxX,l),w=oe(e,h,r+M,r+b,0,f.minX,f.maxX,l),e=null,x&&(d=oe(x,h,o-S,o+P,1,f.minY,f.maxY,l),m=oe(x,h,o+M,o+b,1,f.minY,f.maxY,l),x=null),w&&(y=oe(w,h,o-S,o+P,1,f.minY,f.maxY,l),v=oe(w,h,o+M,o+b,1,f.minY,f.maxY,l),w=null),u>1&&console.timeEnd(\"clipping\"),a.push(d||[],t+1,2*r,2*o),a.push(m||[],t+1,2*r,2*o+1),a.push(y||[],t+1,2*r+1,2*o),a.push(v||[],t+1,2*r+1,2*o+1);}}},ve.prototype.getTile=function(e,t,r){var o=this.options,n=o.extent,i=o.debug;if(e<0||e>24)return null;var s=1<1&&console.log(\"drilling down to z%d-%d-%d\",e,t,r);for(var l,u=e,h=t,c=r;!l&&u>0;)u--,h=Math.floor(h/2),c=Math.floor(c/2),l=this.tiles[xe(u,h,c)];return l&&l.source?(i>1&&console.log(\"found parent tile z%d-%d-%d\",u,h,c),i>1&&console.time(\"drilling down\"),this.splitTile(l.source,u,h,c,e,t,r),i>1&&console.timeEnd(\"drilling down\"),this.tiles[a]?pe(this.tiles[a],n):null):null};class Se extends e.VectorTileWorkerSource{constructor(e,t,r,o,n){super(e,t,r,o,we),n&&(this.loadGeoJSON=n);}loadData(t,r){const o=t&&t.request,n=o&&o.collectResourceTiming;this.loadGeoJSON(t,((s,a)=>{if(s||!a)return r(s);if(\"object\"!=typeof a)return r(new Error(`Input data given to '${t.source}' is not a valid GeoJSON object.`));{i(a,!0);try{if(t.filter){const r=e.createExpression(t.filter,{type:\"boolean\",\"property-type\":\"data-driven\",overridable:!1,transition:!1});if(\"error\"===r.result)throw new Error(r.value.map((e=>`${e.key}: ${e.message}`)).join(\", \"));const o=a.features.filter((e=>r.value.evaluate({zoom:0},e)));a={type:\"FeatureCollection\",features:o};}this._geoJSONIndex=t.cluster?new j(function({superclusterOptions:t,clusterProperties:r}){if(!r||!t)return t;const o={},n={},i={accumulated:null,zoom:0},s={properties:null},a=Object.keys(r);for(const t of a){const[i,s]=r[t],a=e.createExpression(s),l=e.createExpression(\"string\"==typeof i?[i,[\"accumulated\"],[\"get\",t]]:i);o[t]=a.value,n[t]=l.value;}return t.map=e=>{s.properties=e;const t={};for(const e of a)t[e]=o[e].evaluate(i,s);return t},t.reduce=(e,t)=>{s.properties=t;for(const t of a)i.accumulated=e[t],e[t]=n[t].evaluate(i,s);},t}(t)).load(a.features):function(e,t){return new ve(e,t)}(a,t.geojsonVtOptions);}catch(s){return r(s)}this.loaded={};const l={};if(n){const r=e.getPerformanceMeasurement(o);r&&(l.resourceTiming={},l.resourceTiming[t.source]=JSON.parse(JSON.stringify(r)));}r(null,l);}}));}reloadTile(e,t){const r=this.loaded;return r&&r[e.uid]?super.reloadTile(e,t):this.loadTile(e,t)}loadGeoJSON(t,r){if(t.request)e.getJSON(t.request,r);else {if(\"string\"!=typeof t.data)return r(new Error(`Input data given to '${t.source}' is not a valid GeoJSON object.`));try{return r(null,JSON.parse(t.data))}catch(e){return r(new Error(`Input data given to '${t.source}' is not a valid GeoJSON object.`))}}}getClusterExpansionZoom(e,t){try{t(null,this._geoJSONIndex.getClusterExpansionZoom(e.clusterId));}catch(e){t(e);}}getClusterChildren(e,t){try{t(null,this._geoJSONIndex.getChildren(e.clusterId));}catch(e){t(e);}}getClusterLeaves(e,t){try{t(null,this._geoJSONIndex.getLeaves(e.clusterId,e.limit,e.offset));}catch(e){t(e);}}}class Me{constructor(t){this.self=t,this.actor=new e.Actor(t,this),this.layerIndexes={},this.availableImages={},this.isSpriteLoaded={},this.projections={},this.defaultProjection=e.getProjection({name:\"mercator\"}),this.workerSourceTypes={vector:e.VectorTileWorkerSource,geojson:Se},this.workerSources={},this.demWorkerSources={},this.self.registerWorkerSource=(e,t)=>{if(this.workerSourceTypes[e])throw new Error(`Worker source with name \"${e}\" already registered.`);this.workerSourceTypes[e]=t;},this.self.registerRTLTextPlugin=t=>{if(e.plugin.isParsed())throw new Error(\"RTL text plugin already registered.\");e.plugin.applyArabicShaping=t.applyArabicShaping,e.plugin.processBidirectionalText=t.processBidirectionalText,e.plugin.processStyledBidirectionalText=t.processStyledBidirectionalText;};}clearCaches(e,t,r){delete this.layerIndexes[e],delete this.availableImages[e],delete this.workerSources[e],delete this.demWorkerSources[e],r();}checkIfReady(e,t,r){r();}setReferrer(e,t){this.referrer=t;}spriteLoaded(t,r){this.isSpriteLoaded[t]=r;for(const o in this.workerSources[t]){const n=this.workerSources[t][o];for(const t in n)n[t]instanceof e.VectorTileWorkerSource&&(n[t].isSpriteLoaded=r,n[t].fire(new e.Event(\"isSpriteLoaded\")));}}setImages(e,t,r){this.availableImages[e]=t;for(const r in this.workerSources[e]){const o=this.workerSources[e][r];for(const e in o)o[e].availableImages=t;}r();}enableTerrain(e,t,r){this.terrain=t,r();}setProjection(t,r){this.projections[t]=e.getProjection(r);}setLayers(e,t,r){this.getLayerIndex(e).replace(t),r();}updateLayers(e,t,r){this.getLayerIndex(e).update(t.layers,t.removedIds),r();}loadTile(t,r,o){const n=this.enableTerrain?e.extend({enableTerrain:this.terrain},r):r;n.projection=this.projections[t]||this.defaultProjection,this.getWorkerSource(t,r.type,r.source).loadTile(n,o);}loadDEMTile(t,r,o){const n=this.enableTerrain?e.extend({buildQuadTree:this.terrain},r):r;this.getDEMWorkerSource(t,r.source).loadTile(n,o);}reloadTile(t,r,o){const n=this.enableTerrain?e.extend({enableTerrain:this.terrain},r):r;n.projection=this.projections[t]||this.defaultProjection,this.getWorkerSource(t,r.type,r.source).reloadTile(n,o);}abortTile(e,t,r){this.getWorkerSource(e,t.type,t.source).abortTile(t,r);}removeTile(e,t,r){this.getWorkerSource(e,t.type,t.source).removeTile(t,r);}removeSource(e,t,r){if(!this.workerSources[e]||!this.workerSources[e][t.type]||!this.workerSources[e][t.type][t.source])return;const o=this.workerSources[e][t.type][t.source];delete this.workerSources[e][t.type][t.source],void 0!==o.removeSource?o.removeSource(t,r):r();}loadWorkerSource(e,t,r){try{this.self.importScripts(t.url),r();}catch(e){r(e.toString());}}syncRTLPluginState(t,r,o){try{e.plugin.setState(r);const t=e.plugin.getPluginURL();if(e.plugin.isLoaded()&&!e.plugin.isParsed()&&null!=t){this.self.importScripts(t);const r=e.plugin.isParsed();o(r?void 0:new Error(`RTL Text Plugin failed to import scripts from ${t}`),r);}}catch(e){o(e.toString());}}getAvailableImages(e){let t=this.availableImages[e];return t||(t=[]),t}getLayerIndex(e){let t=this.layerIndexes[e];return t||(t=this.layerIndexes[e]=new o),t}getWorkerSource(e,t,r){return this.workerSources[e]||(this.workerSources[e]={}),this.workerSources[e][t]||(this.workerSources[e][t]={}),this.workerSources[e][t][r]||(this.workerSources[e][t][r]=new this.workerSourceTypes[t]({send:(t,r,o,n,i,s)=>{this.actor.send(t,r,o,e,i,s);},scheduler:this.actor.scheduler},this.getLayerIndex(e),this.getAvailableImages(e),this.isSpriteLoaded[e])),this.workerSources[e][t][r]}getDEMWorkerSource(e,t){return this.demWorkerSources[e]||(this.demWorkerSources[e]={}),this.demWorkerSources[e][t]||(this.demWorkerSources[e][t]=new n),this.demWorkerSources[e][t]}enforceCacheSizeLimit(t,r){e.enforceCacheSizeLimit(r);}getWorkerPerformanceMetrics(e,t,r){r(void 0,void 0);}}return \"undefined\"!=typeof WorkerGlobalScope&&\"undefined\"!=typeof self&&self instanceof WorkerGlobalScope&&(self.worker=new Me(self)),Me}));\n\ndefine([\"./shared\"],(function(e){\"use strict\";var t=i;function i(e){return !function(e){return \"undefined\"==typeof window||\"undefined\"==typeof document?\"not a browser\":Array.prototype&&Array.prototype.every&&Array.prototype.filter&&Array.prototype.forEach&&Array.prototype.indexOf&&Array.prototype.lastIndexOf&&Array.prototype.map&&Array.prototype.some&&Array.prototype.reduce&&Array.prototype.reduceRight&&Array.isArray?Function.prototype&&Function.prototype.bind?Object.keys&&Object.create&&Object.getPrototypeOf&&Object.getOwnPropertyNames&&Object.isSealed&&Object.isFrozen&&Object.isExtensible&&Object.getOwnPropertyDescriptor&&Object.defineProperty&&Object.defineProperties&&Object.seal&&Object.freeze&&Object.preventExtensions?\"JSON\"in window&&\"parse\"in JSON&&\"stringify\"in JSON?function(){if(!(\"Worker\"in window&&\"Blob\"in window&&\"URL\"in window))return !1;var e,t,i=new Blob([\"\"],{type:\"text/javascript\"}),o=URL.createObjectURL(i);try{t=new Worker(o),e=!0;}catch(t){e=!1;}return t&&t.terminate(),URL.revokeObjectURL(o),e}()?\"Uint8ClampedArray\"in window?ArrayBuffer.isView?function(){var e=document.createElement(\"canvas\");e.width=e.height=1;var t=e.getContext(\"2d\");if(!t)return !1;var i=t.getImageData(0,0,1,1);return i&&i.width===e.width}()?(void 0===o[t=e&&e.failIfMajorPerformanceCaveat]&&(o[t]=function(e){var t,o=function(e){var t=document.createElement(\"canvas\"),o=Object.create(i.webGLContextAttributes);return o.failIfMajorPerformanceCaveat=e,t.getContext(\"webgl\",o)||t.getContext(\"experimental-webgl\",o)}(e);if(!o)return !1;try{t=o.createShader(o.VERTEX_SHADER);}catch(e){return !1}return !(!t||o.isContextLost())&&(o.shaderSource(t,\"void main() {}\"),o.compileShader(t),!0===o.getShaderParameter(t,o.COMPILE_STATUS))}(t)),o[t]?document.documentMode?\"insufficient ECMAScript 6 support\":void 0:\"insufficient WebGL support\"):\"insufficient Canvas/getImageData support\":\"insufficient ArrayBuffer support\":\"insufficient Uint8ClampedArray support\":\"insufficient worker support\":\"insufficient JSON support\":\"insufficient Object support\":\"insufficient Function support\":\"insufficent Array support\";var t;}(e)}var o={};function r(e,t){if(Array.isArray(e)){if(!Array.isArray(t)||e.length!==t.length)return !1;for(let i=0;i{e.window.removeEventListener(\"click\",u,!0);}),0);}function p(e,t){const i=e.getBoundingClientRect();return g(e,i,t)}function m(e,t){const i=e.getBoundingClientRect(),o=[];for(let r=0;r=0?0:t.button}function g(t,i,o){const r=t.offsetWidth===i.width?1:t.offsetWidth/i.width;return new e.pointGeometry((o.clientX-i.left)*r,(o.clientY-i.top)*r)}function v(e,t){var i=t[0],o=t[1],r=t[2],n=t[3],a=i*n-r*o;return a?(e[0]=n*(a=1/a),e[1]=-o*a,e[2]=-r*a,e[3]=i*a,e):null}function x(e){const{userImage:t}=e;return !!(t&&t.render&&t.render())&&(e.data.replace(new Uint8Array(t.data.buffer)),!0)}class y extends e.Evented{constructor(){super(),this.images={},this.updatedImages={},this.callbackDispatchedThisFrame={},this.loaded=!1,this.requestors=[],this.patterns={},this.atlasImage=new e.RGBAImage({width:1,height:1}),this.dirty=!0;}isLoaded(){return this.loaded}setLoaded(e){if(this.loaded!==e&&(this.loaded=e,e)){for(const{ids:e,callback:t}of this.requestors)this._notify(e,t);this.requestors=[];}}hasImage(e){return !!this.getImage(e)}getImage(e){return this.images[e]}addImage(e,t){this._validate(e,t)&&(this.images[e]=t);}_validate(t,i){let o=!0;return this._validateStretch(i.stretchX,i.data&&i.data.width)||(this.fire(new e.ErrorEvent(new Error(`Image \"${t}\" has invalid \"stretchX\" value`))),o=!1),this._validateStretch(i.stretchY,i.data&&i.data.height)||(this.fire(new e.ErrorEvent(new Error(`Image \"${t}\" has invalid \"stretchY\" value`))),o=!1),this._validateContent(i.content,i)||(this.fire(new e.ErrorEvent(new Error(`Image \"${t}\" has invalid \"content\" value`))),o=!1),o}_validateStretch(e,t){if(!e)return !0;let i=0;for(const o of e){if(o[0]{this.ready=!0;}));}broadcast(t,i,o){e.asyncAll(this.actors,((e,o)=>{e.send(t,i,o);}),o=o||function(){});}getActor(){return this.currentActor=(this.currentActor+1)%this.actors.length,this.actors[this.currentActor]}remove(){this.actors.forEach((e=>{e.remove();})),this.actors=[],this.workerPool.release(this.id);}}function L(t,i,o){return i*(e.EXTENT/(t.tileSize*Math.pow(2,o-t.tileID.overscaledZ)))}A.Actor=e.Actor;class R{constructor(e,t,i,o){this.screenBounds=e,this.cameraPoint=t,this._screenRaycastCache={},this._cameraRaycastCache={},this.isAboveHorizon=i,this.screenGeometry=this.bufferedScreenGeometry(0),this.screenGeometryMercator=this.screenGeometry.map((e=>o.pointCoordinate3D(e))),this.cameraGeometry=this.bufferedCameraGeometry(0);}static createFromScreenPoints(t,i){let o,r;if(t instanceof e.pointGeometry||\"number\"==typeof t[0]){const n=e.pointGeometry.convert(t);o=[e.pointGeometry.convert(t)],r=i.isPointAboveHorizon(n);}else {const n=e.pointGeometry.convert(t[0]),a=e.pointGeometry.convert(t[1]);o=[n,a],r=e.polygonizeBounds(n,a).every((e=>i.isPointAboveHorizon(e)));}return new R(o,i.getCameraPoint(),r,i)}isPointQuery(){return 1===this.screenBounds.length}bufferedScreenGeometry(t){return e.polygonizeBounds(this.screenBounds[0],1===this.screenBounds.length?this.screenBounds[0]:this.screenBounds[1],t)}bufferedCameraGeometry(t){const i=this.screenBounds[0],o=1===this.screenBounds.length?this.screenBounds[0].add(new e.pointGeometry(1,1)):this.screenBounds[1],r=e.polygonizeBounds(i,o,0,!1);return this.cameraPoint.y>o.y&&(this.cameraPoint.x>i.x&&this.cameraPoint.x=o.x?r[2]=this.cameraPoint:this.cameraPoint.x<=i.x&&(r[3]=this.cameraPoint)),e.bufferConvexPolygon(r,t)}containsTile(t,i,o){const r=t.queryPadding+1,n=t.tileID.wrap,a=o?this._bufferedCameraMercator(r,i).map((i=>e.getTilePoint(t.tileTransform,i,n))):this._bufferedScreenMercator(r,i).map((i=>e.getTilePoint(t.tileTransform,i,n))),s=this.screenGeometryMercator.map((i=>e.getTileVec3(t.tileTransform,i,n))),l=s.map((t=>new e.pointGeometry(t[0],t[1]))),c=i.getFreeCameraOptions().position||new e.MercatorCoordinate(0,0,0),h=e.getTileVec3(t.tileTransform,c,n),_=s.map((t=>{const i=e.sub(t,t,h);return e.normalize(i,i),new e.Ray(h,i)})),u=L(t,1,i.zoom);if(e.polygonIntersectsBox(a,0,0,e.EXTENT,e.EXTENT))return {queryGeometry:this,tilespaceGeometry:l,tilespaceRays:_,bufferedTilespaceGeometry:a,bufferedTilespaceBounds:(d=e.getBounds(a),d.min.x=e.clamp(d.min.x,0,e.EXTENT),d.min.y=e.clamp(d.min.y,0,e.EXTENT),d.max.x=e.clamp(d.max.x,0,e.EXTENT),d.max.y=e.clamp(d.max.y,0,e.EXTENT),d),tile:t,tileID:t.tileID,pixelToTileUnitsFactor:u};var d;}_bufferedScreenMercator(e,t){const i=k(e);if(this._screenRaycastCache[i])return this._screenRaycastCache[i];{const o=this.bufferedScreenGeometry(e).map((e=>t.pointCoordinate3D(e)));return this._screenRaycastCache[i]=o,o}}_bufferedCameraMercator(e,t){const i=k(e);if(this._cameraRaycastCache[i])return this._cameraRaycastCache[i];{const o=this.bufferedCameraGeometry(e).map((e=>t.pointCoordinate3D(e)));return this._cameraRaycastCache[i]=o,o}}}function k(e){return 100*e|0}function O(t,i,o){const r=function(r,n){if(r)return o(r);if(n){const r=e.pick(e.extend(n,t),[\"tiles\",\"minzoom\",\"maxzoom\",\"attribution\",\"mapbox_logo\",\"bounds\",\"scheme\",\"tileSize\",\"encoding\"]);n.vector_layers&&(r.vectorLayers=n.vector_layers,r.vectorLayerIds=r.vectorLayers.map((e=>e.id))),r.tiles=i.canonicalizeTileset(r,t.url),o(null,r);}};return t.url?e.getJSON(i.transformRequest(i.normalizeSourceURL(t.url),e.ResourceType.Source),r):e.exported.frame((()=>r(null,t)))}class B{constructor(t,i,o){this.bounds=e.LngLatBounds.convert(this.validateBounds(t)),this.minzoom=i||0,this.maxzoom=o||24;}validateBounds(e){return Array.isArray(e)&&4===e.length?[Math.max(-180,e[0]),Math.max(-90,e[1]),Math.min(180,e[2]),Math.min(90,e[3])]:[-180,-90,180,90]}contains(t){const i=Math.pow(2,t.z),o=Math.floor(e.mercatorXfromLng(this.bounds.getWest())*i),r=Math.floor(e.mercatorYfromLat(this.bounds.getNorth())*i),n=Math.ceil(e.mercatorXfromLng(this.bounds.getEast())*i),a=Math.ceil(e.mercatorYfromLat(this.bounds.getSouth())*i);return t.x>=o&&t.x=r&&t.y{this._tileJSONRequest=null,this._loaded=!0,t?this.fire(new e.ErrorEvent(t)):i&&(e.extend(this,i),i.bounds&&(this.tileBounds=new B(i.bounds,this.minzoom,this.maxzoom)),e.postTurnstileEvent(i.tiles),this.fire(new e.Event(\"data\",{dataType:\"source\",sourceDataType:\"metadata\"})),this.fire(new e.Event(\"data\",{dataType:\"source\",sourceDataType:\"content\"})));}));}loaded(){return this._loaded}onAdd(e){this.map=e,this.load();}onRemove(){this._tileJSONRequest&&(this._tileJSONRequest.cancel(),this._tileJSONRequest=null);}serialize(){return e.extend({},this._options)}hasTile(e){return !this.tileBounds||this.tileBounds.contains(e.canonical)}loadTile(t,i){const o=e.exported.devicePixelRatio>=2,r=this.map._requestManager.normalizeTileURL(t.tileID.canonical.url(this.tiles,this.scheme),o,this.tileSize);t.request=e.getImage(this.map._requestManager.transformRequest(r,e.ResourceType.Tile),((o,r,n,a)=>(delete t.request,t.aborted?(t.state=\"unloaded\",i(null)):o?(t.state=\"errored\",i(o)):r?(this.map._refreshExpiredTiles&&t.setExpiryData({cacheControl:n,expires:a}),t.setTexture(r,this.map.painter),t.state=\"loaded\",e.cacheEntryPossiblyAdded(this.dispatcher),void i(null)):i(null))));}static loadTileData(e,t,i){e.setTexture(t,i);}static unloadTileData(e,t){e.texture&&t.saveTileTexture(e.texture);}abortTile(e,t){e.request&&(e.request.cancel(),delete e.request),t();}unloadTile(e,t){e.texture&&this.map.painter.saveTileTexture(e.texture),t();}hasTransition(){return !1}}let Ie;function Me(t,i,o,r,n,a,s,l){const c=[t,o,n,i,r,a,1,1,1],h=[s,l,1],_=e.adjoint([],c),[u,d,p]=e.transformMat3(h,h,e.transpose(_,_));return e.multiply(c,[u,0,0,0,d,0,0,0,p],c)}class Se extends e.Evented{constructor(e,t,i,o){super(),this.id=e,this.dispatcher=i,this.coordinates=t.coordinates,this.type=\"image\",this.minzoom=0,this.maxzoom=22,this.tileSize=512,this.tiles={},this._loaded=!1,this.setEventedParent(o),this.options=t;}load(t){this._loaded=!1,this.fire(new e.Event(\"dataloading\",{dataType:\"source\"})),this.url=this.options.url,e.getImage(this.map._requestManager.transformRequest(this.url,e.ResourceType.Image),((i,o)=>{if(this._loaded=!0,i)this.fire(new e.ErrorEvent(i));else if(o){const{HTMLImageElement:i}=e.window;this.image=o instanceof i?e.exported.getImageData(o):o,this.width=this.image.width,this.height=this.image.height,t&&(this.coordinates=t),this._finishLoading();}}));}loaded(){return this._loaded}updateImage(e){return this.image&&e.url?(this.options.url=e.url,this.load(e.coordinates),this):this}_finishLoading(){this.map&&(this.setCoordinates(this.coordinates),this.fire(new e.Event(\"data\",{dataType:\"source\",sourceDataType:\"metadata\"})));}onAdd(e){this.map=e,this.load();}onRemove(){this.texture&&this.texture.destroy();}setCoordinates(t){this.coordinates=t,this._boundsArray=void 0;const i=t.map(e.MercatorCoordinate.fromLngLat);return this.tileID=function(t){let i=1/0,o=1/0,r=-1/0,n=-1/0;for(const e of t)i=Math.min(i,e.x),o=Math.min(o,e.y),r=Math.max(r,e.x),n=Math.max(n,e.y);const a=Math.max(r-i,n-o),s=Math.max(0,Math.floor(-Math.log(a)/Math.LN2)),l=Math.pow(2,s);return new e.CanonicalTileID(s,Math.floor((i+r)/2*l),Math.floor((o+n)/2*l))}(i),this.minzoom=this.maxzoom=this.tileID.z,this.fire(new e.Event(\"data\",{dataType:\"source\",sourceDataType:\"content\"})),this}_clear(){this._boundsArray=void 0;}_prepareData(t){for(const e in this.tiles){const t=this.tiles[e];\"loaded\"!==t.state&&(t.state=\"loaded\",t.texture=this.texture);}if(this._boundsArray)return;const i=e.tileTransform(this.tileID,this.map.transform.projection),[o,r,n,a]=this.coordinates.map((t=>{const o=i.projection.project(t[0],t[1]);return e.getTilePoint(i,o)._round()}));this.perspectiveTransform=function(t,i,o,r,n,a,s,l,c,h){const _=Me(0,0,t,0,0,i,t,i),u=Me(o,r,n,a,s,l,c,h);return e.multiply(u,e.adjoint(_,_),u),[u[6]/u[8]*t/e.EXTENT,u[7]/u[8]*i/e.EXTENT]}(this.width,this.height,o.x,o.y,r.x,r.y,a.x,a.y,n.x,n.y);const s=this._boundsArray=new e.StructArrayLayout4i8;s.emplaceBack(o.x,o.y,0,0),s.emplaceBack(r.x,r.y,e.EXTENT,0),s.emplaceBack(a.x,a.y,0,e.EXTENT),s.emplaceBack(n.x,n.y,e.EXTENT,e.EXTENT),this.boundsBuffer&&this.boundsBuffer.destroy(),this.boundsBuffer=t.createVertexBuffer(s,e.boundsAttributes.members),this.boundsSegments=e.SegmentVector.simpleSegment(0,0,4,2);}prepare(){if(0===Object.keys(this.tiles).length||!this.image)return;const t=this.map.painter.context,i=t.gl;this.texture?this.texture.update(this.image):(this.texture=new e.Texture(t,this.image,i.RGBA),this.texture.bind(i.LINEAR,i.CLAMP_TO_EDGE)),this._prepareData(t);}loadTile(e,t){this.tileID&&this.tileID.equals(e.tileID.canonical)?(this.tiles[String(e.tileID.wrap)]=e,e.buckets={},t(null)):(e.state=\"errored\",t(null));}serialize(){return {type:\"image\",url:this.options.url,coordinates:this.coordinates}}hasTransition(){return !1}}const ze={vector:class extends e.Evented{constructor(t,i,o,r){if(super(),this.id=t,this.dispatcher=o,this.type=\"vector\",this.minzoom=0,this.maxzoom=22,this.scheme=\"xyz\",this.tileSize=512,this.reparseOverscaled=!0,this.isTileClipped=!0,this._loaded=!1,e.extend(this,e.pick(i,[\"url\",\"scheme\",\"tileSize\",\"promoteId\"])),this._options=e.extend({type:\"vector\"},i),this._collectResourceTiming=i.collectResourceTiming,512!==this.tileSize)throw new Error(\"vector tile sources must have a tileSize of 512\");this.setEventedParent(r),this._tileWorkers={},this._deduped=new e.DedupedRequest;}load(){this._loaded=!1,this.fire(new e.Event(\"dataloading\",{dataType:\"source\"})),this._tileJSONRequest=O(this._options,this.map._requestManager,((t,i)=>{this._tileJSONRequest=null,this._loaded=!0,t?this.fire(new e.ErrorEvent(t)):i&&(e.extend(this,i),i.bounds&&(this.tileBounds=new B(i.bounds,this.minzoom,this.maxzoom)),e.postTurnstileEvent(i.tiles,this.map._requestManager._customAccessToken),this.fire(new e.Event(\"data\",{dataType:\"source\",sourceDataType:\"metadata\"})),this.fire(new e.Event(\"data\",{dataType:\"source\",sourceDataType:\"content\"})));}));}loaded(){return this._loaded}hasTile(e){return !this.tileBounds||this.tileBounds.contains(e.canonical)}onAdd(e){this.map=e,this.load();}setSourceProperty(e){this._tileJSONRequest&&this._tileJSONRequest.cancel(),e();const t=this.map.style._getSourceCaches(this.id);for(const e of t)e.clearTiles();this.load();}setTiles(e){return this.setSourceProperty((()=>{this._options.tiles=e;})),this}setUrl(e){return this.setSourceProperty((()=>{this.url=e,this._options.url=e;})),this}onRemove(){this._tileJSONRequest&&(this._tileJSONRequest.cancel(),this._tileJSONRequest=null);}serialize(){return e.extend({},this._options)}loadTile(t,i){const o=this.map._requestManager.normalizeTileURL(t.tileID.canonical.url(this.tiles,this.scheme)),r={request:this.map._requestManager.transformRequest(o,e.ResourceType.Tile),data:void 0,uid:t.uid,tileID:t.tileID,tileZoom:t.tileZoom,zoom:t.tileID.overscaledZ,tileSize:this.tileSize*t.tileID.overscaleFactor(),type:this.type,source:this.id,pixelRatio:e.exported.devicePixelRatio,showCollisionBoxes:this.map.showCollisionBoxes,promoteId:this.promoteId,isSymbolTile:t.isSymbolTile};if(r.request.collectResourceTiming=this._collectResourceTiming,t.actor&&\"expired\"!==t.state)\"loading\"===t.state?t.reloadCallback=i:t.request=t.actor.send(\"reloadTile\",r,n.bind(this));else if(t.actor=this._tileWorkers[o]=this._tileWorkers[o]||this.dispatcher.getActor(),this.dispatcher.ready)t.request=t.actor.send(\"loadTile\",r,n.bind(this),void 0,!0);else {const i=e.loadVectorTile.call({deduped:this._deduped},r,((e,i)=>{e||!i?n.call(this,e):(r.data={cacheControl:i.cacheControl,expires:i.expires,rawData:i.rawData.slice(0)},t.actor&&t.actor.send(\"loadTile\",r,n.bind(this),void 0,!0));}),!0);t.request={cancel:i};}function n(o,r){return delete t.request,t.aborted?i(null):o&&404!==o.status?i(o):(r&&r.resourceTiming&&(t.resourceTiming=r.resourceTiming),this.map._refreshExpiredTiles&&r&&t.setExpiryData(r),t.loadVectorData(r,this.map.painter),e.cacheEntryPossiblyAdded(this.dispatcher),i(null),void(t.reloadCallback&&(this.loadTile(t,t.reloadCallback),t.reloadCallback=null)))}}abortTile(e){e.request&&(e.request.cancel(),delete e.request),e.actor&&e.actor.send(\"abortTile\",{uid:e.uid,type:this.type,source:this.id});}unloadTile(e){e.unloadVectorData(),e.actor&&e.actor.send(\"removeTile\",{uid:e.uid,type:this.type,source:this.id});}hasTransition(){return !1}afterUpdate(){this._tileWorkers={};}},raster:Ce,\"raster-dem\":class extends Ce{constructor(t,i,o,r){super(t,i,o,r),this.type=\"raster-dem\",this.maxzoom=22,this._options=e.extend({type:\"raster-dem\"},i),this.encoding=i.encoding||\"mapbox\";}loadTile(t,i){const o=this.map._requestManager.normalizeTileURL(t.tileID.canonical.url(this.tiles,this.scheme),!1,this.tileSize);function r(e,o){e&&(t.state=\"errored\",i(e)),o&&(t.dem=o,t.dem.onDeserialize(),t.needsHillshadePrepare=!0,t.needsDEMTextureUpload=!0,t.state=\"loaded\",i(null));}t.request=e.getImage(this.map._requestManager.transformRequest(o,e.ResourceType.Tile),function(o,n,a,s){if(delete t.request,t.aborted)t.state=\"unloaded\",i(null);else if(o)t.state=\"errored\",i(o);else if(n){this.map._refreshExpiredTiles&&t.setExpiryData({cacheControl:a,expires:s});const i=e.window.ImageBitmap&&n instanceof e.window.ImageBitmap&&(null==Ie&&(Ie=e.window.OffscreenCanvas&&new e.window.OffscreenCanvas(1,1).getContext(\"2d\")&&\"function\"==typeof e.window.createImageBitmap),Ie),o=1-(n.width-e.prevPowerOfTwo(n.width))/2;o<1||t.neighboringTiles||(t.neighboringTiles=this._getNeighboringTiles(t.tileID));const l=i?n:e.exported.getImageData(n,o),c={uid:t.uid,coord:t.tileID,source:this.id,rawImageData:l,encoding:this.encoding,padding:o};t.actor&&\"expired\"!==t.state||(t.actor=this.dispatcher.getActor(),t.actor.send(\"loadDEMTile\",c,r.bind(this),void 0,!0));}}.bind(this));}_getNeighboringTiles(t){const i=t.canonical,o=Math.pow(2,i.z),r=(i.x-1+o)%o,n=0===i.x?t.wrap-1:t.wrap,a=(i.x+1+o)%o,s=i.x+1===o?t.wrap+1:t.wrap,l={};return l[new e.OverscaledTileID(t.overscaledZ,n,i.z,r,i.y).key]={backfilled:!1},l[new e.OverscaledTileID(t.overscaledZ,s,i.z,a,i.y).key]={backfilled:!1},i.y>0&&(l[new e.OverscaledTileID(t.overscaledZ,n,i.z,r,i.y-1).key]={backfilled:!1},l[new e.OverscaledTileID(t.overscaledZ,t.wrap,i.z,i.x,i.y-1).key]={backfilled:!1},l[new e.OverscaledTileID(t.overscaledZ,s,i.z,a,i.y-1).key]={backfilled:!1}),i.y+1{if(this._loaded=!0,this._pendingLoad=null,t)this.fire(new e.ErrorEvent(t));else {const t={dataType:\"source\",sourceDataType:this._metadataFired?\"content\":\"metadata\"};this._collectResourceTiming&&i&&i.resourceTiming&&i.resourceTiming[this.id]&&(t.resourceTiming=i.resourceTiming[this.id]),this.fire(new e.Event(\"data\",t)),this._metadataFired=!0;}this._coalesce&&(this._updateWorkerData(),this._coalesce=!1);}));}loaded(){return this._loaded}loadTile(t,i){const o=t.actor?\"reloadTile\":\"loadTile\";t.actor=this.actor,t.request=this.actor.send(o,{type:this.type,uid:t.uid,tileID:t.tileID,tileZoom:t.tileZoom,zoom:t.tileID.overscaledZ,maxZoom:this.maxzoom,tileSize:this.tileSize,source:this.id,pixelRatio:e.exported.devicePixelRatio,showCollisionBoxes:this.map.showCollisionBoxes,promoteId:this.promoteId},((e,r)=>(delete t.request,t.unloadVectorData(),t.aborted?i(null):e?i(e):(t.loadVectorData(r,this.map.painter,\"reloadTile\"===o),i(null)))),void 0,\"loadTile\"===o);}abortTile(e){e.request&&(e.request.cancel(),delete e.request),e.aborted=!0;}unloadTile(e){e.unloadVectorData(),this.actor.send(\"removeTile\",{uid:e.uid,type:this.type,source:this.id});}onRemove(){this._pendingLoad&&this._pendingLoad.cancel();}serialize(){return e.extend({},this._options,{type:this.type,data:this._data})}hasTransition(){return !1}},video:class extends Se{constructor(e,t,i,o){super(e,t,i,o),this.roundZoom=!0,this.type=\"video\",this.options=t;}load(){this._loaded=!1;const t=this.options;this.urls=[];for(const i of t.urls)this.urls.push(this.map._requestManager.transformRequest(i,e.ResourceType.Source).url);e.getVideo(this.urls,((t,i)=>{this._loaded=!0,t?this.fire(new e.ErrorEvent(t)):i&&(this.video=i,this.video.loop=!0,this.video.setAttribute(\"playsinline\",\"\"),this.video.addEventListener(\"playing\",(()=>{this.map.triggerRepaint();})),this.map&&this.video.play(),this._finishLoading());}));}pause(){this.video&&this.video.pause();}play(){this.video&&this.video.play();}seek(t){if(this.video){const i=this.video.seekable;ti.end(0)?this.fire(new e.ErrorEvent(new e.ValidationError(`sources.${this.id}`,null,`Playback for this video can be set only between the ${i.start(0)} and ${i.end(0)}-second mark.`))):this.video.currentTime=t;}}getVideo(){return this.video}onAdd(e){this.map||(this.map=e,this.load(),this.video&&(this.video.play(),this.setCoordinates(this.coordinates)));}prepare(){if(0===Object.keys(this.tiles).length||this.video.readyState<2)return;const t=this.map.painter.context,i=t.gl;this.texture?this.video.paused||(this.texture.bind(i.LINEAR,i.CLAMP_TO_EDGE),i.texSubImage2D(i.TEXTURE_2D,0,0,0,i.RGBA,i.UNSIGNED_BYTE,this.video)):(this.texture=new e.Texture(t,this.video,i.RGBA),this.texture.bind(i.LINEAR,i.CLAMP_TO_EDGE),this.width=this.video.videoWidth,this.height=this.video.videoHeight),this._prepareData(t);}serialize(){return {type:\"video\",urls:this.urls,coordinates:this.coordinates}}hasTransition(){return this.video&&!this.video.paused}},image:Se,canvas:class extends Se{constructor(t,i,o,r){super(t,i,o,r),i.coordinates?Array.isArray(i.coordinates)&&4===i.coordinates.length&&!i.coordinates.some((e=>!Array.isArray(e)||2!==e.length||e.some((e=>\"number\"!=typeof e))))||this.fire(new e.ErrorEvent(new e.ValidationError(`sources.${t}`,null,'\"coordinates\" property must be an array of 4 longitude/latitude array pairs'))):this.fire(new e.ErrorEvent(new e.ValidationError(`sources.${t}`,null,'missing required property \"coordinates\"'))),i.animate&&\"boolean\"!=typeof i.animate&&this.fire(new e.ErrorEvent(new e.ValidationError(`sources.${t}`,null,'optional \"animate\" property must be a boolean value'))),i.canvas?\"string\"==typeof i.canvas||i.canvas instanceof e.window.HTMLCanvasElement||this.fire(new e.ErrorEvent(new e.ValidationError(`sources.${t}`,null,'\"canvas\" must be either a string representing the ID of the canvas element from which to read, or an HTMLCanvasElement instance'))):this.fire(new e.ErrorEvent(new e.ValidationError(`sources.${t}`,null,'missing required property \"canvas\"'))),this.options=i,this.animate=void 0===i.animate||i.animate;}load(){this._loaded=!0,this.canvas||(this.canvas=this.options.canvas instanceof e.window.HTMLCanvasElement?this.options.canvas:e.window.document.getElementById(this.options.canvas)),this.width=this.canvas.width,this.height=this.canvas.height,this._hasInvalidDimensions()?this.fire(new e.ErrorEvent(new Error(\"Canvas dimensions cannot be less than or equal to zero.\"))):(this.play=function(){this._playing=!0,this.map.triggerRepaint();},this.pause=function(){this._playing&&(this.prepare(),this._playing=!1);},this._finishLoading());}getCanvas(){return this.canvas}onAdd(e){this.map=e,this.load(),this.canvas&&this.animate&&this.play();}onRemove(){this.pause();}prepare(){let t=!1;if(this.canvas.width!==this.width&&(this.width=this.canvas.width,t=!0),this.canvas.height!==this.height&&(this.height=this.canvas.height,t=!0),this._hasInvalidDimensions())return;if(0===Object.keys(this.tiles).length)return;const i=this.map.painter.context;this.texture?(t||this._playing)&&this.texture.update(this.canvas,{premultiply:!0}):this.texture=new e.Texture(i,this.canvas,i.gl.RGBA,{premultiply:!0}),this._prepareData(i);}serialize(){return {type:\"canvas\",coordinates:this.coordinates}}hasTransition(){return this._playing}_hasInvalidDimensions(){for(const e of [this.canvas.width,this.canvas.height])if(isNaN(e)||e<=0)return !0;return !1}},custom:class extends e.Evented{constructor(t,i,o,r){super(),this.id=t,this.type=\"custom\",this._dataType=\"raster\",this._dispatcher=o,this._implementation=i,this.setEventedParent(r),this.scheme=\"xyz\",this.minzoom=0,this.maxzoom=22,this.tileSize=512,this._loaded=!1,this.roundZoom=!0,this._implementation||this.fire(new e.ErrorEvent(new Error(`Missing implementation for ${this.id} custom source`))),this._implementation.loadTile||this.fire(new e.ErrorEvent(new Error(`Missing loadTile implementation for ${this.id} custom source`))),this._implementation.bounds&&(this.tileBounds=new B(this._implementation.bounds,this.minzoom,this.maxzoom)),i.update=this._update.bind(this),i.coveringTiles=this._coveringTiles.bind(this),e.extend(this,e.pick(i,[\"dataType\",\"scheme\",\"minzoom\",\"maxzoom\",\"tileSize\",\"attribution\",\"minTileCacheSize\",\"maxTileCacheSize\"]));}serialize(){return e.pick(this,[\"type\",\"scheme\",\"minzoom\",\"maxzoom\",\"tileSize\",\"attribution\"])}load(){this._loaded=!0,this.fire(new e.Event(\"data\",{dataType:\"source\",sourceDataType:\"metadata\"})),this.fire(new e.Event(\"data\",{dataType:\"source\",sourceDataType:\"content\"}));}loaded(){return this._loaded}onAdd(t){this._map=t,this._loaded=!1,this.fire(new e.Event(\"dataloading\",{dataType:\"source\"})),this._implementation.onAdd&&this._implementation.onAdd(t),this.load();}onRemove(e){this._implementation.onRemove&&this._implementation.onRemove(e);}hasTile(e){if(this._implementation.hasTile){const{x:t,y:i,z:o}=e.canonical;return this._implementation.hasTile({x:t,y:i,z:o})}return !this.tileBounds||this.tileBounds.contains(e.canonical)}loadTile(t,i){const{x:o,y:r,z:n}=t.tileID.canonical,a=new e.window.AbortController,s=this._implementation.loadTile({x:o,y:r,z:n},{signal:a.signal});if(!s)return this.loadTileData(t,{width:this.tileSize,height:this.tileSize,data:null}),t.state=\"loaded\",i(null);s.cancel=()=>a.abort(),t.request=s.then(function(o){return delete t.request,t.aborted?(t.state=\"unloaded\",i(null)):o?function(t){return t instanceof e.window.ImageData||t instanceof e.window.ImageBitmap||t instanceof e.window.HTMLCanvasElement}(o)?(this.loadTileData(t,o),t.state=\"loaded\",void i(null)):(t.state=\"errored\",i(new Error(`Can't infer data type for ${this.id}, only raster data supported at the moment`))):(this.loadTileData(t,{width:this.tileSize,height:this.tileSize,data:null}),t.state=\"loaded\",i(null))}.bind(this)).catch((e=>{20!==e.code&&(t.state=\"errored\",i(e));}));}loadTileData(e,t){Ce.loadTileData(e,t,this._map.painter);}unloadTileData(e){Ce.unloadTileData(e,this._map.painter);}prepareTile(e){if(!this._implementation.prepareTile)return null;const{x:t,y:i,z:o}=e.tileID.canonical,r=this._implementation.prepareTile({x:t,y:i,z:o});return r?(this.loadTileData(e,r),e.state=\"loaded\",r):null}unloadTile(e,t){if(this.unloadTileData(e),this._implementation.unloadTile){const{x:t,y:i,z:o}=e.tileID.canonical;this._implementation.unloadTile({x:t,y:i,z:o});}t();}abortTile(e,t){e.request&&e.request.cancel&&(e.request.cancel(),delete e.request),t();}hasTransition(){return !1}_coveringTiles(){return this._map.transform.coveringTiles({tileSize:this.tileSize,minzoom:this.minzoom,maxzoom:this.maxzoom,roundZoom:this.roundZoom}).map((e=>({x:e.canonical.x,y:e.canonical.y,z:e.canonical.z})))}_update(){this.fire(new e.Event(\"data\",{dataType:\"source\",sourceDataType:\"content\"}));}}},De=function(t,i,o,r){const n=new ze[i.type](t,i,o,r);if(n.id!==t)throw new Error(`Expected Source id to be ${t} instead of ${n.id}`);return e.bindAll([\"load\",\"abort\",\"unload\",\"serialize\",\"prepare\"],n),n};function Pe(t,i){const o=e.identity([]);return e.scale(o,o,[.5*t.width,.5*-t.height,1]),e.translate(o,o,[1,-1,0]),e.multiply$1(o,o,t.calculateProjMatrix(i.toUnwrapped())),Float32Array.from(o)}function Ae(e,t,i,o,r,n,a,s=!1){const l=e.tilesIn(o,a,s);l.sort(Re);const c=[];for(const o of l)c.push({wrappedTileID:o.tile.tileID.wrapped().key,queryResults:o.tile.queryRenderedFeatures(t,i,e._state,o,r,n,Pe(e.transform,o.tile.tileID),s)});const h=function(e){const t={},i={};for(const o of e){const e=o.queryResults,r=o.wrappedTileID,n=i[r]=i[r]||{};for(const i in e){const o=e[i],r=n[i]=n[i]||{},a=t[i]=t[i]||[];for(const e of o)r[e.featureIndex]||(r[e.featureIndex]=!0,a.push(e));}}return t}(c);for(const t in h)h[t].forEach((t=>{const i=t.feature,o=i.layer;o&&\"background\"!==o.type&&\"sky\"!==o.type&&(i.source=o.source,o[\"source-layer\"]&&(i.sourceLayer=o[\"source-layer\"]),i.state=void 0!==i.id?e.getFeatureState(o[\"source-layer\"],i.id):{});}));return h}function Le(e,t){const i=e.getRenderableIds().map((t=>e.getTileByID(t))),o=[],r={};for(let e=0;e{e.terminate();})),this.workers=null);}isPreloaded(){return !!this.active[Oe]}numActive(){return Object.keys(this.active).length}}let Fe;function Ue(){return Fe||(Fe=new Be),Fe}function Ne(t,i){const o={};for(const e in t)\"ref\"!==e&&(o[e]=t[e]);return e.refProperties.forEach((e=>{e in i&&(o[e]=i[e]);})),o}function Ge(e){e=e.slice();const t=Object.create(null);for(let i=0;i0?(r-a)/s:0;return this.points[n].mult(1-l).add(this.points[i].mult(l))}}class Ye{constructor(e,t,i){const o=this.boxCells=[],r=this.circleCells=[];this.xCellCount=Math.ceil(e/i),this.yCellCount=Math.ceil(t/i);for(let e=0;ethis.width||o<0||t>this.height)return !r&&[];const a=[];if(e<=0&&t<=0&&this.width<=i&&this.height<=o){if(r)return !0;for(let e=0;e0:a}_queryCircle(e,t,i,o,r){const n=e-i,a=e+i,s=t-i,l=t+i;if(a<0||n>this.width||l<0||s>this.height)return !o&&[];const c=[];return this._forEachCell(n,s,a,l,this._queryCellCircle,c,{hitTest:o,circle:{x:e,y:t,radius:i},seenUids:{box:{},circle:{}}},r),o?c.length>0:c}query(e,t,i,o,r){return this._query(e,t,i,o,!1,r)}hitTest(e,t,i,o,r){return this._query(e,t,i,o,!0,r)}hitTestCircle(e,t,i,o){return this._queryCircle(e,t,i,!0,o)}_queryCell(e,t,i,o,r,n,a,s){const l=a.seenUids,c=this.boxCells[r];if(null!==c){const r=this.bboxes;for(const h of c)if(!l.box[h]){l.box[h]=!0;const c=4*h;if(e<=r[c+2]&&t<=r[c+3]&&i>=r[c+0]&&o>=r[c+1]&&(!s||s(this.boxKeys[h]))){if(a.hitTest)return n.push(!0),!0;n.push({key:this.boxKeys[h],x1:r[c],y1:r[c+1],x2:r[c+2],y2:r[c+3]});}}}const h=this.circleCells[r];if(null!==h){const r=this.circles;for(const c of h)if(!l.circle[c]){l.circle[c]=!0;const h=3*c;if(this._circleAndRectCollide(r[h],r[h+1],r[h+2],e,t,i,o)&&(!s||s(this.circleKeys[c]))){if(a.hitTest)return n.push(!0),!0;{const e=r[h],t=r[h+1],i=r[h+2];n.push({key:this.circleKeys[c],x1:e-i,y1:t-i,x2:e+i,y2:t+i});}}}}}_queryCellCircle(e,t,i,o,r,n,a,s){const l=a.circle,c=a.seenUids,h=this.boxCells[r];if(null!==h){const e=this.bboxes;for(const t of h)if(!c.box[t]){c.box[t]=!0;const i=4*t;if(this._circleAndRectCollide(l.x,l.y,l.radius,e[i+0],e[i+1],e[i+2],e[i+3])&&(!s||s(this.boxKeys[t])))return n.push(!0),!0}}const _=this.circleCells[r];if(null!==_){const e=this.circles;for(const t of _)if(!c.circle[t]){c.circle[t]=!0;const i=3*t;if(this._circlesCollide(e[i],e[i+1],e[i+2],l.x,l.y,l.radius)&&(!s||s(this.circleKeys[t])))return n.push(!0),!0}}}_forEachCell(e,t,i,o,r,n,a,s){const l=this._convertToXCellCoord(e),c=this._convertToYCellCoord(t),h=this._convertToXCellCoord(i),_=this._convertToYCellCoord(o);for(let u=l;u<=h;u++)for(let l=c;l<=_;l++)if(r.call(this,e,t,i,o,this.xCellCount*l+u,n,a,s))return}_convertToXCellCoord(e){return Math.max(0,Math.min(this.xCellCount-1,Math.floor(e*this.xScale)))}_convertToYCellCoord(e){return Math.max(0,Math.min(this.yCellCount-1,Math.floor(e*this.yScale)))}_circlesCollide(e,t,i,o,r,n){const a=o-e,s=r-t,l=i+n;return l*l>a*a+s*s}_circleAndRectCollide(e,t,i,o,r,n,a){const s=(n-o)/2,l=Math.abs(e-(o+s));if(l>s+i)return !1;const c=(a-r)/2,h=Math.abs(t-(r+c));if(h>c+i)return !1;if(l<=s||h<=c)return !0;const _=l-s,u=h-c;return _*_+u*u<=i*i}}const Je=Math.tan(85*Math.PI/180);function Qe(t,i,o,r,n,a){const s=e.create();if(o){if(\"globe\"===n.projection.name)e.multiply$1(s,s,e.calculateGlobeLabelMatrix(n,i));else {const e=v([],a);s[0]=e[0],s[1]=e[1],s[4]=e[2],s[5]=e[3];}r||e.rotateZ(s,s,n.angle);}else e.multiply$1(s,n.labelPlaneMatrix,t);return s}function et(t,i,o,r,n,a){if(o){if(\"globe\"===n.projection.name){const s=Qe(t,i,o,r,n,a);return e.invert(s,s),e.multiply$1(s,t,s),s}{const i=e.clone(t),o=e.identity([]);return o[0]=a[0],o[1]=a[1],o[4]=a[2],o[5]=a[3],e.multiply$1(i,i,o),r||e.rotateZ(i,i,-n.angle),i}}return n.glCoordMatrix}function tt(t,i,o=0){const r=[t.x,t.y,o,1];o?e.transformMat4$1(r,r,i):pt(r,r,i);const n=r[3];return {point:new e.pointGeometry(r[0]/n,r[1]/n),signedDistanceFromCamera:n}}function it(t,i){const o=[t[0],t[1],t[2],1];e.transformMat4$1(o,o,i);const r=o[3];return {point:new e.pointGeometry(o[0]/r,o[1]/r),signedDistanceFromCamera:r}}function ot(e,t){return Math.min(.5+e/t*.5,1.5)}function rt(e,t){const i=e[0]/e[3],o=e[1]/e[3];return i>=-t[0]&&i<=t[0]&&o>=-t[1]&&o<=t[1]}function nt(t,i,o,r,n,a,s,l,c,h){const _=o.transform,u=r?t.textSizeData:t.iconSizeData,d=e.evaluateSizeForZoom(u,o.transform.zoom),p=[256/o.width*2+1,256/o.height*2+1],m=r?t.text.dynamicLayoutVertexArray:t.icon.dynamicLayoutVertexArray;m.clear();const f=t.lineVertexArray,g=r?t.text.placedSymbolArray:t.icon.placedSymbolArray,v=o.transform.width/o.transform.height;let x=!1;for(let r=0;rMath.abs(o.x-i.x)*r?{useVertical:!0}:t.writingMode===e.WritingMode.vertical?i.yJe}(i,o,r)?1===t.flipState?{needsFlipping:!0}:null:i.x>o.x?{needsFlipping:!0}:null}function lt(t,i,o,r,n,a,s,l,c,h,_,u,d,p,m,f,g){const v=i/24,x=t.lineOffsetX*v,y=t.lineOffsetY*v;let b;if(t.numGlyphs>1){const e=t.glyphStartIndex+t.numGlyphs,i=t.lineStartIndex,n=t.lineStartIndex+t.lineLength,h=at(v,l,x,y,o,_,u,t,c,a,d,m,!1,f,g);if(!h)return {notEnoughRoom:!0};const w=tt(h.first.point,s).point,T=tt(h.last.point,s).point;if(r&&!o){const e=st(t,w,T,p);if(t.flipState=e&&e.needsFlipping?1:2,e)return e}b=[h.first];for(let r=t.glyphStartIndex+1;r0?a.point:ht(u,r,i,1,n,void 0,f,g.canonical),p);if(t.flipState=s&&s.needsFlipping?1:2,s)return s}const i=_t(v*l.getoffsetX(t.glyphStartIndex),x,y,o,_,u,t.segment,t.lineStartIndex,t.lineStartIndex+t.lineLength,c,a,d,m,!1,!1,f,g);if(!i)return {notEnoughRoom:!0};b=[i];}for(const t of b)e.addDynamicAttributes(h,t.point,t.angle);return {}}function ct(t,i,o,r,n){const a=r.projectTilePoint(t.x,t.y,i);if(!n)return tt(a,o,a.z);const s=n(t);return tt(new e.pointGeometry(a.x+s[0],a.y+s[1]),o,a.z+s[2])}function ht(e,t,i,o,r,n,a,s){const l=ct(e.add(e.sub(t)._unit()),s,r,a,n).point,c=i.sub(l);return i.add(c._mult(o/c.mag()))}function _t(t,i,o,r,n,a,s,l,c,h,_,u,d,p,m,f,g){const v=r?t-i:t+i;let x=v>0?1:-1,y=0;r&&(x*=-1,y=Math.PI),x<0&&(y+=Math.PI);let b=x>0?l+s:l+s+1,w=n,T=n,E=0,C=0;const I=Math.abs(v),M=[],S=[];let z=a;const D=()=>{const t=b-x;return 0===E?a:new e.pointGeometry(h.getx(t),h.gety(t))},P=()=>ht(D(),z,T,I-E+1,_,d,f,g.canonical);for(;E+C<=I;){if(b+=x,b=c)return null;if(T=w,M.push(w),p&&S.push(z||D()),w=u[b],void 0===w){z=new e.pointGeometry(h.getx(b),h.gety(b));const t=ct(z,g.canonical,_,f,d);w=t.signedDistanceFromCamera>0?u[b]=t.point:P();}else z=null;E+=C,C=T.dist(w);}m&&d&&(z=z||new e.pointGeometry(h.getx(b),h.gety(b)),u[b]=w=void 0===u[b]?w:P(),C=T.dist(w));const A=(I-E)/C,L=w.sub(T),R=L.mult(A)._add(T);o&&R._add(L._unit()._perp()._mult(o*x));const k=y+Math.atan2(w.y-T.y,w.x-T.x);return M.push(R),p&&(z=z||new e.pointGeometry(h.getx(b),h.gety(b)),S.push(function(t,i,o){const r=1-o;return new e.pointGeometry(t.x*r+i.x*o,t.y*r+i.y*o)}(S.length>0?S[S.length-1]:z,z,A))),{point:R,angle:k,path:M,tilePath:S}}const ut=new Float32Array([-1/0,-1/0,0,-1/0,-1/0,0,-1/0,-1/0,0,-1/0,-1/0,0]);function dt(e,t){for(let i=0;i0),d=r*u.perspectiveRatio,p=(t.x1*e+i.x-t.padding)*d+u.point.x,m=(t.y1*e+i.y-t.padding)*d+u.point.y,f=(t.x2*e+i.x+t.padding)*d+u.point.x,g=(t.y2*e+i.y+t.padding)*d+u.point.y,v=u.perspectiveRatio<=.55||u.occluded;return !this.isInsideGrid(p,m,f,g)||!o&&this.grid.hitTest(p,m,f,g,a)||v?{box:[],offscreen:!1,occluded:u.occluded}:{box:[p,m,f,g],offscreen:this.isOffscreen(p,m,f,g),occluded:!1}}placeCollisionCircles(t,i,o,r,n,a,s,l,c,h,_,u,d,p){const m=[],f=this.transform.elevation,g=f?f.getAtTileOffsetFunc(p,this.transform.center.lat,this.transform.worldSize,this.transform.projection):e=>[0,0,0],v=new e.pointGeometry(i.tileAnchorX,i.tileAnchorY),x=this.transform.projection.projectTilePoint(i.tileAnchorX,i.tileAnchorY,p.canonical),y=g(v),b=[x.x+y[0],x.y+y[1],x.z+y[2]],w=this.projectAndGetPerspectiveRatio(a,[b[0],b[1],b[2]],p,\"globe\"===this.transform.projection.name||!!f||this.transform.pitch>0),{perspectiveRatio:T}=w,E=(h?n/T:n*T)/e.ONE_EM,C=tt(new e.pointGeometry(b[0],b[1]),s,b[2]).point,I=w.signedDistanceFromCamera>0?at(E,r,i.lineOffsetX*E,i.lineOffsetY*E,!1,C,v,i,o,s,{},f&&!h?g:null,h&&!!f,this.transform.projection,p):null;let M=!1,S=!1,z=!0;if(I&&!w.occluded){const i=.5*u*T+d,o=new e.pointGeometry(-100,-100),r=new e.pointGeometry(this.screenRightBoundary,this.screenBottomBoundary),n=new Ke,a=I.first,s=I.last;let h=[];for(let e=a.path.length-1;e>=1;e--)h.push(a.path[e]);for(let e=1;e{const i=g(ttt(e,l));h=e.some((e=>e.signedDistanceFromCamera<=0))?[]:e.map((e=>e.point));}let v=[];if(h.length>0){const t=h[0].clone(),i=h[0].clone();for(let e=1;e=o.x&&i.x<=r.x&&t.y>=o.y&&i.y<=r.y?[h]:i.xr.x||i.yr.y?[]:e.clipLine([h],o.x,o.y,r.x,r.y);}for(const e of v){n.reset(e,.25*i);let o=0;o=n.length<=.5*i?1:Math.ceil(n.paddedLength/p)+1;for(let e=0;e0?(e.transformMat4$1(n,n,t),this.fogState&&o&&(a=function(t,i,o,r,n,a){const s=a.calculateFogTileMatrix(n),l=[i,o,r];return e.transformMat4(l,l,s),M(t,l,a.pitch,a._fov)}(this.fogState,i[0],i[1],i[2],o.toUnwrapped(),this.transform)>.9)):pt(n,n,t),{point:new e.pointGeometry((n[0]/n[3]+1)/2*this.transform.width+mt,(-n[1]/n[3]+1)/2*this.transform.height+mt),perspectiveRatio:Math.min(.5+this.transform.cameraToCenterDistance/n[3]*.5,1.5),signedDistanceFromCamera:n[3],occluded:r&&n[2]>n[3]||a}}isOffscreen(e,t,i,o){return i=this.screenRightBoundary||othis.screenBottomBoundary}isInsideGrid(e,t,i,o){return i>=0&&e=0&&te.collisionGroupID===t};}return this.collisionGroups[e]}}function Tt(t,i,o,r,n){const{horizontalAlign:a,verticalAlign:s}=e.getAnchorAlignment(t),l=-(a-.5)*i,c=-(s-.5)*o,h=e.evaluateVariableOffset(t,r);return new e.pointGeometry(l+h[0]*n,c+h[1]*n)}function Et(t,i,o,r,n){const a=new e.pointGeometry(t,i);return o&&a._rotate(r?n:-n),a}class Ct{constructor(e,t,i,o,r){this.transform=e.clone(),this.collisionIndex=new ft(this.transform,r),this.placements={},this.opacities={},this.variableOffsets={},this.stale=!1,this.commitTime=0,this.fadeDuration=t,this.retainedQueryData={},this.collisionGroups=new wt(i),this.collisionCircleArrays={},this.prevPlacement=o,o&&(o.prevPlacement=void 0),this.placedOrientations={};}getBucketParts(t,i,o,r){const n=o.getBucket(i),a=o.latestFeatureIndex;if(!n||!a||i.id!==n.layerIds[0])return;const s=n.layers[0].layout,l=o.collisionBoxArray,c=Math.pow(2,this.transform.zoom-o.tileID.overscaledZ),h=o.tileSize/e.EXTENT,_=o.tileID.toUnwrapped(),u=this.transform.calculateProjMatrix(_),d=\"map\"===s.get(\"text-pitch-alignment\"),p=\"map\"===s.get(\"text-rotation-alignment\");i.compileFilter();const m=i.dynamicFilter(),f=i.dynamicFilterNeedsFeature(),g=this.transform.calculatePixelsToTileUnitsMatrix(o),v=Qe(u,o.tileID.canonical,d,p,this.transform,g);let x=null;if(d){const t=et(u,o.tileID.canonical,d,p,this.transform,g);x=e.multiply$1([],this.transform.labelPlaneMatrix,t);}let y=null;m&&o.latestFeatureIndex&&(y={unwrappedTileID:_,dynamicFilter:m,dynamicFilterNeedsFeature:f,featureIndex:o.latestFeatureIndex}),this.retainedQueryData[n.bucketInstanceId]=new bt(n.bucketInstanceId,a,n.sourceLayerIndex,n.index,o.tileID);const b={bucket:n,layout:s,posMatrix:u,textLabelPlaneMatrix:v,labelToScreenMatrix:x,clippingData:y,scale:c,textPixelRatio:h,holdingForFade:o.holdingForFade(),collisionBoxArray:l,partiallyEvaluatedTextSize:e.evaluateSizeForZoom(n.textSizeData,this.transform.zoom),partiallyEvaluatedIconSize:e.evaluateSizeForZoom(n.iconSizeData,this.transform.zoom),collisionGroup:this.collisionGroups.get(n.sourceID)};if(r)for(const e of n.sortKeyRanges){const{sortKey:i,symbolInstanceStart:o,symbolInstanceEnd:r}=e;t.push({sortKey:i,symbolInstanceStart:o,symbolInstanceEnd:r,parameters:b});}else t.push({symbolInstanceStart:0,symbolInstanceEnd:n.symbolInstances.length,parameters:b});}attemptAnchorPlacement(e,t,i,o,r,n,a,s,l,c,h,_,u,d,p,m,f,g){const v=[_.textOffset0,_.textOffset1],x=Tt(e,i,o,v,r),y=this.collisionIndex.placeCollisionBox(r,t,Et(x.x,x.y,n,a,this.transform.angle),h,s,l,c.predicate);if((!m||0!==this.collisionIndex.placeCollisionBox(d.getSymbolInstanceIconSize(g,this.transform.zoom,u),m,Et(x.x,x.y,n,a,this.transform.angle),h,s,l,c.predicate).box.length)&&y.box.length>0){let t;return this.prevPlacement&&this.prevPlacement.variableOffsets[_.crossTileID]&&this.prevPlacement.placements[_.crossTileID]&&this.prevPlacement.placements[_.crossTileID].text&&(t=this.prevPlacement.variableOffsets[_.crossTileID].anchor),this.variableOffsets[_.crossTileID]={textOffset:v,width:i,height:o,anchor:e,textScale:r,prevAnchor:t},this.markUsedJustification(d,e,_,p),d.allowVerticalPlacement&&(this.markUsedOrientation(d,p,_),this.placedOrientations[_.crossTileID]=p),{shift:x,placedGlyphBoxes:y}}}placeLayerBucketPart(t,i,o,r){const{bucket:n,layout:a,posMatrix:s,textLabelPlaneMatrix:l,labelToScreenMatrix:c,clippingData:h,textPixelRatio:_,holdingForFade:u,collisionBoxArray:d,partiallyEvaluatedTextSize:p,partiallyEvaluatedIconSize:m,collisionGroup:f}=t.parameters,g=a.get(\"text-optional\"),v=a.get(\"icon-optional\"),x=a.get(\"text-allow-overlap\"),y=a.get(\"icon-allow-overlap\"),b=\"map\"===a.get(\"text-rotation-alignment\"),w=\"map\"===a.get(\"text-pitch-alignment\"),T=\"none\"!==a.get(\"icon-text-fit\"),E=\"viewport-y\"===a.get(\"symbol-z-order\");let C=x&&(y||!n.hasIconData()||v),I=y&&(x||!n.hasTextData()||g);!n.collisionArrays&&d&&n.deserializeCollisionBoxes(d),o&&r&&n.updateCollisionDebugBuffers(this.transform.zoom,d);const M=(t,r,d)=>{if(h){const o={zoom:this.transform.zoom,pitch:this.transform.pitch};let r=null;if(h.dynamicFilterNeedsFeature){const e=this.retainedQueryData[n.bucketInstanceId];r=h.featureIndex.loadFeature({featureIndex:t.featureIndex,bucketIndex:e.bucketIndex,sourceLayerIndex:e.sourceLayerIndex,layoutVertexArrayOffset:0});}if(!(0,h.dynamicFilter)(o,r,this.retainedQueryData[n.bucketInstanceId].tileID.canonical,new e.pointGeometry(t.tileAnchorX,t.tileAnchorY),this.transform.calculateDistanceTileData(h.unwrappedTileID)))return this.placements[t.crossTileID]=new xt(!1,!1,!1,!0),void(i[t.crossTileID]=!0)}if(i[t.crossTileID])return;if(u)return void(this.placements[t.crossTileID]=new xt(!1,!1,!1));let E=!1,M=!1,S=!0,z=!1,D=!1,P=null,A={box:null,offscreen:null,occluded:null},L={box:null,offscreen:null,occluded:null},R=null,k=null,O=null,B=0,F=0,U=0;d.textFeatureIndex?B=d.textFeatureIndex:t.useRuntimeCollisionCircles&&(B=t.featureIndex),d.verticalTextFeatureIndex&&(F=d.verticalTextFeatureIndex);const N=e=>{e.tileID=this.retainedQueryData[n.bucketInstanceId].tileID,(this.transform.elevation||e.elevation)&&(e.elevation=this.transform.elevation?this.transform.elevation.getAtTileOffset(this.retainedQueryData[n.bucketInstanceId].tileID,e.tileAnchorX,e.tileAnchorY):0);},G=d.textBox;if(G){N(G);const i=i=>{let o=e.WritingMode.horizontal;if(n.allowVerticalPlacement&&!i&&this.prevPlacement){const e=this.prevPlacement.placedOrientations[t.crossTileID];e&&(this.placedOrientations[t.crossTileID]=e,o=e,this.markUsedOrientation(n,o,t));}return o},o=(i,o)=>{if(n.allowVerticalPlacement&&t.numVerticalGlyphVertices>0&&d.verticalTextBox){for(const t of n.writingModes)if(t===e.WritingMode.vertical?(A=o(),L=A):A=i(),A&&A.box&&A.box.length)break}else A=i();};if(a.get(\"text-variable-anchor\")){let l=a.get(\"text-variable-anchor\");if(this.prevPlacement&&this.prevPlacement.variableOffsets[t.crossTileID]){const e=this.prevPlacement.variableOffsets[t.crossTileID];l.indexOf(e.anchor)>0&&(l=l.filter((t=>t!==e.anchor)),l.unshift(e.anchor));}const c=(e,i,o)=>{const a=n.getSymbolInstanceTextSize(p,t,this.transform.zoom,r),c=(e.x2-e.x1)*a+2*e.padding,h=(e.y2-e.y1)*a+2*e.padding,u=T&&!y?i:null;u&&N(u);let d={box:[],offscreen:!1,occluded:!1};const g=x?2*l.length:l.length;for(let i=0;i=l.length,t,r,n,o,u,p,m);if(g&&(d=g.placedGlyphBoxes,d&&d.box&&d.box.length)){E=!0,P=g.shift;break}}return d};o((()=>c(G,d.iconBox,e.WritingMode.horizontal)),(()=>{const i=d.verticalTextBox;return i&&N(i),n.allowVerticalPlacement&&!(A&&A.box&&A.box.length)&&t.numVerticalGlyphVertices>0&&i?c(i,d.verticalIconBox,e.WritingMode.vertical):{box:null,offscreen:null,occluded:null}})),A&&(E=A.box,S=A.offscreen,z=A.occluded);const h=i(A&&A.box);if(!E&&this.prevPlacement){const e=this.prevPlacement.variableOffsets[t.crossTileID];e&&(this.variableOffsets[t.crossTileID]=e,this.markUsedJustification(n,e.anchor,t,h));}}else {const a=(i,o)=>{const a=n.getSymbolInstanceTextSize(p,t,this.transform.zoom,r),l=this.collisionIndex.placeCollisionBox(a,i,new e.pointGeometry(0,0),x,_,s,f.predicate);return l&&l.box&&l.box.length&&(this.markUsedOrientation(n,o,t),this.placedOrientations[t.crossTileID]=o),l};o((()=>a(G,e.WritingMode.horizontal)),(()=>{const i=d.verticalTextBox;return n.allowVerticalPlacement&&t.numVerticalGlyphVertices>0&&i?(N(i),a(i,e.WritingMode.vertical)):{box:null,offscreen:null,occluded:null}})),i(A&&A.box&&A.box.length);}}if(R=A,E=R&&R.box&&R.box.length>0,S=R&&R.offscreen,z=R&&R.occluded,t.useRuntimeCollisionCircles){const i=n.text.placedSymbolArray.get(t.centerJustifiedTextSymbolIndex>=0?t.centerJustifiedTextSymbolIndex:t.verticalPlacedTextSymbolIndex),r=e.evaluateSizeForFeature(n.textSizeData,p,i),h=a.get(\"text-padding\");k=this.collisionIndex.placeCollisionCircles(x,i,n.lineVertexArray,n.glyphOffsetArray,r,s,l,c,o,w,f.predicate,t.collisionCircleDiameter*r/e.ONE_EM,h,this.retainedQueryData[n.bucketInstanceId].tileID),E=x||k.circles.length>0&&!k.collisionDetected,S=S&&k.offscreen,z=k.occluded;}if(d.iconFeatureIndex&&(U=d.iconFeatureIndex),d.iconBox){const t=t=>{N(t);const i=T&&P?Et(P.x,P.y,b,w,this.transform.angle):new e.pointGeometry(0,0),o=n.getSymbolInstanceIconSize(m,this.transform.zoom,r);return this.collisionIndex.placeCollisionBox(o,t,i,y,_,s,f.predicate)};L&&L.box&&L.box.length&&d.verticalIconBox?(O=t(d.verticalIconBox),M=O.box.length>0):(O=t(d.iconBox),M=O.box.length>0),S=S&&O.offscreen,D=O.occluded;}const j=g||0===t.numHorizontalGlyphVertices&&0===t.numVerticalGlyphVertices,Z=v||0===t.numIconVertices;if(j||Z?Z?j||(M=M&&E):E=M&&E:M=E=M&&E,E&&R&&R.box&&this.collisionIndex.insertCollisionBox(R.box,a.get(\"text-ignore-placement\"),n.bucketInstanceId,L&&L.box&&F?F:B,f.ID),M&&O&&this.collisionIndex.insertCollisionBox(O.box,a.get(\"icon-ignore-placement\"),n.bucketInstanceId,U,f.ID),k&&(E&&this.collisionIndex.insertCollisionCircles(k.circles,a.get(\"text-ignore-placement\"),n.bucketInstanceId,B,f.ID),o)){const e=n.bucketInstanceId;let t=this.collisionCircleArrays[e];void 0===t&&(t=this.collisionCircleArrays[e]=new yt);for(let e=0;e=0;--t){const i=e[t];M(n.symbolInstances.get(i),i,n.collisionArrays[i]);}}else for(let e=t.symbolInstanceStart;e=0&&(t.text.placedSymbolArray.get(e).crossTileID=n>=0&&e!==n?0:o.crossTileID);}markUsedOrientation(t,i,o){const r=i===e.WritingMode.horizontal||i===e.WritingMode.horizontalOnly?i:0,n=i===e.WritingMode.vertical?i:0,a=[o.leftJustifiedTextSymbolIndex,o.centerJustifiedTextSymbolIndex,o.rightJustifiedTextSymbolIndex];for(const e of a)t.text.placedSymbolArray.get(e).placedOrientation=r;o.verticalPlacedTextSymbolIndex&&(t.text.placedSymbolArray.get(o.verticalPlacedTextSymbolIndex).placedOrientation=n);}commit(e){this.commitTime=e,this.zoomAtLastRecencyCheck=this.transform.zoom;const t=this.prevPlacement;let i=!1;this.prevZoomAdjustment=t?t.zoomAdjustment(this.transform.zoom):0;const o=t?t.symbolFadeChange(e):1,r=t?t.opacities:{},n=t?t.variableOffsets:{},a=t?t.placedOrientations:{};for(const e in this.placements){const t=this.placements[e],n=r[e];n?(this.opacities[e]=new vt(n,o,t.text,t.icon,null,t.clipped),i=i||t.text!==n.text.placed||t.icon!==n.icon.placed):(this.opacities[e]=new vt(null,o,t.text,t.icon,t.skipFade,t.clipped),i=i||t.text||t.icon);}for(const e in r){const t=r[e];if(!this.opacities[e]){const r=new vt(t,o,!1,!1);r.isHidden()||(this.opacities[e]=r,i=i||t.text.placed||t.icon.placed);}}for(const e in n)this.variableOffsets[e]||!this.opacities[e]||this.opacities[e].isHidden()||(this.variableOffsets[e]=n[e]);for(const e in a)this.placedOrientations[e]||!this.opacities[e]||this.opacities[e].isHidden()||(this.placedOrientations[e]=a[e]);i?this.lastPlacementChangeTime=e:\"number\"!=typeof this.lastPlacementChangeTime&&(this.lastPlacementChangeTime=t?t.lastPlacementChangeTime:e);}updateLayerOpacities(e,t){const i={};for(const o of t){const t=o.getBucket(e);t&&o.latestFeatureIndex&&e.id===t.layerIds[0]&&this.updateBucketOpacities(t,i,o.collisionBoxArray);}}updateBucketOpacities(t,i,o){t.hasTextData()&&t.text.opacityVertexArray.clear(),t.hasIconData()&&t.icon.opacityVertexArray.clear(),t.hasIconCollisionBoxData()&&t.iconCollisionBox.collisionVertexArray.clear(),t.hasTextCollisionBoxData()&&t.textCollisionBox.collisionVertexArray.clear();const r=t.layers[0].layout,n=!!t.layers[0].dynamicFilter(),a=new vt(null,0,!1,!1,!0),s=r.get(\"text-allow-overlap\"),l=r.get(\"icon-allow-overlap\"),c=r.get(\"text-variable-anchor\"),h=\"map\"===r.get(\"text-rotation-alignment\"),_=\"map\"===r.get(\"text-pitch-alignment\"),u=\"none\"!==r.get(\"icon-text-fit\"),d=new vt(null,0,s&&(l||!t.hasIconData()||r.get(\"icon-optional\")),l&&(s||!t.hasTextData()||r.get(\"text-optional\")),!0);!t.collisionArrays&&o&&(t.hasIconCollisionBoxData()||t.hasTextCollisionBoxData())&&t.deserializeCollisionBoxes(o);const p=(e,t,i)=>{for(let o=0;o0||l>0,x=r.numIconVertices>0,y=this.placedOrientations[r.crossTileID],b=y===e.WritingMode.vertical,w=y===e.WritingMode.horizontal||y===e.WritingMode.horizontalOnly;if(!v&&!x||g.isHidden()||m++,v){const e=Rt(g.text);p(t.text,s,b?kt:e),p(t.text,l,w?kt:e);const i=g.text.isHidden();[r.rightJustifiedTextSymbolIndex,r.centerJustifiedTextSymbolIndex,r.leftJustifiedTextSymbolIndex].forEach((e=>{e>=0&&(t.text.placedSymbolArray.get(e).hidden=i||b?1:0);})),r.verticalPlacedTextSymbolIndex>=0&&(t.text.placedSymbolArray.get(r.verticalPlacedTextSymbolIndex).hidden=i||w?1:0);const o=this.variableOffsets[r.crossTileID];o&&this.markUsedJustification(t,o.anchor,r,y);const n=this.placedOrientations[r.crossTileID];n&&(this.markUsedJustification(t,\"left\",r,n),this.markUsedOrientation(t,n,r));}if(x){const e=Rt(g.icon);r.placedIconSymbolIndex>=0&&(p(t.icon,r.numIconVertices,b?kt:e),t.icon.placedSymbolArray.get(r.placedIconSymbolIndex).hidden=g.icon.isHidden()),r.verticalPlacedIconSymbolIndex>=0&&(p(t.icon,r.numVerticalIconVertices,w?kt:e),t.icon.placedSymbolArray.get(r.verticalPlacedIconSymbolIndex).hidden=g.icon.isHidden());}if(t.hasIconCollisionBoxData()||t.hasTextCollisionBoxData()){const i=t.collisionArrays[o];if(i){let o=new e.pointGeometry(0,0),r=!0;if(i.textBox||i.verticalTextBox){if(c){const e=this.variableOffsets[f];e?(o=Tt(e.anchor,e.width,e.height,e.textOffset,e.textScale),h&&o._rotate(_?this.transform.angle:-this.transform.angle)):r=!1;}n&&(r=!g.clipped),i.textBox&&It(t.textCollisionBox.collisionVertexArray,g.text.placed,!r||b,o.x,o.y),i.verticalTextBox&&It(t.textCollisionBox.collisionVertexArray,g.text.placed,!r||w,o.x,o.y);}const a=r&&Boolean(!w&&i.verticalIconBox);i.iconBox&&It(t.iconCollisionBox.collisionVertexArray,g.icon.placed,a,u?o.x:0,u?o.y:0),i.verticalIconBox&&It(t.iconCollisionBox.collisionVertexArray,g.icon.placed,!a,u?o.x:0,u?o.y:0);}}}if(t.fullyClipped=0===m,t.sortFeatures(this.transform.angle),this.retainedQueryData[t.bucketInstanceId]&&(this.retainedQueryData[t.bucketInstanceId].featureSortOrder=t.featureSortOrder),t.hasTextData()&&t.text.opacityVertexBuffer&&t.text.opacityVertexBuffer.updateData(t.text.opacityVertexArray),t.hasIconData()&&t.icon.opacityVertexBuffer&&t.icon.opacityVertexBuffer.updateData(t.icon.opacityVertexArray),t.hasIconCollisionBoxData()&&t.iconCollisionBox.collisionVertexBuffer&&t.iconCollisionBox.collisionVertexBuffer.updateData(t.iconCollisionBox.collisionVertexArray),t.hasTextCollisionBoxData()&&t.textCollisionBox.collisionVertexBuffer&&t.textCollisionBox.collisionVertexBuffer.updateData(t.textCollisionBox.collisionVertexArray),t.bucketInstanceId in this.collisionCircleArrays){const e=this.collisionCircleArrays[t.bucketInstanceId];t.placementInvProjMatrix=e.invProjMatrix,t.placementViewportMatrix=e.viewportMatrix,t.collisionCircleArray=e.circles,delete this.collisionCircleArrays[t.bucketInstanceId];}}symbolFadeChange(e){return 0===this.fadeDuration?1:(e-this.commitTime)/this.fadeDuration+this.prevZoomAdjustment}zoomAdjustment(e){return Math.max(0,(this.transform.zoom-e)/1.5)}hasTransitions(e){return this.stale||e-this.lastPlacementChangeTimee}setStale(){this.stale=!0;}}function It(e,t,i,o,r){e.emplaceBack(t?1:0,i?1:0,o||0,r||0),e.emplaceBack(t?1:0,i?1:0,o||0,r||0),e.emplaceBack(t?1:0,i?1:0,o||0,r||0),e.emplaceBack(t?1:0,i?1:0,o||0,r||0);}const Mt=Math.pow(2,25),St=Math.pow(2,24),zt=Math.pow(2,17),Dt=Math.pow(2,16),Pt=Math.pow(2,9),At=Math.pow(2,8),Lt=Math.pow(2,1);function Rt(e){if(0===e.opacity&&!e.placed)return 0;if(1===e.opacity&&e.placed)return 4294967295;const t=e.placed?1:0,i=Math.floor(127*e.opacity);return i*Mt+t*St+i*zt+t*Dt+i*Pt+t*At+i*Lt+t}const kt=0;class Ot{constructor(e){this._sortAcrossTiles=\"viewport-y\"!==e.layout.get(\"symbol-z-order\")&&void 0!==e.layout.get(\"symbol-sort-key\").constantOr(1),this._currentTileIndex=0,this._currentPartIndex=0,this._seenCrossTileIDs={},this._bucketParts=[];}continuePlacement(e,t,i,o,r){const n=this._bucketParts;for(;this._currentTileIndexe.sortKey-t.sortKey)));this._currentPartIndex{const t=e.exported.now()-r;return !this._forceFullPlacement&&t>2};for(;this._currentPlacementIndex>=0;){const e=i[t[this._currentPlacementIndex]],r=this.placement.collisionIndex.transform.zoom;if(\"symbol\"===e.type&&(!e.minzoom||e.minzoom<=r)&&(!e.maxzoom||e.maxzoom>r)){if(this._inProgressLayer||(this._inProgressLayer=new Ot(e)),this._inProgressLayer.continuePlacement(o[e.source],this.placement,this._showCollisionBoxes,e,n))return;delete this._inProgressLayer;}this._currentPlacementIndex--;}this._done=!0;}commit(e){return this.placement.commit(e),this.placement}}const Ft=512/e.EXTENT/2;class Ut{constructor(e,t,i){this.tileID=e,this.indexedSymbolInstances={},this.bucketInstanceId=i;for(let i=0;ie.overscaledZ)for(const i in r){const n=r[i];n.tileID.isChildOf(e)&&n.findMatches(t.symbolInstances,e,o);}else {const n=r[e.scaledTo(Number(i)).key];n&&n.findMatches(t.symbolInstances,e,o);}}for(let e=0;e{t[e]=!0;}));for(const e in this.layerIndexes)t[e]||delete this.layerIndexes[e];}}const Zt=(t,i)=>e.emitValidationErrors(t,i&&i.filter((e=>\"source.canvas\"!==e.identifier))),Vt=e.pick(je,[\"addLayer\",\"removeLayer\",\"setPaintProperty\",\"setLayoutProperty\",\"setFilter\",\"addSource\",\"removeSource\",\"setLayerZoomRange\",\"setLight\",\"setTransition\",\"setGeoJSONSourceData\",\"setTerrain\",\"setFog\",\"setProjection\"]),Wt=e.pick(je,[\"setCenter\",\"setZoom\",\"setBearing\",\"setPitch\"]),qt={version:8,layers:[],sources:{}},Xt={fill:!0,line:!0,background:!0,hillshade:!0,raster:!0};class $t extends e.Evented{constructor(t,i={}){super(),this.map=t,this.dispatcher=new A(Ue(),this),this.imageManager=new y,this.imageManager.setEventedParent(this),this.glyphManager=new e.GlyphManager(t._requestManager,i.localFontFamily?e.LocalGlyphMode.all:i.localIdeographFontFamily?e.LocalGlyphMode.ideographs:e.LocalGlyphMode.none,i.localFontFamily||i.localIdeographFontFamily),this.lineAtlas=new e.LineAtlas(256,512),this.crossTileSymbolIndex=new jt,this._layers={},this._num3DLayers=0,this._numSymbolLayers=0,this._numCircleLayers=0,this._serializedLayers={},this._sourceCaches={},this._otherSourceCaches={},this._symbolSourceCaches={},this.zoomHistory=new e.ZoomHistory,this._loaded=!1,this._availableImages=[],this._order=[],this._drapedFirstOrder=[],this._markersNeedUpdate=!1,this._resetUpdates(),this.dispatcher.broadcast(\"setReferrer\",e.getReferrer());const o=this;this._rtlTextPluginCallback=$t.registerForPluginStateChange((t=>{o.dispatcher.broadcast(\"syncRTLPluginState\",{pluginStatus:t.pluginStatus,pluginURL:t.pluginURL},((t,i)=>{if(e.triggerPluginCompletionEvent(t),i&&i.every((e=>e)))for(const e in o._sourceCaches){const t=o._sourceCaches[e],i=t.getSource().type;\"vector\"!==i&&\"geojson\"!==i||t.reload();}}));})),this.on(\"data\",(e=>{if(\"source\"!==e.dataType||\"metadata\"!==e.sourceDataType)return;const t=this.getSource(e.sourceId);if(t&&t.vectorLayerIds)for(const e in this._layers){const i=this._layers[e];i.source===t.id&&this._validateLayer(i);}}));}loadURL(t,i={}){this.fire(new e.Event(\"dataloading\",{dataType:\"style\"}));const o=\"boolean\"==typeof i.validate?i.validate:!e.isMapboxURL(t);t=this.map._requestManager.normalizeStyleURL(t,i.accessToken);const r=this.map._requestManager.transformRequest(t,e.ResourceType.Style);this._request=e.getJSON(r,((t,i)=>{this._request=null,t?this.fire(new e.ErrorEvent(t)):i&&this._load(i,o);}));}loadJSON(t,i={}){this.fire(new e.Event(\"dataloading\",{dataType:\"style\"})),this._request=e.exported.frame((()=>{this._request=null,this._load(t,!1!==i.validate);}));}loadEmpty(){this.fire(new e.Event(\"dataloading\",{dataType:\"style\"})),this._load(qt,!1);}_updateLayerCount(e,t){const i=t?1:-1;e.is3D()&&(this._num3DLayers+=i),\"circle\"===e.type&&(this._numCircleLayers+=i),\"symbol\"===e.type&&(this._numSymbolLayers+=i);}_load(t,i){if(i&&Zt(this,e.validateStyle(t)))return;this._loaded=!0,this.stylesheet=t,this._updateMapProjection();for(const e in t.sources)this.addSource(e,t.sources[e],{validate:!1});this._changed=!1,t.sprite?this._loadSprite(t.sprite):(this.imageManager.setLoaded(!0),this.dispatcher.broadcast(\"spriteLoaded\",!0)),this.glyphManager.setURL(t.glyphs);const o=Ge(this.stylesheet.layers);this._order=o.map((e=>e.id)),this._layers={},this._serializedLayers={};for(let t of o)t=e.createStyleLayer(t),t.setEventedParent(this,{layer:{id:t.id}}),this._layers[t.id]=t,this._serializedLayers[t.id]=t.serialize(),this._updateLayerCount(t,!0);this.dispatcher.broadcast(\"setLayers\",this._serializeLayers(this._order)),this.light=new T(this.stylesheet.light),this.stylesheet.terrain&&!this.terrainSetForDrapingOnly()&&this._createTerrain(this.stylesheet.terrain,1),this.stylesheet.fog&&this._createFog(this.stylesheet.fog),this._updateDrapeFirstLayers(),this.fire(new e.Event(\"data\",{dataType:\"style\"})),this.fire(new e.Event(\"style.load\"));}terrainSetForDrapingOnly(){return !!this.terrain&&0===this.terrain.drapeRenderMode}setProjection(e){e?this.stylesheet.projection=e:delete this.stylesheet.projection,this.map._explicitProjection||this.map._updateProjection();}_updateMapProjection(){this.map._explicitProjection?this.applyProjectionUpdate():this.map._updateProjection();}applyProjectionUpdate(){this._loaded&&(this.dispatcher.broadcast(\"setProjection\",this.map.transform.projectionOptions),this.map.transform.projection.requiresDraping?this.getTerrain()||this.stylesheet.terrain||this.setTerrainForDraping():this.terrainSetForDrapingOnly()&&this.setTerrain(null));}_loadSprite(t){this._spriteRequest=function(t,i,o){let r,n,a;const s=e.exported.devicePixelRatio>1?\"@2x\":\"\";let l=e.getJSON(i.transformRequest(i.normalizeSpriteURL(t,s,\".json\"),e.ResourceType.SpriteJSON),((e,t)=>{l=null,a||(a=e,r=t,h());})),c=e.getImage(i.transformRequest(i.normalizeSpriteURL(t,s,\".png\"),e.ResourceType.SpriteImage),((e,t)=>{c=null,a||(a=e,n=t,h());}));function h(){if(a)o(a);else if(r&&n){const t=e.exported.getImageData(n),i={};for(const o in r){const{width:n,height:a,x:s,y:l,sdf:c,pixelRatio:h,stretchX:_,stretchY:u,content:d}=r[o],p=new e.RGBAImage({width:n,height:a});e.RGBAImage.copy(t,p,{x:s,y:l},{x:0,y:0},{width:n,height:a}),i[o]={data:p,pixelRatio:h,sdf:c,stretchX:_,stretchY:u,content:d};}o(null,i);}}return {cancel(){l&&(l.cancel(),l=null),c&&(c.cancel(),c=null);}}}(t,this.map._requestManager,((t,i)=>{if(this._spriteRequest=null,t)this.fire(new e.ErrorEvent(t));else if(i)for(const e in i)this.imageManager.addImage(e,i[e]);this.imageManager.setLoaded(!0),this._availableImages=this.imageManager.listImages(),this.dispatcher.broadcast(\"setImages\",this._availableImages),this.dispatcher.broadcast(\"spriteLoaded\",!0),this.fire(new e.Event(\"data\",{dataType:\"style\"}));}));}_validateLayer(t){const i=this.getSource(t.source);if(!i)return;const o=t.sourceLayer;o&&(\"geojson\"===i.type||i.vectorLayerIds&&-1===i.vectorLayerIds.indexOf(o))&&this.fire(new e.ErrorEvent(new Error(`Source layer \"${o}\" does not exist on source \"${i.id}\" as specified by style layer \"${t.id}\"`)));}loaded(){if(!this._loaded)return !1;if(Object.keys(this._updatedSources).length)return !1;for(const e in this._sourceCaches)if(!this._sourceCaches[e].loaded())return !1;return !!this.imageManager.isLoaded()}_serializeLayers(e){const t=[];for(const i of e){const e=this._layers[i];\"custom\"!==e.type&&t.push(e.serialize());}return t}hasTransitions(){if(this.light&&this.light.hasTransition())return !0;if(this.fog&&this.fog.hasTransition())return !0;for(const e in this._sourceCaches)if(this._sourceCaches[e].hasTransition())return !0;for(const e in this._layers)if(this._layers[e].hasTransition())return !0;return !1}get order(){return this.map._optimizeForTerrain&&this.terrain?this._drapedFirstOrder:this._order}isLayerDraped(e){return !!this.terrain&&Xt[e.type]}_checkLoaded(){if(!this._loaded)throw new Error(\"Style is not done loading\")}update(t){if(!this._loaded)return;const i=this._changed;if(this._changed){const e=Object.keys(this._updatedLayers),i=Object.keys(this._removedLayers);(e.length||i.length)&&this._updateWorkerLayers(e,i);for(const e in this._updatedSources){const t=this._updatedSources[e];\"reload\"===t?this._reloadSource(e):\"clear\"===t&&this._clearSource(e);}this._updateTilesForChangedImages();for(const e in this._updatedPaintProps)this._layers[e].updateTransitions(t);this.light.updateTransitions(t),this.fog&&this.fog.updateTransitions(t),this._resetUpdates();}const o={};for(const e in this._sourceCaches){const t=this._sourceCaches[e];o[e]=t.used,t.used=!1;}for(const e of this._order){const i=this._layers[e];if(i.recalculate(t,this._availableImages),!i.isHidden(t.zoom)){const e=this._getLayerSourceCache(i);e&&(e.used=!0);}const o=this.map.painter;if(o){const e=i.getProgramIds();if(!e)continue;const r=i.getProgramConfiguration(t.zoom);for(const t of e)o.useProgram(t,r);}}for(const t in o){const i=this._sourceCaches[t];o[t]!==i.used&&i.getSource().fire(new e.Event(\"data\",{sourceDataType:\"visibility\",dataType:\"source\",sourceId:i.getSource().id}));}this.light.recalculate(t),this.terrain&&this.terrain.recalculate(t),this.fog&&this.fog.recalculate(t),this.z=t.zoom,this._markersNeedUpdate&&(this._updateMarkersOpacity(),this._markersNeedUpdate=!1),i&&this.fire(new e.Event(\"data\",{dataType:\"style\"}));}_updateTilesForChangedImages(){const e=Object.keys(this._changedImages);if(e.length){for(const t in this._sourceCaches)this._sourceCaches[t].reloadTilesForDependencies([\"icons\",\"patterns\"],e);this._changedImages={};}}_updateWorkerLayers(e,t){this.dispatcher.broadcast(\"updateLayers\",{layers:this._serializeLayers(e),removedIds:t});}_resetUpdates(){this._changed=!1,this._updatedLayers={},this._removedLayers={},this._updatedSources={},this._updatedPaintProps={},this._changedImages={};}setState(t){if(this._checkLoaded(),Zt(this,e.validateStyle(t)))return !1;(t=e.clone$1(t)).layers=Ge(t.layers);const i=function(e,t){if(!e)return [{command:je.setStyle,args:[t]}];let i=[];try{if(!r(e.version,t.version))return [{command:je.setStyle,args:[t]}];r(e.center,t.center)||i.push({command:je.setCenter,args:[t.center]}),r(e.zoom,t.zoom)||i.push({command:je.setZoom,args:[t.zoom]}),r(e.bearing,t.bearing)||i.push({command:je.setBearing,args:[t.bearing]}),r(e.pitch,t.pitch)||i.push({command:je.setPitch,args:[t.pitch]}),r(e.sprite,t.sprite)||i.push({command:je.setSprite,args:[t.sprite]}),r(e.glyphs,t.glyphs)||i.push({command:je.setGlyphs,args:[t.glyphs]}),r(e.transition,t.transition)||i.push({command:je.setTransition,args:[t.transition]}),r(e.light,t.light)||i.push({command:je.setLight,args:[t.light]}),r(e.fog,t.fog)||i.push({command:je.setFog,args:[t.fog]}),r(e.projection,t.projection)||i.push({command:je.setProjection,args:[t.projection]});const o={},n=[];!function(e,t,i,o){let n;for(n in t=t||{},e=e||{})e.hasOwnProperty(n)&&(t.hasOwnProperty(n)||Ve(n,i,o));for(n in t)t.hasOwnProperty(n)&&(e.hasOwnProperty(n)?r(e[n],t[n])||(\"geojson\"===e[n].type&&\"geojson\"===t[n].type&&qe(e,t,n)?i.push({command:je.setGeoJSONSourceData,args:[n,t[n].data]}):We(n,t,i,o)):Ze(n,t,i));}(e.sources,t.sources,n,o);const a=[];e.layers&&e.layers.forEach((e=>{e.source&&o[e.source]?i.push({command:je.removeLayer,args:[e.id]}):a.push(e);}));let s=e.terrain;s&&o[s.source]&&(i.push({command:je.setTerrain,args:[void 0]}),s=void 0),i=i.concat(n),r(s,t.terrain)||i.push({command:je.setTerrain,args:[t.terrain]}),function(e,t,i){t=t||[];const o=(e=e||[]).map($e),n=t.map($e),a=e.reduce(He,{}),s=t.reduce(He,{}),l=o.slice(),c=Object.create(null);let h,_,u,d,p,m,f;for(h=0,_=0;h!(e.command in Wt)));if(0===i.length)return !1;const o=i.filter((e=>!(e.command in Vt)));if(o.length>0)throw new Error(`Unimplemented: ${o.map((e=>e.command)).join(\", \")}.`);return i.forEach((e=>{\"setTransition\"!==e.command&&this[e.command].apply(this,e.args);})),this.stylesheet=t,this._updateMapProjection(),!0}addImage(t,i){return this.getImage(t)?this.fire(new e.ErrorEvent(new Error(\"An image with this name already exists.\"))):(this.imageManager.addImage(t,i),this._afterImageUpdated(t),this)}updateImage(e,t){this.imageManager.updateImage(e,t);}getImage(e){return this.imageManager.getImage(e)}removeImage(t){return this.getImage(t)?(this.imageManager.removeImage(t),this._afterImageUpdated(t),this):this.fire(new e.ErrorEvent(new Error(\"No image with this name exists.\")))}_afterImageUpdated(t){this._availableImages=this.imageManager.listImages(),this._changedImages[t]=!0,this._changed=!0,this.dispatcher.broadcast(\"setImages\",this._availableImages),this.fire(new e.Event(\"data\",{dataType:\"style\"}));}listImages(){return this._checkLoaded(),this._availableImages.slice()}addSource(t,i,o={}){if(this._checkLoaded(),void 0!==this.getSource(t))throw new Error(\"There is already a source with this ID\");if(!i.type)throw new Error(`The type property must be defined, but only the following properties were given: ${Object.keys(i).join(\", \")}.`);if([\"vector\",\"raster\",\"geojson\",\"video\",\"image\"].indexOf(i.type)>=0&&this._validate(e.validateSource,`sources.${t}`,i,null,o))return;this.map&&this.map._collectResourceTiming&&(i.collectResourceTiming=!0);const r=De(t,i,this.dispatcher,this);r.setEventedParent(this,(()=>({isSourceLoaded:this._isSourceCacheLoaded(t),source:r.serialize(),sourceId:t})));const n=i=>{const o=(i?\"symbol:\":\"other:\")+t,n=this._sourceCaches[o]=new e.SourceCache(o,r,i);(i?this._symbolSourceCaches:this._otherSourceCaches)[t]=n,n.style=this,n.onAdd(this.map);};n(!1),\"vector\"!==i.type&&\"geojson\"!==i.type||n(!0),r.onAdd&&r.onAdd(this.map),this._changed=!0;}removeSource(t){this._checkLoaded();const i=this.getSource(t);if(!i)throw new Error(\"There is no source with this ID\");for(const i in this._layers)if(this._layers[i].source===t)return this.fire(new e.ErrorEvent(new Error(`Source \"${t}\" cannot be removed while layer \"${i}\" is using it.`)));if(this.terrain&&this.terrain.get().source===t)return this.fire(new e.ErrorEvent(new Error(`Source \"${t}\" cannot be removed while terrain is using it.`)));const o=this._getSourceCaches(t);for(const t of o)delete this._sourceCaches[t.id],delete this._updatedSources[t.id],t.fire(new e.Event(\"data\",{sourceDataType:\"metadata\",dataType:\"source\",sourceId:t.getSource().id})),t.setEventedParent(null),t.clearTiles();return delete this._otherSourceCaches[t],delete this._symbolSourceCaches[t],i.setEventedParent(null),i.onRemove&&i.onRemove(this.map),this._changed=!0,this}setGeoJSONSourceData(e,t){this._checkLoaded(),this.getSource(e).setData(t),this._changed=!0;}getSource(e){const t=this._getSourceCache(e);return t&&t.getSource()}addLayer(t,i,o={}){this._checkLoaded();const r=t.id;if(this.getLayer(r))return void this.fire(new e.ErrorEvent(new Error(`Layer with id \"${r}\" already exists on this map`)));let n;if(\"custom\"===t.type){if(Zt(this,e.validateCustomStyleLayer(t)))return;n=e.createStyleLayer(t);}else {if(\"object\"==typeof t.source&&(this.addSource(r,t.source),t=e.clone$1(t),t=e.extend(t,{source:r})),this._validate(e.validateLayer,`layers.${r}`,t,{arrayIndex:-1},o))return;n=e.createStyleLayer(t),this._validateLayer(n),n.setEventedParent(this,{layer:{id:r}}),this._serializedLayers[n.id]=n.serialize(),this._updateLayerCount(n,!0);}const a=i?this._order.indexOf(i):this._order.length;if(i&&-1===a)return void this.fire(new e.ErrorEvent(new Error(`Layer with id \"${i}\" does not exist on this map.`)));this._order.splice(a,0,r),this._layerOrderChanged=!0,this._layers[r]=n;const s=this._getLayerSourceCache(n);if(this._removedLayers[r]&&n.source&&s&&\"custom\"!==n.type){const e=this._removedLayers[r];delete this._removedLayers[r],e.type!==n.type?this._updatedSources[n.source]=\"clear\":(this._updatedSources[n.source]=\"reload\",s.pause());}this._updateLayer(n),n.onAdd&&n.onAdd(this.map),this._updateDrapeFirstLayers();}moveLayer(t,i){if(this._checkLoaded(),this._changed=!0,!this._layers[t])return void this.fire(new e.ErrorEvent(new Error(`The layer '${t}' does not exist in the map's style and cannot be moved.`)));if(t===i)return;const o=this._order.indexOf(t);this._order.splice(o,1);const r=i?this._order.indexOf(i):this._order.length;i&&-1===r?this.fire(new e.ErrorEvent(new Error(`Layer with id \"${i}\" does not exist on this map.`))):(this._order.splice(r,0,t),this._layerOrderChanged=!0,this._updateDrapeFirstLayers());}removeLayer(t){this._checkLoaded();const i=this._layers[t];if(!i)return void this.fire(new e.ErrorEvent(new Error(`The layer '${t}' does not exist in the map's style and cannot be removed.`)));i.setEventedParent(null),this._updateLayerCount(i,!1);const o=this._order.indexOf(t);this._order.splice(o,1),this._layerOrderChanged=!0,this._changed=!0,this._removedLayers[t]=i,delete this._layers[t],delete this._serializedLayers[t],delete this._updatedLayers[t],delete this._updatedPaintProps[t],i.onRemove&&i.onRemove(this.map),this._updateDrapeFirstLayers();}getLayer(e){return this._layers[e]}hasLayer(e){return e in this._layers}hasLayerType(e){for(const t in this._layers)if(this._layers[t].type===e)return !0;return !1}setLayerZoomRange(t,i,o){this._checkLoaded();const r=this.getLayer(t);r?r.minzoom===i&&r.maxzoom===o||(null!=i&&(r.minzoom=i),null!=o&&(r.maxzoom=o),this._updateLayer(r)):this.fire(new e.ErrorEvent(new Error(`The layer '${t}' does not exist in the map's style and cannot have zoom extent.`)));}setFilter(t,i,o={}){this._checkLoaded();const n=this.getLayer(t);if(n){if(!r(n.filter,i))return null==i?(n.filter=void 0,void this._updateLayer(n)):void(this._validate(e.validateFilter,`layers.${n.id}.filter`,i,{layerType:n.type},o)||(n.filter=e.clone$1(i),this._updateLayer(n)))}else this.fire(new e.ErrorEvent(new Error(`The layer '${t}' does not exist in the map's style and cannot be filtered.`)));}getFilter(t){const i=this.getLayer(t);return i&&e.clone$1(i.filter)}setLayoutProperty(t,i,o,n={}){this._checkLoaded();const a=this.getLayer(t);a?r(a.getLayoutProperty(i),o)||(a.setLayoutProperty(i,o,n),this._updateLayer(a)):this.fire(new e.ErrorEvent(new Error(`The layer '${t}' does not exist in the map's style and cannot be styled.`)));}getLayoutProperty(t,i){const o=this.getLayer(t);if(o)return o.getLayoutProperty(i);this.fire(new e.ErrorEvent(new Error(`The layer '${t}' does not exist in the map's style.`)));}setPaintProperty(t,i,o,n={}){this._checkLoaded();const a=this.getLayer(t);a?r(a.getPaintProperty(i),o)||(a.setPaintProperty(i,o,n)&&this._updateLayer(a),this._changed=!0,this._updatedPaintProps[t]=!0):this.fire(new e.ErrorEvent(new Error(`The layer '${t}' does not exist in the map's style and cannot be styled.`)));}getPaintProperty(e,t){const i=this.getLayer(e);return i&&i.getPaintProperty(t)}setFeatureState(t,i){this._checkLoaded();const o=t.source,r=t.sourceLayer,n=this.getSource(o);if(!n)return void this.fire(new e.ErrorEvent(new Error(`The source '${o}' does not exist in the map's style.`)));const a=n.type;if(\"geojson\"===a&&r)return void this.fire(new e.ErrorEvent(new Error(\"GeoJSON sources cannot have a sourceLayer parameter.\")));if(\"vector\"===a&&!r)return void this.fire(new e.ErrorEvent(new Error(\"The sourceLayer parameter must be provided for vector source types.\")));void 0===t.id&&this.fire(new e.ErrorEvent(new Error(\"The feature id parameter must be provided.\")));const s=this._getSourceCaches(o);for(const e of s)e.setFeatureState(r,t.id,i);}removeFeatureState(t,i){this._checkLoaded();const o=t.source,r=this.getSource(o);if(!r)return void this.fire(new e.ErrorEvent(new Error(`The source '${o}' does not exist in the map's style.`)));const n=r.type,a=\"vector\"===n?t.sourceLayer:void 0;if(\"vector\"===n&&!a)return void this.fire(new e.ErrorEvent(new Error(\"The sourceLayer parameter must be provided for vector source types.\")));if(i&&\"string\"!=typeof t.id&&\"number\"!=typeof t.id)return void this.fire(new e.ErrorEvent(new Error(\"A feature id is required to remove its specific state property.\")));const s=this._getSourceCaches(o);for(const e of s)e.removeFeatureState(a,t.id,i);}getFeatureState(t){this._checkLoaded();const i=t.source,o=t.sourceLayer,r=this.getSource(i);if(r){if(\"vector\"!==r.type||o)return void 0===t.id&&this.fire(new e.ErrorEvent(new Error(\"The feature id parameter must be provided.\"))),this._getSourceCaches(i)[0].getFeatureState(o,t.id);this.fire(new e.ErrorEvent(new Error(\"The sourceLayer parameter must be provided for vector source types.\")));}else this.fire(new e.ErrorEvent(new Error(`The source '${i}' does not exist in the map's style.`)));}getTransition(){return e.extend({duration:300,delay:0},this.stylesheet&&this.stylesheet.transition)}serialize(){const t={};for(const e in this._sourceCaches){const i=this._sourceCaches[e].getSource();t[i.id]||(t[i.id]=i.serialize());}return e.filterObject({version:this.stylesheet.version,name:this.stylesheet.name,metadata:this.stylesheet.metadata,light:this.stylesheet.light,terrain:this.stylesheet.terrain,fog:this.stylesheet.fog,center:this.stylesheet.center,zoom:this.stylesheet.zoom,bearing:this.stylesheet.bearing,pitch:this.stylesheet.pitch,sprite:this.stylesheet.sprite,glyphs:this.stylesheet.glyphs,transition:this.stylesheet.transition,projection:this.stylesheet.projection,sources:t,layers:this._serializeLayers(this._order)},(e=>void 0!==e))}_updateLayer(e){this._updatedLayers[e.id]=!0;const t=this._getLayerSourceCache(e);e.source&&!this._updatedSources[e.source]&&t&&\"raster\"!==t.getSource().type&&(this._updatedSources[e.source]=\"reload\",t.pause()),this._changed=!0,e.invalidateCompiledFilter();}_flattenAndSortRenderedFeatures(e){const t=e=>\"fill-extrusion\"===this._layers[e].type,i={},o=[];for(let r=this._order.length-1;r>=0;r--){const n=this._order[r];if(t(n)){i[n]=r;for(const t of e){const e=t[n];if(e)for(const t of e)o.push(t);}}}o.sort(((e,t)=>t.intersectionZ-e.intersectionZ));const r=[];for(let n=this._order.length-1;n>=0;n--){const a=this._order[n];if(t(a))for(let e=o.length-1;e>=0;e--){const t=o[e].feature;if(i[t.layer.id]{const t=this.getLayer(e);return t&&t.is3D()})):this.has3DLayers(),s=R.createFromScreenPoints(t,o);for(const e in this._sourceCaches){const t=this._sourceCaches[e].getSource().id;i.layers&&!r[t]||n.push(Ae(this._sourceCaches[e],this._layers,this._serializedLayers,s,i,o,a,!!this.map._showQueryGeometry));}return this.placement&&n.push(function(e,t,i,o,r,n,a){const s={},l=n.queryRenderedSymbols(o),c=[];for(const e of Object.keys(l).map(Number))c.push(a[e]);c.sort(Re);for(const i of c){const o=i.featureIndex.lookupSymbolFeatures(l[i.bucketInstanceId],t,i.bucketIndex,i.sourceLayerIndex,r.filter,r.layers,r.availableImages,e);for(const e in o){const t=s[e]=s[e]||[],r=o[e];r.sort(((e,t)=>{const o=i.featureSortOrder;if(o){const i=o.indexOf(e.featureIndex);return o.indexOf(t.featureIndex)-i}return t.featureIndex-e.featureIndex}));for(const e of r)t.push(e);}}for(const t in s)s[t].forEach((o=>{const r=o.feature,n=i(e[t]).getFeatureState(r.layer[\"source-layer\"],r.id);r.source=r.layer.source,r.layer[\"source-layer\"]&&(r.sourceLayer=r.layer[\"source-layer\"]),r.state=n;}));return s}(this._layers,this._serializedLayers,this._getLayerSourceCache.bind(this),s.screenGeometry,i,this.placement.collisionIndex,this.placement.retainedQueryData)),this._flattenAndSortRenderedFeatures(n)}querySourceFeatures(t,i){i&&i.filter&&this._validate(e.validateFilter,\"querySourceFeatures.filter\",i.filter,null,i);const o=this._getSourceCaches(t);let r=[];for(const e of o)r=r.concat(Le(e,i));return r}addSourceType(e,t,i){return $t.getSourceType(e)?i(new Error(`A source type called \"${e}\" already exists.`)):($t.setSourceType(e,t),t.workerSourceURL?void this.dispatcher.broadcast(\"loadWorkerSource\",{name:e,url:t.workerSourceURL},i):i(null,null))}getLight(){return this.light.getLight()}setLight(t,i={}){this._checkLoaded();const o=this.light.getLight();let n=!1;for(const e in t)if(!r(t[e],o[e])){n=!0;break}if(!n)return;const a={now:e.exported.now(),transition:e.extend({duration:300,delay:0},this.stylesheet.transition)};this.light.setLight(t,i),this.light.updateTransitions(a);}getTerrain(){return this.terrain&&1===this.terrain.drapeRenderMode?this.terrain.get():null}setTerrainForDraping(){this.setTerrain({source:\"\",exaggeration:0},0);}setTerrain(t,i=1){if(this._checkLoaded(),!t)return delete this.terrain,delete this.stylesheet.terrain,this.dispatcher.broadcast(\"enableTerrain\",!1),this._force3DLayerUpdate(),void(this._markersNeedUpdate=!0);if(1===i){if(\"object\"==typeof t.source){const i=\"terrain-dem-src\";this.addSource(i,t.source),t=e.clone$1(t),t=e.extend(t,{source:i});}if(this._validate(e.validateTerrain,\"terrain\",t))return}if(!this.terrain||this.terrain&&i!==this.terrain.drapeRenderMode)this._createTerrain(t,i);else {const i=this.terrain,o=i.get();for(const n in t)if(!r(t[n],o[n])){i.set(t),this.stylesheet.terrain=t;const o={now:e.exported.now(),transition:e.extend({duration:0},this.stylesheet.transition)};i.updateTransitions(o);break}}this._updateDrapeFirstLayers(),this._markersNeedUpdate=!0;}_createFog(t){const i=this.fog=new P(t,this.map.transform);this.stylesheet.fog=t;const o={now:e.exported.now(),transition:e.extend({duration:0},this.stylesheet.transition)};i.updateTransitions(o);}_updateMarkersOpacity(){0!==this.map._markers.length&&this.map._requestDomTask((()=>{for(const e of this.map._markers)e._evaluateOpacity();}));}getFog(){return this.fog?this.fog.get():null}setFog(t){if(this._checkLoaded(),!t)return delete this.fog,delete this.stylesheet.fog,void(this._markersNeedUpdate=!0);if(this.fog){const i=this.fog,o=i.get();for(const n in t)if(!r(t[n],o[n])){i.set(t),this.stylesheet.fog=t;const o={now:e.exported.now(),transition:e.extend({duration:0},this.stylesheet.transition)};i.updateTransitions(o);break}}else this._createFog(t);this._markersNeedUpdate=!0;}_updateDrapeFirstLayers(){if(!this.map._optimizeForTerrain||!this.terrain)return;const e=this._order.filter((e=>this.isLayerDraped(this._layers[e]))),t=this._order.filter((e=>!this.isLayerDraped(this._layers[e])));this._drapedFirstOrder=[],this._drapedFirstOrder.push(...e),this._drapedFirstOrder.push(...t);}_createTerrain(t,i){const o=this.terrain=new I(t,i);this.stylesheet.terrain=t,this.dispatcher.broadcast(\"enableTerrain\",!this.terrainSetForDrapingOnly()),this._force3DLayerUpdate();const r={now:e.exported.now(),transition:e.extend({duration:0},this.stylesheet.transition)};o.updateTransitions(r);}_force3DLayerUpdate(){for(const e in this._layers){const t=this._layers[e];\"fill-extrusion\"===t.type&&this._updateLayer(t);}}_forceSymbolLayerUpdate(){for(const e in this._layers){const t=this._layers[e];\"symbol\"===t.type&&this._updateLayer(t);}}_validate(t,i,o,r,n={}){return (!n||!1!==n.validate)&&Zt(this,t.call(e.validateStyle,e.extend({key:i,style:this.serialize(),value:o,styleSpec:e.spec},r)))}_remove(){this._request&&(this._request.cancel(),this._request=null),this._spriteRequest&&(this._spriteRequest.cancel(),this._spriteRequest=null),e.evented.off(\"pluginStateChange\",this._rtlTextPluginCallback);for(const e in this._layers)this._layers[e].setEventedParent(null);for(const e in this._sourceCaches)this._sourceCaches[e].clearTiles(),this._sourceCaches[e].setEventedParent(null);this.imageManager.setEventedParent(null),this.setEventedParent(null),this.dispatcher.remove();}_clearSource(e){const t=this._getSourceCaches(e);for(const e of t)e.clearTiles();}_reloadSource(e){const t=this._getSourceCaches(e);for(const e of t)e.resume(),e.reload();}_updateSources(e){for(const t in this._sourceCaches)this._sourceCaches[t].update(e);}_generateCollisionBoxes(){for(const e in this._sourceCaches){const t=this._sourceCaches[e];t.resume(),t.reload();}}_updatePlacement(t,i,o,r,n=!1){let a=!1,s=!1;const l={};for(const e of this._order){const i=this._layers[e];if(\"symbol\"!==i.type)continue;if(!l[i.source]){const e=this._getLayerSourceCache(i);if(!e)continue;l[i.source]=e.getRenderableIds(!0).map((t=>e.getTileByID(t))).sort(((e,t)=>t.tileID.overscaledZ-e.tileID.overscaledZ||(e.tileID.isLessThan(t.tileID)?-1:1)));}const o=this.crossTileSymbolIndex.addLayer(i,l[i.source],t.center.lng,t.projection);a=a||o;}if(this.crossTileSymbolIndex.pruneUnusedLayers(this._order),n=n||this._layerOrderChanged||0===o,this._layerOrderChanged&&this.fire(new e.Event(\"neworder\")),(n||!this.pauseablePlacement||this.pauseablePlacement.isDone()&&!this.placement.stillRecent(e.exported.now(),t.zoom))&&(this.pauseablePlacement=new Bt(t,this._order,n,i,o,r,this.placement,this.fog&&t.projection.supportsFog?this.fog.state:null),this._layerOrderChanged=!1),this.pauseablePlacement.isDone()?this.placement.setStale():(this.pauseablePlacement.continuePlacement(this._order,this._layers,l),this.pauseablePlacement.isDone()&&(this.placement=this.pauseablePlacement.commit(e.exported.now()),s=!0),a&&this.pauseablePlacement.placement.setStale()),s||a)for(const e of this._order){const t=this._layers[e];\"symbol\"===t.type&&this.placement.updateLayerOpacities(t,l[t.source]);}return !this.pauseablePlacement.isDone()||this.placement.hasTransitions(e.exported.now())}_releaseSymbolFadeTiles(){for(const e in this._sourceCaches)this._sourceCaches[e].releaseSymbolFadeTiles();}getImages(e,t,i){this.imageManager.getImages(t.icons,i),this._updateTilesForChangedImages();const o=e=>{e&&e.setDependencies(t.tileID.key,t.type,t.icons);};o(this._otherSourceCaches[t.source]),o(this._symbolSourceCaches[t.source]);}getGlyphs(e,t,i){this.glyphManager.getGlyphs(t.stacks,i);}getResource(t,i,o){return e.makeRequest(i,o)}_getSourceCache(e){return this._otherSourceCaches[e]}_getLayerSourceCache(e){return \"symbol\"===e.type?this._symbolSourceCaches[e.source]:this._otherSourceCaches[e.source]}_getSourceCaches(e){const t=[];return this._otherSourceCaches[e]&&t.push(this._otherSourceCaches[e]),this._symbolSourceCaches[e]&&t.push(this._symbolSourceCaches[e]),t}_isSourceCacheLoaded(t){const i=this._getSourceCaches(t);return 0===i.length?(this.fire(new e.ErrorEvent(new Error(`There is no source with ID '${t}'`))),!1):i.every((e=>e.loaded()))}has3DLayers(){return this._num3DLayers>0}hasSymbolLayers(){return this._numSymbolLayers>0}hasCircleLayers(){return this._numCircleLayers>0}_clearWorkerCaches(){this.dispatcher.broadcast(\"clearCaches\");}destroy(){this._clearWorkerCaches(),this.terrainSetForDrapingOnly()&&(delete this.terrain,delete this.stylesheet.terrain);}}$t.getSourceType=function(e){return ze[e]},$t.setSourceType=function(e,t){ze[e]=t;},$t.registerForPluginStateChange=e.registerForPluginStateChange;var Ht=\"\\n#define EPSILON 0.0000001\\n#define PI 3.141592653589793\\n#define EXTENT 8192.0\\n#define HALF_PI PI/2.0\\n#define QUARTER_PI PI/4.0\\n#define RAD_TO_DEG 180.0/PI\\n#define DEG_TO_RAD PI/180.0\\n#define GLOBE_RADIUS EXTENT/PI/2.0\\n#ifdef FOG\\nuniform mediump vec4 u_fog_color;uniform mediump vec2 u_fog_range;uniform mediump float u_fog_horizon_blend;varying vec3 v_fog_pos;float fog_range(float depth) {return (depth-u_fog_range[0])/(u_fog_range[1]-u_fog_range[0]);}float fog_horizon_blending(vec3 camera_dir) {float t=max(0.0,camera_dir.z/u_fog_horizon_blend);return u_fog_color.a*exp(-3.0*t*t);}float fog_opacity(float t) {const float decay=6.0;float falloff=1.0-min(1.0,exp(-decay*t));falloff*=falloff*falloff;return u_fog_color.a*min(1.0,1.00747*falloff);}\\n#endif\",Kt=\"attribute highp vec3 a_pos_3f;uniform lowp mat4 u_matrix;varying highp vec3 v_uv;void main() {const mat3 half_neg_pi_around_x=mat3(1.0,0.0, 0.0,0.0,0.0,-1.0,0.0,1.0, 0.0);v_uv=half_neg_pi_around_x*a_pos_3f;vec4 pos=u_matrix*vec4(a_pos_3f,1.0);gl_Position=pos.xyww;}\";let Yt={},Jt={};Yt=ii(\"\",\"\\n#define ELEVATION_SCALE 7.0\\n#define ELEVATION_OFFSET 450.0\\n#ifdef PROJECTION_GLOBE_VIEW\\nuniform vec3 u_tile_tl_up;uniform vec3 u_tile_tr_up;uniform vec3 u_tile_br_up;uniform vec3 u_tile_bl_up;uniform float u_tile_up_scale;vec3 elevationVector(vec2 pos) {vec2 uv=pos/EXTENT;vec3 up=normalize(mix(\\nmix(u_tile_tl_up,u_tile_tr_up,uv.xxx),mix(u_tile_bl_up,u_tile_br_up,uv.xxx),uv.yyy));return up*u_tile_up_scale;}\\n#else\\nvec3 elevationVector(vec2 pos) { return vec3(0,0,1); }\\n#endif\\n#ifdef TERRAIN\\n#ifdef TERRAIN_DEM_FLOAT_FORMAT\\nuniform highp sampler2D u_dem;uniform highp sampler2D u_dem_prev;\\n#else\\nuniform sampler2D u_dem;uniform sampler2D u_dem_prev;\\n#endif\\nuniform vec4 u_dem_unpack;uniform vec2 u_dem_tl;uniform vec2 u_dem_tl_prev;uniform float u_dem_scale;uniform float u_dem_scale_prev;uniform float u_dem_size;uniform float u_dem_lerp;uniform float u_exaggeration;uniform float u_meter_to_dem;uniform mat4 u_label_plane_matrix_inv;uniform sampler2D u_depth;uniform vec2 u_depth_size_inv;vec4 tileUvToDemSample(vec2 uv,float dem_size,float dem_scale,vec2 dem_tl) {vec2 pos=dem_size*(uv*dem_scale+dem_tl)+1.0;vec2 f=fract(pos);return vec4((pos-f+0.5)/(dem_size+2.0),f);}float decodeElevation(vec4 v) {return dot(vec4(v.xyz*255.0,-1.0),u_dem_unpack);}float currentElevation(vec2 apos) {\\n#ifdef TERRAIN_DEM_FLOAT_FORMAT\\nvec2 pos=(u_dem_size*(apos/8192.0*u_dem_scale+u_dem_tl)+1.5)/(u_dem_size+2.0);return u_exaggeration*texture2D(u_dem,pos).a;\\n#else\\nfloat dd=1.0/(u_dem_size+2.0);vec4 r=tileUvToDemSample(apos/8192.0,u_dem_size,u_dem_scale,u_dem_tl);vec2 pos=r.xy;vec2 f=r.zw;float tl=decodeElevation(texture2D(u_dem,pos));\\n#ifdef TERRAIN_DEM_NEAREST_FILTER\\nreturn u_exaggeration*tl;\\n#endif\\nfloat tr=decodeElevation(texture2D(u_dem,pos+vec2(dd,0.0)));float bl=decodeElevation(texture2D(u_dem,pos+vec2(0.0,dd)));float br=decodeElevation(texture2D(u_dem,pos+vec2(dd,dd)));return u_exaggeration*mix(mix(tl,tr,f.x),mix(bl,br,f.x),f.y);\\n#endif\\n}float prevElevation(vec2 apos) {\\n#ifdef TERRAIN_DEM_FLOAT_FORMAT\\nvec2 pos=(u_dem_size*(apos/8192.0*u_dem_scale_prev+u_dem_tl_prev)+1.5)/(u_dem_size+2.0);return u_exaggeration*texture2D(u_dem_prev,pos).a;\\n#else\\nfloat dd=1.0/(u_dem_size+2.0);vec4 r=tileUvToDemSample(apos/8192.0,u_dem_size,u_dem_scale_prev,u_dem_tl_prev);vec2 pos=r.xy;vec2 f=r.zw;float tl=decodeElevation(texture2D(u_dem_prev,pos));float tr=decodeElevation(texture2D(u_dem_prev,pos+vec2(dd,0.0)));float bl=decodeElevation(texture2D(u_dem_prev,pos+vec2(0.0,dd)));float br=decodeElevation(texture2D(u_dem_prev,pos+vec2(dd,dd)));return u_exaggeration*mix(mix(tl,tr,f.x),mix(bl,br,f.x),f.y);\\n#endif\\n}\\n#ifdef TERRAIN_VERTEX_MORPHING\\nfloat elevation(vec2 apos) {float nextElevation=currentElevation(apos);float prevElevation=prevElevation(apos);return mix(prevElevation,nextElevation,u_dem_lerp);}\\n#else\\nfloat elevation(vec2 apos) {return currentElevation(apos);}\\n#endif\\nfloat unpack_depth(vec4 rgba_depth)\\n{const vec4 bit_shift=vec4(1.0/(256.0*256.0*256.0),1.0/(256.0*256.0),1.0/256.0,1.0);return dot(rgba_depth,bit_shift)*2.0-1.0;}bool isOccluded(vec4 frag) {vec3 coord=frag.xyz/frag.w;float depth=unpack_depth(texture2D(u_depth,(coord.xy+1.0)*0.5));return coord.z > depth+0.0005;}float occlusionFade(vec4 frag) {vec3 coord=frag.xyz/frag.w;vec3 df=vec3(5.0*u_depth_size_inv,0.0);vec2 uv=0.5*coord.xy+0.5;vec4 depth=vec4(\\nunpack_depth(texture2D(u_depth,uv-df.xz)),unpack_depth(texture2D(u_depth,uv+df.xz)),unpack_depth(texture2D(u_depth,uv-df.zy)),unpack_depth(texture2D(u_depth,uv+df.zy))\\n);return dot(vec4(0.25),vec4(1.0)-clamp(300.0*(vec4(coord.z-0.001)-depth),0.0,1.0));}vec4 fourSample(vec2 pos,vec2 off) {\\n#ifdef TERRAIN_DEM_FLOAT_FORMAT\\nfloat tl=texture2D(u_dem,pos).a;float tr=texture2D(u_dem,pos+vec2(off.x,0.0)).a;float bl=texture2D(u_dem,pos+vec2(0.0,off.y)).a;float br=texture2D(u_dem,pos+off).a;\\n#else\\nvec4 demtl=vec4(texture2D(u_dem,pos).xyz*255.0,-1.0);float tl=dot(demtl,u_dem_unpack);vec4 demtr=vec4(texture2D(u_dem,pos+vec2(off.x,0.0)).xyz*255.0,-1.0);float tr=dot(demtr,u_dem_unpack);vec4 dembl=vec4(texture2D(u_dem,pos+vec2(0.0,off.y)).xyz*255.0,-1.0);float bl=dot(dembl,u_dem_unpack);vec4 dembr=vec4(texture2D(u_dem,pos+off).xyz*255.0,-1.0);float br=dot(dembr,u_dem_unpack);\\n#endif\\nreturn vec4(tl,tr,bl,br);}float flatElevation(vec2 pack) {vec2 apos=floor(pack/8.0);vec2 span=10.0*(pack-apos*8.0);vec2 uvTex=(apos-vec2(1.0,1.0))/8190.0;float size=u_dem_size+2.0;float dd=1.0/size;vec2 pos=u_dem_size*(uvTex*u_dem_scale+u_dem_tl)+1.0;vec2 f=fract(pos);pos=(pos-f+0.5)*dd;vec4 h=fourSample(pos,vec2(dd));float z=mix(mix(h.x,h.y,f.x),mix(h.z,h.w,f.x),f.y);vec2 w=floor(0.5*(span*u_meter_to_dem-1.0));vec2 d=dd*w;vec4 bounds=vec4(d,vec2(1.0)-d);h=fourSample(pos-d,2.0*d+vec2(dd));vec4 diff=abs(h.xzxy-h.ywzw);vec2 slope=min(vec2(0.25),u_meter_to_dem*0.5*(diff.xz+diff.yw)/(2.0*w+vec2(1.0)));vec2 fix=slope*span;float base=z+max(fix.x,fix.y);return u_exaggeration*base;}float elevationFromUint16(float word) {return u_exaggeration*(word/ELEVATION_SCALE-ELEVATION_OFFSET);}\\n#else\\nfloat elevation(vec2 pos) { return 0.0; }bool isOccluded(vec4 frag) { return false; }float occlusionFade(vec4 frag) { return 1.0; }\\n#endif\",!0),Jt=ii(\"#ifdef FOG\\nuniform float u_fog_temporal_offset;float fog_opacity(vec3 pos) {float depth=length(pos);return fog_opacity(fog_range(depth));}vec3 fog_apply(vec3 color,vec3 pos) {float depth=length(pos);float opacity=fog_opacity(fog_range(depth));opacity*=fog_horizon_blending(pos/depth);return mix(color,u_fog_color.rgb,opacity);}vec4 fog_apply_from_vert(vec4 color,float fog_opac) {float alpha=EPSILON+color.a;color.rgb=mix(color.rgb/alpha,u_fog_color.rgb,fog_opac)*alpha;return color;}vec3 fog_apply_sky_gradient(vec3 camera_ray,vec3 sky_color) {float horizon_blend=fog_horizon_blending(normalize(camera_ray));return mix(sky_color,u_fog_color.rgb,horizon_blend);}vec4 fog_apply_premultiplied(vec4 color,vec3 pos) {float alpha=EPSILON+color.a;color.rgb=fog_apply(color.rgb/alpha,pos)*alpha;return color;}vec3 fog_dither(vec3 color) {vec2 dither_seed=gl_FragCoord.xy+u_fog_temporal_offset;return dither(color,dither_seed);}vec4 fog_dither(vec4 color) {return vec4(fog_dither(color.rgb),color.a);}\\n#endif\",\"#ifdef FOG\\nuniform mat4 u_fog_matrix;vec3 fog_position(vec3 pos) {return (u_fog_matrix*vec4(pos,1.0)).xyz;}vec3 fog_position(vec2 pos) {return fog_position(vec3(pos,0.0));}float fog(vec3 pos) {float depth=length(pos);float opacity=fog_opacity(fog_range(depth));return opacity*fog_horizon_blending(pos/depth);}\\n#endif\",!0);const Qt=ii(\"\\nhighp vec3 hash(highp vec2 p) {highp vec3 p3=fract(p.xyx*vec3(443.8975,397.2973,491.1871));p3+=dot(p3,p3.yxz+19.19);return fract((p3.xxy+p3.yzz)*p3.zyx);}vec3 dither(vec3 color,highp vec2 seed) {vec3 rnd=hash(seed)+hash(seed+0.59374)-0.5;return color+rnd/255.0;}\\n#ifdef TERRAIN\\nhighp vec4 pack_depth(highp float ndc_z) {highp float depth=ndc_z*0.5+0.5;const highp vec4 bit_shift=vec4(256.0*256.0*256.0,256.0*256.0,256.0,1.0);const highp vec4 bit_mask =vec4(0.0,1.0/256.0,1.0/256.0,1.0/256.0);highp vec4 res=fract(depth*bit_shift);res-=res.xxyz*bit_mask;return res;}\\n#endif\",\"\\nfloat wrap(float n,float min,float max) {float d=max-min;float w=mod(mod(n-min,d)+d,d)+min;return (w==min) ? max : w;}\\n#ifdef PROJECTION_GLOBE_VIEW\\nvec3 mercator_tile_position(mat4 matrix,vec2 tile_anchor,vec3 tile_id,vec2 mercator_center) {\\n#ifndef PROJECTED_POS_ON_VIEWPORT\\nfloat tiles=tile_id.z;vec2 mercator=(tile_anchor/EXTENT+tile_id.xy)/tiles;mercator-=mercator_center;mercator.x=wrap(mercator.x,-0.5,0.5);vec4 mercator_tile=vec4(mercator.xy*EXTENT,EXTENT/(2.0*PI),1.0);mercator_tile=matrix*mercator_tile;return mercator_tile.xyz;\\n#else\\nreturn vec3(0.0);\\n#endif\\n}vec3 mix_globe_mercator(vec3 globe,vec3 mercator,float t) {return mix(globe,mercator,t);}mat3 globe_mercator_surface_vectors(vec3 pos_normal,vec3 up_dir,float zoom_transition) {vec3 normal=zoom_transition==0.0 ? pos_normal : normalize(mix(pos_normal,up_dir,zoom_transition));vec3 xAxis=normalize(vec3(normal.z,0.0,-normal.x));vec3 yAxis=normalize(cross(normal,xAxis));return mat3(xAxis,yAxis,normal);}\\n#endif\\nvec2 unpack_float(const float packedValue) {int packedIntValue=int(packedValue);int v0=packedIntValue/256;return vec2(v0,packedIntValue-v0*256);}vec2 unpack_opacity(const float packedOpacity) {int intOpacity=int(packedOpacity)/2;return vec2(float(intOpacity)/127.0,mod(packedOpacity,2.0));}vec4 decode_color(const vec2 encodedColor) {return vec4(\\nunpack_float(encodedColor[0])/255.0,unpack_float(encodedColor[1])/255.0\\n);}float unpack_mix_vec2(const vec2 packedValue,const float t) {return mix(packedValue[0],packedValue[1],t);}vec4 unpack_mix_color(const vec4 packedColors,const float t) {vec4 minColor=decode_color(vec2(packedColors[0],packedColors[1]));vec4 maxColor=decode_color(vec2(packedColors[2],packedColors[3]));return mix(minColor,maxColor,t);}vec2 get_pattern_pos(const vec2 pixel_coord_upper,const vec2 pixel_coord_lower,const vec2 pattern_size,const float tile_units_to_pixels,const vec2 pos) {vec2 offset=mod(mod(mod(pixel_coord_upper,pattern_size)*256.0,pattern_size)*256.0+pixel_coord_lower,pattern_size);return (tile_units_to_pixels*pos+offset)/pattern_size;}const vec4 AWAY=vec4(-1000.0,-1000.0,-1000.0,1);//Normalized device coordinate that is not rendered.\"),ei=Ht;var ti={background:ii(\"uniform vec4 u_color;uniform float u_opacity;void main() {vec4 out_color=u_color;\\n#ifdef FOG\\nout_color=fog_dither(fog_apply_premultiplied(out_color,v_fog_pos));\\n#endif\\ngl_FragColor=out_color*u_opacity;\\n#ifdef OVERDRAW_INSPECTOR\\ngl_FragColor=vec4(1.0);\\n#endif\\n}\",\"attribute vec2 a_pos;uniform mat4 u_matrix;void main() {gl_Position=u_matrix*vec4(a_pos,0,1);\\n#ifdef FOG\\nv_fog_pos=fog_position(a_pos);\\n#endif\\n}\"),backgroundPattern:ii(\"uniform vec2 u_pattern_tl_a;uniform vec2 u_pattern_br_a;uniform vec2 u_pattern_tl_b;uniform vec2 u_pattern_br_b;uniform vec2 u_texsize;uniform float u_mix;uniform float u_opacity;uniform sampler2D u_image;varying vec2 v_pos_a;varying vec2 v_pos_b;void main() {vec2 imagecoord=mod(v_pos_a,1.0);vec2 pos=mix(u_pattern_tl_a/u_texsize,u_pattern_br_a/u_texsize,imagecoord);vec4 color1=texture2D(u_image,pos);vec2 imagecoord_b=mod(v_pos_b,1.0);vec2 pos2=mix(u_pattern_tl_b/u_texsize,u_pattern_br_b/u_texsize,imagecoord_b);vec4 color2=texture2D(u_image,pos2);vec4 out_color=mix(color1,color2,u_mix);\\n#ifdef FOG\\nout_color=fog_dither(fog_apply_premultiplied(out_color,v_fog_pos));\\n#endif\\ngl_FragColor=out_color*u_opacity;\\n#ifdef OVERDRAW_INSPECTOR\\ngl_FragColor=vec4(1.0);\\n#endif\\n}\",\"uniform mat4 u_matrix;uniform vec2 u_pattern_size_a;uniform vec2 u_pattern_size_b;uniform vec2 u_pixel_coord_upper;uniform vec2 u_pixel_coord_lower;uniform float u_scale_a;uniform float u_scale_b;uniform float u_tile_units_to_pixels;attribute vec2 a_pos;varying vec2 v_pos_a;varying vec2 v_pos_b;void main() {gl_Position=u_matrix*vec4(a_pos,0,1);v_pos_a=get_pattern_pos(u_pixel_coord_upper,u_pixel_coord_lower,u_scale_a*u_pattern_size_a,u_tile_units_to_pixels,a_pos);v_pos_b=get_pattern_pos(u_pixel_coord_upper,u_pixel_coord_lower,u_scale_b*u_pattern_size_b,u_tile_units_to_pixels,a_pos);\\n#ifdef FOG\\nv_fog_pos=fog_position(a_pos);\\n#endif\\n}\"),circle:ii(\"varying vec3 v_data;varying float v_visibility;\\n#pragma mapbox: define highp vec4 color\\n#pragma mapbox: define mediump float radius\\n#pragma mapbox: define lowp float blur\\n#pragma mapbox: define lowp float opacity\\n#pragma mapbox: define highp vec4 stroke_color\\n#pragma mapbox: define mediump float stroke_width\\n#pragma mapbox: define lowp float stroke_opacity\\nvoid main() {\\n#pragma mapbox: initialize highp vec4 color\\n#pragma mapbox: initialize mediump float radius\\n#pragma mapbox: initialize lowp float blur\\n#pragma mapbox: initialize lowp float opacity\\n#pragma mapbox: initialize highp vec4 stroke_color\\n#pragma mapbox: initialize mediump float stroke_width\\n#pragma mapbox: initialize lowp float stroke_opacity\\nvec2 extrude=v_data.xy;float extrude_length=length(extrude);lowp float antialiasblur=v_data.z;float antialiased_blur=-max(blur,antialiasblur);float opacity_t=smoothstep(0.0,antialiased_blur,extrude_length-1.0);float color_t=stroke_width < 0.01 ? 0.0 : smoothstep(\\nantialiased_blur,0.0,extrude_length-radius/(radius+stroke_width)\\n);vec4 out_color=mix(color*opacity,stroke_color*stroke_opacity,color_t);\\n#ifdef FOG\\nout_color=fog_apply_premultiplied(out_color,v_fog_pos);\\n#endif\\ngl_FragColor=out_color*(v_visibility*opacity_t);\\n#ifdef OVERDRAW_INSPECTOR\\ngl_FragColor=vec4(1.0);\\n#endif\\n}\",\"#define NUM_VISIBILITY_RINGS 2\\n#define INV_SQRT2 0.70710678\\n#define ELEVATION_BIAS 0.0001\\n#define NUM_SAMPLES_PER_RING 16\\nuniform mat4 u_matrix;uniform mat2 u_extrude_scale;uniform lowp float u_device_pixel_ratio;uniform highp float u_camera_to_center_distance;attribute vec2 a_pos;\\n#ifdef PROJECTION_GLOBE_VIEW\\nattribute vec3 a_pos_3;attribute vec3 a_pos_normal_3;attribute float a_scale;uniform mat4 u_inv_rot_matrix;uniform vec2 u_merc_center;uniform vec3 u_tile_id;uniform float u_zoom_transition;uniform vec3 u_up_dir;\\n#endif\\nvarying vec3 v_data;varying float v_visibility;\\n#pragma mapbox: define highp vec4 color\\n#pragma mapbox: define mediump float radius\\n#pragma mapbox: define lowp float blur\\n#pragma mapbox: define lowp float opacity\\n#pragma mapbox: define highp vec4 stroke_color\\n#pragma mapbox: define mediump float stroke_width\\n#pragma mapbox: define lowp float stroke_opacity\\nvec2 calc_offset(vec2 extrusion,float radius,float stroke_width, float view_scale) {return extrusion*(radius+stroke_width)*u_extrude_scale*view_scale;}float cantilevered_elevation(vec2 pos,float radius,float stroke_width,float view_scale) {vec2 c1=pos+calc_offset(vec2(-1,-1),radius,stroke_width,view_scale);vec2 c2=pos+calc_offset(vec2(1,-1),radius,stroke_width,view_scale);vec2 c3=pos+calc_offset(vec2(1,1),radius,stroke_width,view_scale);vec2 c4=pos+calc_offset(vec2(-1,1),radius,stroke_width,view_scale);float h1=elevation(c1)+ELEVATION_BIAS;float h2=elevation(c2)+ELEVATION_BIAS;float h3=elevation(c3)+ELEVATION_BIAS;float h4=elevation(c4)+ELEVATION_BIAS;return max(h4,max(h3,max(h1,h2)));}float circle_elevation(vec2 pos) {\\n#if defined(TERRAIN)\\nreturn elevation(pos)+ELEVATION_BIAS;\\n#else\\nreturn 0.0;\\n#endif\\n}vec4 project_vertex(vec2 extrusion,vec4 world_center,vec4 projected_center,float radius,float stroke_width, float view_scale,mat3 surface_vectors) {vec2 sample_offset=calc_offset(extrusion,radius,stroke_width,view_scale);\\n#ifdef PITCH_WITH_MAP\\n#ifdef PROJECTION_GLOBE_VIEW\\nreturn u_matrix*( world_center+vec4(sample_offset.x*surface_vectors[0]+sample_offset.y*surface_vectors[1],0) );\\n#else\\nreturn u_matrix*( world_center+vec4(sample_offset,0,0) );\\n#endif\\n#else\\nreturn projected_center+vec4(sample_offset,0,0);\\n#endif\\n}float get_sample_step() {\\n#ifdef PITCH_WITH_MAP\\nreturn 2.0*PI/float(NUM_SAMPLES_PER_RING);\\n#else\\nreturn PI/float(NUM_SAMPLES_PER_RING);\\n#endif\\n}void main(void) {\\n#pragma mapbox: initialize highp vec4 color\\n#pragma mapbox: initialize mediump float radius\\n#pragma mapbox: initialize lowp float blur\\n#pragma mapbox: initialize lowp float opacity\\n#pragma mapbox: initialize highp vec4 stroke_color\\n#pragma mapbox: initialize mediump float stroke_width\\n#pragma mapbox: initialize lowp float stroke_opacity\\nvec2 extrude=vec2(mod(a_pos,2.0)*2.0-1.0);vec2 circle_center=floor(a_pos*0.5);\\n#ifdef PROJECTION_GLOBE_VIEW\\nvec2 scaled_extrude=extrude*a_scale;vec3 pos_normal_3=a_pos_normal_3/16384.0;mat3 surface_vectors=globe_mercator_surface_vectors(pos_normal_3,u_up_dir,u_zoom_transition);vec3 surface_extrusion=scaled_extrude.x*surface_vectors[0]+scaled_extrude.y*surface_vectors[1];vec3 globe_elevation=elevationVector(circle_center)*circle_elevation(circle_center);vec3 globe_pos=a_pos_3+surface_extrusion+globe_elevation;vec3 mercator_elevation=u_up_dir*u_tile_up_scale*circle_elevation(circle_center);vec3 merc_pos=mercator_tile_position(u_inv_rot_matrix,circle_center,u_tile_id,u_merc_center)+surface_extrusion+mercator_elevation;vec3 pos=mix_globe_mercator(globe_pos,merc_pos,u_zoom_transition);vec4 world_center=vec4(pos,1);\\n#else \\nmat3 surface_vectors=mat3(1.0);float height=circle_elevation(circle_center);vec4 world_center=vec4(circle_center,height,1);\\n#endif\\nvec4 projected_center=u_matrix*world_center;float view_scale=0.0;\\n#ifdef PITCH_WITH_MAP\\n#ifdef SCALE_WITH_MAP\\nview_scale=1.0;\\n#else\\nview_scale=projected_center.w/u_camera_to_center_distance;\\n#endif\\n#else\\n#ifdef SCALE_WITH_MAP\\nview_scale=u_camera_to_center_distance;\\n#else\\nview_scale=projected_center.w;\\n#endif\\n#endif\\n#if defined(SCALE_WITH_MAP) && defined(PROJECTION_GLOBE_VIEW)\\nview_scale*=a_scale;\\n#endif\\ngl_Position=project_vertex(extrude,world_center,projected_center,radius,stroke_width,view_scale,surface_vectors);float visibility=0.0;\\n#ifdef TERRAIN\\nfloat step=get_sample_step();\\n#ifdef PITCH_WITH_MAP\\nfloat cantilevered_height=cantilevered_elevation(circle_center,radius,stroke_width,view_scale);vec4 occlusion_world_center=vec4(circle_center,cantilevered_height,1);vec4 occlusion_projected_center=u_matrix*occlusion_world_center;\\n#else\\nvec4 occlusion_world_center=world_center;vec4 occlusion_projected_center=projected_center;\\n#endif\\nfor(int ring=0; ring < NUM_VISIBILITY_RINGS; ring++) {float scale=(float(ring)+1.0)/float(NUM_VISIBILITY_RINGS);for(int i=0; i < NUM_SAMPLES_PER_RING; i++) {vec2 extrusion=vec2(cos(step*float(i)),-sin(step*float(i)))*scale;vec4 frag_pos=project_vertex(extrusion,occlusion_world_center,occlusion_projected_center,radius,stroke_width,view_scale,surface_vectors);visibility+=float(!isOccluded(frag_pos));}}visibility/=float(NUM_VISIBILITY_RINGS)*float(NUM_SAMPLES_PER_RING);\\n#else\\nvisibility=1.0;\\n#endif\\n#ifdef PROJECTION_GLOBE_VIEW\\nvisibility=1.0;\\n#endif\\nv_visibility=visibility;lowp float antialiasblur=1.0/u_device_pixel_ratio/(radius+stroke_width);v_data=vec3(extrude.x,extrude.y,antialiasblur);\\n#ifdef FOG\\nv_fog_pos=fog_position(world_center.xyz);\\n#endif\\n}\"),clippingMask:ii(\"void main() {gl_FragColor=vec4(1.0);}\",\"attribute vec2 a_pos;uniform mat4 u_matrix;void main() {gl_Position=u_matrix*vec4(a_pos,0,1);}\"),heatmap:ii(\"uniform highp float u_intensity;varying vec2 v_extrude;\\n#pragma mapbox: define highp float weight\\n#define GAUSS_COEF 0.3989422804014327\\nvoid main() {\\n#pragma mapbox: initialize highp float weight\\nfloat d=-0.5*3.0*3.0*dot(v_extrude,v_extrude);float val=weight*u_intensity*GAUSS_COEF*exp(d);gl_FragColor=vec4(val,1.0,1.0,1.0);\\n#ifdef FOG\\ngl_FragColor.r*=pow(1.0-fog_opacity(v_fog_pos),2.0);\\n#endif\\n#ifdef OVERDRAW_INSPECTOR\\ngl_FragColor=vec4(1.0);\\n#endif\\n}\",\"uniform mat4 u_matrix;uniform float u_extrude_scale;uniform float u_opacity;uniform float u_intensity;attribute vec2 a_pos;\\n#ifdef PROJECTION_GLOBE_VIEW\\nattribute vec3 a_pos_3;attribute vec3 a_pos_normal_3;attribute float a_scale;uniform mat4 u_inv_rot_matrix;uniform vec2 u_merc_center;uniform vec3 u_tile_id;uniform float u_zoom_transition;uniform vec3 u_up_dir;\\n#endif\\nvarying vec2 v_extrude;\\n#pragma mapbox: define highp float weight\\n#pragma mapbox: define mediump float radius\\nconst highp float ZERO=1.0/255.0/16.0;\\n#define GAUSS_COEF 0.3989422804014327\\nvoid main(void) {\\n#pragma mapbox: initialize highp float weight\\n#pragma mapbox: initialize mediump float radius\\nvec2 unscaled_extrude=vec2(mod(a_pos,2.0)*2.0-1.0);float S=sqrt(-2.0*log(ZERO/weight/u_intensity/GAUSS_COEF))/3.0;v_extrude=S*unscaled_extrude;vec2 extrude=v_extrude*radius*u_extrude_scale;vec2 tilePos=floor(a_pos*0.5);\\n#ifdef PROJECTION_GLOBE_VIEW\\nextrude*=a_scale;vec3 pos_normal_3=a_pos_normal_3/16384.0;mat3 surface_vectors=globe_mercator_surface_vectors(pos_normal_3,u_up_dir,u_zoom_transition);vec3 surface_extrusion=extrude.x*surface_vectors[0]+extrude.y*surface_vectors[1];vec3 globe_elevation=elevationVector(tilePos)*elevation(tilePos);vec3 globe_pos=a_pos_3+surface_extrusion+globe_elevation;vec3 mercator_elevation=u_up_dir*u_tile_up_scale*elevation(tilePos);vec3 merc_pos=mercator_tile_position(u_inv_rot_matrix,tilePos,u_tile_id,u_merc_center)+surface_extrusion+mercator_elevation;vec3 pos=mix_globe_mercator(globe_pos,merc_pos,u_zoom_transition);\\n#else\\nvec3 pos=vec3(tilePos+extrude,elevation(tilePos));\\n#endif\\ngl_Position=u_matrix*vec4(pos,1);\\n#ifdef FOG\\nv_fog_pos=fog_position(pos);\\n#endif\\n}\"),heatmapTexture:ii(\"uniform sampler2D u_image;uniform sampler2D u_color_ramp;uniform float u_opacity;varying vec2 v_pos;void main() {float t=texture2D(u_image,v_pos).r;vec4 color=texture2D(u_color_ramp,vec2(t,0.5));gl_FragColor=color*u_opacity;\\n#ifdef OVERDRAW_INSPECTOR\\ngl_FragColor=vec4(0.0);\\n#endif\\n}\",\"attribute vec2 a_pos;varying vec2 v_pos;void main() {gl_Position=vec4(a_pos,0,1);v_pos=a_pos*0.5+0.5;}\"),collisionBox:ii(\"varying float v_placed;varying float v_notUsed;void main() {vec4 red =vec4(1.0,0.0,0.0,1.0);vec4 blue=vec4(0.0,0.0,1.0,0.5);gl_FragColor =mix(red,blue,step(0.5,v_placed))*0.5;gl_FragColor*=mix(1.0,0.1,step(0.5,v_notUsed));}\",\"attribute vec3 a_pos;attribute vec2 a_anchor_pos;attribute vec2 a_extrude;attribute vec2 a_placed;attribute vec2 a_shift;attribute float a_size_scale;attribute vec2 a_padding;uniform mat4 u_matrix;uniform vec2 u_extrude_scale;uniform float u_camera_to_center_distance;varying float v_placed;varying float v_notUsed;void main() {vec4 projectedPoint=u_matrix*vec4(a_pos+elevationVector(a_anchor_pos)*elevation(a_anchor_pos),1);highp float camera_to_anchor_distance=projectedPoint.w;highp float collision_perspective_ratio=clamp(\\n0.5+0.5*(u_camera_to_center_distance/camera_to_anchor_distance),0.0,1.5);gl_Position=projectedPoint;gl_Position.xy+=(a_extrude*a_size_scale+a_shift+a_padding)*u_extrude_scale*gl_Position.w*collision_perspective_ratio;v_placed=a_placed.x;v_notUsed=a_placed.y;}\"),collisionCircle:ii(\"varying float v_radius;varying vec2 v_extrude;varying float v_perspective_ratio;varying float v_collision;void main() {float alpha=0.5*min(v_perspective_ratio,1.0);float stroke_radius=0.9*max(v_perspective_ratio,1.0);float distance_to_center=length(v_extrude);float distance_to_edge=abs(distance_to_center-v_radius);float opacity_t=smoothstep(-stroke_radius,0.0,-distance_to_edge);vec4 color=mix(vec4(0.0,0.0,1.0,0.5),vec4(1.0,0.0,0.0,1.0),v_collision);gl_FragColor=color*alpha*opacity_t;}\",\"attribute vec2 a_pos_2f;attribute float a_radius;attribute vec2 a_flags;uniform mat4 u_matrix;uniform mat4 u_inv_matrix;uniform vec2 u_viewport_size;uniform float u_camera_to_center_distance;varying float v_radius;varying vec2 v_extrude;varying float v_perspective_ratio;varying float v_collision;vec3 toTilePosition(vec2 screenPos) {vec4 rayStart=u_inv_matrix*vec4(screenPos,-1.0,1.0);vec4 rayEnd =u_inv_matrix*vec4(screenPos, 1.0,1.0);rayStart.xyz/=rayStart.w;rayEnd.xyz /=rayEnd.w;highp float t=(0.0-rayStart.z)/(rayEnd.z-rayStart.z);return mix(rayStart.xyz,rayEnd.xyz,t);}void main() {vec2 quadCenterPos=a_pos_2f;float radius=a_radius;float collision=a_flags.x;float vertexIdx=a_flags.y;vec2 quadVertexOffset=vec2(\\nmix(-1.0,1.0,float(vertexIdx >=2.0)),mix(-1.0,1.0,float(vertexIdx >=1.0 && vertexIdx <=2.0)));vec2 quadVertexExtent=quadVertexOffset*radius;vec3 tilePos=toTilePosition(quadCenterPos);vec4 clipPos=u_matrix*vec4(tilePos,1.0);highp float camera_to_anchor_distance=clipPos.w;highp float collision_perspective_ratio=clamp(\\n0.5+0.5*(u_camera_to_center_distance/camera_to_anchor_distance),0.0,4.0);float padding_factor=1.2;v_radius=radius;v_extrude=quadVertexExtent*padding_factor;v_perspective_ratio=collision_perspective_ratio;v_collision=collision;gl_Position=vec4(clipPos.xyz/clipPos.w,1.0)+vec4(quadVertexExtent*padding_factor/u_viewport_size*2.0,0.0,0.0);}\"),debug:ii(\"uniform highp vec4 u_color;uniform sampler2D u_overlay;varying vec2 v_uv;void main() {vec4 overlay_color=texture2D(u_overlay,v_uv);gl_FragColor=mix(u_color,overlay_color,overlay_color.a);}\",\"attribute vec2 a_pos;\\n#ifdef PROJECTION_GLOBE_VIEW\\nattribute vec3 a_pos_3;\\n#endif\\nvarying vec2 v_uv;uniform mat4 u_matrix;uniform float u_overlay_scale;void main() {float h=elevation(a_pos);v_uv=a_pos/8192.0;\\n#ifdef PROJECTION_GLOBE_VIEW\\ngl_Position=u_matrix*vec4(a_pos_3+elevationVector(a_pos)*h,1);\\n#else\\ngl_Position=u_matrix*vec4(a_pos*u_overlay_scale,h,1);\\n#endif\\n}\"),fill:ii(\"#pragma mapbox: define highp vec4 color\\n#pragma mapbox: define lowp float opacity\\nvoid main() {\\n#pragma mapbox: initialize highp vec4 color\\n#pragma mapbox: initialize lowp float opacity\\nvec4 out_color=color;\\n#ifdef FOG\\nout_color=fog_dither(fog_apply_premultiplied(out_color,v_fog_pos));\\n#endif\\ngl_FragColor=out_color*opacity;\\n#ifdef OVERDRAW_INSPECTOR\\ngl_FragColor=vec4(1.0);\\n#endif\\n}\",\"attribute vec2 a_pos;uniform mat4 u_matrix;\\n#pragma mapbox: define highp vec4 color\\n#pragma mapbox: define lowp float opacity\\nvoid main() {\\n#pragma mapbox: initialize highp vec4 color\\n#pragma mapbox: initialize lowp float opacity\\ngl_Position=u_matrix*vec4(a_pos,0,1);\\n#ifdef FOG\\nv_fog_pos=fog_position(a_pos);\\n#endif\\n}\"),fillOutline:ii(\"varying vec2 v_pos;\\n#pragma mapbox: define highp vec4 outline_color\\n#pragma mapbox: define lowp float opacity\\nvoid main() {\\n#pragma mapbox: initialize highp vec4 outline_color\\n#pragma mapbox: initialize lowp float opacity\\nfloat dist=length(v_pos-gl_FragCoord.xy);float alpha=1.0-smoothstep(0.0,1.0,dist);vec4 out_color=outline_color;\\n#ifdef FOG\\nout_color=fog_dither(fog_apply_premultiplied(out_color,v_fog_pos));\\n#endif\\ngl_FragColor=out_color*(alpha*opacity);\\n#ifdef OVERDRAW_INSPECTOR\\ngl_FragColor=vec4(1.0);\\n#endif\\n}\",\"attribute vec2 a_pos;uniform mat4 u_matrix;uniform vec2 u_world;varying vec2 v_pos;\\n#pragma mapbox: define highp vec4 outline_color\\n#pragma mapbox: define lowp float opacity\\nvoid main() {\\n#pragma mapbox: initialize highp vec4 outline_color\\n#pragma mapbox: initialize lowp float opacity\\ngl_Position=u_matrix*vec4(a_pos,0,1);v_pos=(gl_Position.xy/gl_Position.w+1.0)/2.0*u_world;\\n#ifdef FOG\\nv_fog_pos=fog_position(a_pos);\\n#endif\\n}\"),fillOutlinePattern:ii(\"uniform vec2 u_texsize;uniform sampler2D u_image;uniform float u_fade;varying vec2 v_pos_a;varying vec2 v_pos_b;varying vec2 v_pos;\\n#pragma mapbox: define lowp float opacity\\n#pragma mapbox: define lowp vec4 pattern_from\\n#pragma mapbox: define lowp vec4 pattern_to\\nvoid main() {\\n#pragma mapbox: initialize lowp float opacity\\n#pragma mapbox: initialize mediump vec4 pattern_from\\n#pragma mapbox: initialize mediump vec4 pattern_to\\nvec2 pattern_tl_a=pattern_from.xy;vec2 pattern_br_a=pattern_from.zw;vec2 pattern_tl_b=pattern_to.xy;vec2 pattern_br_b=pattern_to.zw;vec2 imagecoord=mod(v_pos_a,1.0);vec2 pos=mix(pattern_tl_a/u_texsize,pattern_br_a/u_texsize,imagecoord);vec4 color1=texture2D(u_image,pos);vec2 imagecoord_b=mod(v_pos_b,1.0);vec2 pos2=mix(pattern_tl_b/u_texsize,pattern_br_b/u_texsize,imagecoord_b);vec4 color2=texture2D(u_image,pos2);float dist=length(v_pos-gl_FragCoord.xy);float alpha=1.0-smoothstep(0.0,1.0,dist);vec4 out_color=mix(color1,color2,u_fade);\\n#ifdef FOG\\nout_color=fog_dither(fog_apply_premultiplied(out_color,v_fog_pos));\\n#endif\\ngl_FragColor=out_color*(alpha*opacity);\\n#ifdef OVERDRAW_INSPECTOR\\ngl_FragColor=vec4(1.0);\\n#endif\\n}\",\"uniform mat4 u_matrix;uniform vec2 u_world;uniform vec2 u_pixel_coord_upper;uniform vec2 u_pixel_coord_lower;uniform vec3 u_scale;attribute vec2 a_pos;varying vec2 v_pos_a;varying vec2 v_pos_b;varying vec2 v_pos;\\n#pragma mapbox: define lowp float opacity\\n#pragma mapbox: define lowp vec4 pattern_from\\n#pragma mapbox: define lowp vec4 pattern_to\\n#pragma mapbox: define lowp float pixel_ratio_from\\n#pragma mapbox: define lowp float pixel_ratio_to\\nvoid main() {\\n#pragma mapbox: initialize lowp float opacity\\n#pragma mapbox: initialize mediump vec4 pattern_from\\n#pragma mapbox: initialize mediump vec4 pattern_to\\n#pragma mapbox: initialize lowp float pixel_ratio_from\\n#pragma mapbox: initialize lowp float pixel_ratio_to\\nvec2 pattern_tl_a=pattern_from.xy;vec2 pattern_br_a=pattern_from.zw;vec2 pattern_tl_b=pattern_to.xy;vec2 pattern_br_b=pattern_to.zw;float tileRatio=u_scale.x;float fromScale=u_scale.y;float toScale=u_scale.z;gl_Position=u_matrix*vec4(a_pos,0,1);vec2 display_size_a=(pattern_br_a-pattern_tl_a)/pixel_ratio_from;vec2 display_size_b=(pattern_br_b-pattern_tl_b)/pixel_ratio_to;v_pos_a=get_pattern_pos(u_pixel_coord_upper,u_pixel_coord_lower,fromScale*display_size_a,tileRatio,a_pos);v_pos_b=get_pattern_pos(u_pixel_coord_upper,u_pixel_coord_lower,toScale*display_size_b,tileRatio,a_pos);v_pos=(gl_Position.xy/gl_Position.w+1.0)/2.0*u_world;\\n#ifdef FOG\\nv_fog_pos=fog_position(a_pos);\\n#endif\\n}\"),fillPattern:ii(\"uniform vec2 u_texsize;uniform float u_fade;uniform sampler2D u_image;varying vec2 v_pos_a;varying vec2 v_pos_b;\\n#pragma mapbox: define lowp float opacity\\n#pragma mapbox: define lowp vec4 pattern_from\\n#pragma mapbox: define lowp vec4 pattern_to\\nvoid main() {\\n#pragma mapbox: initialize lowp float opacity\\n#pragma mapbox: initialize mediump vec4 pattern_from\\n#pragma mapbox: initialize mediump vec4 pattern_to\\nvec2 pattern_tl_a=pattern_from.xy;vec2 pattern_br_a=pattern_from.zw;vec2 pattern_tl_b=pattern_to.xy;vec2 pattern_br_b=pattern_to.zw;vec2 imagecoord=mod(v_pos_a,1.0);vec2 pos=mix(pattern_tl_a/u_texsize,pattern_br_a/u_texsize,imagecoord);vec4 color1=texture2D(u_image,pos);vec2 imagecoord_b=mod(v_pos_b,1.0);vec2 pos2=mix(pattern_tl_b/u_texsize,pattern_br_b/u_texsize,imagecoord_b);vec4 color2=texture2D(u_image,pos2);vec4 out_color=mix(color1,color2,u_fade);\\n#ifdef FOG\\nout_color=fog_dither(fog_apply_premultiplied(out_color,v_fog_pos));\\n#endif\\ngl_FragColor=out_color*opacity;\\n#ifdef OVERDRAW_INSPECTOR\\ngl_FragColor=vec4(1.0);\\n#endif\\n}\",\"uniform mat4 u_matrix;uniform vec2 u_pixel_coord_upper;uniform vec2 u_pixel_coord_lower;uniform vec3 u_scale;attribute vec2 a_pos;varying vec2 v_pos_a;varying vec2 v_pos_b;\\n#pragma mapbox: define lowp float opacity\\n#pragma mapbox: define lowp vec4 pattern_from\\n#pragma mapbox: define lowp vec4 pattern_to\\n#pragma mapbox: define lowp float pixel_ratio_from\\n#pragma mapbox: define lowp float pixel_ratio_to\\nvoid main() {\\n#pragma mapbox: initialize lowp float opacity\\n#pragma mapbox: initialize mediump vec4 pattern_from\\n#pragma mapbox: initialize mediump vec4 pattern_to\\n#pragma mapbox: initialize lowp float pixel_ratio_from\\n#pragma mapbox: initialize lowp float pixel_ratio_to\\nvec2 pattern_tl_a=pattern_from.xy;vec2 pattern_br_a=pattern_from.zw;vec2 pattern_tl_b=pattern_to.xy;vec2 pattern_br_b=pattern_to.zw;float tileZoomRatio=u_scale.x;float fromScale=u_scale.y;float toScale=u_scale.z;vec2 display_size_a=(pattern_br_a-pattern_tl_a)/pixel_ratio_from;vec2 display_size_b=(pattern_br_b-pattern_tl_b)/pixel_ratio_to;gl_Position=u_matrix*vec4(a_pos,0,1);v_pos_a=get_pattern_pos(u_pixel_coord_upper,u_pixel_coord_lower,fromScale*display_size_a,tileZoomRatio,a_pos);v_pos_b=get_pattern_pos(u_pixel_coord_upper,u_pixel_coord_lower,toScale*display_size_b,tileZoomRatio,a_pos);\\n#ifdef FOG\\nv_fog_pos=fog_position(a_pos);\\n#endif\\n}\"),fillExtrusion:ii(\"varying vec4 v_color;void main() {vec4 color=v_color;\\n#ifdef FOG\\ncolor=fog_dither(fog_apply_premultiplied(color,v_fog_pos));\\n#endif\\ngl_FragColor=color;\\n#ifdef OVERDRAW_INSPECTOR\\ngl_FragColor=vec4(1.0);\\n#endif\\n}\",\"uniform mat4 u_matrix;uniform vec3 u_lightcolor;uniform lowp vec3 u_lightpos;uniform lowp float u_lightintensity;uniform float u_vertical_gradient;uniform lowp float u_opacity;attribute vec4 a_pos_normal_ed;attribute vec2 a_centroid_pos;\\n#ifdef PROJECTION_GLOBE_VIEW\\nattribute vec3 a_pos_3;attribute vec3 a_pos_normal_3;uniform mat4 u_inv_rot_matrix;uniform vec2 u_merc_center;uniform vec3 u_tile_id;uniform float u_zoom_transition;uniform vec3 u_up_dir;uniform float u_height_lift;\\n#endif\\nvarying vec4 v_color;\\n#pragma mapbox: define highp float base\\n#pragma mapbox: define highp float height\\n#pragma mapbox: define highp vec4 color\\nvoid main() {\\n#pragma mapbox: initialize highp float base\\n#pragma mapbox: initialize highp float height\\n#pragma mapbox: initialize highp vec4 color\\nvec3 pos_nx=floor(a_pos_normal_ed.xyz*0.5);mediump vec3 top_up_ny=a_pos_normal_ed.xyz-2.0*pos_nx;float x_normal=pos_nx.z/8192.0;vec3 normal=top_up_ny.y==1.0 ? vec3(0.0,0.0,1.0) : normalize(vec3(x_normal,(2.0*top_up_ny.z-1.0)*(1.0-abs(x_normal)),0.0));base=max(0.0,base);height=max(0.0,height);float t=top_up_ny.x;vec2 centroid_pos=vec2(0.0);\\n#if defined(HAS_CENTROID) || defined(TERRAIN)\\ncentroid_pos=a_centroid_pos;\\n#endif\\n#ifdef TERRAIN\\nbool flat_roof=centroid_pos.x !=0.0 && t > 0.0;float ele=elevation(pos_nx.xy);float c_ele=flat_roof ? centroid_pos.y==0.0 ? elevationFromUint16(centroid_pos.x) : flatElevation(centroid_pos) : ele;float h=flat_roof ? max(c_ele+height,ele+base+2.0) : ele+(t > 0.0 ? height : base==0.0 ?-5.0 : base);vec3 pos=vec3(pos_nx.xy,h);\\n#else\\nvec3 pos=vec3(pos_nx.xy,t > 0.0 ? height : base);\\n#endif\\n#ifdef PROJECTION_GLOBE_VIEW\\nfloat lift=float((t+base) > 0.0)*u_height_lift;vec3 globe_normal=normalize(mix(a_pos_normal_3/16384.0,u_up_dir,u_zoom_transition));vec3 globe_pos=a_pos_3+globe_normal*(u_tile_up_scale*(pos.z+lift));vec3 merc_pos=mercator_tile_position(u_inv_rot_matrix,pos.xy,u_tile_id,u_merc_center)+u_up_dir*u_tile_up_scale*pos.z;pos=mix_globe_mercator(globe_pos,merc_pos,u_zoom_transition);\\n#endif\\nfloat hidden=float(centroid_pos.x==0.0 && centroid_pos.y==1.0);gl_Position=mix(u_matrix*vec4(pos,1),AWAY,hidden);float colorvalue=color.r*0.2126+color.g*0.7152+color.b*0.0722;v_color=vec4(0.0,0.0,0.0,1.0);vec4 ambientlight=vec4(0.03,0.03,0.03,1.0);color+=ambientlight;float directional=clamp(dot(normal,u_lightpos),0.0,1.0);directional=mix((1.0-u_lightintensity),max((1.0-colorvalue+u_lightintensity),1.0),directional);if (normal.y !=0.0) {directional*=(\\n(1.0-u_vertical_gradient)+(u_vertical_gradient*clamp((t+base)*pow(height/150.0,0.5),mix(0.7,0.98,1.0-u_lightintensity),1.0)));}v_color.rgb+=clamp(color.rgb*directional*u_lightcolor,mix(vec3(0.0),vec3(0.3),1.0-u_lightcolor),vec3(1.0));v_color*=u_opacity;\\n#ifdef FOG\\nv_fog_pos=fog_position(pos);\\n#endif\\n}\"),fillExtrusionPattern:ii(\"uniform vec2 u_texsize;uniform float u_fade;uniform sampler2D u_image;varying vec2 v_pos_a;varying vec2 v_pos_b;varying vec4 v_lighting;\\n#pragma mapbox: define lowp float base\\n#pragma mapbox: define lowp float height\\n#pragma mapbox: define lowp vec4 pattern_from\\n#pragma mapbox: define lowp vec4 pattern_to\\n#pragma mapbox: define lowp float pixel_ratio_from\\n#pragma mapbox: define lowp float pixel_ratio_to\\nvoid main() {\\n#pragma mapbox: initialize lowp float base\\n#pragma mapbox: initialize lowp float height\\n#pragma mapbox: initialize mediump vec4 pattern_from\\n#pragma mapbox: initialize mediump vec4 pattern_to\\n#pragma mapbox: initialize lowp float pixel_ratio_from\\n#pragma mapbox: initialize lowp float pixel_ratio_to\\nvec2 pattern_tl_a=pattern_from.xy;vec2 pattern_br_a=pattern_from.zw;vec2 pattern_tl_b=pattern_to.xy;vec2 pattern_br_b=pattern_to.zw;vec2 imagecoord=mod(v_pos_a,1.0);vec2 pos=mix(pattern_tl_a/u_texsize,pattern_br_a/u_texsize,imagecoord);vec4 color1=texture2D(u_image,pos);vec2 imagecoord_b=mod(v_pos_b,1.0);vec2 pos2=mix(pattern_tl_b/u_texsize,pattern_br_b/u_texsize,imagecoord_b);vec4 color2=texture2D(u_image,pos2);vec4 out_color=mix(color1,color2,u_fade);out_color=out_color*v_lighting;\\n#ifdef FOG\\nout_color=fog_dither(fog_apply_premultiplied(out_color,v_fog_pos));\\n#endif\\ngl_FragColor=out_color;\\n#ifdef OVERDRAW_INSPECTOR\\ngl_FragColor=vec4(1.0);\\n#endif\\n}\",\"uniform mat4 u_matrix;uniform vec2 u_pixel_coord_upper;uniform vec2 u_pixel_coord_lower;uniform float u_height_factor;uniform vec3 u_scale;uniform float u_vertical_gradient;uniform lowp float u_opacity;uniform vec3 u_lightcolor;uniform lowp vec3 u_lightpos;uniform lowp float u_lightintensity;attribute vec4 a_pos_normal_ed;attribute vec2 a_centroid_pos;\\n#ifdef PROJECTION_GLOBE_VIEW\\nattribute vec3 a_pos_3;attribute vec3 a_pos_normal_3;uniform mat4 u_inv_rot_matrix;uniform vec2 u_merc_center;uniform vec3 u_tile_id;uniform float u_zoom_transition;uniform vec3 u_up_dir;uniform float u_height_lift;\\n#endif\\nvarying vec2 v_pos_a;varying vec2 v_pos_b;varying vec4 v_lighting;\\n#pragma mapbox: define lowp float base\\n#pragma mapbox: define lowp float height\\n#pragma mapbox: define lowp vec4 pattern_from\\n#pragma mapbox: define lowp vec4 pattern_to\\n#pragma mapbox: define lowp float pixel_ratio_from\\n#pragma mapbox: define lowp float pixel_ratio_to\\nvoid main() {\\n#pragma mapbox: initialize lowp float base\\n#pragma mapbox: initialize lowp float height\\n#pragma mapbox: initialize mediump vec4 pattern_from\\n#pragma mapbox: initialize mediump vec4 pattern_to\\n#pragma mapbox: initialize lowp float pixel_ratio_from\\n#pragma mapbox: initialize lowp float pixel_ratio_to\\nvec2 pattern_tl_a=pattern_from.xy;vec2 pattern_br_a=pattern_from.zw;vec2 pattern_tl_b=pattern_to.xy;vec2 pattern_br_b=pattern_to.zw;float tileRatio=u_scale.x;float fromScale=u_scale.y;float toScale=u_scale.z;vec3 pos_nx=floor(a_pos_normal_ed.xyz*0.5);mediump vec3 top_up_ny=a_pos_normal_ed.xyz-2.0*pos_nx;float x_normal=pos_nx.z/8192.0;vec3 normal=top_up_ny.y==1.0 ? vec3(0.0,0.0,1.0) : normalize(vec3(x_normal,(2.0*top_up_ny.z-1.0)*(1.0-abs(x_normal)),0.0));float edgedistance=a_pos_normal_ed.w;vec2 display_size_a=(pattern_br_a-pattern_tl_a)/pixel_ratio_from;vec2 display_size_b=(pattern_br_b-pattern_tl_b)/pixel_ratio_to;base=max(0.0,base);height=max(0.0,height);float t=top_up_ny.x;float z=t > 0.0 ? height : base;vec2 centroid_pos=vec2(0.0);\\n#if defined(HAS_CENTROID) || defined(TERRAIN)\\ncentroid_pos=a_centroid_pos;\\n#endif\\n#ifdef TERRAIN\\nbool flat_roof=centroid_pos.x !=0.0 && t > 0.0;float ele=elevation(pos_nx.xy);float c_ele=flat_roof ? centroid_pos.y==0.0 ? elevationFromUint16(centroid_pos.x) : flatElevation(centroid_pos) : ele;float h=flat_roof ? max(c_ele+height,ele+base+2.0) : ele+(t > 0.0 ? height : base==0.0 ?-5.0 : base);vec3 p=vec3(pos_nx.xy,h);\\n#else\\nvec3 p=vec3(pos_nx.xy,z);\\n#endif\\n#ifdef PROJECTION_GLOBE_VIEW\\nfloat lift=float((t+base) > 0.0)*u_height_lift;vec3 globe_normal=normalize(mix(a_pos_normal_3/16384.0,u_up_dir,u_zoom_transition));vec3 globe_pos=a_pos_3+globe_normal*(u_tile_up_scale*(p.z+lift));vec3 merc_pos=mercator_tile_position(u_inv_rot_matrix,p.xy,u_tile_id,u_merc_center)+u_up_dir*u_tile_up_scale*p.z;p=mix_globe_mercator(globe_pos,merc_pos,u_zoom_transition);\\n#endif\\nfloat hidden=float(centroid_pos.x==0.0 && centroid_pos.y==1.0);gl_Position=mix(u_matrix*vec4(p,1),AWAY,hidden);vec2 pos=normal.z==1.0\\n? pos_nx.xy\\n: vec2(edgedistance,z*u_height_factor);v_pos_a=get_pattern_pos(u_pixel_coord_upper,u_pixel_coord_lower,fromScale*display_size_a,tileRatio,pos);v_pos_b=get_pattern_pos(u_pixel_coord_upper,u_pixel_coord_lower,toScale*display_size_b,tileRatio,pos);v_lighting=vec4(0.0,0.0,0.0,1.0);float directional=clamp(dot(normal,u_lightpos),0.0,1.0);directional=mix((1.0-u_lightintensity),max((0.5+u_lightintensity),1.0),directional);if (normal.y !=0.0) {directional*=(\\n(1.0-u_vertical_gradient)+(u_vertical_gradient*clamp((t+base)*pow(height/150.0,0.5),mix(0.7,0.98,1.0-u_lightintensity),1.0)));}v_lighting.rgb+=clamp(directional*u_lightcolor,mix(vec3(0.0),vec3(0.3),1.0-u_lightcolor),vec3(1.0));v_lighting*=u_opacity;\\n#ifdef FOG\\nv_fog_pos=fog_position(p);\\n#endif\\n}\"),hillshadePrepare:ii(\"#ifdef GL_ES\\nprecision highp float;\\n#endif\\nuniform sampler2D u_image;varying vec2 v_pos;uniform vec2 u_dimension;uniform float u_zoom;uniform vec4 u_unpack;float getElevation(vec2 coord) {\\n#ifdef TERRAIN_DEM_FLOAT_FORMAT\\nreturn texture2D(u_image,coord).a/4.0;\\n#else\\nvec4 data=texture2D(u_image,coord)*255.0;data.a=-1.0;return dot(data,u_unpack)/4.0;\\n#endif\\n}void main() {vec2 epsilon=1.0/u_dimension;float a=getElevation(v_pos+vec2(-epsilon.x,-epsilon.y));float b=getElevation(v_pos+vec2(0,-epsilon.y));float c=getElevation(v_pos+vec2(epsilon.x,-epsilon.y));float d=getElevation(v_pos+vec2(-epsilon.x,0));float e=getElevation(v_pos);float f=getElevation(v_pos+vec2(epsilon.x,0));float g=getElevation(v_pos+vec2(-epsilon.x,epsilon.y));float h=getElevation(v_pos+vec2(0,epsilon.y));float i=getElevation(v_pos+vec2(epsilon.x,epsilon.y));float exaggerationFactor=u_zoom < 2.0 ? 0.4 : u_zoom < 4.5 ? 0.35 : 0.3;float exaggeration=u_zoom < 15.0 ? (u_zoom-15.0)*exaggerationFactor : 0.0;vec2 deriv=vec2(\\n(c+f+f+i)-(a+d+d+g),(g+h+h+i)-(a+b+b+c)\\n)/pow(2.0,exaggeration+(19.2562-u_zoom));gl_FragColor=clamp(vec4(\\nderiv.x/2.0+0.5,deriv.y/2.0+0.5,1.0,1.0),0.0,1.0);\\n#ifdef OVERDRAW_INSPECTOR\\ngl_FragColor=vec4(1.0);\\n#endif\\n}\",\"uniform mat4 u_matrix;uniform vec2 u_dimension;attribute vec2 a_pos;attribute vec2 a_texture_pos;varying vec2 v_pos;void main() {gl_Position=u_matrix*vec4(a_pos,0,1);highp vec2 epsilon=1.0/u_dimension;float scale=(u_dimension.x-2.0)/u_dimension.x;v_pos=(a_texture_pos/8192.0)*scale+epsilon;}\"),hillshade:ii(\"uniform sampler2D u_image;varying vec2 v_pos;uniform vec2 u_latrange;uniform vec2 u_light;uniform vec4 u_shadow;uniform vec4 u_highlight;uniform vec4 u_accent;void main() {vec4 pixel=texture2D(u_image,v_pos);vec2 deriv=((pixel.rg*2.0)-1.0);float scaleFactor=cos(radians((u_latrange[0]-u_latrange[1])*(1.0-v_pos.y)+u_latrange[1]));float slope=atan(1.25*length(deriv)/scaleFactor);float aspect=deriv.x !=0.0 ? atan(deriv.y,-deriv.x) : PI/2.0*(deriv.y > 0.0 ? 1.0 :-1.0);float intensity=u_light.x;float azimuth=u_light.y+PI;float base=1.875-intensity*1.75;float maxValue=0.5*PI;float scaledSlope=intensity !=0.5 ? ((pow(base,slope)-1.0)/(pow(base,maxValue)-1.0))*maxValue : slope;float accent=cos(scaledSlope);vec4 accent_color=(1.0-accent)*u_accent*clamp(intensity*2.0,0.0,1.0);float shade=abs(mod((aspect+azimuth)/PI+0.5,2.0)-1.0);vec4 shade_color=mix(u_shadow,u_highlight,shade)*sin(scaledSlope)*clamp(intensity*2.0,0.0,1.0);gl_FragColor=accent_color*(1.0-shade_color.a)+shade_color;\\n#ifdef FOG\\ngl_FragColor=fog_dither(fog_apply_premultiplied(gl_FragColor,v_fog_pos));\\n#endif\\n#ifdef OVERDRAW_INSPECTOR\\ngl_FragColor=vec4(1.0);\\n#endif\\n}\",\"uniform mat4 u_matrix;attribute vec2 a_pos;attribute vec2 a_texture_pos;varying vec2 v_pos;void main() {gl_Position=u_matrix*vec4(a_pos,0,1);v_pos=a_texture_pos/8192.0;\\n#ifdef FOG\\nv_fog_pos=fog_position(a_pos);\\n#endif\\n}\"),line:ii(\"uniform lowp float u_device_pixel_ratio;uniform float u_alpha_discard_threshold;varying vec2 v_width2;varying vec2 v_normal;varying float v_gamma_scale;\\n#ifdef RENDER_LINE_DASH\\nuniform sampler2D u_dash_image;uniform float u_mix;uniform vec3 u_scale;varying vec2 v_tex_a;varying vec2 v_tex_b;\\n#endif\\n#ifdef RENDER_LINE_GRADIENT\\nuniform sampler2D u_gradient_image;varying highp vec2 v_uv;\\n#endif\\n#pragma mapbox: define highp vec4 color\\n#pragma mapbox: define lowp float floorwidth\\n#pragma mapbox: define lowp vec4 dash_from\\n#pragma mapbox: define lowp vec4 dash_to\\n#pragma mapbox: define lowp float blur\\n#pragma mapbox: define lowp float opacity\\nvoid main() {\\n#pragma mapbox: initialize highp vec4 color\\n#pragma mapbox: initialize lowp float floorwidth\\n#pragma mapbox: initialize lowp vec4 dash_from\\n#pragma mapbox: initialize lowp vec4 dash_to\\n#pragma mapbox: initialize lowp float blur\\n#pragma mapbox: initialize lowp float opacity\\nfloat dist=length(v_normal)*v_width2.s;float blur2=(blur+1.0/u_device_pixel_ratio)*v_gamma_scale;float alpha=clamp(min(dist-(v_width2.t-blur2),v_width2.s-dist)/blur2,0.0,1.0);\\n#ifdef RENDER_LINE_DASH\\nfloat sdfdist_a=texture2D(u_dash_image,v_tex_a).a;float sdfdist_b=texture2D(u_dash_image,v_tex_b).a;float sdfdist=mix(sdfdist_a,sdfdist_b,u_mix);float sdfwidth=min(dash_from.z*u_scale.y,dash_to.z*u_scale.z);float sdfgamma=1.0/(2.0*u_device_pixel_ratio)/sdfwidth;alpha*=smoothstep(0.5-sdfgamma/floorwidth,0.5+sdfgamma/floorwidth,sdfdist);\\n#endif\\n#ifdef RENDER_LINE_GRADIENT\\nvec4 out_color=texture2D(u_gradient_image,v_uv);\\n#else\\nvec4 out_color=color;\\n#endif\\n#ifdef FOG\\nout_color=fog_dither(fog_apply_premultiplied(out_color,v_fog_pos));\\n#endif\\n#ifdef RENDER_LINE_ALPHA_DISCARD\\nif (alpha < u_alpha_discard_threshold) {discard;}\\n#endif\\ngl_FragColor=out_color*(alpha*opacity);\\n#ifdef OVERDRAW_INSPECTOR\\ngl_FragColor=vec4(1.0);\\n#endif\\n}\",\"\\n#define EXTRUDE_SCALE 0.015873016\\nattribute vec2 a_pos_normal;attribute vec4 a_data;\\n#ifdef RENDER_LINE_GRADIENT\\nattribute vec3 a_packed;\\n#else\\nattribute float a_linesofar;\\n#endif\\nuniform mat4 u_matrix;uniform mat2 u_pixels_to_tile_units;uniform vec2 u_units_to_pixels;uniform lowp float u_device_pixel_ratio;varying vec2 v_normal;varying vec2 v_width2;varying float v_gamma_scale;\\n#ifdef RENDER_LINE_DASH\\nuniform vec2 u_texsize;uniform mediump vec3 u_scale;varying vec2 v_tex_a;varying vec2 v_tex_b;\\n#endif\\n#ifdef RENDER_LINE_GRADIENT\\nuniform float u_image_height;varying highp vec2 v_uv;\\n#endif\\n#pragma mapbox: define highp vec4 color\\n#pragma mapbox: define lowp float floorwidth\\n#pragma mapbox: define lowp vec4 dash_from\\n#pragma mapbox: define lowp vec4 dash_to\\n#pragma mapbox: define lowp float blur\\n#pragma mapbox: define lowp float opacity\\n#pragma mapbox: define mediump float gapwidth\\n#pragma mapbox: define lowp float offset\\n#pragma mapbox: define mediump float width\\nvoid main() {\\n#pragma mapbox: initialize highp vec4 color\\n#pragma mapbox: initialize lowp float floorwidth\\n#pragma mapbox: initialize lowp vec4 dash_from\\n#pragma mapbox: initialize lowp vec4 dash_to\\n#pragma mapbox: initialize lowp float blur\\n#pragma mapbox: initialize lowp float opacity\\n#pragma mapbox: initialize mediump float gapwidth\\n#pragma mapbox: initialize lowp float offset\\n#pragma mapbox: initialize mediump float width\\nfloat ANTIALIASING=1.0/u_device_pixel_ratio/2.0;vec2 a_extrude=a_data.xy-128.0;float a_direction=mod(a_data.z,4.0)-1.0;vec2 pos=floor(a_pos_normal*0.5);mediump vec2 normal=a_pos_normal-2.0*pos;normal.y=normal.y*2.0-1.0;v_normal=normal;gapwidth=gapwidth/2.0;float halfwidth=width/2.0;offset=-1.0*offset;float inset=gapwidth+(gapwidth > 0.0 ? ANTIALIASING : 0.0);float outset=gapwidth+halfwidth*(gapwidth > 0.0 ? 2.0 : 1.0)+(halfwidth==0.0 ? 0.0 : ANTIALIASING);mediump vec2 dist=outset*a_extrude*EXTRUDE_SCALE;mediump float u=0.5*a_direction;mediump float t=1.0-abs(u);mediump vec2 offset2=offset*a_extrude*EXTRUDE_SCALE*normal.y*mat2(t,-u,u,t);vec4 projected_extrude=u_matrix*vec4(dist*u_pixels_to_tile_units,0.0,0.0);gl_Position=u_matrix*vec4(pos+offset2*u_pixels_to_tile_units,0.0,1.0)+projected_extrude;\\n#ifndef RENDER_TO_TEXTURE\\nfloat extrude_length_without_perspective=length(dist);float extrude_length_with_perspective=length(projected_extrude.xy/gl_Position.w*u_units_to_pixels);v_gamma_scale=extrude_length_without_perspective/extrude_length_with_perspective;\\n#else\\nv_gamma_scale=1.0;\\n#endif\\n#ifdef RENDER_LINE_GRADIENT\\nfloat a_uv_x=a_packed[0];float a_split_index=a_packed[1];float a_linesofar=a_packed[2];highp float texel_height=1.0/u_image_height;highp float half_texel_height=0.5*texel_height;v_uv=vec2(a_uv_x,a_split_index*texel_height-half_texel_height);\\n#endif\\n#ifdef RENDER_LINE_DASH\\nfloat tileZoomRatio=u_scale.x;float fromScale=u_scale.y;float toScale=u_scale.z;float scaleA=dash_from.z==0.0 ? 0.0 : tileZoomRatio/(dash_from.z*fromScale);float scaleB=dash_to.z==0.0 ? 0.0 : tileZoomRatio/(dash_to.z*toScale);float heightA=dash_from.y;float heightB=dash_to.y;v_tex_a=vec2(a_linesofar*scaleA/floorwidth,(-normal.y*heightA+dash_from.x+0.5)/u_texsize.y);v_tex_b=vec2(a_linesofar*scaleB/floorwidth,(-normal.y*heightB+dash_to.x+0.5)/u_texsize.y);\\n#endif\\nv_width2=vec2(outset,inset);\\n#ifdef FOG\\nv_fog_pos=fog_position(pos);\\n#endif\\n}\"),linePattern:ii(\"uniform lowp float u_device_pixel_ratio;uniform vec2 u_texsize;uniform float u_fade;uniform mediump vec3 u_scale;uniform sampler2D u_image;varying vec2 v_normal;varying vec2 v_width2;varying float v_linesofar;varying float v_gamma_scale;varying float v_width;\\n#pragma mapbox: define lowp vec4 pattern_from\\n#pragma mapbox: define lowp vec4 pattern_to\\n#pragma mapbox: define lowp float pixel_ratio_from\\n#pragma mapbox: define lowp float pixel_ratio_to\\n#pragma mapbox: define lowp float blur\\n#pragma mapbox: define lowp float opacity\\nvoid main() {\\n#pragma mapbox: initialize mediump vec4 pattern_from\\n#pragma mapbox: initialize mediump vec4 pattern_to\\n#pragma mapbox: initialize lowp float pixel_ratio_from\\n#pragma mapbox: initialize lowp float pixel_ratio_to\\n#pragma mapbox: initialize lowp float blur\\n#pragma mapbox: initialize lowp float opacity\\nvec2 pattern_tl_a=pattern_from.xy;vec2 pattern_br_a=pattern_from.zw;vec2 pattern_tl_b=pattern_to.xy;vec2 pattern_br_b=pattern_to.zw;float tileZoomRatio=u_scale.x;float fromScale=u_scale.y;float toScale=u_scale.z;vec2 display_size_a=(pattern_br_a-pattern_tl_a)/pixel_ratio_from;vec2 display_size_b=(pattern_br_b-pattern_tl_b)/pixel_ratio_to;vec2 pattern_size_a=vec2(display_size_a.x*fromScale/tileZoomRatio,display_size_a.y);vec2 pattern_size_b=vec2(display_size_b.x*toScale/tileZoomRatio,display_size_b.y);float aspect_a=display_size_a.y/v_width;float aspect_b=display_size_b.y/v_width;float dist=length(v_normal)*v_width2.s;float blur2=(blur+1.0/u_device_pixel_ratio)*v_gamma_scale;float alpha=clamp(min(dist-(v_width2.t-blur2),v_width2.s-dist)/blur2,0.0,1.0);float x_a=mod(v_linesofar/pattern_size_a.x*aspect_a,1.0);float x_b=mod(v_linesofar/pattern_size_b.x*aspect_b,1.0);float y=0.5*v_normal.y+0.5;vec2 texel_size=1.0/u_texsize;vec2 pos_a=mix(pattern_tl_a*texel_size-texel_size,pattern_br_a*texel_size+texel_size,vec2(x_a,y));vec2 pos_b=mix(pattern_tl_b*texel_size-texel_size,pattern_br_b*texel_size+texel_size,vec2(x_b,y));vec4 color=mix(texture2D(u_image,pos_a),texture2D(u_image,pos_b),u_fade);\\n#ifdef FOG\\ncolor=fog_dither(fog_apply_premultiplied(color,v_fog_pos));\\n#endif\\ngl_FragColor=color*(alpha*opacity);\\n#ifdef OVERDRAW_INSPECTOR\\ngl_FragColor=vec4(1.0);\\n#endif\\n}\",\"\\n#define scale 0.015873016\\nattribute vec2 a_pos_normal;attribute vec4 a_data;attribute float a_linesofar;uniform mat4 u_matrix;uniform vec2 u_units_to_pixels;uniform mat2 u_pixels_to_tile_units;uniform lowp float u_device_pixel_ratio;varying vec2 v_normal;varying vec2 v_width2;varying float v_linesofar;varying float v_gamma_scale;varying float v_width;\\n#pragma mapbox: define lowp float blur\\n#pragma mapbox: define lowp float opacity\\n#pragma mapbox: define lowp float offset\\n#pragma mapbox: define mediump float gapwidth\\n#pragma mapbox: define mediump float width\\n#pragma mapbox: define lowp float floorwidth\\n#pragma mapbox: define lowp vec4 pattern_from\\n#pragma mapbox: define lowp vec4 pattern_to\\n#pragma mapbox: define lowp float pixel_ratio_from\\n#pragma mapbox: define lowp float pixel_ratio_to\\nvoid main() {\\n#pragma mapbox: initialize lowp float blur\\n#pragma mapbox: initialize lowp float opacity\\n#pragma mapbox: initialize lowp float offset\\n#pragma mapbox: initialize mediump float gapwidth\\n#pragma mapbox: initialize mediump float width\\n#pragma mapbox: initialize lowp float floorwidth\\n#pragma mapbox: initialize mediump vec4 pattern_from\\n#pragma mapbox: initialize mediump vec4 pattern_to\\n#pragma mapbox: initialize lowp float pixel_ratio_from\\n#pragma mapbox: initialize lowp float pixel_ratio_to\\nfloat ANTIALIASING=1.0/u_device_pixel_ratio/2.0;vec2 a_extrude=a_data.xy-128.0;float a_direction=mod(a_data.z,4.0)-1.0;vec2 pos=floor(a_pos_normal*0.5);mediump vec2 normal=a_pos_normal-2.0*pos;normal.y=normal.y*2.0-1.0;v_normal=normal;gapwidth=gapwidth/2.0;float halfwidth=width/2.0;offset=-1.0*offset;float inset=gapwidth+(gapwidth > 0.0 ? ANTIALIASING : 0.0);float outset=gapwidth+halfwidth*(gapwidth > 0.0 ? 2.0 : 1.0)+(halfwidth==0.0 ? 0.0 : ANTIALIASING);mediump vec2 dist=outset*a_extrude*scale;mediump float u=0.5*a_direction;mediump float t=1.0-abs(u);mediump vec2 offset2=offset*a_extrude*scale*normal.y*mat2(t,-u,u,t);vec4 projected_extrude=u_matrix*vec4(dist*u_pixels_to_tile_units,0.0,0.0);gl_Position=u_matrix*vec4(pos+offset2*u_pixels_to_tile_units,0.0,1.0)+projected_extrude;\\n#ifndef RENDER_TO_TEXTURE\\nfloat extrude_length_without_perspective=length(dist);float extrude_length_with_perspective=length(projected_extrude.xy/gl_Position.w*u_units_to_pixels);v_gamma_scale=extrude_length_without_perspective/extrude_length_with_perspective;\\n#else\\nv_gamma_scale=1.0;\\n#endif\\nv_linesofar=a_linesofar;v_width2=vec2(outset,inset);v_width=floorwidth;\\n#ifdef FOG\\nv_fog_pos=fog_position(pos);\\n#endif\\n}\"),raster:ii(\"uniform float u_fade_t;uniform float u_opacity;uniform sampler2D u_image0;uniform sampler2D u_image1;varying vec2 v_pos0;varying vec2 v_pos1;uniform float u_brightness_low;uniform float u_brightness_high;uniform float u_saturation_factor;uniform float u_contrast_factor;uniform vec3 u_spin_weights;void main() {vec4 color0=texture2D(u_image0,v_pos0);vec4 color1=texture2D(u_image1,v_pos1);if (color0.a > 0.0) {color0.rgb=color0.rgb/color0.a;}if (color1.a > 0.0) {color1.rgb=color1.rgb/color1.a;}vec4 color=mix(color0,color1,u_fade_t);color.a*=u_opacity;vec3 rgb=color.rgb;rgb=vec3(\\ndot(rgb,u_spin_weights.xyz),dot(rgb,u_spin_weights.zxy),dot(rgb,u_spin_weights.yzx));float average=(color.r+color.g+color.b)/3.0;rgb+=(average-rgb)*u_saturation_factor;rgb=(rgb-0.5)*u_contrast_factor+0.5;vec3 u_high_vec=vec3(u_brightness_low,u_brightness_low,u_brightness_low);vec3 u_low_vec=vec3(u_brightness_high,u_brightness_high,u_brightness_high);vec3 out_color=mix(u_high_vec,u_low_vec,rgb);\\n#ifdef FOG\\nout_color=fog_dither(fog_apply(out_color,v_fog_pos));\\n#endif\\ngl_FragColor=vec4(out_color*color.a,color.a);\\n#ifdef OVERDRAW_INSPECTOR\\ngl_FragColor=vec4(1.0);\\n#endif\\n}\",\"uniform mat4 u_matrix;uniform vec2 u_tl_parent;uniform float u_scale_parent;uniform vec2 u_perspective_transform;attribute vec2 a_pos;attribute vec2 a_texture_pos;varying vec2 v_pos0;varying vec2 v_pos1;void main() {float w=1.0+dot(a_texture_pos,u_perspective_transform);gl_Position=u_matrix*vec4(a_pos*w,0,w);v_pos0=a_texture_pos/8192.0;v_pos1=(v_pos0*u_scale_parent)+u_tl_parent;\\n#ifdef FOG\\nv_fog_pos=fog_position(a_pos);\\n#endif\\n}\"),symbolIcon:ii(\"uniform sampler2D u_texture;varying vec2 v_tex;varying float v_fade_opacity;\\n#pragma mapbox: define lowp float opacity\\nvoid main() {\\n#pragma mapbox: initialize lowp float opacity\\nlowp float alpha=opacity*v_fade_opacity;gl_FragColor=texture2D(u_texture,v_tex)*alpha;\\n#ifdef OVERDRAW_INSPECTOR\\ngl_FragColor=vec4(1.0);\\n#endif\\n}\",\"attribute vec4 a_pos_offset;attribute vec4 a_tex_size;attribute vec4 a_pixeloffset;attribute vec4 a_z_tile_anchor;attribute vec3 a_projected_pos;attribute float a_fade_opacity;uniform bool u_is_size_zoom_constant;uniform bool u_is_size_feature_constant;uniform highp float u_size_t;uniform highp float u_size;uniform highp float u_camera_to_center_distance;uniform bool u_rotate_symbol;uniform highp float u_aspect_ratio;uniform float u_fade_change;uniform mat4 u_matrix;uniform mat4 u_label_plane_matrix;uniform mat4 u_coord_matrix;uniform bool u_is_text;uniform bool u_pitch_with_map;uniform vec2 u_texsize;\\n#ifdef PROJECTION_GLOBE_VIEW\\nuniform vec3 u_tile_id;uniform mat4 u_inv_rot_matrix;uniform vec2 u_merc_center;uniform vec3 u_camera_forward;uniform float u_zoom_transition;uniform vec3 u_ecef_origin;uniform mat4 u_tile_matrix;\\n#endif\\nvarying vec2 v_tex;varying float v_fade_opacity;\\n#pragma mapbox: define lowp float opacity\\nvoid main() {\\n#pragma mapbox: initialize lowp float opacity\\nvec2 a_pos=a_pos_offset.xy;vec2 a_offset=a_pos_offset.zw;vec2 a_tex=a_tex_size.xy;vec2 a_size=a_tex_size.zw;float a_size_min=floor(a_size[0]*0.5);vec2 a_pxoffset=a_pixeloffset.xy;vec2 a_min_font_scale=a_pixeloffset.zw/256.0;highp float segment_angle=-a_projected_pos[2];float size;if (!u_is_size_zoom_constant && !u_is_size_feature_constant) {size=mix(a_size_min,a_size[1],u_size_t)/128.0;} else if (u_is_size_zoom_constant && !u_is_size_feature_constant) {size=a_size_min/128.0;} else {size=u_size;}float anchor_z=a_z_tile_anchor.x;vec2 tile_anchor=a_z_tile_anchor.yz;vec3 h=elevationVector(tile_anchor)*elevation(tile_anchor);\\n#ifdef PROJECTION_GLOBE_VIEW\\nvec3 mercator_pos=mercator_tile_position(u_inv_rot_matrix,tile_anchor,u_tile_id,u_merc_center);vec3 world_pos=mix_globe_mercator(vec3(a_pos,anchor_z)+h,mercator_pos,u_zoom_transition);vec4 ecef_point=u_tile_matrix*vec4(world_pos,1.0);vec3 origin_to_point=ecef_point.xyz-u_ecef_origin;float globe_occlusion_fade=dot(origin_to_point,u_camera_forward) >=0.0 ? 0.0 : 1.0;\\n#else\\nvec3 world_pos=vec3(a_pos,anchor_z)+h;float globe_occlusion_fade=1.0;\\n#endif\\nvec4 projected_point=u_matrix*vec4(world_pos,1);highp float camera_to_anchor_distance=projected_point.w;highp float distance_ratio=u_pitch_with_map ?\\ncamera_to_anchor_distance/u_camera_to_center_distance :\\nu_camera_to_center_distance/camera_to_anchor_distance;highp float perspective_ratio=clamp(\\n0.5+0.5*distance_ratio,0.0,1.5);size*=perspective_ratio;float font_scale=u_is_text ? size/24.0 : size;highp float symbol_rotation=0.0;if (u_rotate_symbol) {vec4 offsetProjected_point=u_matrix*vec4(a_pos+vec2(1,0),anchor_z,1);vec2 a=projected_point.xy/projected_point.w;vec2 b=offsetProjected_point.xy/offsetProjected_point.w;symbol_rotation=atan((b.y-a.y)/u_aspect_ratio,b.x-a.x);}\\n#ifdef PROJECTION_GLOBE_VIEW\\nvec3 proj_pos=mix_globe_mercator(vec3(a_projected_pos.xy,anchor_z),mercator_pos,u_zoom_transition);\\n#else\\nvec3 proj_pos=vec3(a_projected_pos.xy,anchor_z);\\n#endif\\n#ifdef PROJECTED_POS_ON_VIEWPORT\\nvec4 projected_pos=u_label_plane_matrix*vec4(proj_pos.xy,0.0,1.0);\\n#else\\nvec4 projected_pos=u_label_plane_matrix*vec4(proj_pos.xyz+h,1.0);\\n#endif\\nhighp float angle_sin=sin(segment_angle+symbol_rotation);highp float angle_cos=cos(segment_angle+symbol_rotation);mat2 rotation_matrix=mat2(angle_cos,-1.0*angle_sin,angle_sin,angle_cos);float z=0.0;vec2 offset=rotation_matrix*(a_offset/32.0*max(a_min_font_scale,font_scale)+a_pxoffset/16.0);\\n#ifdef PITCH_WITH_MAP_TERRAIN\\nvec4 tile_pos=u_label_plane_matrix_inv*vec4(a_projected_pos.xy+offset,0.0,1.0);z=elevation(tile_pos.xy);\\n#endif\\nfloat occlusion_fade=occlusionFade(projected_point)*globe_occlusion_fade;gl_Position=mix(u_coord_matrix*vec4(projected_pos.xy/projected_pos.w+offset,z,1.0),AWAY,float(projected_point.w <=0.0 || occlusion_fade==0.0));float projection_transition_fade=1.0;\\n#if defined(PROJECTED_POS_ON_VIEWPORT) && defined(PROJECTION_GLOBE_VIEW)\\nprojection_transition_fade=1.0-step(EPSILON,u_zoom_transition);\\n#endif\\nv_tex=a_tex/u_texsize;vec2 fade_opacity=unpack_opacity(a_fade_opacity);float fade_change=fade_opacity[1] > 0.5 ? u_fade_change :-u_fade_change;v_fade_opacity=max(0.0,min(occlusion_fade,fade_opacity[0]+fade_change))*projection_transition_fade;}\"),symbolSDF:ii(\"#define SDF_PX 8.0\\nuniform bool u_is_halo;uniform sampler2D u_texture;uniform highp float u_gamma_scale;uniform lowp float u_device_pixel_ratio;uniform bool u_is_text;varying vec2 v_data0;varying vec3 v_data1;\\n#pragma mapbox: define highp vec4 fill_color\\n#pragma mapbox: define highp vec4 halo_color\\n#pragma mapbox: define lowp float opacity\\n#pragma mapbox: define lowp float halo_width\\n#pragma mapbox: define lowp float halo_blur\\nvoid main() {\\n#pragma mapbox: initialize highp vec4 fill_color\\n#pragma mapbox: initialize highp vec4 halo_color\\n#pragma mapbox: initialize lowp float opacity\\n#pragma mapbox: initialize lowp float halo_width\\n#pragma mapbox: initialize lowp float halo_blur\\nfloat EDGE_GAMMA=0.105/u_device_pixel_ratio;vec2 tex=v_data0.xy;float gamma_scale=v_data1.x;float size=v_data1.y;float fade_opacity=v_data1[2];float fontScale=u_is_text ? size/24.0 : size;lowp vec4 color=fill_color;highp float gamma=EDGE_GAMMA/(fontScale*u_gamma_scale);lowp float buff=(256.0-64.0)/256.0;if (u_is_halo) {color=halo_color;gamma=(halo_blur*1.19/SDF_PX+EDGE_GAMMA)/(fontScale*u_gamma_scale);buff=(6.0-halo_width/fontScale)/SDF_PX;}lowp float dist=texture2D(u_texture,tex).a;highp float gamma_scaled=gamma*gamma_scale;highp float alpha=smoothstep(buff-gamma_scaled,buff+gamma_scaled,dist);gl_FragColor=color*(alpha*opacity*fade_opacity);\\n#ifdef OVERDRAW_INSPECTOR\\ngl_FragColor=vec4(1.0);\\n#endif\\n}\",\"attribute vec4 a_pos_offset;attribute vec4 a_tex_size;attribute vec4 a_pixeloffset;attribute vec4 a_z_tile_anchor;attribute vec3 a_projected_pos;attribute float a_fade_opacity;uniform bool u_is_size_zoom_constant;uniform bool u_is_size_feature_constant;uniform highp float u_size_t;uniform highp float u_size;uniform mat4 u_matrix;uniform mat4 u_label_plane_matrix;uniform mat4 u_coord_matrix;uniform bool u_is_text;uniform bool u_pitch_with_map;uniform bool u_rotate_symbol;uniform highp float u_aspect_ratio;uniform highp float u_camera_to_center_distance;uniform float u_fade_change;uniform vec2 u_texsize;\\n#ifdef PROJECTION_GLOBE_VIEW\\nuniform vec3 u_tile_id;uniform mat4 u_inv_rot_matrix;uniform vec2 u_merc_center;uniform vec3 u_camera_forward;uniform float u_zoom_transition;uniform vec3 u_ecef_origin;uniform mat4 u_tile_matrix;\\n#endif\\nvarying vec2 v_data0;varying vec3 v_data1;\\n#pragma mapbox: define highp vec4 fill_color\\n#pragma mapbox: define highp vec4 halo_color\\n#pragma mapbox: define lowp float opacity\\n#pragma mapbox: define lowp float halo_width\\n#pragma mapbox: define lowp float halo_blur\\nvoid main() {\\n#pragma mapbox: initialize highp vec4 fill_color\\n#pragma mapbox: initialize highp vec4 halo_color\\n#pragma mapbox: initialize lowp float opacity\\n#pragma mapbox: initialize lowp float halo_width\\n#pragma mapbox: initialize lowp float halo_blur\\nvec2 a_pos=a_pos_offset.xy;vec2 a_offset=a_pos_offset.zw;vec2 a_tex=a_tex_size.xy;vec2 a_size=a_tex_size.zw;float a_size_min=floor(a_size[0]*0.5);vec2 a_pxoffset=a_pixeloffset.xy;highp float segment_angle=-a_projected_pos[2];float size;if (!u_is_size_zoom_constant && !u_is_size_feature_constant) {size=mix(a_size_min,a_size[1],u_size_t)/128.0;} else if (u_is_size_zoom_constant && !u_is_size_feature_constant) {size=a_size_min/128.0;} else {size=u_size;}float anchor_z=a_z_tile_anchor.x;vec2 tile_anchor=a_z_tile_anchor.yz;vec3 h=elevationVector(tile_anchor)*elevation(tile_anchor);\\n#ifdef PROJECTION_GLOBE_VIEW\\nvec3 mercator_pos=mercator_tile_position(u_inv_rot_matrix,tile_anchor,u_tile_id,u_merc_center);vec3 world_pos=mix_globe_mercator(vec3(a_pos,anchor_z)+h,mercator_pos,u_zoom_transition);vec4 ecef_point=u_tile_matrix*vec4(world_pos,1.0);vec3 origin_to_point=ecef_point.xyz-u_ecef_origin;float globe_occlusion_fade=dot(origin_to_point,u_camera_forward) >=0.0 ? 0.0 : 1.0;\\n#else\\nvec3 world_pos=vec3(a_pos,anchor_z)+h;float globe_occlusion_fade=1.0;\\n#endif\\nvec4 projected_point=u_matrix*vec4(world_pos,1);highp float camera_to_anchor_distance=projected_point.w;highp float distance_ratio=u_pitch_with_map ?\\ncamera_to_anchor_distance/u_camera_to_center_distance :\\nu_camera_to_center_distance/camera_to_anchor_distance;highp float perspective_ratio=clamp(\\n0.5+0.5*distance_ratio,0.0,1.5);size*=perspective_ratio;float fontScale=u_is_text ? size/24.0 : size;highp float symbol_rotation=0.0;if (u_rotate_symbol) {vec4 offsetprojected_point=u_matrix*vec4(a_pos+vec2(1,0),anchor_z,1);vec2 a=projected_point.xy/projected_point.w;vec2 b=offsetprojected_point.xy/offsetprojected_point.w;symbol_rotation=atan((b.y-a.y)/u_aspect_ratio,b.x-a.x);}\\n#ifdef PROJECTION_GLOBE_VIEW\\nvec3 proj_pos=mix_globe_mercator(vec3(a_projected_pos.xy,anchor_z),mercator_pos,u_zoom_transition);\\n#else\\nvec3 proj_pos=vec3(a_projected_pos.xy,anchor_z);\\n#endif\\n#ifdef PROJECTED_POS_ON_VIEWPORT\\nvec4 projected_pos=u_label_plane_matrix*vec4(proj_pos.xy,0.0,1.0);\\n#else\\nvec4 projected_pos=u_label_plane_matrix*vec4(proj_pos.xyz+h,1.0);\\n#endif\\nhighp float angle_sin=sin(segment_angle+symbol_rotation);highp float angle_cos=cos(segment_angle+symbol_rotation);mat2 rotation_matrix=mat2(angle_cos,-1.0*angle_sin,angle_sin,angle_cos);float z=0.0;vec2 offset=rotation_matrix*(a_offset/32.0*fontScale+a_pxoffset);\\n#ifdef PITCH_WITH_MAP_TERRAIN\\nvec4 tile_pos=u_label_plane_matrix_inv*vec4(a_projected_pos.xy+offset,0.0,1.0);z=elevation(tile_pos.xy);\\n#endif\\nfloat occlusion_fade=occlusionFade(projected_point)*globe_occlusion_fade;gl_Position=mix(u_coord_matrix*vec4(projected_pos.xy/projected_pos.w+offset,z,1.0),AWAY,float(projected_point.w <=0.0 || occlusion_fade==0.0));float gamma_scale=gl_Position.w;float projection_transition_fade=1.0;\\n#if defined(PROJECTED_POS_ON_VIEWPORT) && defined(PROJECTION_GLOBE_VIEW)\\nprojection_transition_fade=1.0-step(EPSILON,u_zoom_transition);\\n#endif\\nvec2 fade_opacity=unpack_opacity(a_fade_opacity);float fade_change=fade_opacity[1] > 0.5 ? u_fade_change :-u_fade_change;float interpolated_fade_opacity=max(0.0,min(occlusion_fade,fade_opacity[0]+fade_change));v_data0=a_tex/u_texsize;v_data1=vec3(gamma_scale,size,interpolated_fade_opacity*projection_transition_fade);}\"),symbolTextAndIcon:ii(\"#define SDF_PX 8.0\\n#define SDF 1.0\\n#define ICON 0.0\\nuniform bool u_is_halo;uniform sampler2D u_texture;uniform sampler2D u_texture_icon;uniform highp float u_gamma_scale;uniform lowp float u_device_pixel_ratio;varying vec4 v_data0;varying vec4 v_data1;\\n#pragma mapbox: define highp vec4 fill_color\\n#pragma mapbox: define highp vec4 halo_color\\n#pragma mapbox: define lowp float opacity\\n#pragma mapbox: define lowp float halo_width\\n#pragma mapbox: define lowp float halo_blur\\nvoid main() {\\n#pragma mapbox: initialize highp vec4 fill_color\\n#pragma mapbox: initialize highp vec4 halo_color\\n#pragma mapbox: initialize lowp float opacity\\n#pragma mapbox: initialize lowp float halo_width\\n#pragma mapbox: initialize lowp float halo_blur\\nfloat fade_opacity=v_data1[2];if (v_data1.w==ICON) {vec2 tex_icon=v_data0.zw;lowp float alpha=opacity*fade_opacity;gl_FragColor=texture2D(u_texture_icon,tex_icon)*alpha;\\n#ifdef OVERDRAW_INSPECTOR\\ngl_FragColor=vec4(1.0);\\n#endif\\nreturn;}vec2 tex=v_data0.xy;float EDGE_GAMMA=0.105/u_device_pixel_ratio;float gamma_scale=v_data1.x;float size=v_data1.y;float fontScale=size/24.0;lowp vec4 color=fill_color;highp float gamma=EDGE_GAMMA/(fontScale*u_gamma_scale);lowp float buff=(256.0-64.0)/256.0;if (u_is_halo) {color=halo_color;gamma=(halo_blur*1.19/SDF_PX+EDGE_GAMMA)/(fontScale*u_gamma_scale);buff=(6.0-halo_width/fontScale)/SDF_PX;}lowp float dist=texture2D(u_texture,tex).a;highp float gamma_scaled=gamma*gamma_scale;highp float alpha=smoothstep(buff-gamma_scaled,buff+gamma_scaled,dist);gl_FragColor=color*(alpha*opacity*fade_opacity);\\n#ifdef OVERDRAW_INSPECTOR\\ngl_FragColor=vec4(1.0);\\n#endif\\n}\",\"attribute vec4 a_pos_offset;attribute vec4 a_tex_size;attribute vec4 a_z_tile_anchor;attribute vec3 a_projected_pos;attribute float a_fade_opacity;uniform bool u_is_size_zoom_constant;uniform bool u_is_size_feature_constant;uniform highp float u_size_t;uniform highp float u_size;uniform mat4 u_matrix;uniform mat4 u_label_plane_matrix;uniform mat4 u_coord_matrix;uniform bool u_is_text;uniform bool u_pitch_with_map;uniform bool u_rotate_symbol;uniform highp float u_aspect_ratio;uniform highp float u_camera_to_center_distance;uniform float u_fade_change;uniform vec2 u_texsize;uniform vec2 u_texsize_icon;\\n#ifdef PROJECTION_GLOBE_VIEW\\nuniform vec3 u_tile_id;uniform mat4 u_inv_rot_matrix;uniform vec2 u_merc_center;uniform vec3 u_camera_forward;uniform float u_zoom_transition;uniform vec3 u_ecef_origin;uniform mat4 u_tile_matrix;\\n#endif\\nvarying vec4 v_data0;varying vec4 v_data1;\\n#pragma mapbox: define highp vec4 fill_color\\n#pragma mapbox: define highp vec4 halo_color\\n#pragma mapbox: define lowp float opacity\\n#pragma mapbox: define lowp float halo_width\\n#pragma mapbox: define lowp float halo_blur\\nvoid main() {\\n#pragma mapbox: initialize highp vec4 fill_color\\n#pragma mapbox: initialize highp vec4 halo_color\\n#pragma mapbox: initialize lowp float opacity\\n#pragma mapbox: initialize lowp float halo_width\\n#pragma mapbox: initialize lowp float halo_blur\\nvec2 a_pos=a_pos_offset.xy;vec2 a_offset=a_pos_offset.zw;vec2 a_tex=a_tex_size.xy;vec2 a_size=a_tex_size.zw;float a_size_min=floor(a_size[0]*0.5);float is_sdf=a_size[0]-2.0*a_size_min;highp float segment_angle=-a_projected_pos[2];float size;if (!u_is_size_zoom_constant && !u_is_size_feature_constant) {size=mix(a_size_min,a_size[1],u_size_t)/128.0;} else if (u_is_size_zoom_constant && !u_is_size_feature_constant) {size=a_size_min/128.0;} else {size=u_size;}float anchor_z=a_z_tile_anchor.x;vec2 tile_anchor=a_z_tile_anchor.yz;vec3 h=elevationVector(tile_anchor)*elevation(tile_anchor);\\n#ifdef PROJECTION_GLOBE_VIEW\\nvec3 mercator_pos=mercator_tile_position(u_inv_rot_matrix,tile_anchor,u_tile_id,u_merc_center);vec3 world_pos=mix_globe_mercator(vec3(a_pos,anchor_z)+h,mercator_pos,u_zoom_transition);vec4 ecef_point=u_tile_matrix*vec4(world_pos,1.0);vec3 origin_to_point=ecef_point.xyz-u_ecef_origin;float globe_occlusion_fade=dot(origin_to_point,u_camera_forward) >=0.0 ? 0.0 : 1.0;\\n#else\\nvec3 world_pos=vec3(a_pos,anchor_z)+h;float globe_occlusion_fade=1.0;\\n#endif\\nvec4 projected_point=u_matrix*vec4(world_pos,1);highp float camera_to_anchor_distance=projected_point.w;highp float distance_ratio=u_pitch_with_map ?\\ncamera_to_anchor_distance/u_camera_to_center_distance :\\nu_camera_to_center_distance/camera_to_anchor_distance;highp float perspective_ratio=clamp(\\n0.5+0.5*distance_ratio,0.0,1.5);size*=perspective_ratio;float font_scale=size/24.0;highp float symbol_rotation=0.0;if (u_rotate_symbol) {vec4 offset_projected_point=u_matrix*vec4(a_pos+vec2(1,0),anchor_z,1);vec2 a=projected_point.xy/projected_point.w;vec2 b=offset_projected_point.xy/offset_projected_point.w;symbol_rotation=atan((b.y-a.y)/u_aspect_ratio,b.x-a.x);}\\n#ifdef PROJECTION_GLOBE_VIEW\\nvec3 proj_pos=mix_globe_mercator(vec3(a_projected_pos.xy,anchor_z),mercator_pos,u_zoom_transition);\\n#else\\nvec3 proj_pos=vec3(a_projected_pos.xy,anchor_z);\\n#endif\\n#ifdef PROJECTED_POS_ON_VIEWPORT\\nvec4 projected_pos=u_label_plane_matrix*vec4(proj_pos.xy,0.0,1.0);\\n#else\\nvec4 projected_pos=u_label_plane_matrix*vec4(proj_pos.xyz+h,1.0);\\n#endif\\nhighp float angle_sin=sin(segment_angle+symbol_rotation);highp float angle_cos=cos(segment_angle+symbol_rotation);mat2 rotation_matrix=mat2(angle_cos,-1.0*angle_sin,angle_sin,angle_cos);float z=0.0;vec2 offset=rotation_matrix*(a_offset/32.0*font_scale);\\n#ifdef PITCH_WITH_MAP_TERRAIN\\nvec4 tile_pos=u_label_plane_matrix_inv*vec4(a_projected_pos.xy+offset,0.0,1.0);z=elevation(tile_pos.xy);\\n#endif\\nfloat occlusion_fade=occlusionFade(projected_point)*globe_occlusion_fade;gl_Position=mix(u_coord_matrix*vec4(projected_pos.xy/projected_pos.w+offset,z,1.0),AWAY,float(projected_point.w <=0.0 || occlusion_fade==0.0));float gamma_scale=gl_Position.w;vec2 fade_opacity=unpack_opacity(a_fade_opacity);float fade_change=fade_opacity[1] > 0.5 ? u_fade_change :-u_fade_change;float interpolated_fade_opacity=max(0.0,min(occlusion_fade,fade_opacity[0]+fade_change));float projection_transition_fade=1.0;\\n#if defined(PROJECTED_POS_ON_VIEWPORT) && defined(PROJECTION_GLOBE_VIEW)\\nprojection_transition_fade=1.0-step(EPSILON,u_zoom_transition);\\n#endif\\nv_data0.xy=a_tex/u_texsize;v_data0.zw=a_tex/u_texsize_icon;v_data1=vec4(gamma_scale,size,interpolated_fade_opacity*projection_transition_fade,is_sdf);}\"),terrainRaster:ii(\"uniform sampler2D u_image0;varying vec2 v_pos0;\\n#ifdef FOG\\nvarying float v_fog_opacity;\\n#endif\\nvoid main() {vec4 color=texture2D(u_image0,v_pos0);\\n#ifdef FOG\\ncolor=fog_dither(fog_apply_from_vert(color,v_fog_opacity));\\n#endif\\ngl_FragColor=color;\\n#ifdef TERRAIN_WIREFRAME\\ngl_FragColor=vec4(1.0,0.0,0.0,0.8);\\n#endif\\n#ifdef OVERDRAW_INSPECTOR\\ngl_FragColor=vec4(1.0);\\n#endif\\n}\",\"uniform mat4 u_matrix;uniform float u_skirt_height;attribute vec2 a_pos;attribute vec2 a_texture_pos;varying vec2 v_pos0;\\n#ifdef FOG\\nvarying float v_fog_opacity;\\n#endif\\nconst float skirtOffset=24575.0;const float wireframeOffset=0.00015;void main() {v_pos0=a_texture_pos/8192.0;float skirt=float(a_pos.x >=skirtOffset);float elevation=elevation(a_texture_pos)-skirt*u_skirt_height;\\n#ifdef TERRAIN_WIREFRAME\\nelevation+=u_skirt_height*u_skirt_height*wireframeOffset;\\n#endif\\nvec2 decodedPos=a_pos-vec2(skirt*skirtOffset,0.0);gl_Position=u_matrix*vec4(decodedPos,elevation,1.0);\\n#ifdef FOG\\nv_fog_opacity=fog(fog_position(vec3(decodedPos,elevation)));\\n#endif\\n}\"),terrainDepth:ii(\"#ifdef GL_ES\\nprecision highp float;\\n#endif\\nvarying float v_depth;void main() {gl_FragColor=pack_depth(v_depth);}\",\"uniform mat4 u_matrix;attribute vec2 a_pos;attribute vec2 a_texture_pos;varying float v_depth;void main() {float elevation=elevation(a_texture_pos);gl_Position=u_matrix*vec4(a_pos,elevation,1.0);v_depth=gl_Position.z/gl_Position.w;}\"),skybox:ii(\"\\nvarying lowp vec3 v_uv;uniform lowp samplerCube u_cubemap;uniform lowp float u_opacity;uniform highp float u_temporal_offset;uniform highp vec3 u_sun_direction;float sun_disk(highp vec3 ray_direction,highp vec3 sun_direction) {highp float cos_angle=dot(normalize(ray_direction),sun_direction);const highp float cos_sun_angular_diameter=0.99996192306;const highp float smoothstep_delta=1e-5;return smoothstep(\\ncos_sun_angular_diameter-smoothstep_delta,cos_sun_angular_diameter+smoothstep_delta,cos_angle);}float map(float value,float start,float end,float new_start,float new_end) {return ((value-start)*(new_end-new_start))/(end-start)+new_start;}void main() {vec3 uv=v_uv;const float y_bias=0.015;uv.y+=y_bias;uv.y=pow(abs(uv.y),1.0/5.0);uv.y=map(uv.y,0.0,1.0,-1.0,1.0);vec3 sky_color=textureCube(u_cubemap,uv).rgb;\\n#ifdef FOG\\nsky_color=fog_apply_sky_gradient(v_uv.xzy,sky_color);\\n#endif\\nsky_color.rgb=dither(sky_color.rgb,gl_FragCoord.xy+u_temporal_offset);sky_color+=0.1*sun_disk(v_uv,u_sun_direction);gl_FragColor=vec4(sky_color*u_opacity,u_opacity);\\n#ifdef OVERDRAW_INSPECTOR\\ngl_FragColor=vec4(1.0);\\n#endif\\n}\",Kt),skyboxGradient:ii(\"varying highp vec3 v_uv;uniform lowp sampler2D u_color_ramp;uniform highp vec3 u_center_direction;uniform lowp float u_radius;uniform lowp float u_opacity;uniform highp float u_temporal_offset;void main() {float progress=acos(dot(normalize(v_uv),u_center_direction))/u_radius;vec4 color=texture2D(u_color_ramp,vec2(progress,0.5));\\n#ifdef FOG\\ncolor.rgb=fog_apply_sky_gradient(v_uv.xzy,color.rgb/color.a)*color.a;\\n#endif\\ncolor*=u_opacity;color.rgb=dither(color.rgb,gl_FragCoord.xy+u_temporal_offset);gl_FragColor=color;\\n#ifdef OVERDRAW_INSPECTOR\\ngl_FragColor=vec4(1.0);\\n#endif\\n}\",Kt),skyboxCapture:ii(\"\\nvarying highp vec3 v_position;uniform highp float u_sun_intensity;uniform highp float u_luminance;uniform lowp vec3 u_sun_direction;uniform highp vec4 u_color_tint_r;uniform highp vec4 u_color_tint_m;\\n#ifdef GL_ES\\nprecision highp float;\\n#endif\\n#define BETA_R vec3(5.5e-6,13.0e-6,22.4e-6)\\n#define BETA_M vec3(21e-6,21e-6,21e-6)\\n#define MIE_G 0.76\\n#define DENSITY_HEIGHT_SCALE_R 8000.0\\n#define DENSITY_HEIGHT_SCALE_M 1200.0\\n#define PLANET_RADIUS 6360e3\\n#define ATMOSPHERE_RADIUS 6420e3\\n#define SAMPLE_STEPS 10\\n#define DENSITY_STEPS 4\\nfloat ray_sphere_exit(vec3 orig,vec3 dir,float radius) {float a=dot(dir,dir);float b=2.0*dot(dir,orig);float c=dot(orig,orig)-radius*radius;float d=sqrt(b*b-4.0*a*c);return (-b+d)/(2.0*a);}vec3 extinction(vec2 density) {return exp(-vec3(BETA_R*u_color_tint_r.a*density.x+BETA_M*u_color_tint_m.a*density.y));}vec2 local_density(vec3 point) {float height=max(length(point)-PLANET_RADIUS,0.0);float exp_r=exp(-height/DENSITY_HEIGHT_SCALE_R);float exp_m=exp(-height/DENSITY_HEIGHT_SCALE_M);return vec2(exp_r,exp_m);}float phase_ray(float cos_angle) {return (3.0/(16.0*PI))*(1.0+cos_angle*cos_angle);}float phase_mie(float cos_angle) {return (3.0/(8.0*PI))*((1.0-MIE_G*MIE_G)*(1.0+cos_angle*cos_angle))/((2.0+MIE_G*MIE_G)*pow(1.0+MIE_G*MIE_G-2.0*MIE_G*cos_angle,1.5));}vec2 density_to_atmosphere(vec3 point,vec3 light_dir) {float ray_len=ray_sphere_exit(point,light_dir,ATMOSPHERE_RADIUS);float step_len=ray_len/float(DENSITY_STEPS);vec2 density_point_to_atmosphere=vec2(0.0);for (int i=0; i < DENSITY_STEPS;++i) {vec3 point_on_ray=point+light_dir*((float(i)+0.5)*step_len);density_point_to_atmosphere+=local_density(point_on_ray)*step_len;;}return density_point_to_atmosphere;}vec3 atmosphere(vec3 ray_dir,vec3 sun_direction,float sun_intensity) {vec2 density_orig_to_point=vec2(0.0);vec3 scatter_r=vec3(0.0);vec3 scatter_m=vec3(0.0);vec3 origin=vec3(0.0,PLANET_RADIUS,0.0);float ray_len=ray_sphere_exit(origin,ray_dir,ATMOSPHERE_RADIUS);float step_len=ray_len/float(SAMPLE_STEPS);for (int i=0; i < SAMPLE_STEPS;++i) {vec3 point_on_ray=origin+ray_dir*((float(i)+0.5)*step_len);vec2 density=local_density(point_on_ray)*step_len;density_orig_to_point+=density;vec2 density_point_to_atmosphere=density_to_atmosphere(point_on_ray,sun_direction);vec2 density_orig_to_atmosphere=density_orig_to_point+density_point_to_atmosphere;vec3 extinction=extinction(density_orig_to_atmosphere);scatter_r+=density.x*extinction;scatter_m+=density.y*extinction;}float cos_angle=dot(ray_dir,sun_direction);float phase_r=phase_ray(cos_angle);float phase_m=phase_mie(cos_angle);vec3 beta_r=BETA_R*u_color_tint_r.rgb*u_color_tint_r.a;vec3 beta_m=BETA_M*u_color_tint_m.rgb*u_color_tint_m.a;return (scatter_r*phase_r*beta_r+scatter_m*phase_m*beta_m)*sun_intensity;}const float A=0.15;const float B=0.50;const float C=0.10;const float D=0.20;const float E=0.02;const float F=0.30;vec3 uncharted2_tonemap(vec3 x) {return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;}void main() {vec3 ray_direction=v_position;ray_direction.y=pow(ray_direction.y,5.0);const float y_bias=0.015;ray_direction.y+=y_bias;vec3 color=atmosphere(normalize(ray_direction),u_sun_direction,u_sun_intensity);float white_scale=1.0748724675633854;color=uncharted2_tonemap((log2(2.0/pow(u_luminance,4.0)))*color)*white_scale;gl_FragColor=vec4(color,1.0);}\",\"attribute highp vec3 a_pos_3f;uniform mat3 u_matrix_3f;varying highp vec3 v_position;float map(float value,float start,float end,float new_start,float new_end) {return ((value-start)*(new_end-new_start))/(end-start)+new_start;}void main() {vec4 pos=vec4(u_matrix_3f*a_pos_3f,1.0);v_position=pos.xyz;v_position.y*=-1.0;v_position.y=map(v_position.y,-1.0,1.0,0.0,1.0);gl_Position=vec4(a_pos_3f.xy,0.0,1.0);}\"),globeRaster:ii(\"uniform sampler2D u_image0;varying vec2 v_pos0;void main() {gl_FragColor=texture2D(u_image0,v_pos0);\\n#ifdef TERRAIN_WIREFRAME\\ngl_FragColor=vec4(1.0,0.0,0.0,0.8);\\n#endif\\n#ifdef OVERDRAW_INSPECTOR\\ngl_FragColor=vec4(1.0);\\n#endif\\n}\",\"uniform mat4 u_proj_matrix;uniform mat4 u_globe_matrix;uniform mat4 u_merc_matrix;uniform float u_zoom_transition;uniform vec2 u_merc_center;uniform mat3 u_grid_matrix;\\n#ifdef GLOBE_POLES\\nattribute vec3 a_globe_pos;attribute vec2 a_merc_pos;attribute vec2 a_uv;\\n#else\\nattribute vec2 a_pos;\\n#endif\\nvarying vec2 v_pos0;const float wireframeOffset=1e3;float mercatorXfromLng(float lng) {return (180.0+lng)/360.0;}float mercatorYfromLat(float lat) {return (180.0-(RAD_TO_DEG*log(tan(QUARTER_PI+lat/2.0*DEG_TO_RAD))))/360.0;}vec3 latLngToECEF(vec2 latLng) {latLng=DEG_TO_RAD*latLng;float cosLat=cos(latLng[0]);float sinLat=sin(latLng[0]);float cosLng=cos(latLng[1]);float sinLng=sin(latLng[1]);float sx=cosLat*sinLng*GLOBE_RADIUS;float sy=-sinLat*GLOBE_RADIUS;float sz=cosLat*cosLng*GLOBE_RADIUS;return vec3(sx,sy,sz);}void main() {\\n#ifdef GLOBE_POLES\\nvec3 globe_pos=a_globe_pos;vec2 merc_pos=a_merc_pos;vec2 uv=a_uv;\\n#else\\nfloat tiles=u_grid_matrix[0][2];float idy=u_grid_matrix[1][2];float S=u_grid_matrix[2][2];vec3 latLng=u_grid_matrix*vec3(a_pos,1.0);float mercatorY=mercatorYfromLat(latLng[0]);float uvY=mercatorY*tiles-idy;float mercatorX=mercatorXfromLng(latLng[1]);float uvX=a_pos[0]*S;vec3 globe_pos=latLngToECEF(latLng.xy);vec2 merc_pos=vec2(mercatorX,mercatorY);vec2 uv=vec2(uvX,uvY);\\n#endif\\nv_pos0=uv;uv=uv*EXTENT;vec4 up_vector=vec4(elevationVector(uv),1.0);float height=elevation(uv);\\n#ifdef TERRAIN_WIREFRAME\\nheight+=wireframeOffset;\\n#endif\\nvec4 globe=u_globe_matrix*vec4(globe_pos+up_vector.xyz*height,1.0);vec4 mercator=vec4(0.0);if (u_zoom_transition > 0.0) {mercator=vec4(merc_pos,height,1.0);mercator.xy-=u_merc_center;mercator.x=wrap(mercator.x,-0.5,0.5);mercator=u_merc_matrix*mercator;}vec3 position=mix(globe.xyz,mercator.xyz,u_zoom_transition);gl_Position=u_proj_matrix*vec4(position,1.0);}\"),globeAtmosphere:ii(\"uniform float u_opacity;uniform highp float u_fadeout_range;uniform vec3 u_start_color;uniform vec3 u_end_color;uniform highp vec3 u_globe_pos;uniform highp float u_globe_radius;varying highp vec3 v_ray_dir;void main() {highp vec3 dir=normalize(v_ray_dir);highp vec3 closest_point=abs(dot(u_globe_pos,dir))*dir;float norm_dist_from_center=length(closest_point-u_globe_pos)/u_globe_radius;if (norm_dist_from_center < 1.0)\\ndiscard;float t=clamp(1.0-sqrt(norm_dist_from_center-1.0)/u_fadeout_range,0.0,1.0);vec3 color=mix(u_start_color,u_end_color,1.0-t);gl_FragColor=vec4(color*t*u_opacity,u_opacity);}\",\"attribute vec3 a_pos;attribute vec2 a_uv;uniform vec3 u_frustum_tl;uniform vec3 u_frustum_tr;uniform vec3 u_frustum_br;uniform vec3 u_frustum_bl;varying highp vec3 v_ray_dir;void main() {v_ray_dir=mix(mix(u_frustum_tl,u_frustum_tr,a_uv.x),mix(u_frustum_bl,u_frustum_br,a_uv.x),a_uv.y);gl_Position=vec4(a_pos,1.0);}\")};function ii(e,t,i){const o=/#pragma mapbox: ([\\w]+) ([\\w]+) ([\\w]+) ([\\w]+)/g,r=/uniform (highp |mediump |lowp )?([\\w]+) ([\\w]+)([\\s]*)([\\w]*)/g,n=t.match(/attribute (highp |mediump |lowp )?([\\w]+) ([\\w]+)/g),a=e.match(r),s=t.match(r),l=Ht.match(r);let c=s?s.concat(a):a;i||(Yt.staticUniforms&&(c=Yt.staticUniforms.concat(c)),Jt.staticUniforms&&(c=Jt.staticUniforms.concat(c))),c&&(c=c.concat(l));const h={};return {fragmentSource:e=e.replace(o,((e,t,i,o,r)=>(h[r]=!0,\"define\"===t?`\\n#ifndef HAS_UNIFORM_u_${r}\\nvarying ${i} ${o} ${r};\\n#else\\nuniform ${i} ${o} u_${r};\\n#endif\\n`:`\\n#ifdef HAS_UNIFORM_u_${r}\\n ${i} ${o} ${r} = u_${r};\\n#endif\\n`))),vertexSource:t=t.replace(o,((e,t,i,o,r)=>{const n=\"float\"===o?\"vec2\":\"vec4\",a=r.match(/color/)?\"color\":n;return h[r]?\"define\"===t?`\\n#ifndef HAS_UNIFORM_u_${r}\\nuniform lowp float u_${r}_t;\\nattribute ${i} ${n} a_${r};\\nvarying ${i} ${o} ${r};\\n#else\\nuniform ${i} ${o} u_${r};\\n#endif\\n`:\"vec4\"===a?`\\n#ifndef HAS_UNIFORM_u_${r}\\n ${r} = a_${r};\\n#else\\n ${i} ${o} ${r} = u_${r};\\n#endif\\n`:`\\n#ifndef HAS_UNIFORM_u_${r}\\n ${r} = unpack_mix_${a}(a_${r}, u_${r}_t);\\n#else\\n ${i} ${o} ${r} = u_${r};\\n#endif\\n`:\"define\"===t?`\\n#ifndef HAS_UNIFORM_u_${r}\\nuniform lowp float u_${r}_t;\\nattribute ${i} ${n} a_${r};\\n#else\\nuniform ${i} ${o} u_${r};\\n#endif\\n`:\"vec4\"===a?`\\n#ifndef HAS_UNIFORM_u_${r}\\n ${i} ${o} ${r} = a_${r};\\n#else\\n ${i} ${o} ${r} = u_${r};\\n#endif\\n`:`\\n#ifndef HAS_UNIFORM_u_${r}\\n ${i} ${o} ${r} = unpack_mix_${a}(a_${r}, u_${r}_t);\\n#else\\n ${i} ${o} ${r} = u_${r};\\n#endif\\n`})),staticAttributes:n,staticUniforms:c}}class oi{constructor(){this.boundProgram=null,this.boundLayoutVertexBuffer=null,this.boundPaintVertexBuffers=[],this.boundIndexBuffer=null,this.boundVertexOffset=null,this.boundDynamicVertexBuffer=null,this.vao=null;}bind(e,t,i,o,r,n,a,s){this.context=e;let l=this.boundPaintVertexBuffers.length!==o.length;for(let e=0;!l&&e{const r=i.paint.get(\"hillshade-shadow-color\"),n=i.paint.get(\"hillshade-highlight-color\"),a=i.paint.get(\"hillshade-accent-color\");let s=i.paint.get(\"hillshade-illumination-direction\")*(Math.PI/180);\"viewport\"===i.paint.get(\"hillshade-illumination-anchor\")&&(s-=e.transform.angle);const l=!e.options.moving;return {u_matrix:o||e.transform.calculateProjMatrix(t.tileID.toUnwrapped(),l),u_image:0,u_latrange:ri(0,t.tileID),u_light:[i.paint.get(\"hillshade-exaggeration\"),s],u_shadow:r,u_highlight:n,u_accent:a}})(t,o,r,t.terrain?i.projMatrix:null);t.prepareDrawProgram(l,_,i.toUnwrapped());const{tileBoundsBuffer:d,tileBoundsIndexBuffer:p,tileBoundsSegments:m}=t.getTileBoundsBuffers(o);_.draw(l,c.TRIANGLES,n,a,s,e.CullFaceMode.disabled,u,r.id,d,p,m);}function ai(t,i,o){if(!i.needsDEMTextureUpload)return;const r=t.context,n=r.gl;r.pixelStoreUnpackPremultiplyAlpha.set(!1),i.demTexture=i.demTexture||t.getTileTexture(o.stride);const a=o.getPixels();i.demTexture?i.demTexture.update(a,{premultiply:!1}):i.demTexture=new e.Texture(r,a,n.RGBA,{premultiply:!1}),i.needsDEMTextureUpload=!1;}function si(t,i,o,r,n,a){const s=t.context,l=s.gl;if(!i.dem)return;const c=i.dem;if(s.activeTexture.set(l.TEXTURE1),ai(t,i,c),!i.demTexture)return;i.demTexture.bind(l.NEAREST,l.CLAMP_TO_EDGE);const h=c.dim;s.activeTexture.set(l.TEXTURE0);let _=i.fbo;if(!_){const t=new e.Texture(s,{width:h,height:h,data:null},l.RGBA);t.bind(l.LINEAR,l.CLAMP_TO_EDGE),_=i.fbo=s.createFramebuffer(h,h,!0),_.colorAttachment.set(t.texture);}s.bindFramebuffer.set(_.framebuffer),s.viewport.set([0,0,h,h]);const{tileBoundsBuffer:u,tileBoundsIndexBuffer:d,tileBoundsSegments:p}=t.getMercatorTileBoundsBuffers();t.useProgram(\"hillshadePrepare\").draw(s,l.TRIANGLES,r,n,a,e.CullFaceMode.disabled,((t,i)=>{const o=i.stride,r=e.create();return e.ortho(r,0,e.EXTENT,-e.EXTENT,0,0,1),e.translate(r,r,[0,-e.EXTENT,0]),{u_matrix:r,u_image:1,u_dimension:[o,o],u_zoom:t.overscaledZ,u_unpack:i.unpackVector}})(i.tileID,c),o.id,u,d,p),i.needsHillshadePrepare=!1;}const li=(t,i)=>({u_matrix:new e.UniformMatrix4f(t,i.u_matrix),u_image0:new e.Uniform1i(t,i.u_image0),u_skirt_height:new e.Uniform1f(t,i.u_skirt_height)}),ci=(e,t)=>({u_matrix:e,u_image0:0,u_skirt_height:t}),hi=(e,t,i,o,r,n)=>({u_proj_matrix:Float32Array.from(e),u_globe_matrix:t,u_merc_matrix:i,u_zoom_transition:o,u_merc_center:r,u_image0:0,u_grid_matrix:n?Float32Array.from(n):new Float32Array(9)});function _i(e,t){return null!=e&&null!=t&&!(!e.hasData()||!t.hasData())&&null!=e.demTexture&&null!=t.demTexture&&e.tileID.key!==t.tileID.key}const ui=new class{constructor(){this.operations={};}newMorphing(e,t,i,o,r){if(e in this.operations){const t=this.operations[e];t.to.tileID.key!==i.tileID.key&&(t.queued=i);}else this.operations[e]={startTime:o,phase:0,duration:r,from:t,to:i,queued:null};}getMorphValuesForProxy(e){if(!(e in this.operations))return null;const t=this.operations[e];return {from:t.from,to:t.to,phase:t.phase}}update(e){for(const t in this.operations){const i=this.operations[t];for(i.phase=(e-i.startTime)/i.duration;i.phase>=1||!this._validOp(i);)if(!this._nextOp(i,e)){delete this.operations[t];break}}}_nextOp(e,t){return !!e.queued&&(e.from=e.to,e.to=e.queued,e.queued=null,e.phase=0,e.startTime=t,!0)}_validOp(e){return e.from.hasData()&&e.to.hasData()}},di={0:null,1:\"TERRAIN_VERTEX_MORPHING\",2:\"TERRAIN_WIREFRAME\"};function pi(e,t){const i=1<({u_matrix:e});function fi(t,i,o,r,n){if(n>0){const a=e.exported.now(),s=(a-t.timeAdded)/n,l=i?(a-i.timeAdded)/n:-1,c=o.getSource(),h=r.coveringZoomLevel({tileSize:c.tileSize,roundZoom:c.roundZoom}),_=!i||Math.abs(i.tileID.overscaledZ-h)>Math.abs(t.tileID.overscaledZ-h),u=_&&t.refreshedUponExpiration?1:e.clamp(_?s:1-l,0,1);return t.refreshedUponExpiration&&s>=1&&(t.refreshedUponExpiration=!1),i?{opacity:1,mix:1-u}:{opacity:u,mix:0}}return {opacity:1,mix:0}}const gi=2*e.mercatorZfromAltitude(1,0)*e.GLOBE_RADIUS*Math.PI;class vi extends e.SourceCache{constructor(e){const t={type:\"raster-dem\",maxzoom:e.transform.maxZoom},i=new A(Ue(),null),o=De(\"mock-dem\",t,i,e.style);super(\"mock-dem\",o,!1),o.setEventedParent(this),this._sourceLoaded=!0;}_loadTile(e,t){e.state=\"loaded\",t(null);}}class xi extends e.SourceCache{constructor(e){const t=De(\"proxy\",{type:\"geojson\",maxzoom:e.transform.maxZoom},new A(Ue(),null),e.style);super(\"proxy\",t,!1),t.setEventedParent(this),this.map=this.getSource().map=e,this.used=this._sourceLoaded=!0,this.renderCache=[],this.renderCachePool=[],this.proxyCachedFBO={};}update(t,i,o){if(t.freezeTileCoverage)return;this.transform=t;const r=t.coveringTiles({tileSize:this._source.tileSize,minzoom:this._source.minzoom,maxzoom:this._source.maxzoom,roundZoom:this._source.roundZoom,reparseOverscaled:this._source.reparseOverscaled}).reduce(((i,o)=>{if(i[o.key]=\"\",!this._tiles[o.key]){const i=new e.Tile(o,this._source.tileSize*o.overscaleFactor(),t.tileZoom);i.state=\"loaded\",this._tiles[o.key]=i;}return i}),{});for(const e in this._tiles)e in r||(this.freeFBO(e),this._tiles[e].unloadVectorData(),delete this._tiles[e]);}freeFBO(e){const t=this.proxyCachedFBO[e];if(void 0!==t){const i=Object.values(t);this.renderCachePool.push(...i),delete this.proxyCachedFBO[e];}}deallocRenderCache(){this.renderCache.forEach((e=>e.fb.destroy())),this.renderCache=[],this.renderCachePool=[],this.proxyCachedFBO={};}}class yi extends e.OverscaledTileID{constructor(e,t,i){super(e.overscaledZ,e.wrap,e.canonical.z,e.canonical.x,e.canonical.y),this.proxyTileKey=t,this.projMatrix=i;}}class bi extends e.Elevation{constructor(t,i){super(),this.painter=t,this.terrainTileForTile={},this.prevTerrainTileForTile={};const[o,r,n]=function(t){const i=new e.StructArrayLayout4i8,o=new e.StructArrayLayout3ui6,r=131;i.reserve(17161),o.reserve(33800);const n=e.EXTENT/128,a=e.EXTENT+n/2,s=a+n;for(let t=-n;ta||t<0||t>a?24575:0,n=e.clamp(Math.round(o),0,e.EXTENT),s=e.clamp(Math.round(t),0,e.EXTENT);i.emplaceBack(n+r,s,n,s);}const l=(e,t)=>{const i=t*r+e;o.emplaceBack(i+1,i,i+r),o.emplaceBack(i+r,i+r+1,i+1);};for(let e=1;e<129;e++)for(let t=1;t<129;t++)l(t,e);return [0,129].forEach((e=>{for(let t=0;t<130;t++)l(t,e),l(e,t);})),[i,o,32768]}(),a=t.context;this.gridBuffer=a.createVertexBuffer(o,e.boundsAttributes.members),this.gridIndexBuffer=a.createIndexBuffer(r),this.gridSegments=e.SegmentVector.simpleSegment(0,0,o.length,r.length),this.gridNoSkirtSegments=e.SegmentVector.simpleSegment(0,0,o.length,n),this.proxyCoords=[],this.proxiedCoords={},this._visibleDemTiles=[],this._drapedRenderBatches=[],this._sourceTilesOverlap={},this.proxySourceCache=new xi(i.map),this.orthoMatrix=e.create(),e.ortho(this.orthoMatrix,0,e.EXTENT,0,e.EXTENT,0,1);const s=a.gl;this._overlapStencilMode=new e.StencilMode({func:s.GEQUAL,mask:255},0,255,s.KEEP,s.KEEP,s.REPLACE),this._previousZoom=t.transform.zoom,this.pool=[],this._findCoveringTileCache={},this._tilesDirty={},this.style=i,this._useVertexMorphing=!0,this._exaggeration=1,this._mockSourceCache=new vi(i.map);}set style(e){e.on(\"data\",this._onStyleDataEvent.bind(this)),e.on(\"neworder\",this._checkRenderCacheEfficiency.bind(this)),this._style=e,this._checkRenderCacheEfficiency();}update(t,i,o){if(t&&t.terrain){this._style!==t&&(this.style=t),this.enabled=!0;const r=t.terrain.properties;this.sourceCache=0===t.terrain.drapeRenderMode?this._mockSourceCache:t._getSourceCache(r.get(\"source\")),this._exaggeration=r.get(\"exaggeration\");const n=()=>{this.sourceCache.used&&e.warnOnce(`Raster DEM source '${this.sourceCache.id}' is used both for terrain and as layer source.\\nThis leads to lower resolution of hillshade. For full hillshade resolution but higher memory consumption, define another raster DEM source.`);const t=this.getScaledDemTileSize();this.sourceCache.update(i,t,!0),this.resetTileLookupCache(this.sourceCache.id);};this.sourceCache.usedForTerrain||(this.resetTileLookupCache(this.sourceCache.id),this.sourceCache.usedForTerrain=!0,n(),this._initializing=!0),n(),i.updateElevation(!o),this.resetTileLookupCache(this.proxySourceCache.id),this.proxySourceCache.update(i),this._emptyDEMTextureDirty=!0;}else this._disable();}resetTileLookupCache(e){this._findCoveringTileCache[e]={};}getScaledDemTileSize(){return this.sourceCache.getSource().tileSize/128*this.proxySourceCache.getSource().tileSize}_checkRenderCacheEfficiency(){const t=this.renderCacheEfficiency(this._style);this._style.map._optimizeForTerrain||100!==t.efficiency&&e.warnOnce(`Terrain render cache efficiency is not optimal (${t.efficiency}%) and performance\\n may be affected negatively, consider placing all background, fill and line layers before layer\\n with id '${t.firstUndrapedLayer}' or create a map using optimizeForTerrain: true option.`);}_onStyleDataEvent(e){e.coord&&\"source\"===e.dataType?this._clearRenderCacheForTile(e.sourceCacheId,e.coord):\"style\"===e.dataType&&(this._invalidateRenderCache=!0);}_disable(){if(this.enabled&&(this.enabled=!1,this._sharedDepthStencil=void 0,this.proxySourceCache.deallocRenderCache(),this._style))for(const e in this._style._sourceCaches)this._style._sourceCaches[e].usedForTerrain=!1;}destroy(){this._disable(),this._emptyDEMTexture&&this._emptyDEMTexture.destroy(),this._emptyDepthBufferTexture&&this._emptyDepthBufferTexture.destroy(),this.pool.forEach((e=>e.fb.destroy())),this.pool=[],this._depthFBO&&(this._depthFBO.destroy(),this._depthFBO=void 0,this._depthTexture=void 0);}_source(){return this.enabled?this.sourceCache:null}exaggeration(){return this._exaggeration}get visibleDemTiles(){return this._visibleDemTiles}get drapeBufferSize(){const e=2*this.proxySourceCache.getSource().tileSize;return [e,e]}set useVertexMorphing(e){this._useVertexMorphing=e;}updateTileBinding(t){if(!this.enabled)return;this.prevTerrainTileForTile=this.terrainTileForTile;const i=this.proxySourceCache,o=this.painter.transform;this._initializing&&(this._initializing=0===o._centerAltitude&&-1===this.getAtPointOrZero(e.MercatorCoordinate.fromLngLat(o.center),-1),this._emptyDEMTextureDirty=!this._initializing);const r=this.proxyCoords=i.getIds().map((e=>{const t=i.getTileByID(e).tileID;return t.projMatrix=o.calculateProjMatrix(t.toUnwrapped()),t}));!function(t,i){const o=i.transform.pointCoordinate(i.transform.getCameraPoint()),r=new e.pointGeometry(o.x,o.y);t.sort(((t,i)=>{if(i.overscaledZ-t.overscaledZ)return i.overscaledZ-t.overscaledZ;const o=new e.pointGeometry(t.canonical.x+(1<{this.proxyToSource[e.key]={};})),this.terrainTileForTile={};const a=this._style._sourceCaches;for(const e in a){const i=a[e];if(!i.used)continue;if(i!==this.sourceCache&&this.resetTileLookupCache(i.id),this._setupProxiedCoordsForOrtho(i,t[e],n),i.usedForTerrain)continue;const o=t[e];i.getSource().reparseOverscaled&&this._assignTerrainTiles(o);}this.proxiedCoords[i.id]=r.map((e=>new yi(e,e.key,this.orthoMatrix))),this._assignTerrainTiles(r),this._prepareDEMTextures(),this._setupDrapedRenderBatches(),this._initFBOPool(),this._setupRenderCache(n),this.renderingToTexture=!1,this._updateTimestamp=e.exported.now();const s={};this._visibleDemTiles=[];for(const e of this.proxyCoords){const t=this.terrainTileForTile[e.key];if(!t)continue;const i=t.tileID.key;i in s||(this._visibleDemTiles.push(t),s[i]=i);}}_assignTerrainTiles(e){this._initializing||e.forEach((e=>{if(this.terrainTileForTile[e.key])return;const t=this._findTileCoveringTileID(e,this.sourceCache);t&&(this.terrainTileForTile[e.key]=t);}));}_prepareDEMTextures(){const e=this.painter.context,t=e.gl;for(const i in this.terrainTileForTile){const o=this.terrainTileForTile[i],r=o.dem;!r||o.demTexture&&!o.needsDEMTextureUpload||(e.activeTexture.set(t.TEXTURE1),ai(this.painter,o,r));}}_prepareDemTileUniforms(e,t,i,o){if(!t||null==t.demTexture)return !1;const r=e.tileID.canonical,n=Math.pow(2,t.tileID.canonical.z-r.z),a=o||\"\";return i[`u_dem_tl${a}`]=[r.x*n%1,r.y*n%1],i[`u_dem_scale${a}`]=n,!0}get emptyDEMTexture(){return !this._emptyDEMTextureDirty&&this._emptyDEMTexture?this._emptyDEMTexture:this._updateEmptyDEMTexture()}get emptyDepthBufferTexture(){const t=this.painter.context,i=t.gl;if(!this._emptyDepthBufferTexture){const o=new e.RGBAImage({width:1,height:1},Uint8Array.of(255,255,255,255));this._emptyDepthBufferTexture=new e.Texture(t,o,i.RGBA,{premultiply:!1});}return this._emptyDepthBufferTexture}_getLoadedAreaMinimum(){let e=0;const t=this._visibleDemTiles.reduce(((t,i)=>{if(!i.dem)return t;const o=i.dem.tree.minimums[0];return o>0&&e++,t+o}),0);return e?t/e:0}_updateEmptyDEMTexture(){const t=this.painter.context,i=t.gl;t.activeTexture.set(i.TEXTURE2);const o=this._getLoadedAreaMinimum(),r=new e.RGBAImage({width:1,height:1},new Uint8Array(e.DEMData.pack(o,this.sourceCache.getSource().encoding)));this._emptyDEMTextureDirty=!1;let n=this._emptyDEMTexture;return n?n.update(r,{premultiply:!1}):n=this._emptyDEMTexture=new e.Texture(t,r,i.RGBA,{premultiply:!1}),n}setupElevationDraw(t,i,o){const r=this.painter.context,n=r.gl,a=(s=this.sourceCache.getSource().encoding,{u_dem:2,u_dem_prev:4,u_dem_unpack:e.DEMData.getUnpackVector(s),u_dem_tl:[0,0],u_dem_tl_prev:[0,0],u_dem_scale:0,u_dem_scale_prev:0,u_dem_size:0,u_dem_lerp:1,u_depth:3,u_depth_size_inv:[0,0],u_exaggeration:0,u_tile_tl_up:[0,0,1],u_tile_tr_up:[0,0,1],u_tile_br_up:[0,0,1],u_tile_bl_up:[0,0,1],u_tile_up_scale:1});var s;a.u_dem_size=this.sourceCache.getSource().tileSize,a.u_exaggeration=this.exaggeration();const l=this.painter.transform,c=l.projection,h=t.tileID.canonical;a.u_tile_tl_up=c.upVector(h,0,0),a.u_tile_tr_up=c.upVector(h,e.EXTENT,0),a.u_tile_br_up=c.upVector(h,e.EXTENT,e.EXTENT),a.u_tile_bl_up=c.upVector(h,0,e.EXTENT),a.u_tile_up_scale=o&&o.useDenormalizedUpVectorScale?gi:c.upVectorScale(h,l.center.lat,l.worldSize).metersToTile;let _=null,u=null,d=1;if(o&&o.morphing&&this._useVertexMorphing){const e=o.morphing.srcDemTile,i=o.morphing.dstDemTile;d=o.morphing.phase,e&&i&&(this._prepareDemTileUniforms(t,e,a,\"_prev\")&&(u=e),this._prepareDemTileUniforms(t,i,a)&&(_=i));}if(u&&_?(r.activeTexture.set(n.TEXTURE2),_.demTexture.bind(n.NEAREST,n.CLAMP_TO_EDGE,n.NEAREST),r.activeTexture.set(n.TEXTURE4),u.demTexture.bind(n.NEAREST,n.CLAMP_TO_EDGE,n.NEAREST),a.u_dem_lerp=d):(_=this.terrainTileForTile[t.tileID.key],r.activeTexture.set(n.TEXTURE2),(this._prepareDemTileUniforms(t,_,a)?_.demTexture:this.emptyDEMTexture).bind(n.NEAREST,n.CLAMP_TO_EDGE)),r.activeTexture.set(n.TEXTURE3),o&&o.useDepthForOcclusion?(this._depthTexture&&this._depthTexture.bind(n.NEAREST,n.CLAMP_TO_EDGE),this._depthFBO&&(a.u_depth_size_inv=[1/this._depthFBO.width,1/this._depthFBO.height])):(this.emptyDepthBufferTexture.bind(n.NEAREST,n.CLAMP_TO_EDGE),a.u_depth_size_inv=[1,1]),o&&o.useMeterToDem&&_){const t=(1<<_.tileID.canonical.z)*e.mercatorZfromAltitude(1,this.painter.transform.center.lat)*this.sourceCache.getSource().tileSize;a.u_meter_to_dem=t;}o&&o.labelPlaneMatrixInv&&(a.u_label_plane_matrix_inv=o.labelPlaneMatrixInv),i.setTerrainUniformValues(r,a);}renderToBackBuffer(t){const i=this.painter,o=this.painter.context;0!==t.length&&(o.bindFramebuffer.set(null),o.viewport.set([0,0,i.width,i.height]),this.renderingToTexture=!1,function(t,i,o,r,n){if(\"globe\"===t.transform.projection.name)!function(t,i,o,r,n){const a=t.context,s=a.gl;let l,c;const h=t.options.showTerrainWireframe?2:0,_=(e,i)=>{if(c===e)return;const o=[di[e],\"PROJECTION_GLOBE_VIEW\"];i&&o.push(di[h]),l=t.useProgram(\"globeRaster\",null,o),c=e;},u=t.colorModeForRenderPass(),d=new e.DepthMode(s.LEQUAL,e.DepthMode.ReadWrite,t.depthRangeFor3D);ui.update(n);const p=t.transform,m=e.calculateGlobeMercatorMatrix(p),f=[e.mercatorXfromLng(p.center.lng),e.mercatorYfromLat(p.center.lat)],g=t.globeSharedBuffers;if((h?[!1,!0]:[!1]).forEach((h=>{c=-1;const v=h?s.LINES:s.TRIANGLES;for(const c of r){const r=o.getTile(c),x=e.StencilMode.disabled,y=i.prevTerrainTileForTile[c.key],b=i.terrainTileForTile[c.key];_i(y,b)&&ui.newMorphing(c.key,y,b,n,250),a.activeTexture.set(s.TEXTURE0),r.texture.bind(s.LINEAR,s.CLAMP_TO_EDGE);const w=ui.getMorphValuesForProxy(c.key),T=w?1:0,E={useDenormalizedUpVectorScale:!0};w&&e.extend$1(E,{morphing:{srcDemTile:w.from,dstDemTile:w.to,phase:e.easeCubicInOut(w.phase)}});const C=Float32Array.from(p.globeMatrix),I=e.globeTileLatLngCorners(c.canonical),M=e.getGridMatrix(c.canonical,I),S=hi(p.projMatrix,C,m,e.globeToMercatorTransition(p.zoom),f,M);if(_(T,h),i.setupElevationDraw(r,l,E),t.prepareDrawProgram(a,l,c.toUnwrapped()),g){const[i,o,r]=h?g.getWirefameBuffers(t.context):g.getGridBuffers();l.draw(a,v,d,x,u,e.CullFaceMode.backCCW,S,\"globe_raster\",i,o,r);}}})),g){l=t.useProgram(\"globeRaster\",null,[\"GLOBE_POLES\",\"PROJECTION_GLOBE_VIEW\"]);for(const n of r){const{x:r,y:c,z:h}=n.canonical,_=0===c,m=c===(1<t.draw(a,s.TRIANGLES,d,e.StencilMode.disabled,u,e.CullFaceMode.disabled,hi(p.projMatrix,g,g,0,f),\"globe_pole_raster\",i,y,b);i.setupElevationDraw(c,l,{}),t.prepareDrawProgram(a,l,n.toUnwrapped()),_&&w(l,v),m&&(g=e.scale(e.create(),g,[1,-1,1]),w(l,x));}}}}(t,i,o,r,n);else {const a=t.context,s=a.gl;let l,c;const h=t.options.showTerrainWireframe?2:0,_=(e,i)=>{if(c===e)return;const o=[di[e]];i&&o.push(di[h]),l=t.useProgram(\"terrainRaster\",null,o),c=e;},u=t.colorModeForRenderPass(),d=new e.DepthMode(s.LEQUAL,e.DepthMode.ReadWrite,t.depthRangeFor3D);ui.update(n);const p=t.transform,m=6*Math.pow(1.5,22-p.zoom)*i.exaggeration();(h?[!1,!0]:[!1]).forEach((h=>{c=-1;const f=h?s.LINES:s.TRIANGLES,[g,v]=h?i.getWirefameBuffer():[i.gridIndexBuffer,i.gridSegments];for(const c of r){const r=o.getTile(c),x=e.StencilMode.disabled,y=i.prevTerrainTileForTile[c.key],b=i.terrainTileForTile[c.key];_i(y,b)&&ui.newMorphing(c.key,y,b,n,250),a.activeTexture.set(s.TEXTURE0),r.texture.bind(s.LINEAR,s.CLAMP_TO_EDGE,s.LINEAR_MIPMAP_NEAREST);const w=ui.getMorphValuesForProxy(c.key),T=w?1:0;let E;w&&(E={morphing:{srcDemTile:w.from,dstDemTile:w.to,phase:e.easeCubicInOut(w.phase)}});const C=ci(c.projMatrix,pi(c.canonical,p.renderWorldCopies)?m/10:m);_(T,h),i.setupElevationDraw(r,l,E),t.prepareDrawProgram(a,l,c.toUnwrapped()),l.draw(a,f,d,x,u,e.CullFaceMode.backCCW,C,\"terrain_raster\",i.gridBuffer,g,v);}}));}}(i,this,this.proxySourceCache,t,this._updateTimestamp),this.renderingToTexture=!0,t.splice(0,t.length));}renderBatch(t){if(0===this._drapedRenderBatches.length)return t+1;this.renderingToTexture=!0;const i=this.painter,o=this.painter.context,r=this.proxySourceCache,n=this.proxiedCoords[r.id],a=this._drapedRenderBatches.shift(),s=[],l=i.style.order;let c=0;for(const h of n){const n=r.getTileByID(h.proxyTileKey),_=r.proxyCachedFBO[h.key]?r.proxyCachedFBO[h.key][t]:void 0,u=void 0!==_?r.renderCache[_]:this.pool[c++],d=void 0!==_;if(n.texture=u.tex,d&&!u.dirty){s.push(n.tileID);continue}let p;o.bindFramebuffer.set(u.fb.framebuffer),this.renderedToTile=!1,u.dirty&&(o.clear({color:e.Color.transparent,stencil:0}),u.dirty=!1);for(let e=a.start;e<=a.end;++e){const t=i.style._layers[l[e]];if(t.isHidden(i.transform.zoom))continue;const r=i.style._getLayerSourceCache(t),n=r?this.proxyToSource[h.key][r.id]:[h];if(!n)continue;const a=n;o.viewport.set([0,0,u.fb.width,u.fb.height]),p!==(r?r.id:null)&&(this._setupStencil(u,n,t,r),p=r?r.id:null),i.renderLayer(i,r,t,a);}this.renderedToTile?(u.dirty=!0,s.push(n.tileID)):d||--c,5===c&&(c=0,this.renderToBackBuffer(s));}return this.renderToBackBuffer(s),this.renderingToTexture=!1,o.bindFramebuffer.set(null),o.viewport.set([0,0,i.width,i.height]),a.end+1}postRender(){}renderCacheEfficiency(e){const t=e.order.length;if(0===t)return {efficiency:100};let i,o=0,r=0,n=!1;for(let a=0;ae.dem)).forEach((t=>{e=Math.min(e,t.dem.tree.minimums[0]);})),0===e?e:(e-30)*this._exaggeration}raycast(e,t,i){if(!this._visibleDemTiles)return null;const o=this._visibleDemTiles.filter((e=>e.dem)).map((o=>{const r=o.tileID,n=Math.pow(2,r.overscaledZ),{x:a,y:s}=r.canonical,l=a/n,c=(a+1)/n,h=s/n,_=(s+1)/n;return {minx:l,miny:h,maxx:c,maxy:_,t:o.dem.tree.raycastRoot(l,h,c,_,e,t,i),tile:o}}));o.sort(((e,t)=>(null!==e.t?e.t:Number.MAX_VALUE)-(null!==t.t?t.t:Number.MAX_VALUE)));for(const r of o){if(null==r.t)return null;const o=r.tile.dem.tree.raycast(r.minx,r.miny,r.maxx,r.maxy,e,t,i);if(null!=o)return o}return null}_createFBO(){const t=this.painter.context,i=t.gl,o=this.drapeBufferSize;t.activeTexture.set(i.TEXTURE0);const r=new e.Texture(t,{width:o[0],height:o[1],data:null},i.RGBA);r.bind(i.LINEAR,i.CLAMP_TO_EDGE);const n=t.createFramebuffer(o[0],o[1],!1);return n.colorAttachment.set(r.texture),n.depthAttachment=new we(t,n.framebuffer),void 0===this._sharedDepthStencil?(this._sharedDepthStencil=t.createRenderbuffer(t.gl.DEPTH_STENCIL,o[0],o[1]),this._stencilRef=0,n.depthAttachment.set(this._sharedDepthStencil),t.clear({stencil:0})):n.depthAttachment.set(this._sharedDepthStencil),t.extTextureFilterAnisotropic&&!t.extTextureFilterAnisotropicForceOff&&i.texParameterf(i.TEXTURE_2D,t.extTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT,t.extTextureFilterAnisotropicMax),{fb:n,tex:r,dirty:!1}}_initFBOPool(){for(;this.pool.length{const t=this._style._layers[e],i=t.isHidden(this.painter.transform.zoom),o=t.getCrossfadeParameters(),r=!!o&&1!==o.t,n=t.hasTransition();return \"custom\"!==t.type&&!i&&(r||n)}))}_clearRasterFadeFromRenderCache(){let e=!1;for(const t in this._style._sourceCaches)if(this._style._sourceCaches[t]._source instanceof Ce){e=!0;break}if(e)for(let e=0;et.renderCachePool.length){const e=Object.values(t.proxyCachedFBO);t.proxyCachedFBO={};for(let i=0;i=0;r--){const n=i[r];if(t.getTileByID(n.key),void 0!==t.proxyCachedFBO[n.key]){const i=e[n.key],r=this.proxyToSource[n.key];let a=0;for(const e in r){const t=r[e],n=i[e];if(!n||n.length!==t.length||t.some(((t,i)=>t!==n[i]||o[e]&&o[e].hasOwnProperty(t.key)))){a=-1;break}++a;}for(const e in t.proxyCachedFBO[n.key])t.renderCache[t.proxyCachedFBO[n.key][e]].dirty=a<0||a!==Object.values(i).length;}}const r=[...this._drapedRenderBatches];r.sort(((e,t)=>t.end-t.start-(e.end-e.start)));for(const e of r)for(const o of i){if(t.proxyCachedFBO[o.key])continue;let i=t.renderCachePool.pop();void 0===i&&t.renderCache.length<50&&(i=t.renderCache.length,t.renderCache.push(this._createFBO())),void 0!==i&&(t.proxyCachedFBO[o.key]={},t.proxyCachedFBO[o.key][e.start]=i,t.renderCache[i].dirty=!0);}this._tilesDirty={};}_setupStencil(e,t,i,o){if(!o||!this._sourceTilesOverlap[o.id])return void(this._overlapStencilType&&(this._overlapStencilType=!1));const r=this.painter.context,n=r.gl;if(t.length<=1)return void(this._overlapStencilType=!1);let a;if(i.isTileClipped())a=t.length,this._overlapStencilMode.test={func:n.EQUAL,mask:255},this._overlapStencilType=\"Clip\";else {if(!(t[0].overscaledZ>t[t.length-1].overscaledZ))return void(this._overlapStencilType=!1);a=1,this._overlapStencilMode.test={func:n.GREATER,mask:255},this._overlapStencilType=\"Mask\";}this._stencilRef+a>255&&(r.clear({stencil:0}),this._stencilRef=0),this._stencilRef+=a,this._overlapStencilMode.ref=this._stencilRef,i.isTileClipped()&&this._renderTileClippingMasks(t,this._overlapStencilMode.ref);}clipOrMaskOverlapStencilType(){return \"Clip\"===this._overlapStencilType||\"Mask\"===this._overlapStencilType}stencilModeForRTTOverlap(t){return this.renderingToTexture&&this._overlapStencilType?(\"Clip\"===this._overlapStencilType&&(this._overlapStencilMode.ref=this.painter._tileClippingMaskIDs.get(t.key)||0),this._overlapStencilMode):e.StencilMode.disabled}_renderTileClippingMasks(t,i){const o=this.painter,r=this.painter.context,n=r.gl;o._tileClippingMaskIDs.clear(),r.setColorMode(e.ColorMode.disabled),r.setDepthMode(e.DepthMode.disabled);const a=o.useProgram(\"clippingMask\");for(const s of t){const t=--i;o._tileClippingMaskIDs.set(s.key,t),a.draw(r,n.TRIANGLES,e.DepthMode.disabled,new e.StencilMode({func:n.ALWAYS,mask:0},t,255,n.KEEP,n.KEEP,n.REPLACE),e.ColorMode.disabled,e.CullFaceMode.disabled,mi(s.projMatrix),\"$clipping\",o.tileExtentBuffer,o.quadTriangleIndexBuffer,o.tileExtentSegments);}}pointCoordinate(t){const i=this.painter.transform;if(t.x<0||t.x>i.width||t.y<0||t.y>i.height)return null;const o=[t.x,t.y,1,1];e.transformMat4$1(o,o,i.pixelMatrixInverse),e.scale$1(o,o,1/o[3]),o[0]/=i.worldSize,o[1]/=i.worldSize;const r=i._camera.position,n=e.mercatorZfromAltitude(1,i.center.lat),a=[r[0],r[1],r[2]/n,0],s=e.subtract([],o.slice(0,3),a);e.normalize(s,s);const l=this.raycast(a,s,this._exaggeration);return null!==l&&l?(e.scaleAndAdd(a,a,s,l),a[3]=a[2],a[2]*=n,a):null}drawDepth(){const t=this.painter,i=t.context,o=this.proxySourceCache,r=Math.ceil(t.width),n=Math.ceil(t.height);if(!this._depthFBO||this._depthFBO.width===r&&this._depthFBO.height===n||(this._depthFBO.destroy(),this._depthFBO=void 0,this._depthTexture=void 0),!this._depthFBO){const t=i.gl,o=i.createFramebuffer(r,n,!0);i.activeTexture.set(t.TEXTURE0);const a=new e.Texture(i,{width:r,height:n,data:null},t.RGBA);a.bind(t.NEAREST,t.CLAMP_TO_EDGE),o.colorAttachment.set(a.texture);const s=i.createRenderbuffer(i.gl.DEPTH_COMPONENT16,r,n);o.depthAttachment.set(s),this._depthFBO=o,this._depthTexture=a;}i.bindFramebuffer.set(this._depthFBO.framebuffer),i.viewport.set([0,0,r,n]),function(t,i,o,r){if(\"globe\"===t.transform.projection.name)return;const n=t.context,a=n.gl;n.clear({depth:1});const s=t.useProgram(\"terrainDepth\"),l=new e.DepthMode(a.LESS,e.DepthMode.ReadWrite,t.depthRangeFor3D);for(const t of r){const r=o.getTile(t),c=ci(t.projMatrix,0);i.setupElevationDraw(r,s),s.draw(n,a.TRIANGLES,l,e.StencilMode.disabled,e.ColorMode.unblended,e.CullFaceMode.backCCW,c,\"terrain_depth\",i.gridBuffer,i.gridIndexBuffer,i.gridNoSkirtSegments);}}(t,this,o,this.proxyCoords);}_setupProxiedCoordsForOrtho(e,t,i){if(e.getSource()instanceof Se)return this._setupProxiedCoordsForImageSource(e,t,i);this._findCoveringTileCache[e.id]=this._findCoveringTileCache[e.id]||{};const o=this.proxiedCoords[e.id]=[],r=this.proxyCoords;for(let t=0;t(e.min.x=Math.min(e.min.x,t.x-s.x),e.min.y=Math.min(e.min.y,t.y-s.y),e.max.x=Math.max(e.max.x,t.x-s.x),e.max.y=Math.max(e.max.y,t.y-s.y),e)),{min:new e.pointGeometry(Number.MAX_VALUE,Number.MAX_VALUE),max:new e.pointGeometry(-Number.MAX_VALUE,-Number.MAX_VALUE)}),c=(t,i)=>{const o=t.wrap+t.canonical.x/(1<a+l.max.x||r+ns+l.max.y};for(let e=0;ee.key===i.tileID.key));if(e)return e}if(i.tileID.key!==t.key){const o=t.canonical.z-i.tileID.canonical.z;let n,a,s;r=e.create();const l=i.tileID.wrap-t.wrap<0?(n=e.EXTENT>>o,a=n*((i.tileID.canonical.x<=r){const o=t.canonical.z-r;i.getSource().reparseOverscaled?(s=Math.max(t.canonical.z+2,i.transform.tileZoom),a=new e.OverscaledTileID(s,t.wrap,r,t.canonical.x>>o,t.canonical.y>>o)):0!==o&&(s=r,a=new e.OverscaledTileID(s,t.wrap,r,t.canonical.x>>o,t.canonical.y>>o));}a.key!==t.key&&(c.push(a.key),o=i.getTile(a));}const h=e=>{c.forEach((t=>{r[t]=e;})),c.length=0;};for(s-=1;s>=l&&(!o||!o.hasData());s--){o&&h(o.tileID.key);const e=a.calculateScaledKey(s);if(o=i.getTileByID(e),o&&o.hasData())break;const t=r[e];if(null===t)break;void 0===t?c.push(e):o=i.getTileByID(t);}return h(o?o.tileID.key:null),o&&o.hasData()?o:null}findDEMTileFor(e){return this.enabled?this._findTileCoveringTileID(e,this.sourceCache):null}prepareDrawTile(){this.renderedToTile=!0;}_clearRenderCacheForTile(e,t){let i=this._tilesDirty[e];i||(i=this._tilesDirty[e]={}),i[t.key]=!0;}getWirefameBuffer(){if(!this.wireframeSegments){const t=function(t){let i=0;const o=new e.StructArrayLayout2ui4,r=131;for(let e=1;e<129;e++){for(let t=1;t<129;t++)i=e*r+t,o.emplaceBack(i,i+1),o.emplaceBack(i,i+r),o.emplaceBack(i+1,i+r),128===e&&o.emplaceBack(i+r,i+r+1);o.emplaceBack(i+1,i+1+r);}return o}();this.wireframeIndexBuffer=this.painter.context.createIndexBuffer(t),this.wireframeSegments=e.SegmentVector.simpleSegment(0,0,this.gridBuffer.length,t.length);}return [this.wireframeIndexBuffer,this.wireframeSegments]}}function wi(e){const t=[];for(let i=0;i`#define ${e}`)));const f=m.concat(\"\\n#ifdef GL_ES\\nprecision mediump float;\\n#else\\n\\n#if !defined(lowp)\\n#define lowp\\n#endif\\n\\n#if !defined(mediump)\\n#define mediump\\n#endif\\n\\n#if !defined(highp)\\n#define highp\\n#endif\\n\\n#endif\",ei,Qt.fragmentSource,Jt.fragmentSource,o.fragmentSource).join(\"\\n\"),g=m.concat(\"\\n#ifdef GL_ES\\nprecision highp float;\\n#else\\n\\n#if !defined(lowp)\\n#define lowp\\n#endif\\n\\n#if !defined(mediump)\\n#define mediump\\n#endif\\n\\n#if !defined(highp)\\n#define highp\\n#endif\\n\\n#endif\",ei,Qt.vertexSource,Jt.vertexSource,Yt.vertexSource,o.vertexSource).join(\"\\n\"),v=s.createShader(s.FRAGMENT_SHADER);if(s.isContextLost())return void(this.failedToCreate=!0);s.shaderSource(v,f),s.compileShader(v),s.attachShader(this.program,v);const x=s.createShader(s.VERTEX_SHADER);if(s.isContextLost())return void(this.failedToCreate=!0);s.shaderSource(x,g),s.compileShader(x),s.attachShader(this.program,x),this.attributes={};const y={};this.numAttributes=h.length;for(let e=0;e({u_dem:new e.Uniform1i(t,i.u_dem),u_dem_prev:new e.Uniform1i(t,i.u_dem_prev),u_dem_unpack:new e.Uniform4f(t,i.u_dem_unpack),u_dem_tl:new e.Uniform2f(t,i.u_dem_tl),u_dem_scale:new e.Uniform1f(t,i.u_dem_scale),u_dem_tl_prev:new e.Uniform2f(t,i.u_dem_tl_prev),u_dem_scale_prev:new e.Uniform1f(t,i.u_dem_scale_prev),u_dem_size:new e.Uniform1f(t,i.u_dem_size),u_dem_lerp:new e.Uniform1f(t,i.u_dem_lerp),u_exaggeration:new e.Uniform1f(t,i.u_exaggeration),u_depth:new e.Uniform1i(t,i.u_depth),u_depth_size_inv:new e.Uniform2f(t,i.u_depth_size_inv),u_meter_to_dem:new e.Uniform1f(t,i.u_meter_to_dem),u_label_plane_matrix_inv:new e.UniformMatrix4f(t,i.u_label_plane_matrix_inv),u_tile_tl_up:new e.Uniform3f(t,i.u_tile_tl_up),u_tile_tr_up:new e.Uniform3f(t,i.u_tile_tr_up),u_tile_br_up:new e.Uniform3f(t,i.u_tile_br_up),u_tile_bl_up:new e.Uniform3f(t,i.u_tile_bl_up),u_tile_up_scale:new e.Uniform1f(t,i.u_tile_up_scale)}))(t,y)),-1!==a.indexOf(\"FOG\")&&(this.fogUniforms=((t,i)=>({u_fog_matrix:new e.UniformMatrix4f(t,i.u_fog_matrix),u_fog_range:new e.Uniform2f(t,i.u_fog_range),u_fog_color:new e.Uniform4f(t,i.u_fog_color),u_fog_horizon_blend:new e.Uniform1f(t,i.u_fog_horizon_blend),u_fog_temporal_offset:new e.Uniform1f(t,i.u_fog_temporal_offset)}))(t,y));}setTerrainUniformValues(e,t){if(!this.terrainUniforms)return;const i=this.terrainUniforms;if(!this.failedToCreate){e.program.set(this.program);for(const e in t)i[e].set(t[e]);}}setFogUniformValues(e,t){if(!this.fogUniforms)return;const i=this.fogUniforms;if(!this.failedToCreate){e.program.set(this.program);for(const e in t)i[e].location&&i[e].set(t[e]);}}draw(e,t,i,o,r,n,a,s,l,c,h,_,u,d,p,m){const f=e.gl;if(this.failedToCreate)return;e.program.set(this.program),e.setDepthMode(i),e.setStencilMode(o),e.setColorMode(r),e.setCullFace(n);for(const e of Object.keys(this.fixedUniforms))this.fixedUniforms[e].set(a[e]);d&&d.setUniforms(e,this.binderUniforms,_,{zoom:u});const g={[f.LINES]:2,[f.TRIANGLES]:3,[f.LINE_STRIP]:1}[t];for(const i of h.get()){const o=i.vaos||(i.vaos={});(o[s]||(o[s]=new oi)).bind(e,this,l,d?d.getPaintVertexBuffers():[],c,i.vertexOffset,p,m),f.drawElements(t,i.primitiveLength*g,f.UNSIGNED_SHORT,i.primitiveOffset*g*2);}}}function Ei(e,t,i){const o=1/L(i,1,t.transform.tileZoom),r=Math.pow(2,i.tileID.overscaledZ),n=i.tileSize*Math.pow(2,t.transform.tileZoom)/r,a=n*(i.tileID.canonical.x+i.tileID.wrap*r),s=n*i.tileID.canonical.y;return {u_image:0,u_texsize:i.imageAtlasTexture.size,u_scale:[o,e.fromScale,e.toScale],u_fade:e.t,u_pixel_coord_upper:[a>>16,s>>16],u_pixel_coord_lower:[65535&a,65535&s]}}const Ci=e.create(),Ii=(t,i,o,r,n,a,s,l,c)=>{const h=i.style.light,_=h.properties.get(\"position\"),u=[_.x,_.y,_.z],d=e.create$1();\"viewport\"===h.properties.get(\"anchor\")&&(e.fromRotation(d,-i.transform.angle),e.transformMat3(u,u,d));const p=h.properties.get(\"color\"),m=i.transform,f={u_matrix:t,u_lightpos:u,u_lightintensity:h.properties.get(\"intensity\"),u_lightcolor:[p.r,p.g,p.b],u_vertical_gradient:+o,u_opacity:r,u_tile_id:[0,0,0],u_zoom_transition:0,u_inv_rot_matrix:Ci,u_merc_center:[0,0],u_up_dir:[0,0,0],u_height_lift:0};return \"globe\"===m.projection.name&&(f.u_tile_id=[n.canonical.x,n.canonical.y,1<{const u=Ii(t,i,o,r,n,l,c,h,_),d={u_height_factor:-Math.pow(2,n.overscaledZ)/s.tileSize/8};return e.extend(u,Ei(a,i,s),d)},Si=e=>({u_matrix:e}),zi=(t,i,o,r)=>e.extend(Si(t),Ei(o,i,r)),Di=(e,t)=>({u_matrix:e,u_world:t}),Pi=(t,i,o,r,n)=>e.extend(zi(t,i,o,r),{u_world:n}),Ai=e.create(),Li=(t,i,o,r,n,a)=>{const s=t.transform,l=\"globe\"===s.projection.name;let c;if(\"map\"===a.paint.get(\"circle-pitch-alignment\"))if(l){const t=e.globePixelsToTileUnits(s.zoom,i.canonical);c=Float32Array.from([t,0,0,t]);}else c=s.calculatePixelsToTileUnitsMatrix(o);else c=new Float32Array([s.pixelsToGLUnits[0],0,0,s.pixelsToGLUnits[1]]);const h={u_camera_to_center_distance:s.cameraToCenterDistance,u_matrix:t.translatePosMatrix(i.projMatrix,o,a.paint.get(\"circle-translate\"),a.paint.get(\"circle-translate-anchor\")),u_device_pixel_ratio:e.exported.devicePixelRatio,u_extrude_scale:c,u_inv_rot_matrix:Ai,u_merc_center:[0,0],u_tile_id:[0,0,0],u_zoom_transition:0,u_up_dir:[0,0,0]};return l&&(h.u_inv_rot_matrix=r,h.u_merc_center=n,h.u_tile_id=[i.canonical.x,i.canonical.y,1<{const t=[];return \"map\"===e.paint.get(\"circle-pitch-alignment\")&&t.push(\"PITCH_WITH_MAP\"),\"map\"===e.paint.get(\"circle-pitch-scale\")&&t.push(\"SCALE_WITH_MAP\"),t},ki=(t,i,o)=>{const r=e.EXTENT/o.tileSize;return {u_matrix:t,u_camera_to_center_distance:i.cameraToCenterDistance,u_extrude_scale:[i.pixelsToGLUnits[0]/r,i.pixelsToGLUnits[1]/r]}},Oi=(e,t,i=1)=>({u_matrix:e,u_color:t,u_overlay:0,u_overlay_scale:i}),Bi=e.create(),Fi=(t,i,o,r,n,a,s)=>{const l=t.transform,c=\"globe\"===l.projection.name,h=c?e.globePixelsToTileUnits(l.zoom,i.canonical):L(o,1,a),_={u_matrix:i.projMatrix,u_extrude_scale:h,u_intensity:s,u_inv_rot_matrix:Bi,u_merc_center:[0,0],u_tile_id:[0,0,0],u_zoom_transition:0,u_up_dir:[0,0,0]};return c&&(_.u_inv_rot_matrix=r,_.u_merc_center=n,_.u_tile_id=[i.canonical.x,i.canonical.y,1<{const s=e.transform,l=s.calculatePixelsToTileUnitsMatrix(t),c={u_matrix:ji(e,t,i,r),u_pixels_to_tile_units:l,u_device_pixel_ratio:a,u_units_to_pixels:[1/s.pixelsToGLUnits[0],1/s.pixelsToGLUnits[1]],u_dash_image:0,u_gradient_image:1,u_image_height:n,u_texsize:[0,0],u_scale:[0,0,0],u_mix:0,u_alpha_discard_threshold:0};if(Zi(i)){const i=Gi(t,e.transform);c.u_texsize=t.lineAtlasTexture.size,c.u_scale=[i,o.fromScale,o.toScale],c.u_mix=o.t;}return c},Ni=(e,t,i,o,r,n)=>{const a=e.transform,s=Gi(t,a);return {u_matrix:ji(e,t,i,r),u_texsize:t.imageAtlasTexture.size,u_pixels_to_tile_units:a.calculatePixelsToTileUnitsMatrix(t),u_device_pixel_ratio:n,u_image:0,u_scale:[s,o.fromScale,o.toScale],u_fade:o.t,u_units_to_pixels:[1/a.pixelsToGLUnits[0],1/a.pixelsToGLUnits[1]],u_alpha_discard_threshold:0}};function Gi(e,t){return 1/L(e,1,t.tileZoom)}function ji(e,t,i,o){return e.translatePosMatrix(o||t.tileID.projMatrix,t,i.paint.get(\"line-translate\"),i.paint.get(\"line-translate-anchor\"))}function Zi(e){const t=e.paint.get(\"line-dasharray\").value;return t.value||\"constant\"!==t.kind}const Vi=(e,t,i,o,r,n)=>{return {u_matrix:e,u_tl_parent:t,u_scale_parent:i,u_fade_t:o.mix,u_opacity:o.opacity*r.paint.get(\"raster-opacity\"),u_image0:0,u_image1:1,u_brightness_low:r.paint.get(\"raster-brightness-min\"),u_brightness_high:r.paint.get(\"raster-brightness-max\"),u_saturation_factor:(s=r.paint.get(\"raster-saturation\"),s>0?1-1/(1.001-s):-s),u_contrast_factor:(a=r.paint.get(\"raster-contrast\"),a>0?1/(1-a):1+a),u_spin_weights:Wi(r.paint.get(\"raster-hue-rotate\")),u_perspective_transform:n};var a,s;};function Wi(e){e*=Math.PI/180;const t=Math.sin(e),i=Math.cos(e);return [(2*i+1)/3,(-Math.sqrt(3)*t-i+1)/3,(Math.sqrt(3)*t-i+1)/3]}const qi=e.create(),Xi=(t,i,o,r,n,a,s,l,c,h,_,u,d,p)=>{const m=n.transform,f={u_is_size_zoom_constant:+(\"constant\"===t||\"source\"===t),u_is_size_feature_constant:+(\"constant\"===t||\"camera\"===t),u_size_t:i?i.uSizeT:0,u_size:i?i.uSize:0,u_camera_to_center_distance:m.cameraToCenterDistance,u_rotate_symbol:+o,u_aspect_ratio:m.width/m.height,u_fade_change:n.options.fadeDuration?n.symbolFadeChange:1,u_matrix:a,u_label_plane_matrix:s,u_coord_matrix:l,u_is_text:+c,u_pitch_with_map:+r,u_texsize:h,u_texture:0,u_tile_id:[0,0,0],u_zoom_transition:0,u_inv_rot_matrix:qi,u_merc_center:[0,0],u_camera_forward:[0,0,0],u_ecef_origin:[0,0,0],u_tile_matrix:qi};return \"globe\"===m.projection.name&&(f.u_tile_id=[_.canonical.x,_.canonical.y,1<<_.canonical.z],f.u_zoom_transition=u,f.u_inv_rot_matrix=p,f.u_merc_center=d,f.u_camera_forward=m._camera.forward(),f.u_ecef_origin=e.globeECEFOrigin(m.globeMatrix,_.toUnwrapped()),f.u_tile_matrix=Float32Array.from(m.globeMatrix)),f},$i=(t,i,o,r,n,a,s,l,c,h,_,u,d,p,m)=>{const{cameraToCenterDistance:f,_pitch:g}=n.transform;return e.extend(Xi(t,i,o,r,n,a,s,l,c,h,u,d,p,m),{u_gamma_scale:r?f*Math.cos(n.terrain?0:g):1,u_device_pixel_ratio:e.exported.devicePixelRatio,u_is_halo:+_})},Hi=(t,i,o,r,n,a,s,l,c,h,_,u,d,p)=>e.extend($i(t,i,o,r,n,a,s,l,!0,c,!0,_,u,d,p),{u_texsize_icon:h,u_texture_icon:1}),Ki=(e,t,i)=>({u_matrix:e,u_opacity:t,u_color:i}),Yi=(t,i,o,r,n,a)=>e.extend(function(e,t,i,o){const r=i.imageManager.getPattern(e.from.toString()),n=i.imageManager.getPattern(e.to.toString()),{width:a,height:s}=i.imageManager.getPixelSize(),l=Math.pow(2,o.tileID.overscaledZ),c=o.tileSize*Math.pow(2,i.transform.tileZoom)/l,h=c*(o.tileID.canonical.x+o.tileID.wrap*l),_=c*o.tileID.canonical.y;return {u_image:0,u_pattern_tl_a:r.tl,u_pattern_br_a:r.br,u_pattern_tl_b:n.tl,u_pattern_br_b:n.br,u_texsize:[a,s],u_mix:t.t,u_pattern_size_a:r.displaySize,u_pattern_size_b:n.displaySize,u_scale_a:t.fromScale,u_scale_b:t.toScale,u_tile_units_to_pixels:1/L(o,1,i.transform.tileZoom),u_pixel_coord_upper:[h>>16,_>>16],u_pixel_coord_lower:[65535&h,65535&_]}}(r,a,o,n),{u_matrix:t,u_opacity:i}),Ji={fillExtrusion:(t,i)=>({u_matrix:new e.UniformMatrix4f(t,i.u_matrix),u_lightpos:new e.Uniform3f(t,i.u_lightpos),u_lightintensity:new e.Uniform1f(t,i.u_lightintensity),u_lightcolor:new e.Uniform3f(t,i.u_lightcolor),u_vertical_gradient:new e.Uniform1f(t,i.u_vertical_gradient),u_opacity:new e.Uniform1f(t,i.u_opacity),u_tile_id:new e.Uniform3f(t,i.u_tile_id),u_zoom_transition:new e.Uniform1f(t,i.u_zoom_transition),u_inv_rot_matrix:new e.UniformMatrix4f(t,i.u_inv_rot_matrix),u_merc_center:new e.Uniform2f(t,i.u_merc_center),u_up_dir:new e.Uniform3f(t,i.u_up_dir),u_height_lift:new e.Uniform1f(t,i.u_height_lift)}),fillExtrusionPattern:(t,i)=>({u_matrix:new e.UniformMatrix4f(t,i.u_matrix),u_lightpos:new e.Uniform3f(t,i.u_lightpos),u_lightintensity:new e.Uniform1f(t,i.u_lightintensity),u_lightcolor:new e.Uniform3f(t,i.u_lightcolor),u_vertical_gradient:new e.Uniform1f(t,i.u_vertical_gradient),u_height_factor:new e.Uniform1f(t,i.u_height_factor),u_tile_id:new e.Uniform3f(t,i.u_tile_id),u_zoom_transition:new e.Uniform1f(t,i.u_zoom_transition),u_inv_rot_matrix:new e.UniformMatrix4f(t,i.u_inv_rot_matrix),u_merc_center:new e.Uniform2f(t,i.u_merc_center),u_up_dir:new e.Uniform3f(t,i.u_up_dir),u_height_lift:new e.Uniform1f(t,i.u_height_lift),u_image:new e.Uniform1i(t,i.u_image),u_texsize:new e.Uniform2f(t,i.u_texsize),u_pixel_coord_upper:new e.Uniform2f(t,i.u_pixel_coord_upper),u_pixel_coord_lower:new e.Uniform2f(t,i.u_pixel_coord_lower),u_scale:new e.Uniform3f(t,i.u_scale),u_fade:new e.Uniform1f(t,i.u_fade),u_opacity:new e.Uniform1f(t,i.u_opacity)}),fill:(t,i)=>({u_matrix:new e.UniformMatrix4f(t,i.u_matrix)}),fillPattern:(t,i)=>({u_matrix:new e.UniformMatrix4f(t,i.u_matrix),u_image:new e.Uniform1i(t,i.u_image),u_texsize:new e.Uniform2f(t,i.u_texsize),u_pixel_coord_upper:new e.Uniform2f(t,i.u_pixel_coord_upper),u_pixel_coord_lower:new e.Uniform2f(t,i.u_pixel_coord_lower),u_scale:new e.Uniform3f(t,i.u_scale),u_fade:new e.Uniform1f(t,i.u_fade)}),fillOutline:(t,i)=>({u_matrix:new e.UniformMatrix4f(t,i.u_matrix),u_world:new e.Uniform2f(t,i.u_world)}),fillOutlinePattern:(t,i)=>({u_matrix:new e.UniformMatrix4f(t,i.u_matrix),u_world:new e.Uniform2f(t,i.u_world),u_image:new e.Uniform1i(t,i.u_image),u_texsize:new e.Uniform2f(t,i.u_texsize),u_pixel_coord_upper:new e.Uniform2f(t,i.u_pixel_coord_upper),u_pixel_coord_lower:new e.Uniform2f(t,i.u_pixel_coord_lower),u_scale:new e.Uniform3f(t,i.u_scale),u_fade:new e.Uniform1f(t,i.u_fade)}),circle:(t,i)=>({u_camera_to_center_distance:new e.Uniform1f(t,i.u_camera_to_center_distance),u_extrude_scale:new e.UniformMatrix2f(t,i.u_extrude_scale),u_device_pixel_ratio:new e.Uniform1f(t,i.u_device_pixel_ratio),u_matrix:new e.UniformMatrix4f(t,i.u_matrix),u_inv_rot_matrix:new e.UniformMatrix4f(t,i.u_inv_rot_matrix),u_merc_center:new e.Uniform2f(t,i.u_merc_center),u_tile_id:new e.Uniform3f(t,i.u_tile_id),u_zoom_transition:new e.Uniform1f(t,i.u_zoom_transition),u_up_dir:new e.Uniform3f(t,i.u_up_dir)}),collisionBox:(t,i)=>({u_matrix:new e.UniformMatrix4f(t,i.u_matrix),u_camera_to_center_distance:new e.Uniform1f(t,i.u_camera_to_center_distance),u_extrude_scale:new e.Uniform2f(t,i.u_extrude_scale)}),collisionCircle:(t,i)=>({u_matrix:new e.UniformMatrix4f(t,i.u_matrix),u_inv_matrix:new e.UniformMatrix4f(t,i.u_inv_matrix),u_camera_to_center_distance:new e.Uniform1f(t,i.u_camera_to_center_distance),u_viewport_size:new e.Uniform2f(t,i.u_viewport_size)}),debug:(t,i)=>({u_color:new e.UniformColor(t,i.u_color),u_matrix:new e.UniformMatrix4f(t,i.u_matrix),u_overlay:new e.Uniform1i(t,i.u_overlay),u_overlay_scale:new e.Uniform1f(t,i.u_overlay_scale)}),clippingMask:(t,i)=>({u_matrix:new e.UniformMatrix4f(t,i.u_matrix)}),heatmap:(t,i)=>({u_extrude_scale:new e.Uniform1f(t,i.u_extrude_scale),u_intensity:new e.Uniform1f(t,i.u_intensity),u_matrix:new e.UniformMatrix4f(t,i.u_matrix),u_inv_rot_matrix:new e.UniformMatrix4f(t,i.u_inv_rot_matrix),u_merc_center:new e.Uniform2f(t,i.u_merc_center),u_tile_id:new e.Uniform3f(t,i.u_tile_id),u_zoom_transition:new e.Uniform1f(t,i.u_zoom_transition),u_up_dir:new e.Uniform3f(t,i.u_up_dir)}),heatmapTexture:(t,i)=>({u_image:new e.Uniform1i(t,i.u_image),u_color_ramp:new e.Uniform1i(t,i.u_color_ramp),u_opacity:new e.Uniform1f(t,i.u_opacity)}),hillshade:(t,i)=>({u_matrix:new e.UniformMatrix4f(t,i.u_matrix),u_image:new e.Uniform1i(t,i.u_image),u_latrange:new e.Uniform2f(t,i.u_latrange),u_light:new e.Uniform2f(t,i.u_light),u_shadow:new e.UniformColor(t,i.u_shadow),u_highlight:new e.UniformColor(t,i.u_highlight),u_accent:new e.UniformColor(t,i.u_accent)}),hillshadePrepare:(t,i)=>({u_matrix:new e.UniformMatrix4f(t,i.u_matrix),u_image:new e.Uniform1i(t,i.u_image),u_dimension:new e.Uniform2f(t,i.u_dimension),u_zoom:new e.Uniform1f(t,i.u_zoom),u_unpack:new e.Uniform4f(t,i.u_unpack)}),line:(t,i)=>({u_matrix:new e.UniformMatrix4f(t,i.u_matrix),u_pixels_to_tile_units:new e.UniformMatrix2f(t,i.u_pixels_to_tile_units),u_device_pixel_ratio:new e.Uniform1f(t,i.u_device_pixel_ratio),u_units_to_pixels:new e.Uniform2f(t,i.u_units_to_pixels),u_dash_image:new e.Uniform1i(t,i.u_dash_image),u_gradient_image:new e.Uniform1i(t,i.u_gradient_image),u_image_height:new e.Uniform1f(t,i.u_image_height),u_texsize:new e.Uniform2f(t,i.u_texsize),u_scale:new e.Uniform3f(t,i.u_scale),u_mix:new e.Uniform1f(t,i.u_mix),u_alpha_discard_threshold:new e.Uniform1f(t,i.u_alpha_discard_threshold)}),linePattern:(t,i)=>({u_matrix:new e.UniformMatrix4f(t,i.u_matrix),u_texsize:new e.Uniform2f(t,i.u_texsize),u_pixels_to_tile_units:new e.UniformMatrix2f(t,i.u_pixels_to_tile_units),u_device_pixel_ratio:new e.Uniform1f(t,i.u_device_pixel_ratio),u_image:new e.Uniform1i(t,i.u_image),u_units_to_pixels:new e.Uniform2f(t,i.u_units_to_pixels),u_scale:new e.Uniform3f(t,i.u_scale),u_fade:new e.Uniform1f(t,i.u_fade),u_alpha_discard_threshold:new e.Uniform1f(t,i.u_alpha_discard_threshold)}),raster:(t,i)=>({u_matrix:new e.UniformMatrix4f(t,i.u_matrix),u_tl_parent:new e.Uniform2f(t,i.u_tl_parent),u_scale_parent:new e.Uniform1f(t,i.u_scale_parent),u_fade_t:new e.Uniform1f(t,i.u_fade_t),u_opacity:new e.Uniform1f(t,i.u_opacity),u_image0:new e.Uniform1i(t,i.u_image0),u_image1:new e.Uniform1i(t,i.u_image1),u_brightness_low:new e.Uniform1f(t,i.u_brightness_low),u_brightness_high:new e.Uniform1f(t,i.u_brightness_high),u_saturation_factor:new e.Uniform1f(t,i.u_saturation_factor),u_contrast_factor:new e.Uniform1f(t,i.u_contrast_factor),u_spin_weights:new e.Uniform3f(t,i.u_spin_weights),u_perspective_transform:new e.Uniform2f(t,i.u_perspective_transform)}),symbolIcon:(t,i)=>({u_is_size_zoom_constant:new e.Uniform1i(t,i.u_is_size_zoom_constant),u_is_size_feature_constant:new e.Uniform1i(t,i.u_is_size_feature_constant),u_size_t:new e.Uniform1f(t,i.u_size_t),u_size:new e.Uniform1f(t,i.u_size),u_camera_to_center_distance:new e.Uniform1f(t,i.u_camera_to_center_distance),u_rotate_symbol:new e.Uniform1i(t,i.u_rotate_symbol),u_aspect_ratio:new e.Uniform1f(t,i.u_aspect_ratio),u_fade_change:new e.Uniform1f(t,i.u_fade_change),u_matrix:new e.UniformMatrix4f(t,i.u_matrix),u_label_plane_matrix:new e.UniformMatrix4f(t,i.u_label_plane_matrix),u_coord_matrix:new e.UniformMatrix4f(t,i.u_coord_matrix),u_is_text:new e.Uniform1i(t,i.u_is_text),u_pitch_with_map:new e.Uniform1i(t,i.u_pitch_with_map),u_texsize:new e.Uniform2f(t,i.u_texsize),u_tile_id:new e.Uniform3f(t,i.u_tile_id),u_zoom_transition:new e.Uniform1f(t,i.u_zoom_transition),u_inv_rot_matrix:new e.UniformMatrix4f(t,i.u_inv_rot_matrix),u_merc_center:new e.Uniform2f(t,i.u_merc_center),u_camera_forward:new e.Uniform3f(t,i.u_camera_forward),u_tile_matrix:new e.UniformMatrix4f(t,i.u_tile_matrix),u_ecef_origin:new e.Uniform3f(t,i.u_ecef_origin),u_texture:new e.Uniform1i(t,i.u_texture)}),symbolSDF:(t,i)=>({u_is_size_zoom_constant:new e.Uniform1i(t,i.u_is_size_zoom_constant),u_is_size_feature_constant:new e.Uniform1i(t,i.u_is_size_feature_constant),u_size_t:new e.Uniform1f(t,i.u_size_t),u_size:new e.Uniform1f(t,i.u_size),u_camera_to_center_distance:new e.Uniform1f(t,i.u_camera_to_center_distance),u_rotate_symbol:new e.Uniform1i(t,i.u_rotate_symbol),u_aspect_ratio:new e.Uniform1f(t,i.u_aspect_ratio),u_fade_change:new e.Uniform1f(t,i.u_fade_change),u_matrix:new e.UniformMatrix4f(t,i.u_matrix),u_label_plane_matrix:new e.UniformMatrix4f(t,i.u_label_plane_matrix),u_coord_matrix:new e.UniformMatrix4f(t,i.u_coord_matrix),u_is_text:new e.Uniform1i(t,i.u_is_text),u_pitch_with_map:new e.Uniform1i(t,i.u_pitch_with_map),u_texsize:new e.Uniform2f(t,i.u_texsize),u_texture:new e.Uniform1i(t,i.u_texture),u_gamma_scale:new e.Uniform1f(t,i.u_gamma_scale),u_device_pixel_ratio:new e.Uniform1f(t,i.u_device_pixel_ratio),u_tile_id:new e.Uniform3f(t,i.u_tile_id),u_zoom_transition:new e.Uniform1f(t,i.u_zoom_transition),u_inv_rot_matrix:new e.UniformMatrix4f(t,i.u_inv_rot_matrix),u_merc_center:new e.Uniform2f(t,i.u_merc_center),u_camera_forward:new e.Uniform3f(t,i.u_camera_forward),u_tile_matrix:new e.UniformMatrix4f(t,i.u_tile_matrix),u_ecef_origin:new e.Uniform3f(t,i.u_ecef_origin),u_is_halo:new e.Uniform1i(t,i.u_is_halo)}),symbolTextAndIcon:(t,i)=>({u_is_size_zoom_constant:new e.Uniform1i(t,i.u_is_size_zoom_constant),u_is_size_feature_constant:new e.Uniform1i(t,i.u_is_size_feature_constant),u_size_t:new e.Uniform1f(t,i.u_size_t),u_size:new e.Uniform1f(t,i.u_size),u_camera_to_center_distance:new e.Uniform1f(t,i.u_camera_to_center_distance),u_rotate_symbol:new e.Uniform1i(t,i.u_rotate_symbol),u_aspect_ratio:new e.Uniform1f(t,i.u_aspect_ratio),u_fade_change:new e.Uniform1f(t,i.u_fade_change),u_matrix:new e.UniformMatrix4f(t,i.u_matrix),u_label_plane_matrix:new e.UniformMatrix4f(t,i.u_label_plane_matrix),u_coord_matrix:new e.UniformMatrix4f(t,i.u_coord_matrix),u_is_text:new e.Uniform1i(t,i.u_is_text),u_pitch_with_map:new e.Uniform1i(t,i.u_pitch_with_map),u_texsize:new e.Uniform2f(t,i.u_texsize),u_texsize_icon:new e.Uniform2f(t,i.u_texsize_icon),u_texture:new e.Uniform1i(t,i.u_texture),u_texture_icon:new e.Uniform1i(t,i.u_texture_icon),u_gamma_scale:new e.Uniform1f(t,i.u_gamma_scale),u_device_pixel_ratio:new e.Uniform1f(t,i.u_device_pixel_ratio),u_is_halo:new e.Uniform1i(t,i.u_is_halo)}),background:(t,i)=>({u_matrix:new e.UniformMatrix4f(t,i.u_matrix),u_opacity:new e.Uniform1f(t,i.u_opacity),u_color:new e.UniformColor(t,i.u_color)}),backgroundPattern:(t,i)=>({u_matrix:new e.UniformMatrix4f(t,i.u_matrix),u_opacity:new e.Uniform1f(t,i.u_opacity),u_image:new e.Uniform1i(t,i.u_image),u_pattern_tl_a:new e.Uniform2f(t,i.u_pattern_tl_a),u_pattern_br_a:new e.Uniform2f(t,i.u_pattern_br_a),u_pattern_tl_b:new e.Uniform2f(t,i.u_pattern_tl_b),u_pattern_br_b:new e.Uniform2f(t,i.u_pattern_br_b),u_texsize:new e.Uniform2f(t,i.u_texsize),u_mix:new e.Uniform1f(t,i.u_mix),u_pattern_size_a:new e.Uniform2f(t,i.u_pattern_size_a),u_pattern_size_b:new e.Uniform2f(t,i.u_pattern_size_b),u_scale_a:new e.Uniform1f(t,i.u_scale_a),u_scale_b:new e.Uniform1f(t,i.u_scale_b),u_pixel_coord_upper:new e.Uniform2f(t,i.u_pixel_coord_upper),u_pixel_coord_lower:new e.Uniform2f(t,i.u_pixel_coord_lower),u_tile_units_to_pixels:new e.Uniform1f(t,i.u_tile_units_to_pixels)}),terrainRaster:li,terrainDepth:li,skybox:(t,i)=>({u_matrix:new e.UniformMatrix4f(t,i.u_matrix),u_sun_direction:new e.Uniform3f(t,i.u_sun_direction),u_cubemap:new e.Uniform1i(t,i.u_cubemap),u_opacity:new e.Uniform1f(t,i.u_opacity),u_temporal_offset:new e.Uniform1f(t,i.u_temporal_offset)}),skyboxGradient:(t,i)=>({u_matrix:new e.UniformMatrix4f(t,i.u_matrix),u_color_ramp:new e.Uniform1i(t,i.u_color_ramp),u_center_direction:new e.Uniform3f(t,i.u_center_direction),u_radius:new e.Uniform1f(t,i.u_radius),u_opacity:new e.Uniform1f(t,i.u_opacity),u_temporal_offset:new e.Uniform1f(t,i.u_temporal_offset)}),skyboxCapture:(t,i)=>({u_matrix_3f:new e.UniformMatrix3f(t,i.u_matrix_3f),u_sun_direction:new e.Uniform3f(t,i.u_sun_direction),u_sun_intensity:new e.Uniform1f(t,i.u_sun_intensity),u_color_tint_r:new e.Uniform4f(t,i.u_color_tint_r),u_color_tint_m:new e.Uniform4f(t,i.u_color_tint_m),u_luminance:new e.Uniform1f(t,i.u_luminance)}),globeRaster:(t,i)=>({u_proj_matrix:new e.UniformMatrix4f(t,i.u_proj_matrix),u_globe_matrix:new e.UniformMatrix4f(t,i.u_globe_matrix),u_merc_matrix:new e.UniformMatrix4f(t,i.u_merc_matrix),u_zoom_transition:new e.Uniform1f(t,i.u_zoom_transition),u_merc_center:new e.Uniform2f(t,i.u_merc_center),u_image0:new e.Uniform1i(t,i.u_image0),u_grid_matrix:new e.UniformMatrix3f(t,i.u_grid_matrix)}),globeAtmosphere:(t,i)=>({u_frustum_tl:new e.Uniform3f(t,i.u_frustum_tl),u_frustum_tr:new e.Uniform3f(t,i.u_frustum_tr),u_frustum_br:new e.Uniform3f(t,i.u_frustum_br),u_frustum_bl:new e.Uniform3f(t,i.u_frustum_bl),u_globe_pos:new e.Uniform3f(t,i.u_globe_pos),u_globe_radius:new e.Uniform1f(t,i.u_globe_radius),u_opacity:new e.Uniform1f(t,i.u_opacity),u_fadeout_range:new e.Uniform1f(t,i.u_fadeout_range),u_start_color:new e.Uniform3f(t,i.u_start_color),u_end_color:new e.Uniform3f(t,i.u_end_color)})};let Qi;function eo(t,i,o,r,n,a,s){const l=t.context,c=l.gl,h=t.useProgram(\"collisionBox\"),_=[];let u=0,d=0;for(let p=0;p0){const i=e.create(),o=v;e.mul(i,g.placementInvProjMatrix,t.transform.glCoordMatrix),e.mul(i,i,g.placementViewportMatrix),_.push({circleArray:y,circleOffset:d,transform:o,invTransform:i}),u+=y.length/4,d=u;}x&&(t.terrain&&t.terrain.setupElevationDraw(f,h),h.draw(l,c.LINES,e.DepthMode.disabled,e.StencilMode.disabled,t.colorModeForRenderPass(),e.CullFaceMode.disabled,ki(v,t.transform,f),o.id,x.layoutVertexBuffer,x.indexBuffer,x.segments,null,t.transform.zoom,null,x.collisionVertexBuffer,x.collisionVertexBufferExt));}if(!s||!_.length)return;const p=t.useProgram(\"collisionCircle\"),m=new e.StructArrayLayout2f1f2i16;m.resize(4*u),m._trim();let f=0;for(const e of _)for(let t=0;t=0&&(f[y.associatedIconIndex]={shiftedAnchor:P,angle:A});}else dt(y.numGlyphs,p);}if(_){m.clear();const i=t.icon.placedSymbolArray;for(let t=0;t[0,0,0];nt(c,l.projMatrix,t,n,B,U,g,h,i,l);}const j=v||n&&E||G,Z=t.translatePosMatrix(l.projMatrix,r,a,s),V=j?to:B,W=t.translatePosMatrix(U,r,a,s,!0),q=m.projection.createInversionMatrix(m,l.canonical),X=j?S.concat([\"PROJECTED_POS_ON_VIEWPORT\"]):S,$=d&&0!==o.paint.get(n?\"text-halo-width\":\"icon-halo-width\").constantOr(1);let H;H=d?c.iconsInText?Hi(w.kind,z,x,g,t,Z,V,W,D,R,l,I,T,q):$i(w.kind,z,x,g,t,Z,V,W,n,D,!0,l,I,T,q):Xi(w.kind,z,x,g,t,Z,V,W,n,D,l,I,T,q);const K={program:t.useProgram(ro(d,n,c),u,X),buffers:_,uniformValues:H,atlasTexture:P,atlasTextureIcon:k,atlasInterpolation:A,atlasInterpolationIcon:L,isSDF:d,hasHalo:$,tile:r,labelPlaneMatrixInv:F};if(y&&c.canOverlap){b=!0;const t=_.segments.get();for(const i of t)M.push({segments:new e.SegmentVector([i]),sortKey:i.sortKey,state:K});}else M.push({segments:_.segments,sortKey:0,state:K});}b&&M.sort(((e,t)=>e.sortKey-t.sortKey));for(const e of M){const i=e.state;if(t.terrain&&t.terrain.setupElevationDraw(i.tile,i.program,{useDepthForOcclusion:!C,labelPlaneMatrixInv:i.labelPlaneMatrixInv}),d.activeTexture.set(p.TEXTURE0),i.atlasTexture.bind(i.atlasInterpolation,p.CLAMP_TO_EDGE),i.atlasTextureIcon&&(d.activeTexture.set(p.TEXTURE1),i.atlasTextureIcon&&i.atlasTextureIcon.bind(i.atlasInterpolationIcon,p.CLAMP_TO_EDGE)),i.isSDF){const r=i.uniformValues;i.hasHalo&&(r.u_is_halo=1,ao(i.buffers,e.segments,o,t,i.program,w,_,u,r)),r.u_is_halo=0;}ao(i.buffers,e.segments,o,t,i.program,w,_,u,i.uniformValues);}}function ao(t,i,o,r,n,a,s,l,c){const h=r.context;n.draw(h,h.gl.TRIANGLES,a,s,l,e.CullFaceMode.disabled,c,o.id,t.layoutVertexBuffer,t.indexBuffer,i,o.paint,r.transform.zoom,t.programConfigurations.get(o.id),t.dynamicLayoutVertexBuffer,t.opacityVertexBuffer);}function so(t,i,o,r,n,a,s){const l=t.context.gl,c=o.paint.get(\"fill-pattern\"),h=c&&c.constantOr(1),_=o.getCrossfadeParameters();let u,d,p,m,f;s?(d=h&&!o.getPaintProperty(\"fill-outline-color\")?\"fillOutlinePattern\":\"fillOutline\",u=l.LINES):(d=h?\"fillPattern\":\"fill\",u=l.TRIANGLES);for(const g of r){const r=i.getTile(g);if(h&&!r.patternsLoaded())continue;const v=r.getBucket(o);if(!v)continue;t.prepareDrawTile();const x=v.programConfigurations.get(o.id),y=t.useProgram(d,x);h&&(t.context.activeTexture.set(l.TEXTURE0),r.imageAtlasTexture.bind(l.LINEAR,l.CLAMP_TO_EDGE),x.updatePaintBuffers(_));const b=c.constantOr(null);if(b&&r.imageAtlas){const e=r.imageAtlas,t=e.patternPositions[b.to.toString()],i=e.patternPositions[b.from.toString()];t&&i&&x.setConstantPatternPositions(t,i);}const w=t.translatePosMatrix(g.projMatrix,r,o.paint.get(\"fill-translate\"),o.paint.get(\"fill-translate-anchor\"));if(s){m=v.indexBuffer2,f=v.segments2;const e=t.terrain&&t.terrain.renderingToTexture?t.terrain.drapeBufferSize:[l.drawingBufferWidth,l.drawingBufferHeight];p=\"fillOutlinePattern\"===d&&h?Pi(w,t,_,r,e):Di(w,e);}else m=v.indexBuffer,f=v.segments,p=h?zi(w,t,_,r):Si(w);t.prepareDrawProgram(t.context,y,g.toUnwrapped()),y.draw(t.context,u,n,t.stencilModeForClipping(g),a,e.CullFaceMode.disabled,p,o.id,v.layoutVertexBuffer,m,f,o.paint,t.transform.zoom,x);}}function lo(t,i,o,r,n,a,s){const l=t.context,c=l.gl,h=t.transform,_=o.paint.get(\"fill-extrusion-pattern\"),u=_.constantOr(1),d=o.getCrossfadeParameters(),p=o.paint.get(\"fill-extrusion-opacity\"),m=function(t){if(\"globe\"!==t.projection.name)return 0;const i=Math.PI/32,o=Math.tan(i),r=e.earthRadius;return r*Math.sqrt(1+2*o*o)-r}(h),f=\"globe\"===h.projection.name,g=f?e.globeToMercatorTransition(h.zoom):0,v=[e.mercatorXfromLng(h.center.lng),e.mercatorYfromLat(h.center.lat)],x=[];f&&x.push(\"PROJECTION_GLOBE_VIEW\");for(const y of r){const r=i.getTile(y),b=r.getBucket(o);if(!b||b.projection!==h.projection.name)continue;const w=b.programConfigurations.get(o.id),T=t.useProgram(u?\"fillExtrusionPattern\":\"fillExtrusion\",w,x);if(t.terrain){const e=t.terrain;if(t.style.terrainSetForDrapingOnly())e.setupElevationDraw(r,T,{useMeterToDem:!0});else {if(!b.enableTerrain)continue;if(e.setupElevationDraw(r,T,{useMeterToDem:!0}),co(l,i,y,b,o,e),!b.centroidVertexBuffer){const e=T.attributes.a_centroid_pos;void 0!==e&&c.vertexAttrib2f(e,0,0);}}}u&&(t.context.activeTexture.set(c.TEXTURE0),r.imageAtlasTexture.bind(c.LINEAR,c.CLAMP_TO_EDGE),w.updatePaintBuffers(d));const E=_.constantOr(null);if(E&&r.imageAtlas){const e=r.imageAtlas,t=e.patternPositions[E.to.toString()],i=e.patternPositions[E.from.toString()];t&&i&&w.setConstantPatternPositions(t,i);}const C=t.translatePosMatrix(y.projMatrix,r,o.paint.get(\"fill-extrusion-translate\"),o.paint.get(\"fill-extrusion-translate-anchor\")),I=h.projection.createInversionMatrix(h,y.canonical),M=o.paint.get(\"fill-extrusion-vertical-gradient\"),S=u?Mi(C,t,M,p,y,d,r,m,g,v,I):Ii(C,t,M,p,y,m,g,v,I);t.prepareDrawProgram(l,T,y.toUnwrapped()),T.draw(l,l.gl.TRIANGLES,n,a,s,e.CullFaceMode.backCCW,S,o.id,b.layoutVertexBuffer,b.indexBuffer,b.segments,o.paint,t.transform.zoom,w,t.terrain?b.centroidVertexBuffer:null,f?b.layoutVertexExtBuffer:null);}}function co(t,i,o,r,n,a){const s=[t=>{let i=t.canonical.x-1,o=t.wrap;return i<0&&(i=(1<{let i=t.canonical.x+1,o=t.wrap;return i===1<new e.OverscaledTileID(t.overscaledZ,t.wrap,t.canonical.z,t.canonical.x,(0===t.canonical.y?1<new e.OverscaledTileID(t.overscaledZ,t.wrap,t.canonical.z,t.canonical.x,t.canonical.y===(1<{const t=i.getSource().minzoom,o=e=>{const t=i.getTileByID(e);if(t&&t.hasData())return t.getBucket(n)},r=[0,-1,1];for(const i of r){if(e.overscaledZ+i(c[0]=Math.min(t.min.y,i.min.y),c[1]=Math.max(t.max.y,i.max.y),c[2]=e.EXTENT-i.min.x>t.max.x?i.min.x-e.EXTENT:t.max.x,c),_=(t,i)=>(c[0]=Math.min(t.min.x,i.min.x),c[1]=Math.max(t.max.x,i.max.x),c[2]=e.EXTENT-i.min.y>t.max.y?i.min.y-e.EXTENT:t.max.y,c),u=[(e,t)=>h(e,t),(e,t)=>h(t,e),(e,t)=>_(e,t),(e,t)=>_(t,e)],d=new e.pointGeometry(0,0);let p,m,f;const g=(t,i,r,n,s)=>{const l=[[n?r:t,n?t:r,0],[n?r:i,n?i:r,0]],c=s<0?e.EXTENT+s:s,h=[n?c:(t+i)/2,n?(t+i)/2:c,0];return 0===r&&s<0||0!==r&&s>0?a.getForTilePoints(f,[h],!0,m):l.push(h),a.getForTilePoints(o,l,!0,p),Math.max(l[0][2],l[1][2],h[2])/a.exaggeration()};for(let t=0;t<4;t++){const i=(t<2?1:5)-t,n=r.borders[t];if(0===n.length)continue;const c=f=s[t](o),h=l(c);if(!(h&&h instanceof e.FillExtrusionBucket&&h.enableTerrain))continue;if(r.borderDoneWithNeighborZ[t]===h.canonical.z&&h.borderDoneWithNeighborZ[i]===r.canonical.z)continue;if(m=a.findDEMTileFor(c),!m||!m.dem)continue;if(!p){const e=a.findDEMTileFor(o);if(!e||!e.dem)return;p=e;}const _=h.borders[i];let v=0;const x=h.borderDoneWithNeighborZ[i]!==r.canonical.z;if(r.canonical.z===h.canonical.z){for(let o=0;os[0]+3));)x&&h.encodeCentroid(void 0,l,!1),v++;if(l&&v<_.length){const o=v;let n=0;for(;!(l.borders[i][0]>s[1]-3)&&(n++,++v!==_.length);)l=h.featuresOnBorder[_[v]];if(l=h.featuresOnBorder[_[o]],a.intersectsCount()>1||l.intersectsCount()>1||1!==n){1!==n&&(v=o),r.encodeCentroid(void 0,a,!1),x&&h.encodeCentroid(void 0,l,!1);continue}const c=u[t](a,l),p=t%2?e.EXTENT-1:0;d.x=g(c[0],Math.min(e.EXTENT-1,c[1]),p,t<2,c[2]),d.y=0,r.encodeCentroid(d,a,!1),x&&h.encodeCentroid(d,l,!1);}else r.encodeCentroid(void 0,a,!1);}r.borderDoneWithNeighborZ[t]=h.canonical.z,r.needsCentroidUpdate=!0,x&&(h.borderDoneWithNeighborZ[i]=r.canonical.z,h.needsCentroidUpdate=!0);}else {for(const e of n)r.encodeCentroid(void 0,r.featuresOnBorder[e],!1);if(x){for(const e of _)h.encodeCentroid(void 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r=t.context,n=r.gl,a=\"globe\"===t.transform.projection.name,s=o.projMatrix,l=t.useProgram(\"debug\",null,a?[\"PROJECTION_GLOBE_VIEW\"]:null),c=i.getTileByID(o.key);t.terrain&&t.terrain.setupElevationDraw(c,l);const h=e.DepthMode.disabled,_=e.StencilMode.disabled,u=t.colorModeForRenderPass(),d=\"$debug\";r.activeTexture.set(n.TEXTURE0),t.emptyTexture.bind(n.LINEAR,n.CLAMP_TO_EDGE),a?c._makeGlobeTileDebugBuffers(t.context,t.transform.projection):c._makeDebugTileBoundsBuffers(t.context,t.transform.projection);const p=c._tileDebugBuffer||t.debugBuffer,m=c._tileDebugIndexBuffer||t.debugIndexBuffer,f=c._tileDebugSegments||t.debugSegments;l.draw(r,n.LINE_STRIP,h,_,u,e.CullFaceMode.disabled,Oi(s,e.Color.red),d,p,m,f,null,null,null,c._globeTileDebugBorderBuffer);const g=c.latestRawTileData,v=Math.floor((g&&g.byteLength||0)/1024),x=i.getTile(o).tileSize,y=512/Math.min(x,512)*(o.overscaledZ/t.transform.zoom)*.5;let b=o.canonical.toString();o.overscaledZ!==o.canonical.z&&(b+=` => ${o.overscaledZ}`),function(e,t){e.initDebugOverlayCanvas();const i=e.debugOverlayCanvas,o=e.context.gl,r=e.debugOverlayCanvas.getContext(\"2d\");r.clearRect(0,0,i.width,i.height),r.shadowColor=\"white\",r.shadowBlur=2,r.lineWidth=1.5,r.strokeStyle=\"white\",r.textBaseline=\"top\",r.font=\"bold 36px Open Sans, sans-serif\",r.fillText(t,5,5),r.strokeText(t,5,5),e.debugOverlayTexture.update(i),e.debugOverlayTexture.bind(o.LINEAR,o.CLAMP_TO_EDGE);}(t,`${b} ${v}kb`);const w=c._tileDebugTextBuffer||t.debugBuffer,T=c._tileDebugTextIndexBuffer||t.quadTriangleIndexBuffer,E=c._tileDebugTextSegments||t.debugSegments;l.draw(r,n.TRIANGLES,h,_,e.ColorMode.alphaBlended,e.CullFaceMode.disabled,Oi(s,e.Color.transparent,y),d,w,T,E,null,null,null,c._globeTileDebugTextBuffer);}const yo=e.createLayout([{name:\"a_pos_3f\",components:3,type:\"Float32\"}]),{members:bo}=yo;function wo(e,t,i,o){e.emplaceBack(t,i,o);}class To{constructor(t){this.vertexArray=new e.StructArrayLayout3f12,this.indices=new e.StructArrayLayout3ui6,wo(this.vertexArray,-1,-1,1),wo(this.vertexArray,1,-1,1),wo(this.vertexArray,-1,1,1),wo(this.vertexArray,1,1,1),wo(this.vertexArray,-1,-1,-1),wo(this.vertexArray,1,-1,-1),wo(this.vertexArray,-1,1,-1),wo(this.vertexArray,1,1,-1),this.indices.emplaceBack(5,1,3),this.indices.emplaceBack(3,7,5),this.indices.emplaceBack(6,2,0),this.indices.emplaceBack(0,4,6),this.indices.emplaceBack(2,6,7),this.indices.emplaceBack(7,3,2),this.indices.emplaceBack(5,4,0),this.indices.emplaceBack(0,1,5),this.indices.emplaceBack(0,2,3),this.indices.emplaceBack(3,1,0),this.indices.emplaceBack(7,6,4),this.indices.emplaceBack(4,5,7),this.vertexBuffer=t.createVertexBuffer(this.vertexArray,bo),this.indexBuffer=t.createIndexBuffer(this.indices),this.segment=e.SegmentVector.simpleSegment(0,0,36,12);}}function Eo(t,i,o,r,n,a){const s=t.gl,l=i.paint.get(\"sky-atmosphere-color\"),c=i.paint.get(\"sky-atmosphere-halo-color\"),h=i.paint.get(\"sky-atmosphere-sun-intensity\"),_=((e,t,i,o,r)=>({u_matrix_3f:e,u_sun_direction:t,u_sun_intensity:i,u_color_tint_r:[o.r,o.g,o.b,o.a],u_color_tint_m:[r.r,r.g,r.b,r.a],u_luminance:5e-5}))(e.fromMat4(e.create$1(),r),n,h,l,c);s.framebufferTexture2D(s.FRAMEBUFFER,s.COLOR_ATTACHMENT0,s.TEXTURE_CUBE_MAP_POSITIVE_X+a,i.skyboxTexture,0),o.draw(t,s.TRIANGLES,e.DepthMode.disabled,e.StencilMode.disabled,e.ColorMode.unblended,e.CullFaceMode.frontCW,_,\"skyboxCapture\",i.skyboxGeometry.vertexBuffer,i.skyboxGeometry.indexBuffer,i.skyboxGeometry.segment);}function Co(t,i){return e.transformMat4(t,t,i)}const Io={symbol:function(t,i,o,r,n){if(\"translucent\"!==t.renderPass)return;const a=e.StencilMode.disabled,s=t.colorModeForRenderPass();o.layout.get(\"text-variable-anchor\")&&function(t,i,o,r,n,a,s){const l=i.transform,c=\"map\"===n,h=\"map\"===a;for(const n of t){const t=r.getTile(n),a=t.getBucket(o);if(!a||a.projection!==l.projection.name||!a.text||!a.text.segments.get().length)continue;const _=e.evaluateSizeForZoom(a.textSizeData,l.zoom),u=i.transform.calculatePixelsToTileUnitsMatrix(t),d=Qe(n.projMatrix,t.tileID.canonical,h,c,i.transform,u),p=\"none\"!==o.layout.get(\"icon-text-fit\")&&a.hasIconData();if(_){const i=Math.pow(2,l.zoom-t.tileID.overscaledZ);oo(a,c,h,s,e.symbolSize,l,d,n,i,_,p,l.projection);}}}(r,t,o,i,o.layout.get(\"text-rotation-alignment\"),o.layout.get(\"text-pitch-alignment\"),n),0!==o.paint.get(\"icon-opacity\").constantOr(1)&&no(t,i,o,r,!1,o.paint.get(\"icon-translate\"),o.paint.get(\"icon-translate-anchor\"),o.layout.get(\"icon-rotation-alignment\"),o.layout.get(\"icon-pitch-alignment\"),o.layout.get(\"icon-keep-upright\"),a,s),0!==o.paint.get(\"text-opacity\").constantOr(1)&&no(t,i,o,r,!0,o.paint.get(\"text-translate\"),o.paint.get(\"text-translate-anchor\"),o.layout.get(\"text-rotation-alignment\"),o.layout.get(\"text-pitch-alignment\"),o.layout.get(\"text-keep-upright\"),a,s),i.map.showCollisionBoxes&&(eo(t,i,o,r,o.paint.get(\"text-translate\"),o.paint.get(\"text-translate-anchor\"),!0),eo(t,i,o,r,o.paint.get(\"icon-translate\"),o.paint.get(\"icon-translate-anchor\"),!1));},circle:function(t,i,o,r){if(\"translucent\"!==t.renderPass)return;const n=o.paint.get(\"circle-opacity\"),a=o.paint.get(\"circle-stroke-width\"),s=o.paint.get(\"circle-stroke-opacity\"),l=void 0!==o.layout.get(\"circle-sort-key\").constantOr(1);if(0===n.constantOr(1)&&(0===a.constantOr(1)||0===s.constantOr(1)))return;const c=t.context,h=c.gl,_=t.transform,u=t.depthModeForSublayer(0,e.DepthMode.ReadOnly),d=e.StencilMode.disabled,p=t.colorModeForRenderPass(),m=\"globe\"===_.projection.name,f=[e.mercatorXfromLng(_.center.lng),e.mercatorYfromLat(_.center.lat)],g=[];for(let n=0;ne.sortKey-t.sortKey));const v={useDepthForOcclusion:!m};for(const i of g){const{programConfiguration:r,program:n,layoutVertexBuffer:a,globeExtVertexBuffer:s,indexBuffer:l,uniformValues:f,tile:g}=i.state,x=i.segments;t.terrain&&t.terrain.setupElevationDraw(g,n,v),t.prepareDrawProgram(c,n,g.tileID.toUnwrapped()),n.draw(c,h.TRIANGLES,u,d,p,e.CullFaceMode.disabled,f,o.id,a,l,x,o.paint,_.zoom,r,m?s:null);}},heatmap:function(t,i,o,r){if(0!==o.paint.get(\"heatmap-opacity\"))if(\"offscreen\"===t.renderPass){const n=t.context,a=n.gl,s=e.StencilMode.disabled,l=new e.ColorMode([a.ONE,a.ONE],e.Color.transparent,[!0,!0,!0,!0]);!function(e,t,i){const o=e.gl;e.activeTexture.set(o.TEXTURE1),e.viewport.set([0,0,t.width/4,t.height/4]);let r=i.heatmapFbo;if(r)o.bindTexture(o.TEXTURE_2D,r.colorAttachment.get()),e.bindFramebuffer.set(r.framebuffer);else {const n=o.createTexture();o.bindTexture(o.TEXTURE_2D,n),o.texParameteri(o.TEXTURE_2D,o.TEXTURE_WRAP_S,o.CLAMP_TO_EDGE),o.texParameteri(o.TEXTURE_2D,o.TEXTURE_WRAP_T,o.CLAMP_TO_EDGE),o.texParameteri(o.TEXTURE_2D,o.TEXTURE_MIN_FILTER,o.LINEAR),o.texParameteri(o.TEXTURE_2D,o.TEXTURE_MAG_FILTER,o.LINEAR),r=i.heatmapFbo=e.createFramebuffer(t.width/4,t.height/4,!1),function(e,t,i,o){const r=e.gl;r.texImage2D(r.TEXTURE_2D,0,r.RGBA,t.width/4,t.height/4,0,r.RGBA,e.extRenderToTextureHalfFloat?e.extTextureHalfFloat.HALF_FLOAT_OES:r.UNSIGNED_BYTE,null),o.colorAttachment.set(i);}(e,t,n,r);}}(n,t,o),n.clear({color:e.Color.transparent});const c=t.transform,h=\"globe\"===c.projection.name,_=h?[\"PROJECTION_GLOBE_VIEW\"]:null,u=[e.mercatorXfromLng(c.center.lng),e.mercatorYfromLat(c.center.lat)];for(let d=0;d({u_image:0,u_color_ramp:1,u_opacity:t.paint.get(\"heatmap-opacity\")}))(0,i),i.id,t.viewportBuffer,t.quadTriangleIndexBuffer,t.viewportSegments,i.paint,t.transform.zoom);}(t,o));},line:function(t,i,o,r){if(\"translucent\"!==t.renderPass)return;const n=o.paint.get(\"line-opacity\"),a=o.paint.get(\"line-width\");if(0===n.constantOr(1)||0===a.constantOr(1))return;const s=t.depthModeForSublayer(0,e.DepthMode.ReadOnly),l=t.colorModeForRenderPass(),c=t.terrain&&t.terrain.renderingToTexture?1:e.exported.devicePixelRatio,h=o.paint.get(\"line-dasharray\"),_=h.constantOr(1),u=o.layout.get(\"line-cap\"),d=o.paint.get(\"line-pattern\"),p=d.constantOr(1),m=o.paint.get(\"line-gradient\"),f=o.getCrossfadeParameters(),g=p?\"linePattern\":\"line\",v=t.context,x=v.gl,y=(e=>{const t=[];Zi(e)&&t.push(\"RENDER_LINE_DASH\"),e.paint.get(\"line-gradient\")&&t.push(\"RENDER_LINE_GRADIENT\");const i=e.paint.get(\"line-pattern\").constantOr(1),o=1!==e.paint.get(\"line-opacity\").constantOr(1);return !i&&o&&t.push(\"RENDER_LINE_ALPHA_DISCARD\"),t})(o);let b=y.includes(\"RENDER_LINE_ALPHA_DISCARD\");t.terrain&&t.terrain.clipOrMaskOverlapStencilType()&&(b=!1);for(const n of r){const r=i.getTile(n);if(p&&!r.patternsLoaded())continue;const a=r.getBucket(o);if(!a)continue;t.prepareDrawTile();const w=a.programConfigurations.get(o.id),T=t.useProgram(g,w,y),E=d.constantOr(null);if(E&&r.imageAtlas){const e=r.imageAtlas,t=e.patternPositions[E.to.toString()],i=e.patternPositions[E.from.toString()];t&&i&&w.setConstantPatternPositions(t,i);}const C=h.constantOr(null),I=u.constantOr(null);if(!p&&C&&I&&r.lineAtlas){const e=r.lineAtlas,t=e.getDash(C.to,I),i=e.getDash(C.from,I);t&&i&&w.setConstantPatternPositions(t,i);}const M=t.terrain?n.projMatrix:null,S=p?Ni(t,r,o,f,M,c):Ui(t,r,o,f,M,a.lineClipsArray.length,c);if(m){const r=a.gradients[o.id];let s=r.texture;if(o.gradientVersion!==r.version){let l=256;if(o.stepInterpolant){const o=i.getSource().maxzoom,r=n.canonical.z===o?Math.ceil(1<{T.draw(v,x.TRIANGLES,s,i,l,e.CullFaceMode.disabled,S,o.id,a.layoutVertexBuffer,a.indexBuffer,a.segments,o.paint,t.transform.zoom,w,a.layoutVertexBuffer2);};if(b){const i=t.stencilModeForClipping(n).ref;0===i&&t.terrain&&v.clear({stencil:0});const o={func:x.EQUAL,mask:255};S.u_alpha_discard_threshold=.8,z(new e.StencilMode(o,i,255,x.KEEP,x.KEEP,x.INVERT)),S.u_alpha_discard_threshold=0,z(new e.StencilMode(o,i,255,x.KEEP,x.KEEP,x.KEEP));}else z(t.stencilModeForClipping(n));}b&&(t.resetStencilClippingMasks(),t.terrain&&v.clear({stencil:0}));},fill:function(t,i,o,r){const n=o.paint.get(\"fill-color\"),a=o.paint.get(\"fill-opacity\");if(0===a.constantOr(1))return;const s=t.colorModeForRenderPass(),l=o.paint.get(\"fill-pattern\"),c=t.opaquePassEnabledForLayer()&&!l.constantOr(1)&&1===n.constantOr(e.Color.transparent).a&&1===a.constantOr(0)?\"opaque\":\"translucent\";if(t.renderPass===c){const n=t.depthModeForSublayer(1,\"opaque\"===t.renderPass?e.DepthMode.ReadWrite:e.DepthMode.ReadOnly);so(t,i,o,r,n,s,!1);}if(\"translucent\"===t.renderPass&&o.paint.get(\"fill-antialias\")){const n=t.depthModeForSublayer(o.getPaintProperty(\"fill-outline-color\")?2:0,e.DepthMode.ReadOnly);so(t,i,o,r,n,s,!0);}},\"fill-extrusion\":function(t,i,o,r){const n=o.paint.get(\"fill-extrusion-opacity\");if(0!==n&&\"translucent\"===t.renderPass){const a=new e.DepthMode(t.context.gl.LEQUAL,e.DepthMode.ReadWrite,t.depthRangeFor3D);if(1!==n||o.paint.get(\"fill-extrusion-pattern\").constantOr(1))lo(t,i,o,r,a,e.StencilMode.disabled,e.ColorMode.disabled),lo(t,i,o,r,a,t.stencilModeFor3D(),t.colorModeForRenderPass()),t.resetStencilClippingMasks();else {const n=t.colorModeForRenderPass();lo(t,i,o,r,a,e.StencilMode.disabled,n);}}},hillshade:function(t,i,o,r){if(\"offscreen\"!==t.renderPass&&\"translucent\"!==t.renderPass)return;const n=t.context,a=t.depthModeForSublayer(0,e.DepthMode.ReadOnly),s=t.colorModeForRenderPass(),l=t.terrain&&t.terrain.renderingToTexture,[c,h]=\"translucent\"!==t.renderPass||l?[{},r]:t.stencilConfigForOverlap(r);for(const r of h){const n=i.getTile(r);if(n.needsHillshadePrepare&&\"offscreen\"===t.renderPass)si(t,n,o,a,e.StencilMode.disabled,s);else if(\"translucent\"===t.renderPass){const e=l&&t.terrain?t.terrain.stencilModeForRTTOverlap(r):c[r.overscaledZ];ni(t,r,n,o,a,e,s);}}n.viewport.set([0,0,t.width,t.height]),t.resetStencilClippingMasks();},raster:function(t,i,o,r,n,a){if(\"translucent\"!==t.renderPass)return;if(0===o.paint.get(\"raster-opacity\"))return;if(!r.length)return;const s=t.context,l=s.gl,c=i.getSource(),h=t.useProgram(\"raster\"),_=t.colorModeForRenderPass(),u=t.terrain&&t.terrain.renderingToTexture,[d,p]=c instanceof Se||u?[{},r]:t.stencilConfigForOverlap(r),m=p[p.length-1].overscaledZ,f=!t.options.moving;for(const r of p){const n=u?e.DepthMode.disabled:t.depthModeForSublayer(r.overscaledZ-m,1===o.paint.get(\"raster-opacity\")?e.DepthMode.ReadWrite:e.DepthMode.ReadOnly,l.LESS),p=r.toUnwrapped(),g=i.getTile(r);if(u&&(!g||!g.hasData()))continue;const v=u?r.projMatrix:t.transform.calculateProjMatrix(p,f),x=t.terrain&&u?t.terrain.stencilModeForRTTOverlap(r):d[r.overscaledZ],y=a?0:o.paint.get(\"raster-fade-duration\");g.registerFadeDuration(y);const b=i.findLoadedParent(r,0),w=fi(g,b,i,t.transform,y);let T,E;t.terrain&&t.terrain.prepareDrawTile();const C=\"nearest\"===o.paint.get(\"raster-resampling\")?l.NEAREST:l.LINEAR;s.activeTexture.set(l.TEXTURE0),g.texture.bind(C,l.CLAMP_TO_EDGE),s.activeTexture.set(l.TEXTURE1),b?(b.texture.bind(C,l.CLAMP_TO_EDGE),T=Math.pow(2,b.tileID.overscaledZ-g.tileID.overscaledZ),E=[g.tileID.canonical.x*T%1,g.tileID.canonical.y*T%1]):g.texture.bind(C,l.CLAMP_TO_EDGE);const I=Vi(v,E||[0,0],T||1,w,o,c instanceof Se?c.perspectiveTransform:[0,0]);if(t.prepareDrawProgram(s,h,p),c instanceof Se)c.boundsBuffer&&c.boundsSegments&&h.draw(s,l.TRIANGLES,n,e.StencilMode.disabled,_,e.CullFaceMode.disabled,I,o.id,c.boundsBuffer,t.quadTriangleIndexBuffer,c.boundsSegments);else {const{tileBoundsBuffer:i,tileBoundsIndexBuffer:r,tileBoundsSegments:a}=t.getTileBoundsBuffers(g);h.draw(s,l.TRIANGLES,n,x,_,e.CullFaceMode.disabled,I,o.id,i,r,a);}}t.resetStencilClippingMasks();},background:function(t,i,o,r){const n=o.paint.get(\"background-color\"),a=o.paint.get(\"background-opacity\");if(0===a)return;const s=t.context,l=s.gl,c=t.transform,h=c.tileSize,_=o.paint.get(\"background-pattern\");if(t.isPatternMissing(_))return;const u=!_&&1===n.a&&1===a&&t.opaquePassEnabledForLayer()?\"opaque\":\"translucent\";if(t.renderPass!==u)return;const d=e.StencilMode.disabled,p=t.depthModeForSublayer(0,\"opaque\"===u?e.DepthMode.ReadWrite:e.DepthMode.ReadOnly),m=t.colorModeForRenderPass(),f=t.useProgram(_?\"backgroundPattern\":\"background\");let g,v=r;v||(g=t.getBackgroundTiles(),v=Object.values(g).map((e=>e.tileID))),_&&(s.activeTexture.set(l.TEXTURE0),t.imageManager.bind(t.context));const x=o.getCrossfadeParameters();for(const u of v){const v=u.toUnwrapped(),y=r?u.projMatrix:t.transform.calculateProjMatrix(v);t.prepareDrawTile();const b=i?i.getTile(u):g?g[u.key]:new e.Tile(u,h,c.zoom,t),w=_?Yi(y,a,t,_,{tileID:u,tileSize:h},x):Ki(y,a,n);t.prepareDrawProgram(s,f,v);const{tileBoundsBuffer:T,tileBoundsIndexBuffer:E,tileBoundsSegments:C}=t.getTileBoundsBuffers(b);f.draw(s,l.TRIANGLES,p,d,m,e.CullFaceMode.disabled,w,o.id,T,E,C);}},sky:function(t,i,o){const r=t.transform,n=\"mercator\"===r.projection.name||\"globe\"===r.projection.name?1:e.smoothstep(7,8,r.zoom),a=o.paint.get(\"sky-opacity\")*n;if(0===a)return;const s=t.context,l=o.paint.get(\"sky-type\"),c=new e.DepthMode(s.gl.LEQUAL,e.DepthMode.ReadOnly,[0,1]),h=t.frameCounter/1e3%1;\"atmosphere\"===l?\"offscreen\"===t.renderPass?o.needsSkyboxCapture(t)&&(function(t,i,o,r){const n=t.context,a=n.gl;let s=i.skyboxFbo;if(!s){s=i.skyboxFbo=n.createFramebuffer(32,32,!1),i.skyboxGeometry=new To(n),i.skyboxTexture=n.gl.createTexture(),a.bindTexture(a.TEXTURE_CUBE_MAP,i.skyboxTexture),a.texParameteri(a.TEXTURE_CUBE_MAP,a.TEXTURE_WRAP_S,a.CLAMP_TO_EDGE),a.texParameteri(a.TEXTURE_CUBE_MAP,a.TEXTURE_WRAP_T,a.CLAMP_TO_EDGE),a.texParameteri(a.TEXTURE_CUBE_MAP,a.TEXTURE_MIN_FILTER,a.LINEAR),a.texParameteri(a.TEXTURE_CUBE_MAP,a.TEXTURE_MAG_FILTER,a.LINEAR);for(let e=0;e<6;++e)a.texImage2D(a.TEXTURE_CUBE_MAP_POSITIVE_X+e,0,a.RGBA,32,32,0,a.RGBA,a.UNSIGNED_BYTE,null);}n.bindFramebuffer.set(s.framebuffer),n.viewport.set([0,0,32,32]);const l=i.getCenter(t,!0),c=t.useProgram(\"skyboxCapture\"),h=new Float64Array(16);e.identity(h),e.rotateY(h,h,.5*-Math.PI),Eo(n,i,c,h,l,0),e.identity(h),e.rotateY(h,h,.5*Math.PI),Eo(n,i,c,h,l,1),e.identity(h),e.rotateX(h,h,.5*-Math.PI),Eo(n,i,c,h,l,2),e.identity(h),e.rotateX(h,h,.5*Math.PI),Eo(n,i,c,h,l,3),e.identity(h),Eo(n,i,c,h,l,4),e.identity(h),e.rotateY(h,h,Math.PI),Eo(n,i,c,h,l,5),n.viewport.set([0,0,t.width,t.height]);}(t,o),o.markSkyboxValid(t)):\"sky\"===t.renderPass&&function(t,i,o,r,n){const a=t.context,s=a.gl,l=t.transform,c=t.useProgram(\"skybox\");a.activeTexture.set(s.TEXTURE0),s.bindTexture(s.TEXTURE_CUBE_MAP,i.skyboxTexture);const h=((e,t,i,o,r)=>({u_matrix:e,u_sun_direction:t,u_cubemap:0,u_opacity:o,u_temporal_offset:r}))(l.skyboxMatrix,i.getCenter(t,!1),0,r,n);t.prepareDrawProgram(a,c),c.draw(a,s.TRIANGLES,o,e.StencilMode.disabled,t.colorModeForRenderPass(),e.CullFaceMode.backCW,h,\"skybox\",i.skyboxGeometry.vertexBuffer,i.skyboxGeometry.indexBuffer,i.skyboxGeometry.segment);}(t,o,c,a,h):\"gradient\"===l&&\"sky\"===t.renderPass&&function(t,i,o,r,n){const a=t.context,s=a.gl,l=t.transform,c=t.useProgram(\"skyboxGradient\");i.skyboxGeometry||(i.skyboxGeometry=new To(a)),a.activeTexture.set(s.TEXTURE0);let h=i.colorRampTexture;h||(h=i.colorRampTexture=new e.Texture(a,i.colorRamp,s.RGBA)),h.bind(s.LINEAR,s.CLAMP_TO_EDGE);const _=((t,i,o,r,n)=>({u_matrix:t,u_color_ramp:0,u_center_direction:i,u_radius:e.degToRad(o),u_opacity:r,u_temporal_offset:n}))(l.skyboxMatrix,i.getCenter(t,!1),i.paint.get(\"sky-gradient-radius\"),r,n);t.prepareDrawProgram(a,c),c.draw(a,s.TRIANGLES,o,e.StencilMode.disabled,t.colorModeForRenderPass(),e.CullFaceMode.backCW,_,\"skyboxGradient\",i.skyboxGeometry.vertexBuffer,i.skyboxGeometry.indexBuffer,i.skyboxGeometry.segment);}(t,o,c,a,h);},debug:function(e,t,i){for(let o=0;oo)return void(this.transform.fogCullDistSq=null);const r=i+.78*(o-i);this.transform.fogCullDistSq=r*r;}get terrain(){return this.transform._terrainEnabled()&&this._terrain&&this._terrain.enabled?this._terrain:null}resize(t,i){if(this.width=t*e.exported.devicePixelRatio,this.height=i*e.exported.devicePixelRatio,this.context.viewport.set([0,0,this.width,this.height]),this.style)for(const e of this.style.order)this.style._layers[e].resize();}setup(){const t=this.context,i=new e.StructArrayLayout2i4;i.emplaceBack(0,0),i.emplaceBack(e.EXTENT,0),i.emplaceBack(0,e.EXTENT),i.emplaceBack(e.EXTENT,e.EXTENT),this.tileExtentBuffer=t.createVertexBuffer(i,e.posAttributes.members),this.tileExtentSegments=e.SegmentVector.simpleSegment(0,0,4,2);const o=new e.StructArrayLayout2i4;o.emplaceBack(0,0),o.emplaceBack(e.EXTENT,0),o.emplaceBack(0,e.EXTENT),o.emplaceBack(e.EXTENT,e.EXTENT),this.debugBuffer=t.createVertexBuffer(o,e.posAttributes.members),this.debugSegments=e.SegmentVector.simpleSegment(0,0,4,5);const r=new e.StructArrayLayout2i4;r.emplaceBack(-1,-1),r.emplaceBack(1,-1),r.emplaceBack(-1,1),r.emplaceBack(1,1),this.viewportBuffer=t.createVertexBuffer(r,e.posAttributes.members),this.viewportSegments=e.SegmentVector.simpleSegment(0,0,4,2);const n=new e.StructArrayLayout4i8;n.emplaceBack(0,0,0,0),n.emplaceBack(e.EXTENT,0,e.EXTENT,0),n.emplaceBack(0,e.EXTENT,0,e.EXTENT),n.emplaceBack(e.EXTENT,e.EXTENT,e.EXTENT,e.EXTENT),this.mercatorBoundsBuffer=t.createVertexBuffer(n,e.boundsAttributes.members),this.mercatorBoundsSegments=e.SegmentVector.simpleSegment(0,0,4,2);const a=new e.StructArrayLayout3ui6;a.emplaceBack(0,1,2),a.emplaceBack(2,1,3),this.quadTriangleIndexBuffer=t.createIndexBuffer(a);const s=new e.StructArrayLayout1ui2;for(const e of [0,1,3,2,0])s.emplaceBack(e);this.debugIndexBuffer=t.createIndexBuffer(s),this.emptyTexture=new e.Texture(t,new e.RGBAImage({width:1,height:1},Uint8Array.of(0,0,0,0)),t.gl.RGBA),this.identityMat=e.create();const l=this.context.gl;this.stencilClearMode=new e.StencilMode({func:l.ALWAYS,mask:0},0,255,l.ZERO,l.ZERO,l.ZERO),this.loadTimeStamps.push(e.window.performance.now());}getMercatorTileBoundsBuffers(){return {tileBoundsBuffer:this.mercatorBoundsBuffer,tileBoundsIndexBuffer:this.quadTriangleIndexBuffer,tileBoundsSegments:this.mercatorBoundsSegments}}getTileBoundsBuffers(e){return e._makeTileBoundsBuffers(this.context,this.transform.projection),e._tileBoundsBuffer?{tileBoundsBuffer:e._tileBoundsBuffer,tileBoundsIndexBuffer:e._tileBoundsIndexBuffer,tileBoundsSegments:e._tileBoundsSegments}:this.getMercatorTileBoundsBuffers()}clearStencil(){const t=this.context,i=t.gl;this.nextStencilID=1,this.currentStencilSource=void 0,this._tileClippingMaskIDs.clear(),this._skippedStencilTileIDs.clear(),this.useProgram(\"clippingMask\").draw(t,i.TRIANGLES,e.DepthMode.disabled,this.stencilClearMode,e.ColorMode.disabled,e.CullFaceMode.disabled,mi(this.identityMat),\"$clipping\",this.viewportBuffer,this.quadTriangleIndexBuffer,this.viewportSegments);}resetStencilClippingMasks(){this.terrain||(this.currentStencilSource=void 0,this._tileClippingMaskIDs.clear(),this._skippedStencilTileIDs.clear());}_renderTileClippingMasks(t,i,o){if(!i||this.currentStencilSource===i.id||!t.isTileClipped()||!o||0===o.length)return;const r=[];let n=!1;if(this._tileClippingMaskIDs&&!this.terrain){for(const e of o)if(this._tileClippingMaskIDs.has(e.key)||(n=!0),this._skippedStencilTileIDs.has(e.key)){if(!i.getTile(e).getBucket(t))continue;this._skippedStencilTileIDs.delete(e.key),r.push(e);}if(!n&&0===r.length)return}const a=this.context,s=a.gl;a.setColorMode(e.ColorMode.disabled),a.setDepthMode(e.DepthMode.disabled);const l=this.useProgram(\"clippingMask\"),c=t=>{const o=i.getTile(t),{tileBoundsBuffer:r,tileBoundsIndexBuffer:n,tileBoundsSegments:c}=this.getTileBoundsBuffers(o);l.draw(a,s.TRIANGLES,e.DepthMode.disabled,new e.StencilMode({func:s.GREATER,mask:255},this._tileClippingMaskIDs.get(t.key)||0,255,s.KEEP,s.KEEP,s.REPLACE),e.ColorMode.disabled,e.CullFaceMode.disabled,mi(t.projMatrix),\"$clipping\",r,n,c);};if(!n&&r.length>0)for(const e of r)c(e);else {(0===this._tileClippingMaskIDs.size||this.nextStencilID+o.length>256)&&this.clearStencil(),this._tileClippingMaskIDs.clear(),this._skippedStencilTileIDs.clear();for(const e of o)this._tileClippingMaskIDs.set(e.key,this.nextStencilID++),i.getTile(e).getBucket(t)?c(e):this._skippedStencilTileIDs.add(e.key);}0===this._skippedStencilTileIDs.size&&(this.currentStencilSource=i.id);}stencilModeFor3D(){this.currentStencilSource=void 0,this.nextStencilID+1>256&&this.clearStencil();const t=this.nextStencilID++,i=this.context.gl;return new e.StencilMode({func:i.NOTEQUAL,mask:255},t,255,i.KEEP,i.KEEP,i.REPLACE)}stencilModeForClipping(t){if(this.terrain)return this.terrain.stencilModeForRTTOverlap(t);const i=this.context.gl;return new e.StencilMode({func:i.EQUAL,mask:255},this._tileClippingMaskIDs.get(t.key)||0,0,i.KEEP,i.KEEP,i.REPLACE)}stencilConfigForOverlap(t){const i=this.context.gl,o=t.sort(((e,t)=>t.overscaledZ-e.overscaledZ)),r=o[o.length-1].overscaledZ,n=o[0].overscaledZ-r+1;if(n>1){this.currentStencilSource=void 0,this.nextStencilID+n>256&&this.clearStencil();const t={};for(let o=0;o=0;this.currentLayer--){const e=this.style._layers[o[this.currentLayer]],i=t._getLayerSourceCache(e);if(e.isSky())continue;const r=i?a[i.id]:void 0;this._renderTileClippingMasks(e,i,r),this.renderLayer(this,i,e,r);}if(this.renderPass=\"sky\",(e.globeToMercatorTransition(this.transform.zoom)>0||\"globe\"!==this.transform.projection.name)&&this.transform.isHorizonVisible())for(this.currentLayer=0;this.currentLayer{const o=t._getLayerSourceCache(e);o&&!e.isHidden(this.transform.zoom)&&(!i||i.getSource().maxzoom0?t.pop():null}isPatternMissing(e){if(!e)return !1;if(!e.from||!e.to)return !0;const t=this.imageManager.getPattern(e.from.toString()),i=this.imageManager.getPattern(e.to.toString());return !t||!i}currentGlobalDefines(){const e=this.terrain&&this.terrain.renderingToTexture,t=this.style&&this.style.fog,i=[];return this.terrain&&!this.terrain.renderingToTexture&&i.push(\"TERRAIN\"),t&&!e&&0!==t.getOpacity(this.transform.pitch)&&i.push(\"FOG\"),e&&i.push(\"RENDER_TO_TEXTURE\"),this._showOverdrawInspector&&i.push(\"OVERDRAW_INSPECTOR\"),i}useProgram(e,t,i){this.cache=this.cache||{};const o=i||[],r=this.currentGlobalDefines().concat(o),n=Ti.cacheKey(e,r,t);return this.cache[n]||(this.cache[n]=new Ti(this.context,e,ti[e],t,Ji[e],r)),this.cache[n]}setCustomLayerDefaults(){this.context.unbindVAO(),this.context.cullFace.setDefault(),this.context.frontFace.setDefault(),this.context.cullFaceSide.setDefault(),this.context.activeTexture.setDefault(),this.context.pixelStoreUnpack.setDefault(),this.context.pixelStoreUnpackPremultiplyAlpha.setDefault(),this.context.pixelStoreUnpackFlipY.setDefault();}setBaseState(){const e=this.context.gl;this.context.cullFace.set(!1),this.context.viewport.set([0,0,this.width,this.height]),this.context.blendEquation.set(e.FUNC_ADD);}initDebugOverlayCanvas(){null==this.debugOverlayCanvas&&(this.debugOverlayCanvas=e.window.document.createElement(\"canvas\"),this.debugOverlayCanvas.width=512,this.debugOverlayCanvas.height=512,this.debugOverlayTexture=new e.Texture(this.context,this.debugOverlayCanvas,this.context.gl.RGBA));}destroy(){this._terrain&&this._terrain.destroy(),this.globeSharedBuffers&&this.globeSharedBuffers.destroy(),this.emptyTexture.destroy(),this.debugOverlayTexture&&this.debugOverlayTexture.destroy();}prepareDrawTile(){this.terrain&&this.terrain.prepareDrawTile();}prepareDrawProgram(e,t,i){if(this.terrain&&this.terrain.renderingToTexture)return;const o=this.style.fog;if(o){const r=o.getOpacity(this.transform.pitch);0!==r&&t.setFogUniformValues(e,((e,t,i,o)=>{const r=t.properties.get(\"color\"),n=e.frameCounter/1e3%1,a=[r.r/r.a,r.g/r.a,r.b/r.a,o];return {u_fog_matrix:i?e.transform.calculateFogTileMatrix(i):e.identityMat,u_fog_range:t.getFovAdjustedRange(e.transform._fov),u_fog_color:a,u_fog_horizon_blend:t.properties.get(\"horizon-blend\"),u_fog_temporal_offset:n}})(this,o,i,r));}}setTileLoadedFlag(e){this.tileLoaded=e;}saveCanvasCopy(){this.frameCopies.push(this.canvasCopy()),this.tileLoaded=!1;}canvasCopy(){const e=this.context.gl,t=e.createTexture();return e.bindTexture(e.TEXTURE_2D,t),e.copyTexImage2D(e.TEXTURE_2D,0,e.RGBA,0,0,e.drawingBufferWidth,e.drawingBufferHeight,0),t}getCanvasCopiesAndTimestamps(){return {canvasCopies:this.frameCopies,timeStamps:this.loadTimeStamps}}averageElevationNeedsEasing(){if(!this.transform._elevation)return !1;const e=this.style&&this.style.fog;return !!e&&0!==e.getOpacity(this.transform.pitch)}getBackgroundTiles(){const t=this._backgroundTiles,i=this._backgroundTiles={},o=this.transform.coveringTiles({tileSize:512});for(const r of o)i[r.key]=t[r.key]||new e.Tile(r,512,this.transform.tileZoom,this);return i}clearBackgroundTiles(){this._backgroundTiles={};}}class So{constructor(e=0,t=0,i=0,o=0){if(isNaN(e)||e<0||isNaN(t)||t<0||isNaN(i)||i<0||isNaN(o)||o<0)throw new Error(\"Invalid value for edge-insets, top, bottom, left and right must all be numbers\");this.top=e,this.bottom=t,this.left=i,this.right=o;}interpolate(t,i,o){return null!=i.top&&null!=t.top&&(this.top=e.number(t.top,i.top,o)),null!=i.bottom&&null!=t.bottom&&(this.bottom=e.number(t.bottom,i.bottom,o)),null!=i.left&&null!=t.left&&(this.left=e.number(t.left,i.left,o)),null!=i.right&&null!=t.right&&(this.right=e.number(t.right,i.right,o)),this}getCenter(t,i){const o=e.clamp((this.left+t-this.right)/2,0,t),r=e.clamp((this.top+i-this.bottom)/2,0,i);return new e.pointGeometry(o,r)}equals(e){return this.top===e.top&&this.bottom===e.bottom&&this.left===e.left&&this.right===e.right}clone(){return new So(this.top,this.bottom,this.left,this.right)}toJSON(){return {top:this.top,bottom:this.bottom,left:this.left,right:this.right}}}function zo(t,i){const o=e.getColumn(t,3);e.fromQuat(t,i),e.setColumn(t,3,o);}function Do(t,i){const o=e.identity$1([]);return e.rotateZ$1(o,o,-i),e.rotateX$1(o,o,-t),o}function Po(t,i){const o=[t[0],t[1],0],r=[i[0],i[1],0];if(e.length(o)>=1e-15){const t=e.normalize([],o);e.scale$2(r,t,e.dot(r,t)),i[0]=r[0],i[1]=r[1];}const n=e.cross([],i,t);if(e.len(n)<1e-15)return null;const a=Math.atan2(-n[1],n[0]);return Do(Math.atan2(Math.sqrt(t[0]*t[0]+t[1]*t[1]),-t[2]),a)}class Ao{constructor(e,t){this.position=e,this.orientation=t;}get position(){return this._position}set position(t){if(t){const i=t instanceof e.MercatorCoordinate?t:new e.MercatorCoordinate(t[0],t[1],t[2]);this._renderWorldCopies&&(i.x=e.wrap(i.x,0,1)),this._position=i;}else this._position=null;}lookAtPoint(t,i){if(this.orientation=null,!this.position)return;const o=this._elevation?this._elevation.getAtPointOrZero(e.MercatorCoordinate.fromLngLat(t)):0,r=this.position,n=e.MercatorCoordinate.fromLngLat(t,o),a=[n.x-r.x,n.y-r.y,n.z-r.z];i||(i=[0,0,1]),i[2]=Math.abs(i[2]),this.orientation=Po(a,i);}setPitchBearing(t,i){this.orientation=Do(e.degToRad(t),e.degToRad(-i));}}class Lo{constructor(t,i){this._transform=e.identity([]),this.orientation=i,this.position=t;}get mercatorPosition(){const t=this.position;return new e.MercatorCoordinate(t[0],t[1],t[2])}get position(){const t=e.getColumn(this._transform,3);return [t[0],t[1],t[2]]}set position(t){var i;t&&e.setColumn(this._transform,3,[(i=t)[0],i[1],i[2],1]);}get orientation(){return this._orientation}set orientation(t){this._orientation=t||e.identity$1([]),t&&zo(this._transform,this._orientation);}getPitchBearing(){const e=this.forward(),t=this.right();return {bearing:Math.atan2(-t[1],t[0]),pitch:Math.atan2(Math.sqrt(e[0]*e[0]+e[1]*e[1]),-e[2])}}setPitchBearing(e,t){this._orientation=Do(e,t),zo(this._transform,this._orientation);}forward(){const t=e.getColumn(this._transform,2);return [-t[0],-t[1],-t[2]]}up(){const t=e.getColumn(this._transform,1);return [-t[0],-t[1],-t[2]]}right(){const t=e.getColumn(this._transform,0);return [t[0],t[1],t[2]]}getCameraToWorld(t,i){const o=new Float64Array(16);return e.invert(o,this.getWorldToCamera(t,i)),o}getWorldToCameraPosition(t,i,o){const r=this.position;e.scale$2(r,r,-t);const n=new Float64Array(16);return e.fromScaling(n,[o,o,o]),e.translate(n,n,r),n[10]*=i,n}getWorldToCamera(t,i){const o=new Float64Array(16),r=new Float64Array(4),n=this.position;return e.conjugate(r,this._orientation),e.scale$2(n,n,-t),e.fromQuat(o,r),e.translate(o,o,n),o[1]*=-1,o[5]*=-1,o[9]*=-1,o[13]*=-1,o[8]*=i,o[9]*=i,o[10]*=i,o[11]*=i,o}getCameraToClipPerspective(t,i,o,r){const n=new Float64Array(16);return e.perspective(n,t,i,o,r),n}getDistanceToElevation(t){const i=0===t?0:e.mercatorZfromAltitude(t,this.position[1]),o=this.forward();return (i-this.position[2])/o[2]}clone(){return new Lo([...this.position],[...this.orientation])}}function Ro(t,i){const o=Oo(t),r=function(t,i,o,r,n){const a=new e.LngLat(o.lng-180*Bo,o.lat),s=new e.LngLat(o.lng+180*Bo,o.lat),l=t.project(a.lng,a.lat),c=t.project(s.lng,s.lat),h=-Math.atan2(c.y-l.y,c.x-l.x),_=e.MercatorCoordinate.fromLngLat(o);_.y=e.clamp(_.y,-.999975,.999975);const u=_.toLngLat(),d=t.project(u.lng,u.lat),p=e.MercatorCoordinate.fromLngLat(u);p.x+=Bo;const m=p.toLngLat(),f=t.project(m.lng,m.lat),g=Uo(f.x-d.x,f.y-d.y,h),v=e.MercatorCoordinate.fromLngLat(u);v.y+=Bo;const x=v.toLngLat(),y=t.project(x.lng,x.lat),b=Uo(y.x-d.x,y.y-d.y,h),w=Math.abs(g.x)/Math.abs(b.y),T=e.identity([]);e.rotateZ(T,T,-h*(1-(n?0:r)));const E=e.identity([]);return e.scale(E,E,[1,1-(1-w)*r,1]),E[4]=-b.x/b.y*r,e.rotateZ(E,E,h),e.multiply$1(E,T,E),E}(t.projection,0,t.center,o,i),n=ko(t);return e.scale(r,r,[n,n,1]),r}function ko(t){const i=t.projection,o=Oo(t),r=Fo(i,t.center),n=Fo(i,e.LngLat.convert(i.center));return Math.pow(2,r*o+(1-o)*n)}function Oo(t){const i=t.projection.range;if(!i)return 0;const o=Math.max(t.width,t.height),r=Math.log(o/1024)/Math.LN2;return e.smoothstep(i[0]+r,i[1]+r,t.zoom)}const Bo=1/4e4;function Fo(t,i){const o=e.clamp(i.lat,-e.MAX_MERCATOR_LATITUDE,e.MAX_MERCATOR_LATITUDE),r=new e.LngLat(i.lng-180*Bo,o),n=new e.LngLat(i.lng+180*Bo,o),a=t.project(r.lng,o),s=t.project(n.lng,o),l=e.MercatorCoordinate.fromLngLat(r),c=e.MercatorCoordinate.fromLngLat(n),h=s.x-a.x,_=s.y-a.y,u=c.x-l.x,d=c.y-l.y,p=Math.sqrt((u*u+d*d)/(h*h+_*_));return Math.log(p)/Math.LN2}function Uo(e,t,i){const o=Math.cos(i),r=Math.sin(i);return {x:e*o-t*r,y:e*r+t*o}}class No{constructor(t,i,o,r,n,a,s){this.tileSize=512,this._renderWorldCopies=void 0===n||n,this._minZoom=t||0,this._maxZoom=i||22,this._minPitch=null==o?0:o,this._maxPitch=null==r?60:r,this.setProjection(a),this.setMaxBounds(s),this.width=0,this.height=0,this._center=new e.LngLat(0,0),this.zoom=0,this.angle=0,this._fov=.6435011087932844,this._pitch=0,this._nearZ=0,this._farZ=0,this._unmodified=!0,this._edgeInsets=new So,this._projMatrixCache={},this._alignedProjMatrixCache={},this._fogTileMatrixCache={},this._distanceTileDataCache={},this._camera=new Lo,this._centerAltitude=0,this._centerAltitudeValidForExaggeration=0,this._averageElevation=0,this.cameraElevationReference=\"ground\",this._projectionScaler=1,this._horizonShift=.1;}clone(){const e=new No(this._minZoom,this._maxZoom,this._minPitch,this.maxPitch,this._renderWorldCopies,this.getProjection());return e._elevation=this._elevation,e._centerAltitude=this._centerAltitude,e._centerAltitudeValidForExaggeration=this._centerAltitudeValidForExaggeration,e.tileSize=this.tileSize,e.width=this.width,e.height=this.height,e.cameraElevationReference=this.cameraElevationReference,e._center=this._center,e._setZoom(this.zoom),e._seaLevelZoom=this._seaLevelZoom,e.angle=this.angle,e._fov=this._fov,e._pitch=this._pitch,e._nearZ=this._nearZ,e._farZ=this._farZ,e._averageElevation=this._averageElevation,e._unmodified=this._unmodified,e._edgeInsets=this._edgeInsets.clone(),e._camera=this._camera.clone(),e._calcMatrices(),e.freezeTileCoverage=this.freezeTileCoverage,e}get elevation(){return this._elevation}set elevation(e){this._elevation!==e&&(this._elevation=e,this._updateCameraOnTerrain(),this._calcMatrices());}updateElevation(e){const t=this._elevation&&this._elevation.exaggeration()!==this._centerAltitudeValidForExaggeration;(null==this._seaLevelZoom||t)&&this._updateCameraOnTerrain(),(e||t)&&this._constrainCameraAltitude(),this._calcMatrices();}getProjection(){return e.pick(this.projection,[\"name\",\"center\",\"parallels\"])}setProjection(t){null==t&&(t={name:\"mercator\"}),this.projectionOptions=t;const i=this.projection?this.getProjection():void 0;this.projection=e.getProjection(t);const o=this.getProjection();return r(i,o)?null:(this._calcMatrices(),o)}get minZoom(){return this._minZoom}set minZoom(e){this._minZoom!==e&&(this._minZoom=e,this.zoom=Math.max(this.zoom,e));}get maxZoom(){return this._maxZoom}set maxZoom(e){this._maxZoom!==e&&(this._maxZoom=e,this.zoom=Math.min(this.zoom,e));}get minPitch(){return this._minPitch}set minPitch(e){this._minPitch!==e&&(this._minPitch=e,this.pitch=Math.max(this.pitch,e));}get maxPitch(){return this._maxPitch}set maxPitch(e){this._maxPitch!==e&&(this._maxPitch=e,this.pitch=Math.min(this.pitch,e));}get renderWorldCopies(){return this._renderWorldCopies&&!0===this.projection.supportsWorldCopies}set renderWorldCopies(e){void 0===e?e=!0:null===e&&(e=!1),this._renderWorldCopies=e;}get worldSize(){return this.tileSize*this.scale}get cameraWorldSize(){const e=Math.max(this._camera.getDistanceToElevation(this._averageElevation),Number.EPSILON);return this._worldSizeFromZoom(this._zoomFromMercatorZ(e))}get pixelsPerMeter(){return this.projection.pixelsPerMeter(this.center.lat,this.worldSize)}get cameraPixelsPerMeter(){return this.projection.pixelsPerMeter(this.center.lat,this.cameraWorldSize)}get centerOffset(){return this.centerPoint._sub(this.size._div(2))}get size(){return new e.pointGeometry(this.width,this.height)}get bearing(){return e.wrap(this.rotation,-180,180)}set bearing(e){this.rotation=e;}get rotation(){return -this.angle/Math.PI*180}set rotation(t){const i=-t*Math.PI/180;var o;this.angle!==i&&(this._unmodified=!1,this.angle=i,this._calcMatrices(),this.rotationMatrix=(o=new e.ARRAY_TYPE(4),e.ARRAY_TYPE!=Float32Array&&(o[1]=0,o[2]=0),o[0]=1,o[3]=1,o),function(e,t,i){var o=t[0],r=t[1],n=t[2],a=t[3],s=Math.sin(i),l=Math.cos(i);e[0]=o*l+n*s,e[1]=r*l+a*s,e[2]=o*-s+n*l,e[3]=r*-s+a*l;}(this.rotationMatrix,this.rotationMatrix,this.angle));}get pitch(){return this._pitch/Math.PI*180}set pitch(t){const i=e.clamp(t,this.minPitch,this.maxPitch)/180*Math.PI;this._pitch!==i&&(this._unmodified=!1,this._pitch=i,this._calcMatrices());}get fov(){return this._fov/Math.PI*180}set fov(e){e=Math.max(.01,Math.min(60,e)),this._fov!==e&&(this._unmodified=!1,this._fov=e/180*Math.PI,this._calcMatrices());}get averageElevation(){return this._averageElevation}set averageElevation(e){this._averageElevation=e,this._calcFogMatrices(),this._distanceTileDataCache={};}get zoom(){return this._zoom}set zoom(e){const t=Math.min(Math.max(e,this.minZoom),this.maxZoom);this._zoom!==t&&(this._unmodified=!1,this._setZoom(t),this._updateSeaLevelZoom(),this._constrain(),this._calcMatrices());}_setZoom(e){this._zoom=e,this.scale=this.zoomScale(e),this.tileZoom=Math.floor(e),this.zoomFraction=e-this.tileZoom;}_updateCameraOnTerrain(){if(!this._elevation||!this._elevation.isDataAvailableAtPoint(this.locationCoordinate(this.center)))return this._centerAltitude=0,this._seaLevelZoom=null,void(this._centerAltitudeValidForExaggeration=0);const e=this._elevation;this._centerAltitude=e.getAtPointOrZero(this.locationCoordinate(this.center)),this._centerAltitudeValidForExaggeration=e.exaggeration(),this._updateSeaLevelZoom();}_updateSeaLevelZoom(){0!==this._centerAltitudeValidForExaggeration&&(this._seaLevelZoom=this._zoomFromMercatorZ((this.pixelsPerMeter*this._centerAltitude+this.cameraToCenterDistance)/this.worldSize));}sampleAverageElevation(){if(!this._elevation)return 0;const t=this._elevation,i=[[.5,.2],[.3,.5],[.5,.5],[.7,.5],[.5,.8]],o=this.horizonLineFromTop();let r=0,n=0;for(let a=0;at.maxzoom&&(i=t.maxzoom);const a=this.locationCoordinate(this.center),s=this.center.lat,l=1<{const i=1/4e4,o=new e.MercatorCoordinate(t.x+i,t.y,t.z),r=new e.MercatorCoordinate(t.x,t.y+i,t.z),n=t.toLngLat(),a=o.toLngLat(),s=r.toLngLat(),l=this.locationCoordinate(n),c=this.locationCoordinate(a),h=this.locationCoordinate(s),_=Math.hypot(c.x-l.x,c.y-l.y),u=Math.hypot(h.x-l.x,h.y-l.y);return Math.sqrt(_*u)*b/i},T=t=>{const i=x,o=y;return {aabb:e.tileAABB(this,l,0,0,0,t,o,i,this.projection),zoom:0,x:0,y:0,minZ:o,maxZ:i,wrap:t,fullyVisible:!1}},E=[];let C=[];const I=i,M=t.reparseOverscaled?o:i,S=e=>e*e,z=S((m-this._centerAltitude)*p),D=e=>{if(!this._elevation||!e.tileID||!n)return;const t=this._elevation.getMinMaxForTile(e.tileID),i=e.aabb;t?(i.min[2]=t.min,i.max[2]=t.max,i.center[2]=(i.min[2]+i.max[2])/2):(e.shouldSplit=P(e),e.shouldSplit||(i.min[2]=i.max[2]=i.center[2]=this._centerAltitude));},P=t=>{if(t.zoom.85?1:o;}const c=i*i+n*n+a;return c{if(t*S(.707)0;){const o=E.pop(),a=o.x,s=o.y;let _=o.fullyVisible;if(!_){const e=o.aabb.intersects(u);if(0===e)continue;_=2===e;}if(o.zoom!==I&&P(o))for(let t=0;t<4;t++){const i=(a<<1)+t%2,c=(s<<1)+(t>>1),u={aabb:n?o.aabb.quadrant(t):e.tileAABB(this,l,o.zoom+1,i,c,o.wrap,o.minZ,o.maxZ,this.projection),zoom:o.zoom+1,x:i,y:c,wrap:o.wrap,fullyVisible:_,tileID:void 0,shouldSplit:void 0,minZ:o.minZ,maxZ:o.maxZ};r&&!h&&(u.tileID=new e.OverscaledTileID(o.zoom+1===I?M:o.zoom+1,o.wrap,o.zoom+1,i,c),D(u)),E.push(u);}else {const r=o.zoom===I?M:o.zoom;if(t.minzoom&&t.minzoom>r)continue;const n=c[0]-(.5+a+(o.wrap<{const n=[0,0,0,1],a=[e.EXTENT,e.EXTENT,0,1],s=this.calculateFogTileMatrix(r.tileID.toUnwrapped());e.transformMat4$1(n,n,s),e.transformMat4$1(a,a,s);const l=e.getAABBPointSquareDist(n,a);if(0===l)return !0;let c=!1;const h=this._elevation;if(h&&l>i&&0!==o){const i=this.calculateProjMatrix(r.tileID.toUnwrapped());let n;t.isTerrainDEM||(n=h.getMinMaxForTile(r.tileID)),n||(n={min:y,max:x});const a=e.furthestTileCorner(this.rotation),s=[a[0]*e.EXTENT,a[1]*e.EXTENT,n.max];e.transformMat4(s,s,i),c=(1-s[1])*this.height*.5e.distanceSq-t.distanceSq)).map((e=>e.tileID))}resize(e,t){this.width=e,this.height=t,this.pixelsToGLUnits=[2/e,-2/t],this._constrain(),this._calcMatrices();}get unmodified(){return this._unmodified}zoomScale(e){return Math.pow(2,e)}scaleZoom(e){return Math.log(e)/Math.LN2}project(t){const i=e.clamp(t.lat,-e.MAX_MERCATOR_LATITUDE,e.MAX_MERCATOR_LATITUDE),o=this.projection.project(t.lng,i);return new e.pointGeometry(o.x*this.worldSize,o.y*this.worldSize)}unproject(e){return this.projection.unproject(e.x/this.worldSize,e.y/this.worldSize)}get point(){return this.project(this.center)}setLocationAtPoint(t,i){let o,r;const n=this.centerPoint;if(\"globe\"===this.projection.name){const e=this.worldSize;o=(i.x-n.x)/e,r=(i.y-n.y)/e;}else {const e=this.pointCoordinate(i),t=this.pointCoordinate(n);o=e.x-t.x,r=e.y-t.y;}const a=this.locationCoordinate(t);this.setLocation(new e.MercatorCoordinate(a.x-o,a.y-r));}setLocation(e){this.center=this.coordinateLocation(e),this.projection.wrap&&(this.center=this.center.wrap());}locationPoint(e){return this.projection.locationPoint(this,e)}locationPoint3D(e){return this._coordinatePoint(this.locationCoordinate(e),!0)}pointLocation(e){return this.coordinateLocation(this.pointCoordinate(e))}pointLocation3D(e){return this.coordinateLocation(this.pointCoordinate3D(e))}locationCoordinate(t,i){const o=i?e.mercatorZfromAltitude(i,t.lat):void 0,r=this.projection.project(t.lng,t.lat);return new e.MercatorCoordinate(r.x,r.y,o)}coordinateLocation(e){return this.projection.unproject(e.x,e.y)}pointRayIntersection(t,i){const o=null!=i?i:this._centerAltitude,r=[t.x,t.y,0,1],n=[t.x,t.y,1,1];e.transformMat4$1(r,r,this.pixelMatrixInverse),e.transformMat4$1(n,n,this.pixelMatrixInverse);const a=n[3];e.scale$1(r,r,1/r[3]),e.scale$1(n,n,1/a);const s=r[2],l=n[2];return {p0:r,p1:n,t:s===l?0:(o-s)/(l-s)}}screenPointToMercatorRay(t){const i=[t.x,t.y,0,1],o=[t.x,t.y,1,1];return e.transformMat4$1(i,i,this.pixelMatrixInverse),e.transformMat4$1(o,o,this.pixelMatrixInverse),e.scale$1(i,i,1/i[3]),e.scale$1(o,o,1/o[3]),i[2]=e.mercatorZfromAltitude(i[2],this._center.lat)*this.worldSize,o[2]=e.mercatorZfromAltitude(o[2],this._center.lat)*this.worldSize,e.scale$1(i,i,1/this.worldSize),e.scale$1(o,o,1/this.worldSize),new e.Ray([i[0],i[1],i[2]],e.normalize([],e.sub([],o,i)))}rayIntersectionCoordinate(t){const{p0:i,p1:o,t:r}=t,n=e.mercatorZfromAltitude(i[2],this._center.lat),a=e.mercatorZfromAltitude(o[2],this._center.lat);return new e.MercatorCoordinate(e.number(i[0],o[0],r)/this.worldSize,e.number(i[1],o[1],r)/this.worldSize,e.number(n,a,r))}pointCoordinate(e,t=this._centerAltitude){return this.projection.pointCoordinate(this,e.x,e.y,t)}pointCoordinate3D(t){if(!this.elevation)return this.pointCoordinate(t);const i=this.elevation;let o=this.elevation.pointCoordinate(t);if(o)return new e.MercatorCoordinate(o[0],o[1],o[2]);let r=0,n=this.horizonLineFromTop();if(t.y>n)return this.pointCoordinate(t);const a=.02*n,s=t.clone();for(let t=0;t<10&&n-r>a;t++){s.y=e.number(r,n,.66);const t=i.pointCoordinate(s);t?(n=s.y,o=t):r=s.y;}return o?new e.MercatorCoordinate(o[0],o[1],o[2]):this.pointCoordinate(t)}isPointAboveHorizon(e){if(this.elevation)return !this.elevation.pointCoordinate(e);{const t=this.horizonLineFromTop();return e.y0?new e.pointGeometry(r[0]/r[3],r[1]/r[3]):new e.pointGeometry(Number.MAX_VALUE,Number.MAX_VALUE)}_getBounds(t,i){const o=new e.pointGeometry(this._edgeInsets.left,this._edgeInsets.top),r=new e.pointGeometry(this.width-this._edgeInsets.right,this._edgeInsets.top),n=new e.pointGeometry(this.width-this._edgeInsets.right,this.height-this._edgeInsets.bottom),a=new e.pointGeometry(this._edgeInsets.left,this.height-this._edgeInsets.bottom);let s=this.pointCoordinate(o,t),l=this.pointCoordinate(r,t);const c=this.pointCoordinate(n,i),h=this.pointCoordinate(a,i),_=(e,t)=>(t.y-e.y)/(t.x-e.x);return s.y>1&&l.y>=0?s=new e.MercatorCoordinate((1-h.y)/_(h,s)+h.x,1):s.y<0&&l.y<=1&&(s=new e.MercatorCoordinate(-h.y/_(h,s)+h.x,0)),l.y>1&&s.y>=0?l=new e.MercatorCoordinate((1-c.y)/_(c,l)+c.x,1):l.y<0&&s.y<=1&&(l=new e.MercatorCoordinate(-c.y/_(c,l)+c.x,0)),(new e.LngLatBounds).extend(this.coordinateLocation(s)).extend(this.coordinateLocation(l)).extend(this.coordinateLocation(h)).extend(this.coordinateLocation(c))}_getBounds3D(){const e=this.elevation;if(!e.visibleDemTiles.length)return this._getBounds(0,0);const t=e.visibleDemTiles.reduce(((e,t)=>{if(t.dem){const i=t.dem.tree;e.min=Math.min(e.min,i.minimums[0]),e.max=Math.max(e.max,i.maximums[0]);}return e}),{min:Number.MAX_VALUE,max:0});return this._getBounds(t.min*e.exaggeration(),t.max*e.exaggeration())}getBounds(){return this._terrainEnabled()?this._getBounds3D():this._getBounds(0,0)}horizonLineFromTop(e=!0){const t=this.height/2/Math.tan(this._fov/2)/Math.tan(Math.max(this._pitch,.1))+this.centerOffset.y,i=this.height/2-t*(1-this._horizonShift);return e?Math.max(0,i):i}getMaxBounds(){return this.maxBounds}setMaxBounds(t){this.maxBounds=t,this.minLat=-e.MAX_MERCATOR_LATITUDE,this.maxLat=e.MAX_MERCATOR_LATITUDE,this.minLng=-180,this.maxLng=180,t&&(this.minLat=t.getSouth(),this.maxLat=t.getNorth(),this.minLng=t.getWest(),this.maxLng=t.getEast(),this.maxLngh&&(a=h-l),h-ct&&(n=t-s),t-e.5?g-1:g,x>.5?x-1:x,0]),this.alignedProjMatrix=y,a=e.create(),e.scale(a,a,[this.width/2,-this.height/2,1]),e.translate(a,a,[1,-1,0]),this.labelPlaneMatrix=a,a=e.create(),e.scale(a,a,[1,-1,1]),e.translate(a,a,[-1,-1,0]),e.scale(a,a,[2/this.width,2/this.height,1]),this.glCoordMatrix=a,this.pixelMatrix=e.multiply$1(new Float64Array(16),this.labelPlaneMatrix,this.projMatrix),this._calcFogMatrices(),this._distanceTileDataCache={},a=e.invert(new Float64Array(16),this.pixelMatrix),!a)throw new Error(\"failed to invert matrix\");this.pixelMatrixInverse=a,this.globeMatrix=\"globe\"===this.projection.name?e.calculateGlobeMatrix(this):a,this._projMatrixCache={},this._alignedProjMatrixCache={},this._pixelsToTileUnitsCache={};}_calcFogMatrices(){this._fogTileMatrixCache={};const t=this.cameraWorldSize,i=this.cameraPixelsPerMeter,o=this._camera.position,r=1/this.height,n=[t,t,i];e.scale$2(n,n,r),e.scale$2(o,o,-1),e.multiply$2(o,o,n);const a=e.create();e.translate(a,a,o),e.scale(a,a,n),this.mercatorFogMatrix=a,this.worldToFogMatrix=this._camera.getWorldToCameraPosition(t,i,r);}_computeCameraPosition(e){const t=(e=e||this.pixelsPerMeter)/this.pixelsPerMeter,i=this._camera.forward(),o=this.point,r=this._mercatorZfromZoom(this._seaLevelZoom?this._seaLevelZoom:this._zoom)*t-e/this.worldSize*this._centerAltitude;return [o.x/this.worldSize-i[0]*r,o.y/this.worldSize-i[1]*r,e/this.worldSize*this._centerAltitude-i[2]*r]}_updateCameraState(){this.height&&(this._camera.setPitchBearing(this._pitch,this.angle),this._camera.position=this._computeCameraPosition());}_translateCameraConstrained(t){const i=this._maxCameraBoundsDistance()*Math.cos(this._pitch),o=t[2];let r=1;o>0&&(r=Math.min((i-this._camera.position[2])/o,1)),this._camera.position=e.scaleAndAdd([],this._camera.position,t,r),this._updateStateFromCamera(),this.projection.wrap&&(this.center=this.center.wrap());}_updateStateFromCamera(){const t=this._camera.position,i=this._camera.forward(),{pitch:o,bearing:r}=this._camera.getPitchBearing(),n=e.mercatorZfromAltitude(this._centerAltitude,this.center.lat)*this._projectionScaler,a=this._mercatorZfromZoom(this._maxZoom)*Math.cos(e.degToRad(this._maxPitch)),s=Math.max((t[2]-n)/Math.cos(o),a),l=this._zoomFromMercatorZ(s);e.scaleAndAdd(t,t,i,s),this._pitch=e.clamp(o,e.degToRad(this.minPitch),e.degToRad(this.maxPitch)),this.angle=e.wrap(r,-Math.PI,Math.PI),this._setZoom(e.clamp(l,this._minZoom,this._maxZoom)),this._updateSeaLevelZoom(),this._center=this.coordinateLocation(new e.MercatorCoordinate(t[0],t[1],t[2])),this._unmodified=!1,this._constrain(),this._calcMatrices();}_worldSizeFromZoom(e){return Math.pow(2,e)*this.tileSize}_mercatorZfromZoom(e){return this.cameraToCenterDistance/this._worldSizeFromZoom(e)}_minimumHeightOverTerrain(){const e=Math.min((null!=this._seaLevelZoom?this._seaLevelZoom:this._zoom)+2,this._maxZoom);return this._mercatorZfromZoom(e)}_zoomFromMercatorZ(e){return this.scaleZoom(this.cameraToCenterDistance/(e*this.tileSize))}_terrainEnabled(){return !(!this._elevation||!this.projection.supportsTerrain&&(e.warnOnce(\"Terrain is not yet supported with alternate projections. Use mercator to enable terrain.\"),1))}anyCornerOffEdge(t,i){const o=Math.min(t.x,i.x),r=Math.max(t.x,i.x),n=Math.min(t.y,i.y),a=Math.max(t.y,i.y);if(nc||i.y>1)return !0}return !1}isHorizonVisible(){return this.pitch+e.radToDeg(this.fovAboveCenter)>88||this.anyCornerOffEdge(new e.pointGeometry(0,0),new e.pointGeometry(this.width,this.height))}zoomDeltaToMovement(t,i){const o=e.length(e.sub([],this._camera.position,t)),r=this._zoomFromMercatorZ(o)+i;return o-this._mercatorZfromZoom(r)}getCameraPoint(){const t=Math.tan(this._pitch)*(this.cameraToCenterDistance||1);return this.centerPoint.add(new e.pointGeometry(0,t))}}function Go(e,t){let i=!1,o=null;const r=()=>{o=null,i&&(e(),o=setTimeout(r,t),i=!1);};return ()=>(i=!0,o||r(),o)}class jo{constructor(t){this._hashName=t&&encodeURIComponent(t),e.bindAll([\"_getCurrentHash\",\"_onHashChange\",\"_updateHash\"],this),this._updateHash=Go(this._updateHashUnthrottled.bind(this),300);}addTo(t){return this._map=t,e.window.addEventListener(\"hashchange\",this._onHashChange,!1),t.on(\"moveend\",this._updateHash),this}remove(){return this._map?(this._map.off(\"moveend\",this._updateHash),e.window.removeEventListener(\"hashchange\",this._onHashChange,!1),clearTimeout(this._updateHash()),this._map=void 0,this):this}getHashString(t){const i=this._map;if(!i)return \"\";const o=i.getCenter(),r=Math.round(100*i.getZoom())/100,n=Math.ceil((r*Math.LN2+Math.log(512/360/.5))/Math.LN10),a=Math.pow(10,n),s=Math.round(o.lng*a)/a,l=Math.round(o.lat*a)/a,c=i.getBearing(),h=i.getPitch();let _=\"\";if(_+=t?`/${s}/${l}/${r}`:`${r}/${l}/${s}`,(c||h)&&(_+=\"/\"+Math.round(10*c)/10),h&&(_+=`/${Math.round(h)}`),this._hashName){const t=this._hashName;let i=!1;const o=e.window.location.hash.slice(1).split(\"&\").map((e=>{const o=e.split(\"=\")[0];return o===t?(i=!0,`${o}=${_}`):e})).filter((e=>e));return i||o.push(`${t}=${_}`),`#${o.join(\"&\")}`}return `#${_}`}_getCurrentHash(){const t=e.window.location.hash.replace(\"#\",\"\");if(this._hashName){let e;return t.split(\"&\").map((e=>e.split(\"=\"))).forEach((t=>{t[0]===this._hashName&&(e=t);})),(e&&e[1]||\"\").split(\"/\")}return t.split(\"/\")}_onHashChange(){const e=this._map;if(!e)return !1;const t=this._getCurrentHash();if(t.length>=3&&!t.some((e=>isNaN(e)))){const i=e.dragRotate.isEnabled()&&e.touchZoomRotate.isEnabled()?+(t[3]||0):e.getBearing();return e.jumpTo({center:[+t[2],+t[1]],zoom:+t[0],bearing:i,pitch:+(t[4]||0)}),!0}return !1}_updateHashUnthrottled(){const t=e.window.location.href.replace(/(#.+)?$/,this.getHashString());e.window.history.replaceState(e.window.history.state,null,t);}}const Zo={linearity:.3,easing:e.bezier(0,0,.3,1)},Vo=e.extend({deceleration:2500,maxSpeed:1400},Zo),Wo=e.extend({deceleration:20,maxSpeed:1400},Zo),qo=e.extend({deceleration:1e3,maxSpeed:360},Zo),Xo=e.extend({deceleration:1e3,maxSpeed:90},Zo);class $o{constructor(e){this._map=e,this.clear();}clear(){this._inertiaBuffer=[];}record(t){this._drainInertiaBuffer(),this._inertiaBuffer.push({time:e.exported.now(),settings:t});}_drainInertiaBuffer(){const t=this._inertiaBuffer,i=e.exported.now();for(;t.length>0&&i-t[0].time>160;)t.shift();}_onMoveEnd(t){if(this._drainInertiaBuffer(),this._inertiaBuffer.length<2)return;const i={zoom:0,bearing:0,pitch:0,pan:new e.pointGeometry(0,0),pinchAround:void 0,around:void 0};for(const{settings:e}of this._inertiaBuffer)i.zoom+=e.zoomDelta||0,i.bearing+=e.bearingDelta||0,i.pitch+=e.pitchDelta||0,e.panDelta&&i.pan._add(e.panDelta),e.around&&(i.around=e.around),e.pinchAround&&(i.pinchAround=e.pinchAround);const o=this._inertiaBuffer[this._inertiaBuffer.length-1].time-this._inertiaBuffer[0].time,r={};if(i.pan.mag()){const n=Ko(i.pan.mag(),o,e.extend({},Vo,t||{}));r.offset=i.pan.mult(n.amount/i.pan.mag()),r.center=this._map.transform.center,Ho(r,n);}if(i.zoom){const e=Ko(i.zoom,o,Wo);r.zoom=this._map.transform.zoom+e.amount,Ho(r,e);}if(i.bearing){const t=Ko(i.bearing,o,qo);r.bearing=this._map.transform.bearing+e.clamp(t.amount,-179,179),Ho(r,t);}if(i.pitch){const e=Ko(i.pitch,o,Xo);r.pitch=this._map.transform.pitch+e.amount,Ho(r,e);}if(r.zoom||r.bearing){const e=void 0===i.pinchAround?i.around:i.pinchAround;r.around=e?this._map.unproject(e):this._map.getCenter();}return this.clear(),r.noMoveStart=!0,r}}function Ho(e,t){(!e.duration||e.durationi.unproject(e))),s=n.reduce(((e,t,i,o)=>e.add(t.div(o.length))),new e.pointGeometry(0,0));super(t,{points:n,point:s,lngLats:a,lngLat:i.unproject(s),originalEvent:o}),this._defaultPrevented=!1;}}class Qo extends e.Event{preventDefault(){this._defaultPrevented=!0;}get defaultPrevented(){return this._defaultPrevented}constructor(e,t,i){super(e,{originalEvent:i}),this._defaultPrevented=!1;}}class er{constructor(e,t){this._map=e,this._clickTolerance=t.clickTolerance;}reset(){this._mousedownPos=void 0;}wheel(e){return this._firePreventable(new Qo(e.type,this._map,e))}mousedown(e,t){return this._mousedownPos=t,this._firePreventable(new Yo(e.type,this._map,e))}mouseup(e){this._map.fire(new Yo(e.type,this._map,e));}preclick(t){const i=e.extend({},t);i.type=\"preclick\",this._map.fire(new Yo(i.type,this._map,i));}click(e,t){this._mousedownPos&&this._mousedownPos.dist(t)>=this._clickTolerance||(this.preclick(e),this._map.fire(new Yo(e.type,this._map,e)));}dblclick(e){return this._firePreventable(new Yo(e.type,this._map,e))}mouseover(e){this._map.fire(new Yo(e.type,this._map,e));}mouseout(e){this._map.fire(new Yo(e.type,this._map,e));}touchstart(e){return this._firePreventable(new Jo(e.type,this._map,e))}touchmove(e){this._map.fire(new Jo(e.type,this._map,e));}touchend(e){this._map.fire(new Jo(e.type,this._map,e));}touchcancel(e){this._map.fire(new Jo(e.type,this._map,e));}_firePreventable(e){if(this._map.fire(e),e.defaultPrevented)return {}}isEnabled(){return !0}isActive(){return !1}enable(){}disable(){}}class tr{constructor(e){this._map=e;}reset(){this._delayContextMenu=!1,this._contextMenuEvent=void 0;}mousemove(e){this._map.fire(new Yo(e.type,this._map,e));}mousedown(){this._delayContextMenu=!0;}mouseup(){this._delayContextMenu=!1,this._contextMenuEvent&&(this._map.fire(new Yo(\"contextmenu\",this._map,this._contextMenuEvent)),delete this._contextMenuEvent);}contextmenu(e){this._delayContextMenu?this._contextMenuEvent=e:this._map.fire(new Yo(e.type,this._map,e)),this._map.listens(\"contextmenu\")&&e.preventDefault();}isEnabled(){return !0}isActive(){return !1}enable(){}disable(){}}class ir{constructor(e,t){this._map=e,this._el=e.getCanvasContainer(),this._container=e.getContainer(),this._clickTolerance=t.clickTolerance||1;}isEnabled(){return !!this._enabled}isActive(){return !!this._active}enable(){this.isEnabled()||(this._enabled=!0);}disable(){this.isEnabled()&&(this._enabled=!1);}mousedown(e,t){this.isEnabled()&&e.shiftKey&&0===e.button&&(h(),this._startPos=this._lastPos=t,this._active=!0);}mousemoveWindow(e,t){if(!this._active)return;const i=t;if(this._lastPos.equals(i)||!this._box&&i.dist(this._startPos){this._box&&(this._box.style.transform=`translate(${r}px,${s}px)`,this._box.style.width=a-r+\"px\",this._box.style.height=l-s+\"px\");}));}mouseupWindow(t,i){if(!this._active)return;if(0!==t.button)return;const o=this._startPos,r=i;if(this.reset(),d(),o.x!==r.x||o.y!==r.y)return this._map.fire(new e.Event(\"boxzoomend\",{originalEvent:t})),{cameraAnimation:e=>e.fitScreenCoordinates(o,r,this._map.getBearing(),{linear:!1})};this._fireEvent(\"boxzoomcancel\",t);}keydown(e){this._active&&27===e.keyCode&&(this.reset(),this._fireEvent(\"boxzoomcancel\",e));}blur(){this.reset();}reset(){this._active=!1,this._container.classList.remove(\"mapboxgl-crosshair\"),this._box&&(this._box.remove(),this._box=null),_(),delete this._startPos,delete this._lastPos;}_fireEvent(t,i){return this._map.fire(new e.Event(t,{originalEvent:i}))}}function or(e,t){const i={};for(let o=0;othis.numTouches)&&(this.aborted=!0),this.aborted||(0===this.startTime&&(this.startTime=t.timeStamp),o.length===this.numTouches&&(this.centroid=function(t){const i=new e.pointGeometry(0,0);for(const e of t)i._add(e);return i.div(t.length)}(i),this.touches=or(o,i)));}touchmove(e,t,i){if(this.aborted||!this.centroid)return;const o=or(i,t);for(const e in this.touches){const t=this.touches[e],i=o[e];(!i||i.dist(t)>30)&&(this.aborted=!0);}}touchend(e,t,i){if((!this.centroid||e.timeStamp-this.startTime>500)&&(this.aborted=!0),0===i.length){const e=!this.aborted&&this.centroid;if(this.reset(),e)return e}}}class nr{constructor(e){this.singleTap=new rr(e),this.numTaps=e.numTaps,this.reset();}reset(){this.lastTime=1/0,this.lastTap=void 0,this.count=0,this.singleTap.reset();}touchstart(e,t,i){this.singleTap.touchstart(e,t,i);}touchmove(e,t,i){this.singleTap.touchmove(e,t,i);}touchend(e,t,i){const o=this.singleTap.touchend(e,t,i);if(o){const t=e.timeStamp-this.lastTime<500,i=!this.lastTap||this.lastTap.dist(o)<30;if(t&&i||this.reset(),this.count++,this.lastTime=e.timeStamp,this.lastTap=o,this.count===this.numTaps)return this.reset(),o}}}class ar{constructor(){this._zoomIn=new nr({numTouches:1,numTaps:2}),this._zoomOut=new nr({numTouches:2,numTaps:1}),this.reset();}reset(){this._active=!1,this._zoomIn.reset(),this._zoomOut.reset();}touchstart(e,t,i){this._zoomIn.touchstart(e,t,i),this._zoomOut.touchstart(e,t,i);}touchmove(e,t,i){this._zoomIn.touchmove(e,t,i),this._zoomOut.touchmove(e,t,i);}touchend(e,t,i){const o=this._zoomIn.touchend(e,t,i),r=this._zoomOut.touchend(e,t,i);return o?(this._active=!0,e.preventDefault(),setTimeout((()=>this.reset()),0),{cameraAnimation:t=>t.easeTo({duration:300,zoom:t.getZoom()+1,around:t.unproject(o)},{originalEvent:e})}):r?(this._active=!0,e.preventDefault(),setTimeout((()=>this.reset()),0),{cameraAnimation:t=>t.easeTo({duration:300,zoom:t.getZoom()-1,around:t.unproject(r)},{originalEvent:e})}):void 0}touchcancel(){this.reset();}enable(){this._enabled=!0;}disable(){this._enabled=!1,this.reset();}isEnabled(){return this._enabled}isActive(){return this._active}}const sr={0:1,2:2};class lr{constructor(e){this.reset(),this._clickTolerance=e.clickTolerance||1;}blur(){this.reset();}reset(){this._active=!1,this._moved=!1,this._lastPoint=void 0,this._eventButton=void 0;}_correctButton(e,t){return !1}_move(e,t){return {}}mousedown(e,t){if(this._lastPoint)return;const i=f(e);this._correctButton(e,i)&&(this._lastPoint=t,this._eventButton=i);}mousemoveWindow(e,t){const i=this._lastPoint;if(i)if(e.preventDefault(),null!=this._eventButton&&function(e,t){const i=sr[t];return void 0===e.buttons||(e.buttons&i)!==i}(e,this._eventButton))this.reset();else if(this._moved||!(t.dist(i)0&&(this._active=!0);const r=or(o,i),n=new e.pointGeometry(0,0),a=new e.pointGeometry(0,0);let s=0;for(const e in r){const t=r[e],i=this._touches[e];i&&(n._add(t),a._add(t.sub(i)),s++,r[e]=t);}if(this._touches=r,s{this._alertContainer.classList.remove(\"mapboxgl-touch-pan-blocker-show\");}),500);}}class dr{constructor(){this.reset();}reset(){this._active=!1,this._firstTwoTouches=void 0;}_start(e){}_move(e,t,i){return {}}touchstart(e,t,i){this._firstTwoTouches||i.length<2||(this._firstTwoTouches=[i[0].identifier,i[1].identifier],this._start([t[0],t[1]]));}touchmove(e,t,i){const o=this._firstTwoTouches;if(!o)return;e.preventDefault();const[r,n]=o,a=pr(i,t,r),s=pr(i,t,n);if(!a||!s)return;const l=this._aroundCenter?null:a.add(s).div(2);return this._move([a,s],l,e)}touchend(e,t,i){if(!this._firstTwoTouches)return;const[o,r]=this._firstTwoTouches,n=pr(i,t,o),a=pr(i,t,r);n&&a||(this._active&&d(),this.reset());}touchcancel(){this.reset();}enable(e){this._enabled=!0,this._aroundCenter=!!e&&\"center\"===e.around;}disable(){this._enabled=!1,this.reset();}isEnabled(){return this._enabled}isActive(){return this._active}}function pr(e,t,i){for(let o=0;oMath.abs(e.x)}class yr extends dr{constructor(e){super(),this._map=e;}reset(){super.reset(),this._valid=void 0,this._firstMove=void 0,this._lastPoints=void 0;}_start(e){this._lastPoints=e,xr(e[0].sub(e[1]))&&(this._valid=!1);}_move(e,t,i){const o=this._lastPoints;if(!o)return;const r=e[0].sub(o[0]),n=e[1].sub(o[1]);return this._map._cooperativeGestures&&i.touches.length<3||(this._valid=this.gestureBeginsVertically(r,n,i.timeStamp),!this._valid)?void 0:(this._lastPoints=e,this._active=!0,{pitchDelta:(r.y+n.y)/2*-.5})}gestureBeginsVertically(e,t,i){if(void 0!==this._valid)return this._valid;const o=e.mag()>=2,r=t.mag()>=2;if(!o&&!r)return;if(!o||!r)return null==this._firstMove&&(this._firstMove=i),i-this._firstMove<100&&void 0;const n=e.y>0==t.y>0;return xr(e)&&xr(t)&&n}}const br={panStep:100,bearingStep:15,pitchStep:10};class wr{constructor(){const e=br;this._panStep=e.panStep,this._bearingStep=e.bearingStep,this._pitchStep=e.pitchStep,this._rotationDisabled=!1;}blur(){this.reset();}reset(){this._active=!1;}keydown(e){if(e.altKey||e.ctrlKey||e.metaKey)return;let t=0,i=0,o=0,r=0,n=0;switch(e.keyCode){case 61:case 107:case 171:case 187:t=1;break;case 189:case 109:case 173:t=-1;break;case 37:e.shiftKey?i=-1:(e.preventDefault(),r=-1);break;case 39:e.shiftKey?i=1:(e.preventDefault(),r=1);break;case 38:e.shiftKey?o=1:(e.preventDefault(),n=-1);break;case 40:e.shiftKey?o=-1:(e.preventDefault(),n=1);break;default:return}return this._rotationDisabled&&(i=0,o=0),{cameraAnimation:a=>{const s=a.getZoom();a.easeTo({duration:300,easeId:\"keyboardHandler\",easing:Tr,zoom:t?Math.round(s)+t*(e.shiftKey?2:1):s,bearing:a.getBearing()+i*this._bearingStep,pitch:a.getPitch()+o*this._pitchStep,offset:[-r*this._panStep,-n*this._panStep],center:a.getCenter()},{originalEvent:e});}}}enable(){this._enabled=!0;}disable(){this._enabled=!1,this.reset();}isEnabled(){return this._enabled}isActive(){return this._active}disableRotation(){this._rotationDisabled=!0;}enableRotation(){this._rotationDisabled=!1;}}function Tr(e){return e*(2-e)}const Er=4.000244140625;class Cr{constructor(t,i){this._map=t,this._el=t.getCanvasContainer(),this._handler=i,this._delta=0,this._defaultZoomRate=.01,this._wheelZoomRate=.0022222222222222222,e.bindAll([\"_onTimeout\",\"_addScrollZoomBlocker\",\"_showBlockerAlert\",\"_isFullscreen\"],this);}setZoomRate(e){this._defaultZoomRate=e;}setWheelZoomRate(e){this._wheelZoomRate=e;}isEnabled(){return !!this._enabled}isActive(){return !!this._active||void 0!==this._finishTimeout}isZooming(){return !!this._zooming}enable(e){this.isEnabled()||(this._enabled=!0,this._aroundCenter=!!e&&\"center\"===e.around,this._map._cooperativeGestures&&this._addScrollZoomBlocker());}disable(){this.isEnabled()&&(this._enabled=!1,this._map._cooperativeGestures&&(clearTimeout(this._alertTimer),this._alertContainer.remove()));}wheel(t){if(!this.isEnabled())return;if(this._map._cooperativeGestures){if(!(t.ctrlKey||t.metaKey||this.isZooming()||this._isFullscreen()))return void this._showBlockerAlert();\"hidden\"!==this._alertContainer.style.visibility&&(this._alertContainer.style.visibility=\"hidden\",clearTimeout(this._alertTimer));}let i=t.deltaMode===e.window.WheelEvent.DOM_DELTA_LINE?40*t.deltaY:t.deltaY;const o=e.exported.now(),r=o-(this._lastWheelEventTime||0);this._lastWheelEventTime=o,0!==i&&i%Er==0?this._type=\"wheel\":0!==i&&Math.abs(i)<4?this._type=\"trackpad\":r>400?(this._type=null,this._lastValue=i,this._timeout=setTimeout(this._onTimeout,40,t)):this._type||(this._type=Math.abs(r*i)<200?\"trackpad\":\"wheel\",this._timeout&&(clearTimeout(this._timeout),this._timeout=null,i+=this._lastValue)),t.shiftKey&&i&&(i/=4),this._type&&(this._lastWheelEvent=t,this._delta-=i,this._active||this._start(t)),t.preventDefault();}_onTimeout(e){this._type=\"wheel\",this._delta-=this._lastValue,this._active||this._start(e);}_start(e){if(!this._delta)return;this._frameId&&(this._frameId=null),this._active=!0,this.isZooming()||(this._zooming=!0),this._finishTimeout&&(clearTimeout(this._finishTimeout),delete this._finishTimeout);const t=p(this._el,e);this._aroundPoint=this._aroundCenter?this._map.transform.centerPoint:t,this._aroundCoord=this._map.transform.pointCoordinate3D(this._aroundPoint),this._targetZoom=void 0,this._frameId||(this._frameId=!0,this._handler._triggerRenderFrame());}renderFrame(){if(!this._frameId)return;if(this._frameId=null,!this.isActive())return;const t=this._map.transform,i=()=>t._terrainEnabled()&&this._aroundCoord?t.computeZoomRelativeTo(this._aroundCoord):t.zoom;if(0!==this._delta){const e=\"wheel\"===this._type&&Math.abs(this._delta)>Er?this._wheelZoomRate:this._defaultZoomRate;let o=2/(1+Math.exp(-Math.abs(this._delta*e)));this._delta<0&&0!==o&&(o=1/o);const r=i(),n=Math.pow(2,r),a=\"number\"==typeof this._targetZoom?t.zoomScale(this._targetZoom):n;this._targetZoom=Math.min(t.maxZoom,Math.max(t.minZoom,t.scaleZoom(a*o))),\"wheel\"===this._type&&(this._startZoom=i(),this._easing=this._smoothOutEasing(200)),this._delta=0;}const o=\"number\"==typeof this._targetZoom?this._targetZoom:i(),r=this._startZoom,n=this._easing;let a,s=!1;if(\"wheel\"===this._type&&r&&n){const t=Math.min((e.exported.now()-this._lastWheelEventTime)/200,1),i=n(t);a=e.number(r,o,i),t<1?this._frameId||(this._frameId=!0):s=!0;}else a=o,s=!0;return this._active=!0,s&&(this._active=!1,this._finishTimeout=setTimeout((()=>{this._zooming=!1,this._handler._triggerRenderFrame(),delete this._targetZoom,delete this._finishTimeout;}),200)),{noInertia:!0,needsRenderFrame:!s,zoomDelta:a-i(),around:this._aroundPoint,aroundCoord:this._aroundCoord,originalEvent:this._lastWheelEvent}}_smoothOutEasing(t){let i=e.ease;if(this._prevEase){const t=this._prevEase,o=(e.exported.now()-t.start)/t.duration,r=t.easing(o+.01)-t.easing(o),n=.27/Math.sqrt(r*r+1e-4)*.01,a=Math.sqrt(.0729-n*n);i=e.bezier(n,a,.25,1);}return this._prevEase={start:e.exported.now(),duration:t,easing:i},i}blur(){this.reset();}reset(){this._active=!1;}_addScrollZoomBlocker(){this._map&&!this._alertContainer&&(this._alertContainer=n(\"div\",\"mapboxgl-scroll-zoom-blocker\",this._map._container),this._alertContainer.textContent=/(Mac|iPad)/i.test(e.window.navigator.userAgent)?this._map._getUIString(\"ScrollZoomBlocker.CmdMessage\"):this._map._getUIString(\"ScrollZoomBlocker.CtrlMessage\"),this._alertContainer.style.fontSize=`${Math.max(10,Math.min(24,Math.floor(.05*this._el.clientWidth)))}px`);}_isFullscreen(){return !!e.window.document.fullscreenElement||!!e.window.document.webkitFullscreenElement}_showBlockerAlert(){\"hidden\"===this._alertContainer.style.visibility&&(this._alertContainer.style.visibility=\"visible\"),this._alertContainer.classList.add(\"mapboxgl-scroll-zoom-blocker-show\"),clearTimeout(this._alertTimer),this._alertTimer=setTimeout((()=>{this._alertContainer.classList.remove(\"mapboxgl-scroll-zoom-blocker-show\");}),200);}}class Ir{constructor(e,t){this._clickZoom=e,this._tapZoom=t;}enable(){this._clickZoom.enable(),this._tapZoom.enable();}disable(){this._clickZoom.disable(),this._tapZoom.disable();}isEnabled(){return this._clickZoom.isEnabled()&&this._tapZoom.isEnabled()}isActive(){return this._clickZoom.isActive()||this._tapZoom.isActive()}}class Mr{constructor(){this.reset();}reset(){this._active=!1;}blur(){this.reset();}dblclick(e,t){return e.preventDefault(),{cameraAnimation:i=>{i.easeTo({duration:300,zoom:i.getZoom()+(e.shiftKey?-1:1),around:i.unproject(t)},{originalEvent:e});}}}enable(){this._enabled=!0;}disable(){this._enabled=!1,this.reset();}isEnabled(){return this._enabled}isActive(){return this._active}}class Sr{constructor(){this._tap=new nr({numTouches:1,numTaps:1}),this.reset();}reset(){this._active=!1,this._swipePoint=void 0,this._swipeTouch=0,this._tapTime=0,this._tap.reset();}touchstart(e,t,i){this._swipePoint||(this._tapTime&&e.timeStamp-this._tapTime>500&&this.reset(),this._tapTime?i.length>0&&(this._swipePoint=t[0],this._swipeTouch=i[0].identifier):this._tap.touchstart(e,t,i));}touchmove(e,t,i){if(this._tapTime){if(this._swipePoint){if(i[0].identifier!==this._swipeTouch)return;const o=t[0],r=o.y-this._swipePoint.y;return this._swipePoint=o,e.preventDefault(),this._active=!0,{zoomDelta:r/128}}}else this._tap.touchmove(e,t,i);}touchend(e,t,i){this._tapTime?this._swipePoint&&0===i.length&&this.reset():this._tap.touchend(e,t,i)&&(this._tapTime=e.timeStamp);}touchcancel(){this.reset();}enable(){this._enabled=!0;}disable(){this._enabled=!1,this.reset();}isEnabled(){return this._enabled}isActive(){return this._active}}class zr{constructor(e,t,i){this._el=e,this._mousePan=t,this._touchPan=i;}enable(e){this._inertiaOptions=e||{},this._mousePan.enable(),this._touchPan.enable(),this._el.classList.add(\"mapboxgl-touch-drag-pan\");}disable(){this._mousePan.disable(),this._touchPan.disable(),this._el.classList.remove(\"mapboxgl-touch-drag-pan\");}isEnabled(){return this._mousePan.isEnabled()&&this._touchPan.isEnabled()}isActive(){return this._mousePan.isActive()||this._touchPan.isActive()}}class Dr{constructor(e,t,i){this._pitchWithRotate=e.pitchWithRotate,this._mouseRotate=t,this._mousePitch=i;}enable(){this._mouseRotate.enable(),this._pitchWithRotate&&this._mousePitch.enable();}disable(){this._mouseRotate.disable(),this._mousePitch.disable();}isEnabled(){return this._mouseRotate.isEnabled()&&(!this._pitchWithRotate||this._mousePitch.isEnabled())}isActive(){return this._mouseRotate.isActive()||this._mousePitch.isActive()}}class Pr{constructor(e,t,i,o){this._el=e,this._touchZoom=t,this._touchRotate=i,this._tapDragZoom=o,this._rotationDisabled=!1,this._enabled=!0;}enable(e){this._touchZoom.enable(e),this._rotationDisabled||this._touchRotate.enable(e),this._tapDragZoom.enable(),this._el.classList.add(\"mapboxgl-touch-zoom-rotate\");}disable(){this._touchZoom.disable(),this._touchRotate.disable(),this._tapDragZoom.disable(),this._el.classList.remove(\"mapboxgl-touch-zoom-rotate\");}isEnabled(){return this._touchZoom.isEnabled()&&(this._rotationDisabled||this._touchRotate.isEnabled())&&this._tapDragZoom.isEnabled()}isActive(){return this._touchZoom.isActive()||this._touchRotate.isActive()||this._tapDragZoom.isActive()}disableRotation(){this._rotationDisabled=!0,this._touchRotate.disable();}enableRotation(){this._rotationDisabled=!1,this._touchZoom.isEnabled()&&this._touchRotate.enable();}}const Ar=e=>e.zoom||e.drag||e.pitch||e.rotate;class Lr extends e.Event{}class Rr{constructor(){this.constants=[1,1,.01],this.radius=0;}setup(t,i){const o=e.sub([],i,t);this.radius=e.length(o[2]<0?e.div([],o,this.constants):[o[0],o[1],0]);}projectRay(t){e.div(t,t,this.constants),e.normalize(t,t),e.mul$1(t,t,this.constants);const i=e.scale$2([],t,this.radius);if(i[2]>0){const t=e.scale$2([],[0,0,1],e.dot(i,[0,0,1])),o=e.scale$2([],e.normalize([],[i[0],i[1],0]),this.radius),r=e.add([],i,e.scale$2([],e.sub([],e.add([],o,t),i),2));i[0]=r[0],i[1]=r[1];}return i}}function kr(e){return e.panDelta&&e.panDelta.mag()||e.zoomDelta||e.bearingDelta||e.pitchDelta}class Or{constructor(t,i){this._map=t,this._el=this._map.getCanvasContainer(),this._handlers=[],this._handlersById={},this._changes=[],this._inertia=new $o(t),this._bearingSnap=i.bearingSnap,this._previousActiveHandlers={},this._trackingEllipsoid=new Rr,this._dragOrigin=null,this._eventsInProgress={},this._addDefaultHandlers(i),e.bindAll([\"handleEvent\",\"handleWindowEvent\"],this);const o=this._el;this._listeners=[[o,\"touchstart\",{passive:!0}],[o,\"touchmove\",{passive:!1}],[o,\"touchend\",void 0],[o,\"touchcancel\",void 0],[o,\"mousedown\",void 0],[o,\"mousemove\",void 0],[o,\"mouseup\",void 0],[e.window.document,\"mousemove\",{capture:!0}],[e.window.document,\"mouseup\",void 0],[o,\"mouseover\",void 0],[o,\"mouseout\",void 0],[o,\"dblclick\",void 0],[o,\"click\",void 0],[o,\"keydown\",{capture:!1}],[o,\"keyup\",void 0],[o,\"wheel\",{passive:!1}],[o,\"contextmenu\",void 0],[e.window,\"blur\",void 0]];for(const[t,i,o]of this._listeners)t.addEventListener(i,t===e.window.document?this.handleWindowEvent:this.handleEvent,o);}destroy(){for(const[t,i,o]of this._listeners)t.removeEventListener(i,t===e.window.document?this.handleWindowEvent:this.handleEvent,o);}_addDefaultHandlers(e){const t=this._map,i=t.getCanvasContainer();this._add(\"mapEvent\",new er(t,e));const o=t.boxZoom=new ir(t,e);this._add(\"boxZoom\",o);const r=new ar,n=new Mr;t.doubleClickZoom=new Ir(n,r),this._add(\"tapZoom\",r),this._add(\"clickZoom\",n);const a=new Sr;this._add(\"tapDragZoom\",a);const s=t.touchPitch=new yr(t);this._add(\"touchPitch\",s);const l=new hr(e),c=new _r(e);t.dragRotate=new Dr(e,l,c),this._add(\"mouseRotate\",l,[\"mousePitch\"]),this._add(\"mousePitch\",c,[\"mouseRotate\"]);const h=new cr(e),_=new ur(t,e);t.dragPan=new zr(i,h,_),this._add(\"mousePan\",h),this._add(\"touchPan\",_,[\"touchZoom\",\"touchRotate\"]);const u=new vr,d=new fr;t.touchZoomRotate=new Pr(i,d,u,a),this._add(\"touchRotate\",u,[\"touchPan\",\"touchZoom\"]),this._add(\"touchZoom\",d,[\"touchPan\",\"touchRotate\"]),this._add(\"blockableMapEvent\",new tr(t));const p=t.scrollZoom=new Cr(t,this);this._add(\"scrollZoom\",p,[\"mousePan\"]);const m=t.keyboard=new wr;this._add(\"keyboard\",m);for(const i of [\"boxZoom\",\"doubleClickZoom\",\"tapDragZoom\",\"touchPitch\",\"dragRotate\",\"dragPan\",\"touchZoomRotate\",\"scrollZoom\",\"keyboard\"])e.interactive&&e[i]&&t[i].enable(e[i]);}_add(e,t,i){this._handlers.push({handlerName:e,handler:t,allowed:i}),this._handlersById[e]=t;}stop(e){if(!this._updatingCamera){for(const{handler:e}of this._handlers)e.reset();this._inertia.clear(),this._fireEvents({},{},e),this._changes=[];}}isActive(){for(const{handler:e}of this._handlers)if(e.isActive())return !0;return !1}isZooming(){return !!this._eventsInProgress.zoom||this._map.scrollZoom.isZooming()}isRotating(){return !!this._eventsInProgress.rotate}isMoving(){return !!Ar(this._eventsInProgress)||this.isZooming()}_blockedByActive(e,t,i){for(const o in e)if(o!==i&&(!t||t.indexOf(o)<0))return !0;return !1}handleWindowEvent(e){this.handleEvent(e,`${e.type}Window`);}_getMapTouches(e){const t=[];for(const i of e)this._el.contains(i.target)&&t.push(i);return t}handleEvent(e,t){this._updatingCamera=!0;const i=\"renderFrame\"===e.type,o=i?void 0:e,r={needsRenderFrame:!1},n={},a={},s=e.touches?this._getMapTouches(e.touches):void 0,l=s?m(this._el,s):i?void 0:p(this._el,e);for(const{handlerName:i,handler:c,allowed:h}of this._handlers){if(!c.isEnabled())continue;let _;this._blockedByActive(a,h,i)?c.reset():c[t||e.type]&&(_=c[t||e.type](e,l,s),this.mergeHandlerResult(r,n,_,i,o),_&&_.needsRenderFrame&&this._triggerRenderFrame()),(_||c.isActive())&&(a[i]=c);}const c={};for(const e in this._previousActiveHandlers)a[e]||(c[e]=o);this._previousActiveHandlers=a,(Object.keys(c).length||kr(r))&&(this._changes.push([r,n,c]),this._triggerRenderFrame()),(Object.keys(a).length||kr(r))&&this._map._stop(!0),this._updatingCamera=!1;const{cameraAnimation:h}=r;h&&(this._inertia.clear(),this._fireEvents({},{},!0),this._changes=[],h(this._map));}mergeHandlerResult(t,i,o,r,n){if(!o)return;e.extend(t,o);const a={handlerName:r,originalEvent:o.originalEvent||n};void 0!==o.zoomDelta&&(i.zoom=a),void 0!==o.panDelta&&(i.drag=a),void 0!==o.pitchDelta&&(i.pitch=a),void 0!==o.bearingDelta&&(i.rotate=a);}_applyChanges(){const t={},i={},o={};for(const[r,n,a]of this._changes)r.panDelta&&(t.panDelta=(t.panDelta||new e.pointGeometry(0,0))._add(r.panDelta)),r.zoomDelta&&(t.zoomDelta=(t.zoomDelta||0)+r.zoomDelta),r.bearingDelta&&(t.bearingDelta=(t.bearingDelta||0)+r.bearingDelta),r.pitchDelta&&(t.pitchDelta=(t.pitchDelta||0)+r.pitchDelta),void 0!==r.around&&(t.around=r.around),void 0!==r.aroundCoord&&(t.aroundCoord=r.aroundCoord),void 0!==r.pinchAround&&(t.pinchAround=r.pinchAround),r.noInertia&&(t.noInertia=r.noInertia),e.extend(i,n),e.extend(o,a);this._updateMapTransform(t,i,o),this._changes=[];}_updateMapTransform(t,i,o){const r=this._map,n=r.transform,a=e=>[e.x,e.y,e.z];if((e=>{const t=this._eventsInProgress.drag;return t&&!this._handlersById[t.handlerName].isActive()})()&&!kr(t)){const e=n.zoom;n.cameraElevationReference=\"sea\",n.recenterOnTerrain(),n.cameraElevationReference=\"ground\",e!==n.zoom&&this._map._update(!0);}if(!kr(t))return void this._fireEvents(i,o,!0);let{panDelta:s,zoomDelta:l,bearingDelta:c,pitchDelta:h,around:_,aroundCoord:u,pinchAround:d}=t;void 0!==d&&(_=d),(e=>i.drag&&!this._eventsInProgress.drag)()&&_&&(this._dragOrigin=a(n.pointCoordinate3D(_)),this._trackingEllipsoid.setup(n._camera.position,this._dragOrigin)),n.cameraElevationReference=\"sea\",r._stop(!0),_=_||r.transform.centerPoint,c&&(n.bearing+=c),h&&(n.pitch+=h),n._updateCameraState();const p=[0,0,0];if(s){const t=n.pointCoordinate(_);if(\"globe\"===n.projection.name){const i=e.latFromMercatorY(t.y),o=n.center.lat,r=Math.min(e.mercatorZfromAltitude(1,i)/e.mercatorZfromAltitude(1,o),2);s=s.rotate(-n.angle),p[0]=-s.x/n.worldSize*r,p[1]=-s.y/n.worldSize*r;}else {const e=n.pointCoordinate(_.sub(s));t&&e&&(p[0]=e.x-t.x,p[1]=e.y-t.y);}}const m=n.zoom,f=[0,0,0];if(l){const t=a(u||n.pointCoordinate3D(_)),i={dir:e.normalize([],e.sub([],t,n._camera.position))};if(i.dir[2]<0){const o=n.zoomDeltaToMovement(t,l);e.scale$2(f,i.dir,o);}}const g=e.add(p,p,f);n._translateCameraConstrained(g),l&&Math.abs(n.zoom-m)>1e-4&&n.recenterOnTerrain(),n.cameraElevationReference=\"ground\",this._map._update(),t.noInertia||this._inertia.record(t),this._fireEvents(i,o,!0);}_fireEvents(t,i,o){const r=Ar(this._eventsInProgress),n=Ar(t),a={};for(const e in t){const{originalEvent:i}=t[e];this._eventsInProgress[e]||(a[`${e}start`]=i),this._eventsInProgress[e]=t[e];}!r&&n&&this._fireEvent(\"movestart\",n.originalEvent);for(const e in a)this._fireEvent(e,a[e]);n&&this._fireEvent(\"move\",n.originalEvent);for(const e in t){const{originalEvent:i}=t[e];this._fireEvent(e,i);}const s={};let l;for(const e in this._eventsInProgress){const{handlerName:t,originalEvent:o}=this._eventsInProgress[e];this._handlersById[t].isActive()||(delete this._eventsInProgress[e],l=i[t]||o,s[`${e}end`]=l);}for(const e in s)this._fireEvent(e,s[e]);const c=Ar(this._eventsInProgress);if(o&&(r||n)&&!c){this._updatingCamera=!0;const t=this._inertia._onMoveEnd(this._map.dragPan._inertiaOptions),i=e=>0!==e&&-this._bearingSnap{this._frameId=void 0,this.handleEvent(new Lr(\"renderFrame\",{timeStamp:e})),this._applyChanges();}))}_triggerRenderFrame(){void 0===this._frameId&&(this._frameId=this._requestFrame());}}const Br=\"map.setFreeCameraOptions(...) and map.getFreeCameraOptions() are not yet supported for non-mercator projections.\";class Fr extends e.Evented{constructor(t,i){super(),this._moving=!1,this._zooming=!1,this.transform=t,this._bearingSnap=i.bearingSnap,e.bindAll([\"_renderFrameCallback\"],this);}getCenter(){return new e.LngLat(this.transform.center.lng,this.transform.center.lat)}setCenter(e,t){return this.jumpTo({center:e},t)}panBy(t,i,o){return t=e.pointGeometry.convert(t).mult(-1),this.panTo(this.transform.center,e.extend({offset:t},i),o)}panTo(t,i,o){return this.easeTo(e.extend({center:t},i),o)}getZoom(){return this.transform.zoom}setZoom(e,t){return this.jumpTo({zoom:e},t),this}zoomTo(t,i,o){return this.easeTo(e.extend({zoom:t},i),o)}zoomIn(e,t){return this.zoomTo(this.getZoom()+1,e,t),this}zoomOut(e,t){return this.zoomTo(this.getZoom()-1,e,t),this}getBearing(){return this.transform.bearing}setBearing(e,t){return this.jumpTo({bearing:e},t),this}getPadding(){return this.transform.padding}setPadding(e,t){return this.jumpTo({padding:e},t),this}rotateTo(t,i,o){return this.easeTo(e.extend({bearing:t},i),o)}resetNorth(t,i){return this.rotateTo(0,e.extend({duration:1e3},t),i),this}resetNorthPitch(t,i){return this.easeTo(e.extend({bearing:0,pitch:0,duration:1e3},t),i),this}snapToNorth(e,t){return Math.abs(this.getBearing())T=>{if(x&&(o.zoom=e.number(r,l,T)),y&&(o.bearing=e.number(n,c,T)),b&&(o.pitch=e.number(a,h,T)),w&&(o.interpolatePadding(s,_,T),d=o.centerPoint.add(u)),g)o.setLocationAtPoint(g,v);else {const e=o.zoomScale(o.zoom-r),t=l>r?Math.min(2,f):Math.max(.5,f),i=Math.pow(t,1-T),n=o.unproject(p.add(m.mult(T*i)).mult(e));o.setLocationAtPoint(o.renderWorldCopies?n.wrap():n,d);}return t.preloadOnly||this._fireMoveEvents(i),o};if(t.preloadOnly){const e=this._emulate(T,t.duration,o);return this._preloadTiles(e),this}const E={moving:this._moving,zooming:this._zooming,rotating:this._rotating,pitching:this._pitching};return this._zooming=x,this._rotating=y,this._pitching=b,this._padding=w,this._easeId=t.easeId,this._prepareEase(i,t.noMoveStart,E),this._ease(T(o),(e=>{o.recenterOnTerrain(),this._afterEase(i,e);}),t),this}_prepareEase(t,i,o={}){this._moving=!0,this.transform.cameraElevationReference=\"sea\",i||o.moving||this.fire(new e.Event(\"movestart\",t)),this._zooming&&!o.zooming&&this.fire(new e.Event(\"zoomstart\",t)),this._rotating&&!o.rotating&&this.fire(new e.Event(\"rotatestart\",t)),this._pitching&&!o.pitching&&this.fire(new e.Event(\"pitchstart\",t));}_fireMoveEvents(t){this.fire(new e.Event(\"move\",t)),this._zooming&&this.fire(new e.Event(\"zoom\",t)),this._rotating&&this.fire(new e.Event(\"rotate\",t)),this._pitching&&this.fire(new e.Event(\"pitch\",t));}_afterEase(t,i){if(this._easeId&&i&&this._easeId===i)return;this._easeId=void 0,this.transform.cameraElevationReference=\"ground\";const o=this._zooming,r=this._rotating,n=this._pitching;this._moving=!1,this._zooming=!1,this._rotating=!1,this._pitching=!1,this._padding=!1,o&&this.fire(new e.Event(\"zoomend\",t)),r&&this.fire(new e.Event(\"rotateend\",t)),n&&this.fire(new e.Event(\"pitchend\",t)),this.fire(new e.Event(\"moveend\",t));}flyTo(t,i){if(!t.essential&&e.exported.prefersReducedMotion){const o=e.pick(t,[\"center\",\"zoom\",\"bearing\",\"pitch\",\"around\"]);return this.jumpTo(o,i)}this.stop(),t=e.extend({offset:[0,0],speed:1.2,curve:1.42,easing:e.ease},t);const o=this.transform,r=this.getZoom(),n=this.getBearing(),a=this.getPitch(),s=this.getPadding(),l=\"zoom\"in t?e.clamp(+t.zoom,o.minZoom,o.maxZoom):r,c=\"bearing\"in t?this._normalizeBearing(t.bearing,n):n,h=\"pitch\"in t?+t.pitch:a,_=\"padding\"in t?t.padding:o.padding,u=o.zoomScale(l-r),d=e.pointGeometry.convert(t.offset);let p=o.centerPoint.add(d);const m=o.pointLocation(p),f=e.LngLat.convert(t.center||m);this._normalizeCenter(f);const g=o.project(m),v=o.project(f).sub(g);let x=t.curve;const y=Math.max(o.width,o.height),b=y/u,w=v.mag();if(\"minZoom\"in t){const i=e.clamp(Math.min(t.minZoom,r,l),o.minZoom,o.maxZoom),n=y/o.zoomScale(i-r);x=Math.sqrt(n/w*2);}const T=x*x;function E(e){const t=(b*b-y*y+(e?-1:1)*T*T*w*w)/(2*(e?b:y)*T*w);return Math.log(Math.sqrt(t*t+1)-t)}function C(e){return (Math.exp(e)-Math.exp(-e))/2}function I(e){return (Math.exp(e)+Math.exp(-e))/2}const M=E(0);let S=function(e){return I(M)/I(M+x*e)},z=function(e){return y*((I(M)*(C(t=M+x*e)/I(t))-C(M))/T)/w;var t;},D=(E(1)-M)/x;if(Math.abs(w)<1e-6||!isFinite(D)){if(Math.abs(y-b)<1e-6)return this.easeTo(t,i);const e=bt.maxDuration&&(t.duration=0);const P=n!==c,A=h!==a,L=!o.isPaddingEqual(_),R=o=>u=>{const m=u*D,x=1/S(m);o.zoom=1===u?l:r+o.scaleZoom(x),P&&(o.bearing=e.number(n,c,u)),A&&(o.pitch=e.number(a,h,u)),L&&(o.interpolatePadding(s,_,u),p=o.centerPoint.add(d));const y=1===u?f:o.unproject(g.add(v.mult(z(m))).mult(x));return o.setLocationAtPoint(o.renderWorldCopies?y.wrap():y,p),o._updateCameraOnTerrain(),t.preloadOnly||this._fireMoveEvents(i),o};if(t.preloadOnly){const e=this._emulate(R,t.duration,o);return this._preloadTiles(e),this}return this._zooming=!0,this._rotating=P,this._pitching=A,this._padding=L,this._prepareEase(i,!1),this._ease(R(o),(()=>this._afterEase(i)),t),this}isEasing(){return !!this._easeFrameId}stop(){return this._stop()}_stop(e,t){if(this._easeFrameId&&(this._cancelRenderFrame(this._easeFrameId),this._easeFrameId=void 0,this._onEaseFrame=void 0),this._onEaseEnd){const e=this._onEaseEnd;this._onEaseEnd=void 0,e.call(this,t);}if(!e){const e=this.handlers;e&&e.stop(!1);}return this}_ease(t,i,o){!1===o.animate||0===o.duration?(t(1),i()):(this._easeStart=e.exported.now(),this._easeOptions=o,this._onEaseFrame=t,this._onEaseEnd=i,this._easeFrameId=this._requestRenderFrame(this._renderFrameCallback));}_renderFrameCallback(){const t=Math.min((e.exported.now()-this._easeStart)/this._easeOptions.duration,1),i=this._onEaseFrame;i&&i(this._easeOptions.easing(t)),t<1?this._easeFrameId=this._requestRenderFrame(this._renderFrameCallback):this.stop();}_normalizeBearing(t,i){t=e.wrap(t,-180,180);const o=Math.abs(t-i);return Math.abs(t-360-i)180?-360:i<-180?360:0;}_emulate(e,t,i){const o=Math.ceil(15*t/1e3),r=[],n=e(i.clone());for(let e=0;e<=o;e++){const t=n(e/o);r.push(t.clone());}return r}}class Ur{constructor(t={}){this.options=t,e.bindAll([\"_toggleAttribution\",\"_updateEditLink\",\"_updateData\",\"_updateCompact\"],this);}getDefaultPosition(){return \"bottom-right\"}onAdd(e){const t=this.options&&this.options.compact;return this._map=e,this._container=n(\"div\",\"mapboxgl-ctrl mapboxgl-ctrl-attrib\"),this._compactButton=n(\"button\",\"mapboxgl-ctrl-attrib-button\",this._container),n(\"span\",\"mapboxgl-ctrl-icon\",this._compactButton).setAttribute(\"aria-hidden\",\"true\"),this._compactButton.type=\"button\",this._compactButton.addEventListener(\"click\",this._toggleAttribution),this._setElementTitle(this._compactButton,\"ToggleAttribution\"),this._innerContainer=n(\"div\",\"mapboxgl-ctrl-attrib-inner\",this._container),this._innerContainer.setAttribute(\"role\",\"list\"),t&&this._container.classList.add(\"mapboxgl-compact\"),this._updateAttributions(),this._updateEditLink(),this._map.on(\"styledata\",this._updateData),this._map.on(\"sourcedata\",this._updateData),this._map.on(\"moveend\",this._updateEditLink),void 0===t&&(this._map.on(\"resize\",this._updateCompact),this._updateCompact()),this._container}onRemove(){this._container.remove(),this._map.off(\"styledata\",this._updateData),this._map.off(\"sourcedata\",this._updateData),this._map.off(\"moveend\",this._updateEditLink),this._map.off(\"resize\",this._updateCompact),this._map=void 0,this._attribHTML=void 0;}_setElementTitle(e,t){const i=this._map._getUIString(`AttributionControl.${t}`);e.setAttribute(\"aria-label\",i),e.removeAttribute(\"title\"),e.firstElementChild&&e.firstElementChild.setAttribute(\"title\",i);}_toggleAttribution(){this._container.classList.contains(\"mapboxgl-compact-show\")?(this._container.classList.remove(\"mapboxgl-compact-show\"),this._compactButton.setAttribute(\"aria-expanded\",\"false\")):(this._container.classList.add(\"mapboxgl-compact-show\"),this._compactButton.setAttribute(\"aria-expanded\",\"true\"));}_updateEditLink(){let t=this._editLink;t||(t=this._editLink=this._container.querySelector(\".mapbox-improve-map\"));const i=[{key:\"owner\",value:this.styleOwner},{key:\"id\",value:this.styleId},{key:\"access_token\",value:this._map._requestManager._customAccessToken||e.config.ACCESS_TOKEN}];if(t){const o=i.reduce(((e,t,o)=>(t.value&&(e+=`${t.key}=${t.value}${oe.length-t.length)),e=e.filter(((t,i)=>{for(let o=i+1;o=0)return !1;return !0})),this.options.customAttribution&&(Array.isArray(this.options.customAttribution)?e=[...this.options.customAttribution,...e]:e.unshift(this.options.customAttribution));const i=e.join(\" | \");i!==this._attribHTML&&(this._attribHTML=i,e.length?(this._innerContainer.innerHTML=i,this._container.classList.remove(\"mapboxgl-attrib-empty\")):this._container.classList.add(\"mapboxgl-attrib-empty\"),this._editLink=null);}_updateCompact(){this._map.getCanvasContainer().offsetWidth<=640?this._container.classList.add(\"mapboxgl-compact\"):this._container.classList.remove(\"mapboxgl-compact\",\"mapboxgl-compact-show\");}}class Nr{constructor(){e.bindAll([\"_updateLogo\",\"_updateCompact\"],this);}onAdd(e){this._map=e,this._container=n(\"div\",\"mapboxgl-ctrl\");const t=n(\"a\",\"mapboxgl-ctrl-logo\");return t.target=\"_blank\",t.rel=\"noopener nofollow\",t.href=\"https://www.mapbox.com/\",t.setAttribute(\"aria-label\",this._map._getUIString(\"LogoControl.Title\")),t.setAttribute(\"rel\",\"noopener nofollow\"),this._container.appendChild(t),this._container.style.display=\"none\",this._map.on(\"sourcedata\",this._updateLogo),this._updateLogo(),this._map.on(\"resize\",this._updateCompact),this._updateCompact(),this._container}onRemove(){this._container.remove(),this._map.off(\"sourcedata\",this._updateLogo),this._map.off(\"resize\",this._updateCompact);}getDefaultPosition(){return \"bottom-left\"}_updateLogo(e){e&&\"metadata\"!==e.sourceDataType||(this._container.style.display=this._logoRequired()?\"block\":\"none\");}_logoRequired(){if(!this._map.style)return !0;const e=this._map.style._sourceCaches;if(0===Object.entries(e).length)return !0;for(const t in e){const i=e[t].getSource();if(i.hasOwnProperty(\"mapbox_logo\")&&!i.mapbox_logo)return !1}return !0}_updateCompact(){const e=this._container.children;if(e.length){const t=e[0];this._map.getCanvasContainer().offsetWidth<250?t.classList.add(\"mapboxgl-compact\"):t.classList.remove(\"mapboxgl-compact\");}}}class Gr{constructor(){this._queue=[],this._id=0,this._cleared=!1,this._currentlyRunning=!1;}add(e){const t=++this._id;return this._queue.push({callback:e,id:t,cancelled:!1}),t}remove(e){const t=this._currentlyRunning,i=t?this._queue.concat(t):this._queue;for(const t of i)if(t.id===e)return void(t.cancelled=!0)}run(e=0){const t=this._currentlyRunning=this._queue;this._queue=[];for(const i of t)if(!i.cancelled&&(i.callback(e),this._cleared))break;this._cleared=!1,this._currentlyRunning=!1;}clear(){this._currentlyRunning&&(this._cleared=!0),this._queue=[];}}function jr(t,i,o){if(t=new e.LngLat(t.lng,t.lat),i){const r=new e.LngLat(t.lng-360,t.lat),n=new e.LngLat(t.lng+360,t.lat),a=360*Math.ceil(Math.abs(t.lng-o.center.lng)/360),s=o.locationPoint(t).distSqr(i),l=i.x<0||i.y<0||i.x>o.width||i.y>o.height;o.locationPoint(r).distSqr(i)180;){const e=o.locationPoint(t);if(e.x>=0&&e.y>=0&&e.x<=o.width&&e.y<=o.height)break;t.lng>o.center.lng?t.lng-=360:t.lng+=360;}return t}const Zr={center:\"translate(-50%,-50%)\",top:\"translate(-50%,0)\",\"top-left\":\"translate(0,0)\",\"top-right\":\"translate(-100%,0)\",bottom:\"translate(-50%,-100%)\",\"bottom-left\":\"translate(0,-100%)\",\"bottom-right\":\"translate(-100%,-100%)\",left:\"translate(0,-50%)\",right:\"translate(-100%,-50%)\"};class Vr extends e.Evented{constructor(t,i){if(super(),(t instanceof e.window.HTMLElement||i)&&(t=e.extend({element:t},i)),e.bindAll([\"_update\",\"_onMove\",\"_onUp\",\"_addDragHandler\",\"_onMapClick\",\"_onKeyPress\",\"_clearFadeTimer\"],this),this._anchor=t&&t.anchor||\"center\",this._color=t&&t.color||\"#3FB1CE\",this._scale=t&&t.scale||1,this._draggable=t&&t.draggable||!1,this._clickTolerance=t&&t.clickTolerance||0,this._isDragging=!1,this._state=\"inactive\",this._rotation=t&&t.rotation||0,this._rotationAlignment=t&&t.rotationAlignment||\"auto\",this._pitchAlignment=t&&t.pitchAlignment&&\"auto\"!==t.pitchAlignment?t.pitchAlignment:this._rotationAlignment,this._updateMoving=()=>this._update(!0),t&&t.element)this._element=t.element,this._offset=e.pointGeometry.convert(t&&t.offset||[0,0]);else {this._defaultMarker=!0,this._element=n(\"div\");const i=41,o=27,r=a(\"svg\",{display:\"block\",height:i*this._scale+\"px\",width:o*this._scale+\"px\",viewBox:`0 0 ${o} ${i}`},this._element),s=a(\"radialGradient\",{id:\"shadowGradient\"},a(\"defs\",{},r));a(\"stop\",{offset:\"10%\",\"stop-opacity\":.4},s),a(\"stop\",{offset:\"100%\",\"stop-opacity\":.05},s),a(\"ellipse\",{cx:13.5,cy:34.8,rx:10.5,ry:5.25,fill:\"url(#shadowGradient)\"},r),a(\"path\",{fill:this._color,d:\"M27,13.5C27,19.07 20.25,27 14.75,34.5C14.02,35.5 12.98,35.5 12.25,34.5C6.75,27 0,19.22 0,13.5C0,6.04 6.04,0 13.5,0C20.96,0 27,6.04 27,13.5Z\"},r),a(\"path\",{opacity:.25,d:\"M13.5,0C6.04,0 0,6.04 0,13.5C0,19.22 6.75,27 12.25,34.5C13,35.52 14.02,35.5 14.75,34.5C20.25,27 27,19.07 27,13.5C27,6.04 20.96,0 13.5,0ZM13.5,1C20.42,1 26,6.58 26,13.5C26,15.9 24.5,19.18 22.22,22.74C19.95,26.3 16.71,30.14 13.94,33.91C13.74,34.18 13.61,34.32 13.5,34.44C13.39,34.32 13.26,34.18 13.06,33.91C10.28,30.13 7.41,26.31 5.02,22.77C2.62,19.23 1,15.95 1,13.5C1,6.58 6.58,1 13.5,1Z\"},r),a(\"circle\",{fill:\"white\",cx:13.5,cy:13.5,r:5.5},r),this._offset=e.pointGeometry.convert(t&&t.offset||[0,-14]);}this._element.hasAttribute(\"aria-label\")||this._element.setAttribute(\"aria-label\",\"Map marker\"),this._element.classList.add(\"mapboxgl-marker\"),this._element.addEventListener(\"dragstart\",(e=>{e.preventDefault();})),this._element.addEventListener(\"mousedown\",(e=>{e.preventDefault();}));const o=this._element.classList;for(const e in Zr)o.remove(`mapboxgl-marker-anchor-${e}`);o.add(`mapboxgl-marker-anchor-${this._anchor}`),this._popup=null;}addTo(e){return e===this._map||(this.remove(),this._map=e,e.getCanvasContainer().appendChild(this._element),e.on(\"move\",this._updateMoving),e.on(\"moveend\",this._update),e.on(\"remove\",this._clearFadeTimer),e._addMarker(this),this.setDraggable(this._draggable),this._update(),e.on(\"click\",this._onMapClick)),this}remove(){const e=this._map;return e&&(e.off(\"click\",this._onMapClick),e.off(\"move\",this._updateMoving),e.off(\"moveend\",this._update),e.off(\"mousedown\",this._addDragHandler),e.off(\"touchstart\",this._addDragHandler),e.off(\"mouseup\",this._onUp),e.off(\"touchend\",this._onUp),e.off(\"mousemove\",this._onMove),e.off(\"touchmove\",this._onMove),e.off(\"remove\",this._clearFadeTimer),e._removeMarker(this),this._map=void 0),this._clearFadeTimer(),this._element.remove(),this._popup&&this._popup.remove(),this}getLngLat(){return this._lngLat}setLngLat(t){return this._lngLat=e.LngLat.convert(t),this._pos=null,this._popup&&this._popup.setLngLat(this._lngLat),this._update(!0),this}getElement(){return this._element}setPopup(e){if(this._popup&&(this._popup.remove(),this._popup=null,this._element.removeAttribute(\"role\"),this._element.removeEventListener(\"keypress\",this._onKeyPress),this._originalTabIndex||this._element.removeAttribute(\"tabindex\")),e){if(!(\"offset\"in e.options)){const t=38.1,i=13.5,o=Math.sqrt(Math.pow(i,2)/2);e.options.offset=this._defaultMarker?{top:[0,0],\"top-left\":[0,0],\"top-right\":[0,0],bottom:[0,-t],\"bottom-left\":[o,-1*(t-i+o)],\"bottom-right\":[-o,-1*(t-i+o)],left:[i,-1*(t-i)],right:[-i,-1*(t-i)]}:this._offset;}this._popup=e,this._lngLat&&this._popup.setLngLat(this._lngLat),this._element.setAttribute(\"role\",\"button\"),this._originalTabIndex=this._element.getAttribute(\"tabindex\"),this._originalTabIndex||this._element.setAttribute(\"tabindex\",\"0\"),this._element.addEventListener(\"keypress\",this._onKeyPress),this._element.setAttribute(\"aria-expanded\",\"false\");}return this}_onKeyPress(e){const t=e.code,i=e.charCode||e.keyCode;\"Space\"!==t&&\"Enter\"!==t&&32!==i&&13!==i||this.togglePopup();}_onMapClick(e){const t=e.originalEvent.target,i=this._element;this._popup&&(t===i||i.contains(t))&&this.togglePopup();}getPopup(){return this._popup}togglePopup(){const e=this._popup;return e?(e.isOpen()?(e.remove(),this._element.setAttribute(\"aria-expanded\",\"false\")):this._map&&(e.addTo(this._map),this._element.setAttribute(\"aria-expanded\",\"true\")),this):this}_evaluateOpacity(){const e=this._map;if(!e)return;const t=this._pos;if(!t||t.x<0||t.x>e.transform.width||t.y<0||t.y>e.transform.height)return void this._clearFadeTimer();const i=e.unproject(t);let o=!1;if(e.transform._terrainEnabled()&&e.getTerrain()){const t=e.getFreeCameraOptions();if(t.position){const e=t.position.toLngLat();o=e.distanceTo(i)<.9*e.distanceTo(this._lngLat);}}const r=(1-e._queryFogOpacity(i))*(o?.2:1);this._element.style.opacity=`${r}`,this._popup&&this._popup._setOpacity(`${r}`),this._fadeTimer=null;}_clearFadeTimer(){this._fadeTimer&&(clearTimeout(this._fadeTimer),this._fadeTimer=null);}_updateDOM(){const e=this._pos;if(!e)return;const t=this._offset.mult(this._scale),i=this._calculatePitch(),o=this._calculateRotation();this._element.style.transform=`\\n translate(${e.x}px, ${e.y}px) ${Zr[this._anchor]}\\n rotateX(${i}deg) rotateZ(${o}deg)\\n translate(${t.x}px, ${t.y}px)\\n `;}_calculatePitch(){return \"viewport\"===this._pitchAlignment||\"auto\"===this._pitchAlignment?0:this._map&&\"map\"===this._pitchAlignment?this._map.getPitch():0}_calculateRotation(){return \"viewport\"===this._rotationAlignment||\"auto\"===this._rotationAlignment?this._rotation:this._map&&\"map\"===this._rotationAlignment?this._rotation-this._map.getBearing():0}_update(t){e.window.cancelAnimationFrame(this._updateFrameId);const i=this._map;i&&(i.transform.renderWorldCopies&&(this._lngLat=jr(this._lngLat,this._pos,i.transform)),this._pos=i.project(this._lngLat),!0===t?this._updateFrameId=e.window.requestAnimationFrame((()=>{this._element&&this._pos&&this._anchor&&(this._pos=this._pos.round(),this._updateDOM());})):this._pos=this._pos.round(),i._requestDomTask((()=>{this._map&&(this._element&&this._pos&&this._anchor&&this._updateDOM(),!i.getTerrain()&&!i.getFog()||this._fadeTimer||(this._fadeTimer=setTimeout(this._evaluateOpacity.bind(this),60)));})));}getOffset(){return this._offset}setOffset(t){return this._offset=e.pointGeometry.convert(t),this._update(),this}_onMove(t){const i=this._map;if(i){if(!this._isDragging){const e=this._clickTolerance||i._clickTolerance;this._isDragging=t.point.dist(this._pointerdownPos)>=e;}this._isDragging&&(this._pos=t.point.sub(this._positionDelta),this._lngLat=i.unproject(this._pos),this.setLngLat(this._lngLat),this._element.style.pointerEvents=\"none\",\"pending\"===this._state&&(this._state=\"active\",this.fire(new e.Event(\"dragstart\"))),this.fire(new e.Event(\"drag\")));}}_onUp(){this._element.style.pointerEvents=\"auto\",this._positionDelta=null,this._pointerdownPos=null,this._isDragging=!1;const t=this._map;t&&(t.off(\"mousemove\",this._onMove),t.off(\"touchmove\",this._onMove)),\"active\"===this._state&&this.fire(new e.Event(\"dragend\")),this._state=\"inactive\";}_addDragHandler(e){const t=this._map;t&&this._element.contains(e.originalEvent.target)&&(e.preventDefault(),this._positionDelta=e.point.sub(this._pos),this._pointerdownPos=e.point,this._state=\"pending\",t.on(\"mousemove\",this._onMove),t.on(\"touchmove\",this._onMove),t.once(\"mouseup\",this._onUp),t.once(\"touchend\",this._onUp));}setDraggable(e){this._draggable=!!e;const t=this._map;return t&&(e?(t.on(\"mousedown\",this._addDragHandler),t.on(\"touchstart\",this._addDragHandler)):(t.off(\"mousedown\",this._addDragHandler),t.off(\"touchstart\",this._addDragHandler))),this}isDraggable(){return this._draggable}setRotation(e){return this._rotation=e||0,this._update(),this}getRotation(){return this._rotation}setRotationAlignment(e){return this._rotationAlignment=e||\"auto\",this._update(),this}getRotationAlignment(){return this._rotationAlignment}setPitchAlignment(e){return this._pitchAlignment=e&&\"auto\"!==e?e:this._rotationAlignment,this._update(),this}getPitchAlignment(){return this._pitchAlignment}}class Wr{constructor(e){this.jumpTo(e);}getValue(t){if(t<=this._startTime)return this._start;if(t>=this._endTime)return this._end;const i=e.easeCubicInOut((t-this._startTime)/(this._endTime-this._startTime));return this._start*(1-i)+this._end*i}isEasing(e){return e>=this._startTime&&e<=this._endTime}jumpTo(e){this._startTime=-1/0,this._endTime=-1/0,this._start=e,this._end=e;}easeTo(e,t,i){this._start=this.getValue(t),this._end=e,this._startTime=t,this._endTime=t+i;}}const qr={\"AttributionControl.ToggleAttribution\":\"Toggle attribution\",\"AttributionControl.MapFeedback\":\"Map feedback\",\"FullscreenControl.Enter\":\"Enter fullscreen\",\"FullscreenControl.Exit\":\"Exit fullscreen\",\"GeolocateControl.FindMyLocation\":\"Find my location\",\"GeolocateControl.LocationNotAvailable\":\"Location not available\",\"LogoControl.Title\":\"Mapbox logo\",\"NavigationControl.ResetBearing\":\"Reset bearing to north\",\"NavigationControl.ZoomIn\":\"Zoom in\",\"NavigationControl.ZoomOut\":\"Zoom out\",\"ScaleControl.Feet\":\"ft\",\"ScaleControl.Meters\":\"m\",\"ScaleControl.Kilometers\":\"km\",\"ScaleControl.Miles\":\"mi\",\"ScaleControl.NauticalMiles\":\"nm\",\"ScrollZoomBlocker.CtrlMessage\":\"Use ctrl + scroll to zoom the map\",\"ScrollZoomBlocker.CmdMessage\":\"Use ⌘ + scroll to zoom the map\",\"TouchPanBlocker.Message\":\"Use two fingers to move the map\"},Xr={center:[0,0],zoom:0,bearing:0,pitch:0,minZoom:-2,maxZoom:22,minPitch:0,maxPitch:85,interactive:!0,scrollZoom:!0,boxZoom:!0,dragRotate:!0,dragPan:!0,keyboard:!0,doubleClickZoom:!0,touchZoomRotate:!0,touchPitch:!0,cooperativeGestures:!1,bearingSnap:7,clickTolerance:3,pitchWithRotate:!0,hash:!1,attributionControl:!0,failIfMajorPerformanceCaveat:!1,preserveDrawingBuffer:!1,trackResize:!0,optimizeForTerrain:!0,renderWorldCopies:!0,refreshExpiredTiles:!0,minTileCacheSize:null,maxTileCacheSize:null,localIdeographFontFamily:\"sans-serif\",localFontFamily:null,transformRequest:null,accessToken:null,fadeDuration:300,crossSourceCollisions:!0};function $r(e){e.parentNode&&e.parentNode.removeChild(e);}const Hr={showCompass:!0,showZoom:!0,visualizePitch:!1};class Kr{constructor(t,i,o=!1){this._clickTolerance=10,this.element=i,this.mouseRotate=new hr({clickTolerance:t.dragRotate._mouseRotate._clickTolerance}),this.map=t,o&&(this.mousePitch=new _r({clickTolerance:t.dragRotate._mousePitch._clickTolerance})),e.bindAll([\"mousedown\",\"mousemove\",\"mouseup\",\"touchstart\",\"touchmove\",\"touchend\",\"reset\"],this),i.addEventListener(\"mousedown\",this.mousedown),i.addEventListener(\"touchstart\",this.touchstart,{passive:!1}),i.addEventListener(\"touchmove\",this.touchmove),i.addEventListener(\"touchend\",this.touchend),i.addEventListener(\"touchcancel\",this.reset);}down(e,t){this.mouseRotate.mousedown(e,t),this.mousePitch&&this.mousePitch.mousedown(e,t),h();}move(e,t){const i=this.map,o=this.mouseRotate.mousemoveWindow(e,t),r=o&&o.bearingDelta;if(r&&i.setBearing(i.getBearing()+r),this.mousePitch){const o=this.mousePitch.mousemoveWindow(e,t),r=o&&o.pitchDelta;r&&i.setPitch(i.getPitch()+r);}}off(){const e=this.element;e.removeEventListener(\"mousedown\",this.mousedown),e.removeEventListener(\"touchstart\",this.touchstart,{passive:!1}),e.removeEventListener(\"touchmove\",this.touchmove),e.removeEventListener(\"touchend\",this.touchend),e.removeEventListener(\"touchcancel\",this.reset),this.offTemp();}offTemp(){_(),e.window.removeEventListener(\"mousemove\",this.mousemove),e.window.removeEventListener(\"mouseup\",this.mouseup);}mousedown(t){this.down(e.extend({},t,{ctrlKey:!0,preventDefault:()=>t.preventDefault()}),p(this.element,t)),e.window.addEventListener(\"mousemove\",this.mousemove),e.window.addEventListener(\"mouseup\",this.mouseup);}mousemove(e){this.move(e,p(this.element,e));}mouseup(e){this.mouseRotate.mouseupWindow(e),this.mousePitch&&this.mousePitch.mouseupWindow(e),this.offTemp();}touchstart(e){1!==e.targetTouches.length?this.reset():(this._startPos=this._lastPos=m(this.element,e.targetTouches)[0],this.down({type:\"mousedown\",button:0,ctrlKey:!0,preventDefault:()=>e.preventDefault()},this._startPos));}touchmove(e){1!==e.targetTouches.length?this.reset():(this._lastPos=m(this.element,e.targetTouches)[0],this.move({preventDefault:()=>e.preventDefault()},this._lastPos));}touchend(e){0===e.targetTouches.length&&this._startPos&&this._lastPos&&this._startPos.dist(this._lastPos)5280?rn(t,o,i/5280,e._getUIString(\"ScaleControl.Miles\"),e):rn(t,o,i,e._getUIString(\"ScaleControl.Feet\"),e);}else i&&\"nautical\"===i.unit?rn(t,o,l/1852,e._getUIString(\"ScaleControl.NauticalMiles\"),e):l>=1e3?rn(t,o,l/1e3,e._getUIString(\"ScaleControl.Kilometers\"),e):rn(t,o,l,e._getUIString(\"ScaleControl.Meters\"),e);}function rn(e,t,i,o,r){const n=function(e){const t=Math.pow(10,`${Math.floor(e)}`.length-1);let i=e/t;return i=i>=10?10:i>=5?5:i>=3?3:i>=2?2:i>=1?1:function(e){const t=Math.pow(10,Math.ceil(-Math.log(e)/Math.LN10));return Math.round(e*t)/t}(i),t*i}(i),a=n/i;r._requestDomTask((()=>{e.style.width=t*a+\"px\",e.innerHTML=`${n} ${o}`;}));}const nn={closeButton:!0,closeOnClick:!0,focusAfterOpen:!0,className:\"\",maxWidth:\"240px\"},an=[\"a[href]\",\"[tabindex]:not([tabindex='-1'])\",\"[contenteditable]:not([contenteditable='false'])\",\"button:not([disabled])\",\"input:not([disabled])\",\"select:not([disabled])\",\"textarea:not([disabled])\"].join(\", \");function sn(t=new e.pointGeometry(0,0),i=\"bottom\"){if(\"number\"==typeof t){const o=Math.round(Math.sqrt(.5*Math.pow(t,2)));switch(i){case\"top\":return new e.pointGeometry(0,t);case\"top-left\":return new e.pointGeometry(o,o);case\"top-right\":return new e.pointGeometry(-o,o);case\"bottom\":return new e.pointGeometry(0,-t);case\"bottom-left\":return new e.pointGeometry(o,-o);case\"bottom-right\":return new e.pointGeometry(-o,-o);case\"left\":return new e.pointGeometry(t,0);case\"right\":return new e.pointGeometry(-t,0)}return new e.pointGeometry(0,0)}return t instanceof e.pointGeometry||Array.isArray(t)?e.pointGeometry.convert(t):e.pointGeometry.convert(t[i]||[0,0])}const ln={version:e.version,supported:t,setRTLTextPlugin:e.setRTLTextPlugin,getRTLTextPluginStatus:e.getRTLTextPluginStatus,Map:class extends Fr{constructor(t){if(null!=(t=e.extend({},Xr,t)).minZoom&&null!=t.maxZoom&&t.minZoom>t.maxZoom)throw new Error(\"maxZoom must be greater than or equal to minZoom\");if(null!=t.minPitch&&null!=t.maxPitch&&t.minPitch>t.maxPitch)throw new Error(\"maxPitch must be greater than or equal to minPitch\");if(null!=t.minPitch&&t.minPitch<0)throw new Error(\"minPitch must be greater than or equal to 0\");if(null!=t.maxPitch&&t.maxPitch>85)throw new Error(\"maxPitch must be less than or equal to 85\");if(t.antialias&&e.isSafariWithAntialiasingBug(e.window)&&(t.antialias=!1,e.warnOnce(\"Antialiasing is disabled for this WebGL context to avoid browser bug: https://github.com/mapbox/mapbox-gl-js/issues/11609\")),super(new No(t.minZoom,t.maxZoom,t.minPitch,t.maxPitch,t.renderWorldCopies),t),this._interactive=t.interactive,this._minTileCacheSize=t.minTileCacheSize,this._maxTileCacheSize=t.maxTileCacheSize,this._failIfMajorPerformanceCaveat=t.failIfMajorPerformanceCaveat,this._preserveDrawingBuffer=t.preserveDrawingBuffer,this._antialias=t.antialias,this._trackResize=t.trackResize,this._bearingSnap=t.bearingSnap,this._refreshExpiredTiles=t.refreshExpiredTiles,this._fadeDuration=t.fadeDuration,this._isInitialLoad=!0,this._crossSourceCollisions=t.crossSourceCollisions,this._crossFadingFactor=1,this._collectResourceTiming=t.collectResourceTiming,this._optimizeForTerrain=t.optimizeForTerrain,this._renderTaskQueue=new Gr,this._domRenderTaskQueue=new Gr,this._controls=[],this._markers=[],this._mapId=e.uniqueId(),this._locale=e.extend({},qr,t.locale),this._clickTolerance=t.clickTolerance,this._cooperativeGestures=t.cooperativeGestures,this._containerWidth=0,this._containerHeight=0,this._averageElevationLastSampledAt=-1/0,this._averageElevationExaggeration=0,this._averageElevation=new Wr(0),this._explicitProjection=null,this._requestManager=new e.RequestManager(t.transformRequest,t.accessToken,t.testMode),this._silenceAuthErrors=!!t.testMode,\"string\"==typeof t.container){if(this._container=e.window.document.getElementById(t.container),!this._container)throw new Error(`Container '${t.container}' not found.`)}else {if(!(t.container instanceof e.window.HTMLElement))throw new Error(\"Invalid type: 'container' must be a String or HTMLElement.\");this._container=t.container;}if(this._container.childNodes.length>0&&e.warnOnce(\"The map container element should be empty, otherwise the map's interactivity will be negatively impacted. If you want to display a message when WebGL is not supported, use the Mapbox GL Supported plugin instead.\"),t.maxBounds&&this.setMaxBounds(t.maxBounds),e.bindAll([\"_onWindowOnline\",\"_onWindowResize\",\"_onMapScroll\",\"_contextLost\",\"_contextRestored\"],this),this._setupContainer(),this._setupPainter(),void 0===this.painter)throw new Error(\"Failed to initialize WebGL.\");this.on(\"move\",(()=>this._update(!1))),this.on(\"moveend\",(()=>this._update(!1))),this.on(\"zoom\",(()=>this._update(!0))),void 0!==e.window&&(e.window.addEventListener(\"online\",this._onWindowOnline,!1),e.window.addEventListener(\"resize\",this._onWindowResize,!1),e.window.addEventListener(\"orientationchange\",this._onWindowResize,!1),e.window.addEventListener(\"webkitfullscreenchange\",this._onWindowResize,!1)),this.handlers=new Or(this,t),this._localFontFamily=t.localFontFamily,this._localIdeographFontFamily=t.localIdeographFontFamily,t.style&&this.setStyle(t.style,{localFontFamily:this._localFontFamily,localIdeographFontFamily:this._localIdeographFontFamily}),t.projection&&this.setProjection(t.projection),this._hash=t.hash&&new jo(\"string\"==typeof t.hash&&t.hash||void 0).addTo(this),this._hash&&this._hash._onHashChange()||(this.jumpTo({center:t.center,zoom:t.zoom,bearing:t.bearing,pitch:t.pitch}),t.bounds&&(this.resize(),this.fitBounds(t.bounds,e.extend({},t.fitBoundsOptions,{duration:0})))),this.resize(),t.attributionControl&&this.addControl(new Ur({customAttribution:t.customAttribution})),this._logoControl=new Nr,this.addControl(this._logoControl,t.logoPosition),this.on(\"style.load\",(()=>{this.transform.unmodified&&this.jumpTo(this.style.stylesheet);})),this.on(\"data\",(t=>{this._update(\"style\"===t.dataType),this.fire(new e.Event(`${t.dataType}data`,t));})),this.on(\"dataloading\",(t=>{this.fire(new e.Event(`${t.dataType}dataloading`,t));}));}_getMapId(){return this._mapId}addControl(t,i){if(void 0===i&&(i=t.getDefaultPosition?t.getDefaultPosition():\"top-right\"),!t||!t.onAdd)return this.fire(new e.ErrorEvent(new Error(\"Invalid argument to map.addControl(). Argument must be a control with onAdd and onRemove methods.\")));const o=t.onAdd(this);this._controls.push(t);const r=this._controlPositions[i];return -1!==i.indexOf(\"bottom\")?r.insertBefore(o,r.firstChild):r.appendChild(o),this}removeControl(t){if(!t||!t.onRemove)return this.fire(new e.ErrorEvent(new Error(\"Invalid argument to map.removeControl(). Argument must be a control with onAdd and onRemove methods.\")));const i=this._controls.indexOf(t);return i>-1&&this._controls.splice(i,1),t.onRemove(this),this}hasControl(e){return this._controls.indexOf(e)>-1}getContainer(){return this._container}getCanvasContainer(){return this._canvasContainer}getCanvas(){return this._canvas}resize(t){if(this._updateContainerDimensions(),this._containerWidth===this.transform.width&&this._containerHeight===this.transform.height)return this;this._resizeCanvas(this._containerWidth,this._containerHeight),this.transform.resize(this._containerWidth,this._containerHeight),this.painter.resize(Math.ceil(this._containerWidth),Math.ceil(this._containerHeight));const i=!this._moving;return i&&this.fire(new e.Event(\"movestart\",t)).fire(new e.Event(\"move\",t)),this.fire(new e.Event(\"resize\",t)),i&&this.fire(new e.Event(\"moveend\",t)),this}getBounds(){return this.transform.getBounds()}getMaxBounds(){return this.transform.getMaxBounds()||null}setMaxBounds(t){return this.transform.setMaxBounds(e.LngLatBounds.convert(t)),this._update()}setMinZoom(t){if((t=null==t?-2:t)>=-2&&t<=this.transform.maxZoom)return this.transform.minZoom=t,this._update(),this.getZoom()=this.transform.minZoom)return this.transform.maxZoom=t,this._update(),this.getZoom()>t?this.setZoom(t):this.fire(new e.Event(\"zoomstart\")).fire(new e.Event(\"zoom\")).fire(new e.Event(\"zoomend\")),this;throw new Error(\"maxZoom must be greater than the current minZoom\")}getMaxZoom(){return this.transform.maxZoom}setMinPitch(t){if((t=null==t?0:t)<0)throw new Error(\"minPitch must be greater than or equal to 0\");if(t>=0&&t<=this.transform.maxPitch)return this.transform.minPitch=t,this._update(),this.getPitch()85)throw new Error(\"maxPitch must be less than or equal to 85\");if(t>=this.transform.minPitch)return this.transform.maxPitch=t,this._update(),this.getPitch()>t?this.setPitch(t):this.fire(new e.Event(\"pitchstart\")).fire(new e.Event(\"pitch\")).fire(new e.Event(\"pitchend\")),this;throw new Error(\"maxPitch must be greater than the current minPitch\")}getMaxPitch(){return this.transform.maxPitch}getRenderWorldCopies(){return this.transform.renderWorldCopies}setRenderWorldCopies(e){return this.transform.renderWorldCopies=e,this._update()}getProjection(){return this._explicitProjection?this._explicitProjection:this.style&&this.style.stylesheet&&this.style.stylesheet.projection?this.style.stylesheet.projection:{name:\"mercator\",center:[0,0]}}setProjection(e){return this._lazyInitEmptyStyle(),e?\"string\"==typeof e&&(e={name:e}):e=null,this._updateProjection(e)}_updateProjection(e){null===e&&(this._explicitProjection=null);const t=e||this.getProjection(),i=this.transform.setProjection(t);if(e&&(this._explicitProjection=this.transform.getProjection()),i){this.painter.clearBackgroundTiles();for(const e in this.style._sourceCaches)this.style._sourceCaches[e].clearTiles();this.style.applyProjectionUpdate(),this._update(!0);}return this}project(t){return this.transform.locationPoint3D(e.LngLat.convert(t))}unproject(t){return this.transform.pointLocation3D(e.pointGeometry.convert(t))}isMoving(){return this._moving||this.handlers&&this.handlers.isMoving()||!1}isZooming(){return this._zooming||this.handlers&&this.handlers.isZooming()||!1}isRotating(){return this._rotating||this.handlers&&this.handlers.isRotating()||!1}_createDelegatedListener(e,t,i){if(\"mouseenter\"===e||\"mouseover\"===e){let o=!1;const r=r=>{const n=t.filter((e=>this.getLayer(e))),a=n.length?this.queryRenderedFeatures(r.point,{layers:n}):[];a.length?o||(o=!0,i.call(this,new Yo(e,this,r.originalEvent,{features:a}))):o=!1;},n=()=>{o=!1;};return {layers:new Set(t),listener:i,delegates:{mousemove:r,mouseout:n}}}if(\"mouseleave\"===e||\"mouseout\"===e){let o=!1;const r=r=>{const n=t.filter((e=>this.getLayer(e)));(n.length?this.queryRenderedFeatures(r.point,{layers:n}):[]).length?o=!0:o&&(o=!1,i.call(this,new Yo(e,this,r.originalEvent)));},n=t=>{o&&(o=!1,i.call(this,new Yo(e,this,t.originalEvent)));};return {layers:new Set(t),listener:i,delegates:{mousemove:r,mouseout:n}}}{const o=e=>{const o=t.filter((e=>this.getLayer(e))),r=o.length?this.queryRenderedFeatures(e.point,{layers:o}):[];r.length&&(e.features=r,i.call(this,e),delete e.features);};return {layers:new Set(t),listener:i,delegates:{[e]:o}}}}on(e,t,i){if(void 0===i)return super.on(e,t);Array.isArray(t)||(t=[t]);const o=this._createDelegatedListener(e,t,i);this._delegatedListeners=this._delegatedListeners||{},this._delegatedListeners[e]=this._delegatedListeners[e]||[],this._delegatedListeners[e].push(o);for(const e in o.delegates)this.on(e,o.delegates[e]);return this}once(e,t,i){if(void 0===i)return super.once(e,t);Array.isArray(t)||(t=[t]);const o=this._createDelegatedListener(e,t,i);for(const e in o.delegates)this.once(e,o.delegates[e]);return this}off(e,t,i){if(void 0===i)return super.off(e,t);t=new Set(Array.isArray(t)?t:[t]);const o=(e,t)=>{if(e.size!==t.size)return !1;for(const i of e)if(!t.has(i))return !1;return !0},r=this._delegatedListeners?this._delegatedListeners[e]:void 0;return r&&(e=>{for(let r=0;r{t?this.fire(new e.ErrorEvent(t)):o&&this._updateDiff(o,i);}));}else \"object\"==typeof t&&this._updateDiff(t,i);}_updateDiff(t,i){try{this.style.setState(t)&&this._update(!0);}catch(o){e.warnOnce(`Unable to perform style diff: ${o.message||o.error||o}. Rebuilding the style from scratch.`),this._updateStyle(t,i);}}getStyle(){if(this.style)return this.style.serialize()}isStyleLoaded(){return this.style?this.style.loaded():(e.warnOnce(\"There is no style added to the map.\"),!1)}addSource(e,t){return this._lazyInitEmptyStyle(),this.style.addSource(e,t),this._update(!0)}isSourceLoaded(e){return !!this.style&&this.style._isSourceCacheLoaded(e)}areTilesLoaded(){const e=this.style&&this.style._sourceCaches;for(const t in e){const i=e[t]._tiles;for(const e in i){const t=i[e];if(\"loaded\"!==t.state&&\"errored\"!==t.state)return !1}}return !0}addSourceType(e,t,i){this._lazyInitEmptyStyle(),this.style.addSourceType(e,t,i);}removeSource(e){return this.style.removeSource(e),this._updateTerrain(),this._update(!0)}getSource(e){return this.style.getSource(e)}addImage(t,i,{pixelRatio:o=1,sdf:r=!1,stretchX:n,stretchY:a,content:s}={}){if(this._lazyInitEmptyStyle(),i instanceof e.window.HTMLImageElement||e.window.ImageBitmap&&i instanceof e.window.ImageBitmap){const{width:l,height:c,data:h}=e.exported.getImageData(i);this.style.addImage(t,{data:new e.RGBAImage({width:l,height:c},h),pixelRatio:o,stretchX:n,stretchY:a,content:s,sdf:r,version:0});}else if(void 0===i.width||void 0===i.height)this.fire(new e.ErrorEvent(new Error(\"Invalid arguments to map.addImage(). The second argument must be an `HTMLImageElement`, `ImageData`, `ImageBitmap`, or object with `width`, `height`, and `data` properties with the same format as `ImageData`\")));else {const{width:l,height:c}=i,h=i;this.style.addImage(t,{data:new e.RGBAImage({width:l,height:c},new Uint8Array(h.data)),pixelRatio:o,stretchX:n,stretchY:a,content:s,sdf:r,version:0,userImage:h}),h.onAdd&&h.onAdd(this,t);}}updateImage(t,i){const o=this.style.getImage(t);if(!o)return void this.fire(new e.ErrorEvent(new Error(\"The map has no image with that id. If you are adding a new image use `map.addImage(...)` instead.\")));const r=i instanceof e.window.HTMLImageElement||e.window.ImageBitmap&&i instanceof e.window.ImageBitmap?e.exported.getImageData(i):i,{width:n,height:a}=r;void 0!==n&&void 0!==a?n===o.data.width&&a===o.data.height?(o.data.replace(r.data,!(i instanceof e.window.HTMLImageElement||e.window.ImageBitmap&&i instanceof e.window.ImageBitmap)),this.style.updateImage(t,o)):this.fire(new e.ErrorEvent(new Error(\"The width and height of the updated image must be that same as the previous version of the image\"))):this.fire(new e.ErrorEvent(new Error(\"Invalid arguments to map.updateImage(). The second argument must be an `HTMLImageElement`, `ImageData`, `ImageBitmap`, or object with `width`, `height`, and `data` properties with the same format as `ImageData`\")));}hasImage(t){return t?!!this.style.getImage(t):(this.fire(new e.ErrorEvent(new Error(\"Missing required image id\"))),!1)}removeImage(e){this.style.removeImage(e);}loadImage(t,i){e.getImage(this._requestManager.transformRequest(t,e.ResourceType.Image),((t,o)=>{i(t,o instanceof e.window.HTMLImageElement?e.exported.getImageData(o):o);}));}listImages(){return this.style.listImages()}addLayer(e,t){return this._lazyInitEmptyStyle(),this.style.addLayer(e,t),this._update(!0)}moveLayer(e,t){return this.style.moveLayer(e,t),this._update(!0)}removeLayer(e){return this.style.removeLayer(e),this._update(!0)}getLayer(e){return this.style.getLayer(e)}setLayerZoomRange(e,t,i){return this.style.setLayerZoomRange(e,t,i),this._update(!0)}setFilter(e,t,i={}){return this.style.setFilter(e,t,i),this._update(!0)}getFilter(e){return this.style.getFilter(e)}setPaintProperty(e,t,i,o={}){return this.style.setPaintProperty(e,t,i,o),this._update(!0)}getPaintProperty(e,t){return this.style.getPaintProperty(e,t)}setLayoutProperty(e,t,i,o={}){return this.style.setLayoutProperty(e,t,i,o),this._update(!0)}getLayoutProperty(e,t){return this.style.getLayoutProperty(e,t)}setLight(e,t={}){return this._lazyInitEmptyStyle(),this.style.setLight(e,t),this._update(!0)}getLight(){return this.style.getLight()}setTerrain(e){return this._lazyInitEmptyStyle(),!e&&this.transform.projection.requiresDraping?this.style.setTerrainForDraping():this.style.setTerrain(e),this._averageElevationLastSampledAt=-1/0,this._update(!0)}getTerrain(){return this.style?this.style.getTerrain():null}setFog(e){return this._lazyInitEmptyStyle(),this.style.setFog(e),this._update(!0)}getFog(){return this.style?this.style.getFog():null}_queryFogOpacity(t){return this.style&&this.style.fog?this.style.fog.getOpacityAtLatLng(e.LngLat.convert(t),this.transform):0}setFeatureState(e,t){return this.style.setFeatureState(e,t),this._update()}removeFeatureState(e,t){return this.style.removeFeatureState(e,t),this._update()}getFeatureState(e){return this.style.getFeatureState(e)}_updateContainerDimensions(){if(!this._container)return;const t=this._container.getBoundingClientRect().width||400,i=this._container.getBoundingClientRect().height||300;let o,r,n,a=this._container;for(;a&&(!r||!n);){const t=e.window.getComputedStyle(a).transform;t&&\"none\"!==t&&(o=t.match(/matrix.*\\((.+)\\)/)[1].split(\", \"),o[0]&&\"0\"!==o[0]&&\"1\"!==o[0]&&(r=o[0]),o[3]&&\"0\"!==o[3]&&\"1\"!==o[3]&&(n=o[3])),a=a.parentElement;}this._containerWidth=r?Math.abs(t/r):t,this._containerHeight=n?Math.abs(i/n):i;}_detectMissingCSS(){\"rgb(250, 128, 114)\"!==e.window.getComputedStyle(this._missingCSSCanary).getPropertyValue(\"background-color\")&&e.warnOnce(\"This page appears to be missing CSS declarations for Mapbox GL JS, which may cause the map to display incorrectly. Please ensure your page includes mapbox-gl.css, as described in https://www.mapbox.com/mapbox-gl-js/api/.\");}_setupContainer(){const e=this._container;e.classList.add(\"mapboxgl-map\"),(this._missingCSSCanary=n(\"div\",\"mapboxgl-canary\",e)).style.visibility=\"hidden\",this._detectMissingCSS();const t=this._canvasContainer=n(\"div\",\"mapboxgl-canvas-container\",e);this._interactive&&t.classList.add(\"mapboxgl-interactive\"),this._canvas=n(\"canvas\",\"mapboxgl-canvas\",t),this._canvas.addEventListener(\"webglcontextlost\",this._contextLost,!1),this._canvas.addEventListener(\"webglcontextrestored\",this._contextRestored,!1),this._canvas.setAttribute(\"tabindex\",\"0\"),this._canvas.setAttribute(\"aria-label\",\"Map\"),this._canvas.setAttribute(\"role\",\"region\"),this._updateContainerDimensions(),this._resizeCanvas(this._containerWidth,this._containerHeight);const i=this._controlContainer=n(\"div\",\"mapboxgl-control-container\",e),o=this._controlPositions={};[\"top-left\",\"top-right\",\"bottom-left\",\"bottom-right\"].forEach((e=>{o[e]=n(\"div\",`mapboxgl-ctrl-${e}`,i);})),this._container.addEventListener(\"scroll\",this._onMapScroll,!1);}_resizeCanvas(t,i){const o=e.exported.devicePixelRatio||1;this._canvas.width=o*Math.ceil(t),this._canvas.height=o*Math.ceil(i),this._canvas.style.width=`${t}px`,this._canvas.style.height=`${i}px`;}_addMarker(e){this._markers.push(e);}_removeMarker(e){const t=this._markers.indexOf(e);-1!==t&&this._markers.splice(t,1);}_setupPainter(){const i=e.extend({},t.webGLContextAttributes,{failIfMajorPerformanceCaveat:this._failIfMajorPerformanceCaveat,preserveDrawingBuffer:this._preserveDrawingBuffer,antialias:this._antialias||!1}),o=this._canvas.getContext(\"webgl\",i)||this._canvas.getContext(\"experimental-webgl\",i);o?(e.storeAuthState(o,!0),this.painter=new Mo(o,this.transform),this.on(\"data\",(e=>{\"source\"===e.dataType&&this.painter.setTileLoadedFlag(!0);})),e.exported$1.testSupport(o)):this.fire(new e.ErrorEvent(new Error(\"Failed to initialize WebGL\")));}_contextLost(t){t.preventDefault(),this._frame&&(this._frame.cancel(),this._frame=null),this.fire(new e.Event(\"webglcontextlost\",{originalEvent:t}));}_contextRestored(t){this._setupPainter(),this.resize(),this._update(),this.fire(new e.Event(\"webglcontextrestored\",{originalEvent:t}));}_onMapScroll(e){if(e.target===this._container)return this._container.scrollTop=0,this._container.scrollLeft=0,!1}loaded(){return !this._styleDirty&&!this._sourcesDirty&&!!this.style&&this.style.loaded()}_update(e){return this.style?(this._styleDirty=this._styleDirty||e,this._sourcesDirty=!0,this.triggerRepaint(),this):this}_requestRenderFrame(e){return this._update(),this._renderTaskQueue.add(e)}_cancelRenderFrame(e){this._renderTaskQueue.remove(e);}_requestDomTask(e){!this.loaded()||this.loaded()&&!this.isMoving()?e():this._domRenderTaskQueue.add(e);}_render(t){let i;const o=this.painter.context.extTimerQuery,r=e.exported.now();if(this.listens(\"gpu-timing-frame\")&&(i=o.createQueryEXT(),o.beginQueryEXT(o.TIME_ELAPSED_EXT,i)),this.painter.context.setDirty(),this.painter.setBaseState(),this._renderTaskQueue.run(t),this._domRenderTaskQueue.run(t),this._removed)return;let n=!1;const a=this._isInitialLoad?0:this._fadeDuration;if(this.style&&this._styleDirty){this._styleDirty=!1;const t=this.transform.zoom,i=this.transform.pitch,o=e.exported.now();this.style.zoomHistory.update(t,o);const r=new e.EvaluationParameters(t,{now:o,fadeDuration:a,pitch:i,zoomHistory:this.style.zoomHistory,transition:this.style.getTransition()}),s=r.crossFadingFactor();1===s&&s===this._crossFadingFactor||(n=!0,this._crossFadingFactor=s),this.style.update(r);}this.style&&this.style.fog&&this.style.fog.hasTransition()&&(this.style._markersNeedUpdate=!0,this._sourcesDirty=!0);let s=!1;if(this.style&&this._sourcesDirty?(this._sourcesDirty=!1,this.painter._updateFog(this.style),this._updateTerrain(),s=this._updateAverageElevation(r),this.style._updateSources(this.transform),this._forceMarkerUpdate()):s=this._updateAverageElevation(r),this._placementDirty=this.style&&this.style._updatePlacement(this.painter.transform,this.showCollisionBoxes,a,this._crossSourceCollisions),this.style&&this.painter.render(this.style,{showTileBoundaries:this.showTileBoundaries,showTerrainWireframe:this.showTerrainWireframe,showOverdrawInspector:this._showOverdrawInspector,showQueryGeometry:!!this._showQueryGeometry,rotating:this.isRotating(),zooming:this.isZooming(),moving:this.isMoving(),fadeDuration:a,isInitialLoad:this._isInitialLoad,showPadding:this.showPadding,gpuTiming:!!this.listens(\"gpu-timing-layer\"),speedIndexTiming:this.speedIndexTiming}),this.fire(new e.Event(\"render\")),this.loaded()&&!this._loaded&&(this._loaded=!0,this.fire(new e.Event(\"load\"))),this.style&&(this.style.hasTransitions()||n)&&(this._styleDirty=!0),this.style&&!this._placementDirty&&this.style._releaseSymbolFadeTiles(),this.listens(\"gpu-timing-frame\")){const t=e.exported.now()-r;o.endQueryEXT(o.TIME_ELAPSED_EXT,i),setTimeout((()=>{const r=o.getQueryObjectEXT(i,o.QUERY_RESULT_EXT)/1e6;o.deleteQueryEXT(i),this.fire(new e.Event(\"gpu-timing-frame\",{cpuTime:t,gpuTime:r}));}),50);}if(this.listens(\"gpu-timing-layer\")){const t=this.painter.collectGpuTimers();setTimeout((()=>{const i=this.painter.queryGpuTimers(t);this.fire(new e.Event(\"gpu-timing-layer\",{layerTimes:i}));}),50);}const l=this._sourcesDirty||this._styleDirty||this._placementDirty||s;if(l||this._repaint)this.triggerRepaint();else {const t=!this.isMoving()&&this.loaded();if(t&&(s=this._updateAverageElevation(r,!0)),s)this.triggerRepaint();else if(this._triggerFrame(!1),t&&(this.fire(new e.Event(\"idle\")),this._isInitialLoad=!1,this.speedIndexTiming)){const t=this._calculateSpeedIndex();this.fire(new e.Event(\"speedindexcompleted\",{speedIndex:t})),this.speedIndexTiming=!1;}}!this._loaded||this._fullyLoaded||l||(this._fullyLoaded=!0,this._authenticate());}_forceMarkerUpdate(){for(const e of this._markers)e._update();}_updateAverageElevation(e,t=!1){const i=e=>(this.transform.averageElevation=e,this._update(!1),!0);if(!this.painter.averageElevationNeedsEasing())return 0!==this.transform.averageElevation&&i(0);if((t||e-this._averageElevationLastSampledAt>500)&&!this._averageElevation.isEasing(e)){const t=this.transform.averageElevation;let o=this.transform.sampleAverageElevation(),r=!1;this.transform.elevation&&(r=this.transform.elevation.exaggeration()!==this._averageElevationExaggeration,this._averageElevationExaggeration=this.transform.elevation.exaggeration()),isNaN(o)?o=0:this._averageElevationLastSampledAt=e;const n=Math.abs(t-o);if(n>1){if(this._isInitialLoad||r)return this._averageElevation.jumpTo(o),i(o);this._averageElevation.easeTo(o,e,300);}else if(n>1e-4)return this._averageElevation.jumpTo(o),i(o)}return !!this._averageElevation.isEasing(e)&&i(this._averageElevation.getValue(e))}_authenticate(){e.getMapSessionAPI(this._getMapId(),this._requestManager._skuToken,this._requestManager._customAccessToken,(t=>{if(t&&(t.message===e.AUTH_ERR_MSG||401===t.status)){const t=this.painter.context.gl;e.storeAuthState(t,!1),this._logoControl instanceof Nr&&this._logoControl._updateLogo(),t&&t.clear(t.DEPTH_BUFFER_BIT|t.COLOR_BUFFER_BIT|t.STENCIL_BUFFER_BIT),this._silenceAuthErrors||this.fire(new e.ErrorEvent(new Error(\"A valid Mapbox access token is required to use Mapbox GL JS. To create an account or a new access token, visit https://account.mapbox.com/\")));}})),e.postMapLoadEvent(this._getMapId(),this._requestManager._skuToken,this._requestManager._customAccessToken,(()=>{}));}_updateTerrain(){this.painter.updateTerrain(this.style,this.isMoving()||this.isRotating()||this.isZooming());}_calculateSpeedIndex(){const e=this.painter.canvasCopy(),t=this.painter.getCanvasCopiesAndTimestamps();t.timeStamps.push(performance.now());const i=this.painter.context.gl,o=i.createFramebuffer();function r(e){i.framebufferTexture2D(i.FRAMEBUFFER,i.COLOR_ATTACHMENT0,i.TEXTURE_2D,e,0);const t=new Uint8Array(i.drawingBufferWidth*i.drawingBufferHeight*4);return i.readPixels(0,0,i.drawingBufferWidth,i.drawingBufferHeight,i.RGBA,i.UNSIGNED_BYTE,t),t}return i.bindFramebuffer(i.FRAMEBUFFER,o),this._canvasPixelComparison(r(e),t.canvasCopies.map(r),t.timeStamps)}_canvasPixelComparison(e,t,i){let o=i[1]-i[0];const r=e.length/4;for(let n=0;n{const t=!!this._renderNextFrame;this._frame=null,this._renderNextFrame=null,t&&this._render(e);})));}_preloadTiles(t){const i=this.style?Object.values(this.style._sourceCaches):[];return e.asyncAll(i,((e,i)=>e._preloadTiles(t,i)),(()=>{this.triggerRepaint();})),this}_onWindowOnline(){this._update();}_onWindowResize(e){this._trackResize&&this.resize({originalEvent:e})._update();}get showTileBoundaries(){return !!this._showTileBoundaries}set showTileBoundaries(e){this._showTileBoundaries!==e&&(this._showTileBoundaries=e,this._update());}get showTerrainWireframe(){return !!this._showTerrainWireframe}set showTerrainWireframe(e){this._showTerrainWireframe!==e&&(this._showTerrainWireframe=e,this._update());}get speedIndexTiming(){return !!this._speedIndexTiming}set speedIndexTiming(e){this._speedIndexTiming!==e&&(this._speedIndexTiming=e,this._update());}get showPadding(){return !!this._showPadding}set showPadding(e){this._showPadding!==e&&(this._showPadding=e,this._update());}get showCollisionBoxes(){return !!this._showCollisionBoxes}set showCollisionBoxes(e){this._showCollisionBoxes!==e&&(this._showCollisionBoxes=e,e?this.style._generateCollisionBoxes():this._update());}get showOverdrawInspector(){return !!this._showOverdrawInspector}set showOverdrawInspector(e){this._showOverdrawInspector!==e&&(this._showOverdrawInspector=e,this._update());}get repaint(){return !!this._repaint}set repaint(e){this._repaint!==e&&(this._repaint=e,this.triggerRepaint());}get vertices(){return !!this._vertices}set vertices(e){this._vertices=e,this._update();}_setCacheLimits(t,i){e.setCacheLimits(t,i);}get version(){return e.version}},NavigationControl:class{constructor(t){this.options=e.extend({},Hr,t),this._container=n(\"div\",\"mapboxgl-ctrl mapboxgl-ctrl-group\"),this._container.addEventListener(\"contextmenu\",(e=>e.preventDefault())),this.options.showZoom&&(e.bindAll([\"_setButtonTitle\",\"_updateZoomButtons\"],this),this._zoomInButton=this._createButton(\"mapboxgl-ctrl-zoom-in\",(e=>{this._map&&this._map.zoomIn({},{originalEvent:e});})),n(\"span\",\"mapboxgl-ctrl-icon\",this._zoomInButton).setAttribute(\"aria-hidden\",\"true\"),this._zoomOutButton=this._createButton(\"mapboxgl-ctrl-zoom-out\",(e=>{this._map&&this._map.zoomOut({},{originalEvent:e});})),n(\"span\",\"mapboxgl-ctrl-icon\",this._zoomOutButton).setAttribute(\"aria-hidden\",\"true\")),this.options.showCompass&&(e.bindAll([\"_rotateCompassArrow\"],this),this._compass=this._createButton(\"mapboxgl-ctrl-compass\",(e=>{const t=this._map;t&&(this.options.visualizePitch?t.resetNorthPitch({},{originalEvent:e}):t.resetNorth({},{originalEvent:e}));})),this._compassIcon=n(\"span\",\"mapboxgl-ctrl-icon\",this._compass),this._compassIcon.setAttribute(\"aria-hidden\",\"true\"));}_updateZoomButtons(){const e=this._map;if(!e)return;const t=e.getZoom(),i=t===e.getMaxZoom(),o=t===e.getMinZoom();this._zoomInButton.disabled=i,this._zoomOutButton.disabled=o,this._zoomInButton.setAttribute(\"aria-disabled\",i.toString()),this._zoomOutButton.setAttribute(\"aria-disabled\",o.toString());}_rotateCompassArrow(){const e=this._map;if(!e)return;const t=this.options.visualizePitch?`scale(${1/Math.pow(Math.cos(e.transform.pitch*(Math.PI/180)),.5)}) rotateX(${e.transform.pitch}deg) rotateZ(${e.transform.angle*(180/Math.PI)}deg)`:`rotate(${e.transform.angle*(180/Math.PI)}deg)`;e._requestDomTask((()=>{this._compassIcon&&(this._compassIcon.style.transform=t);}));}onAdd(e){return this._map=e,this.options.showZoom&&(this._setButtonTitle(this._zoomInButton,\"ZoomIn\"),this._setButtonTitle(this._zoomOutButton,\"ZoomOut\"),e.on(\"zoom\",this._updateZoomButtons),this._updateZoomButtons()),this.options.showCompass&&(this._setButtonTitle(this._compass,\"ResetBearing\"),this.options.visualizePitch&&e.on(\"pitch\",this._rotateCompassArrow),e.on(\"rotate\",this._rotateCompassArrow),this._rotateCompassArrow(),this._handler=new Kr(e,this._compass,this.options.visualizePitch)),this._container}onRemove(){const e=this._map;e&&(this._container.remove(),this.options.showZoom&&e.off(\"zoom\",this._updateZoomButtons),this.options.showCompass&&(this.options.visualizePitch&&e.off(\"pitch\",this._rotateCompassArrow),e.off(\"rotate\",this._rotateCompassArrow),this._handler&&this._handler.off(),this._handler=void 0),this._map=void 0);}_createButton(e,t){const i=n(\"button\",e,this._container);return i.type=\"button\",i.addEventListener(\"click\",t),i}_setButtonTitle(e,t){if(!this._map)return;const i=this._map._getUIString(`NavigationControl.${t}`);e.setAttribute(\"aria-label\",i),e.firstElementChild&&e.firstElementChild.setAttribute(\"title\",i);}},GeolocateControl:class extends e.Evented{constructor(t){super(),this.options=e.extend({},Yr,t),e.bindAll([\"_onSuccess\",\"_onError\",\"_onZoom\",\"_finish\",\"_setupUI\",\"_updateCamera\",\"_updateMarker\",\"_updateMarkerRotation\",\"_onDeviceOrientation\"],this),this._updateMarkerRotationThrottled=Go(this._updateMarkerRotation,20);}onAdd(t){var i;return this._map=t,this._container=n(\"div\",\"mapboxgl-ctrl mapboxgl-ctrl-group\"),i=this._setupUI,void 0!==Jr?i(Jr):void 0!==e.window.navigator.permissions?e.window.navigator.permissions.query({name:\"geolocation\"}).then((e=>{Jr=\"denied\"!==e.state,i(Jr);})):(Jr=!!e.window.navigator.geolocation,i(Jr)),this._container}onRemove(){void 0!==this._geolocationWatchID&&(e.window.navigator.geolocation.clearWatch(this._geolocationWatchID),this._geolocationWatchID=void 0),this.options.showUserLocation&&this._userLocationDotMarker&&this._userLocationDotMarker.remove(),this.options.showAccuracyCircle&&this._accuracyCircleMarker&&this._accuracyCircleMarker.remove(),this._container.remove(),this._map.off(\"zoom\",this._onZoom),this._map=void 0,Qr=0,en=!1;}_isOutOfMapMaxBounds(e){const t=this._map.getMaxBounds(),i=e.coords;return !!t&&(i.longitudet.getEast()||i.latitudet.getNorth())}_setErrorState(){switch(this._watchState){case\"WAITING_ACTIVE\":this._watchState=\"ACTIVE_ERROR\",this._geolocateButton.classList.remove(\"mapboxgl-ctrl-geolocate-active\"),this._geolocateButton.classList.add(\"mapboxgl-ctrl-geolocate-active-error\");break;case\"ACTIVE_LOCK\":this._watchState=\"ACTIVE_ERROR\",this._geolocateButton.classList.remove(\"mapboxgl-ctrl-geolocate-active\"),this._geolocateButton.classList.add(\"mapboxgl-ctrl-geolocate-active-error\"),this._geolocateButton.classList.add(\"mapboxgl-ctrl-geolocate-waiting\");break;case\"BACKGROUND\":this._watchState=\"BACKGROUND_ERROR\",this._geolocateButton.classList.remove(\"mapboxgl-ctrl-geolocate-background\"),this._geolocateButton.classList.add(\"mapboxgl-ctrl-geolocate-background-error\"),this._geolocateButton.classList.add(\"mapboxgl-ctrl-geolocate-waiting\");}}_onSuccess(t){if(this._map){if(this._isOutOfMapMaxBounds(t))return this._setErrorState(),this.fire(new e.Event(\"outofmaxbounds\",t)),this._updateMarker(),void this._finish();if(this.options.trackUserLocation)switch(this._lastKnownPosition=t,this._watchState){case\"WAITING_ACTIVE\":case\"ACTIVE_LOCK\":case\"ACTIVE_ERROR\":this._watchState=\"ACTIVE_LOCK\",this._geolocateButton.classList.remove(\"mapboxgl-ctrl-geolocate-waiting\"),this._geolocateButton.classList.remove(\"mapboxgl-ctrl-geolocate-active-error\"),this._geolocateButton.classList.add(\"mapboxgl-ctrl-geolocate-active\");break;case\"BACKGROUND\":case\"BACKGROUND_ERROR\":this._watchState=\"BACKGROUND\",this._geolocateButton.classList.remove(\"mapboxgl-ctrl-geolocate-waiting\"),this._geolocateButton.classList.remove(\"mapboxgl-ctrl-geolocate-background-error\"),this._geolocateButton.classList.add(\"mapboxgl-ctrl-geolocate-background\");}this.options.showUserLocation&&\"OFF\"!==this._watchState&&this._updateMarker(t),this.options.trackUserLocation&&\"ACTIVE_LOCK\"!==this._watchState||this._updateCamera(t),this.options.showUserLocation&&this._dotElement.classList.remove(\"mapboxgl-user-location-dot-stale\"),this.fire(new e.Event(\"geolocate\",t)),this._finish();}}_updateCamera(t){const i=new e.LngLat(t.coords.longitude,t.coords.latitude),o=t.coords.accuracy,r=this._map.getBearing(),n=e.extend({bearing:r},this.options.fitBoundsOptions);this._map.fitBounds(i.toBounds(o),n,{geolocateSource:!0});}_updateMarker(t){if(t){const i=new e.LngLat(t.coords.longitude,t.coords.latitude);this._accuracyCircleMarker.setLngLat(i).addTo(this._map),this._userLocationDotMarker.setLngLat(i).addTo(this._map),this._accuracy=t.coords.accuracy,this.options.showUserLocation&&this.options.showAccuracyCircle&&this._updateCircleRadius();}else this._userLocationDotMarker.remove(),this._accuracyCircleMarker.remove();}_updateCircleRadius(){const e=this._map._containerHeight/2,t=this._map.unproject([0,e]),i=this._map.unproject([100,e]),o=t.distanceTo(i)/100,r=Math.ceil(2*this._accuracy/o);this._circleElement.style.width=`${r}px`,this._circleElement.style.height=`${r}px`;}_onZoom(){this.options.showUserLocation&&this.options.showAccuracyCircle&&this._updateCircleRadius();}_updateMarkerRotation(){this._userLocationDotMarker&&\"number\"==typeof this._heading?(this._userLocationDotMarker.setRotation(this._heading),this._dotElement.classList.add(\"mapboxgl-user-location-show-heading\")):(this._dotElement.classList.remove(\"mapboxgl-user-location-show-heading\"),this._userLocationDotMarker.setRotation(0));}_onError(t){if(this._map){if(this.options.trackUserLocation)if(1===t.code){this._watchState=\"OFF\",this._geolocateButton.classList.remove(\"mapboxgl-ctrl-geolocate-waiting\"),this._geolocateButton.classList.remove(\"mapboxgl-ctrl-geolocate-active\"),this._geolocateButton.classList.remove(\"mapboxgl-ctrl-geolocate-active-error\"),this._geolocateButton.classList.remove(\"mapboxgl-ctrl-geolocate-background\"),this._geolocateButton.classList.remove(\"mapboxgl-ctrl-geolocate-background-error\"),this._geolocateButton.disabled=!0;const e=this._map._getUIString(\"GeolocateControl.LocationNotAvailable\");this._geolocateButton.setAttribute(\"aria-label\",e),this._geolocateButton.firstElementChild&&this._geolocateButton.firstElementChild.setAttribute(\"title\",e),void 0!==this._geolocationWatchID&&this._clearWatch();}else {if(3===t.code&&en)return;this._setErrorState();}\"OFF\"!==this._watchState&&this.options.showUserLocation&&this._dotElement.classList.add(\"mapboxgl-user-location-dot-stale\"),this.fire(new e.Event(\"error\",t)),this._finish();}}_finish(){this._timeoutId&&clearTimeout(this._timeoutId),this._timeoutId=void 0;}_setupUI(t){if(this._container.addEventListener(\"contextmenu\",(e=>e.preventDefault())),this._geolocateButton=n(\"button\",\"mapboxgl-ctrl-geolocate\",this._container),n(\"span\",\"mapboxgl-ctrl-icon\",this._geolocateButton).setAttribute(\"aria-hidden\",\"true\"),this._geolocateButton.type=\"button\",!1===t){e.warnOnce(\"Geolocation support is not available so the GeolocateControl will be disabled.\");const t=this._map._getUIString(\"GeolocateControl.LocationNotAvailable\");this._geolocateButton.disabled=!0,this._geolocateButton.setAttribute(\"aria-label\",t),this._geolocateButton.firstElementChild&&this._geolocateButton.firstElementChild.setAttribute(\"title\",t);}else {const e=this._map._getUIString(\"GeolocateControl.FindMyLocation\");this._geolocateButton.setAttribute(\"aria-label\",e),this._geolocateButton.firstElementChild&&this._geolocateButton.firstElementChild.setAttribute(\"title\",e);}this.options.trackUserLocation&&(this._geolocateButton.setAttribute(\"aria-pressed\",\"false\"),this._watchState=\"OFF\"),this.options.showUserLocation&&(this._dotElement=n(\"div\",\"mapboxgl-user-location\"),this._dotElement.appendChild(n(\"div\",\"mapboxgl-user-location-dot\")),this._dotElement.appendChild(n(\"div\",\"mapboxgl-user-location-heading\")),this._userLocationDotMarker=new Vr({element:this._dotElement,rotationAlignment:\"map\",pitchAlignment:\"map\"}),this._circleElement=n(\"div\",\"mapboxgl-user-location-accuracy-circle\"),this._accuracyCircleMarker=new Vr({element:this._circleElement,pitchAlignment:\"map\"}),this.options.trackUserLocation&&(this._watchState=\"OFF\"),this._map.on(\"zoom\",this._onZoom)),this._geolocateButton.addEventListener(\"click\",this.trigger.bind(this)),this._setup=!0,this.options.trackUserLocation&&this._map.on(\"movestart\",(t=>{t.geolocateSource||\"ACTIVE_LOCK\"!==this._watchState||t.originalEvent&&\"resize\"===t.originalEvent.type||(this._watchState=\"BACKGROUND\",this._geolocateButton.classList.add(\"mapboxgl-ctrl-geolocate-background\"),this._geolocateButton.classList.remove(\"mapboxgl-ctrl-geolocate-active\"),this.fire(new e.Event(\"trackuserlocationend\")));}));}_onDeviceOrientation(e){this._userLocationDotMarker&&(e.webkitCompassHeading?this._heading=e.webkitCompassHeading:!0===e.absolute&&(this._heading=-1*e.alpha),this._updateMarkerRotationThrottled());}trigger(){if(!this._setup)return e.warnOnce(\"Geolocate control triggered before added to a map\"),!1;if(this.options.trackUserLocation){switch(this._watchState){case\"OFF\":this._watchState=\"WAITING_ACTIVE\",this.fire(new e.Event(\"trackuserlocationstart\"));break;case\"WAITING_ACTIVE\":case\"ACTIVE_LOCK\":case\"ACTIVE_ERROR\":case\"BACKGROUND_ERROR\":Qr--,en=!1,this._watchState=\"OFF\",this._geolocateButton.classList.remove(\"mapboxgl-ctrl-geolocate-waiting\"),this._geolocateButton.classList.remove(\"mapboxgl-ctrl-geolocate-active\"),this._geolocateButton.classList.remove(\"mapboxgl-ctrl-geolocate-active-error\"),this._geolocateButton.classList.remove(\"mapboxgl-ctrl-geolocate-background\"),this._geolocateButton.classList.remove(\"mapboxgl-ctrl-geolocate-background-error\"),this.fire(new e.Event(\"trackuserlocationend\"));break;case\"BACKGROUND\":this._watchState=\"ACTIVE_LOCK\",this._geolocateButton.classList.remove(\"mapboxgl-ctrl-geolocate-background\"),this._lastKnownPosition&&this._updateCamera(this._lastKnownPosition),this.fire(new e.Event(\"trackuserlocationstart\"));}switch(this._watchState){case\"WAITING_ACTIVE\":this._geolocateButton.classList.add(\"mapboxgl-ctrl-geolocate-waiting\"),this._geolocateButton.classList.add(\"mapboxgl-ctrl-geolocate-active\");break;case\"ACTIVE_LOCK\":this._geolocateButton.classList.add(\"mapboxgl-ctrl-geolocate-active\");break;case\"ACTIVE_ERROR\":this._geolocateButton.classList.add(\"mapboxgl-ctrl-geolocate-waiting\"),this._geolocateButton.classList.add(\"mapboxgl-ctrl-geolocate-active-error\");break;case\"BACKGROUND\":this._geolocateButton.classList.add(\"mapboxgl-ctrl-geolocate-background\");break;case\"BACKGROUND_ERROR\":this._geolocateButton.classList.add(\"mapboxgl-ctrl-geolocate-waiting\"),this._geolocateButton.classList.add(\"mapboxgl-ctrl-geolocate-background-error\");}if(\"OFF\"===this._watchState&&void 0!==this._geolocationWatchID)this._clearWatch();else if(void 0===this._geolocationWatchID){let t;this._geolocateButton.classList.add(\"mapboxgl-ctrl-geolocate-waiting\"),this._geolocateButton.setAttribute(\"aria-pressed\",\"true\"),Qr++,Qr>1?(t={maximumAge:6e5,timeout:0},en=!0):(t=this.options.positionOptions,en=!1),this._geolocationWatchID=e.window.navigator.geolocation.watchPosition(this._onSuccess,this._onError,t),this.options.showUserHeading&&this._addDeviceOrientationListener();}}else e.window.navigator.geolocation.getCurrentPosition(this._onSuccess,this._onError,this.options.positionOptions),this._timeoutId=setTimeout(this._finish,1e4);return !0}_addDeviceOrientationListener(){const t=()=>{e.window.addEventListener(\"ondeviceorientationabsolute\"in e.window?\"deviceorientationabsolute\":\"deviceorientation\",this._onDeviceOrientation);};void 0!==e.window.DeviceMotionEvent&&\"function\"==typeof e.window.DeviceMotionEvent.requestPermission?DeviceOrientationEvent.requestPermission().then((e=>{\"granted\"===e&&t();})).catch(console.error):t();}_clearWatch(){e.window.navigator.geolocation.clearWatch(this._geolocationWatchID),e.window.removeEventListener(\"deviceorientation\",this._onDeviceOrientation),e.window.removeEventListener(\"deviceorientationabsolute\",this._onDeviceOrientation),this._geolocationWatchID=void 0,this._geolocateButton.classList.remove(\"mapboxgl-ctrl-geolocate-waiting\"),this._geolocateButton.setAttribute(\"aria-pressed\",\"false\"),this.options.showUserLocation&&this._updateMarker(null);}},AttributionControl:Ur,ScaleControl:class{constructor(t){this.options=e.extend({},tn,t),e.bindAll([\"_onMove\",\"setUnit\"],this);}getDefaultPosition(){return \"bottom-left\"}_onMove(){on(this._map,this._container,this.options);}onAdd(e){return this._map=e,this._container=n(\"div\",\"mapboxgl-ctrl mapboxgl-ctrl-scale\",e.getContainer()),this._map.on(\"move\",this._onMove),this._onMove(),this._container}onRemove(){this._container.remove(),this._map.off(\"move\",this._onMove),this._map=void 0;}setUnit(e){this.options.unit=e,on(this._map,this._container,this.options);}},FullscreenControl:class{constructor(t){this._fullscreen=!1,t&&t.container&&(t.container instanceof e.window.HTMLElement?this._container=t.container:e.warnOnce(\"Full screen control 'container' must be a DOM element.\")),e.bindAll([\"_onClickFullscreen\",\"_changeIcon\"],this),\"onfullscreenchange\"in e.window.document?this._fullscreenchange=\"fullscreenchange\":\"onwebkitfullscreenchange\"in e.window.document&&(this._fullscreenchange=\"webkitfullscreenchange\");}onAdd(t){return this._map=t,this._container||(this._container=this._map.getContainer()),this._controlContainer=n(\"div\",\"mapboxgl-ctrl mapboxgl-ctrl-group\"),this._checkFullscreenSupport()?this._setupUI():(this._controlContainer.style.display=\"none\",e.warnOnce(\"This device does not support fullscreen mode.\")),this._controlContainer}onRemove(){this._controlContainer.remove(),this._map=null,e.window.document.removeEventListener(this._fullscreenchange,this._changeIcon);}_checkFullscreenSupport(){return !(!e.window.document.fullscreenEnabled&&!e.window.document.webkitFullscreenEnabled)}_setupUI(){const t=this._fullscreenButton=n(\"button\",\"mapboxgl-ctrl-fullscreen\",this._controlContainer);n(\"span\",\"mapboxgl-ctrl-icon\",t).setAttribute(\"aria-hidden\",\"true\"),t.type=\"button\",this._updateTitle(),this._fullscreenButton.addEventListener(\"click\",this._onClickFullscreen),e.window.document.addEventListener(this._fullscreenchange,this._changeIcon);}_updateTitle(){const e=this._getTitle();this._fullscreenButton.setAttribute(\"aria-label\",e),this._fullscreenButton.firstElementChild&&this._fullscreenButton.firstElementChild.setAttribute(\"title\",e);}_getTitle(){return this._map._getUIString(this._isFullscreen()?\"FullscreenControl.Exit\":\"FullscreenControl.Enter\")}_isFullscreen(){return this._fullscreen}_changeIcon(){(e.window.document.fullscreenElement||e.window.document.webkitFullscreenElement)===this._container!==this._fullscreen&&(this._fullscreen=!this._fullscreen,this._fullscreenButton.classList.toggle(\"mapboxgl-ctrl-shrink\"),this._fullscreenButton.classList.toggle(\"mapboxgl-ctrl-fullscreen\"),this._updateTitle());}_onClickFullscreen(){this._isFullscreen()?e.window.document.exitFullscreen?e.window.document.exitFullscreen():e.window.document.webkitCancelFullScreen&&e.window.document.webkitCancelFullScreen():this._container.requestFullscreen?this._container.requestFullscreen():this._container.webkitRequestFullscreen&&this._container.webkitRequestFullscreen();}},Popup:class extends e.Evented{constructor(t){super(),this.options=e.extend(Object.create(nn),t),e.bindAll([\"_update\",\"_onClose\",\"remove\",\"_onMouseEvent\"],this),this._classList=new Set(t&&t.className?t.className.trim().split(/\\s+/):[]);}addTo(t){return this._map&&this.remove(),this._map=t,this.options.closeOnClick&&t.on(\"preclick\",this._onClose),this.options.closeOnMove&&t.on(\"move\",this._onClose),t.on(\"remove\",this.remove),this._update(),this._focusFirstElement(),this._trackPointer?(t.on(\"mousemove\",this._onMouseEvent),t.on(\"mouseup\",this._onMouseEvent),t._canvasContainer.classList.add(\"mapboxgl-track-pointer\")):t.on(\"move\",this._update),this.fire(new e.Event(\"open\")),this}isOpen(){return !!this._map}remove(){this._content&&this._content.remove(),this._container&&(this._container.remove(),this._container=void 0);const t=this._map;return t&&(t.off(\"move\",this._update),t.off(\"move\",this._onClose),t.off(\"preclick\",this._onClose),t.off(\"click\",this._onClose),t.off(\"remove\",this.remove),t.off(\"mousemove\",this._onMouseEvent),t.off(\"mouseup\",this._onMouseEvent),t.off(\"drag\",this._onMouseEvent),this._map=void 0),this.fire(new e.Event(\"close\")),this}getLngLat(){return this._lngLat}setLngLat(t){this._lngLat=e.LngLat.convert(t),this._pos=null,this._trackPointer=!1,this._update();const i=this._map;return i&&(i.on(\"move\",this._update),i.off(\"mousemove\",this._onMouseEvent),i._canvasContainer.classList.remove(\"mapboxgl-track-pointer\")),this}trackPointer(){this._trackPointer=!0,this._pos=null,this._update();const e=this._map;return e&&(e.off(\"move\",this._update),e.on(\"mousemove\",this._onMouseEvent),e.on(\"drag\",this._onMouseEvent),e._canvasContainer.classList.add(\"mapboxgl-track-pointer\")),this}getElement(){return this._container}setText(t){return this.setDOMContent(e.window.document.createTextNode(t))}setHTML(t){const i=e.window.document.createDocumentFragment(),o=e.window.document.createElement(\"body\");let r;for(o.innerHTML=t;r=o.firstChild,r;)i.appendChild(r);return this.setDOMContent(i)}getMaxWidth(){return this._container&&this._container.style.maxWidth}setMaxWidth(e){return this.options.maxWidth=e,this._update(),this}setDOMContent(e){let t=this._content;if(t)for(;t.hasChildNodes();)t.firstChild&&t.removeChild(t.firstChild);else t=this._content=n(\"div\",\"mapboxgl-popup-content\",this._container||void 0);if(t.appendChild(e),this.options.closeButton){const e=this._closeButton=n(\"button\",\"mapboxgl-popup-close-button\",t);e.type=\"button\",e.setAttribute(\"aria-label\",\"Close popup\"),e.setAttribute(\"aria-hidden\",\"true\"),e.innerHTML=\"×\",e.addEventListener(\"click\",this._onClose);}return this._update(),this._focusFirstElement(),this}addClassName(e){return this._classList.add(e),this._updateClassList(),this}removeClassName(e){return this._classList.delete(e),this._updateClassList(),this}setOffset(e){return this.options.offset=e,this._update(),this}toggleClassName(e){let t;return this._classList.delete(e)?t=!1:(this._classList.add(e),t=!0),this._updateClassList(),t}_onMouseEvent(e){this._update(e.point);}_getAnchor(e){if(this.options.anchor)return this.options.anchor;const t=this._map,i=this._container,o=this._pos;if(!t||!i||!o)return \"bottom\";const r=i.offsetWidth,n=i.offsetHeight,a=o.xt.transform.width-r/2;if(o.y+et.transform.height-n){if(a)return \"bottom-left\";if(s)return \"bottom-right\"}return a?\"left\":s?\"right\":\"bottom\"}_updateClassList(){const e=this._container;if(!e)return;const t=[...this._classList];t.push(\"mapboxgl-popup\"),this._anchor&&t.push(`mapboxgl-popup-anchor-${this._anchor}`),this._trackPointer&&t.push(\"mapboxgl-popup-track-pointer\"),e.className=t.join(\" \");}_update(e){const t=this._map,i=this._content;if(!t||!this._lngLat&&!this._trackPointer||!i)return;let o=this._container;if(o||(o=this._container=n(\"div\",\"mapboxgl-popup\",t.getContainer()),this._tip=n(\"div\",\"mapboxgl-popup-tip\",o),o.appendChild(i)),this.options.maxWidth&&o.style.maxWidth!==this.options.maxWidth&&(o.style.maxWidth=this.options.maxWidth),t.transform.renderWorldCopies&&!this._trackPointer&&(this._lngLat=jr(this._lngLat,this._pos,t.transform)),!this._trackPointer||e){const i=this._pos=this._trackPointer&&e?e:t.project(this._lngLat),o=sn(this.options.offset),r=this._anchor=this._getAnchor(o.y),n=sn(this.options.offset,r),a=i.add(n).round();t._requestDomTask((()=>{this._container&&r&&(this._container.style.transform=`${Zr[r]} translate(${a.x}px,${a.y}px)`);}));}this._updateClassList();}_focusFirstElement(){if(!this.options.focusAfterOpen||!this._container)return;const e=this._container.querySelector(an);e&&e.focus();}_onClose(){this.remove();}_setOpacity(e){this._content&&(this._content.style.opacity=e),this._tip&&(this._tip.style.opacity=e);}},Marker:Vr,Style:$t,LngLat:e.LngLat,LngLatBounds:e.LngLatBounds,Point:e.pointGeometry,MercatorCoordinate:e.MercatorCoordinate,FreeCameraOptions:Ao,Evented:e.Evented,config:e.config,prewarm:function(){Ue().acquire(Oe);},clearPrewarmedResources:function(){const e=Fe;e&&(e.isPreloaded()&&1===e.numActive()?(e.release(Oe),Fe=null):console.warn(\"Could not clear WebWorkers since there are active Map instances that still reference it. The pre-warmed WebWorker pool can only be cleared when all map instances have been removed with map.remove()\"));},get accessToken(){return e.config.ACCESS_TOKEN},set accessToken(t){e.config.ACCESS_TOKEN=t;},get baseApiUrl(){return e.config.API_URL},set baseApiUrl(t){e.config.API_URL=t;},get workerCount(){return Be.workerCount},set workerCount(e){Be.workerCount=e;},get maxParallelImageRequests(){return e.config.MAX_PARALLEL_IMAGE_REQUESTS},set maxParallelImageRequests(t){e.config.MAX_PARALLEL_IMAGE_REQUESTS=t;},clearStorage(t){e.clearTileCache(t);},workerUrl:\"\",workerClass:null,setNow:e.exported.setNow,restoreNow:e.exported.restoreNow};return ln}));\n\n//\n\nvar mapboxgl$1 = mapboxgl;\n\nreturn mapboxgl$1;\n\n})));\n//# sourceMappingURL=mapbox-gl.js.map\n","///////////////////////////////////////////////////////////////////////////////\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\n//https://www.mxdraw.com/\n///////////////////////////////////////////////////////////////////////////////\n\n// 加载第三方地图\nexport const ThirdPartyMaps = {\n /** 加载天地图普通地图 */\n tdtsl(): any {\n return {\n layers: [\n [\"tdtsl\", \"TianDiTu.Normal.Map\"],\n [\"tdtslzj\", \"TianDiTu.Normal.Annotion\"]],\n key: \"fb258b4c0bbf60ff7a0205b519ad9a96\"\n }\n },\n\n /** 天地图影像 */\n tdtyx(): any {\n return {\n layers:\n [\n [\"tdtyx\", \"TianDiTu.Satellite.Map\"],\n [\"tdtyxzj\", \"TianDiTu.Satellite.Annotion\"],\n ],\n key: \"fb258b4c0bbf60ff7a0205b519ad9a96\"\n }\n },\n /** 天地图地形 */\n tdtdx(): any {\n return {\n layers:\n [\n [\"tdtdx\", \"TianDiTu.Terrain.Map\"],\n [\"tdtdxzj\", \"TianDiTu.Terrain.Annotion\"],\n ],\n key: \"fb258b4c0bbf60ff7a0205b519ad9a96\"\n }\n },\n\n /** 高德矢量 */\n gdsl(): any {\n return { layers: [[\"gdsl\", \"GaoDe.Normal.Map\"]] }\n },\n\n /** 高德矢量,无注记版 */\n gdslwzj(): any {\n return { layers: [[\"gdslwzj\", \"GaoDe.Normal_NoTag.Map\"]] }\n },\n\n /** 高德影像*/\n gdyx(): any {\n return {\n layers: [\n [\"gdyx\", \"GaoDe.Satellite.Map\"],\n [\"gdyxzj\", \"GaoDe.Satellite.Annotion\"],\n ]\n }\n },\n\n /** 百度矢量*/\n bdsl(): any {\n return { layers: [[\"bdsl\", \"Baidu.Normal.Map\"]] }\n },\n\n /** 百度影像*/\n bdyx(): any {\n return {\n layers: [\n [\"bdyx\", \"Baidu.Satellite.Map\"],\n [\"bdyxzj\", \"Baidu.Satellite.Annotion\"],\n ]\n }\n },\n\n /** OSM地图 */\n osm(): any {\n return { layers: [[\"osm\", \"OSM.Normal.Map\"]] }\n },\n\n /** GeoQ普通地图 */\n geoq(): any {\n return { layers: [[\"geoq\", \"Geoq.Normal.Map\"]] }\n },\n\n /** GeoQ深蓝色地图 */\n geoqPurplishBlue(): any {\n return { layers: [[\"geoqPurplishBlue\", \"Geoq.Normal.PurplishBlue\"]] }\n },\n /** GeoQ浅色地图 */\n geoqGray(): any {\n return { layers: [[\"geoqGray\", \"Geoq.Normal.Gray\"]] }\n },\n\n /** GeoQ暖色调地图 */\n geoqWarm(): any {\n return { layers: [[\"geoqWarm\", \"Geoq.Normal.Warm\"]] }\n },\n\n /** GeoQ冷色调地图 */\n geoqCold(): any {\n return { layers: [[\"geoqCold\", \"Geoq.Normal.Cold\"]] }\n },\n\n}","///////////////////////////////////////////////////////////////////////////////\r\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\r\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\r\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\r\n//https://www.mxdraw.com/\r\n///////////////////////////////////////////////////////////////////////////////\r\n\r\nimport mapboxgl from \"mapbox-gl\";\r\n/**\r\n * @param\r\n * map:mapbox里Map类的实例对象\r\n */\r\nexport function mxtest_addTtifRaster(map: mapboxgl.Map) {\r\n\r\n const url = './gis/radar.tiff'\r\n console.log(url)\r\n\r\n let w = (114.06825863001939 - 104.18084906665138) * 0.005;\r\n let h = (32.396413467808586 - 22.54283198132819) * 0.005;\r\n\r\n let cenx = 114.07867152431874;\r\n let ceny = 22.563727343812303;\r\n\r\n map.addSource('radar', {\r\n 'type': 'image',\r\n 'url': url,//加载的tiff文件路径\r\n 'coordinates': [\r\n [cenx - w * 0.5, ceny + h * 0.5],\r\n [cenx + w * 0.5, ceny + h * 0.5],\r\n [cenx + w * 0.5, ceny - h * 0.5],\r\n [cenx - w * 0.5, ceny - h * 0.5],\r\n ]//文件展示的经纬度(四个角/顺时针)\r\n });\r\n map.addLayer({\r\n id: 'radar-layer',\r\n 'type': 'raster',\r\n 'source': 'radar',\r\n 'paint': {\r\n 'raster-fade-duration': 0\r\n }\r\n });\r\n\r\n}\r\n\r\n\r\nexport function add_geoserver_wmts_EPSG900913_ttif(map: mapboxgl.Map){\r\n var vectorLayerUrl = 'http://192.168.5.19:8080/geoserver/gwc/service/wmts?layer=mytest%3Amxcadtest2&style=&tilematrixset=EPSG:900913&Service=WMTS&Request=GetTile&Version=1.0.0&Format=image/png&TileMatrix=EPSG:900913:{z}&TileCol={x}&TileRow={y}'\r\n\r\n map.addSource('wmts-source', {\r\n 'type': 'raster',\r\n 'tiles': [\r\n vectorLayerUrl\r\n ],\r\n 'tileSize': 256\r\n });\r\n\r\n map.addLayer({\r\n 'id': 'wmts-layer',\r\n 'type': 'raster',\r\n 'source': 'wmts-source',\r\n 'paint': {\r\n 'raster-opacity': 0.95\r\n }\r\n });\r\n}","///////////////////////////////////////////////////////////////////////////////\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\n//https://www.mxdraw.com/\n///////////////////////////////////////////////////////////////////////////////\nexport function getMapProviders(){\n return {\n TianDiTu: {\n Normal: {\n Map: \"http://t{s}.tianditu.com/DataServer?T=vec_w&X={x}&Y={y}&L={z}&tk={key}\",\n Annotion: \"http://t{s}.tianditu.com/DataServer?T=cva_w&X={x}&Y={y}&L={z}&tk={key}\",\n minzoom: 0,\n maxzoom: 18\n },\n Satellite: {\n Map: \"http://t{s}.tianditu.com/DataServer?T=img_w&X={x}&Y={y}&L={z}&tk={key}\",\n Annotion: \"http://t{s}.tianditu.com/DataServer?T=cia_w&X={x}&Y={y}&L={z}&tk={key}\",\n minzoom: 0,\n maxzoom: 18\n },\n Terrain: {\n Map: \"http://t{s}.tianditu.com/DataServer?T=ter_w&X={x}&Y={y}&L={z}&tk={key}\",\n Annotion: \"http://t{s}.tianditu.com/DataServer?T=cta_w&X={x}&Y={y}&L={z}&tk={key}\",\n minzoom: 0,\n maxzoom: 14\n },\n Subdomains: ['0', '1', '2', '3', '4', '5', '6', '7'],\n key: \"\"\n },\n GaoDe: {\n Normal: {\n Map: 'http://webrd0{s}.is.autonavi.com/appmaptile?lang=zh_cn&size=1&scale=1&style=8&x={x}&y={y}&z={z}',\n minzoom: 0,\n maxzoom: 18\n },\n Normal_NoTag: {\n Map: 'https://wprd0{s}.is.autonavi.com/appmaptile?lang=zh_cn&size=1&style=7&scl=1<ype=11&x={x}&y={y}&z={z}',\n minzoom: 3,\n maxzoom: 18\n },\n Satellite: {\n Map: 'http://webst0{s}.is.autonavi.com/appmaptile?style=6&x={x}&y={y}&z={z}',\n Annotion: 'http://webst0{s}.is.autonavi.com/appmaptile?style=8&x={x}&y={y}&z={z}',\n minzoom: 3,\n maxzoom: 18\n },\n Subdomains: [\"1\", \"2\", \"3\", \"4\"]\n },\n Baidu: {\n Normal: {\n Map: 'http://online{s}.map.bdimg.com/onlinelabel/?qt=tile&x={x}&y={y}&z={z}&styles=pl&scaler=1&p=1'\n },\n Satellite: {\n Map: 'http://shangetu{s}.map.bdimg.com/it/u=x={x};y={y};z={z};v=009;type=sate&fm=46',\n Annotion: 'http://online{s}.map.bdimg.com/tile/?qt=tile&x={x}&y={y}&z={z}&styles=sl&v=020'\n },\n Subdomains: '0123456789',\n tileType: 'bd09'\n },\n Geoq: {\n Normal: {\n Map: \"http://map.geoq.cn/ArcGIS/rest/services/ChinaOnlineCommunity/MapServer/tile/{z}/{y}/{x}\",\n PurplishBlue: \"http://map.geoq.cn/ArcGIS/rest/services/ChinaOnlineStreetPurplishBlue/MapServer/tile/{z}/{y}/{x}\",\n Gray: \"http://map.geoq.cn/ArcGIS/rest/services/ChinaOnlineStreetGray/MapServer/tile/{z}/{y}/{x}\",\n Warm: \"http://map.geoq.cn/ArcGIS/rest/services/ChinaOnlineStreetWarm/MapServer/tile/{z}/{y}/{x}\",\n minzoom: 3,\n maxzoom: 16\n },\n Subdomains: []\n },\n OSM: {\n Normal: {\n Map: \"http://{s}.tile.osm.org/{z}/{x}/{y}.png\",\n minzoom: 0,\n maxzoom: 18\n },\n Subdomains: ['a', 'b', 'c']\n }\n };\n}\n\nexport function getGoogleMapUrl(){\n return [\"https://0pn.cn/maps/vt?lyrs=s&x={x}&y={y}&z={z}\",\"https://0pn.cn/maps/vt?lyrs=s,m&gl=CN&x={x}&y={y}&z={z}\"];\n //return [\"https://gac-geo.googlecnapps.cn/maps/vt?lyrs=s&x={x}&y={y}&z={z}\",\"https://gac-geo.googlecnapps.cn/maps/vt?lyrs=s,m&gl=CN&x={x}&y={y}&z={z}\"];\n}","///////////////////////////////////////////////////////////////////////////////\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\n//https://www.mxdraw.com/\n///////////////////////////////////////////////////////////////////////////////\nimport { McDbPolyline, McGePoint3d, MxCADPluginMapDefaultData, MxCADUiPrPoint, MxCpp, MxMap, MxMapAddGoogleCnLayer, mx_gcj02_To_gps84, mx_gps84_To_gcj02 } from \"mxcad\";\nimport mapboxgl from \"mapbox-gl\";\nimport { ThirdPartyMaps } from \"./third_party_maps\";\nimport axios from \"axios\";\nimport { add_geoserver_wmts_EPSG900913_ttif, mxtest_addTtifRaster } from \"./ttif_demo\";\nimport { DynamicInputType, MxFun} from \"mxdraw\";\nimport { getGoogleMapUrl, getMapProviders } from \"./map_providers\";\nlet map: mapboxgl.Map\nlet mxmap: MxMap;\n\nfunction init_mouse_coord_tip(isLoad_googlecn_map: boolean) {\n map.on(\"click\", async function (e) {\n let { lng, lat } = e.lngLat;\n if (isLoad_googlecn_map) {\n let gps84 = mx_gcj02_To_gps84(lng, lat);\n lng = gps84.lng;\n lat = gps84.lat;\n }\n\n console.log(\"经纬度坐标:\", JSON.stringify([lng, lat]));\n let pt = mapboxgl.MercatorCoordinate.fromLngLat(\n [lng, lat],\n 0\n );\n\n console.log(\"墨卡托坐标:\", JSON.stringify(mxmap.map_lnglat_to_meters(lng, lat)))\n\n let ptCAD = mxmap.mercatorCoord2CAD(pt.x, pt.y);\n console.log(\"CAD坐标:\", JSON.stringify(ptCAD));\n\n });\n}\nexport function getMap(): mapboxgl.Map {\n return map;\n}\n\nexport function getMxMap(): MxMap {\n return mxmap;\n}\n\n\nlet isLoad_googlecn_map = false;\nlet isLoad_geoserver_wmts_EPSG900913_ttif = true;\nisLoad_geoserver_wmts_EPSG900913_ttif = false;\nif (isLoad_geoserver_wmts_EPSG900913_ttif) isLoad_googlecn_map = false;\n\n// 返回地图加载的缺省数据.\nexport function getMapDefaultData(): MxCADPluginMapDefaultData {\n let map_default_data = new MxCADPluginMapDefaultData();\n // CAD图纸与地图的对齐点.\n map_default_data.cadOrigin = [116275.977014, 19273.279085];\n\n\n // 12698436.047373507,2575109.229937706,12698641.731873507,2575240.5864377064\n // 地图与CAD图纸的对齐位置 。\n map_default_data.mapOrigin = [114.06825863001939, 22.54283198132819];\n\n\n // CAD图上一个绘图单是地图上多少米.\n map_default_data.meterInCADUnits = 1.0;\n\n // 需要打开的cad图纸.\n map_default_data.openFile = './demo/road.dwg.mxweb'\n\n // 加载瓦片地图 。\n let mapType = MxFun.getQueryString(\"maptype\");\n\n if (!isLoad_geoserver_wmts_EPSG900913_ttif) {\n if (mapType == \"google\") {\n let hx = mx_gps84_To_gcj02(map_default_data.mapOrigin[0], map_default_data.mapOrigin[1]);\n map_default_data.mapOrigin = [hx.lng, hx.lat];\n isLoad_googlecn_map = true;\n map_default_data.viewColor = { red: 0, green: 0, blue: 0 };\n }\n else {\n let rastermap: any = ThirdPartyMaps.gdslwzj();\n if (mapType == \"gdslwzj\") {\n rastermap = ThirdPartyMaps.gdslwzj()\n } else if (mapType == \"gdyx\") {\n rastermap = ThirdPartyMaps.gdyx();\n }\n else if (mapType == \"tdtsl\") {\n rastermap = ThirdPartyMaps.tdtsl();\n }\n else if (mapType == \"bdsl\") {\n rastermap = ThirdPartyMaps.bdsl();\n }\n else if (mapType == \"geoq\") {\n rastermap = ThirdPartyMaps.geoq();\n }\n map_default_data.rasterTileLayerList = rastermap.layers;\n if (rastermap.key) map_default_data.rasterTileKey = rastermap.key;\n\n map_default_data.providers = getMapProviders();\n }\n }\n\n return map_default_data;\n}\n\n\n\n\nexport function init(map_val: MxMap) {\n mxmap = map_val;\n map = map_val.getMapbox();\n\n if (isLoad_googlecn_map) {\n MxMapAddGoogleCnLayer(map, [\"Image\", \"Lable\"],getGoogleMapUrl());\n }\n\n init_mouse_coord_tip(isLoad_googlecn_map);\n\n if (isLoad_geoserver_wmts_EPSG900913_ttif) {\n add_geoserver_wmts_EPSG900913_ttif(map);\n }\n else {\n mxtest_addTtifRaster(map);\n }\n\n}\n\n\n// 地图下载\nexport async function MxTest_Map_Download() {\n\n // 选择下载范围.\n let getPoint = new MxCADUiPrPoint();\n getPoint.setMessage(\"\\n指定下载范围第一点:\");\n let pt1 = await getPoint.go();\n if (!pt1) return;\n\n getPoint.setMessage(\"\\n指定下载范围第二点:\");\n getPoint.setUserDraw((currentPoint: McGePoint3d, worldDraw) => {\n worldDraw.setColor(0xFF0000);\n let pl = new McDbPolyline();\n pl.addVertexAt(pt1);\n pl.addVertexAt(new McGePoint3d(pt1.x, currentPoint.y))\n pl.addVertexAt(currentPoint);\n pl.addVertexAt(new McGePoint3d(currentPoint.x, pt1.y))\n pl.constantWidth = MxFun.screenCoordLong2Doc(2);\n pl.isClosed = true;\n\n worldDraw.drawMcDbEntity(pl);\n\n let points: THREE.Vector3[] = [];\n points.push(pt1.toVector3());\n points.push(new THREE.Vector3(pt1.x, currentPoint.y));\n points.push(currentPoint.toVector3());\n points.push(new THREE.Vector3(currentPoint.x, pt1.y))\n\n worldDraw.setColor(0x003244);\n worldDraw.drawSolid(points, 0.5)\n\n });\n\n getPoint.setDisableOsnap(true);\n getPoint.setDisableOrthoTrace(true);\n getPoint.setDynamicInputType(DynamicInputType.kXYCoordInput);\n let pt2 = await getPoint.go();\n if (!pt2) {\n return;\n }\n\n let lnglat1 = mxmap.cadTolnglat(pt1.toVector3());\n let lnglat2 = mxmap.cadTolnglat(pt2.toVector3());\n\n let map_pt1 = mxmap.map_lnglat_to_meters(lnglat1[0], lnglat1[1]);\n let map_pt2 = mxmap.map_lnglat_to_meters(lnglat2[0], lnglat2[1]);\n\n if(isLoad_googlecn_map)\n {\n if(!(mxmap.outOfChina(lnglat1[0], lnglat1[1]) && mxmap.outOfChina(lnglat2[0], lnglat2[1]) )){\n let lnglat_gps841 = mx_gcj02_To_gps84(lnglat1[0], lnglat1[1])\n let lnglat_gps842 = mx_gcj02_To_gps84(lnglat2[0], lnglat2[1]) \n map_pt1 = mxmap.map_lnglat_to_meters(lnglat_gps841.lng, lnglat_gps841.lat);\n map_pt2 = mxmap.map_lnglat_to_meters(lnglat_gps842.lng, lnglat_gps842.lat);\n }\n }\n \n\n let map_download_param = {\n //url: \"https://gac-geo.googlecnapps.cn/maps/vt?lyrs=s&x={x}&y={y}&z={z}\",\n url: \"https://0pn.cn/maps/vt?lyrs=s&x={x}&y={y}&z={z}\",\n polygon: [map_pt1[0], map_pt1[1], map_pt2[0], map_pt2[1]],\n zoom: 18,\n auto_close: false,\n no_repeated_download: true,\n download_dir: \"\",\n thread_count: 32,\n };\n MxFun.acutPrintf(\"\\n 使用教程:https://help.mxdraw.com/?pid=111\");\n MxFun.acutPrintf(\"\\n 复制下面的范围,到下载器下载地图,下载范围:\");\n let sbound = \"\\n\" +JSON.stringify([map_pt1[0], map_pt1[1], map_pt2[0], map_pt2[1]]);\n MxFun.acutPrintf(sbound);\n MxFun.acutPrintf(\"\\n\");\n\n axios({\n method: \"post\",\n url: \"http://localhost:1337/users/mxgis/download\",\n data: map_download_param\n }).then((ret) => {\n console.log(ret.data)\n alert(JSON.stringify(ret.data))\n }).catch((err) => { console.log(\"网络错误\") })\n\n}\n","window._iconfont_svg_string_4337873='',function(a){var t=(t=document.getElementsByTagName(\"script\"))[t.length-1],e=t.getAttribute(\"data-injectcss\"),t=t.getAttribute(\"data-disable-injectsvg\");if(!t){var 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t,e=document.createElement(\"div\");e.innerHTML=l._iconfont_svg_string_4604696,(e=e.getElementsByTagName(\"svg\")[0])&&(e.setAttribute(\"aria-hidden\",\"true\"),e.style.position=\"absolute\",e.style.width=0,e.style.height=0,e.style.overflow=\"hidden\",e=e,(t=document.body).firstChild?d(e,t.firstChild):t.appendChild(e))},document.addEventListener?~[\"complete\",\"loaded\",\"interactive\"].indexOf(document.readyState)?setTimeout(i,0):(o=function(){document.removeEventListener(\"DOMContentLoaded\",o,!1),i()},document.addEventListener(\"DOMContentLoaded\",o,!1)):document.attachEvent&&(n=i,c=l.document,a=!1,h(),c.onreadystatechange=function(){\"complete\"==c.readyState&&(c.onreadystatechange=null,s())})}function s(){a||(a=!0,n())}function h(){try{c.documentElement.doScroll(\"left\")}catch(t){return void setTimeout(h,50)}s()}}(window);","/**\n * @author Rich Tibbett / https://github.com/richtr\n * @author mrdoob / http://mrdoob.com/\n * @author Tony Parisi / http://www.tonyparisi.com/\n * @author Takahiro / https://github.com/takahirox\n * @author Don McCurdy / https://www.donmccurdy.com\n */\n\nimport {\n\tAnimationClip,\n\tBone,\n\tBox3,\n\tBufferAttribute,\n\tBufferGeometry,\n\tClampToEdgeWrapping,\n\tColor,\n\tDirectionalLight,\n\tDoubleSide,\n\tFileLoader,\n\tFrontSide,\n\tGroup,\n\tInterleavedBuffer,\n\tInterleavedBufferAttribute,\n\tInterpolant,\n\tInterpolateDiscrete,\n\tInterpolateLinear,\n\tLine,\n\tLineBasicMaterial,\n\tLineLoop,\n\tLineSegments,\n\tLinearFilter,\n\tLinearMipmapLinearFilter,\n\tLinearMipmapNearestFilter,\n\tLoader,\n\tLoaderUtils,\n\tMaterial,\n\tMathUtils,\n\tMatrix4,\n\tMesh,\n\tMeshBasicMaterial,\n\tMeshStandardMaterial,\n\tMirroredRepeatWrapping,\n\tNearestFilter,\n\tNearestMipmapLinearFilter,\n\tNearestMipmapNearestFilter,\n\tNumberKeyframeTrack,\n\tObject3D,\n\tOrthographicCamera,\n\tPerspectiveCamera,\n\tPointLight,\n\tPoints,\n\tPointsMaterial,\n\tPropertyBinding,\n\tQuaternionKeyframeTrack,\n\tRGBAFormat,\n\tRGBFormat,\n\tRepeatWrapping,\n\tScene,\n\tSkeleton,\n\tSkinnedMesh,\n\tSphere,\n\tSpotLight,\n\tTangentSpaceNormalMap,\n\tTextureLoader,\n\tTriangleFanDrawMode,\n\tTriangleStripDrawMode,\n\tVector2,\n\tVector3,\n\tVectorKeyframeTrack,\n\tVertexColors,\n\tsRGBEncoding\n} from \"../../../build/three.module.js\";\n\nvar GLTFLoader = ( function () {\n\n\tfunction GLTFLoader( manager ) {\n\n\t\tLoader.call( this, manager );\n\n\t\tthis.dracoLoader = null;\n\t\tthis.ddsLoader = null;\n\n\t}\n\n\tGLTFLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\t\tconstructor: GLTFLoader,\n\n\t\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\t\tvar scope = this;\n\n\t\t\tvar resourcePath;\n\n\t\t\tif ( this.resourcePath !== '' ) {\n\n\t\t\t\tresourcePath = this.resourcePath;\n\n\t\t\t} else if ( this.path !== '' ) {\n\n\t\t\t\tresourcePath = this.path;\n\n\t\t\t} else {\n\n\t\t\t\tresourcePath = LoaderUtils.extractUrlBase( url );\n\n\t\t\t}\n\n\t\t\t// Tells the LoadingManager to track an extra item, which resolves after\n\t\t\t// the model is fully loaded. This means the count of items loaded will\n\t\t\t// be incorrect, but ensures manager.onLoad() does not fire early.\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tvar _onError = function ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t};\n\n\t\t\tvar loader = new FileLoader( scope.manager );\n\n\t\t\tloader.setPath( this.path );\n\t\t\tloader.setResponseType( 'arraybuffer' );\n\n\t\t\tif ( scope.crossOrigin === 'use-credentials' ) {\n\n\t\t\t\tloader.setWithCredentials( true );\n\n\t\t\t}\n\n\t\t\tloader.load( url, function ( data ) {\n\n\t\t\t\ttry {\n\n\t\t\t\t\tscope.parse( data, resourcePath, function ( gltf ) {\n\n\t\t\t\t\t\tonLoad( gltf );\n\n\t\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t\t}, _onError );\n\n\t\t\t\t} catch ( e ) {\n\n\t\t\t\t\t_onError( e );\n\n\t\t\t\t}\n\n\t\t\t}, onProgress, _onError );\n\n\t\t},\n\n\t\tsetDRACOLoader: function ( dracoLoader ) {\n\n\t\t\tthis.dracoLoader = dracoLoader;\n\t\t\treturn this;\n\n\t\t},\n\n\t\tsetDDSLoader: function ( ddsLoader ) {\n\n\t\t\tthis.ddsLoader = ddsLoader;\n\t\t\treturn this;\n\n\t\t},\n\n\t\tparse: function ( data, path, onLoad, onError ) {\n\n\t\t\tvar content;\n\t\t\tvar extensions = {};\n\n\t\t\tif ( typeof data === 'string' ) {\n\n\t\t\t\tcontent = data;\n\n\t\t\t} else {\n\n\t\t\t\tvar magic = LoaderUtils.decodeText( new Uint8Array( data, 0, 4 ) );\n\n\t\t\t\tif ( magic === BINARY_EXTENSION_HEADER_MAGIC ) {\n\n\t\t\t\t\ttry {\n\n\t\t\t\t\t\textensions[ EXTENSIONS.KHR_BINARY_GLTF ] = new GLTFBinaryExtension( data );\n\n\t\t\t\t\t} catch ( error ) {\n\n\t\t\t\t\t\tif ( onError ) onError( error );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcontent = extensions[ EXTENSIONS.KHR_BINARY_GLTF ].content;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tcontent = LoaderUtils.decodeText( new Uint8Array( data ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tvar json = JSON.parse( content );\n\n\t\t\tif ( json.asset === undefined || json.asset.version[ 0 ] < 2 ) {\n\n\t\t\t\tif ( onError ) onError( new Error( 'THREE.GLTFLoader: Unsupported asset. glTF versions >=2.0 are supported.' ) );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tif ( json.extensionsUsed ) {\n\n\t\t\t\tfor ( var i = 0; i < json.extensionsUsed.length; ++ i ) {\n\n\t\t\t\t\tvar extensionName = json.extensionsUsed[ i ];\n\t\t\t\t\tvar extensionsRequired = json.extensionsRequired || [];\n\n\t\t\t\t\tswitch ( extensionName ) {\n\n\t\t\t\t\t\tcase EXTENSIONS.KHR_LIGHTS_PUNCTUAL:\n\t\t\t\t\t\t\textensions[ extensionName ] = new GLTFLightsExtension( json );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase EXTENSIONS.KHR_MATERIALS_UNLIT:\n\t\t\t\t\t\t\textensions[ extensionName ] = new GLTFMaterialsUnlitExtension();\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS:\n\t\t\t\t\t\t\textensions[ extensionName ] = new GLTFMaterialsPbrSpecularGlossinessExtension();\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase EXTENSIONS.KHR_DRACO_MESH_COMPRESSION:\n\t\t\t\t\t\t\textensions[ extensionName ] = new GLTFDracoMeshCompressionExtension( json, this.dracoLoader );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase EXTENSIONS.MSFT_TEXTURE_DDS:\n\t\t\t\t\t\t\textensions[ extensionName ] = new GLTFTextureDDSExtension( this.ddsLoader );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase EXTENSIONS.KHR_TEXTURE_TRANSFORM:\n\t\t\t\t\t\t\textensions[ extensionName ] = new GLTFTextureTransformExtension();\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase EXTENSIONS.KHR_MESH_QUANTIZATION:\n\t\t\t\t\t\t\textensions[ extensionName ] = new GLTFMeshQuantizationExtension();\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\n\t\t\t\t\t\t\tif ( extensionsRequired.indexOf( extensionName ) >= 0 ) {\n\n\t\t\t\t\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Unknown extension \"' + extensionName + '\".' );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tvar parser = new GLTFParser( json, extensions, {\n\n\t\t\t\tpath: path || this.resourcePath || '',\n\t\t\t\tcrossOrigin: this.crossOrigin,\n\t\t\t\tmanager: this.manager\n\n\t\t\t} );\n\n\t\t\tparser.parse( onLoad, onError );\n\n\t\t}\n\n\t} );\n\n\t/* GLTFREGISTRY */\n\n\tfunction GLTFRegistry() {\n\n\t\tvar objects = {};\n\n\t\treturn\t{\n\n\t\t\tget: function ( key ) {\n\n\t\t\t\treturn objects[ key ];\n\n\t\t\t},\n\n\t\t\tadd: function ( key, object ) {\n\n\t\t\t\tobjects[ key ] = object;\n\n\t\t\t},\n\n\t\t\tremove: function ( key ) {\n\n\t\t\t\tdelete objects[ key ];\n\n\t\t\t},\n\n\t\t\tremoveAll: function () {\n\n\t\t\t\tobjects = {};\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t/*********************************/\n\t/********** EXTENSIONS ***********/\n\t/*********************************/\n\n\tvar EXTENSIONS = {\n\t\tKHR_BINARY_GLTF: 'KHR_binary_glTF',\n\t\tKHR_DRACO_MESH_COMPRESSION: 'KHR_draco_mesh_compression',\n\t\tKHR_LIGHTS_PUNCTUAL: 'KHR_lights_punctual',\n\t\tKHR_MATERIALS_PBR_SPECULAR_GLOSSINESS: 'KHR_materials_pbrSpecularGlossiness',\n\t\tKHR_MATERIALS_UNLIT: 'KHR_materials_unlit',\n\t\tKHR_TEXTURE_TRANSFORM: 'KHR_texture_transform',\n\t\tKHR_MESH_QUANTIZATION: 'KHR_mesh_quantization',\n\t\tMSFT_TEXTURE_DDS: 'MSFT_texture_dds'\n\t};\n\n\t/**\n\t * DDS Texture Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/MSFT_texture_dds\n\t *\n\t */\n\tfunction GLTFTextureDDSExtension( ddsLoader ) {\n\n\t\tif ( ! ddsLoader ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: Attempting to load .dds texture without importing DDSLoader' );\n\n\t\t}\n\n\t\tthis.name = EXTENSIONS.MSFT_TEXTURE_DDS;\n\t\tthis.ddsLoader = ddsLoader;\n\n\t}\n\n\t/**\n\t * Punctual Lights Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual\n\t */\n\tfunction GLTFLightsExtension( json ) {\n\n\t\tthis.name = EXTENSIONS.KHR_LIGHTS_PUNCTUAL;\n\n\t\tvar extension = ( json.extensions && json.extensions[ EXTENSIONS.KHR_LIGHTS_PUNCTUAL ] ) || {};\n\t\tthis.lightDefs = extension.lights || [];\n\n\t}\n\n\tGLTFLightsExtension.prototype.loadLight = function ( lightIndex ) {\n\n\t\tvar lightDef = this.lightDefs[ lightIndex ];\n\t\tvar lightNode;\n\n\t\tvar color = new Color( 0xffffff );\n\t\tif ( lightDef.color !== undefined ) color.fromArray( lightDef.color );\n\n\t\tvar range = lightDef.range !== undefined ? lightDef.range : 0;\n\n\t\tswitch ( lightDef.type ) {\n\n\t\t\tcase 'directional':\n\t\t\t\tlightNode = new DirectionalLight( color );\n\t\t\t\tlightNode.target.position.set( 0, 0, - 1 );\n\t\t\t\tlightNode.add( lightNode.target );\n\t\t\t\tbreak;\n\n\t\t\tcase 'point':\n\t\t\t\tlightNode = new PointLight( color );\n\t\t\t\tlightNode.distance = range;\n\t\t\t\tbreak;\n\n\t\t\tcase 'spot':\n\t\t\t\tlightNode = new SpotLight( color );\n\t\t\t\tlightNode.distance = range;\n\t\t\t\t// Handle spotlight properties.\n\t\t\t\tlightDef.spot = lightDef.spot || {};\n\t\t\t\tlightDef.spot.innerConeAngle = lightDef.spot.innerConeAngle !== undefined ? lightDef.spot.innerConeAngle : 0;\n\t\t\t\tlightDef.spot.outerConeAngle = lightDef.spot.outerConeAngle !== undefined ? lightDef.spot.outerConeAngle : Math.PI / 4.0;\n\t\t\t\tlightNode.angle = lightDef.spot.outerConeAngle;\n\t\t\t\tlightNode.penumbra = 1.0 - lightDef.spot.innerConeAngle / lightDef.spot.outerConeAngle;\n\t\t\t\tlightNode.target.position.set( 0, 0, - 1 );\n\t\t\t\tlightNode.add( lightNode.target );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tthrow new Error( 'THREE.GLTFLoader: Unexpected light type, \"' + lightDef.type + '\".' );\n\n\t\t}\n\n\t\t// Some lights (e.g. spot) default to a position other than the origin. Reset the position\n\t\t// here, because node-level parsing will only override position if explicitly specified.\n\t\tlightNode.position.set( 0, 0, 0 );\n\n\t\tlightNode.decay = 2;\n\n\t\tif ( lightDef.intensity !== undefined ) lightNode.intensity = lightDef.intensity;\n\n\t\tlightNode.name = lightDef.name || ( 'light_' + lightIndex );\n\n\t\treturn Promise.resolve( lightNode );\n\n\t};\n\n\t/**\n\t * Unlit Materials Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit\n\t */\n\tfunction GLTFMaterialsUnlitExtension() {\n\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_UNLIT;\n\n\t}\n\n\tGLTFMaterialsUnlitExtension.prototype.getMaterialType = function () {\n\n\t\treturn MeshBasicMaterial;\n\n\t};\n\n\tGLTFMaterialsUnlitExtension.prototype.extendParams = function ( materialParams, materialDef, parser ) {\n\n\t\tvar pending = [];\n\n\t\tmaterialParams.color = new Color( 1.0, 1.0, 1.0 );\n\t\tmaterialParams.opacity = 1.0;\n\n\t\tvar metallicRoughness = materialDef.pbrMetallicRoughness;\n\n\t\tif ( metallicRoughness ) {\n\n\t\t\tif ( Array.isArray( metallicRoughness.baseColorFactor ) ) {\n\n\t\t\t\tvar array = metallicRoughness.baseColorFactor;\n\n\t\t\t\tmaterialParams.color.fromArray( array );\n\t\t\t\tmaterialParams.opacity = array[ 3 ];\n\n\t\t\t}\n\n\t\t\tif ( metallicRoughness.baseColorTexture !== undefined ) {\n\n\t\t\t\tpending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t};\n\n\t/* BINARY EXTENSION */\n\tvar BINARY_EXTENSION_HEADER_MAGIC = 'glTF';\n\tvar BINARY_EXTENSION_HEADER_LENGTH = 12;\n\tvar BINARY_EXTENSION_CHUNK_TYPES = { JSON: 0x4E4F534A, BIN: 0x004E4942 };\n\n\tfunction GLTFBinaryExtension( data ) {\n\n\t\tthis.name = EXTENSIONS.KHR_BINARY_GLTF;\n\t\tthis.content = null;\n\t\tthis.body = null;\n\n\t\tvar headerView = new DataView( data, 0, BINARY_EXTENSION_HEADER_LENGTH );\n\n\t\tthis.header = {\n\t\t\tmagic: LoaderUtils.decodeText( new Uint8Array( data.slice( 0, 4 ) ) ),\n\t\t\tversion: headerView.getUint32( 4, true ),\n\t\t\tlength: headerView.getUint32( 8, true )\n\t\t};\n\n\t\tif ( this.header.magic !== BINARY_EXTENSION_HEADER_MAGIC ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: Unsupported glTF-Binary header.' );\n\n\t\t} else if ( this.header.version < 2.0 ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: Legacy binary file detected.' );\n\n\t\t}\n\n\t\tvar chunkView = new DataView( data, BINARY_EXTENSION_HEADER_LENGTH );\n\t\tvar chunkIndex = 0;\n\n\t\twhile ( chunkIndex < chunkView.byteLength ) {\n\n\t\t\tvar chunkLength = chunkView.getUint32( chunkIndex, true );\n\t\t\tchunkIndex += 4;\n\n\t\t\tvar chunkType = chunkView.getUint32( chunkIndex, true );\n\t\t\tchunkIndex += 4;\n\n\t\t\tif ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.JSON ) {\n\n\t\t\t\tvar contentArray = new Uint8Array( data, BINARY_EXTENSION_HEADER_LENGTH + chunkIndex, chunkLength );\n\t\t\t\tthis.content = LoaderUtils.decodeText( contentArray );\n\n\t\t\t} else if ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.BIN ) {\n\n\t\t\t\tvar byteOffset = BINARY_EXTENSION_HEADER_LENGTH + chunkIndex;\n\t\t\t\tthis.body = data.slice( byteOffset, byteOffset + chunkLength );\n\n\t\t\t}\n\n\t\t\t// Clients must ignore chunks with unknown types.\n\n\t\t\tchunkIndex += chunkLength;\n\n\t\t}\n\n\t\tif ( this.content === null ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: JSON content not found.' );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * DRACO Mesh Compression Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_draco_mesh_compression\n\t */\n\tfunction GLTFDracoMeshCompressionExtension( json, dracoLoader ) {\n\n\t\tif ( ! dracoLoader ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: No DRACOLoader instance provided.' );\n\n\t\t}\n\n\t\tthis.name = EXTENSIONS.KHR_DRACO_MESH_COMPRESSION;\n\t\tthis.json = json;\n\t\tthis.dracoLoader = dracoLoader;\n\t\tthis.dracoLoader.preload();\n\n\t}\n\n\tGLTFDracoMeshCompressionExtension.prototype.decodePrimitive = function ( primitive, parser ) {\n\n\t\tvar json = this.json;\n\t\tvar dracoLoader = this.dracoLoader;\n\t\tvar bufferViewIndex = primitive.extensions[ this.name ].bufferView;\n\t\tvar gltfAttributeMap = primitive.extensions[ this.name ].attributes;\n\t\tvar threeAttributeMap = {};\n\t\tvar attributeNormalizedMap = {};\n\t\tvar attributeTypeMap = {};\n\n\t\tfor ( var attributeName in gltfAttributeMap ) {\n\n\t\t\tvar threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase();\n\n\t\t\tthreeAttributeMap[ threeAttributeName ] = gltfAttributeMap[ attributeName ];\n\n\t\t}\n\n\t\tfor ( attributeName in primitive.attributes ) {\n\n\t\t\tvar threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase();\n\n\t\t\tif ( gltfAttributeMap[ attributeName ] !== undefined ) {\n\n\t\t\t\tvar accessorDef = json.accessors[ primitive.attributes[ attributeName ] ];\n\t\t\t\tvar componentType = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ];\n\n\t\t\t\tattributeTypeMap[ threeAttributeName ] = componentType;\n\t\t\t\tattributeNormalizedMap[ threeAttributeName ] = accessorDef.normalized === true;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn parser.getDependency( 'bufferView', bufferViewIndex ).then( function ( bufferView ) {\n\n\t\t\treturn new Promise( function ( resolve ) {\n\n\t\t\t\tdracoLoader.decodeDracoFile( bufferView, function ( geometry ) {\n\n\t\t\t\t\tfor ( var attributeName in geometry.attributes ) {\n\n\t\t\t\t\t\tvar attribute = geometry.attributes[ attributeName ];\n\t\t\t\t\t\tvar normalized = attributeNormalizedMap[ attributeName ];\n\n\t\t\t\t\t\tif ( normalized !== undefined ) attribute.normalized = normalized;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tresolve( geometry );\n\n\t\t\t\t}, threeAttributeMap, attributeTypeMap );\n\n\t\t\t} );\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Texture Transform Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_transform\n\t */\n\tfunction GLTFTextureTransformExtension() {\n\n\t\tthis.name = EXTENSIONS.KHR_TEXTURE_TRANSFORM;\n\n\t}\n\n\tGLTFTextureTransformExtension.prototype.extendTexture = function ( texture, transform ) {\n\n\t\ttexture = texture.clone();\n\n\t\tif ( transform.offset !== undefined ) {\n\n\t\t\ttexture.offset.fromArray( transform.offset );\n\n\t\t}\n\n\t\tif ( transform.rotation !== undefined ) {\n\n\t\t\ttexture.rotation = transform.rotation;\n\n\t\t}\n\n\t\tif ( transform.scale !== undefined ) {\n\n\t\t\ttexture.repeat.fromArray( transform.scale );\n\n\t\t}\n\n\t\tif ( transform.texCoord !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.GLTFLoader: Custom UV sets in \"' + this.name + '\" extension not yet supported.' );\n\n\t\t}\n\n\t\ttexture.needsUpdate = true;\n\n\t\treturn texture;\n\n\t};\n\n\t/**\n\t * Specular-Glossiness Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_pbrSpecularGlossiness\n\t */\n\n\t/**\n\t * A sub class of StandardMaterial with some of the functionality\n\t * changed via the `onBeforeCompile` callback\n\t * @pailhead\n\t */\n\n\tfunction GLTFMeshStandardSGMaterial( params ) {\n\n\t\tMeshStandardMaterial.call( this );\n\n\t\tthis.isGLTFSpecularGlossinessMaterial = true;\n\n\t\t//various chunks that need replacing\n\t\tvar specularMapParsFragmentChunk = [\n\t\t\t'#ifdef USE_SPECULARMAP',\n\t\t\t'\tuniform sampler2D specularMap;',\n\t\t\t'#endif'\n\t\t].join( '\\n' );\n\n\t\tvar glossinessMapParsFragmentChunk = [\n\t\t\t'#ifdef USE_GLOSSINESSMAP',\n\t\t\t'\tuniform sampler2D glossinessMap;',\n\t\t\t'#endif'\n\t\t].join( '\\n' );\n\n\t\tvar specularMapFragmentChunk = [\n\t\t\t'vec3 specularFactor = specular;',\n\t\t\t'#ifdef USE_SPECULARMAP',\n\t\t\t'\tvec4 texelSpecular = texture2D( specularMap, vUv );',\n\t\t\t'\ttexelSpecular = sRGBToLinear( texelSpecular );',\n\t\t\t'\t// reads channel RGB, compatible with a glTF Specular-Glossiness (RGBA) texture',\n\t\t\t'\tspecularFactor *= texelSpecular.rgb;',\n\t\t\t'#endif'\n\t\t].join( '\\n' );\n\n\t\tvar glossinessMapFragmentChunk = [\n\t\t\t'float glossinessFactor = glossiness;',\n\t\t\t'#ifdef USE_GLOSSINESSMAP',\n\t\t\t'\tvec4 texelGlossiness = texture2D( glossinessMap, vUv );',\n\t\t\t'\t// reads channel A, compatible with a glTF Specular-Glossiness (RGBA) texture',\n\t\t\t'\tglossinessFactor *= texelGlossiness.a;',\n\t\t\t'#endif'\n\t\t].join( '\\n' );\n\n\t\tvar lightPhysicalFragmentChunk = [\n\t\t\t'PhysicalMaterial material;',\n\t\t\t'material.diffuseColor = diffuseColor.rgb;',\n\t\t\t'vec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );',\n\t\t\t'float geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );',\n\t\t\t'material.specularRoughness = max( 1.0 - glossinessFactor, 0.0525 );// 0.0525 corresponds to the base mip of a 256 cubemap.',\n\t\t\t'material.specularRoughness += geometryRoughness;',\n\t\t\t'material.specularRoughness = min( material.specularRoughness, 1.0 );',\n\t\t\t'material.specularColor = specularFactor.rgb;',\n\t\t].join( '\\n' );\n\n\t\tvar uniforms = {\n\t\t\tspecular: { value: new Color().setHex( 0xffffff ) },\n\t\t\tglossiness: { value: 1 },\n\t\t\tspecularMap: { value: null },\n\t\t\tglossinessMap: { value: null }\n\t\t};\n\n\t\tthis._extraUniforms = uniforms;\n\n\t\t// please see #14031 or #13198 for an alternate approach\n\t\tthis.onBeforeCompile = function ( shader ) {\n\n\t\t\tfor ( var uniformName in uniforms ) {\n\n\t\t\t\tshader.uniforms[ uniformName ] = uniforms[ uniformName ];\n\n\t\t\t}\n\n\t\t\tshader.fragmentShader = shader.fragmentShader.replace( 'uniform float roughness;', 'uniform vec3 specular;' );\n\t\t\tshader.fragmentShader = shader.fragmentShader.replace( 'uniform float metalness;', 'uniform float glossiness;' );\n\t\t\tshader.fragmentShader = shader.fragmentShader.replace( '#include ', specularMapParsFragmentChunk );\n\t\t\tshader.fragmentShader = shader.fragmentShader.replace( '#include ', glossinessMapParsFragmentChunk );\n\t\t\tshader.fragmentShader = shader.fragmentShader.replace( '#include ', specularMapFragmentChunk );\n\t\t\tshader.fragmentShader = shader.fragmentShader.replace( '#include ', glossinessMapFragmentChunk );\n\t\t\tshader.fragmentShader = shader.fragmentShader.replace( '#include ', lightPhysicalFragmentChunk );\n\n\t\t};\n\n\t\t/*eslint-disable*/\n\t\tObject.defineProperties(\n\t\t\tthis,\n\t\t\t{\t\n\t\t\t\tspecular: {\n\t\t\t\t\tget: function () { return uniforms.specular.value; },\n\t\t\t\t\tset: function ( v ) { uniforms.specular.value = v; }\n\t\t\t\t},\n\t\t\t\tspecularMap: {\n\t\t\t\t\tget: function () { return uniforms.specularMap.value; },\n\t\t\t\t\tset: function ( v ) { uniforms.specularMap.value = v; }\n\t\t\t\t},\n\t\t\t\tglossiness: {\n\t\t\t\t\tget: function () { return uniforms.glossiness.value; },\n\t\t\t\t\tset: function ( v ) { uniforms.glossiness.value = v; }\n\t\t\t\t},\n\t\t\t\tglossinessMap: {\n\t\t\t\t\tget: function () { return uniforms.glossinessMap.value; },\n\t\t\t\t\tset: function ( v ) {\n\n\t\t\t\t\t\tuniforms.glossinessMap.value = v;\n\t\t\t\t\t\t//how about something like this - @pailhead\n\t\t\t\t\t\tif ( v ) {\n\n\t\t\t\t\t\t\tthis.defines.USE_GLOSSINESSMAP = '';\n\t\t\t\t\t\t\t// set USE_ROUGHNESSMAP to enable vUv\n\t\t\t\t\t\t\tthis.defines.USE_ROUGHNESSMAP = '';\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tdelete this.defines.USE_ROUGHNESSMAP;\n\t\t\t\t\t\t\tdelete this.defines.USE_GLOSSINESSMAP;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t);\n\n\t\t/*eslint-enable*/\n\t\tdelete this.metalness;\n\t\tdelete this.roughness;\n\t\tdelete this.metalnessMap;\n\t\tdelete this.roughnessMap;\n\n\t\tthis.setValues( params );\n\n\t}\n\n\tGLTFMeshStandardSGMaterial.prototype = Object.create( MeshStandardMaterial.prototype );\n\tGLTFMeshStandardSGMaterial.prototype.constructor = GLTFMeshStandardSGMaterial;\n\n\tGLTFMeshStandardSGMaterial.prototype.copy = function ( source ) {\n\n\t\tMeshStandardMaterial.prototype.copy.call( this, source );\n\t\tthis.specularMap = source.specularMap;\n\t\tthis.specular.copy( source.specular );\n\t\tthis.glossinessMap = source.glossinessMap;\n\t\tthis.glossiness = source.glossiness;\n\t\tdelete this.metalness;\n\t\tdelete this.roughness;\n\t\tdelete this.metalnessMap;\n\t\tdelete this.roughnessMap;\n\t\treturn this;\n\n\t};\n\n\tfunction GLTFMaterialsPbrSpecularGlossinessExtension() {\n\n\t\treturn {\n\n\t\t\tname: EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS,\n\n\t\t\tspecularGlossinessParams: [\n\t\t\t\t'color',\n\t\t\t\t'map',\n\t\t\t\t'lightMap',\n\t\t\t\t'lightMapIntensity',\n\t\t\t\t'aoMap',\n\t\t\t\t'aoMapIntensity',\n\t\t\t\t'emissive',\n\t\t\t\t'emissiveIntensity',\n\t\t\t\t'emissiveMap',\n\t\t\t\t'bumpMap',\n\t\t\t\t'bumpScale',\n\t\t\t\t'normalMap',\n\t\t\t\t'normalMapType',\n\t\t\t\t'displacementMap',\n\t\t\t\t'displacementScale',\n\t\t\t\t'displacementBias',\n\t\t\t\t'specularMap',\n\t\t\t\t'specular',\n\t\t\t\t'glossinessMap',\n\t\t\t\t'glossiness',\n\t\t\t\t'alphaMap',\n\t\t\t\t'envMap',\n\t\t\t\t'envMapIntensity',\n\t\t\t\t'refractionRatio',\n\t\t\t],\n\n\t\t\tgetMaterialType: function () {\n\n\t\t\t\treturn GLTFMeshStandardSGMaterial;\n\n\t\t\t},\n\n\t\t\textendParams: function ( materialParams, materialDef, parser ) {\n\n\t\t\t\tvar pbrSpecularGlossiness = materialDef.extensions[ this.name ];\n\n\t\t\t\tmaterialParams.color = new Color( 1.0, 1.0, 1.0 );\n\t\t\t\tmaterialParams.opacity = 1.0;\n\n\t\t\t\tvar pending = [];\n\n\t\t\t\tif ( Array.isArray( pbrSpecularGlossiness.diffuseFactor ) ) {\n\n\t\t\t\t\tvar array = pbrSpecularGlossiness.diffuseFactor;\n\n\t\t\t\t\tmaterialParams.color.fromArray( array );\n\t\t\t\t\tmaterialParams.opacity = array[ 3 ];\n\n\t\t\t\t}\n\n\t\t\t\tif ( pbrSpecularGlossiness.diffuseTexture !== undefined ) {\n\n\t\t\t\t\tpending.push( parser.assignTexture( materialParams, 'map', pbrSpecularGlossiness.diffuseTexture ) );\n\n\t\t\t\t}\n\n\t\t\t\tmaterialParams.emissive = new Color( 0.0, 0.0, 0.0 );\n\t\t\t\tmaterialParams.glossiness = pbrSpecularGlossiness.glossinessFactor !== undefined ? pbrSpecularGlossiness.glossinessFactor : 1.0;\n\t\t\t\tmaterialParams.specular = new Color( 1.0, 1.0, 1.0 );\n\n\t\t\t\tif ( Array.isArray( pbrSpecularGlossiness.specularFactor ) ) {\n\n\t\t\t\t\tmaterialParams.specular.fromArray( pbrSpecularGlossiness.specularFactor );\n\n\t\t\t\t}\n\n\t\t\t\tif ( pbrSpecularGlossiness.specularGlossinessTexture !== undefined ) {\n\n\t\t\t\t\tvar specGlossMapDef = pbrSpecularGlossiness.specularGlossinessTexture;\n\t\t\t\t\tpending.push( parser.assignTexture( materialParams, 'glossinessMap', specGlossMapDef ) );\n\t\t\t\t\tpending.push( parser.assignTexture( materialParams, 'specularMap', specGlossMapDef ) );\n\n\t\t\t\t}\n\n\t\t\t\treturn Promise.all( pending );\n\n\t\t\t},\n\n\t\t\tcreateMaterial: function ( materialParams ) {\n\n\t\t\t\tvar material = new GLTFMeshStandardSGMaterial( materialParams );\n\t\t\t\tmaterial.fog = true;\n\n\t\t\t\tmaterial.color = materialParams.color;\n\n\t\t\t\tmaterial.map = materialParams.map === undefined ? null : materialParams.map;\n\n\t\t\t\tmaterial.lightMap = null;\n\t\t\t\tmaterial.lightMapIntensity = 1.0;\n\n\t\t\t\tmaterial.aoMap = materialParams.aoMap === undefined ? null : materialParams.aoMap;\n\t\t\t\tmaterial.aoMapIntensity = 1.0;\n\n\t\t\t\tmaterial.emissive = materialParams.emissive;\n\t\t\t\tmaterial.emissiveIntensity = 1.0;\n\t\t\t\tmaterial.emissiveMap = materialParams.emissiveMap === undefined ? null : materialParams.emissiveMap;\n\n\t\t\t\tmaterial.bumpMap = materialParams.bumpMap === undefined ? null : materialParams.bumpMap;\n\t\t\t\tmaterial.bumpScale = 1;\n\n\t\t\t\tmaterial.normalMap = materialParams.normalMap === undefined ? null : materialParams.normalMap;\n\t\t\t\tmaterial.normalMapType = TangentSpaceNormalMap;\n\n\t\t\t\tif ( materialParams.normalScale ) material.normalScale = materialParams.normalScale;\n\n\t\t\t\tmaterial.displacementMap = null;\n\t\t\t\tmaterial.displacementScale = 1;\n\t\t\t\tmaterial.displacementBias = 0;\n\n\t\t\t\tmaterial.specularMap = materialParams.specularMap === undefined ? null : materialParams.specularMap;\n\t\t\t\tmaterial.specular = materialParams.specular;\n\n\t\t\t\tmaterial.glossinessMap = materialParams.glossinessMap === undefined ? null : materialParams.glossinessMap;\n\t\t\t\tmaterial.glossiness = materialParams.glossiness;\n\n\t\t\t\tmaterial.alphaMap = null;\n\n\t\t\t\tmaterial.envMap = materialParams.envMap === undefined ? null : materialParams.envMap;\n\t\t\t\tmaterial.envMapIntensity = 1.0;\n\n\t\t\t\tmaterial.refractionRatio = 0.98;\n\n\t\t\t\treturn material;\n\n\t\t\t},\n\n\t\t};\n\n\t}\n\n\t/**\n\t * Mesh Quantization Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization\n\t */\n\tfunction GLTFMeshQuantizationExtension() {\n\n\t\tthis.name = EXTENSIONS.KHR_MESH_QUANTIZATION;\n\n\t}\n\n\t/*********************************/\n\t/********** INTERPOLATION ********/\n\t/*********************************/\n\n\t// Spline Interpolation\n\t// Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#appendix-c-spline-interpolation\n\tfunction GLTFCubicSplineInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tGLTFCubicSplineInterpolant.prototype = Object.create( Interpolant.prototype );\n\tGLTFCubicSplineInterpolant.prototype.constructor = GLTFCubicSplineInterpolant;\n\n\tGLTFCubicSplineInterpolant.prototype.copySampleValue_ = function ( index ) {\n\n\t\t// Copies a sample value to the result buffer. See description of glTF\n\t\t// CUBICSPLINE values layout in interpolate_() function below.\n\n\t\tvar result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tvalueSize = this.valueSize,\n\t\t\toffset = index * valueSize * 3 + valueSize;\n\n\t\tfor ( var i = 0; i !== valueSize; i ++ ) {\n\n\t\t\tresult[ i ] = values[ offset + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t};\n\n\tGLTFCubicSplineInterpolant.prototype.beforeStart_ = GLTFCubicSplineInterpolant.prototype.copySampleValue_;\n\n\tGLTFCubicSplineInterpolant.prototype.afterEnd_ = GLTFCubicSplineInterpolant.prototype.copySampleValue_;\n\n\tGLTFCubicSplineInterpolant.prototype.interpolate_ = function ( i1, t0, t, t1 ) {\n\n\t\tvar result = this.resultBuffer;\n\t\tvar values = this.sampleValues;\n\t\tvar stride = this.valueSize;\n\n\t\tvar stride2 = stride * 2;\n\t\tvar stride3 = stride * 3;\n\n\t\tvar td = t1 - t0;\n\n\t\tvar p = ( t - t0 ) / td;\n\t\tvar pp = p * p;\n\t\tvar ppp = pp * p;\n\n\t\tvar offset1 = i1 * stride3;\n\t\tvar offset0 = offset1 - stride3;\n\n\t\tvar s2 = - 2 * ppp + 3 * pp;\n\t\tvar s3 = ppp - pp;\n\t\tvar s0 = 1 - s2;\n\t\tvar s1 = s3 - pp + p;\n\n\t\t// Layout of keyframe output values for CUBICSPLINE animations:\n\t\t// [ inTangent_1, splineVertex_1, outTangent_1, inTangent_2, splineVertex_2, ... ]\n\t\tfor ( var i = 0; i !== stride; i ++ ) {\n\n\t\t\tvar p0 = values[ offset0 + i + stride ]; // splineVertex_k\n\t\t\tvar m0 = values[ offset0 + i + stride2 ] * td; // outTangent_k * (t_k+1 - t_k)\n\t\t\tvar p1 = values[ offset1 + i + stride ]; // splineVertex_k+1\n\t\t\tvar m1 = values[ offset1 + i ] * td; // inTangent_k+1 * (t_k+1 - t_k)\n\n\t\t\tresult[ i ] = s0 * p0 + s1 * m0 + s2 * p1 + s3 * m1;\n\n\t\t}\n\n\t\treturn result;\n\n\t};\n\n\t/*********************************/\n\t/********** INTERNALS ************/\n\t/*********************************/\n\n\t/* CONSTANTS */\n\n\tvar WEBGL_CONSTANTS = {\n\t\tFLOAT: 5126,\n\t\t//FLOAT_MAT2: 35674,\n\t\tFLOAT_MAT3: 35675,\n\t\tFLOAT_MAT4: 35676,\n\t\tFLOAT_VEC2: 35664,\n\t\tFLOAT_VEC3: 35665,\n\t\tFLOAT_VEC4: 35666,\n\t\tLINEAR: 9729,\n\t\tREPEAT: 10497,\n\t\tSAMPLER_2D: 35678,\n\t\tPOINTS: 0,\n\t\tLINES: 1,\n\t\tLINE_LOOP: 2,\n\t\tLINE_STRIP: 3,\n\t\tTRIANGLES: 4,\n\t\tTRIANGLE_STRIP: 5,\n\t\tTRIANGLE_FAN: 6,\n\t\tUNSIGNED_BYTE: 5121,\n\t\tUNSIGNED_SHORT: 5123\n\t};\n\n\tvar WEBGL_COMPONENT_TYPES = {\n\t\t5120: Int8Array,\n\t\t5121: Uint8Array,\n\t\t5122: Int16Array,\n\t\t5123: Uint16Array,\n\t\t5125: Uint32Array,\n\t\t5126: Float32Array\n\t};\n\n\tvar WEBGL_FILTERS = {\n\t\t9728: NearestFilter,\n\t\t9729: LinearFilter,\n\t\t9984: NearestMipmapNearestFilter,\n\t\t9985: LinearMipmapNearestFilter,\n\t\t9986: NearestMipmapLinearFilter,\n\t\t9987: LinearMipmapLinearFilter\n\t};\n\n\tvar WEBGL_WRAPPINGS = {\n\t\t33071: ClampToEdgeWrapping,\n\t\t33648: MirroredRepeatWrapping,\n\t\t10497: RepeatWrapping\n\t};\n\n\tvar WEBGL_TYPE_SIZES = {\n\t\t'SCALAR': 1,\n\t\t'VEC2': 2,\n\t\t'VEC3': 3,\n\t\t'VEC4': 4,\n\t\t'MAT2': 4,\n\t\t'MAT3': 9,\n\t\t'MAT4': 16\n\t};\n\n\tvar ATTRIBUTES = {\n\t\tPOSITION: 'position',\n\t\tNORMAL: 'normal',\n\t\tTANGENT: 'tangent',\n\t\tTEXCOORD_0: 'uv',\n\t\tTEXCOORD_1: 'uv2',\n\t\tCOLOR_0: 'color',\n\t\tWEIGHTS_0: 'skinWeight',\n\t\tJOINTS_0: 'skinIndex',\n\t};\n\n\tvar PATH_PROPERTIES = {\n\t\tscale: 'scale',\n\t\ttranslation: 'position',\n\t\trotation: 'quaternion',\n\t\tweights: 'morphTargetInfluences'\n\t};\n\n\tvar INTERPOLATION = {\n\t\tCUBICSPLINE: undefined, // We use a custom interpolant (GLTFCubicSplineInterpolation) for CUBICSPLINE tracks. Each\n\t\t // keyframe track will be initialized with a default interpolation type, then modified.\n\t\tLINEAR: InterpolateLinear,\n\t\tSTEP: InterpolateDiscrete\n\t};\n\n\tvar ALPHA_MODES = {\n\t\tOPAQUE: 'OPAQUE',\n\t\tMASK: 'MASK',\n\t\tBLEND: 'BLEND'\n\t};\n\n\tvar MIME_TYPE_FORMATS = {\n\t\t'image/png': RGBAFormat,\n\t\t'image/jpeg': RGBFormat\n\t};\n\n\t/* UTILITY FUNCTIONS */\n\n\tfunction resolveURL( url, path ) {\n\n\t\t// Invalid URL\n\t\tif ( typeof url !== 'string' || url === '' ) return '';\n\n\t\t// Host Relative URL\n\t\tif ( /^https?:\\/\\//i.test( path ) && /^\\//.test( url ) ) {\n\n\t\t\tpath = path.replace( /(^https?:\\/\\/[^\\/]+).*/i, '$1' );\n\n\t\t}\n\n\t\t// Absolute URL http://,https://,//\n\t\tif ( /^(https?:)?\\/\\//i.test( url ) ) return url;\n\n\t\t// Data URI\n\t\tif ( /^data:.*,.*$/i.test( url ) ) return url;\n\n\t\t// Blob URL\n\t\tif ( /^blob:.*$/i.test( url ) ) return url;\n\n\t\t// Relative URL\n\t\treturn path + url;\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#default-material\n\t */\n\tfunction createDefaultMaterial( cache ) {\n\n\t\tif ( cache[ 'DefaultMaterial' ] === undefined ) {\n\n\t\t\tcache[ 'DefaultMaterial' ] = new MeshStandardMaterial( {\n\t\t\t\tcolor: 0xFFFFFF,\n\t\t\t\temissive: 0x000000,\n\t\t\t\tmetalness: 1,\n\t\t\t\troughness: 1,\n\t\t\t\ttransparent: false,\n\t\t\t\tdepthTest: true,\n\t\t\t\tside: FrontSide\n\t\t\t} );\n\n\t\t}\n\n\t\treturn cache[ 'DefaultMaterial' ];\n\n\t}\n\n\tfunction addUnknownExtensionsToUserData( knownExtensions, object, objectDef ) {\n\n\t\t// Add unknown glTF extensions to an object's userData.\n\n\t\tfor ( var name in objectDef.extensions ) {\n\n\t\t\tif ( knownExtensions[ name ] === undefined ) {\n\n\t\t\t\tobject.userData.gltfExtensions = object.userData.gltfExtensions || {};\n\t\t\t\tobject.userData.gltfExtensions[ name ] = objectDef.extensions[ name ];\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t/**\n\t * @param {Object3D|Material|BufferGeometry} object\n\t * @param {GLTF.definition} gltfDef\n\t */\n\tfunction assignExtrasToUserData( object, gltfDef ) {\n\n\t\tif ( gltfDef.extras !== undefined ) {\n\n\t\t\tif ( typeof gltfDef.extras === 'object' ) {\n\n\t\t\t\tObject.assign( object.userData, gltfDef.extras );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Ignoring primitive type .extras, ' + gltfDef.extras );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#morph-targets\n\t *\n\t * @param {BufferGeometry} geometry\n\t * @param {Array} targets\n\t * @param {GLTFParser} parser\n\t * @return {Promise}\n\t */\n\tfunction addMorphTargets( geometry, targets, parser ) {\n\n\t\tvar hasMorphPosition = false;\n\t\tvar hasMorphNormal = false;\n\n\t\tfor ( var i = 0, il = targets.length; i < il; i ++ ) {\n\n\t\t\tvar target = targets[ i ];\n\n\t\t\tif ( target.POSITION !== undefined ) hasMorphPosition = true;\n\t\t\tif ( target.NORMAL !== undefined ) hasMorphNormal = true;\n\n\t\t\tif ( hasMorphPosition && hasMorphNormal ) break;\n\n\t\t}\n\n\t\tif ( ! hasMorphPosition && ! hasMorphNormal ) return Promise.resolve( geometry );\n\n\t\tvar pendingPositionAccessors = [];\n\t\tvar pendingNormalAccessors = [];\n\n\t\tfor ( var i = 0, il = targets.length; i < il; i ++ ) {\n\n\t\t\tvar target = targets[ i ];\n\n\t\t\tif ( hasMorphPosition ) {\n\n\t\t\t\tvar pendingAccessor = target.POSITION !== undefined\n\t\t\t\t\t? parser.getDependency( 'accessor', target.POSITION )\n\t\t\t\t\t: geometry.attributes.position;\n\n\t\t\t\tpendingPositionAccessors.push( pendingAccessor );\n\n\t\t\t}\n\n\t\t\tif ( hasMorphNormal ) {\n\n\t\t\t\tvar pendingAccessor = target.NORMAL !== undefined\n\t\t\t\t\t? parser.getDependency( 'accessor', target.NORMAL )\n\t\t\t\t\t: geometry.attributes.normal;\n\n\t\t\t\tpendingNormalAccessors.push( pendingAccessor );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn Promise.all( [\n\t\t\tPromise.all( pendingPositionAccessors ),\n\t\t\tPromise.all( pendingNormalAccessors )\n\t\t] ).then( function ( accessors ) {\n\n\t\t\tvar morphPositions = accessors[ 0 ];\n\t\t\tvar morphNormals = accessors[ 1 ];\n\n\t\t\tif ( hasMorphPosition ) geometry.morphAttributes.position = morphPositions;\n\t\t\tif ( hasMorphNormal ) geometry.morphAttributes.normal = morphNormals;\n\t\t\tgeometry.morphTargetsRelative = true;\n\n\t\t\treturn geometry;\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * @param {Mesh} mesh\n\t * @param {GLTF.Mesh} meshDef\n\t */\n\tfunction updateMorphTargets( mesh, meshDef ) {\n\n\t\tmesh.updateMorphTargets();\n\n\t\tif ( meshDef.weights !== undefined ) {\n\n\t\t\tfor ( var i = 0, il = meshDef.weights.length; i < il; i ++ ) {\n\n\t\t\t\tmesh.morphTargetInfluences[ i ] = meshDef.weights[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// .extras has user-defined data, so check that .extras.targetNames is an array.\n\t\tif ( meshDef.extras && Array.isArray( meshDef.extras.targetNames ) ) {\n\n\t\t\tvar targetNames = meshDef.extras.targetNames;\n\n\t\t\tif ( mesh.morphTargetInfluences.length === targetNames.length ) {\n\n\t\t\t\tmesh.morphTargetDictionary = {};\n\n\t\t\t\tfor ( var i = 0, il = targetNames.length; i < il; i ++ ) {\n\n\t\t\t\t\tmesh.morphTargetDictionary[ targetNames[ i ] ] = i;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Invalid extras.targetNames length. Ignoring names.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction createPrimitiveKey( primitiveDef ) {\n\n\t\tvar dracoExtension = primitiveDef.extensions && primitiveDef.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ];\n\t\tvar geometryKey;\n\n\t\tif ( dracoExtension ) {\n\n\t\t\tgeometryKey = 'draco:' + dracoExtension.bufferView\n\t\t\t\t+ ':' + dracoExtension.indices\n\t\t\t\t+ ':' + createAttributesKey( dracoExtension.attributes );\n\n\t\t} else {\n\n\t\t\tgeometryKey = primitiveDef.indices + ':' + createAttributesKey( primitiveDef.attributes ) + ':' + primitiveDef.mode;\n\n\t\t}\n\n\t\treturn geometryKey;\n\n\t}\n\n\tfunction createAttributesKey( attributes ) {\n\n\t\tvar attributesKey = '';\n\n\t\tvar keys = Object.keys( attributes ).sort();\n\n\t\tfor ( var i = 0, il = keys.length; i < il; i ++ ) {\n\n\t\t\tattributesKey += keys[ i ] + ':' + attributes[ keys[ i ] ] + ';';\n\n\t\t}\n\n\t\treturn attributesKey;\n\n\t}\n\n\t/* GLTF PARSER */\n\n\tfunction GLTFParser( json, extensions, options ) {\n\n\t\tthis.json = json || {};\n\t\tthis.extensions = extensions || {};\n\t\tthis.options = options || {};\n\n\t\t// loader object cache\n\t\tthis.cache = new GLTFRegistry();\n\n\t\t// BufferGeometry caching\n\t\tthis.primitiveCache = {};\n\n\t\tthis.textureLoader = new TextureLoader( this.options.manager );\n\t\tthis.textureLoader.setCrossOrigin( this.options.crossOrigin );\n\n\t\tthis.fileLoader = new FileLoader( this.options.manager );\n\t\tthis.fileLoader.setResponseType( 'arraybuffer' );\n\n\t\tif ( this.options.crossOrigin === 'use-credentials' ) {\n\n\t\t\tthis.fileLoader.setWithCredentials( true );\n\n\t\t}\n\n\t}\n\n\tGLTFParser.prototype.parse = function ( onLoad, onError ) {\n\n\t\tvar parser = this;\n\t\tvar json = this.json;\n\t\tvar extensions = this.extensions;\n\n\t\t// Clear the loader cache\n\t\tthis.cache.removeAll();\n\n\t\t// Mark the special nodes/meshes in json for efficient parse\n\t\tthis.markDefs();\n\n\t\tPromise.all( [\n\n\t\t\tthis.getDependencies( 'scene' ),\n\t\t\tthis.getDependencies( 'animation' ),\n\t\t\tthis.getDependencies( 'camera' ),\n\n\t\t] ).then( function ( dependencies ) {\n\n\t\t\tvar result = {\n\t\t\t\tscene: dependencies[ 0 ][ json.scene || 0 ],\n\t\t\t\tscenes: dependencies[ 0 ],\n\t\t\t\tanimations: dependencies[ 1 ],\n\t\t\t\tcameras: dependencies[ 2 ],\n\t\t\t\tasset: json.asset,\n\t\t\t\tparser: parser,\n\t\t\t\tuserData: {}\n\t\t\t};\n\n\t\t\taddUnknownExtensionsToUserData( extensions, result, json );\n\n\t\t\tassignExtrasToUserData( result, json );\n\n\t\t\tonLoad( result );\n\n\t\t} ).catch( onError );\n\n\t};\n\n\t/**\n\t * Marks the special nodes/meshes in json for efficient parse.\n\t */\n\tGLTFParser.prototype.markDefs = function () {\n\n\t\tvar nodeDefs = this.json.nodes || [];\n\t\tvar skinDefs = this.json.skins || [];\n\t\tvar meshDefs = this.json.meshes || [];\n\n\t\tvar meshReferences = {};\n\t\tvar meshUses = {};\n\n\t\t// Nothing in the node definition indicates whether it is a Bone or an\n\t\t// Object3D. Use the skins' joint references to mark bones.\n\t\tfor ( var skinIndex = 0, skinLength = skinDefs.length; skinIndex < skinLength; skinIndex ++ ) {\n\n\t\t\tvar joints = skinDefs[ skinIndex ].joints;\n\n\t\t\tfor ( var i = 0, il = joints.length; i < il; i ++ ) {\n\n\t\t\t\tnodeDefs[ joints[ i ] ].isBone = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Meshes can (and should) be reused by multiple nodes in a glTF asset. To\n\t\t// avoid having more than one Mesh with the same name, count\n\t\t// references and rename instances below.\n\t\t//\n\t\t// Example: CesiumMilkTruck sample model reuses \"Wheel\" meshes.\n\t\tfor ( var nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex ++ ) {\n\n\t\t\tvar nodeDef = nodeDefs[ nodeIndex ];\n\n\t\t\tif ( nodeDef.mesh !== undefined ) {\n\n\t\t\t\tif ( meshReferences[ nodeDef.mesh ] === undefined ) {\n\n\t\t\t\t\tmeshReferences[ nodeDef.mesh ] = meshUses[ nodeDef.mesh ] = 0;\n\n\t\t\t\t}\n\n\t\t\t\tmeshReferences[ nodeDef.mesh ] ++;\n\n\t\t\t\t// Nothing in the mesh definition indicates whether it is\n\t\t\t\t// a SkinnedMesh or Mesh. Use the node's mesh reference\n\t\t\t\t// to mark SkinnedMesh if node has skin.\n\t\t\t\tif ( nodeDef.skin !== undefined ) {\n\n\t\t\t\t\tmeshDefs[ nodeDef.mesh ].isSkinnedMesh = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.json.meshReferences = meshReferences;\n\t\tthis.json.meshUses = meshUses;\n\n\t};\n\n\t/**\n\t * Requests the specified dependency asynchronously, with caching.\n\t * @param {string} type\n\t * @param {number} index\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.getDependency = function ( type, index ) {\n\n\t\tvar cacheKey = type + ':' + index;\n\t\tvar dependency = this.cache.get( cacheKey );\n\n\t\tif ( ! dependency ) {\n\n\t\t\tswitch ( type ) {\n\n\t\t\t\tcase 'scene':\n\t\t\t\t\tdependency = this.loadScene( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'node':\n\t\t\t\t\tdependency = this.loadNode( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'mesh':\n\t\t\t\t\tdependency = this.loadMesh( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'accessor':\n\t\t\t\t\tdependency = this.loadAccessor( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'bufferView':\n\t\t\t\t\tdependency = this.loadBufferView( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'buffer':\n\t\t\t\t\tdependency = this.loadBuffer( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'material':\n\t\t\t\t\tdependency = this.loadMaterial( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'texture':\n\t\t\t\t\tdependency = this.loadTexture( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'skin':\n\t\t\t\t\tdependency = this.loadSkin( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'animation':\n\t\t\t\t\tdependency = this.loadAnimation( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'camera':\n\t\t\t\t\tdependency = this.loadCamera( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'light':\n\t\t\t\t\tdependency = this.extensions[ EXTENSIONS.KHR_LIGHTS_PUNCTUAL ].loadLight( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\t\t\t\t\tthrow new Error( 'Unknown type: ' + type );\n\n\t\t\t}\n\n\t\t\tthis.cache.add( cacheKey, dependency );\n\n\t\t}\n\n\t\treturn dependency;\n\n\t};\n\n\t/**\n\t * Requests all dependencies of the specified type asynchronously, with caching.\n\t * @param {string} type\n\t * @return {Promise>}\n\t */\n\tGLTFParser.prototype.getDependencies = function ( type ) {\n\n\t\tvar dependencies = this.cache.get( type );\n\n\t\tif ( ! dependencies ) {\n\n\t\t\tvar parser = this;\n\t\t\tvar defs = this.json[ type + ( type === 'mesh' ? 'es' : 's' ) ] || [];\n\n\t\t\tdependencies = Promise.all( defs.map( function ( def, index ) {\n\n\t\t\t\treturn parser.getDependency( type, index );\n\n\t\t\t} ) );\n\n\t\t\tthis.cache.add( type, dependencies );\n\n\t\t}\n\n\t\treturn dependencies;\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views\n\t * @param {number} bufferIndex\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.loadBuffer = function ( bufferIndex ) {\n\n\t\tvar bufferDef = this.json.buffers[ bufferIndex ];\n\t\tvar loader = this.fileLoader;\n\n\t\tif ( bufferDef.type && bufferDef.type !== 'arraybuffer' ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: ' + bufferDef.type + ' buffer type is not supported.' );\n\n\t\t}\n\n\t\t// If present, GLB container is required to be the first buffer.\n\t\tif ( bufferDef.uri === undefined && bufferIndex === 0 ) {\n\n\t\t\treturn Promise.resolve( this.extensions[ EXTENSIONS.KHR_BINARY_GLTF ].body );\n\n\t\t}\n\n\t\tvar options = this.options;\n\n\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\tloader.load( resolveURL( bufferDef.uri, options.path ), resolve, undefined, function () {\n\n\t\t\t\treject( new Error( 'THREE.GLTFLoader: Failed to load buffer \"' + bufferDef.uri + '\".' ) );\n\n\t\t\t} );\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views\n\t * @param {number} bufferViewIndex\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.loadBufferView = function ( bufferViewIndex ) {\n\n\t\tvar bufferViewDef = this.json.bufferViews[ bufferViewIndex ];\n\n\t\treturn this.getDependency( 'buffer', bufferViewDef.buffer ).then( function ( buffer ) {\n\n\t\t\tvar byteLength = bufferViewDef.byteLength || 0;\n\t\t\tvar byteOffset = bufferViewDef.byteOffset || 0;\n\t\t\treturn buffer.slice( byteOffset, byteOffset + byteLength );\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#accessors\n\t * @param {number} accessorIndex\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.loadAccessor = function ( accessorIndex ) {\n\n\t\tvar parser = this;\n\t\tvar json = this.json;\n\n\t\tvar accessorDef = this.json.accessors[ accessorIndex ];\n\n\t\tif ( accessorDef.bufferView === undefined && accessorDef.sparse === undefined ) {\n\n\t\t\t// Ignore empty accessors, which may be used to declare runtime\n\t\t\t// information about attributes coming from another source (e.g. Draco\n\t\t\t// compression extension).\n\t\t\treturn Promise.resolve( null );\n\n\t\t}\n\n\t\tvar pendingBufferViews = [];\n\n\t\tif ( accessorDef.bufferView !== undefined ) {\n\n\t\t\tpendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.bufferView ) );\n\n\t\t} else {\n\n\t\t\tpendingBufferViews.push( null );\n\n\t\t}\n\n\t\tif ( accessorDef.sparse !== undefined ) {\n\n\t\t\tpendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.indices.bufferView ) );\n\t\t\tpendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.values.bufferView ) );\n\n\t\t}\n\n\t\treturn Promise.all( pendingBufferViews ).then( function ( bufferViews ) {\n\n\t\t\tvar bufferView = bufferViews[ 0 ];\n\n\t\t\tvar itemSize = WEBGL_TYPE_SIZES[ accessorDef.type ];\n\t\t\tvar TypedArray = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ];\n\n\t\t\t// For VEC3: itemSize is 3, elementBytes is 4, itemBytes is 12.\n\t\t\tvar elementBytes = TypedArray.BYTES_PER_ELEMENT;\n\t\t\tvar itemBytes = elementBytes * itemSize;\n\t\t\tvar byteOffset = accessorDef.byteOffset || 0;\n\t\t\tvar byteStride = accessorDef.bufferView !== undefined ? json.bufferViews[ accessorDef.bufferView ].byteStride : undefined;\n\t\t\tvar normalized = accessorDef.normalized === true;\n\t\t\tvar array, bufferAttribute;\n\n\t\t\t// The buffer is not interleaved if the stride is the item size in bytes.\n\t\t\tif ( byteStride && byteStride !== itemBytes ) {\n\n\t\t\t\t// Each \"slice\" of the buffer, as defined by 'count' elements of 'byteStride' bytes, gets its own InterleavedBuffer\n\t\t\t\t// This makes sure that IBA.count reflects accessor.count properly\n\t\t\t\tvar ibSlice = Math.floor( byteOffset / byteStride );\n\t\t\t\tvar ibCacheKey = 'InterleavedBuffer:' + accessorDef.bufferView + ':' + accessorDef.componentType + ':' + ibSlice + ':' + accessorDef.count;\n\t\t\t\tvar ib = parser.cache.get( ibCacheKey );\n\n\t\t\t\tif ( ! ib ) {\n\n\t\t\t\t\tarray = new TypedArray( bufferView, ibSlice * byteStride, accessorDef.count * byteStride / elementBytes );\n\n\t\t\t\t\t// Integer parameters to IB/IBA are in array elements, not bytes.\n\t\t\t\t\tib = new InterleavedBuffer( array, byteStride / elementBytes );\n\n\t\t\t\t\tparser.cache.add( ibCacheKey, ib );\n\n\t\t\t\t}\n\n\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( ib, itemSize, ( byteOffset % byteStride ) / elementBytes, normalized );\n\n\t\t\t} else {\n\n\t\t\t\tif ( bufferView === null ) {\n\n\t\t\t\t\tarray = new TypedArray( accessorDef.count * itemSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tarray = new TypedArray( bufferView, byteOffset, accessorDef.count * itemSize );\n\n\t\t\t\t}\n\n\t\t\t\tbufferAttribute = new BufferAttribute( array, itemSize, normalized );\n\n\t\t\t}\n\n\t\t\t// https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#sparse-accessors\n\t\t\tif ( accessorDef.sparse !== undefined ) {\n\n\t\t\t\tvar itemSizeIndices = WEBGL_TYPE_SIZES.SCALAR;\n\t\t\t\tvar TypedArrayIndices = WEBGL_COMPONENT_TYPES[ accessorDef.sparse.indices.componentType ];\n\n\t\t\t\tvar byteOffsetIndices = accessorDef.sparse.indices.byteOffset || 0;\n\t\t\t\tvar byteOffsetValues = accessorDef.sparse.values.byteOffset || 0;\n\n\t\t\t\tvar sparseIndices = new TypedArrayIndices( bufferViews[ 1 ], byteOffsetIndices, accessorDef.sparse.count * itemSizeIndices );\n\t\t\t\tvar sparseValues = new TypedArray( bufferViews[ 2 ], byteOffsetValues, accessorDef.sparse.count * itemSize );\n\n\t\t\t\tif ( bufferView !== null ) {\n\n\t\t\t\t\t// Avoid modifying the original ArrayBuffer, if the bufferView wasn't initialized with zeroes.\n\t\t\t\t\tbufferAttribute = new BufferAttribute( bufferAttribute.array.slice(), bufferAttribute.itemSize, bufferAttribute.normalized );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( var i = 0, il = sparseIndices.length; i < il; i ++ ) {\n\n\t\t\t\t\tvar index = sparseIndices[ i ];\n\n\t\t\t\t\tbufferAttribute.setX( index, sparseValues[ i * itemSize ] );\n\t\t\t\t\tif ( itemSize >= 2 ) bufferAttribute.setY( index, sparseValues[ i * itemSize + 1 ] );\n\t\t\t\t\tif ( itemSize >= 3 ) bufferAttribute.setZ( index, sparseValues[ i * itemSize + 2 ] );\n\t\t\t\t\tif ( itemSize >= 4 ) bufferAttribute.setW( index, sparseValues[ i * itemSize + 3 ] );\n\t\t\t\t\tif ( itemSize >= 5 ) throw new Error( 'THREE.GLTFLoader: Unsupported itemSize in sparse BufferAttribute.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn bufferAttribute;\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#textures\n\t * @param {number} textureIndex\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.loadTexture = function ( textureIndex ) {\n\n\t\tvar parser = this;\n\t\tvar json = this.json;\n\t\tvar options = this.options;\n\t\tvar textureLoader = this.textureLoader;\n\n\t\tvar URL = window.URL || window.webkitURL;\n\n\t\tvar textureDef = json.textures[ textureIndex ];\n\n\t\tvar textureExtensions = textureDef.extensions || {};\n\n\t\tvar source;\n\n\t\tif ( textureExtensions[ EXTENSIONS.MSFT_TEXTURE_DDS ] ) {\n\n\t\t\tsource = json.images[ textureExtensions[ EXTENSIONS.MSFT_TEXTURE_DDS ].source ];\n\n\t\t} else {\n\n\t\t\tsource = json.images[ textureDef.source ];\n\n\t\t}\n\n\t\tvar sourceURI = source.uri;\n\t\tvar isObjectURL = false;\n\n\t\tif ( source.bufferView !== undefined ) {\n\n\t\t\t// Load binary image data from bufferView, if provided.\n\n\t\t\tsourceURI = parser.getDependency( 'bufferView', source.bufferView ).then( function ( bufferView ) {\n\n\t\t\t\tisObjectURL = true;\n\t\t\t\tvar blob = new Blob( [ bufferView ], { type: source.mimeType } );\n\t\t\t\tsourceURI = URL.createObjectURL( blob );\n\t\t\t\treturn sourceURI;\n\n\t\t\t} );\n\n\t\t}\n\n\t\treturn Promise.resolve( sourceURI ).then( function ( sourceURI ) {\n\n\t\t\t// Load Texture resource.\n\n\t\t\tvar loader = options.manager.getHandler( sourceURI );\n\n\t\t\tif ( ! loader ) {\n\n\t\t\t\tloader = textureExtensions[ EXTENSIONS.MSFT_TEXTURE_DDS ]\n\t\t\t\t\t? parser.extensions[ EXTENSIONS.MSFT_TEXTURE_DDS ].ddsLoader\n\t\t\t\t\t: textureLoader;\n\n\t\t\t}\n\n\t\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\t\tloader.load( resolveURL( sourceURI, options.path ), resolve, undefined, reject );\n\n\t\t\t} );\n\n\t\t} ).then( function ( texture ) {\n\n\t\t\t// Clean up resources and configure Texture.\n\n\t\t\tif ( isObjectURL === true ) {\n\n\t\t\t\tURL.revokeObjectURL( sourceURI );\n\n\t\t\t}\n\n\t\t\ttexture.flipY = false;\n\n\t\t\tif ( textureDef.name !== undefined ) texture.name = textureDef.name;\n\n\t\t\t// Ignore unknown mime types, like DDS files.\n\t\t\tif ( source.mimeType in MIME_TYPE_FORMATS ) {\n\n\t\t\t\ttexture.format = MIME_TYPE_FORMATS[ source.mimeType ];\n\n\t\t\t}\n\n\t\t\tvar samplers = json.samplers || {};\n\t\t\tvar sampler = samplers[ textureDef.sampler ] || {};\n\n\t\t\ttexture.magFilter = WEBGL_FILTERS[ sampler.magFilter ] || LinearFilter;\n\t\t\ttexture.minFilter = WEBGL_FILTERS[ sampler.minFilter ] || LinearMipmapLinearFilter;\n\t\t\ttexture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ] || RepeatWrapping;\n\t\t\ttexture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ] || RepeatWrapping;\n\n\t\t\treturn texture;\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Asynchronously assigns a texture to the given material parameters.\n\t * @param {Object} materialParams\n\t * @param {string} mapName\n\t * @param {Object} mapDef\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.assignTexture = function ( materialParams, mapName, mapDef ) {\n\n\t\tvar parser = this;\n\n\t\treturn this.getDependency( 'texture', mapDef.index ).then( function ( texture ) {\n\n\t\t\tif ( ! texture.isCompressedTexture ) {\n\n\t\t\t\tswitch ( mapName ) {\n\n\t\t\t\t\tcase 'aoMap':\n\t\t\t\t\tcase 'emissiveMap':\n\t\t\t\t\tcase 'metalnessMap':\n\t\t\t\t\tcase 'normalMap':\n\t\t\t\t\tcase 'roughnessMap':\n\t\t\t\t\t\ttexture.format = RGBFormat;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Materials sample aoMap from UV set 1 and other maps from UV set 0 - this can't be configured\n\t\t\t// However, we will copy UV set 0 to UV set 1 on demand for aoMap\n\t\t\tif ( mapDef.texCoord !== undefined && mapDef.texCoord != 0 && ! ( mapName === 'aoMap' && mapDef.texCoord == 1 ) ) {\n\n\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Custom UV set ' + mapDef.texCoord + ' for texture ' + mapName + ' not yet supported.' );\n\n\t\t\t}\n\n\t\t\tif ( parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] ) {\n\n\t\t\t\tvar transform = mapDef.extensions !== undefined ? mapDef.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] : undefined;\n\n\t\t\t\tif ( transform ) {\n\n\t\t\t\t\ttexture = parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ].extendTexture( texture, transform );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tmaterialParams[ mapName ] = texture;\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Assigns final material to a Mesh, Line, or Points instance. The instance\n\t * already has a material (generated from the glTF material options alone)\n\t * but reuse of the same glTF material may require multiple threejs materials\n\t * to accomodate different primitive types, defines, etc. New materials will\n\t * be created if necessary, and reused from a cache.\n\t * @param {Object3D} mesh Mesh, Line, or Points instance.\n\t */\n\tGLTFParser.prototype.assignFinalMaterial = function ( mesh ) {\n\n\t\tvar geometry = mesh.geometry;\n\t\tvar material = mesh.material;\n\t\tvar extensions = this.extensions;\n\n\t\tvar useVertexTangents = geometry.attributes.tangent !== undefined;\n\t\tvar useVertexColors = geometry.attributes.color !== undefined;\n\t\tvar useFlatShading = geometry.attributes.normal === undefined;\n\t\tvar useSkinning = mesh.isSkinnedMesh === true;\n\t\tvar useMorphTargets = Object.keys( geometry.morphAttributes ).length > 0;\n\t\tvar useMorphNormals = useMorphTargets && geometry.morphAttributes.normal !== undefined;\n\n\t\tif ( mesh.isPoints ) {\n\n\t\t\tvar cacheKey = 'PointsMaterial:' + material.uuid;\n\n\t\t\tvar pointsMaterial = this.cache.get( cacheKey );\n\n\t\t\tif ( ! pointsMaterial ) {\n\n\t\t\t\tpointsMaterial = new PointsMaterial();\n\t\t\t\tMaterial.prototype.copy.call( pointsMaterial, material );\n\t\t\t\tpointsMaterial.color.copy( material.color );\n\t\t\t\tpointsMaterial.map = material.map;\n\t\t\t\tpointsMaterial.sizeAttenuation = false; // glTF spec says points should be 1px\n\n\t\t\t\tthis.cache.add( cacheKey, pointsMaterial );\n\n\t\t\t}\n\n\t\t\tmaterial = pointsMaterial;\n\n\t\t} else if ( mesh.isLine ) {\n\n\t\t\tvar cacheKey = 'LineBasicMaterial:' + material.uuid;\n\n\t\t\tvar lineMaterial = this.cache.get( cacheKey );\n\n\t\t\tif ( ! lineMaterial ) {\n\n\t\t\t\tlineMaterial = new LineBasicMaterial();\n\t\t\t\tMaterial.prototype.copy.call( lineMaterial, material );\n\t\t\t\tlineMaterial.color.copy( material.color );\n\n\t\t\t\tthis.cache.add( cacheKey, lineMaterial );\n\n\t\t\t}\n\n\t\t\tmaterial = lineMaterial;\n\n\t\t}\n\n\t\t// Clone the material if it will be modified\n\t\tif ( useVertexTangents || useVertexColors || useFlatShading || useSkinning || useMorphTargets ) {\n\n\t\t\tvar cacheKey = 'ClonedMaterial:' + material.uuid + ':';\n\n\t\t\tif ( material.isGLTFSpecularGlossinessMaterial ) cacheKey += 'specular-glossiness:';\n\t\t\tif ( useSkinning ) cacheKey += 'skinning:';\n\t\t\tif ( useVertexTangents ) cacheKey += 'vertex-tangents:';\n\t\t\tif ( useVertexColors ) cacheKey += 'vertex-colors:';\n\t\t\tif ( useFlatShading ) cacheKey += 'flat-shading:';\n\t\t\tif ( useMorphTargets ) cacheKey += 'morph-targets:';\n\t\t\tif ( useMorphNormals ) cacheKey += 'morph-normals:';\n\n\t\t\tvar cachedMaterial = this.cache.get( cacheKey );\n\n\t\t\tif ( ! cachedMaterial ) {\n\n\t\t\t\tcachedMaterial = material.clone();\n\n\t\t\t\tif ( useSkinning ) cachedMaterial.skinning = true;\n\t\t\t\tif ( useVertexTangents ) cachedMaterial.vertexTangents = true;\n\t\t\t\tif ( useVertexColors ) cachedMaterial.vertexColors = VertexColors;\n\t\t\t\tif ( useFlatShading ) cachedMaterial.flatShading = true;\n\t\t\t\tif ( useMorphTargets ) cachedMaterial.morphTargets = true;\n\t\t\t\tif ( useMorphNormals ) cachedMaterial.morphNormals = true;\n\n\t\t\t\tthis.cache.add( cacheKey, cachedMaterial );\n\n\t\t\t}\n\n\t\t\tmaterial = cachedMaterial;\n\n\t\t}\n\n\t\t// workarounds for mesh and geometry\n\n\t\tif ( material.aoMap && geometry.attributes.uv2 === undefined && geometry.attributes.uv !== undefined ) {\n\n\t\t\tgeometry.setAttribute( 'uv2', new BufferAttribute( geometry.attributes.uv.array, 2 ) );\n\n\t\t}\n\n\t\t// https://github.com/mrdoob/three.js/issues/11438#issuecomment-507003995\n\t\tif ( material.normalScale && ! useVertexTangents ) {\n\n\t\t\tmaterial.normalScale.y = - material.normalScale.y;\n\n\t\t}\n\n\t\tmesh.material = material;\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#materials\n\t * @param {number} materialIndex\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.loadMaterial = function ( materialIndex ) {\n\n\t\tvar parser = this;\n\t\tvar json = this.json;\n\t\tvar extensions = this.extensions;\n\t\tvar materialDef = json.materials[ materialIndex ];\n\n\t\tvar materialType;\n\t\tvar materialParams = {};\n\t\tvar materialExtensions = materialDef.extensions || {};\n\n\t\tvar pending = [];\n\n\t\tif ( materialExtensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ] ) {\n\n\t\t\tvar sgExtension = extensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ];\n\t\t\tmaterialType = sgExtension.getMaterialType();\n\t\t\tpending.push( sgExtension.extendParams( materialParams, materialDef, parser ) );\n\n\t\t} else if ( materialExtensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ] ) {\n\n\t\t\tvar kmuExtension = extensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ];\n\t\t\tmaterialType = kmuExtension.getMaterialType();\n\t\t\tpending.push( kmuExtension.extendParams( materialParams, materialDef, parser ) );\n\n\t\t} else {\n\n\t\t\t// Specification:\n\t\t\t// https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#metallic-roughness-material\n\n\t\t\tmaterialType = MeshStandardMaterial;\n\n\t\t\tvar metallicRoughness = materialDef.pbrMetallicRoughness || {};\n\n\t\t\tmaterialParams.color = new Color( 1.0, 1.0, 1.0 );\n\t\t\tmaterialParams.opacity = 1.0;\n\n\t\t\tif ( Array.isArray( metallicRoughness.baseColorFactor ) ) {\n\n\t\t\t\tvar array = metallicRoughness.baseColorFactor;\n\n\t\t\t\tmaterialParams.color.fromArray( array );\n\t\t\t\tmaterialParams.opacity = array[ 3 ];\n\n\t\t\t}\n\n\t\t\tif ( metallicRoughness.baseColorTexture !== undefined ) {\n\n\t\t\t\tpending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture ) );\n\n\t\t\t}\n\n\t\t\tmaterialParams.metalness = metallicRoughness.metallicFactor !== undefined ? metallicRoughness.metallicFactor : 1.0;\n\t\t\tmaterialParams.roughness = metallicRoughness.roughnessFactor !== undefined ? metallicRoughness.roughnessFactor : 1.0;\n\n\t\t\tif ( metallicRoughness.metallicRoughnessTexture !== undefined ) {\n\n\t\t\t\tpending.push( parser.assignTexture( materialParams, 'metalnessMap', metallicRoughness.metallicRoughnessTexture ) );\n\t\t\t\tpending.push( parser.assignTexture( materialParams, 'roughnessMap', metallicRoughness.metallicRoughnessTexture ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( materialDef.doubleSided === true ) {\n\n\t\t\tmaterialParams.side = DoubleSide;\n\n\t\t}\n\n\t\tvar alphaMode = materialDef.alphaMode || ALPHA_MODES.OPAQUE;\n\n\t\tif ( alphaMode === ALPHA_MODES.BLEND ) {\n\n\t\t\tmaterialParams.transparent = true;\n\n\t\t} else {\n\n\t\t\tmaterialParams.transparent = false;\n\n\t\t\tif ( alphaMode === ALPHA_MODES.MASK ) {\n\n\t\t\t\tmaterialParams.alphaTest = materialDef.alphaCutoff !== undefined ? materialDef.alphaCutoff : 0.5;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( materialDef.normalTexture !== undefined && materialType !== MeshBasicMaterial ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'normalMap', materialDef.normalTexture ) );\n\n\t\t\tmaterialParams.normalScale = new Vector2( 1, 1 );\n\n\t\t\tif ( materialDef.normalTexture.scale !== undefined ) {\n\n\t\t\t\tmaterialParams.normalScale.set( materialDef.normalTexture.scale, materialDef.normalTexture.scale );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( materialDef.occlusionTexture !== undefined && materialType !== MeshBasicMaterial ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'aoMap', materialDef.occlusionTexture ) );\n\n\t\t\tif ( materialDef.occlusionTexture.strength !== undefined ) {\n\n\t\t\t\tmaterialParams.aoMapIntensity = materialDef.occlusionTexture.strength;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( materialDef.emissiveFactor !== undefined && materialType !== MeshBasicMaterial ) {\n\n\t\t\tmaterialParams.emissive = new Color().fromArray( materialDef.emissiveFactor );\n\n\t\t}\n\n\t\tif ( materialDef.emissiveTexture !== undefined && materialType !== MeshBasicMaterial ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'emissiveMap', materialDef.emissiveTexture ) );\n\n\t\t}\n\n\t\treturn Promise.all( pending ).then( function () {\n\n\t\t\tvar material;\n\n\t\t\tif ( materialType === GLTFMeshStandardSGMaterial ) {\n\n\t\t\t\tmaterial = extensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ].createMaterial( materialParams );\n\n\t\t\t} else {\n\n\t\t\t\tmaterial = new materialType( materialParams );\n\n\t\t\t}\n\n\t\t\tif ( materialDef.name !== undefined ) material.name = materialDef.name;\n\n\t\t\t// baseColorTexture, emissiveTexture, and specularGlossinessTexture use sRGB encoding.\n\t\t\tif ( material.map ) material.map.encoding = sRGBEncoding;\n\t\t\tif ( material.emissiveMap ) material.emissiveMap.encoding = sRGBEncoding;\n\n\t\t\tassignExtrasToUserData( material, materialDef );\n\n\t\t\tif ( materialDef.extensions ) addUnknownExtensionsToUserData( extensions, material, materialDef );\n\n\t\t\treturn material;\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * @param {BufferGeometry} geometry\n\t * @param {GLTF.Primitive} primitiveDef\n\t * @param {GLTFParser} parser\n\t */\n\tfunction computeBounds( geometry, primitiveDef, parser ) {\n\n\t\tvar attributes = primitiveDef.attributes;\n\n\t\tvar box = new Box3();\n\n\t\tif ( attributes.POSITION !== undefined ) {\n\n\t\t\tvar accessor = parser.json.accessors[ attributes.POSITION ];\n\n\t\t\tvar min = accessor.min;\n\t\t\tvar max = accessor.max;\n\n\t\t\t// glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement.\n\n\t\t\tif ( min !== undefined && max !== undefined ) {\n\n\t\t\t\tbox.set(\n\t\t\t\t\tnew Vector3( min[ 0 ], min[ 1 ], min[ 2 ] ),\n\t\t\t\t\tnew Vector3( max[ 0 ], max[ 1 ], max[ 2 ] ) );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' );\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tvar targets = primitiveDef.targets;\n\n\t\tif ( targets !== undefined ) {\n\n\t\t\tvar vector = new Vector3();\n\n\t\t\tfor ( var i = 0, il = targets.length; i < il; i ++ ) {\n\n\t\t\t\tvar target = targets[ i ];\n\n\t\t\t\tif ( target.POSITION !== undefined ) {\n\n\t\t\t\t\tvar accessor = parser.json.accessors[ target.POSITION ];\n\t\t\t\t\tvar min = accessor.min;\n\t\t\t\t\tvar max = accessor.max;\n\n\t\t\t\t\t// glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement.\n\n\t\t\t\t\tif ( min !== undefined && max !== undefined ) {\n\n\t\t\t\t\t\t// we need to get max of absolute components because target weight is [-1,1]\n\t\t\t\t\t\tvector.setX( Math.max( Math.abs( min[ 0 ] ), Math.abs( max[ 0 ] ) ) );\n\t\t\t\t\t\tvector.setY( Math.max( Math.abs( min[ 1 ] ), Math.abs( max[ 1 ] ) ) );\n\t\t\t\t\t\tvector.setZ( Math.max( Math.abs( min[ 2 ] ), Math.abs( max[ 2 ] ) ) );\n\n\t\t\t\t\t\tbox.expandByVector( vector );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.boundingBox = box;\n\n\t\tvar sphere = new Sphere();\n\n\t\tbox.getCenter( sphere.center );\n\t\tsphere.radius = box.min.distanceTo( box.max ) / 2;\n\n\t\tgeometry.boundingSphere = sphere;\n\n\t}\n\n\t/**\n\t * @param {BufferGeometry} geometry\n\t * @param {GLTF.Primitive} primitiveDef\n\t * @param {GLTFParser} parser\n\t * @return {Promise}\n\t */\n\tfunction addPrimitiveAttributes( geometry, primitiveDef, parser ) {\n\n\t\tvar attributes = primitiveDef.attributes;\n\n\t\tvar pending = [];\n\n\t\tfunction assignAttributeAccessor( accessorIndex, attributeName ) {\n\n\t\t\treturn parser.getDependency( 'accessor', accessorIndex )\n\t\t\t\t.then( function ( accessor ) {\n\n\t\t\t\t\tgeometry.setAttribute( attributeName, accessor );\n\n\t\t\t\t} );\n\n\t\t}\n\n\t\tfor ( var gltfAttributeName in attributes ) {\n\n\t\t\tvar threeAttributeName = ATTRIBUTES[ gltfAttributeName ] || gltfAttributeName.toLowerCase();\n\n\t\t\t// Skip attributes already provided by e.g. Draco extension.\n\t\t\tif ( threeAttributeName in geometry.attributes ) continue;\n\n\t\t\tpending.push( assignAttributeAccessor( attributes[ gltfAttributeName ], threeAttributeName ) );\n\n\t\t}\n\n\t\tif ( primitiveDef.indices !== undefined && ! geometry.index ) {\n\n\t\t\tvar accessor = parser.getDependency( 'accessor', primitiveDef.indices ).then( function ( accessor ) {\n\n\t\t\t\tgeometry.setIndex( accessor );\n\n\t\t\t} );\n\n\t\t\tpending.push( accessor );\n\n\t\t}\n\n\t\tassignExtrasToUserData( geometry, primitiveDef );\n\n\t\tcomputeBounds( geometry, primitiveDef, parser );\n\n\t\treturn Promise.all( pending ).then( function () {\n\n\t\t\treturn primitiveDef.targets !== undefined\n\t\t\t\t? addMorphTargets( geometry, primitiveDef.targets, parser )\n\t\t\t\t: geometry;\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * @param {BufferGeometry} geometry\n\t * @param {Number} drawMode\n\t * @return {BufferGeometry}\n\t */\n\tfunction toTrianglesDrawMode( geometry, drawMode ) {\n\n\t\tvar index = geometry.getIndex();\n\n\t\t// generate index if not present\n\n\t\tif ( index === null ) {\n\n\t\t\tvar indices = [];\n\n\t\t\tvar position = geometry.getAttribute( 'position' );\n\n\t\t\tif ( position !== undefined ) {\n\n\t\t\t\tfor ( var i = 0; i < position.count; i ++ ) {\n\n\t\t\t\t\tindices.push( i );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setIndex( indices );\n\t\t\t\tindex = geometry.getIndex();\n\n\t\t\t} else {\n\n\t\t\t\tconsole.error( 'THREE.GLTFLoader.toTrianglesDrawMode(): Undefined position attribute. Processing not possible.' );\n\t\t\t\treturn geometry;\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tvar numberOfTriangles = index.count - 2;\n\t\tvar newIndices = [];\n\n\t\tif ( drawMode === TriangleFanDrawMode ) {\n\n\t\t\t// gl.TRIANGLE_FAN\n\n\t\t\tfor ( var i = 1; i <= numberOfTriangles; i ++ ) {\n\n\t\t\t\tnewIndices.push( index.getX( 0 ) );\n\t\t\t\tnewIndices.push( index.getX( i ) );\n\t\t\t\tnewIndices.push( index.getX( i + 1 ) );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// gl.TRIANGLE_STRIP\n\n\t\t\tfor ( var i = 0; i < numberOfTriangles; i ++ ) {\n\n\t\t\t\tif ( i % 2 === 0 ) {\n\n\t\t\t\t\tnewIndices.push( index.getX( i ) );\n\t\t\t\t\tnewIndices.push( index.getX( i + 1 ) );\n\t\t\t\t\tnewIndices.push( index.getX( i + 2 ) );\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\tnewIndices.push( index.getX( i + 2 ) );\n\t\t\t\t\tnewIndices.push( index.getX( i + 1 ) );\n\t\t\t\t\tnewIndices.push( index.getX( i ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( ( newIndices.length / 3 ) !== numberOfTriangles ) {\n\n\t\t\tconsole.error( 'THREE.GLTFLoader.toTrianglesDrawMode(): Unable to generate correct amount of triangles.' );\n\n\t\t}\n\n\t\t// build final geometry\n\n\t\tvar newGeometry = geometry.clone();\n\t\tnewGeometry.setIndex( newIndices );\n\n\t\treturn newGeometry;\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#geometry\n\t *\n\t * Creates BufferGeometries from primitives.\n\t *\n\t * @param {Array} primitives\n\t * @return {Promise>}\n\t */\n\tGLTFParser.prototype.loadGeometries = function ( primitives ) {\n\n\t\tvar parser = this;\n\t\tvar extensions = this.extensions;\n\t\tvar cache = this.primitiveCache;\n\n\t\tfunction createDracoPrimitive( primitive ) {\n\n\t\t\treturn extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ]\n\t\t\t\t.decodePrimitive( primitive, parser )\n\t\t\t\t.then( function ( geometry ) {\n\n\t\t\t\t\treturn addPrimitiveAttributes( geometry, primitive, parser );\n\n\t\t\t\t} );\n\n\t\t}\n\n\t\tvar pending = [];\n\n\t\tfor ( var i = 0, il = primitives.length; i < il; i ++ ) {\n\n\t\t\tvar primitive = primitives[ i ];\n\t\t\tvar cacheKey = createPrimitiveKey( primitive );\n\n\t\t\t// See if we've already created this geometry\n\t\t\tvar cached = cache[ cacheKey ];\n\n\t\t\tif ( cached ) {\n\n\t\t\t\t// Use the cached geometry if it exists\n\t\t\t\tpending.push( cached.promise );\n\n\t\t\t} else {\n\n\t\t\t\tvar geometryPromise;\n\n\t\t\t\tif ( primitive.extensions && primitive.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ] ) {\n\n\t\t\t\t\t// Use DRACO geometry if available\n\t\t\t\t\tgeometryPromise = createDracoPrimitive( primitive );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Otherwise create a new geometry\n\t\t\t\t\tgeometryPromise = addPrimitiveAttributes( new BufferGeometry(), primitive, parser );\n\n\t\t\t\t}\n\n\t\t\t\t// Cache this geometry\n\t\t\t\tcache[ cacheKey ] = { primitive: primitive, promise: geometryPromise };\n\n\t\t\t\tpending.push( geometryPromise );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#meshes\n\t * @param {number} meshIndex\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.loadMesh = function ( meshIndex ) {\n\n\t\tvar parser = this;\n\t\tvar json = this.json;\n\n\t\tvar meshDef = json.meshes[ meshIndex ];\n\t\tvar primitives = meshDef.primitives;\n\n\t\tvar pending = [];\n\n\t\tfor ( var i = 0, il = primitives.length; i < il; i ++ ) {\n\n\t\t\tvar material = primitives[ i ].material === undefined\n\t\t\t\t? createDefaultMaterial( this.cache )\n\t\t\t\t: this.getDependency( 'material', primitives[ i ].material );\n\n\t\t\tpending.push( material );\n\n\t\t}\n\n\t\tpending.push( parser.loadGeometries( primitives ) );\n\n\t\treturn Promise.all( pending ).then( function ( results ) {\n\n\t\t\tvar materials = results.slice( 0, results.length - 1 );\n\t\t\tvar geometries = results[ results.length - 1 ];\n\n\t\t\tvar meshes = [];\n\n\t\t\tfor ( var i = 0, il = geometries.length; i < il; i ++ ) {\n\n\t\t\t\tvar geometry = geometries[ i ];\n\t\t\t\tvar primitive = primitives[ i ];\n\n\t\t\t\t// 1. create Mesh\n\n\t\t\t\tvar mesh;\n\n\t\t\t\tvar material = materials[ i ];\n\n\t\t\t\tif ( primitive.mode === WEBGL_CONSTANTS.TRIANGLES ||\n\t\t\t\t\tprimitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP ||\n\t\t\t\t\tprimitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN ||\n\t\t\t\t\tprimitive.mode === undefined ) {\n\n\t\t\t\t\t// .isSkinnedMesh isn't in glTF spec. See .markDefs()\n\t\t\t\t\tmesh = meshDef.isSkinnedMesh === true\n\t\t\t\t\t\t? new SkinnedMesh( geometry, material )\n\t\t\t\t\t\t: new Mesh( geometry, material );\n\n\t\t\t\t\tif ( mesh.isSkinnedMesh === true && ! mesh.geometry.attributes.skinWeight.normalized ) {\n\n\t\t\t\t\t\t// we normalize floating point skin weight array to fix malformed assets (see #15319)\n\t\t\t\t\t\t// it's important to skip this for non-float32 data since normalizeSkinWeights assumes non-normalized inputs\n\t\t\t\t\t\tmesh.normalizeSkinWeights();\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( primitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP ) {\n\n\t\t\t\t\t\tmesh.geometry = toTrianglesDrawMode( mesh.geometry, TriangleStripDrawMode );\n\n\t\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN ) {\n\n\t\t\t\t\t\tmesh.geometry = toTrianglesDrawMode( mesh.geometry, TriangleFanDrawMode );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.LINES ) {\n\n\t\t\t\t\tmesh = new LineSegments( geometry, material );\n\n\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.LINE_STRIP ) {\n\n\t\t\t\t\tmesh = new Line( geometry, material );\n\n\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.LINE_LOOP ) {\n\n\t\t\t\t\tmesh = new LineLoop( geometry, material );\n\n\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.POINTS ) {\n\n\t\t\t\t\tmesh = new Points( geometry, material );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( 'THREE.GLTFLoader: Primitive mode unsupported: ' + primitive.mode );\n\n\t\t\t\t}\n\n\t\t\t\tif ( Object.keys( mesh.geometry.morphAttributes ).length > 0 ) {\n\n\t\t\t\t\tupdateMorphTargets( mesh, meshDef );\n\n\t\t\t\t}\n\n\t\t\t\tmesh.name = meshDef.name || ( 'mesh_' + meshIndex );\n\n\t\t\t\tif ( geometries.length > 1 ) mesh.name += '_' + i;\n\n\t\t\t\tassignExtrasToUserData( mesh, meshDef );\n\n\t\t\t\tparser.assignFinalMaterial( mesh );\n\n\t\t\t\tmeshes.push( mesh );\n\n\t\t\t}\n\n\t\t\tif ( meshes.length === 1 ) {\n\n\t\t\t\treturn meshes[ 0 ];\n\n\t\t\t}\n\n\t\t\tvar group = new Group();\n\n\t\t\tfor ( var i = 0, il = meshes.length; i < il; i ++ ) {\n\n\t\t\t\tgroup.add( meshes[ i ] );\n\n\t\t\t}\n\n\t\t\treturn group;\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#cameras\n\t * @param {number} cameraIndex\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.loadCamera = function ( cameraIndex ) {\n\n\t\tvar camera;\n\t\tvar cameraDef = this.json.cameras[ cameraIndex ];\n\t\tvar params = cameraDef[ cameraDef.type ];\n\n\t\tif ( ! params ) {\n\n\t\t\tconsole.warn( 'THREE.GLTFLoader: Missing camera parameters.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( cameraDef.type === 'perspective' ) {\n\n\t\t\tcamera = new PerspectiveCamera( MathUtils.radToDeg( params.yfov ), params.aspectRatio || 1, params.znear || 1, params.zfar || 2e6 );\n\n\t\t} else if ( cameraDef.type === 'orthographic' ) {\n\n\t\t\tcamera = new OrthographicCamera( params.xmag / - 2, params.xmag / 2, params.ymag / 2, params.ymag / - 2, params.znear, params.zfar );\n\n\t\t}\n\n\t\tif ( cameraDef.name !== undefined ) camera.name = cameraDef.name;\n\n\t\tassignExtrasToUserData( camera, cameraDef );\n\n\t\treturn Promise.resolve( camera );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins\n\t * @param {number} skinIndex\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.loadSkin = function ( skinIndex ) {\n\n\t\tvar skinDef = this.json.skins[ skinIndex ];\n\n\t\tvar skinEntry = { joints: skinDef.joints };\n\n\t\tif ( skinDef.inverseBindMatrices === undefined ) {\n\n\t\t\treturn Promise.resolve( skinEntry );\n\n\t\t}\n\n\t\treturn this.getDependency( 'accessor', skinDef.inverseBindMatrices ).then( function ( accessor ) {\n\n\t\t\tskinEntry.inverseBindMatrices = accessor;\n\n\t\t\treturn skinEntry;\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#animations\n\t * @param {number} animationIndex\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.loadAnimation = function ( animationIndex ) {\n\n\t\tvar json = this.json;\n\n\t\tvar animationDef = json.animations[ animationIndex ];\n\n\t\tvar pendingNodes = [];\n\t\tvar pendingInputAccessors = [];\n\t\tvar pendingOutputAccessors = [];\n\t\tvar pendingSamplers = [];\n\t\tvar pendingTargets = [];\n\n\t\tfor ( var i = 0, il = animationDef.channels.length; i < il; i ++ ) {\n\n\t\t\tvar channel = animationDef.channels[ i ];\n\t\t\tvar sampler = animationDef.samplers[ channel.sampler ];\n\t\t\tvar target = channel.target;\n\t\t\tvar name = target.node !== undefined ? target.node : target.id; // NOTE: target.id is deprecated.\n\t\t\tvar input = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.input ] : sampler.input;\n\t\t\tvar output = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.output ] : sampler.output;\n\n\t\t\tpendingNodes.push( this.getDependency( 'node', name ) );\n\t\t\tpendingInputAccessors.push( this.getDependency( 'accessor', input ) );\n\t\t\tpendingOutputAccessors.push( this.getDependency( 'accessor', output ) );\n\t\t\tpendingSamplers.push( sampler );\n\t\t\tpendingTargets.push( target );\n\n\t\t}\n\n\t\treturn Promise.all( [\n\n\t\t\tPromise.all( pendingNodes ),\n\t\t\tPromise.all( pendingInputAccessors ),\n\t\t\tPromise.all( pendingOutputAccessors ),\n\t\t\tPromise.all( pendingSamplers ),\n\t\t\tPromise.all( pendingTargets )\n\n\t\t] ).then( function ( dependencies ) {\n\n\t\t\tvar nodes = dependencies[ 0 ];\n\t\t\tvar inputAccessors = dependencies[ 1 ];\n\t\t\tvar outputAccessors = dependencies[ 2 ];\n\t\t\tvar samplers = dependencies[ 3 ];\n\t\t\tvar targets = dependencies[ 4 ];\n\n\t\t\tvar tracks = [];\n\n\t\t\tfor ( var i = 0, il = nodes.length; i < il; i ++ ) {\n\n\t\t\t\tvar node = nodes[ i ];\n\t\t\t\tvar inputAccessor = inputAccessors[ i ];\n\t\t\t\tvar outputAccessor = outputAccessors[ i ];\n\t\t\t\tvar sampler = samplers[ i ];\n\t\t\t\tvar target = targets[ i ];\n\n\t\t\t\tif ( node === undefined ) continue;\n\n\t\t\t\tnode.updateMatrix();\n\t\t\t\tnode.matrixAutoUpdate = true;\n\n\t\t\t\tvar TypedKeyframeTrack;\n\n\t\t\t\tswitch ( PATH_PROPERTIES[ target.path ] ) {\n\n\t\t\t\t\tcase PATH_PROPERTIES.weights:\n\n\t\t\t\t\t\tTypedKeyframeTrack = NumberKeyframeTrack;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase PATH_PROPERTIES.rotation:\n\n\t\t\t\t\t\tTypedKeyframeTrack = QuaternionKeyframeTrack;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase PATH_PROPERTIES.position:\n\t\t\t\t\tcase PATH_PROPERTIES.scale:\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tTypedKeyframeTrack = VectorKeyframeTrack;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t\tvar targetName = node.name ? node.name : node.uuid;\n\n\t\t\t\tvar interpolation = sampler.interpolation !== undefined ? INTERPOLATION[ sampler.interpolation ] : InterpolateLinear;\n\n\t\t\t\tvar targetNames = [];\n\n\t\t\t\tif ( PATH_PROPERTIES[ target.path ] === PATH_PROPERTIES.weights ) {\n\n\t\t\t\t\t// Node may be a Group (glTF mesh with several primitives) or a Mesh.\n\t\t\t\t\tnode.traverse( function ( object ) {\n\n\t\t\t\t\t\tif ( object.isMesh === true && object.morphTargetInfluences ) {\n\n\t\t\t\t\t\t\ttargetNames.push( object.name ? object.name : object.uuid );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} );\n\n\t\t\t\t} else {\n\n\t\t\t\t\ttargetNames.push( targetName );\n\n\t\t\t\t}\n\n\t\t\t\tvar outputArray = outputAccessor.array;\n\n\t\t\t\tif ( outputAccessor.normalized ) {\n\n\t\t\t\t\tvar scale;\n\n\t\t\t\t\tif ( outputArray.constructor === Int8Array ) {\n\n\t\t\t\t\t\tscale = 1 / 127;\n\n\t\t\t\t\t} else if ( outputArray.constructor === Uint8Array ) {\n\n\t\t\t\t\t\tscale = 1 / 255;\n\n\t\t\t\t\t} else if ( outputArray.constructor == Int16Array ) {\n\n\t\t\t\t\t\tscale = 1 / 32767;\n\n\t\t\t\t\t} else if ( outputArray.constructor === Uint16Array ) {\n\n\t\t\t\t\t\tscale = 1 / 65535;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthrow new Error( 'THREE.GLTFLoader: Unsupported output accessor component type.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tvar scaled = new Float32Array( outputArray.length );\n\n\t\t\t\t\tfor ( var j = 0, jl = outputArray.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\tscaled[ j ] = outputArray[ j ] * scale;\n\n\t\t\t\t\t}\n\n\t\t\t\t\toutputArray = scaled;\n\n\t\t\t\t}\n\n\t\t\t\tfor ( var j = 0, jl = targetNames.length; j < jl; j ++ ) {\n\n\t\t\t\t\tvar track = new TypedKeyframeTrack(\n\t\t\t\t\t\ttargetNames[ j ] + '.' + PATH_PROPERTIES[ target.path ],\n\t\t\t\t\t\tinputAccessor.array,\n\t\t\t\t\t\toutputArray,\n\t\t\t\t\t\tinterpolation\n\t\t\t\t\t);\n\n\t\t\t\t\t// Override interpolation with custom factory method.\n\t\t\t\t\tif ( sampler.interpolation === 'CUBICSPLINE' ) {\n\n\t\t\t\t\t\ttrack.createInterpolant = function InterpolantFactoryMethodGLTFCubicSpline( result ) {\n\n\t\t\t\t\t\t\t// A CUBICSPLINE keyframe in glTF has three output values for each input value,\n\t\t\t\t\t\t\t// representing inTangent, splineVertex, and outTangent. As a result, track.getValueSize()\n\t\t\t\t\t\t\t// must be divided by three to get the interpolant's sampleSize argument.\n\n\t\t\t\t\t\t\treturn new GLTFCubicSplineInterpolant( this.times, this.values, this.getValueSize() / 3, result );\n\n\t\t\t\t\t\t};\n\n\t\t\t\t\t\t// Mark as CUBICSPLINE. `track.getInterpolation()` doesn't support custom interpolants.\n\t\t\t\t\t\ttrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline = true;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttracks.push( track );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tvar name = animationDef.name !== undefined ? animationDef.name : 'animation_' + animationIndex;\n\n\t\t\treturn new AnimationClip( name, undefined, tracks );\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#nodes-and-hierarchy\n\t * @param {number} nodeIndex\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.loadNode = function ( nodeIndex ) {\n\n\t\tvar json = this.json;\n\t\tvar extensions = this.extensions;\n\t\tvar parser = this;\n\n\t\tvar meshReferences = json.meshReferences;\n\t\tvar meshUses = json.meshUses;\n\n\t\tvar nodeDef = json.nodes[ nodeIndex ];\n\n\t\treturn ( function () {\n\n\t\t\tvar pending = [];\n\n\t\t\tif ( nodeDef.mesh !== undefined ) {\n\n\t\t\t\tpending.push( parser.getDependency( 'mesh', nodeDef.mesh ).then( function ( mesh ) {\n\n\t\t\t\t\tvar node;\n\n\t\t\t\t\tif ( meshReferences[ nodeDef.mesh ] > 1 ) {\n\n\t\t\t\t\t\tvar instanceNum = meshUses[ nodeDef.mesh ] ++;\n\n\t\t\t\t\t\tnode = mesh.clone();\n\t\t\t\t\t\tnode.name += '_instance_' + instanceNum;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tnode = mesh;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// if weights are provided on the node, override weights on the mesh.\n\t\t\t\t\tif ( nodeDef.weights !== undefined ) {\n\n\t\t\t\t\t\tnode.traverse( function ( o ) {\n\n\t\t\t\t\t\t\tif ( ! o.isMesh ) return;\n\n\t\t\t\t\t\t\tfor ( var i = 0, il = nodeDef.weights.length; i < il; i ++ ) {\n\n\t\t\t\t\t\t\t\to.morphTargetInfluences[ i ] = nodeDef.weights[ i ];\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} );\n\n\t\t\t\t\t}\n\n\t\t\t\t\treturn node;\n\n\t\t\t\t} ) );\n\n\t\t\t}\n\n\t\t\tif ( nodeDef.camera !== undefined ) {\n\n\t\t\t\tpending.push( parser.getDependency( 'camera', nodeDef.camera ) );\n\n\t\t\t}\n\n\t\t\tif ( nodeDef.extensions\n\t\t\t\t&& nodeDef.extensions[ EXTENSIONS.KHR_LIGHTS_PUNCTUAL ]\n\t\t\t\t&& nodeDef.extensions[ EXTENSIONS.KHR_LIGHTS_PUNCTUAL ].light !== undefined ) {\n\n\t\t\t\tpending.push( parser.getDependency( 'light', nodeDef.extensions[ EXTENSIONS.KHR_LIGHTS_PUNCTUAL ].light ) );\n\n\t\t\t}\n\n\t\t\treturn Promise.all( pending );\n\n\t\t}() ).then( function ( objects ) {\n\n\t\t\tvar node;\n\n\t\t\t// .isBone isn't in glTF spec. See .markDefs\n\t\t\tif ( nodeDef.isBone === true ) {\n\n\t\t\t\tnode = new Bone();\n\n\t\t\t} else if ( objects.length > 1 ) {\n\n\t\t\t\tnode = new Group();\n\n\t\t\t} else if ( objects.length === 1 ) {\n\n\t\t\t\tnode = objects[ 0 ];\n\n\t\t\t} else {\n\n\t\t\t\tnode = new Object3D();\n\n\t\t\t}\n\n\t\t\tif ( node !== objects[ 0 ] ) {\n\n\t\t\t\tfor ( var i = 0, il = objects.length; i < il; i ++ ) {\n\n\t\t\t\t\tnode.add( objects[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( nodeDef.name !== undefined ) {\n\n\t\t\t\tnode.userData.name = nodeDef.name;\n\t\t\t\tnode.name = PropertyBinding.sanitizeNodeName( nodeDef.name );\n\n\t\t\t}\n\n\t\t\tassignExtrasToUserData( node, nodeDef );\n\n\t\t\tif ( nodeDef.extensions ) addUnknownExtensionsToUserData( extensions, node, nodeDef );\n\n\t\t\tif ( nodeDef.matrix !== undefined ) {\n\n\t\t\t\tvar matrix = new Matrix4();\n\t\t\t\tmatrix.fromArray( nodeDef.matrix );\n\t\t\t\tnode.applyMatrix4( matrix );\n\n\t\t\t} else {\n\n\t\t\t\tif ( nodeDef.translation !== undefined ) {\n\n\t\t\t\t\tnode.position.fromArray( nodeDef.translation );\n\n\t\t\t\t}\n\n\t\t\t\tif ( nodeDef.rotation !== undefined ) {\n\n\t\t\t\t\tnode.quaternion.fromArray( nodeDef.rotation );\n\n\t\t\t\t}\n\n\t\t\t\tif ( nodeDef.scale !== undefined ) {\n\n\t\t\t\t\tnode.scale.fromArray( nodeDef.scale );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn node;\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#scenes\n\t * @param {number} sceneIndex\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.loadScene = function () {\n\n\t\t// scene node hierachy builder\n\n\t\tfunction buildNodeHierachy( nodeId, parentObject, json, parser ) {\n\n\t\t\tvar nodeDef = json.nodes[ nodeId ];\n\n\t\t\treturn parser.getDependency( 'node', nodeId ).then( function ( node ) {\n\n\t\t\t\tif ( nodeDef.skin === undefined ) return node;\n\n\t\t\t\t// build skeleton here as well\n\n\t\t\t\tvar skinEntry;\n\n\t\t\t\treturn parser.getDependency( 'skin', nodeDef.skin ).then( function ( skin ) {\n\n\t\t\t\t\tskinEntry = skin;\n\n\t\t\t\t\tvar pendingJoints = [];\n\n\t\t\t\t\tfor ( var i = 0, il = skinEntry.joints.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tpendingJoints.push( parser.getDependency( 'node', skinEntry.joints[ i ] ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t\treturn Promise.all( pendingJoints );\n\n\t\t\t\t} ).then( function ( jointNodes ) {\n\n\t\t\t\t\tnode.traverse( function ( mesh ) {\n\n\t\t\t\t\t\tif ( ! mesh.isMesh ) return;\n\n\t\t\t\t\t\tvar bones = [];\n\t\t\t\t\t\tvar boneInverses = [];\n\n\t\t\t\t\t\tfor ( var j = 0, jl = jointNodes.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\t\tvar jointNode = jointNodes[ j ];\n\n\t\t\t\t\t\t\tif ( jointNode ) {\n\n\t\t\t\t\t\t\t\tbones.push( jointNode );\n\n\t\t\t\t\t\t\t\tvar mat = new Matrix4();\n\n\t\t\t\t\t\t\t\tif ( skinEntry.inverseBindMatrices !== undefined ) {\n\n\t\t\t\t\t\t\t\t\tmat.fromArray( skinEntry.inverseBindMatrices.array, j * 16 );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\tboneInverses.push( mat );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Joint \"%s\" could not be found.', skinEntry.joints[ j ] );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tmesh.bind( new Skeleton( bones, boneInverses ), mesh.matrixWorld );\n\n\t\t\t\t\t} );\n\n\t\t\t\t\treturn node;\n\n\t\t\t\t} );\n\n\t\t\t} ).then( function ( node ) {\n\n\t\t\t\t// build node hierachy\n\n\t\t\t\tparentObject.add( node );\n\n\t\t\t\tvar pending = [];\n\n\t\t\t\tif ( nodeDef.children ) {\n\n\t\t\t\t\tvar children = nodeDef.children;\n\n\t\t\t\t\tfor ( var i = 0, il = children.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tvar child = children[ i ];\n\t\t\t\t\t\tpending.push( buildNodeHierachy( child, node, json, parser ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\treturn Promise.all( pending );\n\n\t\t\t} );\n\n\t\t}\n\n\t\treturn function loadScene( sceneIndex ) {\n\n\t\t\tvar json = this.json;\n\t\t\tvar extensions = this.extensions;\n\t\t\tvar sceneDef = this.json.scenes[ sceneIndex ];\n\t\t\tvar parser = this;\n\n\t\t\tvar scene = new Scene();\n\t\t\tif ( sceneDef.name !== undefined ) scene.name = sceneDef.name;\n\n\t\t\tassignExtrasToUserData( scene, sceneDef );\n\n\t\t\tif ( sceneDef.extensions ) addUnknownExtensionsToUserData( extensions, scene, sceneDef );\n\n\t\t\tvar nodeIds = sceneDef.nodes || [];\n\n\t\t\tvar pending = [];\n\n\t\t\tfor ( var i = 0, il = nodeIds.length; i < il; i ++ ) {\n\n\t\t\t\tpending.push( buildNodeHierachy( nodeIds[ i ], scene, json, parser ) );\n\n\t\t\t}\n\n\t\t\treturn Promise.all( pending ).then( function () {\n\n\t\t\t\treturn scene;\n\n\t\t\t} );\n\n\t\t};\n\n\t}();\n\n\treturn GLTFLoader;\n\n} )();\n\nexport { GLTFLoader };\n","///////////////////////////////////////////////////////////////////////////////\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\n//https://www.mxdraw.com/\n///////////////////////////////////////////////////////////////////////////////\nimport { MxDrawObject, MxFun } from \"mxdraw\";\nimport { GLTFLoader } from \"three/examples/jsm/loaders/GLTFLoader\"\nexport function mxtest_add_3d_model(mxdraw:MxDrawObject) {\n const loader = new GLTFLoader();\n loader.load(\n './gis/34M_17.gltf',\n (gltf) => {\n gltf.scene.position.set(116577.28779765591, 19632.646909285337,0);\n gltf.scene.rotateX(Math.PI / 2);\n gltf.scene.scale.set(2,2,2);\n mxdraw.addObject(gltf.scene);\n }\n );\n}\n","import drawLine from \"./param/drawLine?raw\"\r\nimport drawCircle from \"./param/drawCircle?raw\"\r\nimport drawPoint from \"./param/drawPoint?raw\"\r\nimport drawImg from \"./param/drawImg?raw\"\r\nimport drawArc from \"./param/drawArc?raw\"\r\nimport drawPolyline from \"./param/drawPolyline?raw\"\r\nimport drawEllipse from \"./param/drawEllipse?raw\"\r\nimport drawText from \"./param/drawText?raw\"\r\nimport drawMtext from \"./param/drawMtext?raw\"\r\nimport drawDimension from \"./param/drawDimension?raw\"\r\nimport drawPath from \"./param/drawPath?raw\"\r\nimport drawHatch from \"./param/drawHatch?raw\"\r\nimport drawBlock from \"./param/drawBlock?raw\"\r\nimport drawCustom from \"./param/drawCustom?raw\"\r\nimport drawTypeLine from \"./param/drawTypeLine?raw\"\r\nimport drawTypeText from \"./param/drawTypeText?raw\"\r\nimport Mx_drawArc from \"./interactive/Mx_drawArc?raw\"\r\nimport Mx_drawLine from \"./interactive/Mx_drawLine?raw\"\r\nimport Mx_drawText from \"./interactive/Mx_drawText?raw\"\r\nimport Mx_drawCircle from \"./interactive/Mx_drawCircle?raw\"\r\nimport Mx_drawImg from \"./interactive/Mx_drawImg?raw\"\r\nimport Mx_drawPolyline from \"./interactive/Mx_drawPolyline?raw\"\r\nimport Mx_drawMxDbEllipse from \"./interactive/Mx_drawMxDbEllipse?raw\"\r\nimport Mx_drawHatchFormPoint from \"./interactive/Mx_drawHatchFormPoint?raw\"\r\nimport Mx_InsertBlock from \"./interactive/Mx_InsertBlock?raw\"\r\nimport Mx_drawCustomEntity from \"./interactive/Mx_drawCustomEntity?raw\"\r\nimport TestGetAllEntity from \"./dataBase/TestGetAllEntity?raw\"\r\nimport TestAddLayer from \"./dataBase/TestAddLayer?raw\"\r\nimport TestGetAllBlock from \"./dataBase/TestGetAllBlock?raw\"\r\nimport TestGetAllLayer from \"./dataBase/TestGetAllLayer?raw\"\r\nimport TestGetAllLinetype from \"./dataBase/TestGetAllLinetype?raw\"\r\nimport TestGetAllTextStyle from \"./dataBase/TestGetAllTextStyle?raw\"\r\nimport TestReadxData from \"./dataBase/TestReadxData?raw\"\r\nimport TestWritexData from \"./dataBase/TestWritexData?raw\"\r\nimport TestGetNamedObjectsDictionary from \"./dataBase/TestGetNamedObjectsDictionary?raw\"\r\n\r\nexport default [\r\n {\r\n type: \"参数绘图\",\r\n name: \"画直线\",\r\n code: drawLine,\r\n },\r\n {\r\n type: \"参数绘图\",\r\n name: \"画圆\",\r\n code: drawCircle,\r\n },\r\n {\r\n type: \"参数绘图\",\r\n name: \"画点\",\r\n code: drawPoint,\r\n },\r\n {\r\n type: \"参数绘图\",\r\n name: \"画圆弧\",\r\n code: drawArc,\r\n },\r\n {\r\n type: \"参数绘图\",\r\n name: \"画图片\",\r\n code: drawImg,\r\n },\r\n {\r\n type: \"参数绘图\",\r\n name: \"画多段线\",\r\n code: drawPolyline,\r\n },\r\n {\r\n type: \"参数绘图\",\r\n name: \"画椭圆\",\r\n code: drawEllipse,\r\n },\r\n {\r\n type: \"参数绘图\",\r\n name: \"画文字\",\r\n code: drawText,\r\n },\r\n {\r\n type: \"参数绘图\",\r\n name: \"画多行文字\",\r\n code: drawMtext,\r\n },\r\n {\r\n type: \"参数绘图\",\r\n name: \"画尺寸标注\",\r\n code: drawDimension,\r\n },\r\n {\r\n type: \"参数绘图\",\r\n name: \"画路径\",\r\n code: drawPath,\r\n },\r\n {\r\n type: \"参数绘图\",\r\n name: \"画填充\",\r\n code: drawHatch,\r\n },\r\n {\r\n type: \"参数绘图\",\r\n name: \"画图块\",\r\n code: drawBlock,\r\n },\r\n {\r\n type: \"参数绘图\",\r\n name: \"画文本自定义实体\",\r\n code: drawCustom,\r\n },\r\n {\r\n type: \"参数绘图\",\r\n name: \"画多种线型的直线\",\r\n code: drawTypeLine,\r\n },\r\n {\r\n type: \"参数绘图\",\r\n name: \"画多种文字样式的文字\",\r\n code: drawTypeText,\r\n },\r\n {\r\n type: \"交互绘图\",\r\n name: \"取点画圆弧\",\r\n code: Mx_drawArc,\r\n },\r\n {\r\n type: \"交互绘图\",\r\n name: \"取点画直线\",\r\n code: Mx_drawLine,\r\n },\r\n {\r\n type: \"交互绘图\",\r\n name: \"取点画文字\",\r\n code: Mx_drawText,\r\n },\r\n {\r\n type: \"交互绘图\",\r\n name: \"取点画圆\",\r\n code: Mx_drawCircle,\r\n },\r\n {\r\n type: \"交互绘图\",\r\n name: \"取点画图片\",\r\n code: Mx_drawImg,\r\n },\r\n {\r\n type: \"交互绘图\",\r\n name: \"取点画多段线\",\r\n code: Mx_drawPolyline,\r\n },\r\n {\r\n type: \"交互绘图\",\r\n name: \"取点画椭圆\",\r\n code: Mx_drawMxDbEllipse,\r\n },\r\n {\r\n type: \"交互绘图\",\r\n name: \"选点填充\",\r\n code: Mx_drawHatchFormPoint,\r\n },\r\n {\r\n type: \"交互绘图\",\r\n name: \"插入图块\",\r\n code: Mx_InsertBlock,\r\n },\r\n {\r\n type: \"交互绘图\",\r\n name: \"绘制矩形\",\r\n code: Mx_drawCustomEntity,\r\n },\r\n {\r\n type: \"图纸数据库\",\r\n name: \"得到图纸所有对象\",\r\n code: TestGetAllEntity,\r\n },\r\n {\r\n type: \"图纸数据库\",\r\n name: \"添加图层\",\r\n code: TestAddLayer,\r\n },\r\n {\r\n type: \"图纸数据库\",\r\n name: \"得到图纸所有图块\",\r\n code: TestGetAllBlock,\r\n },\r\n {\r\n type: \"图纸数据库\",\r\n name: \"得到图纸所有图层\",\r\n code: TestGetAllLayer,\r\n },\r\n {\r\n type: \"图纸数据库\",\r\n name: \"得到图纸所有线型样式\",\r\n code: TestGetAllLinetype,\r\n },\r\n {\r\n type: \"图纸数据库\",\r\n name: \"得到图纸所有文字样式\",\r\n code: TestGetAllTextStyle,\r\n },\r\n {\r\n type: \"图纸数据库\",\r\n name: \"读扩展数据\",\r\n code: TestReadxData,\r\n },\r\n {\r\n type: \"图纸数据库\",\r\n name: \"写入扩展数据\",\r\n code: TestWritexData,\r\n },\r\n {\r\n type: \"图纸数据库\",\r\n name: \"得到命名字典\",\r\n code: TestGetNamedObjectsDictionary,\r\n },\r\n]","export default \"import { MxCpp, McGePoint3d, McDbLine, McCmColor} from \\\"mxcad\\\";\\n\\n//画直线\\nfunction drawLine() {\\n const mxcad = MxCpp.getCurrentMxCAD();\\n // 创建新画布\\n mxcad.newFile();\\n\\n // 绘制直线\\n let line_1 = new McDbLine()\\n let pt1 = new McGePoint3d(1000, 200, 0)\\n let pt2 = new McGePoint3d(-1000, -200, 0)\\n line_1.startPoint = pt1\\n line_1.endPoint = pt2\\n line_1.trueColor = new McCmColor(0, 255, 0)\\n mxcad.drawEntity(line_1)\\n\\n let line_2 = new McDbLine(1000, 500, 0, -1000, -500, 0)\\n line_2.trueColor = new McCmColor(255, 0, 0)\\n line_2.linetypeScale = 0.4\\n mxcad.drawEntity(line_2)\\n\\n mxcad.drawLine(1000, 800, -1000, -800)\\n\\n mxcad.zoomAll()\\n mxcad.zoomScale(0.8)\\n};\\n\\n// 调用画直线方法\\ndrawLine();\\n\"","export default \"import {MxCpp, McDbCircle , McCmColor, McGePoint3d} from \\\"mxcad\\\"\\n\\n//画圆\\nfunction drawCircle() {\\n const mxcad = MxCpp.getCurrentMxCAD();\\n // 创建新画布\\n mxcad.newFile();\\n\\n //绘制圆\\n const circle_1 = new McDbCircle(-100, 300, 0, 20)\\n circle_1.trueColor = new McCmColor(255, 0, 0)\\n mxcad.drawEntity(circle_1)\\n\\n const circle_2 = new McDbCircle()\\n circle_2.center = new McGePoint3d(-100, 300, 0)\\n circle_2.radius = 10\\n circle_2.trueColor = new McCmColor(0, 255, 0)\\n mxcad.drawEntity(circle_2)\\n\\n mxcad.drawCircle(-100, 300, 30)\\n\\n mxcad.zoomAll()\\n mxcad.zoomScale(0.8)\\n};\\n\\n// 调用画圆方法\\ndrawCircle();\\n\"","export default \"import { MxCpp, McDbPoint, McCmColor } from \\\"mxcad\\\"\\n\\n//画点\\nfunction drawPoint() {\\n const mxcad = MxCpp.getCurrentMxCAD();\\n // 创建新画布\\n mxcad.newFile();\\n\\n // 循环画点\\n const point = new McDbPoint()\\n const color = new McCmColor(0, 255, 0)\\n point.trueColor = color\\n for (let i = 0; i < 100; i++) {\\n point.setPosition(i, 200 + i)\\n mxcad.drawEntity(point)\\n }\\n for (let i = 0; i < 100; i++) {\\n mxcad.drawPoint(i, 150 + i)\\n }\\n\\n mxcad.zoomAll()\\n mxcad.zoomScale(0.8)\\n};\\n\\n// 调用画点的函数\\ndrawPoint();\"","export default \"import { MxCpp, McDbArc, McGePoint3d, McCmColor} from \\\"mxcad\\\";\\n\\n//画圆弧\\nfunction drawArc() {\\n const mxcad = MxCpp.getCurrentMxCAD();\\n // 创建新画布\\n mxcad.newFile();\\n\\n const arc = new McDbArc()\\n arc.center = new McGePoint3d(-100, -100),\\n arc.radius = 20\\n arc.startAngle = Math.PI / 2\\n arc.endAngle = Math.PI * 3 / 2\\n arc.trueColor = new McCmColor(255, 233, 0)\\n mxcad.drawEntity(arc)\\n\\n const arc_1 = new McDbArc()\\n const pt1 = new McGePoint3d(-60, -80)\\n const pt2 = new McGePoint3d(-80, -100)\\n const pt3 = new McGePoint3d(-60, -120)\\n arc_1.trueColor = new McCmColor(0, 255, 0)\\n arc_1.computeArc(pt1.x, pt1.y, pt2.x, pt2.y, pt3.x, pt3.y)\\n mxcad.drawEntity(arc_1)\\n\\n mxcad.drawArc(-120, -100, 20, 100, 250);\\n\\n mxcad.drawColor = new McCmColor(255, 0, 0)\\n mxcad.drawArc2(-80, -80, -100, -100, -80, -120)\\n\\n mxcad.drawColor = new McCmColor(0, 0, 255)\\n mxcad.drawArc3(-40, -80, -40, -120, 1)\\n\\n mxcad.zoomAll()\\n mxcad.zoomScale(0.8)\\n};\\n\\n// 调用绘圆方法\\ndrawArc()\"","export default \"import { MxCpp, McGePoint3d } from \\\"mxcad\\\";\\n\\n//画图片\\nfunction drawImg() {\\n const mxcad = MxCpp.getCurrentMxCAD();\\n // 创建新画布\\n mxcad.newFile();\\n\\n //图片插入点\\n const pt = new McGePoint3d(0, 0, 0)\\n //图片地址\\n let imagUrl = \\\"https://cdn.pixabay.com/photo/2022/11/15/12/23/winter-7593872_960_720.jpg\\\";\\n mxcad.loadImage(imagUrl, (image) => {\\n if (!image) {\\n console.log(\\\"loadImage failed\\\");\\n return;\\n }\\n let width = mxcad.mxdraw.viewCoordLong2Cad(100);\\n let height = (image.height / image.width) * width;\\n mxcad.drawImage((pt as any).x, (pt as any).y, width, height, 0, imagUrl);\\n mxcad.updateDisplay();\\n });\\n};\\n\\n// 调用绘图片方法\\ndrawImg();\"","export default \"import { MxCpp, McDbPolyline, McGePoint3d } from \\\"mxcad\\\"\\n\\n//画多段线\\nfunction drawPolyline() {\\n const mxcad = MxCpp.getCurrentMxCAD();\\n // 创建新画布\\n mxcad.newFile();\\n \\n // 画多段线\\n const polyline = new McDbPolyline()\\n polyline.isClosed = true // 设置闭合\\n polyline.constantWidth = 5 // 设置线宽\\n // 添加多段线顶点\\n polyline.addVertexAt(new McGePoint3d(800, 300, 0))\\n polyline.addVertexAt(new McGePoint3d(900, 300, 0))\\n polyline.addVertexAt(new McGePoint3d(900, 400, 0))\\n mxcad.drawEntity(polyline)\\n\\n mxcad.zoomAll()\\n mxcad.zoomScale(0.8)\\n}\\n\\n// 调用画多段线的方法\\ndrawPolyline()\"","export default \"import {McDbEllipse, McGeVector3d, MxCpp, McGePoint3d, McCmColor } from \\\"mxcad\\\";\\n \\n//画椭圆弧\\nfunction drawEllipse() {\\n const mxcad = MxCpp.getCurrentMxCAD();\\n // 创建新画布\\n mxcad.newFile();\\n\\n //绘制椭圆\\n const ellipse = new McDbEllipse();\\n ellipse.center = new McGePoint3d(-200, -200);\\n ellipse.majorAxis = new McGeVector3d(0, 300, 0);\\n ellipse.radiusRatio = 0.5;\\n ellipse.trueColor = new McCmColor(255, 233, 0);\\n mxcad.drawEntity(ellipse);\\n\\n const ellipse_arc = new McDbEllipse();\\n ellipse_arc.center = new McGePoint3d(-380, -200);\\n ellipse_arc.majorAxis = new McGeVector3d(0, 150, 0);\\n ellipse_arc.minorAxis = new McGeVector3d(280, 0, 0);\\n ellipse_arc.startAngle = Math.PI / 2;\\n ellipse_arc.endAngle = Math.PI * 3 / 2;\\n ellipse_arc.trueColor = new McCmColor(0, 255, 255);\\n mxcad.drawEntity(ellipse_arc);\\n\\n mxcad.drawEllipse(0, -200, 200, 0, 1.5);\\n\\n mxcad.drawColor = new McCmColor(0, 255, 0);\\n mxcad.drawEllipseArc(200, -200, 200, 0, 1.5, 100, 650);\\n\\n mxcad.zoomAll();\\n mxcad.zoomScale(0.8);\\n};\\n\\n// 调用画椭圆的方法\\ndrawEllipse();\"","export default \"import { MxCpp, McGePoint3d, McDbText, McCmColor } from \\\"mxcad\\\";\\n\\nfunction drawText() {\\n const mxcad = MxCpp.getCurrentMxCAD();\\n // 创建新画布\\n mxcad.newFile();\\n\\n // 绘制文字\\n let text = new McDbText()\\n text.textString = 'Hello World'\\n text.position = new McGePoint3d(1000, 200, 0)\\n text.height = 50\\n text.trueColor = new McCmColor(0, 255, 0)\\n mxcad.drawEntity(text)\\n\\n mxcad.zoomAll()\\n mxcad.zoomScale(0.8)\\n};\\n\\n// 调用画文字的方法\\ndrawText();\"","export default \"import { MxCpp } from \\\"mxcad\\\";\\r\\n\\r\\nfunction drawMtext() {\\r\\n let mxcad = MxCpp.getCurrentMxCAD();\\r\\n //清空当前显示内容\\r\\n mxcad.newFile();\\r\\n\\r\\n //把颜色改回黑白色\\r\\n mxcad.drawColorIndex = 0;\\r\\n\\r\\n mxcad.addLayer(\\\"MtextLayer\\\");\\r\\n\\r\\n //设置当前图层为\\\"MtextLayer\\\"\\r\\n\\r\\n mxcad.drawLayer = \\\"MtextLayer\\\"; \\r\\n\\r\\n mxcad.drawTextStyle = \\\"\\\";\\r\\n\\r\\n mxcad.drawMText(0, -100, \\\"控件:\\\\\\\\P多行文字测试\\\", 50, 400, 0, 1);\\r\\n\\r\\n mxcad.zoomAll();\\r\\n mxcad.updateDisplay();\\r\\n};\\r\\n\\r\\n// 调用画多行文字的方法\\r\\ndrawMtext();\"","export default \"\\nimport { McDbAlignedDimension,McDb, McDbRotatedDimension, MxCpp, McGePoint3d, McCmColor } from \\\"mxcad\\\";\\n//画标注\\nfunction drawDimension() {\\n const mxcad = MxCpp.getCurrentMxCAD();\\n // 创建新画布\\n mxcad.newFile();\\n\\n // 画标注\\n const mDimension = new McDbAlignedDimension()\\n mDimension.xLine1Point = new McGePoint3d(-1800, 800)\\n mDimension.xLine2Point = new McGePoint3d(1800, 800)\\n mDimension.dimLinePoint = new McGePoint3d(800, 500)\\n mDimension.textAttachment = McDb.AttachmentPoint.kTopLeft\\n mDimension.trueColor = new McCmColor(200, 255, 0)\\n mDimension.oblique = 0\\n mxcad.drawEntity(mDimension)\\n\\n const rDimension = new McDbRotatedDimension()\\n rDimension.xLine1Point = new McGePoint3d(-1800, -800)\\n rDimension.xLine2Point = new McGePoint3d(1800, -800)\\n rDimension.dimLinePoint = new McGePoint3d(-800, -500)\\n rDimension.textAttachment = McDb.AttachmentPoint.kTopLeft\\n rDimension.textRotation = 0.6\\n rDimension.trueColor = new McCmColor(200, 255, 0)\\n rDimension.oblique = 0\\n rDimension.rotation = 0\\n rDimension.dimensionText = \\\"标注文本\\\"\\n mxcad.drawEntity(rDimension)\\n\\n mxcad.zoomCenter(0, 0)\\n};\\n\\n// 调用画标注方法\\ndrawDimension();\"","export default \"import { MxCpp } from \\\"mxcad\\\";\\r\\n\\r\\n// 画路径\\r\\nfunction drawPath() {\\r\\n const mxcad = MxCpp.getCurrentMxCAD();\\r\\n // 创建新画布\\r\\n mxcad.newFile();\\r\\n //用路径 绘制矩形框\\r\\n //定义一个路径的开始点\\r\\n mxcad.pathMoveTo(0, 300);\\r\\n //路径的一下个点\\r\\n mxcad.pathLineTo(100, 300);\\r\\n //路径的一下个点\\r\\n mxcad.pathLineTo(100, 400);\\r\\n //路径的一下个点\\r\\n mxcad.pathLineTo(0, 400);\\r\\n //把路径设置成闭合\\r\\n mxcad.pathMakeClosed();\\r\\n //生成一个矩形框的多义线\\r\\n mxcad.drawPathToPolyline();\\r\\n\\r\\n //定义一个路径的开始点\\r\\n mxcad.pathMoveTo(170, 320)\\r\\n mxcad.pathLineTo(200, 320)\\r\\n mxcad.pathLineTo(200, 340)\\r\\n mxcad.pathLineTo(170, 340)\\r\\n // 把上面定义的路径定义填充排除区域.\\r\\n mxcad.pathMakeExclude(true)\\r\\n mxcad.pathMoveTo(150, 300)\\r\\n mxcad.pathLineTo(250, 300)\\r\\n mxcad.pathLineTo(250, 400)\\r\\n mxcad.pathLineTo(150, 400)\\r\\n mxcad.pathMakeClosed();\\r\\n // 将路径生成一个填充 这里的参数是图案缩放比例\\r\\n mxcad.drawPathToHatch(1);\\r\\n\\r\\n mxcad.zoomAll();\\r\\n mxcad.zoomScale(0.8)\\r\\n};\\r\\n\\r\\n// 调用画路径的函数\\r\\ndrawPath();\"","export default \"import { MxCpp, McCmColor } from \\\"mxcad\\\";\\r\\n\\r\\n// 画填充\\r\\nfunction drawHatch() {\\r\\n const mxcad = MxCpp.getCurrentMxCAD();\\r\\n // 创建新画布\\r\\n mxcad.newFile();\\r\\n // 绘制一个实心填充\\r\\n //定义一个路径的开始点\\r\\n mxcad.pathMoveTo(150, 3300);\\r\\n //路径的一下个点\\r\\n mxcad.pathLineTo(250, 3300);\\r\\n //路径的一下个点\\r\\n mxcad.pathLineTo(250, 3400);\\r\\n //路径的一下个点\\r\\n mxcad.pathLineTo(150, 3300);\\r\\n //把路径拟合成一个样线\\r\\n mxcad.drawColor = new McCmColor(255, 0, 0);\\r\\n mxcad.drawPathToHatch(1);\\r\\n\\r\\n // 绘制一个图形填充\\r\\n mxcad.addPatternDefinition(\\\"MyHatchPattern1\\\", \\\"((45, 0,0, 0,0.125))\\\");\\r\\n mxcad.drawPatternDefinition = \\\"MyHatchPattern1\\\";\\r\\n //定义一个路径的开始点\\r\\n mxcad.pathMoveTo(250, 3300);\\r\\n //路径的一下个点\\r\\n mxcad.pathLineTo(350, 3300);\\r\\n //路径的一下个点\\r\\n mxcad.pathLineTo(350, 3400);\\r\\n //路径的一下个点\\r\\n mxcad.pathLineTo(250, 3300);\\r\\n mxcad.drawColor = new McCmColor(255, 255, 0);\\r\\n //把路径变成一个填充,80,是填充图案的缩放比例.\\r\\n mxcad.drawPathToHatch(100);\\r\\n mxcad.zoomAll()\\r\\n mxcad.zoomScale(0.8)\\r\\n};\\r\\n\\r\\n// 调用画填充的方法\\r\\ndrawHatch();\"","export default \"import { MxCpp, McDbBlockTableRecord, McDbLine, McDbCircle, McCmColor, McDbBlockReference, McGePoint3d } from \\\"mxcad\\\";\\r\\n\\r\\n// 画图块\\r\\nfunction drawBlock() {\\r\\n const mxcad = MxCpp.getCurrentMxCAD();\\r\\n // 创建新画布\\r\\n mxcad.newFile();\\r\\n\\r\\n // 先从数据库中得到图块表\\r\\n let blkTable = mxcad.getDatabase().getBlockTable();\\r\\n // 将一个新的图块记录添加到图块表中\\r\\n let blkRecId = blkTable.add(new McDbBlockTableRecord());\\r\\n\\r\\n // 根据ObjectId再次得到刚刚添加的图块记录\\r\\n let blkTableRecord = blkRecId.getMcDbBlockTableRecord()\\r\\n\\r\\n // 添加两条线段再图块记录中 这里每条线段的具体属性比如开始点和结束点自行赋值\\r\\n const line = new McDbLine(50, 50, 0, -50, -50, 0)\\r\\n line.trueColor = new McCmColor(0, 255, 0)\\r\\n const line1 = new McDbLine(-50, 50, 0, 50, -50, 0)\\r\\n const circle = new McDbCircle(0, 0, 0, 50)\\r\\n circle.trueColor = new McCmColor(255, 255, 0)\\r\\n blkTableRecord.appendAcDbEntity(line);\\r\\n blkTableRecord.appendAcDbEntity(line1);\\r\\n blkTableRecord.appendAcDbEntity(circle);\\r\\n\\r\\n // 设置图块的基点 一般是包围盒内的点, 可以任意指定\\r\\n blkTableRecord.origin = new McGePoint3d(0, 0, 0);\\r\\n\\r\\n // 实例化块参照 这里需要设置我们刚刚添加图块记录得到的ObjectId\\r\\n let blkRef = new McDbBlockReference();\\r\\n blkRef.blockTableRecordId = blkRecId;\\r\\n // 最后设置位置 渲染图块\\r\\n blkRef.position = new McGePoint3d(0, 0, 0);\\r\\n\\r\\n mxcad.drawEntity(blkRef);\\r\\n\\r\\n mxcad.zoomAll()\\r\\n mxcad.zoomScale(0.8)\\r\\n};\\r\\n\\r\\n// 调用画图块方法\\r\\ndrawBlock();\"","export default \"import {\\r\\n MxCpp, McDbLine, McGePoint3d, McDbCustomEntity, IMcDbDwgFiler,MxCADWorldDraw,McGePoint3dArray,\\r\\n McGeVector3d,McDbText,McDb,MxCADResbuf,MxCADSelectionSet,McObjectId,McDbCircle } from \\\"mxcad\\\"\\r\\n\\r\\n// 线文本自定义实体\\r\\n // 新创建 McDbLineText 类,继承McDbCustomEntity\\r\\n class McDbTestLineText extends McDbCustomEntity {\\r\\n //设置McDbLineText类中的两个直线端点 pt1、pt2\\r\\n //以及显示线段长度的文字_text和文字大小_textsize\\r\\n private pt1: McGePoint3d = new McGePoint3d();\\r\\n private pt2: McGePoint3d = new McGePoint3d();\\r\\n private _text: string = \\\"\\\";\\r\\n private _textsize: number = 10;\\r\\n //构造函数\\r\\n constructor(imp?: any) {\\r\\n super(imp);\\r\\n }\\r\\n //创建函数\\r\\n public create(imp: any) {\\r\\n return new McDbTestLineText(imp)\\r\\n }\\r\\n //获取类型\\r\\n public getTypeName(): string {\\r\\n return \\\"McDbTestLineText\\\";\\r\\n }\\r\\n //设置或获取文本值\\r\\n public set text(val: string) {\\r\\n this._text = val;\\r\\n }\\r\\n public get text(): string {\\r\\n return this._text;\\r\\n }\\r\\n //设置或获取文本大小\\r\\n public set textsize(val: number) {\\r\\n this._textsize = val;\\r\\n }\\r\\n public get textsize(): number {\\r\\n return this._textsize;\\r\\n }\\r\\n //读取自定义实体数据pt1、pt2、_text、_textsize\\r\\n public dwgInFields(filter: IMcDbDwgFiler): boolean {\\r\\n this.pt1 = filter.readPoint(\\\"pt1\\\").val;\\r\\n this.pt2 = filter.readPoint(\\\"pt2\\\").val;\\r\\n this._text = filter.readString(\\\"text\\\").val;\\r\\n this._textsize = filter.readDouble(\\\"textsize\\\").val;\\r\\n return true;\\r\\n }\\r\\n //写入自定义实体数据pt1、pt2、_text、_textsize\\r\\n public dwgOutFields(filter: IMcDbDwgFiler): boolean {\\r\\n filter.writePoint(\\\"pt1\\\", this.pt1);\\r\\n filter.writePoint(\\\"pt2\\\", this.pt2);\\r\\n filter.writeString(\\\"text\\\", this._text);\\r\\n filter.writeDouble(\\\"textsize\\\", this._textsize);\\r\\n return true;\\r\\n }\\r\\n //自定义同步函数,当其他对象与该对象相连时同步数据\\r\\n private fineLink(pt: McGePoint3d): any {\\r\\n let ret: any = {};\\r\\n let myId = this.getObjectID();\\r\\n let dSearch = this._textsize * 0.5;;\\r\\n let filter = new MxCADResbuf();\\r\\n filter.AddString(\\\"McDbCustomEntity\\\", 5020);\\r\\n let ss = new MxCADSelectionSet();\\r\\n ss.crossingSelect(pt.x - dSearch, pt.y - dSearch, pt.x + dSearch, pt.y + dSearch, filter);\\r\\n ss.forEach((id) => {\\r\\n if (id == myId)\\r\\n return;\\r\\n let ent = id.getMcDbEntity();\\r\\n if (!ent) return;\\r\\n if (ent instanceof McDbLineText) {\\r\\n let line = (ent as McDbLineText);\\r\\n let linkPoint = line.getPoint1();\\r\\n let link_pos = 0;\\r\\n // 得到直线与图块连接的端点坐标.\\r\\n let dist = line.getPoint1().distanceTo(pt);\\r\\n if (dist > line.getPoint2().distanceTo(pt)) {\\r\\n dist = line.getPoint2().distanceTo(pt);\\r\\n linkPoint = line.getPoint2();\\r\\n link_pos = 1;\\r\\n }\\r\\n if (dist < dSearch) {\\r\\n ret[id.id] = { link_point: linkPoint,link_pos:link_pos };\\r\\n }\\r\\n }\\r\\n });\\r\\n return ret;\\r\\n }\\r\\n //处理夹点编辑效果\\r\\n public moveGripPointsAt(iIndex: number, dXOffset: number, dYOffset: number, dZOffset: number) {\\r\\n this.assertWrite();\\r\\n let pt:McGePoint3d = this.pt1.clone();\\r\\n let new_pt:McGePoint3d = pt;\\r\\n if (iIndex == 0) {\\r\\n this.pt1.x += dXOffset;\\r\\n this.pt1.y += dYOffset;\\r\\n this.pt1.z += dZOffset;\\r\\n new_pt = this.pt1;\\r\\n }\\r\\n else if (iIndex == 1) {\\r\\n pt = this.pt2.clone();\\r\\n this.pt2.x += dXOffset;\\r\\n this.pt2.y += dYOffset;\\r\\n this.pt2.z += dZOffset;\\r\\n new_pt = this.pt2;\\r\\n }\\r\\n if (this.getObjectID().isValid()) {\\r\\n // 同步,与连接的其它对象。\\r\\n let linkobj = this.fineLink(pt)\\r\\n Object.keys(linkobj).forEach((id_val:any)=>{\\r\\n let idFind = new McObjectId(id_val);\\r\\n let lineFind = (idFind.getMcDbEntity() as McDbLineText);\\r\\n if(linkobj[id_val].link_pos == 0){\\r\\n lineFind.setPoint1(new_pt);\\r\\n }\\r\\n else{\\r\\n lineFind.setPoint2(new_pt);\\r\\n }\\r\\n });\\r\\n }\\r\\n };\\r\\n //设置对象编辑点位\\r\\n public getGripPoints(): McGePoint3dArray {\\r\\n let ret = new McGePoint3dArray()\\r\\n ret.append(this.pt1);\\r\\n ret.append(this.pt2);\\r\\n return ret;\\r\\n };\\r\\n //动态绘制\\r\\n public worldDraw(draw: MxCADWorldDraw): void {\\r\\n let circle_r = this._textsize * 0.4;\\r\\n let vec2 = this.pt2.sub(this.pt1);\\r\\n vec2.normalize().mult(circle_r);\\r\\n let tmpline = new McDbLine(this.pt1.clone().addvec(vec2),\\r\\n this.pt2.clone().subvec(vec2));\\r\\n draw.drawEntity(tmpline);\\r\\n let vec = this.pt2.sub(this.pt1).mult(0.5);\\r\\n let midpt = this.pt1.clone().addvec(vec);\\r\\n if (vec.dotProduct(McGeVector3d.kXAxis) < 0) {\\r\\n vec.negate();\\r\\n }\\r\\n let ange = vec.angleTo2(McGeVector3d.kXAxis, McGeVector3d.kNegateZAxis);\\r\\n let str = this._text;\\r\\n if (str.length == 0) {\\r\\n str = this.pt1.distanceTo(this.pt2).toFixed(2);\\r\\n }\\r\\n vec.perpVector();\\r\\n if (vec.dotProduct(McGeVector3d.kYAxis) < 0) {\\r\\n vec.negate();\\r\\n }\\r\\n vec.normalize().mult(this._textsize * 0.2);\\r\\n let text = new McDbText();\\r\\n text.textString = str;\\r\\n text.position = midpt.clone().addvec(vec);\\r\\n text.alignmentPoint = midpt.clone().addvec(vec);\\r\\n text.rotation = ange;\\r\\n text.verticalMode = McDb.TextVertMode.kTextBottom;\\r\\n text.horizontalMode = McDb.TextHorzMode.kTextCenter;\\r\\n text.height = this._textsize;\\r\\n draw.drawEntity(text)\\r\\n let circle1 = new McDbCircle();\\r\\n circle1.center = this.pt1;\\r\\n circle1.radius = circle_r;\\r\\n draw.drawEntity(circle1);\\r\\n\\r\\n let circle2= new McDbCircle();\\r\\n circle2.center = this.pt2;\\r\\n circle2.radius = circle_r;\\r\\n draw.drawEntity(circle2);\\r\\n }\\r\\n // 设置pt1\\r\\n public setPoint1(pt1: McGePoint3d) {\\r\\n this.assertWrite();\\r\\n this.pt1 = pt1.clone();\\r\\n }\\r\\n // 设置pt2\\r\\n public setPoint2(pt2: McGePoint3d) {\\r\\n this.assertWrite();\\r\\n this.pt2 = pt2.clone();\\r\\n }\\r\\n // 获取pt1\\r\\n public getPoint1() {\\r\\n return this.pt1;\\r\\n }\\r\\n //获取pt2\\r\\n public getPoint2() {\\r\\n return this.pt2;\\r\\n }\\r\\n}\\r\\n\\r\\n// 绘线文本自定义实体\\r\\nasync function MxTest_LineText() {\\r\\n let mxcad = MxCpp.getCurrentMxCAD();\\r\\n //清空当前显示内容\\r\\n mxcad.newFile();\\r\\n\\r\\n let pt1 = new McGePoint3d(100, 100, 0);\\r\\n let pt2 = new McGePoint3d(200, 150, 0);\\r\\n let pt3 = new McGePoint3d(400, 50, 0);\\r\\n let pt4 = new McGePoint3d(600, 60, 0);\\r\\n let pt5 = new McGePoint3d(200, 300, 0);\\r\\n\\r\\n let textsize = 5;\\r\\n\\r\\n let myline1 = new McDbTestLineText();\\r\\n myline1.setPoint1(pt1);\\r\\n myline1.setPoint2(pt2);\\r\\n myline1.textsize = textsize;\\r\\n myline1.text = \\\"xxxx\\\";\\r\\n mxcad.drawEntity(myline1);\\r\\n\\r\\n\\r\\n let myline2 = new McDbTestLineText();\\r\\n myline2.setPoint1(pt2);\\r\\n myline2.setPoint2(pt3);\\r\\n myline2.textsize = textsize;\\r\\n mxcad.drawEntity(myline2);\\r\\n\\r\\n let myline3 = new McDbTestLineText();\\r\\n myline3.setPoint1(pt3);\\r\\n myline3.setPoint2(pt4);\\r\\n myline3.textsize = textsize;\\r\\n mxcad.drawEntity(myline3);\\r\\n\\r\\n\\r\\n let myline4 = new McDbTestLineText();\\r\\n myline4.setPoint1(pt2);\\r\\n myline4.setPoint2(pt5);\\r\\n myline4.textsize = textsize;\\r\\n mxcad.drawEntity(myline4);\\r\\n\\r\\n\\r\\n //把所有的实体都放到当前显示视区\\r\\n mxcad.zoomW(new McGePoint3d(-300, -300, 0), new McGePoint3d(650, 500, 0));\\r\\n //更新视区显示\\r\\n mxcad.updateDisplay();\\r\\n}\\r\\n\\r\\n// 自定义实体注册\\r\\nnew McDbTestLineText().rxInit();\\r\\n// 调用绘线文本自定义实体方法\\r\\nMxTest_LineText();\\r\\n\\r\\n\"","export default \"import { McCmColor, MxCpp} from \\\"mxcad\\\"\\r\\n\\r\\n// 绘制多种线型直线\\r\\nfunction Mx_Test_DrawLine() {\\r\\n let mxcad = MxCpp.getCurrentMxCAD();\\r\\n //清空当前显示内容\\r\\n mxcad.newFile();\\r\\n //把颜色改回黑白色\\r\\n mxcad.drawColorIndex = 0;\\r\\n //把线型改成实线\\r\\n mxcad.drawLinetype = \\\"\\\";\\r\\n //设置线宽 4\\r\\n mxcad.drawLineWidth = 0;\\r\\n \\r\\n \\r\\n //创建一个图层,名为\\\"LineLayer\\\"\\r\\n mxcad.addLayer(\\\"LineLayer\\\");\\r\\n //设置当前图层为\\\"LineLayer\\\"\\r\\n mxcad.drawLayer = \\\"LineLayer\\\";\\r\\n // 直接绘制一个实线\\r\\n // 参数一直线的开始点x坐标,参数二直线的开始点y坐标,参数三直线的结束点x坐标,参数四直线的结束点y坐标\\r\\n mxcad.drawLine(0, 0, 100, 0);\\r\\n // 绘制一个实斜线\\r\\n mxcad.drawLine(200, 0, 300, 100);\\r\\n \\r\\n \\r\\n //----------------------------------------------------------------------------------------------------------\\r\\n //绘制一个虚线\\r\\n //定义虚线数据据,\\\"MyLineType\\\"是线型名,\\\"6,-8\\\"是虚线的一个单位定义,6是实线长,-8是空格长。\\r\\n mxcad.addLinetype(\\\"MyLineType\\\", \\\"6,-10\\\");\\r\\n //设计当前线型为\\\"MyLineType\\\"\\r\\n mxcad.drawLinetype = \\\"MyLineType\\\";\\r\\n // 绘制一个虚线\\r\\n mxcad.drawLine(0, 30, 100, 30);\\r\\n // 绘制一个斜虚线\\r\\n mxcad.drawLine(200, 30, 300, 130);\\r\\n \\r\\n //---------------------------------------------------------------------------------------------------------\\r\\n // 修改绘线的颜色为 16711680(蓝色), 16711680转成16进制是0xFF 00 00,其中,FF是蓝色,00是绿色,第个二00是红色。\\r\\n mxcad.drawColor = new McCmColor(0, 0, 255);\\r\\n // 绘制一个蓝色的虚线\\r\\n \\r\\n mxcad.drawLine(0, 60, 100, 60);\\r\\n // 绘制一个蓝色的斜虚线\\r\\n mxcad.drawLine(200, 60, 300, 160);\\r\\n //---------------------------------------------------------------------------------------------------------\\r\\n //把颜色改回黑白色\\r\\n mxcad.drawColorIndex = 0;\\r\\n //把线型改成实线\\r\\n mxcad.drawLinetype = \\\"\\\";\\r\\n //设置线宽 4\\r\\n mxcad.drawLineWidth = 4;\\r\\n //绘制一个带宽度的直线。\\r\\n mxcad.drawLine(0, 90, 100, 90);\\r\\n // 绘制一个带宽度的斜线\\r\\n mxcad.drawLine(200, 90, 300, 190);\\r\\n \\r\\n //---------------------------------------------------------------------------------------------------------\\r\\n //绘制一个点划线虚线\\r\\n mxcad.addLinetype(\\\"MyLineType2\\\", \\\"10,-2,3,-2\\\");\\r\\n //把线型改点划线\\r\\n mxcad.drawLinetype = \\\"MyLineType2\\\";\\r\\n // 修改绘线的颜色为 255(红色), 255转成16进制是0x00 00 FF,其中,00是蓝色,第个二00是绿色,FF是红色。\\r\\n mxcad.drawColor = new McCmColor(255, 0, 0);\\r\\n //绘制一个带宽度的红色点划线。\\r\\n mxcad.drawLine(0, 120, 100, 120);\\r\\n // 绘制一个带宽度红色点划斜线\\r\\n mxcad.drawLine(200, 120, 300, 220);\\r\\n //---------------------------------------------------------------------------------------------------------\\r\\n //增加一个带有形的线型\\r\\n mxcad.addTextStyle(\\\"MyLineTypeTextStyle\\\", \\\"txt.shx\\\", \\\"hztxt.shx\\\", 1);\\r\\n mxcad.addLinetypeEx(\\\"MyLineType3\\\", \\\"(12.7,(\\\\\\\"T=MxDraw\\\\\\\",\\\\\\\"S=2.54\\\\\\\",\\\\\\\"L=-5.08\\\\\\\",\\\\\\\"R=0.0\\\\\\\",\\\\\\\"X=-2.54\\\\\\\",\\\\\\\"Y=-1.27\\\\\\\"),-10.08)\\\", \\\"MyLineTypeTextStyle\\\");\\r\\n mxcad.drawLinetype = \\\"MyLineType3\\\";\\r\\n mxcad.drawLineWidth = 0;\\r\\n //绘制一个带宽度的红色点划线。\\r\\n mxcad.drawLine(350, 120, 600, 120);\\r\\n //---------------------------------------------------------------------------------------------------------\\r\\n //增加一个带有形的线型\\r\\n //把颜色改回黑白色\\r\\n mxcad.drawColorIndex = 0;\\r\\n mxcad.drawLineWidth = 4;\\r\\n //绘制一个带宽度的红色点划线。\\r\\n mxcad.drawLine(350, 220, 600, 220);\\r\\n \\r\\n //把所有的实体都放到当前显示视区\\r\\n mxcad.zoomAll();\\r\\n //更新视区显示\\r\\n mxcad.updateDisplay();\\r\\n }\\r\\n\\r\\n // 调用绘制多种线型直线的方法\\r\\n Mx_Test_DrawLine()\"","export default \"import { MxCpp, McCmColor } from \\\"mxcad\\\";\\r\\n\\r\\nfunction Mx_Test_TrueText() {\\r\\n let mxcad = MxCpp.getCurrentMxCAD();\\r\\n //清空当前显示内容\\r\\n mxcad.newFile();\\r\\n MxCpp.App.loadFonts([], [], [\\\"syadobe\\\", \\\"simsun\\\"], () => {\\r\\n\\r\\n // 添加一个黑体文字样式\\r\\n mxcad.AddTureTypeTextStyle(\\\"ht_style\\\", \\\"syadobe\\\");\\r\\n\\r\\n // 添加一个宋体文字样式\\r\\n mxcad.AddTureTypeTextStyle(\\\"st_style\\\", \\\"simsun\\\");\\r\\n\\r\\n // 设置当前样式为黑体\\r\\n mxcad.drawTextStyle = \\\"ht_style\\\";\\r\\n\\r\\n mxcad.drawColor = new McCmColor(200, 255, 50);\\r\\n mxcad.drawText(0, 3500, \\\"绘图控件TrueType文字测试1\\\", 100, 0, 0, 1);\\r\\n\\r\\n // 设置当前样式为黑体\\r\\n mxcad.drawTextStyle = \\\"st_style\\\";\\r\\n mxcad.drawColor = new McCmColor(200, 100, 0);\\r\\n mxcad.drawText(0, 3200, \\\"绘图控件TrueType文字测试2\\\", 100, 0, 0, 1);\\r\\n\\r\\n mxcad.zoomAll();\\r\\n mxcad.regen();\\r\\n mxcad.updateDisplay();\\r\\n });\\r\\n};\\r\\n\\r\\n// 调用画多种文字样式的文字的方法\\r\\nMx_Test_TrueText()\"","export default \"import { MxCADUiPrPoint, McDbPolyline, McDbArc, MxCpp } from \\\"mxcad\\\";\\n\\n//画圆弧\\nasync function Mx_drawArc() {\\n // 根据起点,中点,端点三个点确定一段圆弧 \\n // 获取起点\\n let getFristPoint = new MxCADUiPrPoint();\\n getFristPoint.setMessage('指定起点');\\n let fristPoint = await getFristPoint.go();\\n if (!fristPoint) return\\n\\n // 获取第二个点\\n let getSecondPoint = new MxCADUiPrPoint();\\n getSecondPoint.setMessage('指定圆弧的第二个点');\\n //动态绘制取点对象\\n getSecondPoint.setUserDraw((pt, pw) => {\\n let pl = new McDbPolyline();\\n pl.addVertexAt(fristPoint)\\n pl.addVertexAt(pt);\\n pw.drawMcDbEntity(pl)\\n })\\n let secondPoint = await getSecondPoint.go();\\n if (!secondPoint) return;\\n\\n // 获取端点\\n let getThirdPoint = new MxCADUiPrPoint();\\n getThirdPoint.setMessage('指定圆弧的端点');\\n //动态绘制圆弧\\n getThirdPoint.setUserDraw((pt, pw) => {\\n let arc = new McDbArc();\\n arc.computeArc(fristPoint.x, fristPoint.y, secondPoint.x, secondPoint.y, pt.x, pt.y);//三点画圆弧\\n pw.drawMcDbEntity(arc)\\n });\\n let thirdPoint = await getThirdPoint.go();\\n if (!thirdPoint) return\\n\\n // 画圆弧\\n let arc = new McDbArc();\\n arc.computeArc(fristPoint.x, fristPoint.y, secondPoint.x, secondPoint.y, thirdPoint.x, thirdPoint.y);//三点画圆弧\\n\\n const mxcad = MxCpp.getCurrentMxCAD();\\n mxcad.drawEntity(arc);\\n};\\n\\n// 调用画圆弧的方法\\nMx_drawArc();\\n\\n\"","export default \"import {MxCADUiPrPoint, McDbLine, MxCpp} from \\\"mxcad\\\";\\r\\n\\r\\n//画线\\r\\nasync function Mx_drawLine() {\\r\\n // 获取线段起点\\r\\n let getFristPoint = new MxCADUiPrPoint();\\r\\n getFristPoint.setMessage(\\\"请点击确定起始点\\\");\\r\\n let fristPoint: any = await getFristPoint.go();\\r\\n if (!fristPoint) return\\r\\n\\r\\n // 获取线段终点\\r\\n let getSecondPoint = new MxCADUiPrPoint();\\r\\n getSecondPoint.setMessage(\\\"请点击确定终点\\\");\\r\\n getSecondPoint.setUserDraw((pt, pw) => {\\r\\n let line = new McDbLine(fristPoint.x, fristPoint.y, fristPoint.z, pt.x, pt.y, pt.z);\\r\\n pw.drawMcDbEntity(line)\\r\\n })\\r\\n let secondPoint: any = await getSecondPoint.go();\\r\\n if (!secondPoint) return\\r\\n\\r\\n // 绘制线段\\r\\n let line = new McDbLine(fristPoint.x, fristPoint.y, fristPoint.z, secondPoint.x, secondPoint.y, secondPoint.z);\\r\\n const mxcad = MxCpp.getCurrentMxCAD();\\r\\n mxcad.drawEntity(line)\\r\\n};\\r\\n\\r\\n// 调用画线的方法\\r\\n\\r\\nMx_drawLine();\"","export default \"import { McDbText, MxCADUiPrDist, MxCADUiPrPoint, MxCADUiPrString, MxCpp } from \\\"mxcad\\\";\\r\\n\\r\\nasync function Mx_drawText() {\\r\\n // 创建文字对象\\r\\n const text = new McDbText();\\r\\n\\r\\n // 设置文字内容\\r\\n const getStr = new MxCADUiPrString()\\r\\n getStr.setMessage(\\\"请输入文字内容\\\")\\r\\n const str = await getStr.go()\\r\\n if (!str) return\\r\\n text.textString = str;\\r\\n\\r\\n // 设置文字高度\\r\\n const getDist = new MxCADUiPrDist()\\r\\n getDist.setMessage(\\\"请输入文字高度\\\")\\r\\n const height = await getDist.go()\\r\\n if (!height) return\\r\\n text.height = getDist.value();\\r\\n\\r\\n // 设置文字高度\\r\\n const getPoint = new MxCADUiPrPoint()\\r\\n getPoint.setMessage(\\\"请点击确定文字位置\\\")\\r\\n getPoint.setUserDraw((pt, pw) => {\\r\\n text.position = pt;\\r\\n text.alignmentPoint = pt;\\r\\n pw.drawMcDbEntity(text)\\r\\n })\\r\\n const position = await getPoint.go()\\r\\n if (!position) return\\r\\n text.position = position;\\r\\n text.alignmentPoint = position\\r\\n\\r\\n const mxcad = MxCpp.getCurrentMxCAD();\\r\\n mxcad.drawEntity(text);\\r\\n};\\r\\n\\r\\n// 调用绘制文字的方法\\r\\nMx_drawText();\"","export default \"import {McDbCircle, MxCADUiPrDist, MxCADUiPrPoint, MxCpp} from \\\"mxcad\\\";\\r\\n\\r\\n// 画圆\\r\\nasync function Mx_drawCircle(){\\r\\n // 创建圆\\r\\n const circle = new McDbCircle();\\r\\n\\r\\n // 获取圆心\\r\\n const getCenter = new MxCADUiPrPoint();\\r\\n getCenter.setMessage('请确定圆心位置\\\\n');\\r\\n const center = await getCenter.go();\\r\\n if (!center) return;\\r\\n circle.center = center;\\r\\n\\r\\n // 获取圆半径\\r\\n const getRadius = new MxCADUiPrDist();\\r\\n getRadius.setBasePt(center);\\r\\n getRadius.setMessage('请输入圆半径');\\r\\n // 动态绘制圆\\r\\n getRadius.setUserDraw((pt, pw) => {\\r\\n const r = pt.distanceTo(center);\\r\\n circle.radius = r;\\r\\n pw.drawMcDbEntity(circle)\\r\\n })\\r\\n const radiusVal = await getRadius.go();\\r\\n if (!radiusVal) return;\\r\\n circle.radius = getRadius.value();\\r\\n\\r\\n // 绘制圆\\r\\n const mxobj = MxCpp.getCurrentMxCAD();\\r\\n mxobj.drawEntity(circle);\\r\\n};\\r\\n\\r\\n// 调用画圆的方法\\r\\nMx_drawCircle();\"","export default \"import {MxCADUiPrPoint, MxCpp} from \\\"mxcad\\\";\\r\\n\\r\\n//画图片\\r\\nasync function Mx_drawImg() {\\r\\n // 设置图片插入点\\r\\n const getPoint = new MxCADUiPrPoint();\\r\\n getPoint.setMessage(\\\"\\\\n指定插入点:\\\");\\r\\n let pt = await getPoint.go();\\r\\n if (!pt) return;\\r\\n \\r\\n const mxcad = MxCpp.getCurrentMxCAD();\\r\\n // 设置图片地址\\r\\n let imagUrl = \\\"https://cdn.pixabay.com/photo/2022/11/15/12/23/winter-7593872_960_720.jpg\\\";\\r\\n mxcad.loadImage(imagUrl,(image)=>{\\r\\n if(!image ){ \\r\\n console.log(\\\"loadImage failed\\\");\\r\\n return;\\r\\n }\\r\\n // 设置图片宽高\\r\\n let width = mxcad.mxdraw.viewCoordLong2Cad(100);\\r\\n let height = (image.height / image.width) * width;\\r\\n mxcad.drawImage((pt as any).x,(pt as any).y,width,height,0,imagUrl);\\r\\n mxcad.updateDisplay();\\r\\n });\\r\\n};\\r\\n\\r\\n// 调用画图片的方法\\r\\nMx_drawImg();\"","export default \"import { MxCpp, MxCADUiPrPoint, McDbPolyline, MxCADUiPrDist, McGeVector3d, McGePoint3d, McDbArc, MxCADUtility, McDbLine, McDb} from \\\"mxcad\\\";\\r\\n\\r\\n// 画多段线\\r\\nasync function Mx_drawPolyline() {\\r\\n // 获取画布实例\\r\\n const mxcad = MxCpp.App.getCurrentMxCAD();\\r\\n const getPoint = new MxCADUiPrPoint();\\r\\n getPoint.setMessage(\\\"\\\\n指定起点:\\\");\\r\\n let firstPoint = await getPoint.go();\\r\\n if (!firstPoint) return;\\r\\n let pointArr: any[] = [];\\r\\n let drawObjIds: any[] = [];\\r\\n let isArc: boolean = false;\\r\\n let dStartWidth: number = 0;\\r\\n let dEndWidth: number = 0;\\r\\n pointArr.push({ pt: firstPoint, dBulge: 0, dStartWidth, dEndWidth })\\r\\n let isAutoClose: boolean = false;\\r\\n let isReverse: boolean = false;//圆弧方向是否取反\\r\\n let arcDirection: any = null //指定圆弧切向\\r\\n while (true) {\\r\\n if (!isArc) {\\r\\n //绘直线\\r\\n const getNextPoint = new MxCADUiPrPoint;\\r\\n getNextPoint.setMessage(\\\"\\\\n指定下一个点\\\");\\r\\n // 提示消息\\r\\n if (pointArr.length < 2) {\\r\\n getNextPoint.setKeyWords('[圆弧(A)/宽度(W)]')\\r\\n } else {\\r\\n getNextPoint.setKeyWords('[放弃(U)/圆弧(A)/宽度(W)/闭合(C)]')\\r\\n }\\r\\n let lastPoint = pointArr[pointArr.length - 1];//鼠标点击的最后一个点\\r\\n // 等待鼠标点击期间会执行setUserDraw动态绘制函数中的回调函数\\r\\n getNextPoint.setUserDraw((pt, pw) => {\\r\\n // pt 就是鼠标所在图纸位置的坐标\\r\\n // pw 是提供了一些动态绘制方法的对象\\r\\n let pl = new McDbPolyline();\\r\\n pl.addVertexAt(lastPoint.pt, lastPoint.dBulge, lastPoint.dStartWidth, lastPoint.dEndWidth)\\r\\n pl.addVertexAt(pt, 0, dStartWidth, dEndWidth);\\r\\n pw.drawMcDbEntity(pl);\\r\\n })\\r\\n let nextPoint = await getNextPoint.go();\\r\\n if (nextPoint !== null) {\\r\\n // 获取到了鼠标点击点\\r\\n pointArr.push({ pt: nextPoint, dBulge: 0, dStartWidth, dEndWidth });\\r\\n let pl = new McDbPolyline();\\r\\n pl.addVertexAt(lastPoint.pt, lastPoint.dBulge, lastPoint.dStartWidth, lastPoint.dEndWidth);\\r\\n pl.addVertexAt(nextPoint, 0, dStartWidth, dEndWidth);\\r\\n drawObjIds.push(mxcad.drawEntity(pl))\\r\\n } else if (getNextPoint.getStatus() === Mx.MrxDbgUiPrBaseReturn.kKeyWord) {\\r\\n // 用户输入关键字\\r\\n let keyWord = getNextPoint.keyWordPicked()\\r\\n if (keyWord === 'A') {\\r\\n // 绘制圆弧\\r\\n isArc = true;\\r\\n } else if (keyWord === 'W') {\\r\\n // 设置宽度\\r\\n /**\\r\\n * 输入空格宽度不变\\r\\n */\\r\\n let getWidth = new MxCADUiPrDist();\\r\\n getWidth.setMessage('指定起点宽度:');\\r\\n // 获取线宽\\r\\n let dWVal = await getWidth.go();\\r\\n if (dWVal !== null && getWidth.getStatus() !== Mx.MrxDbgUiPrBaseReturn.kNone) {\\r\\n dStartWidth = getWidth.value();\\r\\n pointArr[pointArr.length - 1].dStartWidth = dStartWidth;\\r\\n }\\r\\n getWidth.setMessage('指定端点宽度');\\r\\n dWVal = await getWidth.go();\\r\\n if (dWVal !== null && getWidth.getStatus() !== Mx.MrxDbgUiPrBaseReturn.kNone) {\\r\\n dEndWidth = getWidth.value();\\r\\n pointArr[pointArr.length - 1].dEndWidth = dEndWidth;\\r\\n }\\r\\n } else if (keyWord === 'U') {\\r\\n // 回退操作\\r\\n if (pointArr.length > 1 && drawObjIds.length > 1) {\\r\\n pointArr.pop();\\r\\n drawObjIds[drawObjIds.length - 1].erase();\\r\\n drawObjIds.pop();\\r\\n }\\r\\n } else if (keyWord === 'C') {\\r\\n isAutoClose = true;\\r\\n break;\\r\\n }\\r\\n } else {\\r\\n break;\\r\\n }\\r\\n } else {\\r\\n // 绘制圆弧\\r\\n let getNextPoint = new MxCADUiPrPoint();\\r\\n getNextPoint.setMessage('指定圆弧的端点(按住 ctrl 键取相反方向)\\\\n');\\r\\n getNextPoint.setKeyWords('[第二个点(S)/角度(A)/圆心(CE)/放弃(U)/直线(L)/宽度(W)/闭合(CL)]');\\r\\n // 计算圆弧的切向量.\\r\\n let vecArcTangent = new McGeVector3d();\\r\\n // 开端的圆弧切向量取水平方向./获取圆弧切向\\r\\n if (pointArr.length < 2) {\\r\\n // 开端的圆弧切向量取水平方向.\\r\\n vecArcTangent.copy(McGeVector3d.kYAxis);\\r\\n } else {\\r\\n let length = pointArr.length;\\r\\n let p1 = pointArr[length - 2].pt;\\r\\n let dBulge = pointArr[length - 2].dBulge;\\r\\n let p2 = pointArr[length - 1].pt;\\r\\n if (dBulge === 0) {\\r\\n // 前一段是个直线.\\r\\n vecArcTangent = new McGePoint3d(p2.x, p2.y, 0.0).sub(new McGePoint3d(p1.x, p1.y, 0.0));\\r\\n }\\r\\n else {\\r\\n // 前一段为曲线,求圆弧的切向量\\r\\n let tmpPl = new McDbPolyline;\\r\\n tmpPl.addVertexAt(p1, dBulge);\\r\\n tmpPl.addVertexAt(p2);\\r\\n let tmpVec = tmpPl.getFirstDeriv(new McGePoint3d(p2.x, p2.y, 0.0));//曲线上任意一点的切向量\\r\\n if (tmpVec.ret) {\\r\\n vecArcTangent = tmpVec.val;\\r\\n }\\r\\n else {\\r\\n vecArcTangent.copy(McGeVector3d.kXAxis);\\r\\n }\\r\\n }\\r\\n }\\r\\n let lastPoint = pointArr[pointArr.length - 1];\\r\\n //监听ctrl键是否被按下\\r\\n document.addEventListener('keydown', function (event) {\\r\\n if (event.ctrlKey && event.keyCode === 17) {\\r\\n isReverse = true;\\r\\n }\\r\\n });\\r\\n // ctrl键松开\\r\\n document.addEventListener('keyup', function () {\\r\\n isReverse = false;\\r\\n });\\r\\n getNextPoint.setUserDraw((pt, pw) => {\\r\\n let pl = new McDbPolyline();\\r\\n let d = CMxDrawPolylineDragArcDraw_CalcArcBulge(lastPoint.pt, pt, arcDirection ? arcDirection : vecArcTangent);\\r\\n if (isReverse) d = -d;\\r\\n pl.addVertexAt(lastPoint.pt, d, lastPoint.dStartWidth, lastPoint.dEndWidth);\\r\\n pl.addVertexAt(pt, 0, dStartWidth, dEndWidth);\\r\\n pw.drawMcDbEntity(pl);\\r\\n })\\r\\n let nextPoint = await getNextPoint.go();\\r\\n if (nextPoint != null) {\\r\\n let dBulge = CMxDrawPolylineDragArcDraw_CalcArcBulge(lastPoint.pt, nextPoint, arcDirection ? arcDirection : vecArcTangent);\\r\\n if (isReverse) dBulge = -dBulge;\\r\\n lastPoint.dBulge = dBulge;\\r\\n pointArr.push({ pt: nextPoint, dBulge: 0, dStartWidth, dEndWidth });\\r\\n let pl = new McDbPolyline();\\r\\n pl.addVertexAt(lastPoint.pt, dBulge, lastPoint.dStartWidth, lastPoint.dEndWidth);\\r\\n pl.addVertexAt(nextPoint, 0, dStartWidth, dEndWidth);\\r\\n drawObjIds.push(mxcad.drawEntity(pl));\\r\\n } else if (getNextPoint.getStatus() === Mx.MrxDbgUiPrBaseReturn.kKeyWord) {\\r\\n // 获取用户输入关键字\\r\\n let keyWord = getNextPoint.keyWordPicked();\\r\\n if (keyWord === 'L') {\\r\\n // 变直线\\r\\n isArc = false;\\r\\n } else if (keyWord === 'U') {\\r\\n // 回退\\r\\n if (pointArr.length > 1 && drawObjIds.length > 1) {\\r\\n pointArr.pop();\\r\\n drawObjIds[drawObjIds.length - 1].erase();\\r\\n drawObjIds.pop();\\r\\n }\\r\\n } else if (keyWord === 'S') {\\r\\n // 用户指定圆弧的第二个点\\r\\n let getPoint2 = new MxCADUiPrPoint();//用户输入的指定点\\r\\n getPoint2.setMessage(\\\"指定圆弧的第二个点\\\");\\r\\n let pt2: any = await getPoint2.go();\\r\\n if (pt2 === null) return\\r\\n let getPoint3 = new MxCADUiPrPoint();\\r\\n getPoint3.setMessage(\\\"指定圆弧的端点\\\");\\r\\n let lastPoint = pointArr[pointArr.length - 1]\\r\\n getPoint3.setUserDraw((pt, pw) => {\\r\\n let arc = new McDbArc();\\r\\n arc.computeArc(lastPoint.pt.x, lastPoint.pt.y, pt2.x, pt2.y, pt.x, pt.y);//三点绘制圆弧\\r\\n pw.drawMcDbEntity(arc);\\r\\n });\\r\\n let pt3 = await getPoint3.go();\\r\\n if (!pt3) break;\\r\\n let retB = MxCADUtility.calcBulge(lastPoint.pt, pt2, pt3);//开始点,中点,结束点 三点计算当前弧线的凸度\\r\\n if (!retB.ret) break;\\r\\n pointArr[pointArr.length - 1] = retB.val;\\r\\n pointArr.push({ pt: pt3, dBulge: 0, dStartWidth, dEndWidth });//最后一个点\\r\\n let pl = new McDbPolyline();\\r\\n pl.addVertexAt(lastPoint.pt, retB.val, dStartWidth, dEndWidth);\\r\\n pl.addVertexAt(pt3);\\r\\n drawObjIds.push(mxcad.drawEntity(pl));\\r\\n } else if (keyWord === 'W') {\\r\\n // 设置宽度\\r\\n let getWidth = new MxCADUiPrDist();\\r\\n getWidth.setMessage('指定起点宽度:');\\r\\n // 获取线宽\\r\\n let dWVal = await getWidth.go();\\r\\n if (dWVal !== null && getWidth.getStatus() !== Mx.MrxDbgUiPrBaseReturn.kNone) {\\r\\n dStartWidth = getWidth.value();\\r\\n pointArr[pointArr.length - 1].dStartWidth = dStartWidth;\\r\\n }\\r\\n getWidth.setMessage('指定端点宽度');\\r\\n dWVal = await getWidth.go();\\r\\n if (dWVal !== null && getWidth.getStatus() !== Mx.MrxDbgUiPrBaseReturn.kNone) {\\r\\n dEndWidth = getWidth.value();\\r\\n pointArr[pointArr.length - 1].dEndWidth = dEndWidth;\\r\\n }\\r\\n } else if (keyWord === 'D') {\\r\\n // 指定圆弧切向\\r\\n let getDirection = new MxCADUiPrPoint();\\r\\n getDirection.setMessage('指定圆弧起点的切向:');\\r\\n let dirVal = await getDirection.go();\\r\\n if (dirVal === null) break;\\r\\n arcDirection = new McGeVector3d(dirVal.x, dirVal.y, dirVal.z)\\r\\n } else if (keyWord === 'CE') {\\r\\n // 确定圆心\\r\\n let getCenter = new MxCADUiPrPoint();\\r\\n getCenter.setMessage('指定圆弧的圆心:');\\r\\n let arcCenter: any = await getCenter.go();\\r\\n if (!arcCenter) return;\\r\\n // 起始角度:起点与圆心的连线与X轴正方向的夹角\\r\\n // 结束角度:结束点与圆心的连线与X轴正方向的夹角\\r\\n let getNextPoint = new MxCADUiPrPoint();\\r\\n let lastPoint = pointArr[pointArr.length - 1];\\r\\n let r: number = 0;//圆弧凸度\\r\\n let arc = new McDbArc();//圆弧\\r\\n // 开端的圆弧切向量取水平方向./获取圆弧切向\\r\\n getNextPoint.setUserDraw(async (pt, pw) => {\\r\\n // 起始角度\\r\\n arc.startAngle = lastPoint.pt.sub(arcCenter).angleTo1(new McGeVector3d(arcCenter.x, 0, 0))//始终不变\\r\\n arc.endAngle = pt.sub(arcCenter).angleTo1(new McGeVector3d(arcCenter.x, 0, 0))\\r\\n arc.center = arcCenter;\\r\\n arc.radius = arcCenter.distanceTo(lastPoint.pt);\\r\\n if (pt.y < arcCenter.y) arc.endAngle = -arc.endAngle;\\r\\n // // 获取圆弧上的第三个点\\r\\n let lineX = new McDbPolyline();\\r\\n lineX.addVertexAt(new McGePoint3d(arcCenter.x, 0, 0));\\r\\n lineX.addVertexAt(new McGePoint3d(0, 0, 0));\\r\\n let pointsX = arc.IntersectWith(lineX, 3);//X轴交点\\r\\n // 获取凸度\\r\\n let rLine = new McDbPolyline();\\r\\n rLine.addVertexAt(arcCenter);\\r\\n rLine.addVertexAt(pt);\\r\\n let currentPoint = arc.IntersectWith(rLine, 2);//当前线段与圆弧的交点\\r\\n let cp: any = null;\\r\\n if (currentPoint.length() === 1) {\\r\\n cp = currentPoint.at(0);\\r\\n } else {\\r\\n if (pt.distanceTo(currentPoint.at(0)) <= pt.distanceTo(currentPoint.at(1))) {\\r\\n cp = currentPoint.at(0);\\r\\n } else {\\r\\n cp = currentPoint.at(1);\\r\\n }\\r\\n }\\r\\n let retB = MxCADUtility.calcBulge(lastPoint.pt, pointsX.at(0), cp);\\r\\n if (retB.ret) {\\r\\n r = retB.val;\\r\\n let pl = new McDbPolyline()\\r\\n pl.addVertexAt(lastPoint.pt, r);\\r\\n pl.addVertexAt(cp);\\r\\n pw.drawMcDbEntity(pl)\\r\\n }\\r\\n })\\r\\n let nextPoint = await getNextPoint.go();\\r\\n if (!nextPoint) break;\\r\\n // 获取凸度\\r\\n let rLine = new McDbPolyline();\\r\\n rLine.addVertexAt(arcCenter);\\r\\n rLine.addVertexAt(nextPoint);\\r\\n let currentPoint = arc.IntersectWith(rLine, 2);\\r\\n let cp: any = null;\\r\\n if (currentPoint.length() === 1) {\\r\\n cp = currentPoint.at(0);\\r\\n } else {\\r\\n if (nextPoint.distanceTo(currentPoint.at(0)) <= nextPoint.distanceTo(currentPoint.at(1))) {\\r\\n cp = currentPoint.at(0);\\r\\n } else {\\r\\n cp = currentPoint.at(1);\\r\\n }\\r\\n }\\r\\n let pl = new McDbPolyline()\\r\\n pl.addVertexAt(lastPoint.pt, r, dStartWidth, dEndWidth);\\r\\n pl.addVertexAt(cp);\\r\\n pointArr[pointArr.length - 1].dBulge = r;\\r\\n pointArr.push({ pt: cp, dBulge: 0, dStartWidth, dEndWidth })\\r\\n drawObjIds.push(mxcad.drawEntity(pl));\\r\\n\\r\\n } else if (keyWord === 'CL') {\\r\\n // 闭合\\r\\n isAutoClose = true;\\r\\n break;\\r\\n }\\r\\n } else {\\r\\n break;\\r\\n }\\r\\n\\r\\n }\\r\\n }\\r\\n // 删除监听事件\\r\\n document.removeEventListener('keydown', () => isReverse = false)\\r\\n document.removeEventListener('keyup', () => isReverse = false)\\r\\n // 最终绘制\\r\\n /**\\r\\n * 先删除所有临时对象再重新绘制多边形\\r\\n */\\r\\n for (let i = 0; i < drawObjIds.length; i++) {\\r\\n drawObjIds[i].erase();\\r\\n }\\r\\n if (pointArr.length > 1) {\\r\\n let pl = new McDbPolyline();\\r\\n pointArr.forEach(item => {\\r\\n pl.addVertexAt(item.pt, item.dBulge, item.dStartWidth, item.dEndWidth)\\r\\n })\\r\\n pl.isClosed = isAutoClose;\\r\\n mxcad.drawEntity(pl);\\r\\n }\\r\\n}\\r\\n\\r\\n// 计算圆弧凸度\\r\\nfunction CMxDrawPolylineDragArcDraw_CalcArcBulge(firstPoint, nextPoint, vecArcTangent): number {\\r\\n if (firstPoint.isEqualTo(nextPoint))\\r\\n return 0.0;\\r\\n let midPt = firstPoint.c().addvec(nextPoint.c().sub(firstPoint).mult(0.5));\\r\\n\\r\\n let vecMid = nextPoint.c().sub(firstPoint);\\r\\n vecMid.rotateBy(Math.PI / 2.0, McGeVector3d.kZAxis);\\r\\n\\r\\n let tmpMidLine = new McDbLine(midPt, midPt.c().addvec(vecMid));\\r\\n\\r\\n let vecVertical = vecArcTangent.c();\\r\\n vecVertical.rotateBy(Math.PI / 2.0, McGeVector3d.kZAxis);\\r\\n\\r\\n let tmpVerticalLine = new McDbLine(firstPoint, firstPoint.c().addvec(vecVertical));\\r\\n\\r\\n let aryPoint = tmpMidLine.IntersectWith(tmpVerticalLine, McDb.Intersect.kExtendBoth);\\r\\n if (aryPoint.isEmpty())\\r\\n return 0.0;\\r\\n\\r\\n let arcCenPoint = aryPoint.at(0);\\r\\n\\r\\n let dR = arcCenPoint.distanceTo(firstPoint);\\r\\n\\r\\n vecMid.normalize();\\r\\n vecMid.mult(dR);\\r\\n\\r\\n let arcMidPt1 = arcCenPoint.c().addvec(vecMid);\\r\\n let arcMidPt2 = arcCenPoint.c().subvec(vecMid);\\r\\n let vecArcDir1 = arcMidPt1.c().sub(firstPoint);\\r\\n let vecArcDir2 = arcMidPt2.c().sub(firstPoint);\\r\\n let arcMidPt = arcMidPt1;\\r\\n if (vecArcDir1.angleTo1(vecArcTangent) > vecArcDir2.angleTo1(vecArcTangent)) {\\r\\n arcMidPt = arcMidPt2;\\r\\n }\\r\\n return MxCADUtility.calcBulge(firstPoint, arcMidPt, nextPoint).val;\\r\\n}\\r\\n\\r\\n// 调用画多段线的方法\\r\\nMx_drawPolyline();\"","export default \"import { McDbEllipse,MxCADUiPrPoint, McDbLine, McGePoint3d, MxCADUiPrDist, MxCpp } from \\\"mxcad\\\";\\r\\n\\r\\n// 绘制椭圆\\r\\nasync function drawMxDbEllipse() {\\r\\n \\r\\n // 创建椭圆对象\\r\\n const ellipse = new McDbEllipse();\\r\\n \\r\\n // 指定椭圆的轴端点\\r\\n const getPt1 = new MxCADUiPrPoint();\\r\\n getPt1.setMessage(\\\"\\\\n指定椭圆的轴端点:\\\");\\r\\n const pt1 = await getPt1.go();\\r\\n if (!pt1) return;\\r\\n\\r\\n // 指定椭圆轴的另一个端点\\r\\n const getPt2 = new MxCADUiPrPoint();\\r\\n getPt2.setMessage(\\\"\\\\n指定椭圆轴的另一个端点:\\\");\\r\\n getPt2.setUserDraw((pt, pw) => {\\r\\n const line = new McDbLine(pt, pt1);\\r\\n pw.drawMcDbEntity(line);\\r\\n })\\r\\n const pt2 = await getPt2.go();\\r\\n if (!pt2) return;\\r\\n\\r\\n // 获取椭圆中心点\\r\\n const center = new McGePoint3d((pt1.x + pt2.x) / 2, (pt1.y + pt2.y) / 2);\\r\\n ellipse.center = center;\\r\\n ellipse.majorAxis = pt1.sub(pt2);\\r\\n const xRadius = pt1.distanceTo(pt2) / 2\\r\\n\\r\\n // 指定另一条半轴长度\\r\\n const getDist = new MxCADUiPrDist();\\r\\n getDist.setMessage(\\\"指定另一条半轴长度\\\")\\r\\n getDist.setBasePt(center)\\r\\n getDist.setUserDraw((pt, pw) => {\\r\\n const yRadius = center.distanceTo(pt) / 2\\r\\n // 设置椭圆的副轴长度与主轴长度的比值\\r\\n ellipse.radiusRatio = yRadius / xRadius\\r\\n pw.drawMcDbEntity(ellipse)\\r\\n })\\r\\n let length = await getDist.go()\\r\\n if (!length) return\\r\\n if (getDist.getDetailedResult() === Mx.DetailedResult.kCoordIn) {\\r\\n const yRadius = length / 2\\r\\n ellipse.radiusRatio = yRadius / xRadius\\r\\n }\\r\\n MxCpp.getCurrentMxCAD().drawEntity(ellipse)\\r\\n};\\r\\n\\r\\n// 调用绘制椭圆的方法\\r\\ndrawMxDbEllipse();\"","export default \"import { MxCADUiPrPoint, MxCADUtility, MxCpp } from \\\"mxcad\\\";\\r\\n\\r\\n// 选点填充\\r\\nasync function MxTest_DrawHatchFormPoint() {\\r\\n // 指定填充区域内部一点\\r\\n const getPoint = new MxCADUiPrPoint();\\r\\n getPoint.setMessage(\\\"\\\\n指定填充区域内部一点:\\\");\\r\\n getPoint.disableAllTrace(true);\\r\\n getPoint.setDisableOsnap(true);\\r\\n let pt = await getPoint.go();\\r\\n if (!pt) return;\\r\\n \\r\\n // 绘制填充\\r\\n let hatch = MxCADUtility.builderHatchFromPoint(pt);\\r\\n if (!hatch) {\\r\\n Mx.MxFun.acutPrintf(\\\"没有找到闭合区域\\\\n\\\")\\r\\n return;\\r\\n }\\r\\n\\r\\n let mxcad = MxCpp.getCurrentMxCAD();\\r\\n mxcad.drawEntity(hatch);\\r\\n};\\r\\n\\r\\n// 调用选点填充的方法\\r\\nMxTest_DrawHatchFormPoint();\"","export default \"import { McDbBlockReference, MxCADUiPrPoint, MxCpp } from \\\"mxcad\\\";\\r\\n\\r\\nfunction getHostUrl(): string {\\r\\n let host = window.location.hostname;\\r\\n if (host.substring(0, 4) != \\\"http\\\") {\\r\\n host = document.location.protocol + \\\"//\\\" + host;\\r\\n }\\r\\n return host;\\r\\n}\\r\\n\\r\\n// 插入图块\\r\\nasync function MxTest_InsertBlock() {\\r\\n let baseUrl = \\\"http://localhost:3000/mxcad/\\\"\\r\\n if (baseUrl.substring(0, 16) == \\\"http://localhost\\\") {\\r\\n baseUrl = getHostUrl() + baseUrl.substring(16);\\r\\n }\\r\\n // 设置图块路径\\r\\n let blkFilePath = baseUrl + \\\"tree.mxweb\\\";\\r\\n\\r\\n // 插入图块文件\\r\\n let mxcad = MxCpp.App.getCurrentMxCAD();\\r\\n let blkrecId = await mxcad.insertBlock(blkFilePath, \\\"tree\\\");\\r\\n if (!blkrecId.isValid()) {\\r\\n // 插入图块\\r\\n return;\\r\\n }\\r\\n\\r\\n // 设置图块大小\\r\\n let blkRef = new McDbBlockReference();\\r\\n blkRef.blockTableRecordId = blkrecId;\\r\\n let box = blkRef.getBoundingBox();\\r\\n if (box.ret) {\\r\\n let dLen = box.maxPt.distanceTo(box.minPt);\\r\\n if (dLen > 0.00001) {\\r\\n blkRef.setScale(mxcad.getMxDrawObject().screenCoordLong2Doc(100) / dLen);\\r\\n }\\r\\n }\\r\\n\\r\\n // 指定插入基点\\r\\n let getPoint = new MxCADUiPrPoint();\\r\\n getPoint.setMessage(\\\"\\\\指定插入基点\\\");\\r\\n\\r\\n // 动态绘制图块\\r\\n getPoint.setUserDraw((v, worldDraw) => {\\r\\n blkRef.position = v;\\r\\n worldDraw.drawMcDbEntity(blkRef);\\r\\n });\\r\\n\\r\\n let pt = await getPoint.go();\\r\\n if (!pt) return;\\r\\n blkRef.position = pt;\\r\\n // 绘制图块\\r\\n let newBlkRefId = mxcad.drawEntity(blkRef);\\r\\n if (!newBlkRefId.isValid) {\\r\\n console.log(\\\"insert error\\\");\\r\\n return;\\r\\n }\\r\\n};\\r\\n\\r\\n// 调用插入图块方法\\r\\nMxTest_InsertBlock();\"","export default \"import { IMcDbDwgFiler, McDbCustomEntity, McDbPolyline, McGePoint3d, McGePoint3dArray, MxCADUiPrPoint, MxCADWorldDraw, MxCpp } from \\\"mxcad\\\";\\r\\n\\r\\n// 新创建 McDbTestLineCustomEntity 类继承 McDbCustomEntity\\r\\nclass McDbTestRectangle extends McDbCustomEntity {\\r\\n // 定义McDbTestLineCustomEntity内部的点对象 \\r\\n // 矩形角点pt1、pt2\\r\\n private pt1: McGePoint3d = new McGePoint3d();\\r\\n private pt2: McGePoint3d = new McGePoint3d();\\r\\n // 构造函数\\r\\n constructor(imp?: any) {\\r\\n super(imp);\\r\\n }\\r\\n // 创建函数\\r\\n public create(imp: any) {\\r\\n return new McDbTestRectangle(imp)\\r\\n }\\r\\n // 获取类名\\r\\n public getTypeName(): string {\\r\\n return \\\"McDbTestRectangle\\\";\\r\\n }\\r\\n // 读取自定义实体数据pt1、pt2\\r\\n public dwgInFields(filter: IMcDbDwgFiler): boolean {\\r\\n this.pt1 = filter.readPoint(\\\"pt1\\\").val;\\r\\n this.pt2 = filter.readPoint(\\\"pt2\\\").val;\\r\\n return true;\\r\\n }\\r\\n // 写入自定义实体数据pt1、pt2\\r\\n public dwgOutFields(filter: IMcDbDwgFiler): boolean {\\r\\n filter.writePoint(\\\"pt1\\\", this.pt1);\\r\\n filter.writePoint(\\\"pt2\\\", this.pt2);\\r\\n return true;\\r\\n }\\r\\n\\r\\n // 移动自定义对象的夹点\\r\\n public moveGripPointsAt(iIndex: number, dXOffset: number, dYOffset: number, dZOffset: number) {\\r\\n this.assertWrite();\\r\\n if (iIndex == 0) {\\r\\n this.pt1.x += dXOffset;\\r\\n this.pt1.y += dYOffset;\\r\\n this.pt1.z += dZOffset;\\r\\n }\\r\\n else if (iIndex == 1) {\\r\\n this.pt2.x += dXOffset;\\r\\n this.pt2.y += dYOffset;\\r\\n this.pt2.z += dZOffset;\\r\\n }\\r\\n };\\r\\n // 获取自定义对象的夹点\\r\\n public getGripPoints(): McGePoint3dArray {\\r\\n let ret = new McGePoint3dArray()\\r\\n ret.append(this.pt1);\\r\\n ret.append(this.pt2);\\r\\n return ret;\\r\\n };\\r\\n // 绘制实体\\r\\n public worldDraw(draw: MxCADWorldDraw): void {\\r\\n const pl = new McDbPolyline();\\r\\n pl.isClosed = true;\\r\\n pl.addVertexAt(this.pt1);\\r\\n pl.addVertexAt(new McGePoint3d(this.pt2.x, this.pt1.y));\\r\\n pl.addVertexAt(this.pt2);\\r\\n pl.addVertexAt(new McGePoint3d(this.pt1.x, this.pt2.y));\\r\\n draw.drawEntity(pl);\\r\\n }\\r\\n // 设置pt1\\r\\n public setPoint1(pt1: McGePoint3d) {\\r\\n this.assertWrite();\\r\\n this.pt1 = pt1.clone();\\r\\n }\\r\\n // 设置pt2\\r\\n public setPoint2(pt2: McGePoint3d) {\\r\\n this.assertWrite();\\r\\n this.pt2 = pt2.clone();\\r\\n }\\r\\n // 获取pt1\\r\\n public getPoint1() {\\r\\n return this.pt1;\\r\\n }\\r\\n // 获取pt2\\r\\n public getPoint2() {\\r\\n return this.pt2;\\r\\n }\\r\\n}\\r\\n\\r\\n\\r\\nasync function MxTest_DrawCustomEntity() {\\r\\n let mxcad = MxCpp.getCurrentMxCAD();\\r\\n const getPoint = new MxCADUiPrPoint();\\r\\n getPoint.setMessage(\\\"\\\\n指定第一个角点:\\\");\\r\\n let pt1 = await getPoint.go();\\r\\n if (!pt1) return;\\r\\n const myRect = new McDbTestRectangle();\\r\\n myRect.setPoint1(pt1);\\r\\n\\r\\n getPoint.setMessage(\\\"\\\\n指定第二个角点:\\\");\\r\\n getPoint.setUserDraw((pt, pw) => {\\r\\n myRect.setPoint2(pt);\\r\\n pw.drawMcDbEntity(myRect);\\r\\n })\\r\\n let pt2 = await getPoint.go();\\r\\n if (!pt2) return;\\r\\n\\r\\n myRect.setPoint2(pt2);\\r\\n mxcad.drawEntity(myRect);\\r\\n}\\r\\n\\r\\n// 注册自定义实体\\r\\nnew McDbTestRectangle().rxInit();\\r\\n// 调用方法绘制自定义实体\\r\\nMxTest_DrawCustomEntity();\\r\\n\"","export default \"import { McDbAlignedDimension, McDbArc, McDbBlockReference, McDbCircle, McDbDimension, McDbHatch, McDbLine, McDbMText, McDbPolyline, McDbRasterImage, McDbRotatedDimension, McDbText, MxCADSelectionSet } from \\\"mxcad\\\";\\r\\n\\r\\n\\r\\n// 点对象转字符串\\r\\nfunction McGePoint3dToString(pt): string {\\r\\n return \\\"x=\\\" + pt.x + \\\",y=\\\" + pt.y + \\\",z=\\\" + pt.z;\\r\\n}\\r\\n\\r\\n// 实体对象转json对象\\r\\nfunction McDbEntityToJsonObject(ent): object {\\r\\n let obj: any = {}\\r\\n obj.ObjectName = ent.objectName;// 对象名\\r\\n obj.id = ent.getObjectID().id;// 对象id\\r\\n obj.handle = ent.getHandle(); // 对象句柄\\r\\n obj.layer = ent.layer; // 对象所在图层\\r\\n obj.color = ent.trueColor.getColorString(); // 对象颜色说明字符串\\r\\n obj.colorVal = ent.trueColor.getColorValue(ent.layerId); // 对象颜色字符串\\r\\n obj.linetype = ent.linetype; // 对象线型\\r\\n obj.textStyle = ent.textStyle; // 对象文字样式\\r\\n obj.dxf0 = ent.dxf0;// 得到对象的DXF组码的类型名\\r\\n\\r\\n if (ent instanceof McDbText) {\\r\\n // 文字对象\\r\\n let txt = ent as McDbText;\\r\\n obj.position = McGePoint3dToString(txt.position);\\r\\n obj.textString = txt.textString;\\r\\n }\\r\\n else if (ent instanceof McDbMText) {\\r\\n // 多行文字对象\\r\\n let mtxt = ent as McDbMText;\\r\\n obj.contents = mtxt.contents;\\r\\n obj.location = McGePoint3dToString(mtxt.location);\\r\\n }\\r\\n else if (ent instanceof McDbLine) {\\r\\n // 直线对象\\r\\n let line = ent as McDbLine;\\r\\n obj.startPoint = McGePoint3dToString(line.startPoint);\\r\\n obj.endPoint = McGePoint3dToString(line.endPoint);\\r\\n }\\r\\n else if (ent instanceof McDbCircle) {\\r\\n // 圆对象\\r\\n let circle = ent as McDbCircle;\\r\\n obj.center = McGePoint3dToString(circle.center);\\r\\n obj.radius = circle.radius;\\r\\n }\\r\\n else if (ent instanceof McDbArc) {\\r\\n // 圆弧对象\\r\\n let arc = ent as McDbArc;\\r\\n obj.center = McGePoint3dToString(arc.center);\\r\\n obj.startAngle = arc.startAngle;\\r\\n obj.endAngle = arc.endAngle;\\r\\n }\\r\\n else if (ent instanceof McDbPolyline) {\\r\\n // 多段线对象\\r\\n let polyline = ent as McDbPolyline;\\r\\n let num = polyline.numVerts();\\r\\n obj.num = num;\\r\\n for (let i = 0; i < num; i++) {\\r\\n let pt = polyline.getPointAt(i);\\r\\n let bulge = polyline.getBulgeAt(i);\\r\\n obj[\\\"pt\\\" + i] = McGePoint3dToString(pt.val);\\r\\n obj[\\\"bulge\\\" + i] = bulge;\\r\\n }\\r\\n }\\r\\n else if (ent instanceof McDbBlockReference) {\\r\\n // 块引用对象\\r\\n let blkRef = ent as McDbBlockReference;\\r\\n obj.position = McGePoint3dToString(blkRef.position);\\r\\n obj.blockTransform = blkRef.blockTransform;\\r\\n obj.blockName = blkRef.blockName;\\r\\n }\\r\\n else if (ent instanceof McDbAlignedDimension) {\\r\\n // 对齐标注对象\\r\\n let alignedDim = ent as McDbAlignedDimension;\\r\\n obj.xLine1Point = McGePoint3dToString(alignedDim.xLine1Point);\\r\\n obj.xLine2Point = McGePoint3dToString(alignedDim.xLine2Point);\\r\\n let txts = alignedDim.GetAllText();\\r\\n txts.forEach((val, index) => {\\r\\n obj[\\\"txt:\\\" + index] = val;\\r\\n });\\r\\n }\\r\\n else if (ent instanceof McDbRotatedDimension) {\\r\\n // 旋转标注对象\\r\\n let rotatedDim = ent as McDbRotatedDimension;\\r\\n obj.xLine1Point = McGePoint3dToString(rotatedDim.xLine1Point);\\r\\n obj.xLine2Point = McGePoint3dToString(rotatedDim.xLine2Point);\\r\\n let txts = rotatedDim.GetAllText();\\r\\n txts.forEach((val, index) => {\\r\\n obj[\\\"txt:\\\" + index] = val;\\r\\n });\\r\\n }\\r\\n else if (ent instanceof McDbDimension) {\\r\\n // 标注对象\\r\\n let dim = ent as McDbDimension;\\r\\n let txts = dim.GetAllText();\\r\\n txts.forEach((val, index) => {\\r\\n obj[\\\"txt:\\\" + index] = val;\\r\\n });\\r\\n }\\r\\n else if (ent instanceof McDbHatch) {\\r\\n // 填充对象\\r\\n let hatch = ent as McDbHatch;\\r\\n obj.patternType = hatch.patternType();\\r\\n obj.patternName = hatch.patternName();\\r\\n obj.patternAngle = hatch.patternAngle;\\r\\n obj.patternScale = hatch.patternScale;\\r\\n obj.patternSpace = hatch.patternSpace;\\r\\n obj.patternDouble = hatch.patternDouble;\\r\\n obj.hatchStyle = hatch.hatchStyle();\\r\\n obj.isSolid = hatch.isSolid();\\r\\n obj.numLoops = hatch.numLoops;\\r\\n for (let i = 0; i < obj.numLoops; i++) {\\r\\n let loop: any = hatch.getLoopAt(i);\\r\\n loop.vertices.forEach((val: any, inidex: number) => {\\r\\n loop[\\\"pt:\\\" + inidex] = {};\\r\\n loop[\\\"pt:\\\" + inidex].x = val.x;\\r\\n loop[\\\"pt:\\\" + inidex].y = val.y;\\r\\n loop[\\\"pt:\\\" + inidex].z = val.z;\\r\\n })\\r\\n obj[\\\"loop:\\\" + i] = loop;\\r\\n };\\r\\n obj.numPatternDefinitions = hatch.numPatternDefinitions;\\r\\n for (let i = 0; i < obj.numPatternDefinitions; i++) {\\r\\n obj[\\\"patternDefinitions:\\\" + i] = hatch.getPatternDefinitionAt(i);\\r\\n };\\r\\n }\\r\\n else if (ent instanceof McDbRasterImage) {\\r\\n // 位图对象\\r\\n let image = ent as McDbRasterImage;\\r\\n let orientation = image.getOrientation();\\r\\n obj.orientation = {};\\r\\n obj.orientation.origin = orientation.origin.toVector3();\\r\\n obj.orientation.uCorner = orientation.uCorner.toVector3();\\r\\n obj.orientation.vOnPlane = orientation.vOnPlane.toVector3();\\r\\n\\r\\n let clipBoundary = image.clipBoundary();\\r\\n obj.clipBoundary = {};\\r\\n clipBoundary.forEach((pt, index) => {\\r\\n obj.clipBoundary[\\\"pt\\\" + index] = pt.toVector3();\\r\\n });\\r\\n\\r\\n obj.clipBoundaryType = image.clipBoundaryType();\\r\\n\\r\\n let imageDef = image.imageDefId().getMcDbRasterImageDef();\\r\\n if (imageDef) {\\r\\n obj.filePath = imageDef.sourceFileName;\\r\\n }\\r\\n }\\r\\n\\r\\n return obj;\\r\\n}\\r\\n// 得到图纸所有对象\\r\\nasync function TestGetAllEntity() {\\r\\n\\r\\n let ss = new MxCADSelectionSet();\\r\\n ss.allSelect();\\r\\n ss.forEach((id) => {\\r\\n let ent: any = id.getMcDbEntity();\\r\\n if (!ent) return;\\r\\n ent = McDbEntityToJsonObject(ent);\\r\\n console.log(JSON.stringify(ent));\\r\\n })\\r\\n};\\r\\n\\r\\n// 调用得到图纸所有对象的方法\\r\\nTestGetAllEntity()\"","export default \"import { McDbLayerTableRecord, MxCpp } from \\\"mxcad\\\";\\r\\n\\r\\n// 添加图层\\r\\nfunction MxTest_AddLayer() {\\r\\n // 获取当前mxcad对象\\r\\n let mxcad = MxCpp.App.getCurrentMxCAD();\\r\\n\\r\\n // 获取数据库图层表\\r\\n let layerTable = mxcad.getDatabase().getLayerTable();\\r\\n // 判断图层表中是否存在xxx11图层\\r\\n if (!layerTable.has(\\\"xxx11\\\")) {\\r\\n // 不存在则创建xxx11图层\\r\\n let newLayer = new McDbLayerTableRecord();\\r\\n newLayer.name = \\\"xxx11\\\";\\r\\n layerTable.add(newLayer);\\r\\n }\\r\\n\\r\\n if (layerTable.has(\\\"xxx11\\\")) {\\r\\n // 存在则打印日志\\r\\n console.log(\\\"add layer ok\\\");\\r\\n }\\r\\n};\\r\\n\\r\\n// 调用添加图层的方法\\r\\nMxTest_AddLayer(); \"","export default \"import { MxCpp } from \\\"mxcad\\\";\\r\\n\\r\\nfunction MxTest_GetAllBlock() {\\r\\n // 获取当前mxcad对象\\r\\n let mxcad = MxCpp.App.getCurrentMxCAD();\\r\\n // 获取数据库块表\\r\\n let blockTable = mxcad.getDatabase().getBlockTable();\\r\\n // 获取所有块表记录的id数组\\r\\n let aryId = blockTable.getAllRecordId();\\r\\n // 遍历所有块表记录\\r\\n aryId.forEach((id) => {\\r\\n let blkRec = id.getMcDbBlockTableRecord();\\r\\n if (blkRec === null) return;\\r\\n console.log(blkRec);\\r\\n console.log(\\\"blkRec.name:\\\" + blkRec.name);\\r\\n console.log(\\\"blkRec.origin:\\\" + blkRec.origin);\\r\\n });\\r\\n};\\r\\n\\r\\n// 调用获取所有图块的方法\\r\\nMxTest_GetAllBlock();\\r\\n\"","export default \"import { MxCpp } from \\\"mxcad\\\";\\r\\nimport { MxFun } from \\\"mxdraw\\\";\\r\\n\\r\\n// 获取所有图层\\r\\nfunction MxTest_GetAllLayer() {\\r\\n // 获取当前mxcad对象\\r\\n let mxcad = MxCpp.App.getCurrentMxCAD();\\r\\n // 获取图层表\\r\\n let layerTable = mxcad.getDatabase().getLayerTable();\\r\\n // 获取所有记录id\\r\\n let aryId = layerTable.getAllRecordId();\\r\\n let ret = [];\\r\\n // 遍历图层id\\r\\n aryId.forEach((id) => {\\r\\n let layerRec = id.getMcDbLayerTableRecord();\\r\\n if (layerRec === null) return;\\r\\n \\r\\n console.log(layerRec);\\r\\n console.log(\\\"layerRec.color:\\\" + layerRec.color.getColorString());\\r\\n console.log(\\\"layerRec.name:\\\" + layerRec.name);\\r\\n let layer: any = {};\\r\\n layer.name = layerRec.name;\\r\\n \\r\\n layer.color = layerRec.color.getColorString();\\r\\n ret.push(layer);\\r\\n });\\r\\n \\r\\n MxFun.postMessageToParentFrame(ret);\\r\\n return ret;\\r\\n };\\r\\n\\r\\n // 调用获取所有图层的方法\\r\\n MxTest_GetAllLayer();\"","export default \"import { MxCpp } from \\\"mxcad\\\"\\r\\n\\r\\n// 获取所有线型样式\\r\\nfunction MxTest_GetAllLinetype() {\\r\\n // 获取当前mxcad对象\\r\\n let mxobj = MxCpp.getCurrentMxCAD();\\r\\n // 获取数据库线型样式表\\r\\n let linetypeTable = mxobj.getDatabase().getLinetypeTable();\\r\\n // 获取所有线型记录的ID数组\\r\\n let aryId = linetypeTable.getAllRecordId();\\r\\n // 遍历线型记录\\r\\n aryId.forEach((id) => {\\r\\n let linetypeRec = id.getMcDbLinetypeTableRecord();\\r\\n if (linetypeRec === null) return;\\r\\n console.log(linetypeRec);\\r\\n });\\r\\n};\\r\\n\\r\\n// 调用获取所有线型样式\\r\\nMxTest_GetAllLinetype()\"","export default \"import { MxCpp } from \\\"mxcad\\\";\\r\\n\\r\\n// 获取所有文字样式\\r\\nfunction MxTest_GetAllTextStyle() {\\r\\n // 获取当前mxcad对象\\r\\n let mxobj = MxCpp.getCurrentMxCAD();\\r\\n // 获取文字样式表\\r\\n let textSyleTable = mxobj.getDatabase().getTextStyleTable();\\r\\n // 获取文字样式表记录id数组\\r\\n let aryId = textSyleTable.getAllRecordId();\\r\\n // 遍历文字样式表记录\\r\\n aryId.forEach((id) => {\\r\\n let textSyleRec = id.getMcDbTextStyleTableRecord();\\r\\n if (textSyleRec === null) return;\\r\\n let out: any = {};\\r\\n out.name = textSyleRec.name;\\r\\n out.font = textSyleRec.font();\\r\\n out.fileName = textSyleRec.fileName;\\r\\n out.bigFontFileName = textSyleRec.bigFontFileName;\\r\\n out.textSize = textSyleRec.textSize;\\r\\n out.xScale = textSyleRec.xScale;\\r\\n console.log(out);\\r\\n });\\r\\n};\\r\\n\\r\\n// 调用获取所有文字样式的方法\\r\\nMxTest_GetAllTextStyle();\\r\\n\"","export default \"import { MxCADUiPrEntity } from \\\"mxcad\\\";\\r\\n\\r\\n// 读取扩展数据。\\r\\nasync function MxTest_ReadxData() {\\r\\n // 选择对象\\r\\n let selEntity = new MxCADUiPrEntity();\\r\\n selEntity.setMessage(\\\"选择对象\\\");\\r\\n let id = await selEntity.go();\\r\\n if (!id.isValid()) return;\\r\\n \\r\\n // 获取对象\\r\\n let ent = id.getMcDbEntity();\\r\\n if (ent === null) return; \\r\\n\\r\\n // 得到对象的扩展数据\\r\\n let data = ent.getxData();\\r\\n //data.PrintData();\\r\\n data.forEach((val, type, dxf) => {\\r\\n console.log(JSON.stringify({ val: val, type: type, dxf: dxf }));\\r\\n })\\r\\n\\r\\n //let data = ent.getxDataString(\\\"DataName\\\");\\r\\n //MxFun.acutPrintf(data.val + \\\"\\\\n\\\");\\r\\n};\\r\\n\\r\\n// 调用读取扩展数据的方法\\r\\nMxTest_ReadxData()\"","export default \"import { MxCADUiPrEntity } from \\\"mxcad\\\";\\r\\n\\r\\n// 写扩展数据\\r\\nasync function MxTest_WritexData() {\\r\\n // 选择对象\\r\\n let selEntity = new MxCADUiPrEntity();\\r\\n selEntity.setMessage(\\\"选择对象\\\");\\r\\n let id = await selEntity.go();\\r\\n if (!id.isValid()) return;\\r\\n \\r\\n // 获取对象\\r\\n let ent = id.getMcDbEntity();\\r\\n if (ent === null) return;\\r\\n // 写扩展数据\\r\\n ent.setxDataString(\\\"DataName\\\", \\\"xxxxx\\\");\\r\\n //ent.setxData(new MxCADResbuf([{type:MxCADResbufDataType.kExDataName,val:\\\"DataName\\\"},{type:MxCADResbufDataType.kString,val:\\\"yyyyy\\\"}]));\\r\\n};\\r\\n\\r\\n// 调用写扩展数据的方法\\r\\n MxTest_WritexData();\\r\\n\\r\\n\"","export default \"import { MxCpp, McDbDictionary, McDbXrecord } from \\\"mxcad\\\";\\r\\n\\r\\n// 字典数据遍历\\r\\nfunction MxTest_DictionaryData(dict) {\\r\\n let aryName = dict.getAllObjectName();\\r\\n aryName.forEach((name) => {\\r\\n console.log(name);\\r\\n let id = dict.getAt(name);\\r\\n let obj = id.getMcDbObject();\\r\\n if (obj instanceof McDbDictionary) {\\r\\n let dict = obj as McDbDictionary;\\r\\n console.log(dict);\\r\\n MxTest_DictionaryData(dict);\\r\\n }\\r\\n else if (obj instanceof McDbXrecord) {\\r\\n let xrec = obj as McDbXrecord;\\r\\n let data = xrec.getData()\\r\\n data.PrintData();\\r\\n }\\r\\n })\\r\\n}\\r\\n\\r\\n// 得到命名字典\\r\\nasync function MxTest_GetNamedObjectsDictionary() {\\r\\n let mxcad = MxCpp.getCurrentMxCAD();\\r\\n let dict = mxcad.getDatabase().getNamedObjectsDictionary();\\r\\n let aryName = dict.getAllObjectName();\\r\\n aryName.forEach((name) => {\\r\\n console.log(name);\\r\\n let id = dict.getAt(name);\\r\\n let obj = id.getMcDbObject();\\r\\n if (obj instanceof McDbDictionary) {\\r\\n let dict = obj as McDbDictionary;\\r\\n console.log(dict);\\r\\n MxTest_DictionaryData(dict);\\r\\n }\\r\\n })\\r\\n}\\r\\n\\r\\n// 调用得到命名字典方法\\r\\nMxTest_GetNamedObjectsDictionary()\"","///////////////////////////////////////////////////////////////////////////////\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\n//https://www.mxdraw.com/\n///////////////////////////////////////////////////////////////////////////////\n\nimport { McDbEntity, McDbLine, McDbPoint, McDbPolyline, MxCADUiPrPoint, MxCADUtility, MxCpp, McGePoint3d, McDbArc, McDbCircle, McDbEllipse, McGeVector3d, McDbHatch, McDbText, McDbMText, McDb, McDbRasterImageDef, McDbRasterImage, McDbBlockReference, McDbDimension } from \"mxcad\";\nimport { DetailedResult, DynamicInputType, MxDbRegularPolygonShape, MxFun } from \"mxdraw\";\nfunction calculateCenter(start: McGePoint3d, end: McGePoint3d, bulge: number) {\n const dist = start.distanceTo(end)\n const dx = dist / 2\n const dy = dx * bulge\n const r = (dx * dx + dy * dy) / (2 * dy)\n const midX = (start.x + end.x) / 2\n const midY = (start.y + end.y) / 2\n\n return new McGePoint3d(midX, midY).addvec(end.clone().sub(start).perpVector().normalize().mult(r - dy))\n}\nfunction calculateLineAngle(center: McGePoint3d, start: McGePoint3d, end: McGePoint3d) {\n const deg = (Math.PI * 2) / 360\n // 计算直线的角度\n let startAngle = ((Math.atan2(start.y - center.y, start.x - center.x) * 180) / Math.PI) * deg\n let endAngle = ((Math.atan2(end.y - center.y, end.x - center.x) * 180) / Math.PI) * deg\n\n return {\n startAngle,\n endAngle\n }\n}\nMxFun.addCommand(\"list\", async () => {\n // 选择对象获取信息\n const objIds = await MxCADUtility.userSelect(\"选择对象\")\n const getPoint = new MxCADUiPrPoint()\n MxFun.acutPrintf(\"找到\" + objIds.length + \"个\\n\")\n const objId = objIds.pop()\n if (!objId) return\n const ent = objId.getMcDbEntity()\n if (!objId.isValid() || !ent) {\n MxFun.acutPrintf(\"对象无效\\n\")\n } else {\n if (await printInfo(ent) === false) return\n }\n while (objIds.length) {\n getPoint.setMessage(\"按 ENTER 键继续\")\n getPoint.setDisableDynInput(true)\n await getPoint.go()\n // 程序中止、按下Esc键、新的命令运行时退出\n if (getPoint.getDetailedResult() === DetailedResult.kCodeAbort) return\n if (getPoint.getDetailedResult() === DetailedResult.kEcsIn) return\n if (getPoint.getDetailedResult() === DetailedResult.kNewCommadIn) return\n const objId = objIds.pop()\n if (!objId) break;\n const ent = objId.getMcDbEntity()\n if (!objId.isValid() || !ent) {\n MxFun.acutPrintf(\"对象无效\\n\")\n continue\n }\n if (await printInfo(ent) === false) return\n }\n})\n// 记录对象的名称\nconst entNames = {\n \"McDbPoint\": \"点\",\n \"McDbLine\": \"直线\",\n \"McDbPolyline\": \"多段线\",\n \"McDbArc\": \"圆弧\",\n \"McDbCircle\": \"圆\",\n \"McDbEllipse\": \"椭圆\",\n \"McDbHatch\": \"填充\",\n \"McDbText\": \"单行文本\",\n \"McDbMText\": \"多行文本\",\n \"McDbRasterImage\": \"光栅图片\",\n \"McDbBlockReference\": \"块参照\",\n}\n// 附着名称字典\nconst map = {\n Top: \"上\",\n Middle: \"中\",\n Bottom: \"下\",\n Base: \"基\",\n Left: \"左\",\n Center: \"中\",\n Right: \"右\",\n Align: \"对齐\",\n Fit: \"适应\",\n Mid: \"中\"\n};\n\n// 获取文字的附着名称\nconst getAttachmentName = (str: string) => {\n return str.replace(/k(\\w+)/g, function (_, p1) {\n let key = p1.replace(/([A-Z])/g, \"-$1\") as string\n const arr = key.split(\"-\")\n const name = arr.reduce((name, key) => {\n if (map[key]) {\n return name + map[key];\n } else {\n return \"\";\n }\n })\n return name\n });\n}\n// 打印信息\nasync function printInfo(ent: McDbEntity) {\n // 得到所有对象的基本信息\n const layer = ent.layer\n const layoutBlockName = MxCpp.getCurrentDatabase().currentSpace.name\n const isMainModel = layoutBlockName === \"*Model_Space\"\n const modeName = isMainModel ? \"模型空间\" : \"图纸空间\"\n const handle = ent.getHandle()\n console.log(ent.objectName)\n\n let entName = entNames[ent.objectName] || ent.objectName\n if(ent instanceof McDbDimension) {\n entName = \"标注\"\n }\n MxFun.acutPrintf(`\\n ${entName} 图层: \"${layer}\"`)\n MxFun.acutPrintf(`\\n 空间: \"${modeName}\"`)\n\n MxFun.acutPrintf(`\\n 句柄 = ${handle}`)\n // 点对象的信息\n if (ent instanceof McDbPoint) {\n MxFun.acutPrintf(`\\n 于 点, X= ${ent.position.x.toFixed(4)} Y= ${ent.position.y.toFixed(4)} Z= ${ent.position.z.toFixed(4)}`)\n }\n // 直线对象的信息\n if (ent instanceof McDbLine) {\n MxFun.acutPrintf(`\\n 自 点, X= ${ent.startPoint.x.toFixed(4)} Y= ${ent.startPoint.y.toFixed(4)} Z= ${ent.startPoint.z.toFixed(4)}`)\n MxFun.acutPrintf(`\\n 到 点, X= ${ent.startPoint.x.toFixed(4)} Y= ${ent.startPoint.y.toFixed(4)} Z= ${ent.startPoint.z.toFixed(4)}`)\n let deltaX = ent.endPoint.x - ent.startPoint.x;\n let deltaY = ent.endPoint.y - ent.startPoint.y;\n let deltaZ = ent.endPoint.z - ent.startPoint.z;\n\n // 使用atan2计算角度,结果是弧度,转换为度\n let angleInDegrees = THREE.MathUtils.radToDeg(Math.atan2(deltaY, deltaX));\n\n MxFun.acutPrintf(`\\n 长度 = ${ent.getLength().val.toFixed(4)},在 XY 平面中的角度 = ${Math.floor(angleInDegrees)}`)\n MxFun.acutPrintf(`\\n 增量 X = ${deltaX.toFixed(4)},增量 Y = ${deltaY.toFixed(4)},增量 Z = ${deltaZ.toFixed(4)}`)\n }\n\n // 多段线对象的信息\n if (ent instanceof McDbPolyline) {\n MxFun.acutPrintf(`\\n ${ent.isClosed ? \"闭合\" : \"打开\"}`)\n MxFun.acutPrintf(`\\n 固定宽度 ${ent.constantWidth.toFixed(4)}`)\n MxFun.acutPrintf(`\\n 面积 ${ent.getArea().val.toFixed(4)}`)\n MxFun.acutPrintf(`\\n 周长 ${ent.getLength().val.toFixed(4)}`)\n\n // 输出多段线的每个点的信息\n const num = ent.numVerts()\n // 通过取点对象控制输出量 只有在按下空格或者回车才会继续打印剩余信息\n const getPoint = new MxCADUiPrPoint()\n\n // 记录点包含的其他信息如线宽、凸度值等\n const widthInfos: {\n val1: number;\n val2: number;\n ret: boolean;\n }[] = []\n const bulges: number[] = []\n // 记录是否打印线宽\n let isPrintWidth = false\n\n for (let index = 0; index < num; index++) {\n const width = ent.getWidthsAt(index)\n const bulge = ent.getBulgeAt(index)\n if (width.val1 !== 0 || width.val2 !== 0) {\n isPrintWidth = true\n }\n widthInfos.push(width)\n bulges.push(bulge)\n }\n // 控制输出打印量\n let accumulated = 0\n const maxIndex = 3\n\n for (let index = 0; index < num; index++) {\n if (accumulated > maxIndex) {\n while (true) {\n getPoint.setMessage(\"按 ENTER 键继续\")\n getPoint.disableAllTrace()\n getPoint.clearLastInputPoint()\n // 设置不需要动态的输入框\n getPoint.setDynamicInputType(DynamicInputType.kNoInput)\n const pt = await getPoint.go()\n if (getPoint.getDetailedResult() === DetailedResult.kCodeAbort) return\n if (getPoint.getDetailedResult() === DetailedResult.kEcsIn) return\n if (getPoint.getDetailedResult() === DetailedResult.kNewCommadIn) return false\n // 只有回车和空格或者鼠标左键点击才能继续往下走打印的流程, 否则始终循环等待用户输入\n if (getPoint.getDetailedResult() === DetailedResult.kNullEnterIn || getPoint.getDetailedResult() === DetailedResult.kNullSpaceIn || pt) {\n accumulated = 0\n break;\n }\n }\n }\n const point = ent.getPointAt(index).val\n const bulge = bulges[index]\n\n MxFun.acutPrintf(`\\n 于端点 X= ${point.x.toFixed(1)} Y= ${point.y.toFixed(1)} Z= ${point.z.toFixed(1)}`)\n if (isPrintWidth) {\n MxFun.acutPrintf(`\\n 起点宽度 ${widthInfos[index].val1.toFixed(4)}`)\n MxFun.acutPrintf(`\\n 端点宽度 ${widthInfos[index].val2.toFixed(4)}`)\n }\n // 凸度不为0时 且\n if (Math.abs(bulge) > 0) {\n MxFun.acutPrintf(`\\n 凸度 ${bulge.toFixed(1)}`)\n const nextPoint = ent.getPointAt(index + 1).val\n const center = calculateCenter(point, nextPoint, bulge)\n MxFun.acutPrintf(`\\n 圆心 X= ${center.x.toFixed(1)} Y= ${center.y.toFixed(1)} Z= ${center.z.toFixed(1)}`)\n MxFun.acutPrintf(`\\n 半径 ${center.distanceTo(point).toFixed(1)}`)\n const { startAngle, endAngle } = calculateLineAngle(center, point, nextPoint)\n MxFun.acutPrintf(`\\n 起点角度 ${THREE.MathUtils.radToDeg(startAngle).toFixed(0)}`)\n MxFun.acutPrintf(`\\n 端点角度 ${THREE.MathUtils.radToDeg(endAngle).toFixed(0)}`)\n // 最后一次循环加上最后一个端点信息\n if (index === num - 1) {\n MxFun.acutPrintf(`\\n 于端点 X= ${nextPoint.x.toFixed(1)} Y= ${nextPoint.y.toFixed(1)} Z= ${nextPoint.z.toFixed(1)}`)\n }\n }\n accumulated++\n }\n }\n // 圆弧的信息\n if (ent instanceof McDbArc) {\n MxFun.acutPrintf(`\\n 圆心 点, X= ${ent.center.x.toFixed(4)} Y= ${ent.center.y.toFixed(4)} Z= ${ent.center.z.toFixed(4)}`)\n MxFun.acutPrintf(`\\n 半径 ${ent.radius.toFixed(4)}`)\n MxFun.acutPrintf(`\\n 起点 角度 ${THREE.MathUtils.radToDeg(ent.startAngle).toFixed(0)}`)\n MxFun.acutPrintf(`\\n 端点 角度 ${THREE.MathUtils.radToDeg(ent.endAngle).toFixed(0)}`)\n MxFun.acutPrintf(`\\n 长度 ${ent.getLength().val.toFixed(4)}`)\n }\n // 圆的信息\n if (ent instanceof McDbCircle) {\n MxFun.acutPrintf(`\\n 圆心 点, X= ${ent.center.x.toFixed(4)} Y= ${ent.center.y.toFixed(4)} Z= ${ent.center.z.toFixed(4)}`)\n MxFun.acutPrintf(`\\n 半径 ${ent.radius.toFixed(4)}`)\n MxFun.acutPrintf(`\\n 周长 ${ent.getLength().val.toFixed(4)}`)\n MxFun.acutPrintf(`\\n 面积 ${(Math.PI * ent.radius * ent.radius).toFixed(4)}`)\n }\n\n // 椭圆的信息\n if (ent instanceof McDbEllipse) {\n // 得到椭圆的半轴长度\n const radius1 = ent.majorAxis.length()\n const radius2 = ent.minorAxis.length()\n // 是否是椭圆 为false表示是椭圆弧\n const isEllipse = ent.startAngle === 0 && ent.endAngle === 2 * Math.PI\n if (isEllipse) {\n const calculateEllipseCircumference = (radius1: number, radius2: number) => {\n const h = Math.pow((radius1 - radius2), 2) / Math.pow((radius1 + radius2), radius2);\n const circumference = Math.PI * (radius1 + radius2) * (1 + (3 * h) / (10 + Math.sqrt(4 - 3 * h)));\n return circumference;\n }\n MxFun.acutPrintf(`\\n 面积: ${(Math.PI * radius1 * radius2).toFixed(4)}`)\n MxFun.acutPrintf(`\\n 圆周: ${calculateEllipseCircumference(radius1, radius2).toFixed(4)}`)\n }\n else {\n // 计算椭圆弧的长度\n const arcLengthOfEllipse = (a: number, b: number, theta1: number, theta2: number, numSteps: number) => {\n // a: 长半轴\n // b: 短半轴\n // 定义被积函数\n const integrand = function (theta: number) {\n return Math.sqrt(a * a * Math.sin(theta) * Math.sin(theta) + b * b * Math.cos(theta) * Math.cos(theta));\n };\n\n // 使用复合辛普森法则进行数值积分\n let integral = 0;\n const stepSize = (theta2 - theta1) / numSteps;\n for (let i = 0; i <= numSteps; i++) {\n const theta = theta1 + i * stepSize;\n if (i === 0 || i === numSteps) {\n integral += integrand(theta);\n } else if (i % 2 === 0) {\n integral += 2 * integrand(theta);\n } else {\n integral += 4 * integrand(theta);\n }\n }\n\n integral *= stepSize / 3;\n return Math.abs(integral);\n }\n\n MxFun.acutPrintf(`\\n 长度: ${arcLengthOfEllipse(radius1, radius2, ent.startAngle, ent.endAngle, 30).toFixed(4)}`)\n }\n MxFun.acutPrintf(`\\n 中心点: X = ${ent.center.x.toFixed(4)} , Y = ${ent.center.y.toFixed(4)} , Z = ${ent.center.z.toFixed(4)}`)\n // 判断哪个是半轴长度较长的轴\n const isMaxAxis = radius1 > radius2\n const maxAxis = isMaxAxis ? ent.majorAxis : ent.minorAxis\n const minAxis = isMaxAxis ? ent.minorAxis : ent.majorAxis\n MxFun.acutPrintf(`\\n 长轴: X = ${maxAxis.x.toFixed(4)} , Y = ${maxAxis.y.toFixed(4)} , Z = ${maxAxis.z.toFixed(4)}`)\n MxFun.acutPrintf(`\\n 短轴: X = ${minAxis.x.toFixed(4)} , Y = ${minAxis.y.toFixed(4)} , Z = ${minAxis.z.toFixed(4)}`)\n // 椭圆弧的其他信息\n if (!isEllipse) {\n // 计算椭圆弧的起点和端点\n const calculateEllipseEndpoints = (center: McGePoint3d, v1: McGeVector3d, v2: McGeVector3d, theta1: number, theta2: number) => {\n // 椭圆中心坐标\n const cx = center.x;\n const cy = center.y;\n\n // 主轴向量\n const vx1 = v1.x;\n const vy1 = v1.y;\n\n // 副轴向量\n const vx2 = v2.x;\n const vy2 = v2.y;\n\n // 计算椭圆的起始点和结束点\n const alpha = Math.atan2(vy1, vx1)\n\n const a = Math.sqrt(vx1 * vx1 + vy1 * vy1); // 长轴半径\n const b = Math.sqrt(vx2 * vx2 + vy2 * vy2); // 短轴半径\n // 根据角度计算起始点和结束点\n const startEndpointX = cx + a * Math.cos(theta1) * Math.cos(alpha) - b * Math.sin(theta1) * Math.sin(alpha);\n const startEndpointY = cy + a * Math.cos(theta1) * Math.sin(alpha) + b * Math.sin(theta1) * Math.cos(alpha);\n const endEndpointX = cx + a * Math.cos(theta2) * Math.cos(alpha) - b * Math.sin(theta2) * Math.sin(alpha);\n const endEndpointY = cy + a * Math.cos(theta2) * Math.sin(alpha) + b * Math.sin(theta2) * Math.cos(alpha);\n\n return {\n startPoint: new McGePoint3d(startEndpointX, startEndpointY),\n endPoint: new McGePoint3d(endEndpointX, endEndpointY)\n };\n }\n\n const { startPoint, endPoint } = calculateEllipseEndpoints(ent.center, ent.majorAxis, ent.minorAxis, ent.startAngle, ent.endAngle)\n MxFun.acutPrintf(`\\n 起点: X = ${startPoint.x.toFixed(4)} , Y = ${startPoint.y.toFixed(4)} , Z = ${startPoint.z.toFixed(4)}`)\n MxFun.acutPrintf(`\\n 端点: X = ${endPoint.x.toFixed(4)} , Y = ${endPoint.y.toFixed(4)} , Z = ${endPoint.z.toFixed(4)}`)\n MxFun.acutPrintf(`\\n 起点角度: ${THREE.MathUtils.radToDeg(ent.startAngle).toFixed(0)}`)\n MxFun.acutPrintf(`\\n 端点角度: ${THREE.MathUtils.radToDeg(ent.endAngle).toFixed(0)}`)\n }\n MxFun.acutPrintf(`\\n 半径比例: ${ent.radiusRatio.toFixed(4)}`)\n }\n\n // 填充对象信息\n if(ent instanceof McDbHatch) {\n const patternName = ent.patternName()\n MxFun.acutPrintf(`\\n 填充图案 ${patternName}`)\n MxFun.acutPrintf(`\\n 图案填充比例 ${ent.patternScale.toFixed(4)}`)\n MxFun.acutPrintf(`\\n 图案填充角度 ${THREE.MathUtils.radToDeg(ent.patternAngle).toFixed(0)}`)\n const pl = new McDbPolyline()\n const pls: McDbPolyline[] = []\n pl.isClosed = true\n for (let index = 0; index < ent.numLoops; index++) {\n const { vertices, bulges } = ent.getLoopAt(index)\n vertices.forEach((pt, index)=> {\n const bulge = bulges[index]\n pl.addVertexAt(pt, Number(bulge.toFixed(14)))\n })\n pls.push(pl)\n MxCpp.getCurrentMxCAD().drawEntity(pl)\n }\n const totalArea = pls.reduce((totalArea, pl)=> totalArea + pl.getArea().val, 0)\n MxFun.acutPrintf(`\\n 面积 ${totalArea.toFixed(4)}`)\n }\n\n // 单行文字信息\n if(ent instanceof McDbText) {\n MxFun.acutPrintf(`\\n 样式 = \"${ent.textStyle}\"`)\n MxFun.acutPrintf(`\\n 起点 点, X= ${ent.position.x.toFixed(4)} Y= ${ent.position.y.toFixed(4)} Z= ${ent.position.z.toFixed(4)}`)\n MxFun.acutPrintf(`\\n 高度 ${ent.height.toFixed(4)}`)\n MxFun.acutPrintf(`\\n 文字 ${ent.textString}`)\n MxFun.acutPrintf(`\\n 旋转 角度 ${ent.rotation.toFixed(0)}`)\n MxFun.acutPrintf(`\\n 宽度 比例因子 ${ent.widthFactor.toFixed(4)}`)\n }\n // 多行文字信息\n if(ent instanceof McDbMText) {\n MxFun.acutPrintf(`\\n 样式 = \"${ent.textStyle}\"`)\n MxFun.acutPrintf(`\\n位置: X= ${ent.location.x.toFixed(4)} Y= ${ent.location.y.toFixed(4)} Z= ${ent.location.z.toFixed(4)}`)\n MxFun.acutPrintf(`\\n宽度: ${ent.width.toFixed(4)}`)\n MxFun.acutPrintf(`\\n法向: X= ${ent.normal.x.toFixed(4)} Y= ${ent.normal.y.toFixed(4)} Z= ${ent.normal.z.toFixed(4)}`)\n MxFun.acutPrintf(`\\n旋转: ${ent.rotation.toFixed(0)}`)\n MxFun.acutPrintf(`\\n文字高度: ${ent.textHeight.toFixed(4)}`)\n\n MxFun.acutPrintf(`\\n附着: ${getAttachmentName(McDb.AttachmentPoint[ent.attachment])}`)\n MxFun.acutPrintf(`\\n内容: ${ent.contents}`)\n }\n // 光栅图片信息\n if(ent instanceof McDbRasterImage) {\n const imgDef = ent.imageDefId().getMcDbRasterImageDef()\n const getFileNameFromPath = (path: string)=> {\n return path.split('/').pop().split('\\\\').pop();\n }\n MxFun.acutPrintf(`\\n图像: ${getFileNameFromPath(imgDef.sourceFileName)}`)\n\n const getClipBoundaryType = (ent: McDbRasterImage)=> {\n const type = ent.clipBoundaryType()\n if(type === McDb.ClipBoundaryType.kInvalid) return \"无效\"\n if(type === McDb.ClipBoundaryType.kPoly) return \"多边形\"\n if(type === McDb.ClipBoundaryType.kRect) return \"矩形\"\n }\n MxFun.acutPrintf(`\\n剪裁边界类型: ${getClipBoundaryType(ent)}`)\n const clipBoundary = ent.clipBoundary()\n MxFun.acutPrintf(`\\n边界点数目: ${clipBoundary.length()}`)\n ent.clipBoundary().forEach((pt)=> {\n MxFun.acutPrintf(`\\n 位于点,X= ${pt.x.toFixed(4)}, Y= ${pt.y.toFixed(4)}, Z= ${pt.z.toFixed(4)}`)\n })\n }\n\n // 图块信息\n if(ent instanceof McDbBlockReference) {\n MxFun.acutPrintf(`\\n块名: \"${ent.blockName}\"`)\n MxFun.acutPrintf(`\\n插入点: X= ${ent.position.x.toFixed(4)}, Y= ${ent.position.y.toFixed(4)}, Z= ${ent.position.z.toFixed(4)}`)\n MxFun.acutPrintf(`\\nX 比例因子: ${ent.scaleFactors.x.toFixed(4)}`)\n MxFun.acutPrintf(`\\nY 比例因子: ${ent.scaleFactors.y.toFixed(4)}`)\n MxFun.acutPrintf(`\\n 旋转角度: ${ent.rotation.toFixed(0)}`)\n MxFun.acutPrintf(`\\nZ 比例因子: ${ent.scaleFactors.z.toFixed(4)}`)\n MxFun.acutPrintf(`\\nZ 比例因子: ${ent.scaleFactors.z.toFixed(4)}`)\n MxFun.acutPrintf(`\\n 缩放比例: ${ent.getScale().toFixed(4)}`)\n }\n\n // 标注信息\n if(ent instanceof McDbDimension) {\n MxFun.acutPrintf(`\\n文字位置: X= ${ent.textPosition.x.toFixed(4)} Y= ${ent.textPosition.y.toFixed(4)} Z= ${ent.textPosition.z.toFixed(4)}`)\n MxFun.acutPrintf(`\\n是否使用的默认文字位置: ${ent.isUsingDefaultTextPosition()}`)\n MxFun.acutPrintf(`\\n高度: ${ent.elevation.toFixed(4)}`)\n MxFun.acutPrintf(`\\n文本内容: ${ent.dimensionText}`)\n MxFun.acutPrintf(`\\n文本旋转角度: ${THREE.MathUtils.radToDeg(ent.textRotation).toFixed(0)}`)\n const dimStyle = ent.dimensionStyle.getMcDbDimStyleTableRecord()\n MxFun.acutPrintf(`\\n标注样式: ${dimStyle.name}`)\n MxFun.acutPrintf(`\\n文字附着: ${getAttachmentName(McDb.AttachmentPoint[ent.textAttachment])}`)\n MxFun.acutPrintf(`\\n水平旋转角度: ${THREE.MathUtils.radToDeg(ent.horizontalRotation).toFixed(0)}`)\n MxFun.acutPrintf(`\\n水平旋转角度: ${THREE.MathUtils.radToDeg(ent.horizontalRotation).toFixed(0)}`)\n }\n MxFun.acutPrintf(\"\\n命令\")\n}\n\n","import { McObjectId, MxCADUiPrString, MxCADUtility, MxCpp, McDbGroup, MxCADUiPrKeyWord, MxCADUiPrEntity } from \"mxcad\";\nimport { DetailedResult, MrxDbgUiPrPoint, MxFun } from \"mxdraw\";\n\nMxFun.addCommand(\"group\", async ()=> {\n let getPt: MrxDbgUiPrPoint\n let name = \"\"\n let description = \"\"\n let ids: McObjectId[]\n const database = MxCpp.getCurrentDatabase()\n const groupDict = database.GetGroupDictionary()\n while(true) {\n const _ids = await MxCADUtility.userSelect(\"选择对象\", null, (ss, getPoint)=> {\n getPoint.setKeyWords(\"[名称(N)/说明(D)]\")\n getPt = getPoint\n })\n if(getPt.getDetailedResult() === DetailedResult.kEcsIn || getPt.getDetailedResult() === DetailedResult.kCodeAbort || getPt.getDetailedResult() === DetailedResult.kNewCommadIn) return\n if(_ids) ids = _ids\n if(getPt.isKeyWordPicked(\"N\")) {\n while(true) {\n const getName = new MxCADUiPrString()\n getName.setMessage(\"输入编组名\")\n getName.setKeyWords(\"[查询(A)]\")\n const str = await getName.go()\n if(getName.getDetailedResult() === DetailedResult.kCodeAbort || getName.getDetailedResult() === DetailedResult.kEcsIn || getName.getDetailedResult() === DetailedResult.kNewCommadIn) return\n if(getName.isKeyWordPicked(\"A\")) {\n getName.setMessage(\"请输入要列出的编码组名<*>\")\n getName.setKeyWords(\"\")\n const name = await getName.go()\n console.log(name)\n if(getName.getDetailedResult() === DetailedResult.kCodeAbort || getName.getDetailedResult() === DetailedResult.kEcsIn || getName.getDetailedResult() === DetailedResult.kNewCommadIn) return\n if(name && name!== \"*\") {\n const groupId = groupDict.getAt(name)\n const group = groupId.getMcDbObject() as McDbGroup\n MxFun.acutPrintf(`\\n定义的编组:`)\n if(group) {\n MxFun.acutPrintf(`\\n ${group.name}`)\n }\n }\n else if(name === \"*\" || getName.getDetailedResult() === DetailedResult.kNullEnterIn || getName.getDetailedResult() === DetailedResult.kNullSpaceIn) {\n const groupIds = groupDict.getAllObject()\n MxFun.acutPrintf(`\\n定义的编组:`)\n groupIds.forEach((groupId)=> {\n const group = groupId.getMcDbObject() as McDbGroup\n group && MxFun.acutPrintf(`\\n ${group.name}`)\n })\n }\n\n continue;\n }\n if(!str) return\n const groupId = groupDict.getAt(name)\n const group = groupId.getMcDbObject() as McDbGroup\n if(group && groupId.isValid()) {\n MxFun.acutPrintf(`编组 ${name} 已经存在`)\n continue;\n }\n name = str\n break;\n }\n continue;\n }\n if(getPt.isKeyWordPicked(\"D\")) {\n const getName = new MxCADUiPrString()\n getName.setMessage(\"输入编组说明\")\n const str = await getName.go()\n if(!str) return\n description = str\n continue;\n }\n if(getPt.getDetailedResult() === DetailedResult.kNullEnterIn || getPt.getDetailedResult() === DetailedResult.kNullSpaceIn) {\n const isPresence = ids.some((id)=> {\n return database.getEntitiesInTheGroup(id).length !== 0\n })\n if(isPresence) {\n const getKey = new MxCADUiPrKeyWord()\n getKey.setMessage(\"包含相同对象的组已经存在。仍要创建新的组?\")\n getKey.setKeyWords(\"[是(Y)/否(N)]\")\n const key = await getKey.go()\n if(key?.toLocaleUpperCase() === \"N\") {\n return\n }\n if(!key) return\n }\n if(database.CreateGroup(ids, name)) {\n const groupId = groupDict.getAt(name)\n const group = groupId.getMcDbObject() as McDbGroup\n group.description = description\n }\n }\n break\n }\n})\n\nMxFun.addCommand(\"ungroup\", async ()=> {\n\n let name!: string\n const database = MxCpp.getCurrentDatabase()\n const groupDict = database.GetGroupDictionary()\n while(true) {\n const getEnt = new MxCADUiPrEntity()\n getEnt.setMessage(\"选择对象\")\n getEnt.setKeyWords(\"[名称(N)]\")\n const id = await getEnt.go()\n if(getEnt.getDetailedResult() === DetailedResult.kEcsIn || getEnt.getDetailedResult() === DetailedResult.kCodeAbort || getEnt.getDetailedResult() === DetailedResult.kNewCommadIn) return\n\n if(getEnt.isKeyWordPicked(\"N\")) {\n while(true) {\n const getName = new MxCADUiPrString()\n getName.setMessage(\"输入编组名\")\n getName.setKeyWords(\"[查询(A)]\")\n const str = await getName.go()\n if(getName.getDetailedResult() === DetailedResult.kCodeAbort || getName.getDetailedResult() === DetailedResult.kEcsIn || getName.getDetailedResult() === DetailedResult.kNewCommadIn) return\n if(getName.isKeyWordPicked(\"A\")) {\n getName.setMessage(\"请输入要列出的编码组名<*>\")\n getName.setKeyWords(\"\")\n const name = await getName.go()\n if(getName.getDetailedResult() === DetailedResult.kCodeAbort || getName.getDetailedResult() === DetailedResult.kEcsIn || getName.getDetailedResult() === DetailedResult.kNewCommadIn) return\n if(name && name!== \"*\") {\n const groupId = groupDict.getAt(name)\n const group = groupId.getMcDbObject() as McDbGroup\n MxFun.acutPrintf(`\\n定义的编组:`)\n if(group) {\n MxFun.acutPrintf(`\\n ${group.name}`)\n }\n }\n else if(name === \"*\" || getName.getDetailedResult() === DetailedResult.kNullEnterIn || getName.getDetailedResult() === DetailedResult.kNullSpaceIn) {\n const groupIds = groupDict.getAllObject()\n MxFun.acutPrintf(`\\n定义的编组:`)\n groupIds.forEach((groupId)=> {\n const group = groupId.getMcDbObject() as McDbGroup\n group && MxFun.acutPrintf(`\\n ${group.name}`)\n })\n }\n\n continue;\n }\n if(!str) return\n const groupId = groupDict.getAt(name)\n const group = groupId.getMcDbObject() as McDbGroup\n if(group && groupId.isValid()) {\n MxFun.acutPrintf(`编组 ${name} 已经存在`)\n continue;\n }\n name = str\n break;\n }\n continue;\n }\n if(id) {\n const ent = id.getMcDbEntity()\n if(ent) {\n const handle = ent.getHandle()\n const groupNames = groupDict.getAllObjectName()\n const length = groupNames.length()\n for (let index = 0; index < length; index++) {\n const groupName = groupNames.at(index);\n const groupId = groupDict.getAt(groupName)\n const group = groupId.getMcDbObject() as McDbGroup\n if(!group) continue;\n const entityIds = group.getAllEntityId()\n entityIds.some((entityId)=> {\n const entity = entityId.getMcDbEntity()\n if(entity?.getHandle() === handle) {\n name = groupName\n return true\n }\n return false\n })\n }\n }\n }\n\n if(name) {\n const groupId = groupDict.getAt(name)\n const group = groupId.getMcDbObject() as McDbGroup\n if(group) {\n group.clear()\n groupDict.remove(name)\n MxFun.acutPrintf(`\\n组 ${name} 已分解`)\n }else {\n MxFun.acutPrintf(`\\n对象不是组成员`)\n continue;\n }\n }\n else {\n MxFun.acutPrintf(`\\n对象不是组成员`)\n continue;\n }\n break\n }\n})\n","export default \"///////////////////////////////////////////////////////////////////////////////\\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\\n//https://www.mxdraw.com/\\n///////////////////////////////////////////////////////////////////////////////\\n\\nimport { McDbEntity, McDbLine, McDbPoint, McDbPolyline, MxCADUiPrPoint, MxCADUtility, MxCpp, McGePoint3d, McDbArc, McDbCircle, McDbEllipse, McGeVector3d, McDbHatch, McDbText, McDbMText, McDb, McDbRasterImageDef, McDbRasterImage, McDbBlockReference, McDbDimension } from \\\"mxcad\\\";\\nimport { DetailedResult, DynamicInputType, MxDbRegularPolygonShape, MxFun } from \\\"mxdraw\\\";\\nfunction calculateCenter(start: McGePoint3d, end: McGePoint3d, bulge: number) {\\n const dist = start.distanceTo(end)\\n const dx = dist / 2\\n const dy = dx * bulge\\n const r = (dx * dx + dy * dy) / (2 * dy)\\n const midX = (start.x + end.x) / 2\\n const midY = (start.y + end.y) / 2\\n\\n return new McGePoint3d(midX, midY).addvec(end.clone().sub(start).perpVector().normalize().mult(r - dy))\\n}\\nfunction calculateLineAngle(center: McGePoint3d, start: McGePoint3d, end: McGePoint3d) {\\n const deg = (Math.PI * 2) / 360\\n // 计算直线的角度\\n let startAngle = ((Math.atan2(start.y - center.y, start.x - center.x) * 180) / Math.PI) * deg\\n let endAngle = ((Math.atan2(end.y - center.y, end.x - center.x) * 180) / Math.PI) * deg\\n\\n return {\\n startAngle,\\n endAngle\\n }\\n}\\nMxFun.addCommand(\\\"list\\\", async () => {\\n // 选择对象获取信息\\n const objIds = await MxCADUtility.userSelect(\\\"选择对象\\\")\\n const getPoint = new MxCADUiPrPoint()\\n MxFun.acutPrintf(\\\"找到\\\" + objIds.length + \\\"个\\\\n\\\")\\n const objId = objIds.pop()\\n if (!objId) return\\n const ent = objId.getMcDbEntity()\\n if (!objId.isValid() || !ent) {\\n MxFun.acutPrintf(\\\"对象无效\\\\n\\\")\\n } else {\\n if (await printInfo(ent) === false) return\\n }\\n while (objIds.length) {\\n getPoint.setMessage(\\\"按 ENTER 键继续\\\")\\n getPoint.setDisableDynInput(true)\\n await getPoint.go()\\n // 程序中止、按下Esc键、新的命令运行时退出\\n if (getPoint.getDetailedResult() === DetailedResult.kCodeAbort) return\\n if (getPoint.getDetailedResult() === DetailedResult.kEcsIn) return\\n if (getPoint.getDetailedResult() === DetailedResult.kNewCommadIn) return\\n const objId = objIds.pop()\\n if (!objId) break;\\n const ent = objId.getMcDbEntity()\\n if (!objId.isValid() || !ent) {\\n MxFun.acutPrintf(\\\"对象无效\\\\n\\\")\\n continue\\n }\\n if (await printInfo(ent) === false) return\\n }\\n})\\n// 记录对象的名称\\nconst entNames = {\\n \\\"McDbPoint\\\": \\\"点\\\",\\n \\\"McDbLine\\\": \\\"直线\\\",\\n \\\"McDbPolyline\\\": \\\"多段线\\\",\\n \\\"McDbArc\\\": \\\"圆弧\\\",\\n \\\"McDbCircle\\\": \\\"圆\\\",\\n \\\"McDbEllipse\\\": \\\"椭圆\\\",\\n \\\"McDbHatch\\\": \\\"填充\\\",\\n \\\"McDbText\\\": \\\"单行文本\\\",\\n \\\"McDbMText\\\": \\\"多行文本\\\",\\n \\\"McDbRasterImage\\\": \\\"光栅图片\\\",\\n \\\"McDbBlockReference\\\": \\\"块参照\\\",\\n}\\n// 附着名称字典\\nconst map = {\\n Top: \\\"上\\\",\\n Middle: \\\"中\\\",\\n Bottom: \\\"下\\\",\\n Base: \\\"基\\\",\\n Left: \\\"左\\\",\\n Center: \\\"中\\\",\\n Right: \\\"右\\\",\\n Align: \\\"对齐\\\",\\n Fit: \\\"适应\\\",\\n Mid: \\\"中\\\"\\n};\\n\\n// 获取文字的附着名称\\nconst getAttachmentName = (str: string) => {\\n return str.replace(/k(\\\\w+)/g, function (_, p1) {\\n let key = p1.replace(/([A-Z])/g, \\\"-$1\\\") as string\\n const arr = key.split(\\\"-\\\")\\n const name = arr.reduce((name, key) => {\\n if (map[key]) {\\n return name + map[key];\\n } else {\\n return \\\"\\\";\\n }\\n })\\n return name\\n });\\n}\\n// 打印信息\\nasync function printInfo(ent: McDbEntity) {\\n // 得到所有对象的基本信息\\n const layer = ent.layer\\n const layoutBlockName = MxCpp.getCurrentDatabase().currentSpace.name\\n const isMainModel = layoutBlockName === \\\"*Model_Space\\\"\\n const modeName = isMainModel ? \\\"模型空间\\\" : \\\"图纸空间\\\"\\n const handle = ent.getHandle()\\n console.log(ent.objectName)\\n\\n let entName = entNames[ent.objectName] || ent.objectName\\n if(ent instanceof McDbDimension) {\\n entName = \\\"标注\\\"\\n }\\n MxFun.acutPrintf(`\\\\n ${entName} 图层: \\\"${layer}\\\"`)\\n MxFun.acutPrintf(`\\\\n 空间: \\\"${modeName}\\\"`)\\n\\n MxFun.acutPrintf(`\\\\n 句柄 = ${handle}`)\\n // 点对象的信息\\n if (ent instanceof McDbPoint) {\\n MxFun.acutPrintf(`\\\\n 于 点, X= ${ent.position.x.toFixed(4)} Y= ${ent.position.y.toFixed(4)} Z= ${ent.position.z.toFixed(4)}`)\\n }\\n // 直线对象的信息\\n if (ent instanceof McDbLine) {\\n MxFun.acutPrintf(`\\\\n 自 点, X= ${ent.startPoint.x.toFixed(4)} Y= ${ent.startPoint.y.toFixed(4)} Z= ${ent.startPoint.z.toFixed(4)}`)\\n MxFun.acutPrintf(`\\\\n 到 点, X= ${ent.startPoint.x.toFixed(4)} Y= ${ent.startPoint.y.toFixed(4)} Z= ${ent.startPoint.z.toFixed(4)}`)\\n let deltaX = ent.endPoint.x - ent.startPoint.x;\\n let deltaY = ent.endPoint.y - ent.startPoint.y;\\n let deltaZ = ent.endPoint.z - ent.startPoint.z;\\n\\n // 使用atan2计算角度,结果是弧度,转换为度\\n let angleInDegrees = THREE.MathUtils.radToDeg(Math.atan2(deltaY, deltaX));\\n\\n MxFun.acutPrintf(`\\\\n 长度 = ${ent.getLength().val.toFixed(4)},在 XY 平面中的角度 = ${Math.floor(angleInDegrees)}`)\\n MxFun.acutPrintf(`\\\\n 增量 X = ${deltaX.toFixed(4)},增量 Y = ${deltaY.toFixed(4)},增量 Z = ${deltaZ.toFixed(4)}`)\\n }\\n\\n // 多段线对象的信息\\n if (ent instanceof McDbPolyline) {\\n MxFun.acutPrintf(`\\\\n ${ent.isClosed ? \\\"闭合\\\" : \\\"打开\\\"}`)\\n MxFun.acutPrintf(`\\\\n 固定宽度 ${ent.constantWidth.toFixed(4)}`)\\n MxFun.acutPrintf(`\\\\n 面积 ${ent.getArea().val.toFixed(4)}`)\\n MxFun.acutPrintf(`\\\\n 周长 ${ent.getLength().val.toFixed(4)}`)\\n\\n // 输出多段线的每个点的信息\\n const num = ent.numVerts()\\n // 通过取点对象控制输出量 只有在按下空格或者回车才会继续打印剩余信息\\n const getPoint = new MxCADUiPrPoint()\\n\\n // 记录点包含的其他信息如线宽、凸度值等\\n const widthInfos: {\\n val1: number;\\n val2: number;\\n ret: boolean;\\n }[] = []\\n const bulges: number[] = []\\n // 记录是否打印线宽\\n let isPrintWidth = false\\n\\n for (let index = 0; index < num; index++) {\\n const width = ent.getWidthsAt(index)\\n const bulge = ent.getBulgeAt(index)\\n if (width.val1 !== 0 || width.val2 !== 0) {\\n isPrintWidth = true\\n }\\n widthInfos.push(width)\\n bulges.push(bulge)\\n }\\n // 控制输出打印量\\n let accumulated = 0\\n const maxIndex = 3\\n\\n for (let index = 0; index < num; index++) {\\n if (accumulated > maxIndex) {\\n while (true) {\\n getPoint.setMessage(\\\"按 ENTER 键继续\\\")\\n getPoint.disableAllTrace()\\n getPoint.clearLastInputPoint()\\n // 设置不需要动态的输入框\\n getPoint.setDynamicInputType(DynamicInputType.kNoInput)\\n const pt = await getPoint.go()\\n if (getPoint.getDetailedResult() === DetailedResult.kCodeAbort) return\\n if (getPoint.getDetailedResult() === DetailedResult.kEcsIn) return\\n if (getPoint.getDetailedResult() === DetailedResult.kNewCommadIn) return false\\n // 只有回车和空格或者鼠标左键点击才能继续往下走打印的流程, 否则始终循环等待用户输入\\n if (getPoint.getDetailedResult() === DetailedResult.kNullEnterIn || getPoint.getDetailedResult() === DetailedResult.kNullSpaceIn || pt) {\\n accumulated = 0\\n break;\\n }\\n }\\n }\\n const point = ent.getPointAt(index).val\\n const bulge = bulges[index]\\n\\n MxFun.acutPrintf(`\\\\n 于端点 X= ${point.x.toFixed(1)} Y= ${point.y.toFixed(1)} Z= ${point.z.toFixed(1)}`)\\n if (isPrintWidth) {\\n MxFun.acutPrintf(`\\\\n 起点宽度 ${widthInfos[index].val1.toFixed(4)}`)\\n MxFun.acutPrintf(`\\\\n 端点宽度 ${widthInfos[index].val2.toFixed(4)}`)\\n }\\n // 凸度不为0时 且\\n if (Math.abs(bulge) > 0) {\\n MxFun.acutPrintf(`\\\\n 凸度 ${bulge.toFixed(1)}`)\\n const nextPoint = ent.getPointAt(index + 1).val\\n const center = calculateCenter(point, nextPoint, bulge)\\n MxFun.acutPrintf(`\\\\n 圆心 X= ${center.x.toFixed(1)} Y= ${center.y.toFixed(1)} Z= ${center.z.toFixed(1)}`)\\n MxFun.acutPrintf(`\\\\n 半径 ${center.distanceTo(point).toFixed(1)}`)\\n const { startAngle, endAngle } = calculateLineAngle(center, point, nextPoint)\\n MxFun.acutPrintf(`\\\\n 起点角度 ${THREE.MathUtils.radToDeg(startAngle).toFixed(0)}`)\\n MxFun.acutPrintf(`\\\\n 端点角度 ${THREE.MathUtils.radToDeg(endAngle).toFixed(0)}`)\\n // 最后一次循环加上最后一个端点信息\\n if (index === num - 1) {\\n MxFun.acutPrintf(`\\\\n 于端点 X= ${nextPoint.x.toFixed(1)} Y= ${nextPoint.y.toFixed(1)} Z= ${nextPoint.z.toFixed(1)}`)\\n }\\n }\\n accumulated++\\n }\\n }\\n // 圆弧的信息\\n if (ent instanceof McDbArc) {\\n MxFun.acutPrintf(`\\\\n 圆心 点, X= ${ent.center.x.toFixed(4)} Y= ${ent.center.y.toFixed(4)} Z= ${ent.center.z.toFixed(4)}`)\\n MxFun.acutPrintf(`\\\\n 半径 ${ent.radius.toFixed(4)}`)\\n MxFun.acutPrintf(`\\\\n 起点 角度 ${THREE.MathUtils.radToDeg(ent.startAngle).toFixed(0)}`)\\n MxFun.acutPrintf(`\\\\n 端点 角度 ${THREE.MathUtils.radToDeg(ent.endAngle).toFixed(0)}`)\\n MxFun.acutPrintf(`\\\\n 长度 ${ent.getLength().val.toFixed(4)}`)\\n }\\n // 圆的信息\\n if (ent instanceof McDbCircle) {\\n MxFun.acutPrintf(`\\\\n 圆心 点, X= ${ent.center.x.toFixed(4)} Y= ${ent.center.y.toFixed(4)} Z= ${ent.center.z.toFixed(4)}`)\\n MxFun.acutPrintf(`\\\\n 半径 ${ent.radius.toFixed(4)}`)\\n MxFun.acutPrintf(`\\\\n 周长 ${ent.getLength().val.toFixed(4)}`)\\n MxFun.acutPrintf(`\\\\n 面积 ${(Math.PI * ent.radius * ent.radius).toFixed(4)}`)\\n }\\n\\n // 椭圆的信息\\n if (ent instanceof McDbEllipse) {\\n // 得到椭圆的半轴长度\\n const radius1 = ent.majorAxis.length()\\n const radius2 = ent.minorAxis.length()\\n // 是否是椭圆 为false表示是椭圆弧\\n const isEllipse = ent.startAngle === 0 && ent.endAngle === 2 * Math.PI\\n if (isEllipse) {\\n const calculateEllipseCircumference = (radius1: number, radius2: number) => {\\n const h = Math.pow((radius1 - radius2), 2) / Math.pow((radius1 + radius2), radius2);\\n const circumference = Math.PI * (radius1 + radius2) * (1 + (3 * h) / (10 + Math.sqrt(4 - 3 * h)));\\n return circumference;\\n }\\n MxFun.acutPrintf(`\\\\n 面积: ${(Math.PI * radius1 * radius2).toFixed(4)}`)\\n MxFun.acutPrintf(`\\\\n 圆周: ${calculateEllipseCircumference(radius1, radius2).toFixed(4)}`)\\n }\\n else {\\n // 计算椭圆弧的长度\\n const arcLengthOfEllipse = (a: number, b: number, theta1: number, theta2: number, numSteps: number) => {\\n // a: 长半轴\\n // b: 短半轴\\n // 定义被积函数\\n const integrand = function (theta: number) {\\n return Math.sqrt(a * a * Math.sin(theta) * Math.sin(theta) + b * b * Math.cos(theta) * Math.cos(theta));\\n };\\n\\n // 使用复合辛普森法则进行数值积分\\n let integral = 0;\\n const stepSize = (theta2 - theta1) / numSteps;\\n for (let i = 0; i <= numSteps; i++) {\\n const theta = theta1 + i * stepSize;\\n if (i === 0 || i === numSteps) {\\n integral += integrand(theta);\\n } else if (i % 2 === 0) {\\n integral += 2 * integrand(theta);\\n } else {\\n integral += 4 * integrand(theta);\\n }\\n }\\n\\n integral *= stepSize / 3;\\n return Math.abs(integral);\\n }\\n\\n MxFun.acutPrintf(`\\\\n 长度: ${arcLengthOfEllipse(radius1, radius2, ent.startAngle, ent.endAngle, 30).toFixed(4)}`)\\n }\\n MxFun.acutPrintf(`\\\\n 中心点: X = ${ent.center.x.toFixed(4)} , Y = ${ent.center.y.toFixed(4)} , Z = ${ent.center.z.toFixed(4)}`)\\n // 判断哪个是半轴长度较长的轴\\n const isMaxAxis = radius1 > radius2\\n const maxAxis = isMaxAxis ? ent.majorAxis : ent.minorAxis\\n const minAxis = isMaxAxis ? ent.minorAxis : ent.majorAxis\\n MxFun.acutPrintf(`\\\\n 长轴: X = ${maxAxis.x.toFixed(4)} , Y = ${maxAxis.y.toFixed(4)} , Z = ${maxAxis.z.toFixed(4)}`)\\n MxFun.acutPrintf(`\\\\n 短轴: X = ${minAxis.x.toFixed(4)} , Y = ${minAxis.y.toFixed(4)} , Z = ${minAxis.z.toFixed(4)}`)\\n // 椭圆弧的其他信息\\n if (!isEllipse) {\\n // 计算椭圆弧的起点和端点\\n const calculateEllipseEndpoints = (center: McGePoint3d, v1: McGeVector3d, v2: McGeVector3d, theta1: number, theta2: number) => {\\n // 椭圆中心坐标\\n const cx = center.x;\\n const cy = center.y;\\n\\n // 主轴向量\\n const vx1 = v1.x;\\n const vy1 = v1.y;\\n\\n // 副轴向量\\n const vx2 = v2.x;\\n const vy2 = v2.y;\\n\\n // 计算椭圆的起始点和结束点\\n const alpha = Math.atan2(vy1, vx1)\\n\\n const a = Math.sqrt(vx1 * vx1 + vy1 * vy1); // 长轴半径\\n const b = Math.sqrt(vx2 * vx2 + vy2 * vy2); // 短轴半径\\n // 根据角度计算起始点和结束点\\n const startEndpointX = cx + a * Math.cos(theta1) * Math.cos(alpha) - b * Math.sin(theta1) * Math.sin(alpha);\\n const startEndpointY = cy + a * Math.cos(theta1) * Math.sin(alpha) + b * Math.sin(theta1) * Math.cos(alpha);\\n const endEndpointX = cx + a * Math.cos(theta2) * Math.cos(alpha) - b * Math.sin(theta2) * Math.sin(alpha);\\n const endEndpointY = cy + a * Math.cos(theta2) * Math.sin(alpha) + b * Math.sin(theta2) * Math.cos(alpha);\\n\\n return {\\n startPoint: new McGePoint3d(startEndpointX, startEndpointY),\\n endPoint: new McGePoint3d(endEndpointX, endEndpointY)\\n };\\n }\\n\\n const { startPoint, endPoint } = calculateEllipseEndpoints(ent.center, ent.majorAxis, ent.minorAxis, ent.startAngle, ent.endAngle)\\n MxFun.acutPrintf(`\\\\n 起点: X = ${startPoint.x.toFixed(4)} , Y = ${startPoint.y.toFixed(4)} , Z = ${startPoint.z.toFixed(4)}`)\\n MxFun.acutPrintf(`\\\\n 端点: X = ${endPoint.x.toFixed(4)} , Y = ${endPoint.y.toFixed(4)} , Z = ${endPoint.z.toFixed(4)}`)\\n MxFun.acutPrintf(`\\\\n 起点角度: ${THREE.MathUtils.radToDeg(ent.startAngle).toFixed(0)}`)\\n MxFun.acutPrintf(`\\\\n 端点角度: ${THREE.MathUtils.radToDeg(ent.endAngle).toFixed(0)}`)\\n }\\n MxFun.acutPrintf(`\\\\n 半径比例: ${ent.radiusRatio.toFixed(4)}`)\\n }\\n\\n // 填充对象信息\\n if(ent instanceof McDbHatch) {\\n const patternName = ent.patternName()\\n MxFun.acutPrintf(`\\\\n 填充图案 ${patternName}`)\\n MxFun.acutPrintf(`\\\\n 图案填充比例 ${ent.patternScale.toFixed(4)}`)\\n MxFun.acutPrintf(`\\\\n 图案填充角度 ${THREE.MathUtils.radToDeg(ent.patternAngle).toFixed(0)}`)\\n const pl = new McDbPolyline()\\n const pls: McDbPolyline[] = []\\n pl.isClosed = true\\n for (let index = 0; index < ent.numLoops; index++) {\\n const { vertices, bulges } = ent.getLoopAt(index)\\n vertices.forEach((pt, index)=> {\\n const bulge = bulges[index]\\n pl.addVertexAt(pt, Number(bulge.toFixed(14)))\\n })\\n pls.push(pl)\\n MxCpp.getCurrentMxCAD().drawEntity(pl)\\n }\\n const totalArea = pls.reduce((totalArea, pl)=> totalArea + pl.getArea().val, 0)\\n MxFun.acutPrintf(`\\\\n 面积 ${totalArea.toFixed(4)}`)\\n }\\n\\n // 单行文字信息\\n if(ent instanceof McDbText) {\\n MxFun.acutPrintf(`\\\\n 样式 = \\\"${ent.textStyle}\\\"`)\\n MxFun.acutPrintf(`\\\\n 起点 点, X= ${ent.position.x.toFixed(4)} Y= ${ent.position.y.toFixed(4)} Z= ${ent.position.z.toFixed(4)}`)\\n MxFun.acutPrintf(`\\\\n 高度 ${ent.height.toFixed(4)}`)\\n MxFun.acutPrintf(`\\\\n 文字 ${ent.textString}`)\\n MxFun.acutPrintf(`\\\\n 旋转 角度 ${ent.rotation.toFixed(0)}`)\\n MxFun.acutPrintf(`\\\\n 宽度 比例因子 ${ent.widthFactor.toFixed(4)}`)\\n }\\n // 多行文字信息\\n if(ent instanceof McDbMText) {\\n MxFun.acutPrintf(`\\\\n 样式 = \\\"${ent.textStyle}\\\"`)\\n MxFun.acutPrintf(`\\\\n位置: X= ${ent.location.x.toFixed(4)} Y= ${ent.location.y.toFixed(4)} Z= ${ent.location.z.toFixed(4)}`)\\n MxFun.acutPrintf(`\\\\n宽度: ${ent.width.toFixed(4)}`)\\n MxFun.acutPrintf(`\\\\n法向: X= ${ent.normal.x.toFixed(4)} Y= ${ent.normal.y.toFixed(4)} Z= ${ent.normal.z.toFixed(4)}`)\\n MxFun.acutPrintf(`\\\\n旋转: ${ent.rotation.toFixed(0)}`)\\n MxFun.acutPrintf(`\\\\n文字高度: ${ent.textHeight.toFixed(4)}`)\\n\\n MxFun.acutPrintf(`\\\\n附着: ${getAttachmentName(McDb.AttachmentPoint[ent.attachment])}`)\\n MxFun.acutPrintf(`\\\\n内容: ${ent.contents}`)\\n }\\n // 光栅图片信息\\n if(ent instanceof McDbRasterImage) {\\n const imgDef = ent.imageDefId().getMcDbRasterImageDef()\\n const getFileNameFromPath = (path: string)=> {\\n return path.split('/').pop().split('\\\\\\\\').pop();\\n }\\n MxFun.acutPrintf(`\\\\n图像: ${getFileNameFromPath(imgDef.sourceFileName)}`)\\n\\n const getClipBoundaryType = (ent: McDbRasterImage)=> {\\n const type = ent.clipBoundaryType()\\n if(type === McDb.ClipBoundaryType.kInvalid) return \\\"无效\\\"\\n if(type === McDb.ClipBoundaryType.kPoly) return \\\"多边形\\\"\\n if(type === McDb.ClipBoundaryType.kRect) return \\\"矩形\\\"\\n }\\n MxFun.acutPrintf(`\\\\n剪裁边界类型: ${getClipBoundaryType(ent)}`)\\n const clipBoundary = ent.clipBoundary()\\n MxFun.acutPrintf(`\\\\n边界点数目: ${clipBoundary.length()}`)\\n ent.clipBoundary().forEach((pt)=> {\\n MxFun.acutPrintf(`\\\\n 位于点,X= ${pt.x.toFixed(4)}, Y= ${pt.y.toFixed(4)}, Z= ${pt.z.toFixed(4)}`)\\n })\\n }\\n\\n // 图块信息\\n if(ent instanceof McDbBlockReference) {\\n MxFun.acutPrintf(`\\\\n块名: \\\"${ent.blockName}\\\"`)\\n MxFun.acutPrintf(`\\\\n插入点: X= ${ent.position.x.toFixed(4)}, Y= ${ent.position.y.toFixed(4)}, Z= ${ent.position.z.toFixed(4)}`)\\n MxFun.acutPrintf(`\\\\nX 比例因子: ${ent.scaleFactors.x.toFixed(4)}`)\\n MxFun.acutPrintf(`\\\\nY 比例因子: ${ent.scaleFactors.y.toFixed(4)}`)\\n MxFun.acutPrintf(`\\\\n 旋转角度: ${ent.rotation.toFixed(0)}`)\\n MxFun.acutPrintf(`\\\\nZ 比例因子: ${ent.scaleFactors.z.toFixed(4)}`)\\n MxFun.acutPrintf(`\\\\nZ 比例因子: ${ent.scaleFactors.z.toFixed(4)}`)\\n MxFun.acutPrintf(`\\\\n 缩放比例: ${ent.getScale().toFixed(4)}`)\\n }\\n\\n // 标注信息\\n if(ent instanceof McDbDimension) {\\n MxFun.acutPrintf(`\\\\n文字位置: X= ${ent.textPosition.x.toFixed(4)} Y= ${ent.textPosition.y.toFixed(4)} Z= ${ent.textPosition.z.toFixed(4)}`)\\n MxFun.acutPrintf(`\\\\n是否使用的默认文字位置: ${ent.isUsingDefaultTextPosition()}`)\\n MxFun.acutPrintf(`\\\\n高度: ${ent.elevation.toFixed(4)}`)\\n MxFun.acutPrintf(`\\\\n文本内容: ${ent.dimensionText}`)\\n MxFun.acutPrintf(`\\\\n文本旋转角度: ${THREE.MathUtils.radToDeg(ent.textRotation).toFixed(0)}`)\\n const dimStyle = ent.dimensionStyle.getMcDbDimStyleTableRecord()\\n MxFun.acutPrintf(`\\\\n标注样式: ${dimStyle.name}`)\\n MxFun.acutPrintf(`\\\\n文字附着: ${getAttachmentName(McDb.AttachmentPoint[ent.textAttachment])}`)\\n MxFun.acutPrintf(`\\\\n水平旋转角度: ${THREE.MathUtils.radToDeg(ent.horizontalRotation).toFixed(0)}`)\\n MxFun.acutPrintf(`\\\\n水平旋转角度: ${THREE.MathUtils.radToDeg(ent.horizontalRotation).toFixed(0)}`)\\n }\\n MxFun.acutPrintf(\\\"\\\\n命令\\\")\\n}\\n\\n\"","import { MxCADPluginSampleCode } from \"mxcad\"\nimport \"./list\"\nimport \"./group\"\nimport listCmdCodeString from \"./list?raw\"\nconst filterCode = (code: string)=> {\n // 定义一个正则表达式来匹配指定格式的版权注释 通过开头和结尾固定的24个斜杠来判断版权注释\n const regex = /\\/\\/{24}[\\s\\S]*\\/\\/{24}/g;\n const result = code.replace(regex, '');\n return result\n}\n\nexport const initCode = (codes: MxCADPluginSampleCode[])=> {\n codes.push({\n \"type\": \"命令实现\",\n \"name\": \"list 命令\",\n \"code\": filterCode(listCmdCodeString)\n })\n}\n","///////////////////////////////////////////////////////////////////////////////\n//版权所有(C)2002-2022,成都梦想凯德科技有限公司。\n//本软件代码及其文档和相关资料归成都梦想凯德科技有限公司,应用包含本软件的程序必须包括以下版权声明\n//此应用程序应与成都梦想凯德科技有限公司达成协议,使用本软件、其文档或相关材料\n//https://www.mxdraw.com/\n///////////////////////////////////////////////////////////////////////////////\n\nimport { MxFun, MxDbRectBoxLeadComment, MrxDbgUtils, MxDrawObject } from \"mxdraw\"\nimport { DxfCode, McCmColor, McDb, McDbCurve, McDbEntity, McDbLine, McDbPolyline, McDbRasterImage, McDbRasterImageDef, McDbWipeout, McGeBound, McGePoint3dArray, MxCADPluginBase, MxCADPluginMapDefaultData, MxCADResbuf, MxCADSelectionSet, MxCADUiPrAngle, MxCADUiPrEntity, MxCADUiPrPoint, MxCADUtility, MxPropertiesWindowCustomValueType, MxTools } from \"mxcad\"\nimport { createApp } from \"vue\";\nimport Test from \"./Test.vue\"\n// import Compare from \"./compareDwg.vue\"\nimport { useModalVisible } from \"./Modal/hooks\";\nimport { McDbAttribute, McDbBlockReference, McDbText, McGePoint3d, McObject, McObjectId, MxCADUI, MxCpp } from \"mxcad\";\nimport { init as iframeinit } from \"./iframe\"\nimport { init as commentinit } from \"./comment\"\nimport { init as paramdrawinit } from \"./paramdraw\"\nimport { init as measureinit } from \"./measure\"\nimport { init as interactiveinit } from \"./interactive\"\nimport { init as databaseinit } from \"./database\"\nimport { init as cadfileinit } from \"./cadfile\"\nimport { init as findtextinit } from \"./findtext\"\nimport { init as drawcustomtinit } from \"./customEntity\"\nimport { init as makeblock } from \"./makeblock\"\nimport { init as hatchinit } from \"./hatch\"\nimport { init as aiinit } from \"./mxai/MxAiModule\"\nimport { init as init_userdemo } from \"./userdemo\"\nimport { init as init_gis_entity } from \"./gis/gis_entity\"\nimport { init as toolsinit } from \"./extools/fitTools\"\nimport { init as textToolsinit } from \"./extools/textTools\"\nimport { init as blockToolsinit } from \"./extools/blockTools\"\nimport { init as countToolsinit } from \"./extools/countTools\"\nimport { init as drawToolsinit } from \"./extools/drawTools\"\nimport { init as annotationsTools } from \"./extools/annotationsTools\"\nimport { MxTest_Map_Download, getMapDefaultData, init as gisinit } from \"./gis/init\"\nimport \"./icon/index.js\"\nimport \"./icon/dwgCampare.js\"\nimport { mxtest_add_3d_model } from \"./gis/add_3d_model\";\nimport code from \"./templateCode\"\nimport { initCode } from \"./command\"\ninitCode(code)\n//@ts-ignore\nif (import.meta.env.MODE === \"debug\") {\n const ws = new WebSocket('ws://localhost:24678');\n ws.addEventListener('message', (event) => {\n const info = JSON.parse(event.data)\n if (info.type === \"full-reload\") location.reload();\n });\n}\nclass MxCADPlugin extends MxCADPluginBase {\n constructor() {\n super()\n this.map_default_data = getMapDefaultData();\n this.sampleCode = code;\n //this.openFile = \"test3.mxweb\";\n //this.openFile = \"testcad.dwg.mxweb\";\n //this.openFile = \"http://localhost:1337/mxcad/file/a9cbed3d3a351b79f24484e87bd78338.DWG.mxweb\"\n }\n}\n\nlet mxcadui: MxCADUI;\nconst { showModal, hideModal, showTools } = useModalVisible()\n\nasync function My_PluginTest() {\n showModal({\n title: \"My Test Draw\",\n text: \"测试Modal\",\n oncancel: () => {\n // 取消\n hideModal()\n },\n onsubmit: () => {\n // 确定\n hideModal()\n },\n ongetallentity: () => {\n // 确定\n hideModal()\n MxFun.sendStringToExecute(\"TestGetAllEntity\")\n },\n ondrawline: () => {\n // 确定\n hideModal()\n MxFun.sendStringToExecute(\"Mx_Circle\")\n },\n docommand: (cmd) => {\n hideModal()\n MxFun.sendStringToExecute(cmd)\n }\n })\n}\nasync function My_Extool() {\n showTools({\n title: \"My Extension Tools\",\n text: \"扩展工具\",\n oncancel: () => {\n // 取消\n hideModal()\n },\n docommand: (cmd) => {\n hideModal()\n MxFun.sendStringToExecute(cmd)\n }\n })\n}\nconst div = document.createElement(\"div\")\ndocument.body.appendChild(div)\nconst app = createApp(Test)\napp.mount(div)\niframeinit();\n\n// 在加时,初始化同步用。\nMxFun.onInitSync(()=>{\n return new Promise((resolve) => {\n resolve(true)\n }) \n})\n\n// cad应用加载开始\nMxFun.on(\"mxcadApplicationStart\", (mxcaduiimp: MxCADUI) => {\n mxcadui = mxcaduiimp;\n mxcadui.init(new MxCADPlugin());\n});\n\n// 初始化gis\nMxFun.on(\"mxcadApplicationInitMap\", () => {\n gisinit(mxcadui.mxmap);\n});\n\n// 开始创建mxdraw,mxcad.on(\"init_before_mxdraw\")\nMxFun.on(\"mxcadApplicationStartCreatingMxCADObject\", (param) => {\n // mxdraw 绘图初始对象。\n let mxdraw: MxDrawObject = param.mxdraw;\n mxdraw.setViewMovementMethod(true);\n mxdraw.on(\"openFileComplete\", () => {\n console.log(\"MxTip:openFileComplete \")\n });\n\n // 鼠标点事件响应.\n mxdraw.addControlsEvent(\"mousedown\", (event) => {\n let x = event.offsetX;\n let y = event.offsetY;\n let pt = mxdraw.viewCoord2Cad(x, y, 0);\n console.log(\"mousedown:\", pt);\n //MxFun.postMessageToParentFrame(pt);\n return 0;\n })\n});\n\n\n// MxCAD创建成功,mxcad.on(\"init_mxcad\")\nMxFun.on(\"mxcadApplicationCreatedMxCADObject\", (param) => {\n let config = mxcadui.getServerConfig();\n MxCpp.App.addNetworkLoadingFont(config.font || [\"txt.shx\", \"simplex.shx\",\"gdt.shx\", \"aaa.shx\", \"ltypeshp.shx\", \"complex.shx\"]);\n MxCpp.App.addNetworkLoadingBigFont(config.bigFont || [\"hztxt.shx\", \"gbcbig.shx\"])\n if(config.trueTypeFont){\n MxCpp.App.addNetworkLoadingTrueTypeFont(config.trueTypeFont[0],config.trueTypeFont[1],config.trueTypeFont[2]);\n }\n else{\n //MxCpp.App.addNetworkLoadingTrueTypeFont([\"simsun\", \"syadobe\"], [\"思原宋体\", \"思原黑体\"], [\"stadobe.otf\", \"syadobe.otf\"]);\n MxCpp.App.addNetworkLoadingTrueTypeFont([\"syadobe\"], [\"思原黑体\"], [\"syadobe.otf\"]);\n }\n\n let mxcad: McObject = param.mxcad;\n\n //mxcad.setViewBackgroundColor(255, 255, 255);\n // 设置圆弧的显示精度,0~999\n mxcad.setAttribute({DisplayPrecision:35});\n\n //mxcad.setViewBackgroundColor(255, 255, 255);\n // 对象选择事件\n mxcad.on(\"selectChange\", (ids: McObjectId[]) => {\n if (ids.length == 0) return;\n let id = ids[0];\n let mxent = id.getMxDbEntity();\n if (mxent !== null) {\n console.log(mxent.getTypeName());\n if (mxent instanceof MxDbRectBoxLeadComment) {\n let comment: MxDbRectBoxLeadComment = mxent;\n console.log(comment.text);\n //comment.text = \"xxxx\";\n //comment.setNeedUpdateDisplay();\n }\n //...\n return;\n }\n let ent = id.getMcDbEntity();\n if (ent !== null) {\n console.log(ent.objectName);\n if (ent instanceof McDbText) {\n let text: McDbText = ent;\n console.log(text.textString);\n }\n else if (ent instanceof McDbBlockReference) {\n let blkRef: McDbBlockReference = ent;\n let aryId = blkRef.getAllAttribute();\n aryId.forEach((id) => {\n let attribt: McDbAttribute = id.getMcDbEntity() as any;\n console.log(attribt.textString);\n console.log(attribt.tag);\n })\n }\n //...\n }\n });\n\n\n\n // 属性界面上,得到对象属性事件。\n MxCpp.PropertiesWindow.onEvent_getProperties((id: McObjectId) => {\n let ent = id.getMcDbEntity();\n if (!ent) return [];\n let dn = ent.getxDataDouble(\"DN\");\n let len = ent.getxDataDouble(\"LEN\");\n let ret = [];\n\n if (dn.ret) {\n ret.push({\n sVarName: \"DN\",\n iVarType: MxPropertiesWindowCustomValueType.kDouble,\n val: dn.val,\n isOnlyRead: false\n });\n }\n\n if (len.ret) {\n ret.push({\n sVarName: \"LEN\",\n iVarType: MxPropertiesWindowCustomValueType.kDouble,\n val: len.val,\n isOnlyRead: false\n });\n }\n return ret;\n })\n\n // 属性界面上,对象属性被修改事件。\n MxCpp.PropertiesWindow.onEvent_setProperties((id: McObjectId, prop: any) => {\n let ent = id.getMcDbEntity();\n if (!ent) return;\n if (prop.sVarName == \"DN\") {\n ent.setxDataDouble(\"DN\", prop.val);\n }\n else if (prop.sVarName == \"LEN\") {\n ent.setxDataDouble(\"LEN\", prop.val);\n }\n });\n\n});\n\n\nexport function getMxCADUi(): MxCADUI {\n return mxcadui;\n}\n\nexport function McGePoint3dToString(pt: McGePoint3d): string {\n return \"x=\" + pt.x + \",y=\" + pt.y + \",z=\" + pt.z;\n}\n\n\n// test command\nfunction Mx_Open_DemoCode() {\n window.open(\"https://demo.mxdraw3d.com:3562/MxCADCode.7z\")\n}\n\nfunction Mx_Open_DevInstall() {\n window.open(\"https://demo.mxdraw3d.com:3562/MxDrawCloudServer1.0TryVersion.7z\")\n}\n\nfunction getMapUrl(type) {\n var url = window.location.href;\n if (url.indexOf(\"?\") != -1) {\n url = url.replace(/(\\?|#)[^'\"]*/, '');\n }\n return `${url}?map=true&maptype=${type}`\n}\n\nfunction Mx_Open_Map_gdslwzj() {\n\n window.open(getMapUrl(\"gdslwzj\"))\n}\n\n\nfunction Mx_Open_Map_googlecn() {\n\n window.open(getMapUrl(\"google\"))\n}\n\n\nfunction Mx_Open_Map_gdyx() {\n window.open(getMapUrl(\"gdyx\"))\n}\n\nfunction Mx_Open_Map_tdtsl() {\n window.open(getMapUrl(\"tdtsl\"))\n}\n\nfunction Mx_Open_Map_bdsl() {\n window.open(getMapUrl(\"bdsl\"))\n}\n\nfunction Mx_Open_Map_geoq() {\n window.open(getMapUrl(\"geoq\"))\n}\n\n\nfunction Mx_ViewBackgroundColor() {\n MxCpp.getCurrentMxCAD().setViewBackgroundColor(255, 255, 255);\n MxFun.callEvent(\"updateBackgroundColor\", new McCmColor(255, 255, 255))\n}\n\n\nasync function Mx_TestExProp() {\n let selEntity1 = new MxCADUiPrEntity();\n\n selEntity1.setMessage(\"选择要需要开启自定义属性的对象\");\n let idText = await selEntity1.go();\n if (!idText.isValid()) return;\n\n let ent = idText.getMcDbEntity();\n MxCpp.PropertiesWindow.setEntitySupportCustom(idText);\n\n // 设置对象扩展属性值。\n ent.setxDataDouble(\"DN\", 100);\n ent.setxDataDouble(\"LEN\", 2000);\n}\n\nfunction Mx_Test_OpenFile() {\n let mxcad = MxCpp.getCurrentMxCAD();\n mxcad.openWebFile(\"http://localhost:1337/mxcad/file/a9cbed3d3a351b79f24484e87bd78338.DWG.mxweb\");\n\n //\n}\n\nasync function Mx_Test_GetFile() {\n //let pat = await MxTools.getFileFromUrl(\"fonts/mx.pat\");\n //console.log(pat.text());\n\n //MxFun.isRunningCommand()\n //MxFun.sendStringToExecute(\"Mx_Pan\");\n //MxFun.stopRunCommand();\n}\n\nasync function Mx_SelectEntitHideLayer() {\n let selEntity1 = new MxCADUiPrEntity();\n\n selEntity1.setMessage(\"选择要隐藏的对象\");\n let id = await selEntity1.go();\n if (!id.isValid()) return;\n\n let ent = id.getMcDbEntity();\n let mxcad = MxCpp.getCurrentMxCAD();\n let layerTable = mxcad.getDatabase().getLayerTable();\n let layerId = layerTable.get(ent.layer);\n let layerRec = layerId.getMcDbLayerTableRecord();\n if (layerRec === null) return;\n layerRec.isOff = true;\n mxcad.updateLayerDisplayStatus();\n mxcad.updateDisplay()\n}\n\n\nfunction getHostUrl(): string {\n return window.location.origin;\n}\n\nfunction getCurrentPagePath() {\n return window.location.origin + window.location.pathname\n}\n\n\nlet idImage: any;\nasync function Mx_Test_DrawImage() {\n const getPoint = new MxCADUiPrPoint();\n getPoint.setMessage(\"\\n指定插入点:\");\n let pt = await getPoint.go();\n if (!pt) return;\n\n let mxcad = MxCpp.getCurrentMxCAD();\n //let imagUrl = \"https://cdn.pixabay.com/photo/2022/11/15/12/23/winter-7593872_960_720.jpg\";\n\n let imagUrl = getCurrentPagePath() + \"mxcad.jpg\"\n mxcad.loadImage(imagUrl, (image) => {\n if (!image) {\n console.log(\"loadImage failed\");\n return;\n }\n let width = mxcad.mxdraw.viewCoordLong2Cad(100);\n let height = (image.height / image.width) * width;\n idImage = mxcad.drawImage((pt as any).x, (pt as any).y, width, height, 0, imagUrl, true);\n mxcad.updateDisplay();\n });\n\n}\n\nfunction Mx_Test_ModifyImage() {\n if (!idImage) return;\n let mxcad = MxCpp.getCurrentMxCAD();\n let imagUrl = \"https://cdn.pixabay.com/photo/2022/11/15/12/23/winter-7593872_960_720.jpg\";\n mxcad.loadImage(imagUrl, (imagedata) => {\n if (!imagedata) {\n console.log(\"loadImage failed\");\n return;\n }\n let imagedefid = mxcad.addImageDefine(imagUrl, \"winter-7593872_960_720.jpg\", true);\n let image = idImage.getMcDbEntity() as McDbRasterImage;\n if (image) {\n image.setImageDefId(imagedefid);\n }\n mxcad.updateDisplay();\n });\n}\n\n\nexport async function MxTest_TestAddCurrentSelect() {\n let mxcad = MxCpp.getCurrentMxCAD();\n let getPoint = new MxCADUiPrPoint();\n let pt1 = await getPoint.go();\n if (pt1 == null) return;\n\n getPoint.setBasePt(pt1);\n let pt2 = await getPoint.go();\n if (pt2 == null) return;\n\n let id = mxcad.drawLine(pt1.x, pt1.y, pt2.x, pt2.y);\n mxcad.addCurrentSelect(id);\n}\n\nlet lAng = 0;\nexport async function MxTest_TestSetViewAngle() {\n lAng += Math.PI * 0.5;\n let mxcad = MxCpp.getCurrentMxCAD()\n mxcad.zoomAngle(lAng);\n}\n\nexport function MxText_ZoomCenter() {\n let mxcad = MxCpp.getCurrentMxCAD();\n mxcad.zoomCenter(900, 900);\n}\n\nfunction Mx_Test_Draw3DPolyline() {\n let mxcad = MxCpp.getCurrentMxCAD();\n //清空当前显示内容\n mxcad.newFile();\n\n let pl = new McDbPolyline();\n pl.setType(McDb.PolylineType.k3dPolyline);\n pl.addVertexAt(new McGePoint3d(100, 100, 100));\n pl.addVertexAt(new McGePoint3d(200, 100, 500));\n pl.addVertexAt(new McGePoint3d(300, 400, 200));\n\n mxcad.drawEntity(pl);\n\n //把所有的实体都放到当前显示视区\n mxcad.zoomAll();\n //更新视区显示\n mxcad.updateDisplay();\n}\n\nasync function MxTemp_Test() {\n /*\n const filter = new MxCADResbuf();\n // 添加对象类型,选择集只选择文字类型的对象\n filter.AddMcDbEntityTypes(\"INSERT\")\n\n let ss = new MxCADSelectionSet();\n //选择所有文本对象\n ss.allSelect(filter);\n\n let count = ss.count();\n console.log(count);\n */\n const getPoint = new MxCADUiPrPoint();\n getPoint.setMessage(\"\\n指定一点:\");\n let startPoint = (await getPoint.go());\n if (!startPoint) return;\n\n const getAngle = new MxCADUiPrAngle()\n getAngle.setMessage(\"指定夹角\")\n getAngle.setKeyWords(\"\")\n getAngle.setBasePt(startPoint)\n\n const angle = await getAngle.go()\n\n console.log(angle);\n\n}\n\nasync function Mx_Test_OffsetIn_DrawLine() {\n const getPoint = new MxCADUiPrPoint();\n getPoint.setMessage(\"\\n指定一点:\");\n getPoint.setOffsetInputPostion(true);\n let pt1 = (await getPoint.go());\n if (!pt1) return;\n\n getPoint.setBasePt(pt1);\n getPoint.setUseBasePt(true);\n\n getPoint.setMessage(\"\\n指定二点:\");\n let pt2 = (await getPoint.go());\n if (!pt2) return;\n\n MxCpp.getCurrentMxCAD().drawLine(pt1.x, pt1.y, pt2.x, pt2.y);\n}\n\nasync function Mx_Test_CreateGroup() {\n\n let ss = new MxCADSelectionSet();\n if (!await ss.userSelect(\"选择要做成组的对象:\")) return;\n if (ss.count() == 0) return;\n let mxcad = MxCpp.getCurrentMxCAD();\n mxcad.getDatabase().CreateGroup(ss.getIds());\n}\n\n\nasync function Mx_Test_IntersectWith() {\n\n let mxcad = MxCpp.getCurrentMxCAD();\n const getPoint = new MxCADUiPrPoint();\n getPoint.setMessage(\"\\n指定第一点:\");\n let pt1 = await getPoint.go();\n if (!pt1) return;\n getPoint.setMessage(\"\\n指定第二点:\");\n getPoint.setBasePt(pt1);\n let pt2 = await getPoint.go();\n if (!pt2) return;\n\n // 通过两点构造一个搜索矩形范围.\n let vec = pt2.sub(pt1);\n vec.rotateBy(Math.PI * 0.5).normalize().mult(MxFun.screenCoordLong2Doc(10));\n let p1 = pt1.clone().addvec(vec);\n let p2 = pt1.clone().subvec(vec);\n let p3 = pt2.clone().addvec(vec);\n let p4 = pt2.clone().subvec(vec);\n\n let bound = new McGeBound([p1, p2, p3, p4]);\n let minPt = bound.minPoint;\n let maxPt = bound.maxPoint;\n let ss = new MxCADSelectionSet();\n\n // 根据搜索框,选择框内的对象。\n ss.crossingSelect(minPt.x, minPt.y, maxPt.x, maxPt.y,\n new MxCADResbuf([DxfCode.kEntityType, \"LINE,ARC,CIRCLE,LWPOLYLINE\"]));\n\n let dR = MxFun.screenCoordLong2Doc(5);\n let line = new McDbLine(pt1, pt2);\n ss.forEach(id => {\n let ent = id.getMcDbEntity() as McDbCurve;\n // 与直线求交点 。\n let points = ent.IntersectWith(line, McDb.Intersect.kOnBothOperands);\n if (points.length() != 0) {\n let inpt = points.at(0);\n mxcad.drawCircle(inpt.x, inpt.y, dR);\n }\n })\n\n}\n\n\n\n\n// MxCAD创建成功,相当于mxcad init_mxcad事件.\nMxFun.on(\"mxcadApplicationCreatedMxCADObject\", (param) => {\n\n let mxcad: McObject = param.mxcad;\n\n //mxcad.getMxDrawObject().setIniset({inputRectWidth: 10,gripPointColor: 0xff00FF00});\n\n //mxcad.setViewBackgroundColor(255, 255, 255);\n // 对象选择事件\n mxcad.on(\"selectChange\", (ids: McObjectId[]) => {\n if (ids.length == 0) return;\n let id = ids[0];\n let mxent = id.getMxDbEntity();\n if (mxent !== null) {\n console.log(mxent.getTypeName());\n if (mxent instanceof MxDbRectBoxLeadComment) {\n let comment: MxDbRectBoxLeadComment = mxent;\n console.log(comment.text);\n //comment.text = \"xxxx\";\n //comment.setNeedUpdateDisplay();\n }\n //...\n return;\n }\n let ent = id.getMcDbEntity();\n if (ent !== null) {\n console.log(ent.objectName);\n if (ent instanceof McDbText) {\n let text: McDbText = ent;\n console.log(text.textString);\n }\n else if (ent instanceof McDbBlockReference) {\n let blkRef: McDbBlockReference = ent;\n let aryId = blkRef.getAllAttribute();\n aryId.forEach((id) => {\n let attribt: McDbAttribute = id.getMcDbEntity() as any;\n console.log(attribt.textString);\n console.log(attribt.tag);\n })\n }\n //...\n }\n });\n // 属性界面上,得到对象属性事件。\n MxCpp.PropertiesWindow.onEvent_getProperties((id: McObjectId) => {\n let ent = id.getMcDbEntity();\n if (!ent) return [];\n let dn = ent.getxDataDouble(\"DN\");\n let len = ent.getxDataDouble(\"LEN\");\n let ret = [];\n\n if (dn.ret) {\n ret.push({\n sVarName: \"DN\",\n iVarType: MxPropertiesWindowCustomValueType.kDouble,\n val: dn.val,\n isOnlyRead: false\n });\n }\n\n if (len.ret) {\n ret.push({\n sVarName: \"LEN\",\n iVarType: MxPropertiesWindowCustomValueType.kDouble,\n val: len.val,\n isOnlyRead: false\n });\n }\n return ret;\n })\n\n // 属性界面上,对象属性被修改事件。\n MxCpp.PropertiesWindow.onEvent_setProperties((id: McObjectId, prop: any) => {\n let ent = id.getMcDbEntity();\n if (!ent) return;\n if (prop.sVarName == \"DN\") {\n ent.setxDataDouble(\"DN\", prop.val);\n }\n else if (prop.sVarName == \"LEN\") {\n ent.setxDataDouble(\"LEN\", prop.val);\n }\n });\n init();\n});\n\nasync function Mx_ScreenToJpg() {\n const ret = await MxCADUtility.getCorner(\"选择截图范围\", undefined, undefined, false, true);\n if (!ret) return;\n let mxcad = MxCpp.getCurrentMxCAD();\n\n let w = Math.abs(ret.pt1.x - ret.pt2.x);\n let h = Math.abs(ret.pt1.y - ret.pt2.y);\n\n if (w < 1 || h < 1) return;\n\n let jpg_width = 200;\n let jpg_height = jpg_width * h / w;\n\n mxcad.mxdraw.createCanvasImageData(\n (imageData: String) => {\n let newWindow: any = window.open();\n if (newWindow != null) {\n newWindow.document.write('');\n }\n },\n {\n width: jpg_width, // 图片宽\n height: jpg_height, // 图片高\n range_pt1: ret.pt1.toVector3(), // 截图范围角点1\n range_pt2: ret.pt2.toVector3(), // 截图范围角点2\n }\n );\n}\n\nasync function Mx_Test_DrawMarkCircle() {\n while (true) {\n const getPoint = new MxCADUiPrPoint();\n getPoint.setMessage(\"\\n指定一点:\");\n getPoint.setOffsetInputPostion(true);\n getPoint.clearLastInputPoint();\n let pt1 = (await getPoint.go());\n if (!pt1) return;\n\n let mxdraw = MxFun.getCurrentDraw();\n\n mxdraw.getTempMarkDraw().drawCircleMark(pt1.toVector3(), mxdraw.viewCoordLong2Cad(50), 0xFF0000);\n mxdraw.updateDisplay();\n }\n}\n\nasync function Mx_Test_Wipeout(){\n const getPoint = new MxCADUiPrPoint();\n getPoint.setMessage(\"\\n指定第一点:\");\n let pt1 = await getPoint.go();\n if (!pt1) return;\n\n\n let pt_corner = await MxCADUtility.getCorner(\"\\n指定第二点:\",pt1);\n\n if (!pt_corner) return;\n\n let pt2 = pt_corner.pt2;\n\n let points = new McGePoint3dArray();\n points.append(pt1);\n points.append(new McGePoint3d(pt1.x,pt2.y,0));\n points.append(new McGePoint3d(pt2.x,pt2.y,0));\n\n points.append(new McGePoint3d(pt2.x,pt1.y,0));\n\n let wipeout = new McDbWipeout\n\n wipeout.setVertices(points);\n\n let mxcad = MxCpp.getCurrentMxCAD();\n wipeout = mxcad.drawEntity(wipeout).getMcDbObject() as McDbWipeout;\n\n let minmaxOrder = MxCpp.getCurrentDatabase().currentSpace.getMinMaxDrawOrder();\n let lOrder = minmaxOrder.maxDrawOrder + 1;\n wipeout.drawOrder = lOrder;\n \n\n}\n\n\nfunction init() {\n MxFun.addCommand(\"My_PluginTest\", My_PluginTest);\n MxFun.addCommand(\"My_Extool\", My_Extool);\n MxFun.addCommand(\"Mx_Open_DemoCode\", Mx_Open_DemoCode);\n MxFun.addCommand(\"Mx_Open_DevInstall\", Mx_Open_DevInstall);\n MxFun.addCommand(\"Mx_Open_Map_gdslwzj\", Mx_Open_Map_gdslwzj);\n MxFun.addCommand(\"Mx_Open_Map_gdyx\", Mx_Open_Map_gdyx);\n MxFun.addCommand(\"Mx_Open_Map_tdtsl\", Mx_Open_Map_tdtsl);\n MxFun.addCommand(\"Mx_Open_Map_bdsl\", Mx_Open_Map_bdsl);\n MxFun.addCommand(\"Mx_Open_Map_geoq\", Mx_Open_Map_geoq);\n MxFun.addCommand(\"Mx_Open_Map_googlecn\", Mx_Open_Map_googlecn);\n\n\n MxFun.addCommand(\"Mx_ViewBackgroundColor\", Mx_ViewBackgroundColor);\n MxFun.addCommand(\"Mx_TestExProp\", Mx_TestExProp);\n MxFun.addCommand(\"Mx_Test_OpenFile\", Mx_Test_OpenFile);\n MxFun.addCommand(\"Mx_Test_GetFile\", Mx_Test_GetFile);\n MxFun.addCommand(\"Mx_TestExProp\", Mx_TestExProp);\n MxFun.addCommand(\"Mx_SelectEntitHideLayer\", Mx_SelectEntitHideLayer);\n MxFun.addCommand(\"MxTest_TestAddCurrentSelect\", MxTest_TestAddCurrentSelect);\n MxFun.addCommand(\"MxTest_TestSetViewAngle\", MxTest_TestSetViewAngle);\n MxFun.addCommand(\"MxText_ZoomCenter\", MxText_ZoomCenter);\n MxFun.addCommand(\"MxTest_Map_Download\", MxTest_Map_Download);\n MxFun.addCommand(\"Mx_Test_DrawImage\", Mx_Test_DrawImage);\n MxFun.addCommand(\"Mx_Test_ModifyImage\", Mx_Test_ModifyImage);\n\n MxFun.addCommand(\"Mx_Test_Draw3DPolyline\", Mx_Test_Draw3DPolyline);\n MxFun.addCommand(\"MxTemp_Test\", MxTemp_Test);\n MxFun.addCommand(\"Mx_Test_IntersectWith\", Mx_Test_IntersectWith);\n MxFun.addCommand(\"Mx_Test_OffsetIn_DrawLine\", Mx_Test_OffsetIn_DrawLine);\n MxFun.addCommand(\"Mx_Test_CreateGroup\", Mx_Test_CreateGroup);\n MxFun.addCommand(\"Mx_ScreenToJpg\", Mx_ScreenToJpg);\n MxFun.addCommand(\"Mx_Test_DrawMarkCircle\", Mx_Test_DrawMarkCircle);\n MxFun.addCommand(\"Mx_Test_Wipeout\", Mx_Test_Wipeout);\n\n\n\n\n commentinit();\n paramdrawinit();\n measureinit();\n interactiveinit();\n databaseinit();\n cadfileinit();\n findtextinit();\n makeblock();\n hatchinit();\n aiinit();\n init_userdemo();\n drawcustomtinit();\n init_gis_entity();\n toolsinit();\n textToolsinit();\n blockToolsinit();\n countToolsinit();\n drawToolsinit();\n annotationsTools();\n if (mxcadui.mxmap) {\n //使用three.js 加载一个3d模型在地图上.\n mxtest_add_3d_model(MxFun.getCurrentDraw());\n 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